Magic: The Gathering Drive to Work Podcast - #414: Ravnica Cards, Part 5
Episode Date: March 3, 2017This is the fifth part of a five-part series on the cards of original Ravnica. ...
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I'm pulling out of my driveway. We all know what that means. It's time for another drive to work.
Okay, so the last four podcasts have been all about Ravnica. I'm up to S. I'm almost done.
So today should be the final podcast on the cards of Ravnica block.
Okay, so we're up to S. Shadows of a Doubt. So this is a hybrid card.
So it's an instant. It costs two mana, both of which are blue or black.
So it's blue or black, blue or black, two mana, both of which are hybrid.
Players can't search libraries this turn.
Draw a card.
So I talked before about how Dimir, when we were first trying to find the overlap between blue and black,
one of the things that we found was blue and black are the two cards that interact most with libraries.
They're the two colors of the mill.
Both colors can tutor.
Both colors can mess with your library in a couple different ways.
But anyway, this was a new effect, but it was a library-based effect,
and it was kind of a little bit sneaky.
I mean, it's a cantrip. It's an instant.
So the idea is somebody does something.
They cast a spell to go get
something out of their library, and then as
kind of a counterspell, you cast this.
And
you could tell that the fact that we
had to go to a brand new effect
to find overlap between blue and black.
Like, hybrid blue and black is
tricky, because hybrid blue and black means
there are spells that blue can cast and
black can cast.
And of all the colors, the colors that we have the most problem doing hybrid cards with
is blue and black.
Red and blue have a little bit of problem at lower rarities, but at higher rarities,
there's a bunch of things that blue and red overlap.
But black and blue really, while there's a lot of synergy and philosophically they make
a lot of sense as allies. There's the least amount
of actual overlap of mechanics between those two colors than I think any color combination.
And the fact that we had to make a brand new effect here is kind of testament to the,
it's tricky. I mean, I know when we did Shadowmoor and we had to actually make a whole bunch of blue
black spells, we really, really had to get creative to do it. Okay, next, Shambling Shell.
So Shambling Shell costs one black-green, so three mana, one of which is generic, one black, one green.
Plant Zombie. It's a 3-1 Plant Zombie. And you can sacrifice it to put a plus one, plus one counter
on target creature. And it's got dredge three.
So the idea is it's a three one.
I think when we made this
we had not yet undone combat
damage. So the idea here was
I can get in a fight with something, put combat
damage on the stack. I'm sorry, we got rid
of damage on the stack in
Magic 2010. This is before Magic 2010.
So what you could do is you could block,
put your damage on the stack, so I could kill something
that had a 3 toughness, then I could
stack it to get a plus 1, plus 1 counter on something.
Oftentimes, that plus 1, plus 1
counter might be enough to save something
else in combat. And then
it's got Dredge, Dredge 3, so I
can get it back. So the idea is I can
get it, I can make it, I can play with it, I can
do what I need to do. When it gets in trouble
I can just sacrifice it, and then I can get it back to can make it, I can play with it, I can do what I need to do. When it gets in trouble, I can just sacrifice it.
And then I can get it back to redo it all over again.
And this definitely was one of the stronger dredge cards in Unlimited.
There's some other cards that are stronger and constructed.
But this did a lot of good work, especially in Unlimited.
Okay, next.
Sins of the Past.
Four black black, so a total of six mana, two of which is black, sorcery.
Until end of turn, you can cast Instants of Sorcery from your graveyard for free.
If a card goes to the graveyard, exile it, and then you exile card name.
So the idea basically is, I play this card, cost six mana,
I now can cast any Instant of Sorcery out of my graveyard without paying its mana cost.
I can just do it for free.
Anything I cast out of my graveyard using this effect
will get exiled, and this card exiles itself.
So anyway, this is another...
Black being king of the graveyard.
Normally, the biggest way Black's king of the graveyard
is getting creatures back.
Traditionally, what it does is Black is king
of reanimation.
It both has
it both has the effect
which put creatures
into play
and creatures
put them back
in your hand.
But most of the time
when Black messes around
in the graveyard
that's what it's doing.
But this is saying
hey, Black is king
in the graveyard
not just with creatures
but with other stuff as well.
And this is it
doing it with spells.
And the flavor here really is just
you're kind of directly casting it out of the graveyard.
This ability also sometimes is done in red
in sets that have flashback.
That granting things in the graveyard flashback
is something we've given to red.
Casting them outright is black
so there's a little bit of overlap
between black and red here.
And red we tend to only do that when we're doing flashback.
Not just, red doesn't do it naturally.
But, anyway.
Next, Sisters of Stone Death.
Four black, black, green, green.
So, eight mana total.
Four generic, two black, two green.
Legendary Gorgon, it's a 7-5.
So, for green, you can activate it.
Tiger creature blocks card name, this turn of Fable. So for green, you can activate it. Target creature blocks card name this turn of Fable.
So you can make things block it.
Black and green, exile a creature blocking or blocked by card name.
And two and a black, put a creature exiled by card name onto the battlefield under your control.
So there's a bunch of things going on.
First off, remember, Death Touch didn't exist yet.
This is pre-Death Touch. So we made a Basilisk. We wanted to do, Death Touch didn't exist yet. This is pre-Death Touch.
So we made a Basilisk. We wanted to do something
Death Touch-y. So the middle ability that requires
both color mana basically
says, okay, anything that gets in a fight
with this thing, you can destroy.
I mean, technically you can exile, but you can get rid
of it. And then the
cool thing is the green part of it makes
things fight your thing. Aha, you have
to block me. And the black one says, okay, now that you've exiled it, you can your thing. Aha, you have to block me.
And the black one says, okay, now that you've exiled it, you can sort of reanimate it, if you will. So the idea with this card is, it's, now, the Sisters of Stone Death, I think,
were the leaders of Golgari? I'm not sure whether they were the leaders of Golgari or
whether they were just, like, First Lieutenant of Golgari or something. sure whether they were leaders of Golgari or whether they were just first lieutenant of Golgari or something
I think they were the leaders, I think
but anyway, the idea is
we've made a Gorgon, or a Medusa, a Gorgon
that's a fancy term, Medusa was a Gorgon
so in magic the creature type is Gorgon
so the idea here is we wanted a creature that was
essentially a Gorgon and we wanted to here is we wanted a creature that was essentially a Gorgon
and we wanted to make sure that it
turned things to stone
and so we did that
and then we did a few other abilities
that allow you to make use of that.
One of which is to force the combat and one of which
is to make use of it once you turn them
to stone. That they become your stone
puppets, essentially.
But anyway,
it's funny looking at
things, like nowadays when we
make a Gorgon, like it just has
death touch for starters. That's just something that
we now have a tool in our toolbox
that is easily used.
So it's interesting to see what we did when that wasn't
quite as available to us.
Okay, next. Spectral Searchlight.
It's an artifact that costs three.
You tap it,
you choose a player,
and you put one mana of any color
into that player's mana pool.
So the idea is interesting.
This card was originally made
to be a card for multiplayer play.
That essentially what you're doing is
I'm helping somebody else cast a spell
because I can put mana not just in my own mana pool, but into other people's mana pools.
The problem at the time was we tend to make cards for multiplayer in normal non-commander products
that at least you could understand why they can be played in two-player.
And so the reason this was made, the reason this was a two-player card
was because of Mana Burn.
So for those that are unaware, in Magic 2010
we got rid of Mana Burn.
What Mana Burn is, it's an ability
that tells you...
It goes back to the early
days of Magic. The idea was
whenever your
turn ends,
if you have any... Or not turn, sorry. Whenever a phase ends, if you have any, or not turn, sorry,
whenever a phase ends,
if you have unspent mana in your mana pool,
it would clear and then it would do damage to you.
And it was really, really confusing.
The funny thing is,
the story is that I fought to keep mana burn.
During 6th edition,
Bill was going to take mana burn out.
And the reason basically is that mana burn is something you haveth edition, Bill was going to take mana burn out. And the reason basically is
that mana burn is something you have to learn early in the game that just does not come up
very often. I mean, the story I often tell is when we were considering getting rid of it,
I asked my design team to stop, to play as if there was no mana burn. And after a month,
I came back and asked them how it went, and nobody had a game in which mana burn mattered,
which was a big telling sign that maybe this was a problem.
But anyway,
if you ever use mana
flare or
any sort of
spell that allowed you to get multiple mana
into play,
sometimes I got more mana that I
could spend than that would burn me.
There was some flavor to it. It wasn't that I disliked
mana burn.
It just kind of wasn't
carrying its weight. One of the things about
Magic is we keep coming up with new ideas that we
think are good enough that we want to add to the game
in general. We want to go evergreen,
if you will. And there's only so
many things you can teach new players.
As we add things to the game, we have
to find things to take out of the game.
And Mana Burn was one of those things that, it added flavor.
I'm not saying in a vacuum, there wasn't, you know, one of my favorite magic puzzles of all time made use of Manaburn.
There was an elegance to it in the right circumstance, but it just became one of those things where it really, you had to learn it early.
It didn't make a lot of sense.
It really sort of, it wasn't a rule that was carrying its weight.
And that's something that you always have to look at when it wasn't a rule that was carrying its weight. And that's something you
always have to look at when you have rules is
is this carrying enough weight?
Is it worth making people
learn how to do it? And in the end
we said no, we didn't think it was.
We got some backlash
when we got rid of Mana Burn. I still
people write in from time to time asking us to
bring Mana Burn back. We might
make a spell one day that's essentially like, well, you know, with this enchantment
in play, there's Mana Burn.
But I'm pretty sure Mana Burn itself is not coming back.
People sort of grumbled a little bit when it went away, and then sort of everyone mostly
forgot about it.
So it's a sign that it's, you know, not a thing.
But anyway, the reason I bring up Mana Burn was it used to be that if I could give this to my opponent and Mana Burn existed,
I could creatively often do damage to my opponent by giving them Mana at a time I thought they couldn't use it.
You know, in combat or different things.
Now, the funny thing is you didn't know they couldn't use it because they had a card in their hand.
So sometimes you'd use it and they would go, oh, I need that, and they would use it.
So it's still, the main function of it, though, was to be able to give mana to other people.
That still exists, but the mana burn part sort of went away.
So it doesn't make a lot of sense anymore as a two-player card.
It makes sense as a multiplayer card.
Okay, moving on.
Stink Weed Imp.
Two and a black for a 1-2 imp.
It has Flying, and
whenever it does combat damage, you destroy
target creature.
And it has
Dredge 5.
Excuse me.
So, this was another Dredge card.
It's a 1-2.
Once again, this is a creature that in
modern day
probably would be just have death touch.
The idea here is it's a 1-2.
Well, not quite death touch, but it's a 1-2 and it says,
hey, if you somehow can't block me, I get to kill something.
But it's only a 1-2.
So it doesn't take a lot for you to be able to deal with it,
but you need a flyer.
And so if you somehow don't have a flyer,
if this can get through...
So, I mean, I guess this is not quite Death Touch.
Although, this was trying to play in
Death Touch space. Probably if we made... I gotta look at this
again. It's kind of like,
you know, deal with this thing. It's going to kill
creatures, or else, you know...
But the thing about it is,
which made this card a little potent, was
that even if you managed to kill it, I had a dredge so you could bring it back.
And so usually if you could somehow deal with their flyers and this could get through unaided, it could just decimate their side.
So it turned out to be something that, in the right circumstances, could be powerful.
Okay, next. Sunforger.
It's an artifact that costs three.
It's an equipment.
Equipped creature gets plus four, plus six.
For red and white, you can unattach it.
And then you could go into your deck and get any red or white instant.
With a converted mana cost of four or less.
And then you get to cast it for free.
So the idea essentially was that it was a sword that you could use as a weapon.
Plus four, plus six, pretty potent.
But, is that right? Plus four, plus six for three?
Oh, it costs three to equip.
That's why I wrote down plus four, plus six.
The idea is it was a big sword. You could do a lot of damage with it.
But you could sort of use it to cast spells out of your graveyard.
I'm sorry, out of your deck.
Small red and white spells.
Usually small red and white spells were control-ish spells.
Sometimes combat tricks.
But anyway, this was the red white.
I said we had artifacts that connected to each of the guilds.
So this was the red white artifact.
And the idea is kind of cool is
red-white is the soldier guild.
This is a sword.
Look, it just can be used regularly as a sword.
But hey, if you're in red and white,
then you can start using it to not only use it as a sword,
but to sort of get spells with it,
to make it do magical spells.
And it was definitely a popular card.
Sadik, Lord of Secrets.
Three blue-blue, black-black, vampire, 5-5, flying.
Any combat damage it dealt to the player...
Oh, no, sorry. Any combat damage it dealt at all.
Oh, any combat damage it dealt turned into plus one, plus one counters.
So anytime it deals damage, I think to the player, anytime it deals damage to the player,
instead of the player being damaged, it instead gets plus one, plus one counters on it.
And then it also mills them for that many cards.
So the idea behind this card is it starts with a five, five.
So let's say I hit you.
You don't block me and I hit you.
Then what happens is I mill you for five and I get five plus one plus one counters.
So the idea is as I do damage to you,
I get bigger and bigger,
but I'm not killing you with damage.
I'm milling you out.
And the reason I think we built it this way,
I think early on it both milled you and did damage.
And what happened was you just killed them with damage
long before you milled them out.
And so we changed it to make it this thing where it milled,
but we liked the idea of the milling effect getting stronger and stronger.
So we added in instead of damage, we took off the damage part.
Because originally, when I do combat damage to you, equal to damage I mill you.
But I was killing you with damage before I was doing that.
So then we took off the combat damage, when combat damage, you're not doing damage, but it felt bad.
So we then instead said, okay, well, your combat damage turns into plus one, plus one counters.
Then it felt like it did something.
And it got bigger and sort of made the mill effect start to snowball, which we thought was cool.
Sadek, by the way, was the leader of the Dimir.
He's a vampire.
And one of the things I talked before about how we took our Iconics
and we divvied them up by guild.
What we decided is that the vampires
made a lot of sense in Dimir. They're sneaky.
They're subtle.
I mean, obviously, vampires
on Innistrad are black-red, but
we liked them here
on Ravnica being more black-blue.
One of the things we haven't done a lot with,
which I really would love to do one time, is
I feel like psionic vampires
is a cool place to play in blue.
The idea that they...
I mean, we saw in Kaladesh
there's a... Yeheni is
a vampire that steals energy.
So that's starting getting into that mind
space. But I love the idea
of taking vampires that, you know,
drain you, but drain different things
from you rather than just blood. I like
playing around with that space. That seems cool.
Okay, next. Terrarian.
It's an artifact that costs one. Enters the battlefield
tap. Two tap and sac.
You add two mana of any color to your mana
pool, and when it goes to the graveyard from
play, you get to draw a card.
I think this is an
Erika Lauer special. One of the things
we're always looking for is trying to find ways to help you
adjust your mana,
but usually we only want to
do a little bit of it, and so this is an artifact
meant to help you fix your mana.
The trick always is trying to balance
how much mana you're getting, and this one's a little bit
cheaper, so
it requires you to sort of funnel mana through it, so a little bit cheaper so it requires you to sort
of funnel mana through it.
So essentially what it does is it allows you to sort of convert mana into color but then
when you use it it gets you your card back.
So the idea is it's kind of a little filter mechanic but you don't lose any card advantage
from using it.
But the fact that you don't get the card until you sacrifice it definitely encourages you using it sooner rather than later.
Just because you want to sort of filter and get your card advantage when you can.
Okay, next. Three Dreams.
It's a sorcery that costs four and a white, so five mana total, one of which is white.
And you could go into your library and get up to three auras and put them in your hand.
So one of the things is what we call tutoring,
which is going to your library and getting a card and putting it in your hand.
Every color gets to tutor things that are appropriate for itself.
And we allow white.
White interacts a lot with auras and interacts with equipment.
So we usually let white tutor for auras and tutor for equipment.
This time it's tutoring for auras.
Like I said, this set had an aura theme, so we made an aura tutor.
And that's one of the things I find very funny looking back through this is
sometimes we put a theme in and we make it pretty strong,
but for the test of time, like if you play limited,
you know, there's a very strong aura theme and auras matter.
But if you kind of look back at Ravnica through the lens of history, I don't think
many people even remember there was an aura
theme. So it's kind of fun looking back on,
oh yeah, it was there, there's this, there's this, you know.
There were a lot of pieces to it, but just
it's funny that how
what defines a set is more by
the markers of what people remember over time.
And so certain aspects, like the guilds
obviously people still remember, but the aura
theme, eh, it's something that sort of doesn't really come to people's minds.
Tulsamere Wolfblood.
Four green, white, so six mana, four generic, one green, one white.
It's a legendary elf warrior. It's 3-4.
Other green creatures you control get plus one, plus one.
Other white creatures you control get plus one, plus one.
And you can tap to make a legendary 2-2 green and white token named Vo-Ha. Vo-Ha is Tulsamir's wolf, the wolf
that he rides. So I think this is, I think this is, no, this wasn't a leader. This is
one of the Selesnians. The Selesnians are led by a collective,
not one single,
they're a legend creature
that usually is more than one thing.
But this is one of the champions of the Selesnians.
Oh, this is the cycle
that rewards you for playing both colors.
Because obviously a green creature is bigger,
or a white creature is bigger,
but a green and white creature gets plus two, plus two.
So note that the legendary wolf because it's green
and white really is a 4-4.
That whenever you get Vo-Ha out, as long as
Pulsamere's in play, it's a 4-4
wolf. But anyway,
I should note, by the way,
I mentioned this cycle, how there was a cycle
that cared about both colors.
The way it worked
is one of the cycles was the
legendary that was the leader of the guild
and that one didn't care about color it just did whatever top down match the leader of the guild
and then the one that was the secondary that what that was a lieutenant or whatever that wasn't the
leader that is the one that had the the color the color carrying mechanic that we spread through
which is how we know that tulsa mirror is not the leader of the Lesbians,
but one of their champions.
Okay, next.
Vidalcan Entrancer.
Three and a blue.
Vidalcan Wizard.
One, four.
Blue and tap.
Put the top two cards of target player's library into their graveyards.
Or mill them, if you will.
So the idea is we wanted to mirror to have an opportunity to mill people out.
We didn't want to make it...
Like I said, we explored the idea of should it be something more important.
And obviously in Return of Ravnica, we really, even more seriously,
we almost made the mechanic of the guild a milling mechanic.
But in original Ravnica, I think we always knew it was just a supporting theme.
We liked the idea that blue-black was tricky.
And one of the ways it was tricky was that it had an alternate route to victory.
That one of the things that Dimir could do is it could beat you sometimes in ways you weren't prepared for.
And the idea that every once in a while it could just mill you out.
You know, sometimes it damaged you to death, but sometimes it would mill you.
Really made it hard to fight against Dimir.
Because you weren't always quite sure what was going on.
And this was one of the best cards.
I think this is a common card, and it is something that's repeatable.
One of the things about milling somebody out is, if you're going to mill them out with
one-shots, you really need a lot of cards to make that work.
But if you're going to mill them out with just a singular creature, with one card, if it's repeatable, then this card alone could do the work.
The other thing to remember that's interesting about milling in general is milling is more
potent in limited than it is in constructed. The biggest reason why is limited have 40 card decks
and constructed have 60 card decks. And so one of the reasons also that we like doing
milling in limited is it's a lot faster in limited.
Because one of the things that happens is there's the aggressive milling deck where I'm just trying to mill you out as fast as I can.
And then there's the more slowish controlling milling deck where it's like, well, I mill you a little bit and then I run you out of cards.
I keep you from being able to beat me and I run you out of cards.
In limited, we want the first one more than the second one.
I mean, obviously, you run out of cards quicker
than you do in Constructed
because your deck's two-thirds the size.
But still, that just makes games take longer
if I have to wait until you can't draw a card.
And so we like giving mill strategies, when we do them,
repeatable means of way to make sure that you get them out.
And so this is a good example of what we did in this set.
And this card was pretty potent.
When you got that out, when you were playing Dimir,
you learned to get afraid of the Vidalcan Entrancer.
The other thing that was interesting, by the way, because it's mono-blue,
you could be playing a deck that didn't have black,
didn't have to be Dimir.
For example, there was a blue-red deck that we built that you could draft.
I mean, the only guild that blue was in...
Blue and red each were only in one guild.
Blue was in Dimir and red was in Boros
because of the nature of having four guilds with five colors.
If you have four guilds, it means you only have eight combination colors.
So with ten colors, each color does not get to be twice.
During the course of the block, every color gets to show up four times.
So the way it worked is blue and red only showed up once here, while black, green, and
white showed up twice.
And then, what was it?
Blue showed up, red showed up twice in Guild Pack because it had Izzet, red, blue, and
it had Gruul, which is red, green.
And then blue showed up twice in Descension, which had Azorius, which is white, blue, and it had Simic, which is red-green. And then blue showed up twice in Descension,
which had Azorius, which is white-blue,
and it had Simic, which is blue-green.
So the idea is every color had a set it showed up twice in.
To offset that, we made some draft strategies
for blue and red to play together.
And there was a deck I know that got played
where there was enough stuff in blue
and some stuff to recurse and use your spells that there was a deck I know that got played where there was enough stuff in blue and some stuff to recurse and use your spells that there was a blue-red mill deck.
And this card actually was very important in that deck.
It wasn't a major deck, but it was something that I know people enjoyed doing.
Okay, next.
Vigamortis, which is an awesome name.
Two black-black sorcery.
You reanimate a creature,
and if green is spent,
it gets a plus one plus one counter.
Okay, so the way this works
is there's a cycle of spells
that were mono-collared.
There were two cycles of spells
that were mono-collared,
and if you spent mana
of its guild color,
then you got a bonus effect.
So what this card did, and usually what it did was it tried to feel flavorfully like a...
This spell wanted to feel like it was a Golgari spell because it was connected with black and green.
So it did something that Mino Black could do, but something that just had synergy with green.
And Reanimation is something that black and green can do or could do. We don't support it anymore. So the idea here is
that I get to...oh, I'm sorry, this is not reanimation.
I'm sorry. Reanimation is a black thing. I'm thinking of regeneration. Sorry, sorry, sorry.
Reanimate. Reanimate is a black thing. But black-green definitely
was...Gulgari was the ones that used things out of the graveyard and reanimated things.
So although green couldn't necessarily do this...
Sorry, I read that as reanimation for a second.
So yeah, reanimation...
Not regeneration, but reanimation's very much a black thing.
And so what this says is I get to reanimate something,
and then I get to make it bigger if it happens to be...
If I happen to use green.
So essentially, if I cast this as a one black, black, green spell,
then I also get the plus one, plus one counter.
So like I said, there are two cycles of these,
one going each, I think one common, one uncommon,
one going each direction.
Sorry for that confusion.
Sometimes I, my brain, I read one thing and my brain says something else.
Okay, that gets us to Vindictive Mob.
So Vindictive Mob is a human berserker, 5-5 human berserker.
It costs four black black, so six mana, two of which is black.
When it enters the battlefield, you sacrifice a creature, and then it can't be blocked by sapperlings.
So let's walk through. This card has a few interesting qualities to it.
So one is it's a 5-5 creature,
and it is an ETB Sacker creature.
So we do this a bunch in black,
where the idea is it's a little cheaper than normal,
but I have to sacrifice a creature to get it.
So 5-black- black for a five five,
especially if you're limited,
I guess it's not a horribly great construction card.
But basically we want you to sac a creature,
but then it needed a little bit of a rider on it.
So we have something we call trinket text.
So a trinket text is something that doesn't matter very much,
but it's flavorful. And the idea is every once in a while it matters. A trinket text is not
a hundred percent, you know, it doesn't mean it never matters, but it means most of the time it
doesn't matter. And there are degrees by which we make trinket text matter. One end of the spectrum
is it's purely ha-ha, you know, sort of flavor, which we really don't expect to happen much.
And then to the other end of the spectrum is it's flavorful, but wow, it really is something you need to think about in the environment.
This is kind of in the middle. I think the reason we added this was this card was just getting chumped all the time by tokens,
because it doesn't have trample, and we wanted you, we didn't really want you to
trample like this.
And so we gave it Trinketax
to sort of help a little bit
because we were finding
when this went up against a green deck
that can make tokens
that the fact that it can make so many tokens,
I could just keep throwing them at the 5-5
that it didn't really do much.
And so we,
like originally it had some much more
meaningless Trinket decks. We ended up turning into Trinket decks
that had some actual
sort of meaning to it. And what that
means is... Now the funny thing
is usually in Casual Constructed
the fact of saplings showing up is much
less likely. But in Limited
where the main token type made
is saplings, it becomes
pretty...
much more relevant.
Okay, Vine Lasher Kutsu.
One and a green. It's a plant.
It's a 1-1 plant.
Whenever a land enters your battlefield under your control,
put a plus one plus one counter on it.
Okay.
This is a fun card. It's a cool card. Probably what this card is most famous for of control, put a plus one plus one counter on it. Okay.
This is a fun card.
It's a cool card. Probably what this card is most famous for is
being, I think, the first landfall card
before we had landfall.
So Ravnica came out, so after
Ravnica, let's see.
It was Ravnica, then it was Time Spiral,
then Lorwyn, then
Shards of Alara,
then Zendikar. So four years later we would end up making Landfall. I think the thing
we were trying to do here was we were trying to figure out some way to just make
a cool card. The flavor of the Kutu was, for those who don't know what Kutu is
Kutu is a plant that I think
is native to the southeast of the United
States. And it's this vine that is really, it's almost weed-like and it grows really fast and it
entangles some things and it's really hard to free. And so it's a really kind of a menace plant
that it really tangles things up
and causes problems.
So the idea was
that this spell is kind of representing that.
That it's representing this sort of,
this plant that's kind of growing out of control
and causing problems.
And so we were trying to sort of figure out, I'm not sure which came first
I assume the mechanics came before the flavors
my guess
but anyway, we liked the idea of something that
rewarded you for playing land
I mean obviously, we would later realize that this was
worthy of a whole mechanics
one of the things that's interesting by the way is
one of the challenges of making a game that's
you know, this year
will turn 24
years old is
that you've just made a lot of cards.
We've made, I don't know, somewhere between
16,000 to 17,000 cards, I think.
Unique cards.
And so it's very, very hard now to make a mechanic
that sometime in some spell
we hadn't made.
And I know when we finally made Landfall
a bunch of people said, hey, isn't that Vine Lasher Kutum?
I'm like, yeah, that's a good card.
It was a good mechanic.
So we fleshed it out.
We made it more.
But anyway, this definitely also was a fun card
in that, much like Landfall,
in that it just kind of grows over time.
So you can get it out early,
and then by the time, you know,
you can sort of sit back with it, and then just over time it grows
and becomes a pretty big threat.
Okay, next, Vitugazi, the city tree.
It's a land.
You tap for Kallus, and then for two green and white,
you tap and you can create a one-run sapling.
So one of the things that is interesting is we made a cycle of lands
I talked about this once before
and the cycle of lands tap for colors
and it was I think cd tap
one color then the other color
tap actually now we say
mn
and you did something
that was relevant for the guild
originally I think this was
rare and I think we toyed with him being legendary.
But the problem was that legendary lands, especially before we changed the legendary
role, back during Ravnikov, the way it worked was if I played a legendary card and you had
one, I destroyed yours. And there was a lot of not so fun gameplay, especially with lands,
where I'm sort of, you know,
we're playing lands to deal with each other's lands,
and I'm cutting you off with mana
because I happen to have the one land you got,
and there was cases with legendary lands
where people who weren't even playing colors
of a legendary land would sideboard it in
as a means to stop the opponent from getting the Legendary Land.
So anyway, we made a decision a while back to really sort of shy away from Legendary Lands.
So this card, you know, probably, I mean, it represents a specific tree.
So it probably would be Legendary at the time if we were supporting Legendary Lands.
I think the way it worked is we would do legendary lands every once in a blue moon
for really, really pure flavor reasons,
like Ibougan.
But at the time, anything we thought was actually
getting used for man and stuff,
we sort of shied away from it being legendary.
So that is why
the Vitu Ghazi is not a legendary land,
people are wondering.
The thing we liked the most about this land
was we were trying to
just play in the space of what
Selesnya wanted
and the idea that Selesnya could just keep
getting more members.
Once again, one of the routes to victory
remember is we were making Ravnica
so we had four guilds.
Selesnya was
overrunning. Boros
was sort of beating you to the punch.
It was being fast and efficient.
Dimir was being sneaky and defeating you in a way you didn't know.
And Black Rean was sort of constantly recycling things
and slowly wearing you down through its endless.
So one of the things you'll notice is we wanted to make sure there were different speeds.
Boros was a fast deck.
You know, Selesnya was a little more mid-range
and
Dimir and Golgari
were a little on the slower side.
So there was a full range of sort of
the different speeds. We tried to mix that up. So in Limited
for example, there are different things you can do.
We also made Blue-Red
into a tempo deck. That was the fifth deck.
It's the fifth thing we sort of built for
drafting purposes. Okay, next. a tempo deck. That was the fifth deck. It's the fifth thing we sort of built for drafting purposes.
Okay, next.
Warp World.
Five, red, red, red.
Sorcery.
So eight mana, three of which is red.
Players shuffle all permanents
into their libraries,
and they reveal that many cards
off the top of the...
Oh, sorry.
Shuffle all your permanents
into your library.
So then shuffle them in
and shuffle, obviously.
Then you reveal that many off the top of your library, and all shuffle them in and shuffle, obviously. Then you reveal that mini
off the top of your library and all permanents get put into play. And I think all spells go on
the bottom of the library, I believe. And then we made auras go last so that auras actually work.
If you get an aura, the creature's already out to put the aura on or the permanents are already out.
So Warp World was definitely, I was trying to do something a little sillier.
One of Red's flavors is chaos, and it creates chaos.
And the idea here is, what I'm doing is, I'm making you swap your permanents for different
permanents.
Often that means you'll go down in permanents, because you're going to draw some spells,
and so usually, let's say I have 15 permanents and I shuffle, I get back 10, 11 maybe. I'm usually missing a few.
Depends how many spells you have. But anyway, this
proved to be a really, really popular multiplayer card, partly because
it does things late game. Like, one of Red's problems is a lot
of the things Red does philosophically is that it's trying to
beat you fast, and it's trying to beat you fast.
And it's willing to give up long-term advantage
for speed. The problem is
in most multiplayer formats, because there's
lots of people playing,
the games just take longer.
Through politics and through the
interconnection of having to kill multiple people,
the games last longer. And so
Red's whole strategy of, like, I'm going to burn out, but
take you out before I go,
doesn't really work that well in a multiplayer strategy.
Especially because some, like, some multiplayer formats,
like Commander, you start with 40 life.
Like, it's built in to last a little longer,
which really plays against what Red does.
So we've really spent a lot of time thinking about how can we do things that help give Red more sort of late game,
but in a way that really plays into Red.
And Warp World wasn't actually made for that, once again.
When Ravnica came out, Commander wasn't a big thing yet.
But it's really been kind of one of the beacons for Red of saying,
hey, here's a good example of a card in Red, flavorful for Red,
that's very popular in Commander, and popular in multiplayer plays, because it just
does something for red late game
that's not just, you know,
it's playing in a different kind of space for red.
And so that has definitely been an inspiration
for us.
Now,
Ken then went on to make, what was it,
Chaos Warp, where he was trying to do
a single sort of pointed
thing, but he allowed it to hit enchantments
and it fizzled a lot, meaning it didn't
actually turn into anything
often, so it ended up
just kind of being a kill spell on red that
wasn't really what we wanted. It sort of violated
a lot of red's philosophies.
Red's not supposed to be able to kill your enchantment
and most of the time, it
doesn't even get punished for it.
But I do like Warp World, so it definitely has inspired a lot of things.
Sorry, just a little water.
Okay, my final card.
I'm almost to Rachel's skull.
My final card today is a very simple card.
It's called Watchwolf.
It's green, white, and it's a 3-3.
So my funny story about this is that we were, we wanted to make a nice simple,
so one of the things about green and white is green and white are the creature colors.
Traditionally speaking, white gets the best cheap creatures,
and green has the best creature
curve, meaning you get more
power toughness for your
buck than other colors.
And so we were trying
to find an overlap between, not overlap,
but a gold card to do in green
and white. And we came upon the idea
that possibly
that green-white is the color combination
that would allow you to get a 3-3 for only
two mana. So we made
a vanilla 3-3
and then we were trying to figure
out what to do with it.
And
I remember
I think when I made this card
I think
I originally called it Watchdog
was the name.
And then I was informed by somebody
that there were no dogs in Selesnya.
Selesnya didn't have dogs.
And I said, okay, well, what do they have?
And they're like, well, they have wolves.
And I'm like, could they be trained to watch things?
And they're like, maybe.
And so we changed it to WatchWolf.
And so WatchWolf was the playtest name.
And I think it just tickled people.
And when Matt Cavada did the name for Ravnica,
I think Matt just liked the name, and so he kept it.
But WatchWolf was just me trying to sort of...
It's funny how when you're naming things, sometimes
you're seriously trying to name things
and sometimes you're just trying to get a
cute sounding thing. So
Watchdog became Watchwolf
and then, poof,
it became a card. And it ended up being,
you know, as vanilla creatures go,
a pretty potent vanilla creature.
Anyway, I've gotten all the way through
W and not a lot of Ys and Zs in the set,
so I have completed my pass.
So five podcasts, not too shabby.
So the plan, by the way, is not immediately,
but the next time I do an overview,
I will be doing Guild Pack,
which I will talk about it and then talk about cards from it,
and then I will be doing, a little time later, doing Descension.
So I'm doing original
Ravnica block. That's my next one I'm exploring.
Anyway, I hope you guys
I really, really
enjoy Ravnica. I mean, when I look back
at sort of sets I've made,
Ravnica stands out as one of my sort of
pinnacle sets.
It's funny when you look back, there's a lot of little things I've
changed, and there's a lot of sort of
technologies we've learned since then,
where I'm like, oh, wow, it would have been nice to have Death Touch in the set.
But it is neat, and I'm very proud, and, you know, it's funny how in the day,
like, the guild concept, the idea of having, you know, just four two-color combinations in the set
was kind of radical, and now it's just kind of passe.
What else would you do?
Of course, how else would you do that?
But anyway, I hope you guys enjoyed
my jaunt through Ravnica and all the different cards.
Once again, there is a Ravnica podcast,
number four, Drive to Work number four,
if you want to hear the whole story of how it got made.
I talked a little bit about it when I talked about the cards.
But anyway, guys, I hope you enjoyed it.
It was fun walking through Ravnica.
I'll be back in that super long with Guild Pact.
But anyway, I'm now at Rachel's school, so we all know what that means.
It means the end of my drive to work.
So instead of talking magic, it's time for me to be making magic.
I'll see you guys next time. Bye-bye.