Magic: The Gathering Drive to Work Podcast - #553: Unstable Cards, Part 1
Episode Date: July 13, 2018This podcast is part one of a six-part series on the design of each and every non-Contraption card in Unstable. ...
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I'm pulling away driveway we all know what that means it's time for the drive
to work okay so today we begin a series of
podcasts all about unstable and the cards of unstable so what I'm going to
do is I'm going to go through every single card unstable minus the
contraptions and I'm going to talk about each one and tell stories and anyway
it's gonna be a chock-full series so hope you guys enjoy it and I'm going to talk about each one and tell stories. And anyway, it's going to be a chock-full series.
So I hope you guys enjoy it.
And I'm going to go in alphabetical order.
So what is the first card in alphabetical order?
Is Rumors of My Death, because it starts with a quotation mark.
So this, so Rumors of My Death is an uncommon. It costs two and a black. It's an
enchantment. For three and a black, you exile a permanent you control with a League of Dashly
Doom watermark. Return a permanent card with a League of Dashly Doom watermark from your graveyard
to the battlefield. So this is part of our uncommon watermark matters cycle. We decided to have a theme
in the set of Watermarks Matters, and I wanted
for Limited to
make five uncommons, one for
each of the clans.
Or the...
What do we call them?
We used to call them
gangs in design.
But each faction, I guess they're factions,
each faction has an uncommon centered
in its color.
And the idea is each faction
obviously is in two colors. So we picked one of the colors
for the League of Dastley
Doom. We picked black.
And then we went around accordingly.
And the idea was
it was supposed to be a build around
watermark matter cards that cares
about the faction watermark.
So the idea here is this allows you to trade one Dastley Doom character for another.
So the idea is, ha ha, you thought you killed this one, but secretly he's not really dead
and he rips off his mask.
I'm actually this villain.
So playing around in the space. And I don't know.
This is one of those cars that we had a general flavor idea
when we made the car that you keep thinking they're dead,
but they're not dead.
And there's some trickiness going on.
Because one of the things about villains is
supervillains are hard to kill.
They keep coming back.
You think they're dead, but they're not.
And so I know Kelly gave us a fun name with
Rumors of My Death. So that, that is Rumors of My Death. Okay, next we have Adorable Kitten.
So Adorable Kitten is a host creature. It's a white 1-1 creature. And then when the creature
enters the battlefield, roll a six-sided die. You gain life equal to the result.
So originally what happened was, I had
a cycle of enter
the battlefield dice rolling cards
and as a separate issue
I had the host creatures that all had an
enter the battlefield effect.
And at one point it just hit me, I'm like
oh, why don't I just combine
these?
There's only so many enter the battlefield effects that
make sense, and I like the idea of
having some enter the battlefields that were dice rolling.
So we married them together.
I actually
think this was a kitten in playtest
in design.
It might not have been called adorable kitten,
but it was something kitten.
I think the idea of having a kitten
came from that we had had one in playtest.
One of the things that happened when we were making all the hosts and suture cards
is we tried to figure out kind of the funniest things.
What's a good front half? What's a good back half?
And so the idea of kitten, we had a kitten pretty early on,
and it just was clear that kittens are kind of funny.
And we liked the idea.
The idea that this is the dice rolling card was kittens are so
cute that when you see a kitten you go,
oh, kittens are so cute. And you gain some life
because kittens are so cute.
Okay, Aerial Toastmaster.
So this is an uncommon.
It's an artifact creature cyborg, Rigger.
3-2 for 3
white. So 3 and a white.
It's a 3-2 flying creature.
For 3 white, sacrifice another
artifact. Aerial Toastmaster assembles
a contraption. And then
it tells you to assemble a contraption.
So basically, one
of the things we were trying to do was
we knew we wanted contraptions
to be in all five colors. It was one of the big
KSPs, the key selling points of the set.
But we wanted different
factions to sort of do different
things. So one of the things I liked about
the cyborg faction
was that they would
be more about, they would
build it up. It's not,
they wouldn't be the one that assembles the most things,
they wouldn't be stealing things,
but what they would be doing is they're good at
fine-tuning. Because the cyborgs
are all about fine-tuning things.
So the idea here is you can sacrifice an artifact.
Now, note that all contraptions are artifacts.
So you can always sacrifice a contraption to upgrade to a different contraption.
Or, if you have other artifacts lying around and there's a bunch of ways to get artifacts in the set,
you can sacrifice one of those artifacts to get a contraption.
If you like all your contraptions and don't want to give any up.
You can sacrifice one of those artifacts to get a contraption,
if you like all your contraptions and don't want to give any up.
And then we made it fly just because we were trying to make sure White had enough flyers.
I think this didn't always fly.
Note that anything that makes contraptions is a rigger.
Any creature that makes contraptions is a rigger,
because we had Steamflugger Boss, which helps all riggers.
So we're like, okay, if you're going to put a contraption together, we'll make you a rigger so that Steamflugger Boss will affect you.
So every creature that assembles a contraption, not the spells, but every creature is a rigger.
And then one of the fun things about making the cyborgs is the whole flavor of the faction is that they just keep upgrading themselves with the silliest of things.
And so this was kind of fun.
I think when they came in to do world building, somebody had made a rocket backpack that was also a toaster.
I think that's where this idea came from.
But I thought it was fun.
Okay, next.
Amateur Auteur.
So it's a common.
For one and a white, you get a 2-2 creature.
And you sacrifice it to destroy target enchantment.
So what happened was, this is one of our...
This is the kid who's acting out in the play.
And there's four of them.
I believe he is in Ravnica, in Theros, in Innistrad, and in Zendikar.
So what happened here was his original name was a tutu by any name,
making a little Shakespearean reference.
The whole idea of this was originally it was just a 1W-22,
and the joke was every world has a 1w2-2.
That was the original joke, because we were trying to figure out a way to make vanilla creatures have some silver borderness to them,
and so we came up with the idea of alternate versions of the card.
Then, when we were making the set, it turned out that we needed enchantment removal,
and we really were tight and couldn't find a place to put enchantment removal.
So we ended up putting it on this creature, deciding that it was a pretty simple creature,
and that while originally it was cool that they all were vanilla,
we had changed a few of them so they weren't all vanilla anymore.
So Amateur Artur became the place we did to get our enchantment removal.
The reason that it didn't keep its name of a tutu by any other name is when you have to say sacrifice Amateur Artur.
And when you said sacrifice a tutu by any other name, it read like you sacrificed a tutu creature. Not this creature, which name is a tut2 by any other name. It read like you sacrificed a 2-2 creature, not this creature, which name is a 2-2 by any other name.
So it was confusing in the template.
So that's why the name changed.
I like the name, but it was confusing when you wrote it out.
Okay, next, Angelic Rocket.
So Angelic Rocket is a rare card.
It costs eight mana.
It's an artifact creature, an artifact host creature, angel. It's a 4-4. It costs 8 mana. It's an artifact creature. An artifact host creature, Angel.
It's a 4-4. It is flying.
In fact, I think it's the only host creature
that has an ability, I believe.
And then when this
creature enters the battlefield, you may
destroy target permanent.
So we decided we wanted to do something kind of splashy
in artifacts. And the one nice thing about
artifacts is artifacts can destroy something.
So we had to make sure it cost enough mana
because we don't let... I think artifacts have to be
at least seven mana to be able to destroy something
just to make it not easy to
throw in a deck in which that color has trouble
destroying something.
And I think we ended up
making an angel because we were trying to
come up with what would be a cool mechanical
thing to make. And a mechanical
angel sounded pretty cool. And the
front of the angel had the wings, so it looked neat.
But anyway, that's how
Angelic Rocket came to be.
Next, animate library. This is a rare
for four blue blues, so six mana
total, two of which is blue. It's an enchantment.
Enchant your library.
Originally, by the way, it was enchant
library, and
we realized that the goal of this wasn't really messing up your opponent by enchanting their library.
And then, you know, destroying it or something.
Enchanted Library is an artifact creature on the battlefield with power and toughness, each equal to the number of cards in it.
It's still a library.
If Enchanted Library would leave the battlefield, Exile, Animate Library, and Thet.
So this was the very last card stuck in the file.
We were having a playtest.
This is a card I've tried to get in actual magic
and been told no.
And so it was kind of in the back of my brain,
and then I just forgot about it.
And we were having a playtest,
and I forget why it came up,
but in the middle of the playtest,
of an unstable playtest,
I remembered the existence of this card.
I'm like, we have to put this in, we have to put this in.
And then I'm like, okay, it clearly has to be a blue card.
And I'm looking through the blue radar, trying to figure out
what to kick out.
And I went to Dave and I go, okay, Dave, Dave, Dave,
we need to put this in. Here's the card I would
kick out. Here's the card I would put in.
And Dave goes, okay, sounds good. And he stuck it in.
Note that we
didn't, you have to animate your own library, so you can't sort of destroy
other people's libraries.
And we put the rider that if this ever leaves play, the creature would leave play, instead
just get rid of the enchantment.
So we didn't have to answer the questions of what happens when your library goes to
your hand or your library goes to your library.
I don't know, weird questions.
And just to sort of, the goal of this wasn't to make it easy
for your opponent to just destroy your library.
So the idea is, essentially, it's animated.
If it would be destroyed, instead, it just
stops being a creature.
And we
decided that one of the reasons they wouldn't do this
in Black Border is there's a lot of
counting that goes on, because you have to constantly
count your library to know how big it is.
Like, it is. Like,
it makes total sense, and it's the flavor of the card,
and, like, the bigger the library, the more powerful it is.
But it was just kind of a pain.
Silver Border, we're allowed to do things,
and people kind of say, okay,
I'm signing up to do a little bit
more crazy stuff than normal, so,
okay, I'll count my library. That's actually not even
on the crazy end of the spectrum of the set.
That's on the tamer side. But anyway, that's why Animate Library is here. Okay, I'll count my library. That's actually not even on the crazy end of the spectrum of the set. That's on the tamer side.
But anyway, that's why animate library is here.
Okay, next.
Applied aeronautics.
Oh, no.
Applied aeronautics is a contraption.
We're not doing contraptions just because there's not a lot to say about individual contraptions.
Arms Depot is also a contraption.
As luck would have it.
So as luck would have it, it is a rare enchantment. Costs one green.
It has hexproof.
Whenever you roll a die, put a number of luck
counters on as luck would have it
equal to the result.
Then if there are a hundred or more luck counters
on it, as luck would have it,
you win the game. So we always
like having a win condition in
unsets.
I like tying the win condition to dice
rolling, because that was one of the themes.
And it seemed like fun of,
okay, if you can just roll enough dice, you can win
the game. And so we decided that
we'd base it on your die rolls
just because it's something that you don't have complete
control over, but, I mean, you can re-roll dice
and stuff with other cards.
So we ended up sticking in green.
I think green has the up sticking it in green. I think
green has the
most dice rolling in it.
Red and green have a lot of dice rolling in it.
I think we stuck it in green just because
the idea of
Lucky Charms and stuff felt green to us.
We gave it hexproof because we didn't
want people destroying it when you had like
99 counters on it.
But anyway, I just thought it was fun to have
well, I thought it was fun
to have an alternate win condition and I like the idea
of something where there's
a variable, like most win
conditions you know when you're getting close.
In this one you know when you're getting closer. But I like
the idea that there's still this randomness
built in. But in a deck that wants to
do this, just roll a lot of dice and eventually you'll get there.
And the picture, by the way, if you've never noticed, is
every lucky charm we can think of put together in the picture. So the picture's just
every lucky charm you can imagine. So it's kind of a fun picture if you look at it.
Okay, next, Baron Von Count. So this is a
mythic, rare, legendary creature, human villain, 3-3, for
one black and a red. Three mana total, human villain, 3-3, for one black and a red.
Three mana total, one black, one red.
Baron Von Count enters the battlefield
with a Doom Counter on five.
Whenever you cast a spell
with the indicated numeral in its mana box,
mana cost, text box, power or toughness,
move the Doom Counter one numeral to the left.
When the Doom Counter moves from one,
destroy target player
and put that Doom counter on five.
Okay, so way back when, Aaron Forsythe and I made a card called Door to Nothingness
in which you had to pay Wooburg Wooburg,
and originally you destroyed target creature or player.
That was the original text.
And I had a big fight with Mark Gottlieb.
He's like, we have a template for how you make players lose.
It's target player loses the game. You can't destroy a player. The rules don't allow that. And I'm like, but it's cool
and we can make the rules work. And you know, he and I got a big fight in the end.
I lost that fight. So I saved this and I knew when we were doing unstable that I wanted to destroy target player.
I didn't know where or how.
And then once we knew we were doing a supervillain faction,
that seemed like the perfect place to do it.
The other thing that we were trying to do was,
I love the idea of a countdown.
I messed around in Unstable on cards in which there's,
the art has things to help you keep track of stuff.
Like, Toggle Night tells you whether it goes on or off,
and the falling apart tells you when legs and feet have fallen off.
Bingo tells you when you've made the bingo.
Balloon Gun Game tells you when you've blown up your balloon.
I wanted to do a little of that in this set,
and I liked the idea of a countdown.
And then, once we thought of a supervillain,
oh, countdowns made sense for supervillains.
Destroying target player, making a big machine
that would destroy something, that all sort of came together.
So for a long time, by the way, Baron Von Count's name
was Major Monologue.
I think we referenced that in Flavortech somewhere else.
Oh, no, no, I referenced it in my short story.
But his original name, Baron Von Count's original name
was Major Monologue.
And that is before this card existed.
He actually, when they came
to do world building, somebody drew him
and they really, really liked him and decided he'd be a character.
But once we went on
this card and there was
a counting aspect to it,
they changed his name to Baron Von Count, which is
a fun name.
And this card also, by the way, plays around with the idea of looking for numerals,
but meaning actual written, not words that are numbers, but actual, you know,
numerals are the actual, like, numbers in numeric form.
And it's kind of fun to just care about, like, I love making cards in unsets
that make you care about things you just never care about. Who cares whether there's a numeral one on a card or a numeral two
on a card? So I just thought that was kind of fun. So anyway, this was sort of a lot of different
pieces coming together. Oh, the other thing you'll notice that there are four legendary creatures in
the villains faction, and the reason is I try to set up each faction so they work differently.
And so we decided that the supervillains was run by a cabal of supervillains.
Because that just seems like a supervillain thing to do.
And so there's four supervillains, one of which is Baron Bunkow.
Okay, next, Beast in Show.
So this is a common four green green for a six four trample creature
so this is another example of the alt art cards uh so we had how many five common five common
alt art cards is that right yeah we had five oh no no sorry we had five cards at common
oh we had more than five there well one got confusing. Originally, there was
five alt art cards, and we ended up
changing blue, so instead of being alternate art,
it was alternate flavor text, because originally
the idea was that was the only card that had different flavor text,
but then we ended up putting different flavor text on other
cards. So there's kind of a cycle of
alt art, except the blue one doesn't have it, so
it's other four colors. This is the green one.
So the one we play around in this
is the idea of taking
famous magic creatures and putting
them in like a dog show, essentially
a beast show.
So best in show is an expression, so beast in show
without funny. And the
idea is we just went and found
what we thought were four
very magic specific
creatures. Oh, we were playing
the other thing we were playing around with
is the idea that we have a beast creature type
that has this wide range of what it is.
So the reason we liked the different art was,
yeah, it's a beast, but wow,
a beast could be so many different things.
We're kind of making fun of how often we use beasts
and use it for just different things.
We then came up with the idea of doing
the dog show with the beasts,
and then we...
I know Kelly went and picked out
what he thought were four pretty cool,
classic magic-specific beasts
and then had fun sort of giving it to artists to dollop.
So Mike Burns was the artist and he had a lot of fun.
I think we just told him, here's the source material,
here's the creatures that we're pulling from.
And then he was the one that said,
oh, I'll put this one in a bow.
And he had a lot of fun turning them into sort of like a dog show sort of participants.
That was pretty fun.
Okay, next, Better Than One.
It's a rare sorcery for a green and a white.
It costs two.
A person outside the game becomes your teammate.
And then choose any number of cards in your hand.
Sorry, cards in your hand on top of your library or on the battlefield under your control. Those cards become the teammate's
hand library and permanents respectively. Note, by the way, we don't specifically call out
contraptions, but we have ruled that when we say library, we also mean the contraption deck. So you do get to divvy up contraptions. So this card was actually made by Alexis Jansen during the very first Great Designer Search.
One of the challenges in the first Great Designer Search was to make gold silver-bordered cards.
It was called Silver and Gold was the challenge.
And so they had to make gold cards that were un-cards.
And she made this card, and I thought it was an awesome card. So much so that when we made this set, I went back and I looked
at that whole challenge and this was the card that I think I pulled out of that and put it in.
It's a lot of fun. If you never saw in the pre-release, there's a match where I got pulled in, um, and I was a part of a two-headed giant, and then we played a, um,
we played a, uh, Scheherazade sub game in which we, I, I got sucked into, um, and so it was,
anyway, if you never watched the Unstable pre-pre-release, there's a lot of,
a lot of fun times, that was one of the, the coolest, um,
coolest. Okay, next. Big boa constrictor. So it's a common host creature. It's a snake.
Three and a black for a one, two. When this creature enters the battlefield, roll a six out of die. Target opponent loses life equal to the result. So this is kind of the opposite
of adorable kitten. So instead of adorable kitten, it's big boa constrictor. So like I said, there's a cycle of host creatures
that you roll a die as an enter the battlefield effect. White lets
you gain life. This makes the opponent lose life. Obviously that's slightly better. So
white, you gaining life is W for a 1-1. Your opponent losing life is
3 and a black for a 1-2. So clearly, once again, your opponent losing
something is far stronger than you gaining something.
But this is a pretty strong card, and one of the reasons this card is
a, the reason we had to make it a one, two is, it's a really good card
to augment. Because already, every time
the triggering condition happens, your opponent's losing one to six life.
And if you can pick a triggering condition that happens a lot, this card alone can just win you the game.
So that is why it's a 1-2 for 4-mana, because
it's just really, really strong to augment onto. Next, Blurry Beetle
is a common artifact creature, Cyborg Beetle,
Beeple, for 1-1 for blue. It's got
Blurry. This creature can be blocked only if defending player was wearing glasses as it was cast.
And then whenever Blurry Beeble deals combat damage to a player, you draw a card.
Okay, so this originally had Beard Walk, which was if your opponent had a beard, they can't block it.
And then we had a playtest with Elaine.
Elaine Chase.
Or maybe Elaine even, I'm not sure if she played or she just looked at the file.
Maybe she played.
Anyway, she made a comment that she thought it was a bad idea to do a beard walk
because none of the women, for example, could have beards.
And I said, oh, but no, no, it's not a problem.
It's a bad thing to have a beard.
You know, beard walk if you don't want to have a beard.
So obviously women can't be affected.
And Elaine said, no, no, no, you're missing the point.
It's just you're doing something that they can't be involved in.
So like here's a thing that you can't have.
And she made a really strong point.
I had not thought of that.
I mean, I thought of it to make sure there wasn't a negative,
but it was just not inclusive. She made a really strong point. I had not thought of that. I mean, I thought of it to make sure there wasn't a negative,
but it was just not inclusive.
And that's something that's really important for us.
So we came up with the idea that instead of a beard, it's glasses.
And then the idea, we decided to go the reverse,
that instead of being penalized for having glasses,
you got penalized for not having glasses,
which would be fun because it encouraged people when they played this format to wear glasses if they could.
And we've ruled that you can wear sunglasses and stuff.
I think, by the way, the ruling here,
which I messed up a little in the pre-pre-release,
is you have to be wearing glasses at the time it's being cast.
You can't say, oh, wait a minute, I'm putting my glasses on.
I did that in the pre-pre-release.
Many people called me out on it.
The reason I did it in the pre-pre-release, by the way,
was I was going for shock value.
I wanted Maria to not know that I had the glasses
so that when she did, I'd go,
ha-ha, I have glasses.
Which maybe was the right call
just because the reaction I got of her was great.
But technically, that's not how it works.
You have to have the glasses on.
So if you're going to bring your glasses,
wear your glasses.
If you're playing a blue player
and you think they might have this card,
you've got to start with your glasses on.
So that was an error by me.
Okay, next.
Border Guardian.
So Border Guardian is unstable.
I'm sorry, he's unstable.
They're all unstable.
It's an uncommon artifact creature.
It's a knight,
a 1-1 knight for four.
It costs four.
It's an artifact creature.
Whenever you cast a silver border spell,
put a plus one, plus one counter
on Border Guardian.
Whenever you cast a silver-bordered spell, put a plus one, plus one counter on Border Guardian. Whenever you cast a black-bordered spell, it can't be blocked this turn.
And whenever you cast a white-bordered spell, it gains double strike until end of turn.
Now this was designed with the following in mind.
It knows that you're going to be playing the...
Well, in Limited, look, everybody's playing Silver Border.
Unstable is drafted by itself.
So basically, this is...
It gets a plus one, plus one counter whenever you play a card.
That's fine.
A fine card.
Playable in Limited.
Now, the Black Border cards are obviously...
All other Magic cards mostly are Black Border.
That keeps you from being blocked.
obviously all other magic cards mostly are black border.
That keeps you from being blocked.
It is possible in
unstable to pull cards in from outside the game
with like spike. So it is possible
to get a black border card. It's even possible
to get a white border card.
It used to be whenever we reprinted
something in a core set beyond
alpha and beta
we would put it in
white border to show that it was a reprint.
That their first printing would be in black border
and later printings were in white border.
I think with 8th edition we stopped doing that.
We just changed everything to black border.
The card just looks so much better in black border.
They kind of washed it out in white border.
But anyway, the idea for this is
if you want to build around this,
you want to go get some white border cards
and some black border cards.
Because these abilities all together
can get synergistically really strong.
Like, oh, I can build it up with silver border cards,
I can make it unblockable with black
border cards, and then I can get double strike
with white border cards. So if you sort of mix and
match. And
the border guardian, I think
it was called border guard
in playtest, and then I think there's a card
called Border Guard, and so they had to change it to
Border Guardian, so then Border Guard...
I mean, Border Guard was a really cool
name for it, but we had to use Border Guard
I believe is what happened.
But anyway, that is Border Guard.
Okay, next. Box of Free Range
Goblins. So it's
a sorcery. It's a common
sorcery. Four red red.
Roll a six-sided die.
Create a number of one one red goblin creature tokens equal to the result.
So one of the things that we were trying to do was give flavor to the dice rolling.
So we decided that the goblins, the goblin faction, were all about dice. Because they love
randomness. They also like contraptions.
They liked randomness.
So the goblins were the
ones that rolled the most dice
and assembled the most
contraptions. They have the least amount of control.
Like other
colors can re-roll dice or
influence the outcome of dice.
Red does none of that.
So the way it works is red rolls the most dice,
and green has the most cares-about-dice-being-rolled cards.
So red was the color that we're just...
Red both assembled, I think, the most contraptions and rolled the most dice.
Because they were just...
Red just liked doing stuff, and it was kind of random.
A lot of red stuff is you don't know the outcome of what your contraption is.
You don't know what dice you're going to roll.
So it's kind of played in the chaos of Red.
But Red likes to do it.
And this card is actually pretty cool.
So one of the things whenever we try to cost cards,
the way you do it is you assume that each die roll is three and a half,
because that's the average of a die roll on a six-sided die,
because you get between one and six.
And the idea is, you assume you get three and a half,
and so this was, what would three and a half goblin tokens be worth?
And I think because it's silver border,
I think we rounded down most of the time,
just because it's silver border and it's we rounded down most of the time just because we
caused the silver border and it's not going to cause problems
in tournaments. We usually juice it
just a little time, but not too much, but just
a little juicing.
And anyway,
this card
was in the file pretty early.
But dice rolling was one of the themes
of the themes that ended up in the finished product.
I think dice rolling was the first theme that was in the set um we had done dice rolling and
unglued uh we got a lot of data back and two of the most unpopular cards well there were a few
unpopular cards that were die rolling cards so i made the call on state i'm sorry unhinged not to
die rolling um but when i went back and i looked at the data i decided that it wasn't that people disliked dice rolling as a whole. There were certain executions of dice rolling they
didn't like. And what they didn't like with dice rolling is who knows what's going to
happen with the card because you couldn't plan around it. But you know what the card
is going to do and there's variance in how strong it is. Those cards they seem to like.
So I brought die rolling back and anyway, uh, anyway. It returns.
Okay, next.
Bumbling Pangolin. So this is a common beast, uh, 2-2 creature.
It's 3 and a red. So when
this creature enters the battlefield, you may destroy
target artifact. Um,
so Pangolin is one of those things when we
have these meetings to figure out what's cool
things. Uh,
I think Kelly was the one. Kelly Diggs was the one
that really wanted a Pangolin. So for all youangolin fans, enough with the mail about all the
pangolins. I don't get a lot of mail about pangolins. But anyway, for the pangolin fans, we made you a
pangolin. The reason this destroyed an artifact was because of
the set had an artifact theme to it. All the contraptions were artifact
and because it was mad scientist kind of world, there was just more artifacts than normal.
So because we had more artifacts, we just
wanted to up the amount of artifact
destruction to deal with it, so we decided that
we'd make a host that destroyed
artifacts so that you can destroy multiple
artifacts if you needed to.
We didn't do that with enchantments because
there weren't that many enchantments to destroy, so
there's singular enchantment removal,
but there's not repeatable enchantment removal,
where there is repeatable artifact removal.
Because between contraptions and the other artifacts, usually your opponent is something you can destroy.
Okay, next.
Buzzing Whack-A-Doodle.
As Buzzing Whack-A-Doodle enters the battlefield, you and your opponent each secretly choose Whack or Doodle.
Then these choices are revealed.
If the choices match, Buzzing Whack-A-Doodle has that ability. Then these choices are revealed. If the choices match,
buzzing whack a doodle has that ability. Otherwise, it has buzz. So whack is tap,
target player loses two life. Doodle is tap, you gain three life. Buzz is two and tap, draw a card.
So one of the things we were coming up with is we liked having little mini games to play
in Silver Border. And so the idea of this game was there's three
options and the way you figure it out is my opponent and I are each going to
make a choice and then if we match we get the weakest of the possibilities. If
we... oh I'm sorry, I said it. If we match we get whatever it is we match and we don't match, then we get the strongest of the possibilities.
And the way we worked it was, there's three abilities.
One is clearly the weakest, one is clearly the medium, and one is clearly the strongest.
And the strongest is the one you get by not matching.
So the idea that's interesting here, the sort of game we're playing is,
each one has a functionality, and it's conditional.
When I say one's the weakest you know tap lose two
life in a vacuum is the weakest but maybe if your opponent's low on life that's something you would
want so one of the cool things about this card is you have to gauge the state look at your opponent
figure out what you think they want and then each person is trying to sort of anticipate what the
other person is going to do and then we made the strongest one the one they don't match because the person playing the card
most of the time wants to not match.
Where the person who is
the opponent usually
wants to match. They want you not to be drawing the cards.
And so there's a fun little
game here. I've
seen some really
you can get pretty
second and third level.
Like, I know he'll think I'll know that
because he thinks I know that,
then I'll do this.
Oh, but he knows that I would do that,
so I'll do this.
And then people kind of, you know,
one-up each other, so it's kind of fun.
And I remember naming this card.
We came up with the idea that
we would name each of the three things,
and then Kelly found a way
to turn it all into a singular name.
I think this thing...
I don't remember the original name of this thing.
That's a silly name, but I'm blanking on it.
Okay, we'll move on. By no means.
It's a rare enchantment.
It's two and a white.
And it's
one white, remove a counter from a permit you control,
create a one-1 Cullus
Gnome Artifact creature token, or
one, sacrifice an artifact,
choose any kind of counter printed on
a card that a printed card refers to,
and then put that counter on that card.
We also ruled that you can put
loyalty counters on
Planeswalkers, even though they don't specifically say
loyalty, they imply loyalty, so we let
you do loyalty counters.
So a couple things about this card.
So this card was made relatively late.
I like cards, I like counters, and I like, there's a card we made called Giant Fan in
Unglued that I made that lets you move counters from one card to another. And there's a card called Tetravis that lets you change
between plus one, plus one counters
and flying token
creatures, so the creatures can get bigger or can
pop off and become little creatures.
I think I was inspired by those two cards
to make this card. And the
idea was that I can turn any
artifact into any counter
or I can turn any counter into
a gnome token.
And so the idea is I can kind of go back and forth
and this is a super Johnny card
because there's a lot of weird shenanigans
and things you can do with it.
Once it was decided
that I would make a gnome token, I
really, really wanted by gnome means
as a name of a card.
I think we named this in design
and I asked Kelly not to change it.
And then the flavor text is
there's no race like gnome.
And that's another,
I wanted that flavor text on a card
and originally it didn't get put on a card.
And then I kept bugging Kelly about it
and saying, come on, come on.
And he finally gave in.
He said, okay.
I just think it's a great pun.
I think I actually wrote it for a different card
and that card ended up not having space for
flavor text, I believe is what happened.
So I kept looking for a place. This had
gnomes on it, so. Anyway.
I like that flavor text.
Next, Capital Offense.
Target, oh, it's a common
instant, two black, black. Target creature
gets minus X, minus X, no end of turn,
where X is the number of times a capital letter appears
in its rules text.
Ignore reminder text and flavor text.
Note that there's no capital letters
on this card on purpose.
This card was actually designed
to be capital punishment,
which is a perfect name.
And then Conspiracy 2
made a card called
capital punishment.
And I was like, no!
So we ended up looking around.
We found capital offense,
which is another term.
Not quite as good
as capital punishment,
but not bad.
But this card was designed to be Capital Punishment.
And I like the idea of making
cards, once again, that care about qualities
that other cards don't care about. And so the
idea of caring about capital letters
just seemed really cool. And I like
the idea, the reason I did minus X minus X is
I like the idea that there's just
some cards escape their strap and some don't.
And it kind of depends on how big the creature is
and just how many sentences there are on it
and like vanilla creatures
have no problem, they have no words
that you can use but you know
and if you have a keyword ability
where it's one capital, because the first one's
capitalized but the later ones aren't
so anyway, I thought that was
that was kind of fun
Chipper chopper
so it's an
it's a common
artifact creature
cyborg rigger
telling you it's
making contraptions
one one
so three and a blue
so it's four mana
one which is blue
it's flying
when chipper chopper
enters the battlefield
you may sacrifice
another artifact
if you do
put two plus one
plus one counters
on chipper chopper
and it assembles
a contraption.
That's why it's a rigger.
So the idea here is, White does this thing that says,
okay, when I enter the battlefield,
you can upgrade me if you sacrifice an artifact,
and then you get to make a contraption.
So, A, if you already have a contraption,
you can just change a contraption for a different contraption.
And also, this creature goes from being a one,1 to a 3-3. So you really want to
sacrifice an artifact. And the idea
is, it's not in that you're sacrificing
an artifact as much as you're trading an artifact
for a contraption. So you're not even going
down in artifacts.
So this allows you, if you have a little gnome or something token
you want, you can sacrifice. Or, you can always
sacrifice a contraption and make another contraption.
But this, once again, plays
into the cyborg theme of
it sort of
fine-tunes its contraptions.
That it's not that it makes the biggest contraptions,
but it makes the most efficient contraptions.
Because it's very careful, and it can
definitely mess and move around
things and sort of get the...
It has the most efficient one, because
it's sort of going through your deck, trying to get
the best versions of what you want. Chittering Doom! It's an uncommon enchantment. Three and a green.
Whenever you roll a four or higher on a die, create a one one green squirrel token. So as I said,
red was all about rolling lots of dice and green was caring about dice being rolled.
So one of the ways, green cares about dice being rolled in a bunch of different ways.
For example, as luck would have it, just wants, you know, the higher the number, the better, but any
number gets you closer to, like, rolling is good, higher rolling is better.
On this card, it wants specifically higher rolls. One of the things we did
in general, by the way, is we made it so higher rolls are better, that
whenever something cares, there's not cards in which one is better than six,
just because we wanted you to always
want the same thing as far as what you're hoping
for. So the general strategy
in dice rolling is higher is better.
So we're trying to encourage you to want
to roll higher dice. This is an
example where if you roll four higher,
so if you roll basically above
on the higher
three numbers, you get a squirrel.
And so this one is once again, the idea was we wanted every color to have its own strategy
using the different themes.
So in the dice theme, if you have green in your deck, you want to roll a lot of dice.
Now that means red-green pair well together, because red wants to roll a lot of dice.
But if you put green with blue, then you get to re-roll your dice.
If you put green with black, then your dice rolls are a little bit higher. So, you know, you can manipulate things and put stuff
with it. White didn't really have a dice rolling theme. Black re-rolls dice. Black makes the die
rolls higher. Red rolls a lot of dice. Green cares about dice being rolled. So, you can mix and match
those to have different dice carrying things. So, the final card today before I stop for today
is Chivalrous Chevrolet, or Chevalier, sorry, Chivalrous Chevalier. It's a common artifact
creature, Cyborg Knight. It's a 3-3-4-W. When Chivalrous Chevalier enters the battlefield,
return a creature you control to its owner's hand unless you compliment an opponent. So
the idea here is we wanted to make a white card that lets you bounce your own stuff because
there's a lot of synergy. So in a normal magic set, this would just
say, you know,
when this enters the battlefield,
you may return a creature card to your
hand. But since this is on set, we wanted
to add a little extra flavor in.
We added in this component of complimenting
the opponent. We had done
that once before in a card called Misdemeanor. We had a compliment
opponent every upkeep, and that's kind of a
fun card. And the thing that's kind of fun about this is you can choose whether you want it
or not so it also lets you insult your opponent if you don't want to get the thing back so um not
that i'm advocating insulting your opponent i just knew that people could have fun of saying
something go haha it's not a compliment so um but anyway so i i got up to see. There are 174 non-contraption cards in this set.
So I'm chugging along.
So we'll have a bunch of podcasts.
But anyway, hope you guys are enjoying it.
It's fun talking about unstable.
But anyway, I'm now parked.
So we all know what that means.
This is the end of my drive to work.
Instead of talking magic, it's time for me to be making magic.
I'll see you guys next time.