Magic: The Gathering Drive to Work Podcast - #1125: Mercenaries
Episode Date: April 5, 2024In honor of Outlaws of Thunder Junction, I did a card-by-card design podcast on cards with creature type Mercenary. ...
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I'm not pulling my driveway. We all know what that means. It's time for Drive to Work at Home Edition.
Okay, so I haven't done a card-by-card episode in a while. I tend to do these at home because it's easier for me to read the cards.
So in honor of Outlaws of Thunder Junction, I thought I would take one of the outlaw creature types and talk about its history.
So I take a look at them. Number one with the most was Rogue.
These numbers are pre-Outlaws of Thunderdungeon.
464 Rogues.
Way too much to talk about.
Number two with 147 was Pirates.
Number three with 92 was Warlocks.
Number four with 83 was Assassin.
And number five with 47 was Mercenary,
which is enough that I think I can handle in one episode.
So, today is all about Mercenaries.
Okay, so the very first Mercenary ever actually shows up in Ice Age.
It is a card called Mercenaries.
Summon Mercenaries.
It is now a human Mercenary in Oracle.
Okay, so the card says it's a 3-3 for 3 and a white
so for 4 mana, 1 of which is white
3-3
and for 3 mana
the next time mercenaries would deal damage to you this turn
prevent that damage
so the idea is
it's a 4 mana 3-3
but your opponent can pay to stop it
it's funny looking back
like a hill giant in white is,
like you get a lot of upside nowadays.
But back then, it got downside.
I know white was a little bit smaller.
Even in Ice Age, this was kind of a weak card.
And it was a rare, of course.
Okay, the next time a mercenary would show up,
and the first time it's,
mercenaries would just summon mercenaries, plural, like it was matching the card title. The first time that mercenary would show up, and the first time it's mercenaries would just summon
mercenaries, plural, like it was matching the card title.
The first time that mercenaries showed up that it wasn't
the name of the card, there were
two of them in alliances.
Rogue Sky Captain and
Soldier of Fortune. So Rogue
Sky Captain, two in a red, flying.
I'm going to read you the text as it was
printed. At the beginning of your upkeep,
you put a wage counter on Rogue Sky Captain.
During your upkeep,
pay two for each wage counter on Rogue Sky Captain
or remove all wage counters from Rogue Sky Captain
and target opponent gains control of Rogue Sky Captain.
So this is kind of a riff on cumulative upkeep.
So Ice Age had introduced cumulative upkeep,
the same design team, the East Coast Playtesters,
who designed that set, designed alliances.
And so I think they were trying to make a card
where the idea is that of Cumul of Upkeep,
but the downside of the card is your opponent gets control of it
rather than it dying.
And for that, you get a 3-4 flyer in red
for two and a red.
We don't...
These days, I mean, we do do flyers in red because we have dragons
and phoenixes, but this is the kind
of card that probably wouldn't be specifically here.
I think the idea that it went back and forth
made it feel red, like you exchange
control, maybe the chaos of it.
Okay, the other card, Soldier of Fortune,
red, 1-1,
Mercenary. Red and tap,
target player shuffles his or her library.
Okay.
Bit of piece of trivia on this card.
This was one of the very first cards
I ever designed. At least, it's
in alliances, I think I designed
three cards that
got in, three or four cards, that got into
this. This was one of them.
A huge mistake.
This card probably gets used more
to harass people than anything else,
to make people shuffle their cards, you know,
in formats where they don't want to be shuffling their cards.
Um, but anyway, it's one of the first cards I ever,
well, one of the first cards I ever made to see print.
I, there's some cards that showed up in Tempest that I designed before this
that showed up in Tempest.
I mean, I designed those earlier,
but this is the first, or one of the first cards of my design to make it in. Okay, next we get to Portal. Portal has a card called Mercenary Knight,
two and a black. When Mercenary Knight comes into play from your hand, choose and discard a summoned
creature from your hand or destroy Mercenary Knight. This is one of the earliest, the idea
is that I have to sacrifice a creature as an additional cost. Now, obviously, it does it as an enter the battlefield effect, basically, rather than as an additional cost.
But one of the things that was going on, this was Portal.
Portal was really simplistic.
It didn't have a lot of things going on.
There was only a couple keywords on them.
So there was a lot of enter the battlefield effects.
In fact, Portal is where, I mean, technically, Visions was the first set to have an enter the battlefield effects. In fact, Portal is where I mean, technically
Visions was the first set to have an enter the battlefield
effect, but Portal made a lot more use
of them because the creatures
couldn't do all that much. There couldn't be
attack triggers or combat triggers
and there wasn't a lot of abilities.
So there was a lot of things that played into the
when you play the space, or when
it comes into play. Now it's the enter the battlefield.
But anyway,
also the idea of I get more, but
it costs me a creature. It's two black for a four
or four, but I have to sacrifice a creature.
Okay, next up we get
to Tempest. Douthy Mercenary.
Two and a black for a two one.
At the time it was
Summon Knight, but I think
they later went back and added Mercenary
because Mercenary's in the name of the card.
And the great creature update. If your name
had a creature type in it
that made flavor sense,
we would put it in.
Anyway, so it's got Shadow.
So this creature can be blocked
only by creatures with Shadow.
One and a black. Delthian Mercenary gets plus one plus zero
until end of turn.
This card actually saw some play.
Basically, in normal play, it was unblockable
because these people didn't have shadow creatures.
And so the idea for three mana, you got a two, one that you could pump.
Anyway, this saw a little bit of play.
Okay, now we get into Mercadian Masks.
And Mercadian Masks has the lion's share, I think, of the 47 mercenaries.
33 of them come from Mercadian Mask Block.
Why? Why do they come from Mercadian Mask Block?
And the answer is, it was a mechanic.
An unnamed mechanic.
But basically, a lot of mercenaries had the ability that you could search for mercenaries.
And so the idea was, some of them searched for rebels, some searched for mercenaries.
The rebels went up.
It was a small creature that looked for something bigger than it.
Mercenaries went down.
They were a bigger creature that looked at things that were cheaper than it.
Surprise, surprise!
Rebels were the strong mechanic, and mercenaries were the weak mechanic.
But anyway, because it was a key part of the set that you could mechanic and mercenaries were the weak mechanic but anyway because it was
a key part of the set
that you could go
get mercenaries
there are a lot of mercenaries
like over half
of the mercenaries
in existence
like I said
there are 54
so 33 of the ones
in existence
before Outlaws
of Thunder Junction
are from the set
okay
Alley Grifters
one blood black
two two
whenever Alley Grifters
becomes blocked
defending player discards a card
from his or her hand.
So this basically is something that is
you don't want to
block it, because if you block it, it makes them discard a card.
Bog Smugglers. One blood black, two two.
Swamp Walk.
Swamp Walk was creatures unblockable
as long as defending player controls the swamp.
We stopped making Swamp Walk was creatures unblockable as long as the defending player controls the swamp. We stopped making Swamp Walk a while ago.
Let's see.
Other creatures.
Highway Robber, two black black.
When Highway Robber comes into play,
you gain two life and target opponent loses two life.
Misshapen Fiend is a one black, one one flying creature.
And let's see.
Molten Harpy is a flying creature,
black for a 2-1
flying creature
and to give you upkeep
you sacrifice
unless you pay 2
so at an upkeep cost
Primeval Shambler
4 and a black
for a 3-3
black
he gets plus 1 plus 1
so it's like a shade
although it's a mercenary
not a shade
Rampant Crawler
is a black 1-1
that can't be black
by walls
Silent Assassin
that's funny Silent Assassin is That's funny. Silent Assassin
is a human mercenary
assassin. So it's both a mercenary and an assassin.
For three and a block, destroy
a target blocking creature and end in combat. So if you
block it, it can die.
Skulking Fugitive.
Two block, three, four. When it becomes a target
of spell or ability, sacrifice it. What we now
call the illusion downside.
And then Strong-Armed Thug,
two and a black.
When Strong-Armed Thug comes into play,
you may return a mercenary card
from your graveyard to your hand.
It's a 1-1.
So it lets you get back a mercenary.
Now, there were a whole bunch
of cards with the mercenary ability.
So the mercenary ability is
it was some amount of mana
and search your library
for converted mana cost
that or less.
So, for example,
Katarin Brute is two and a black for a 2-2. Two taps, search your library for a mercenary library for converted mana cost that or less. So, for example, Katarin Brute is 2 and a
black for a 2-2. 2 tap, search your
library for a mercenary card with converted mana cost
2 or less, and put that card into play.
Then shuffle your library. The way it worked is
the amount of mana you had to tap was 1
less. So Katarin Brute costs
3 mana. It could go and get a 2-mana
creature, but it costs 2 to do that.
For example, Katarin
Kidnapper is 2 and a black black,
four, two.
Mercenary, obviously.
Three and a black,
search the library for mercenary costs
with three mana or less.
So Katarin Brute got two.
Katarin Kidnappers got three.
Oh, Katarin Persuader,
which costs black black,
which is a two, one,
did it for one.
Katarin Enforcer,
which was a three, black, black, four, three, thatan Enforcer, which was a 3-4-3,
that sort of had fear,
can't be black except by artifact creatures and black creatures,
was for 4.
And the Cateran Slaver was 4-5-5-5 with Swamp Walk for 5.
Cateran Overlord was 4-5-5-5,
7-5, you could sacrifice a creature to regenerate it, for 6.
So basically there were 6 creatures. There was a 1-drop, a 2-drop, a 3-drop sacrifice a creature to regenerate it, for six. So basically there were six creatures.
There was a one drop, a two drop, a three drop, a four drop,
or sorry, a two drop that got one,
a three drop that got two,
all the way up to a seven drop that got six.
Okay, that was Mercadian Masks.
Now the mechanic continues on into Nemesis,
which is the next set.
So Nemesis does a couple things.
First off, it introduces, for the first time,
a mercenary that is not...
Well, the first mercenary was white.
Mercenaries.
Rogue Cat, Sky Captain, Scourge of Fortune were red.
All the ones that I talked about
in Mercadian Mass were black.
So for the first time,
you get a blue one in Sea Hunter.
So Sea Hunter is 2 blue So for the first time, get a blue one in Sea Hunter. So Sea Hunter is two blue
blue for a 2-2, and it's
three and tap and search for a merfolk.
So most mercenaries
search for a mercenary, but
we made one in blue and one in
red. The red one was called
Mog Catcher.
Two red red for a 2-2.
Each of these costs two colored red for a 2-2. Each of these costs
2 colored mana
for a 2-2 creature.
For 3 and tap, they went and got
it didn't limit
the size. It went and got any Morpho or any
Goblin. So the idea there was
they were sort of offshoots of the Mercenary
mechanic. Once again, the Mercenary mechanic wasn't
named.
Then, there's a bunch of new cards
in Nemesis
a Phyrexian Driver
2 and a black 1-1
when Phyrexian Driver comes into play all of the Mercenaries get plus 1 plus 1
until end of turn
so this is like a Mercenary type of card
we got Phyrexian
Prowler who has
3 and a black for 3-3
and Phyrexian is fading
fading something showed up
in the set. So, creature comes into play
with end fading counters,
in this case three. Beginning of your
upkeep, remove a fade counter if you can't sacrifice it.
Fade counters will later turn
into vanishing counters when we brought them back
in Planar Chaos.
Everybody was playing fading
wrong. They thought that when you
took off your last counter, it went away.
Not that it stayed for one more turn after.
You have to not be able to remove a counter for it to go.
But people got confused by that.
This one, by the way, has a remove a fade counter
from Frexton Prowler.
It gets plus one, plus one.
So the idea is, I have a four mana for three, three.
It only sticks around for three turns.
But I can make it stick around for less turns
and make it bigger.
We have
Spineless Thug. 1 and a black, 2-2.
Spineless Thug can't block.
Spineless Thug is one of those cards
that would show up in a lot of core sets.
And then Spiteful Bully.
Spiteful Bully is 1 and a black,
3-3. At the beginning of your upkeep,
Spiteful Bully deals 3 damage to a target creature you control.
You can tell a lot, by the way.
Creatures were a lot weaker back in the day.
So the idea of two men for a 3-3
and giant downside.
It lightning bolts a creature you control.
It could be this creature, by the way.
Target creature...
So, at some point, if you just want to kill anything else,
you could kill Spiteful Bully.
Which is a little bit... Nowadays, when we do black cards, just want to kill anything else, you could kill Spiteful Bully, which is a little bit...
Nowadays, when we do black cards,
we tend to make it a little more out of your control
if you're black, that you can't just choose.
So, probably, if we made this card now,
we'd say, like, target non-mercenary or something,
or something where it couldn't target itself.
Anyway, now, there were a couple
of the mercenary fetching cards.
There were three of them.
The cheapest one was Wrathly Intimidator,
one-ball black, two, one. It had
basically fear. It can't be blocked by
except by artifact creatures and black creatures.
And for two and tap, it got a creature of two or less.
And then
Wrath of the Assassin and Wrath of the Fiend.
Wrath of the Assassin was two black, black
for a two, two. One black, black, tap.
Destroy target, tap. Non-black creature.
And for three, you could get something two or less.
For three and tap, you could get three or less.
And then Wrath of the Fiend was three and a black for a two, two.
For three and tap,
you can get three or less.
So those are all the ones in Nemesis.
Okay, which brings us to the third set
in the block, Prophecy.
So Prophecy has a few.
Six more.
One is, it has a white mercenary.
Like I said, the very first mercenary
was white, but this is the first
mercenary since then.
So this one
is a rebel mercenary.
So remember, the rebels were mostly in
white, and you went upward.
You went upward to get it.
This was
a mercenary informer, so the
idea, I think, is
he is really a rebel at heart,
but he's snuck among the mercenaries.
So he's pretending to be a mercenary.
He's a double agent.
Mercenary informer can't be the target
of black spells or abilities.
So sort of, not quite protection,
but part of protection.
So he can't be hurt by black things.
And then two and a white,
put target mercenary card
on the bottom of its own library.
And it's a 2, one for three mana.
So the idea is it's a rebel that's an anti-mercenary card.
But it itself is a mercenary, I guess, because it's high, I guess, flavor-wise, it's hiding among the mercenaries.
Okay, so of the mercenaries that are left, we had three mercenaries, or five mercenaries.
So, a couple things.
There's three of them
that don't fetch. There's
Agent of Shaku, one and a black for a 1-1.
One black, sacrifice a land.
Target creature gets plus two, plus O at the end of turn.
Sacrificing a land was a
theme of prophecy. That's what's going here.
Death Charmer. When Death Charmer deals
combat damage to a creature, that creature's control loses
two life unless he or she pays two.
There's a mechanic
we had done something in green
if I remember the name of it. It was a little
Nass Asp that would hit you and then you had to pay
mana or you sort of took his poison.
Anyway, Death Charmer is playing in a similar
space. And then Pit Raptor.
Two black black, four three, flying first
strike. At the beginning of your upkeep, sacrifice Pit
Raptor unless you pay two black black. One thing you can see here as I go through these,
early Magic really played around a lot more with upkeep costs.
Like, every turn you have to pay this cost.
Richard did a whole bunch of an alpha, and it stuck around for a bunch of years.
We eventually came to the conclusion that they just weren't really fun.
It's not that we never do them, but we do them pretty infrequently. No one here
as frequently as they were back in the day.
Okay, so there's two here that can fetch.
Oh,
I'm sorry. I said there was a mercenary
informer. There's a mirror
to it. There's the rebel informer. So the
rebel informer is two and a black for a one-two.
The mercenary was two and a white for a two-one.
Rebel informer can't be the
target of white spells or abilities, so it mirrors it.
And for 3, you put target Rebel on the bottom of the zone of the library.
So the idea is, there is a Mercenary pretending to be a Rebel,
and a Rebel pretending to be a Mercenary, and they mirror each other.
And then the one card that actually fetches Mercenaries is called Bogglider.
2 and a black for a 1-1, flying.
Tap Sacrifice the Land.
Search your library for a Mercenary card with converted mana cost two or less,
and put the card into play.
So as we evolve along, as we
like, for example,
the Mercenary mechanic was pretty straightforward in the
first set. We saw Sea Hunter and Mog Hunter,
which allowed you to fetch other things other than Mercenaries
in the second set. And the third set,
hey, we finally have a card in which it
doesn't require mana to fetch things.
It still follows the rules that it fetches something smaller than it is,
but it doesn't require mana, which is something new.
Okay, now we get out of Arcadian Mass Block.
Okay, next up, we're into Onslaught.
Doomed Necromancer.
So two and a block for a 2-2. Black and tap. Sacrifice Doomed Necromancer. So two and a black for a 2-2.
Black and tap.
Sacrifice Doomed Necromancer.
Return target creature card from your graveyard to play.
This was a riff...
We had done different cards that got back things from the dead.
And this, the idea here is there's a card called Hell's Caretaker that I really liked.
Where it lets you each turn sacrifice a creature to bring it back.
This is Hell's Caretaker, but a little more contained,
where it's just this creature can sacrifice itself to get something back.
But it's pretty powerful. It's actually a bit cheaper now.
We learned over the years that if we aren't careful with reanimation,
it makes it hard for us to make good large creatures, and good large creatures are fun.
So we're a little more careful these days with that.
Next up, Goblin Turncoat.
Goblin Turncoat is from Legion.
It's the second set in the Onslaught block,
and the only mercenary in that set.
Sacrifice a Goblin, Regenerate Goblin Turncoat.
So it's one and a black for a 2-1.
It's a Goblin Mercenary, so it's a goblin
the reason it's black, most goblins are red, but this one
he's a mercenary, he doesn't care
and he's willing to sacrifice his fellow
goblins to help himself
so he's
a little bit of a more selfish goblin
okay, next up
we get to champions of Kamigawa
or sorry, this is
saviors of Kamigawa, so saviors of Kamigawa. Or, sorry, this is Saviors of Kamigawa.
So, Saviors of Kamigawa has one,
an Ogre Samurai Mercenary,
a Silkenzan Renegade,
two in red for a 3-3,
got Bushido 1,
which, when this blocks, becomes blocked,
gets plus one, so end of turn.
At the beginning of your upkeep,
if a player has more cards in hand than any other,
that player with the most cards in hand
gains control of Silkenzan Renegade.
Aha, now I see why you get a 3-3 for 2-R Bushido 1.
The idea here, essentially,
Saviors of Kamigawa is the third set
in the Champions of Kamigawa block.
It had a...
It cared about Converted Manicoss
and it also cared about cards in hand.
Oh, I'm sorry, Scourge cared about Converted Manicoss.
Saviors of Kamigawa, cards in Talk, how many cards you had in hand
was a theme of that set.
So the idea is, I have a creature,
as long as I have more cards than you, I keep my creature
and it's a little cheaper. Nowadays,
we make creatures that are probably close to this without having to
have the shenanigans of losing it.
But that was the idea.
The mercenary part of it
was like, oh, trade size.
Whoever pays it more, it'll go to. Okay, it was, uh, the mercenary part of it was like, oh, it'll trade size, you know, whoever, whoever pays it more,
it'll go to. Okay,
next up we get to Ravnica, Ravnica, the original
Ravnica City Guilds. Sell sword
brute, one and a red, 2-2.
Creature, human mercenary. When
sell sword brute is put into a graveyard from play,
it deals two damage to you.
Uh, once again, you can see sort of, like, nowadays
we make, uh, one and a red, 2-2
with upside. This is a one and a and a red 2-2 with upside.
This is a one and a red for a 2-2 with downside. This is before we decided
to do that. And the idea here
is, like, okay, I get it, but wow, when it
dies, it deals two damage to me.
Okay.
Next up, this is
from Conspiracy Take the Crown.
Crown Hunter Hyraling.
It's an ogre mercenary, 4-4,
4-4 and a red. When a Crown Hunter Hyraling enters the's an Ogre Mercenary, 4-4, 4-4 in a red.
When a Crown Hunter Hyerling enters the battlefield,
you become the monarch.
Crown Hunter Hyerling can't attack
unless defending player is the monarch.
So the idea there is
only when he works for you,
only when you're the king will he work for you.
That's very cute. I like that.
And it's just trying to get a lot of different cards
that care about the Monarch in different ways.
The idea that it gets the Monarch for you,
but only listens to the Monarch was kind of fun.
Okay, next up from Dominaria United Commander,
Robarian Mercenaries.
As you can see, by the way,
if you remove Mercadian Masks,
there's only been 21 mercenaries
before Outlaws of Thunder Junction.
So there's not been tons of mercenaries.
There's a bunch in Outlaws of Thunder Junction.
There's a whole token and everything.
But of the Outlaw things,
this is definitely one that we've done the least amount.
You can tell I'm already up to Dominar United.
Anyway, Rebarian Mercenaries,
three and a white for three, four.
Human Mercenary, Vigilance.
Rebarian Mercenary has all activated abilities of all legendary creatures you control.
Domino United had a legendary theme.
We like a lot to play with legendaries and white.
White being sort of caring about legendaries and helpful with legendaries.
So the idea of this one is, okay, I get all the activated abilities.
The reason it says activated abilities is if we say normal abilities, like every read abilities
or keyword abilities, that's really hard to find.
We have to list them.
That's why if you ever see like,
oh, if they have Flying or First Strike
or Lifelink or Death Touch, you have to list them out.
So this was a little easier to put
because you can list activated abilities.
Okay, next up.
Jedid O'Janin, Mercenary.
This is also from the Dominarian United Commander deck.
It's the first, I mean, it's a white-blue card,
but it's the first blue mercenary.
Oh, no, it's not the first blue, we've seen blue mercenary.
We haven't got a green mercenary yet,
but we'll get to one of those.
Jedid O'Janin is from Legends,
a character long, long ago.
And he is one white and blue, 3-3,
legendary creature, cat mercenary.
Whenever Jedid O'Janin, Mercenary mercenary another legendary creature enters the battlefield under your control
you may pay green. If you do, create a
2-2 green cat warrior creature token with Forest Walk
So he actually
does have green in his, I mean he doesn't have green
in his mana cost, but it's the first
mercenary to care about green
and then for his color identity, because green
is in the rules text, he's got a
white-blue-green color identity and he makes's in the rules text, he's got a white, blue, green color identity.
And he makes green cat warriors
because he himself is a cat warrior.
Yeah, I think that was done
because they wanted to make him a three color.
I think the original Jedit...
Let's see. Let me check this.
I don't think I can do it at home that I can't do.
Yeah, the original Jedit or Janda was just white and blue.
But one of the things is as he talked about being a
cat warrior and forsaking the forest,
but it was a little bit weird not to have green
in him. So I think this card, they found a way to get green
in him. Okay.
Next up,
we get into Fallout.
I don't know
Fallout. I'm not a
Fallout player, so I will speak to them
as magic cards. I will not speak to them as
the IP. I don't know the IP. I'll just talk about
the design. So Wasteland Raider,
2 black block, 4, 3, squad 2.
As an additional cost to cast the spell, you may pay
2 any number of times. When this creature
enters the battlefield, create that many tokens that are a copy of it.
When Wasteland Raiders enter the battlefield, each
player sacrifices a creature.
So once again, we talked about the themes of
things sacrificing creatures. Squad first showed up about the themes of things, sacrifices, and creatures.
Squad first showed up in the Warhammer 40,000 decks.
This is the second time we used it.
I do think in-universe magic stuff
will eventually use Squad.
It's a very cool mechanic,
and so I have every belief we will use it one day.
Next, Thrill Kill Disciple.
Two in a red.
It's got squad, one
discard a card. So, not only
this is a squad that has an additional cost.
I'm not sure whether this is the first time we've done additional costs
in squad. Most of the ones I remember
from Warhammer were mana.
When Thrill Kill Disciple dies, create a
junk token. And this doesn't
define what a junk token is. A junk token
I think lets you impulsive draw. That lets you take define what a junk token is. A junk token I think lets you
impulsive draw. That lets you
take the top card of your library.
And I'm not sure whether it's the end of this turn or next turn.
Let's see. Can I look that up?
Let's see if I can look it up.
When I'm driving in the car, I cannot look things up.
We'll see if it lets me look it up.
It does not. So, okay.
I'm not quite sure what a junk token does.
I know it's impulsive draw. I think it's one tap sack, but I'm not quite sure, but the Junk Token does. I know it's Impulsive Draw.
I think it's one Tap Sack, but
I'm not 100% sure on that.
But the idea with
these is, the Squad Cards are
nice, is being able to make multiple copies
of them. And so this thing, if I want to make a bunch
of copies, now given I have to
discard cards to do it,
but I can sort of help me generate more
cards. The idea is each Junk Token sort of is a card draw. I mean, you've got to be able to use it, but I can sort of help me generate more cards. The idea is each junk token sort of is a card draw.
I mean, you've got to be able to use it,
but it's card draw-ish.
Okay, next.
Gunner Conscript.
One and a green for a 2-2.
Creature, human, mercenary.
Trample.
Gunner Conscript gets plus one plus one
for each aura and equipment attached to it.
When Gunner Conscript dies,
if it was enchanted, create a junk token.
When Gunner Conscript dies,
if it was equipped, create a junk token.
So, one of the themes
is the idea of having things get
aura or equipment on it. So this card
was obviously designed
to play into that theme.
And one of the things we like to do sometimes
is do a card in which we cross
themes, like you can care about auras or care
about equipment. They're similar, they both attach.
And so this card sort of says, hey, you can play auras with it, you can play equipment, and if you want to optimize, you can care about ores or care about equipment. They're similar, they both attach, and so this card sort of says, hey,
you can play ores with it, you can play equipment,
and if you want to optimize, you can play ores and equipment.
But it is sort of crisscrossing
the streams. Ores and equipment are so
close that we do like overlapping them where we can.
Okay, and
our last card of
today. Oh, I realized I've
been rushing through to try to get through. I'll do a few thoughts
at the end of this.
Is Kellogg Dangerous Mind
one black red for
a 3-2 legendary creature, human mercenary,
first strike in haste.
Whenever Kellogg Dangerous Mind attacks,
create a treasure token. Sacrifice
five treasures, gain control of target creature
for as long as you control Kellogg.
So one of the things we like to do
whenever we create artifact tokens,
be it treasure or food or clues or blood
or whatever the case may be,
junk in this particular set,
one of the things we like to do when we make tokens
is we like cards that give you alternate reasons
to use that token.
Now, sometimes we specifically name the token by name.
Sometimes we'll say stuff like Sacrifice Artifact.
But one of the ideas
that we like is if a set uses a counter
in a larger way, a counter,
an artifact token, sorry, an artifact token,
we like having things that can make use of that.
So the cool thing about this
is, hey, every time he attacks, you
make a token so he can generate tokens.
And then you have a goal, right?
Oh, if I get enough of them, I can steal something.
It's tied to how long he's in play.
That's a control.
So the idea is maybe I can steal over time a bunch of creatures,
but the out is always if you get rid of Kellogg,
then you get your creatures back.
And that is...
One of the things you always have to answer when you make a card is
what is the answers to the card?
If the card can do something that's pretty powerful,
we want to make sure.
And so stealing creatures can be quite powerful.
And it's possible in a deck that just,
there is ways to generate a lot of treasure.
And so the idea of I'm constantly stealing things,
so getting five treasure, it's not nothing.
I mean, it is a hoop to jump through.
But in a deck dedicated to doing,
it's not hard to get a decent amount of treasure.
So there's a nice answer inherently there.
Now, he's also legendary, meaning
that if he's your commander, you can get him
back, but you'll lose everything you gain control of
when he dies.
Okay.
The remaining
things here are stuff upcoming. I'm not going to get
into Outlaws of Thunder Junction,
but what
happened was, real quickly, I'll just talk about the Mercenaries of Outlaws of Thunder Junction as a whole.
I'm knocking into the cards today.
When we were looking, we knew that we wanted sidekicks
for the villains, right?
Having sidekicks is a big part of being a villain.
Originally, we were looking at doing Minion,
because Minion is the name,
when you talk about villains, henchmen,
villain is a name that you often will use for that.
But what had happened was
we went to the creative team
and Minion is in this weird space.
Minion is what we call supported,
which means we don't take the cards
that are Minion and make them not Minion.
We support it.
But we've made a conscious effort not to make new
minions.
The creator team has
asked not to make new... So, there's a conscious
intention not to make new minions. And so,
when they came to us and said,
okay, we'd rather not make minions. Could you do
something else? We went back and gave them a list
of things. And
Mercenary was nice. The reason we liked Mercenary
was, at the time,
the thought was we'd make a token that was
only that creature type and nothing else
in the set would be that creature type.
And Mercenary was nice just because there
weren't a lot of Mercenaries.
And it allows us to identify the token.
We thought Mercenary's name was pretty good for
the sidekick. Because villains
pay people to come work for them, obviously.
And then what ended up happening was
when they were designing
the set,
we would tag things, whether they were
outlaws or not, and
basically what would
happen is the creative team had to then
give them flavor. And warlocks
were only spellcasters, so only if you
were able to do magic were you
a warlock. And assassins had to able to do magic were you a warlock.
And assassins had to kill something.
Only if you killed a creature.
Pirates really had to have the flavor of pirates to them.
And then there was mercenaries and there was rogues.
And the idea was,
oh, well, just they could all be rogues.
But they thought, you know, we have mercenary
and they, you know, if you work for money,
like if you are hired for money, let's just make that a
mercenary. And, you know, Rogue is more
like, I'm a ne'er-do-well, but
not necessarily that someone's hiring me.
And so they made that division, so a
lot of the creatures in the set ended
up being a mercenary. So,
like I said,
it wasn't planned, but stuff like that happens.
Anyway, guys, I hope you enjoyed
this sort of jaunt through the mercenaries of Magic.
Like I said, there's a whole bunch more mercenaries coming.
And there's a brand new token and everything.
So anyway, I hope you guys enjoyed this look through Magic's mercenary past.
But anyway, as an A, I've run out of mercenaries.
And B, I'm at my desk.
We all know what that means.
It's at the end of my drive to work. So instead of talking Magic and mercenaries, and B, I'm at my desk. We all know what that means. It's at the end of my drive to work.
So instead of talking magic and mercenaries,
it's time to be making magic.
I'll see you guys next time.
Bye-bye.