Magic: The Gathering Drive to Work Podcast - #652: War of the Spark Cards, Part 3
Episode Date: July 3, 2019This is part three of a five-part series on card-by-card design stories from War of the Spark. ...
Transcript
Discussion (0)
I'm pulling away from the curb. We all know what that means. It's time for other
drive to work. And I dropped my kids off at school. Okay, so last we left off we
were talking about War of the Spark. So I'm going through and telling stories by
different cards. So we are up to E, I believe. So we're gonna start today with
Enter the God Eternals. So this spell costs two blue, blue, black.
So five mana total, two of which is blue, one of which is black.
It's a sorcery.
It says Enter the God Eternals deals four damage to target creature,
and you gain life equal to the damage dealt this way.
Target player puts the top four cards of their library into their graveyard, amassed four.
Remember, amassed means put whatever the number is.
Four plus one plus one counters on an army you control.
If you don't control one, create a zero zero black zombie army creature token first.
Okay, so one of the things I talk a lot about this was a story.
Like, we're telling a story.
I mean, not that every magic set doesn't have some story,
but this one was very story focused.
And that one of the big things was,
when Doug originally sort of created this, there's a whole battle.
It's not just, oh, there's a fight. The fight begins in the morning,
it goes through the midday, it comes into the dusk, and then it ends at night.
It's an all day long fight.
And there's a lot of different parts to it. So one of the things that happens,
one of the things that Doug definitely wanted to do
was have some back and forth in the fight.
Part of what makes the fight interesting is
like one side seems to be winning
and the other side seems to be winning.
So what happens early on in the story is
Bolas opens the portal,
the Eternals start spilling out
and the Dreadhorde army is just killing
civilians left and right
and the Planeswalkers and some of the Ravnikans jump in to try to protect them.
And first, they're starting to beat back the zombies.
You know, there's a lot of zombies, but they're starting to win.
And that's when through the portal comes the god Eternals.
Okay, so for those who remember their Alen Kkhet Hour of Devastation story,
when the Gatewatch went to Amonkhet,
they met that there was five gods.
The world had five trials.
Each god had a trial.
And the gods represented something.
And they met the gods.
And then in Hour of Devastation,
there were three other gods that were the multicolored gods that were Bolas colored.
So, blue, black, black, red, and red, blue.
And they came and killed four out of the five of the gods.
Ahasuerus got away.
But the other four gods got killed.
And we just thought, like, oh, the gods are dead.
But we find out here, dun, dun,un, you know, Bolas wastes nothing.
He had some god corpses.
He had some, you know, some zombie-making material lying around.
Let's make some zombie gods.
So through the portal walks four giant zombie gods.
And like, oh, this is going to be a problem.
And so this moment, this spell represents the
entering of the god eternals, which is a big turning point where the planeswalkers are winning,
but then the gods show up and the gods a little harder to deal with than the average
eternal. And so this spell was trying to represent that. One of the things I think they wanted is
when there were big moments, I think they liked the idea of
having sorceries
and instants, having spells
represent the big moment. And so the
idea here was there were four
god eternals that enter. So
let's really hammer home four.
Well, we will drain you for
four. We will mill you for
four. We will amass for
four.
So really we're trying to hammer home
like, enter of the
four god eternal. So the number four, that's why
there's so many fours here, is because we're really trying
to hammer home that. As I always
talk about, there's a lot of aesthetic things that are really
nice that you, having numbers
repeated definitely feels like
this spell essentially does three
completely different effects.
It is draining you.
It is milling you.
It is making an army.
And normally those effects don't really have anything to do with each other.
But all of a sudden you just, you tie a number to them and it starts making them feel more
cohesive.
This is a lot of the power of aesthetics and that having something unify them takes things
that normally might be completely disconnected.
What is draining and milling and creating creatures have to do with each other.
But through the use of a singular creature and a flavor,
it's the god Eternals,
takes a spell that might seem, you know,
unconnected and makes it feel more cohesive and whole.
And for that reason, I think it's a pretty cool spell.
Okay, next.
Evolution Saga.
Okay, so Evolution Saga costs two and a green.
So three mana total, one of which is green.
It's a 3-2 elf druid, so it's a creature.
Whenever a land enters the battlefield under your control, proliferate.
So proliferate is choose any number of permanents and or players,
then give each other counters of each kind already there.
So one of the things we do
whenever we bring back a mechanic is we always examine it and say, are there little tiny tweaks
to how it works that we want to sort of retweak? And we did here with proliferate. What we did
basically is before, let's say a creature or a player had more than one counter. You were forced to choose one of the counters, and you only proliferated that counter.
This one instead says, look, I look at all...
Once you choose a creature or choose a player, you get to proliferate every kind of counter they have.
So, for example, if a player has an experience counter and an energy counter,
you can choose to give them both an energy counter and an experience counter.
And the idea here is, the reason we did this is, one, it just makes the card slightly more powerful,
and it just makes less clicks in digital. It just makes it a little cleaner of a template.
Now, it is true if a player has both a positive and a negative counter,
although the really only negative counter, there's not a lot of negative counters,
poison being the big one.
The idea is if your opponent has a poison counter
and an energy counter or experience counter,
you have to choose whether to give them both counters,
the positive and the negative,
or not give them,
and you have that decision to make.
That doesn't happen very often.
I mean, in general,
there's more positive things than negative things.
Also, on creatures,
the most negative thing you would
find on a creature is a minus one, minus one counter.
But because plus one, plus one counters and minus one,
minus one counters negate each other,
it is very hard to have a creature with both a positive
and a negative counter on it. Not
impossible, but very unlikely. So
this change cleaned it up, made it easier for
digital, and just made a
more powerful mechanic. Although
every once in a while it does make
a decision. Making decisions aren't a bad thing.
You know, if I have to figure out whether
or not what matters to me more, the
poison or the experience counter, that's actually I think
an interesting decision. The other
thing this card does is you'll notice it says,
whenever a land enters the battlefield, under your
control, dot dot dot. So
basically that is landfall. So one of the things that Dave
Humphreys, Dave Humphreys was the set lead, loves to do is he loves to bring back old
mechanics, especially ability words, and stick them in the set as one ofs. So this is a good
example of this is landfall. Why doesn't it say landfall? The reason it doesn't is one
of the things we always worry about is general vocabulary, That if you put too much vocabulary on a set, it can overwhelm people.
But
an ability word doesn't require
to have the word. Like landfall, if you take off
landfall, the card tells you what it does.
And so what we tend to do is we put
stuff where, if there's only
one spell, if you put landfall on the spell,
it makes people believe like, oh, I gotta look out
this other landfall card, but there's not.
This is the only one. So we don't label it in sets where there's not multiples.
But the idea is, look, it still plays like landfall.
Ability words you can't interact with with other cards anyway. You can't do stuff like
all creatures with landfall gain because you can't trigger off things that are
ability words. Anyway, this was Dave
sort of combining proliferate with
landfall. One of the things you'll notice here,
when I made landfall,
when I made proliferate back in
Scars of Mirrodin,
I had turned in,
the team, we had turned in a much higher
as fan of proliferate. In fact, it was
meant to be a lot more of a limited thing.
But
development at the time, play design
at the time, got kind of nervous about
it and really, really lowered the amount of
proliferate. Now, be aware in that
environment, proliferate was more about punishing the
opponent, of killing creatures and putting
poison on them, where this is more
of a building up thing.
But anyway, with the play
design team we have now, we were much more willing to
be a little more aggressive with our proliferating, more repetitive proliferating, more proliferating at lower rarities.
And so a card like this is really nice because Evolution Stage really allows you to sort of build and draft a proliferation deck.
This is the kind of card that if you get early, you really can start choosing to take cards that are good to proliferate and building something that can proliferate.
Because the key to a proliferation deck is you need to proliferate a lot.
And so the spells that allow you to proliferate multiple times
are very powerful in helping promote limited and constructed proliferate strategies.
Next, Fibblefip Velost.
One and a blue, so two mana total, one of which is blue.
He's a 1-1 legendary creature, homunculus.
When Fiblethip the Lost enters the battlefield, draw a card.
If it entered from your library or was cast from your library, draw two cards instead.
When Fiblethip becomes the target of a spell, shuffle Fiblethip into its owner's library.
Okay, so Fiblethip first existed in, I think, original Ravnica
on a card called Totally Lost.
Totally Lost was a card
that put a creature
on the top of your library.
And they drew this little homunculus.
Now, there are homunculi in Ravnica,
and the homunculi appear
on more than one card.
But for some reason,
just the way Fibblefip,
and he was named in the,
not only did he appear on the art,
but he was named in the flavor text. This he appear on the art, but he was named in
the flavor text. This is probably a comment.
A, the art looked really cute, and then he had a name.
By the way, it's pronounced Fiblethipp.
So, if you just kind of, there's no
vowels in the homunculus' names, but
in this particular one, if you just kind of assume
there's eyes,
anyway, Fiblethipp.
Anyway, Fiblethipp went on to be
kind of a crowd favorite.
It started with people just making memes out of him.
And then we recognized that people liked him.
So we made a plushie out of him.
And we made some items.
You could buy like a phone case and stuff.
And then when we went back to Ravnica, we started hiding him in pictures.
He became sort of Ravnica's Where's Waldo. And so Fibletip just shows up a whole bunch now in different pictures on Ravnica, we started hiding him in pictures. He became sort of Ravnica's Where's Waldo.
And so Fibletip just shows up a whole bunch now in different pictures on Ravnica.
So anyway, the story is I'm working on Unstable. And one of the things that the audience had been
asking for is they really wanted to see Fibletip. A bunch of them wanted to see a planeswalking
Fibletip. So I knew I needed to make some fun cards.
And so I was trying to figure out what to do with my planeswalker.
And so I said, oh, well,
what if the planeswalker was Fibblefip?
That is an idea I had.
So I went to talk to the creative team
and I said to them,
look, I'm thinking of maybe doing a Fibblefip card,
but I don't want to do one
if you're going to do it.
Like if Black Border is going to do a Fibblefip card,
let it be in Black Border.
But if you guys have no plans to make a Fiblethip card,
I will make a Fiblethip card.
And they said, no, no, no, we have plans. We would like
to do a Black Border Fiblethip card. So I did not make it
in Unstable, knowing that Black Border was planning
to make one. I mean, one of the big things about
Unstable, or just Silver Border sets in general,
is I like to do things that Black Border isn't
doing. So it seems
like a golden opportunity.
But once I found out they were doing it,
I did not make a fiddle with them.
So when we got to War of the Sparks,
so one of the problems with legendary creatures from Ravnica
is in guild sets,
the guild structure takes up all the legendary creatures.
It's very hard to get in other legendary creatures
because you have a leader of your guild
and often you have a champion of your guild, and there's just, there's a lot going
on. But when we got to War of the Spark, one of the nice things about War of the Spark
was, it was set on Ravnica, but not a guild set. There were just spaces to do
legendary things that we couldn't normally do. So one of the ideas here was, okay,
now's the time to do all the legendary creatures people have ever wanted on Ravnica
that have been a problem to fit in,
but now that we don't have to worry about the guilds,
we can fit them in.
And Fiblethip fit perfectly in that camp.
So I went to...
I think we made an early version of Fiblethip.
So Fiblethip's inspiration, by the way,
in Time Spiral, I made a card called Norrin the Wary.
And Norrin the Wary was a character from Flavortex
that had shown up in Alpha and a few other places.
And basically the whole joke is he was just afraid of everything.
And the reason he had lived as long as he had was he was very wary.
He ran away from any potential thing that might be dangerous.
And so I thought it would be fun in a time spiral
to make a legendary creature for Norrin the Wary. And the whole shtick of the
card was that he's hard to kill.
And we felt like it'd kind of be
cute to have something in that vein
for Norn the Wary went on to be a very popular
card. The idea
was, it wasn't this was a powerful creature.
He's not. He's a little tiny creature.
The saving grace
for him was A, he's hard to kill
just because he's always lost.
And B, that there's something quirky about him that you could build around.
So I think that whenever you target him, he gets shuffled into your library, was in the earliest version of the card.
Set design messed around with a bunch of different triggers.
In the end, they liked this one where he was a cantrip creature.
But if you got it in from your library, you've
got to draw two cards.
So, like, if you can figure out how to get him into play from your library, you know,
he's actually netting you extra cards.
Anyway, I really enjoyed that, and I'm happy with how the card came out.
So that is filled with him.
Okay, next, speaking of legendary creatures.
Feather the Redeemed.
So she costs red, white, white. So three mana total, one of which is red, two of legendary creatures, Feather the Redeemed. So she costs red, white, white.
So three mana total, one of which is red, two of which is white.
She's a legendary angel.
She's a 3-4.
She's a creature, obviously.
She has flying, and she has whenever you cast an instant or sorcery spell
that targets a creature you control,
exile that card instead of putting it into your graveyard as it resolves.
If you do, return it to your hand at the beginning of the next end step.
So the idea with Feather is, I mean, mechanically is that whenever you target any creature you
control, instead of that going away, it kind of phases or flickers away until end of turn.
It's kind of like a buyback spell,
except the buyback spell,
I mean, it turns all your instant sorcerers into one-turn buybacks.
Meaning, I get it, and I can do it again next turn,
but buyback, you got it right away,
so you can cast a spell many times in one turn.
This keeps that from happening.
Okay, so Feather, in the original Ravnica,
there was a novel,
and in the novel, there was a beat cop,
a Boros beat cop, a Boros beat
cop named Agros Kos, and he had a partner who was an angel who had her feathers clipped,
I think, named Feather.
And we made a card out of Agros Kos, but I don't think we knew when we made the set that
Feather was going to be, like, she, we, when we had planned out the novel, I guess we'd
known who the main character was, but we didn, when we had planned out the novel, I guess we'd known who the main character was,
but we didn't know the other characters in the novel.
And so, once again, it was one of those things where, by the time the novel got written, the set had been made.
So, just, we never made Feather.
And people are like, where's Feather? Where's Feather?
Because whenever we make a character that has a name, people are like, where's that character?
And so, Feather, we talked about Feather showing up in Return to Ravnica, or in Gatecrash, I guess.
That's where Boros was.
But the problem was she wasn't really a main, she wasn't one of the leaders anymore of the Boros.
In fact, she never really was a leader of the Boros.
And anyway, we almost put her in Gatecrash, and then we talked about putting her, I think, in the Commander deck.
There have been a bunch of times we tried to get her in the stats and just never found the right spot.
But we were, it was worth a spark.
We were in, um,
we were in, um,
Ravnica.
And we didn't have to worry about guilds.
So it was time to do characters people have been asking for.
So Feather is another. Now,
Feather also does another thing people have been asking for,
is a lot of times red,
white, legendary creatures, especially Boros ones,
tend to be fighting-oriented.
They tend to be aggressive.
And in Commander, aggressive decks just aren't particularly strong
because you tend to run out of steam,
and everybody starts with more life,
and there's more opponents you have to defeat.
So instead of having to take 20 points from one person,
you've got to take 40 points from three or four or five people.
So aggressive decks don't work quite as well. So
one of the issues is red and white decks tend to be very
combat oriented, especially in Boros.
And so we've got a lot of requests for
can you give me different things to do with my red
and white? Give me commanders in red and white that just do
different things. And so we
saw an opportunity to do feather, and we saw an opportunity
to do something that's a little bit different that is
a red and white deck you can play that might do some cool stuff in, because repeatable spells, for example,
people are always asking about white and red getting more card advantage.
And this is a good way to get card advantage, where, oh, whenever I cast a spell targeting one of my creatures,
I essentially draw a new card.
I mean, at end of turn, it's the card I already had, but essentially I'm going up in card advantage,
that I'm able to cast these spells every turn, and that helps really sort of up the virtual card advantage.
I mean, it's not even virtual. It's real card advantage.
You're not drawing new cards, but you are essentially drawing cards that are the cards you already had,
which can be very powerful as it allows you over time to sort of build up your hand.
Anyway, that was Feather.
Feather actually has been quite popular, so I'm glad.
I know it took a while to get Feather out, but I'm glad people are enjoying Feather.
Okay, next, the finales.
The finales were a cycle.
Are they rare or mythic rare?
I think they're mythic rare.
So they are cycles that are X spells, meaning they're all sorceries.
They all cost X colored mana, colored mana.
We call M. M stands for colored mana.
It used to be C, by the way.
C used to stand for colored mana.
But then we made colorless mana, and C is now colorless mana.
So we now use M to mean mana of...
We use this like in cycles.
This represents colored mana.
So XMM in design speak would mean X and the appropriate mana of the color in its color.
And each one of these represents a big climactic moment in the story.
But the cool mechanical thing of it is they're an X spell, they do something.
But if X is 10 or greater,
so if you spend 12 or more mana on it,
the effect goes into overdrive.
So let's go through that.
I'm going to go through these in alphabetical order,
so not Woburg order.
So, Finale of Devastation.
X, green, green. Sorcery.
Search your library and or graveyard
for a creature card with converted mana cost X or less and put it onto the battlefield. If you search your library enter a graveyard for a creature card with converted mana that costs X or less
and put it onto
the battlefield
if you search
your library this way
shuffle it
if X is 10 or more
creatures you control
get plus S plus X
and gain haste
until end of turn
okay now
green is king
of getting creatures
out of the library
this can get them
out of the graveyard
green does not
normally reanimate things
so this is a little bit
of a bend for green green normally can get them out of the graveyard. Green does not normally reanimate things, so this is a little bit of a bend for green.
Green has creatures that can get themselves out of the graveyard.
It doesn't traditionally reanimate other things.
So this is special here. This is a little bit of a bend.
But overall, green is number one in getting cards out of a library.
And the idea here is that if I do this late enough,
if I have 10 mana, I can get a creature
that costs 10 or less.
Note, by the way, X isn't
locked at 10. You can spend as much mana as you want.
So if for some reason you have an
11 cost to 12 cost creature, you can spend
more mana. The idea is that
10, most creatures you can go get.
But at 10 mana,
if you spend 10 green green, I can go get. But at 10, you know, if you spend 10 green, green,
I can go get a creature that costs 10 or less
from anywhere, graveyard or library,
put it in play,
it gets plus 10, plus 10, and haste.
It can attack right away.
I'll note, by the way,
that Finality of Devastation is a card in this set
that allows you to get Fibbleswhip into play
from your library.
So, while the card wasn't necessarily designed,
it wasn't designed to be built around Unlimited.
It's a rare card.
We did know that, okay, well, if it happened,
I mean, not that you'll get Fibble Fib
and Finale of Devastation all that often,
but it is possible,
it is possible to get two cards off of Fibble Fib
within Unlimited.
Okay, next, Finale of Eternity,
X, Black, Black.
So it's an X spell with two Black mana.
Sorcery, destroy up to three target Eternity. X, black, black. So it's an X spell with two black mana. Sorcery.
Destroy up to three target creatures with toughness X or less.
If X is 10 or more, all creatures from your graveyard go to the battlefield.
Return all creatures from your graveyard to the battlefield.
So the idea here was, I think they toyed around at some point with killing X creatures,
but it just proved to be a little bit too powerful.
So now it's like, oh, well it only ever kills three creatures. The reason you
want X to be bigger is you've got to kill bigger creatures if you have a
higher X. And the reason you want to get to ten black black is not only
do you kill things, but you then rise all the creatures out of your graveyard.
I think this ties into Liliana rising the zombies. So anyway,
it's zombie-oriented.
That's another reason the finale is sort of tied into raising creatures from the graveyard.
And in general, there's an aesthetic that's nice in that,
oh, I kill your creatures, but ha-ha, if I have enough mana,
not only do I kill your creatures, but I get creatures back.
Okay, next.
Finale of Glory.
X white-white.
Sorcery.
Create X 2-2 white soldier creature tokens with Vigilance.
If X is 10 or more, also create X 4-4 white angel creature tokens with Flying and Vigilance.
So the idea here that's cute is you get lots of 2-2s.
And to be honest, just getting X 2-2s is pretty good.
This card is very good.
Especially in Limited.
But if you ever get to 10 white, white,
not only do you get 10 2-2s,
you get 10 4-4 Flying Angels,
all of which have Vigilance,
so to sort of tie them together.
Finale of Promise.
So Finale of Promise is X, red, red.
So X mana with two red manas.
X spell with two red manas.
Sorcery.
You may cast up to one target instant
card and up to one target sorcery card
from your graveyard, each with a converted
mana cost of X or less, without paying
their mana cost. If a card
is cast this way, we put it in your graveyard, just turn
X out instead. If X is
10 or more, copy each of those spells twice.
You may choose new targets for the copies.
So the idea here is this, the red one
works kind of like the black one.
It lacks how many things it affects.
Like, you're only ever casting one instant and one sorcery.
But the more X you spend, the bigger it gets to be.
And since you're not paying for them,
essentially, you're kind of paying for them with your X spell.
And if you ever get to 10 red red,
not only do you get spell A and spell B,
the instant and the sorcery,
you get three copies of the instant and three copies of the sorcery.
I mean, you get one spell and two copies,
but I mean, you get three of them,
three of each.
And so instead of just doing two spells,
you have six spells.
So that's a pretty, pretty big effect.
Finally, finale of Revelation.
X, blue, blue,
sorcery,
draw X cards,
and then if X is 10 or more,
instead,
shuffle your graveyard
into your library,
draw X cards,
untap up to five lands,
and you have no maximum
hand size
for the rest of the game.
And then you X out.
All these, by the way,
did I say you X out?
Oh.
Maybe not all of them
you X out.
Maybe this one you X out.
Yeah, just this one.
This is the most dangerous one,
probably because it's a card drawer.
So the idea here is
you get to draw cards.
If you spend 10 mana,
not only do you get to draw 10 cards,
or how many mana you spend,
10 or above,
but you get mana back
so that you can cast.
One of the biggest problems
with the spell is
normally if I'm spending,
I want the X to be as big as possible,
I'm drawing a lot of cards,
that I don't always have mana to then cast the spells that I'm drawing.
But if you cast it for the bigger version, then I get five mana.
So I get to essentially cast one of my medium spells.
And then, because it's dangerous, we exile it.
They don't all exile.
That's just the blue one.
Okay, next.
Next.
Flux Channeler. So Flux Channeler
costs two and a blue. It's a 2-2 human wizard. It's a creature. Whenever you cast a non-creature
spell, proliferate. So this is another repeatable proliferating card. This is another card to let
you sort of build around Unlimited. The idea here is one of the things that we're trying to do a
little bit different is
make different color combinations care about different things. And so one of the things that
blue does is really cares about spells and allows you to mix and match. And for example, if you want
to make a proliferating deck in which you want to be more spell heavy, you can do that.
Also, remember that proliferate plays with amass.
And so blue is one of the colors that amasses.
So another thing that's what you do is
if you have a lot of the amass spells
and blue are spells.
So this also just makes all your amass spells
a little bit stronger
because they just make your army bigger.
Anyway, it's
funny. When I made Scars
of Mirrodin, I wanted a lot more of this kind of stuff
and it ended up getting pulled out, but I'm
excited to see it in this set.
Okay, next.
Gideon Blackblade.
So, one white, white
legendary planeswalker Gideon.
As long as it's your
turn, Gideon Blackblade is a 4-4 human soldier creature with. As long as it's your turn,
Gideon Blackblade is a 4-4 human soldier creature with indestructible.
It's still a Planeswalker.
The second thing is,
prevent all damage that be dealt to Gideon Blackblade
during your turn.
Plus one,
up to one other target creature you control
gains your choice of Vigilance,
Lifelink, and Indestructible to end your turn.
Minus six,
Energy,
exile target non-land permanent.
Oh, and he has a loyalty of four. I don't think I said that.
So the idea is you get him into play.
He's a creature. On your turn, he's always a creature.
Four for human soldier and indestructible
because that's kind of his thing.
By the way, one of the things we try to do
is we try to make sure that each planeswalker
has a mechanical identity that is uniquely their own.
Gideon is one of the strongest identities.
Gideon gets in the fight.
Gideon becomes a creature and gets into the fight.
And that's a real telling element of all the Gideons.
Well, Gideon isn't just going to stand back and cast spells.
He's going to fight.
So he always becomes a creature.
Here, he's a mythic rare.
We have four slots of the mythic rare.
He's the only one that does two slots for static slash triggered abilities.
Why this isn't one ability?
I mean, it protects him in a couple different ways,
and it needed to be two abilities.
I'm not quite sure.
And his plus ability is sort of to help others,
and then his minus is very useful and answers a lot of issues.
So, you know,
he starts with loyalty four and ultimately
it's minus six, so
it doesn't take that long to get to the point.
And that ability is very useful.
In early design, we played around
a bit with this planeswalker
playing up his story beat a little more.
You know, his big sacrifice.
Spoilers.
And for a while, we actually had a version
where he could sacrifice himself to protect other things.
But it was a little bit rules complex.
And anyway, we ended up...
It was a cute idea and it was very flavorful,
but it didn't end up playing quite as well.
So we ended up not doing it.
But I really...
I mean, I normally envision
when we do the Planeswalkers,
we tend to take a very flavorful stab at them.
And then as they get into set design,
they have to play around
with making sure they're,
you know, they're playable
and standard and stuff.
And so they tend to have to tweak them
to make sure that that works.
Okay, so I talked about the God Eternals.
So let's talk,
let's go more in detail
on the God Eternals.
So there's a cycle of God Eternals so let's talk let's go more in detail on the God Eternals so there's a cycle of God Eternals
now note
there's a missing red God
because
Hazoret did not die
I will get there
we did fill in the red God
with a native from Ravnica
also a God
although not a zombie God
okay so God Eternal Bantu
three black black
for a five six legendary creature
so zombie God
it's
got menace when God eternal Bantu enters the battlefield sacrifice any number of
other permanents then draw that many cards when God eternal Bantu dies or is
put into exile from the battlefield you may put it in its owners library third
from the top okay so a couple ways we built the gods. First off, all the gods had a creature ability in their version
in Amonkhet.
We kept that. So
Bantu had Menace, he has Menace now. We wanted a little
bit of continuity. They all had
Indestructible in their Amonkhet versions.
We wanted to make it a little bit easier
to deal with them so that they,
like, you could actually make them go away for a
while. Now given, they come back
so their Indestructibility, like, rather than make them harder to destroy,
it's sort of like, well, they keep coming back.
So it has a flavor of indestructibility without actually being indestructible.
So that was us sort of making a slightly less indestructible indestructible.
And then their other ability, it had to fit to their overall flavor.
Remember, the gods each had sort of a flavor to them, what their trial was about.
And like Bantu was ambition, I believe.
So the idea of doing what it takes to get what you want is very much a Bantu thing.
So his ability really does that.
Like, hey, you want to get ahead and get cards?
Well, you can do that, but it's going to cost something.
And that's your creatures.
And so, or your permanent, sorry, not just creatures.
But anyway, that is Bantu.
So God Eternal Kefnet.
So Kefnet was two blue blue, so four mana total, two of which is blue.
He is a legendary creature, zombie god.
He's four five.
He is flying.
You may reveal the first card you draw each turn as you draw it.
Whenever you reveal an instant or sorcery card this way,
copy that card, and you may cast the copy.
That copy costs two less to cast.
So whenever you draw instant or sorcery,
right then and there for two less,
you can cast the instant or sorcery.
And then he has the shuffle back in thing that all the gods have.
So once again, Kefnet had flying originally.
He has flying here.
He's all about wisdom. So we have a card drawing ability. He's all about knowledge. I think knowledge was his thing. So once again, Kefnet had flying originally, he has flying here.
He's all about wisdom, so we have a card drawing ability.
He's all about, I think knowledge was his thing, so he has a card drawing ability that
ties into that.
God Eternal Oketra, three white white, so five mana total, two witches white, three
six legendary zombie god, a creature obviously, double strike.
Whenever you cast a creature spell, create a four-4 black zombie warrior creature token with vigilance. So white
was all about solidarity of getting along with others. So as you cast
creatures, you get more creatures, get more zombies. And then when she
dies, she shuffles in. Note, by the way, the reason it's dies or exile is
originally it was just die, and then when playing with the cards for play design,
I was playing with them for standard,
I think they decided to make the cards viable and standard
than needed at the exile clause.
So anyway, that's when they also got shuffled in for exile
as well as for dies.
Oh, the other note we got on Oketra is a lot of people are like, why doesn't she have reach?
Because in the story, Oketra,
she has a, her weapon is this
bow, and she
Gideon gets this
pegasus that she ends up taking out.
And she's like, oh, in the story, we see her. She kills
the pegasus. That flies. She should have
reach. And the problem is
it's a cycle.
The gods all have the ability they had originally.
No god has two abilities.
And so part of trying to keep them consistent.
Also, she had a bow before, by the way.
She did have a bow.
Like, she has the same weapon she had before.
She didn't have reach last time.
So anyway, even though there is a story point,
the balance of the cards and making the cycle work the same
and having them overlap with the Amaket stuff,
we decided just was more important than this one story moment
of her firing down the Pegasus.
Finally, God Eternal Ronas.
Three green green, legendary creature, zombie god, 5-5, death touch.
When God Eternal Ronas enters the battlefield,
double the power of each other creature you control
until end of turn. Those creatures gain
vigilance until end of turn. So
basically you make them, you double
their power and you give them vigilance.
And then when it dies or is exiled,
obviously it's the third from the top.
Green,
Ronas was all about strength, so it makes
things stronger.
And once again, it's just sort of an effect that if you can use this,
it just gives all of your creatures a big boost.
The Eternals ended up being very powerful.
One of the notes that we got was that in Limited, they're very hard to deal with.
I mean, I know these things were pushed for standard.
And normally, we don't worry too much about mythic rares.
Like, mythic rares tend to be bombs in limited.
In retrospect, knowing what I know now,
yeah, maybe we were supposed to put a few more answers
specifically for the gods in at lower rarities.
I know blue has made a transformation.
But there's not a lot of other clean answers of the
gods at common because
of
a mass
there's no pacifism and no lockdown
some cards that normally you would use to deal with
the gods we don't have because we're
we sort of didn't want to harm armies
anyway I don't
know if in in retrospect,
maybe we're supposed to make a pacifism
and not work on token creatures or something.
But anyway, I have gotten the note
that the gods are a little bit harder to deal with
than people like Unlimited.
So, message received.
Okay, next is
Huatli's Raptor.
So green and a white for a 2-3 Vigilance Dinosaur.
And when Huatli's Raptor enters the battlefield, proliferate.
So I think this card pre-existed Huatli.
Like, pre-existing being Huatli's card.
So one thing we did with all of Planeswalkers
is we gave them a signature spell,
which represented their kind of magic.
Huatli's big thing is dinosaurs.
We wanted to have a dinosaur.
So we said, okay, we should make one of the creatures hers.
This card, I think, was white-green already.
The proliferate is in white-green and blue.
And it fit. It just thematically sort of fit.
So I think we made this and then later realized that it makes sense being
like, we could make this. We knew we needed a dinosaur. We knew
Huatli was white-green. This card was white-green. Like, oh, this could be Huatli's dinosaur.
Sort of all came together. But the card was first designed, I believe, in a vacuum
as a proliferate helper for white-green,
and then realized that, oh, that makes sense.
That could be Huatli's dinosaur.
So Huatli, the sun's heart.
So two in a hybrid mana.
The hybrid is green or white.
So two and green or white.
A legendary creature Huatli, loyalty seven.
Each creature you control assigns combat damage
equal to its toughness rather than its power.
And then minus three, you gain life equal to the greatest
toughness among creatures you
control. So the idea here was
we were trying to make an ability that
that quietly plays with dinosaurs and
bigger creatures. We wanted an ability
that, like, played well with
bigger creatures, but also worked in
limited, that didn't require big creatures,
just was better with bigger creatures.
And so we ended up using
what we call the Dorne ability, which
was first seen on Dorne
in
I think it was
Lorwyn.
And Dorwin
was green, white, black,
and had this ability that did damage
equal to his toughness rather than his power.
It was done at the time as kind of a tree,
like an unofficial tree folk lord.
It didn't say tree folk,
but tree folk tend to have a lot of toughness,
so it worked well with tree folk.
That ability proved to be pretty popular.
We've brought it back a number of times.
I think now it's base green,
primary green, secondary white.
So green and white seem like a fine place to put it.
One of the challenges
in general with bringing all the planeswalkers
into the set is each one of them
had things that kind of connected to stuff
that made sense in their home world
that may or may not make sense here.
There's not a lot of dinosaurs here, so giving her
exactly dinosaur tribal would have been weird.
There just wasn't enough dinosaurs to make it work.
But we gave her an ability that plays well
with dinosaurs. If you
want to make a dinosaur that can put Whatley the Sun Tart in
it, it'll play nicely there.
The other thing we did is
we wanted to tie the static ability
with the
minus
loyalty ability. And by
once again, this is another trick of how
aesthetics works, is by connecting them,
by having something connect them, like, oh, they both care about toughness, and all of a sudden,
life gain and damage, which don't normally seem, you know, necessarily all that connected, start
feeling connected, like, oh, she cares about toughness, or she cares about toughness for
comet damage, she cares about toughness for life gain. So, the other white green planeswalker,
which is Ajani, at rare, also has some life gain. We talked other white green planeswalker, which is Ajani at rare,
also has some life gain.
We talked a little bit if it was okay
that they both had life gain.
We decided that A,
life gain is such a good part of green white.
It's pretty universal,
meaning every deck can use it.
And how we were using the life gain,
which is different enough,
we decided it was okay that they had life gain
without having the same life gain.
But anyway, that is where HOTLY came from.
Okay, next, Ignite the Beacon.
Instant.
Search your library for up to two Planeswalker cards.
Reveal them.
Put them into your hand.
Shuffle your library.
So one of the things we tend to do,
we don't do a lot of tutoring these days.
Tutoring means go to your library, get a card, put it into your hand.
But when we have a theme,
we like to make sure people have access to the theme.
So we did want to put, uh, we once before had done a card that was capable of, I think we did a, um, uh, Indominaria.
I think we did a, um, card that tutored for, um, historic things, which Legendary is a
subset.
Um, so this card specifically is just, uh, I mean, which Planeswalkers is a subset. So this card specifically is just... I mean, which Planeswalkers is a subset.
This card just gets Planeswalkers.
But it gets you two of them.
And we kept it in white, which is where we're doing tutoring for Planeswalkers.
Anyway, there's a lot of Planeswalkers in the set.
And a lot of Planeswalkers that do niche things that we thought were kind of cool that you could go get them.
But anyway, it was super in- theme, so we did a tutor here.
Okay, next.
Ilharg, the Razeboar.
Three red bread.
Legendary creature.
Boar god.
Six six.
Trample.
When Ilharg, the Razeboar, attacks,
you may put a creature card from your hand onto the battlefield tapped and attacking.
Return that creature to your hand at the beginning of the next end step.
And then when it dies or is exiled, you put three from the top.
So we made Ilharg
the red part of the god cycle.
He is a god.
He's not a zombie god,
so he's not,
he's unlike them.
He's the gruel prey to him.
We had,
the creative had put him
into the story
because they knew
there was going to be
a gap in red
and sort of made
this opportunity
so when we needed to get there,
we could fill out the god cycle.
And so there is the god in red. Given not a zombie god,
not carded Lazotep or anything,
some people were mad that
the gruel
god was not red-green.
The issue was it was part of a cycle.
We were trying to be clean.
People get really upset when we make cycles that are
mechanically a little bit off,
so we didn't do that.
It's one of those things where, you know, I call the Vorthos versus Mel problem,
or a Vorthos versus Mel problem, where some people like flavor above all.
I don't care if cards are not exactly the same if it matches the flavor.
And some players are like, no, no, no, you make cycles.
The cleanliness of the cycle is important to me.
I don't care if it's not 100% matching flavor if the design is there.
And so that is the point where Vorthoses want one thing and Mel want another.
Vorthoses and Mel often can overlap and agree and want the same things, but in this particular case
we leaned more toward the Mel way of thinking of making a cycle
and making it clean and connected. People really dislike when our cycles
are not kind of connected.
And so we did that here.
Given that it's not a zombie,
so I mean, it's not perfectly connected.
They're not all zombie guys.
But because zombies don't matter,
they matter a little tiny bit.
They don't matter a lot.
Most of the zombies that matter in this
is zombie tokens,
of which these aren't zombie tokens.
So we decided that's where we'd have the disconnect, where we'd
have the flavor disconnect, but
mechanically have them line up.
Anyway, Ilharg is borrowing an ability
from a card called Sneak Attack
that I made way
back in Tempest. We've
done a few cards that you, I think Sneak Attack
has inspired a few other cards.
Sneak Attack, though,
once you use the creature, it's sacked and you never got the creature Attack, though, once you use the creature,
it's sacked and you never got
the creature back.
This, when you use the creature,
you get to use it for a turn
but then it goes back to your hand.
So you don't lose the creature.
So anyway, that is cool.
And I think
there have been a bunch of...
We knew once we said
there's a giant Borgod
that people would go,
oh, where's the Borgod?
Make a Borgod card.
So we kind of
threw ourselves a path to catch. Sometimes you can do that where you can say, oh, let's set ourselves boar god that people go oh where's the boar god make a boar god card so um we kind of threw
ourselves a path to catch um sometimes you can do that where you can say oh let's set ourselves up
sometimes we write stories and we have no intent necessarily making the card um or we write the
stories after the cards are done or whatever uh sometimes like this when we made it up like we
i believe that i think the boar was made knowing that they wanted to fill it in i think that's
where the boar came from um i'm not 100 sure on that that's me guessing was made knowing that they wanted to fill it in. I think that's where the boar came from.
I'm not 100% sure on that.
That's me guessing.
But I knew that they were aware there wasn't a red god,
and they wanted to make sure that they could make the cycle.
So that was thought through.
It wasn't like an accident.
Like, oh my god, there just happens to be a god that could be red.
That was very much thought through.
Okay.
How are we doing here?
Let's see.
I just got to work, but
let me see where we're at. Okay, I'm going to
stop
on I. There's one more I
and then I'll stop and next time we'll pick
up with J.
Okay, so we're going to
end today with Invade the City.
One blue-red sorcery,
a mass X where X is the number of instances
of sorcery cards in your graveyard.
So the idea here is
that we wanted to...
Amass shows up in three different colors.
It shows up in all the bolus colors.
Red, blue, black, and red.
And so we wanted to definitely give you
an opportunity to
build a different kind of amass
decks.
And so the red-black amass deck is very, very creature-based.
Oh, no, I'm sorry.
There's a blue-black, a red-black, and a blue-red.
I think the blue-black is the creature-based one,
and I think the red-black is a sacrifice-based one,
where one of the things that black and red do is they make a lot of creatures,
is that one of the ways to play with proliferate is,
not proliferate, sorry, with amass,
is amass every time you use amass.
If you don't have a token, you make a token.
Now, one way is to build up the biggest possible token you can,
but the other way to play it is
constantly be sacrificing your token
so that every time I'm playing an amass card,
I'm getting another creature
essentially, and you can use a mask
to take advantage of, as a
means to generate creatures for advantage.
I think black and red plays that way.
Anyway, blue and red is more spell-oriented.
Blue tends to have a mask more on spells.
Red kind of cuts the difference, and I think
black is more on creatures.
So, when you play
with blue and red, or maybe I said that backwards. you play with blue and red,
or maybe I said that backwards.
Anyway, between blue and red,
there's a bunch of spells
that there's a blue-red deck
where you can play a mass
where it's more spell-oriented
than it is permanent-oriented.
And blue-red already has
some other spell stuff going on.
So anyway,
that was designed to give you
just a different...
Whenever we put a mechanic
in more than two colors,
especially if we put it
in three colors, we think about the different archetypes we might a mechanic in more than two colors, especially if we put it in three colors,
we think about the different
archetypes we might draft
and make sure that
if I'm playing that mechanic
in those color combinations,
that I'm just drawn
to do slightly different things.
That way,
if I play a blue, red, and masked deck,
it just is different
than my black, red, and masked deck
or my blue, black, and masked deck.
Okay, guys.
I am now at work.
So, I hope you guys are enjoying it.
Obviously, I just finished I, so we've got a few more podcasts to do. I hope you guys are enjoying it. Obviously, I just finished I.
So,
we got a few more podcasts to do.
I hope you guys are enjoying it.
It's fun talking War of the Spark.
But,
I'm now at work.
So,
we all know what that means.
This is 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.