Magic: The Gathering Drive to Work Podcast - #659: Modern Horizons Cards, Part 1
Episode Date: August 2, 2019This is part one of a four-part series on card-by-card design stories from Modern Horizons. ...
Transcript
Discussion (0)
I'm pulling my driveway. We all know what that means. It's time for the drive to work.
Okay, today is the start of a Modern Horizons card-by-card walkthrough.
Where I'm going to tell lots of stories about the design of Modern Horizons cards.
Starting with Abominable Treefolk.
So Abominable Treefolk costs two green blue.
So it's a four mana creature, one of which is green, one of which is blue.
It's a star star snow creature.
It's a tree folk.
It has trample.
Abominable Tree Folk's power and toughness are equal to the number of snow permits you control.
And when Abominable Tree Folk enters the...
Try that again.
When Abominable Tree Folk, it's harder than it sounds.
When abominable treefolk enters the battlefield,
tap target creature an opponent controls.
That creature doesn't untap during its controller's next untap step.
So there's a lot packed in here, so let's unpack it.
So first off, it is a star star creature
equal to the number of snow permanents you have.
Now, it is a snow creature.
Now, remember, when I talked about Modern Horizons,
one of the themes we decided to end up doing was snow.
There have been a lot of requests for us to reprint the snow basic lands,
and we were looking for themes that just made sense in the set.
Snow ended up making some sense.
We ended up focusing snow in green and blue.
So it was a draft archetype.
There was enough stuff in it that was a draft archetype
centered in green and blue.
One of the things we like to do is we like to make gold cards
that are uncommon that help communicate what the set is about.
I don't 100% know.
My guess is this is the gold uncommon.
This is what it looks like.
And I know green and blue are the colors for snow.
So the nice thing with this card, first off, is because it's a snow permanent, it gives itself a size.
It doesn't automatically die.
It's automatically a 1-1 because, you know, it counts itself.
Now, one of the things this card clearly tells you to do is you're not going to play this card unless you care about snow permanents.
The reason this is a good build around is it says, hey, I'm good, but only if you collect as many snow permanents as you can.
So what it's saying, if you draft this card early, it's saying, A, draft a lot of snow permanents.
B, draft a lot of snow covered land, because the way snow covered land works is it's in the packs.
You have to draft it. You can't just play whatever amount you want.
You have to draft the snow-covered land. And so taking this early really puts you on the, you care about snow. Draft snow
things. And does a good job of sort of communicating that.
The other thing it does, which is cute, is it's green and blue. So one of the things you do on a gold card
is you want to communicate both colors. So first does, which is cute, is it's green and blue. So one of the things you do in a gold card is you want to communicate both colors.
So first off, this is a star star trampling creature.
That's pretty green.
That's sort of in green's, green is the color of variable creatures.
And it's also the thing that sort of counts your permanence and I get bigger.
It does that sometimes with land, does it sometimes with creatures.
So snow permanence makes sense. But you need
a blue element to it. And it's a snow creature, right? So it's a snow
tree folk. So how do you communicate snow? Well, a
clean and easy answer is using an ability that R&D has
nicknamed freezing. So the ability when you tap something and it doesn't
untap until for a turn, we call that
Freezing. It's not keyworded, but the nickname in R&D is Freezing.
So it made a lot of sense to have a snow creature do what we call
Freezing, which is it locks things down, which is pretty synonymous with
locking things in ice or making things super cold so they can't move.
This particular one says target creature and opponent controls
so that... Oh, that's interesting.
Usually we say that because
in... Well, this is going on Magic Online. In digital, it's just an extra
click. And so if there's something that doesn't...
Like, if you really seldom would want to lock down your own creature,
we just say opponent control so it doesn't accidentally do that and doesn't require the extra click.
Or it's not an extra click. It helps prevent misclicks. I guess
it's not an extra click. It's a misclick issue. Anyway, that is
Abominable Treefolk. Okay, next. Alpine Guide. Alpine Guide costs
two and a red.
It's a snow creature, a human scout, three, three.
When Alpine Guide enters the battlefield, you may search your library for a mountain card.
Put that card onto the battlefield tap, then shuffle your library.
Alpine Guide attacks each combat if able.
And when Alpine Guide leaves the battlefield, sacrifice a mountain. Okay, so this card started as a card called Trick's Goblin.
I think it was the original name.
And it started not in this set, but in a set that I did.
I think Battle for Zendikar.
So Trick Jarrett works on the community side.
Right now he does a lot of stuff with our YouTube channel and stuff.
right now he does a lot of stuff with our YouTube channel and stuff
and Trick
Trick
has a Kiki Jiki
Commander deck that has
or at the time had Valakut
in it and so he
had come up with a card he thought was cute
so Red does
Temporary Mana
so the original version of this card was
when it entered the battlefield you you search your library for a mountain, put that on the
battlefield, and then at the end of turn, you sacrifice the mountain.
So the idea was that it gave you temporary mana, which is what red does,
but the going to get a mountain triggered Valakut,
because Valakut cares when a mountain enters the battlefield. So it was kind of this cutesy way
to do something red, but in a way that's untraditionally
how red does it, and would have some fun interactions, because there's things that care about mountains
entering the battlefield. That was the origin for
this card, was Trick trying to... he just had a neat idea how to
do something a little bit different. For various reasons, the card
kept getting changed in design.
Every time we changed it, we would change the name of the card. So it went from Trix Goblin
to Trix Parking Ticket. It kept getting more
inconsequential, was the joke. And in the end, it didn't end up making
it into Battle for Zendikar. I know Trix tried to get it in multiple
other sets. I know it tried to get it in multiple other sets.
I know it was in 2019 for a while.
Anyway, this is the set it finally stuck in.
It changed a little bit.
It's not a goblin.
The land stays in now for as long as the creature stays in play,
but now it's forced to attack, which it didn't have to do before.
So it's gone through some iteration,
but it's just interesting how you have a card and just the idea of it sort of morphs over time. And there are definitely
cards where
it just takes a while for it to see play.
I talk about, so with my designer sometimes, that one of the skills of a designer
is persistence.
That if you have an idea you really like, you sometimes have to wait for the time and place where it works and does something.
The other thing that helped it a little bit here is that they, well, A, it was in a set where there were some wilder things going on.
There definitely were some interactions.
And by making this a snow creature, it also allowed you to have some interaction with
snow, because the land you can go and get, while it has to be a mountain, can
be a snow-covered mountain. And so the card also interacted a little bit with
things that care about snow. Okay.
Next. Answered Prayers.
One white white for an enchantment
whenever a creature enters the battlefield under your control
you gain one life
if answered prayers isn't a creature
it becomes a 3-3 angel creature with flying
in addition to its other types until end of turn
okay so the idea of this card is
it is a card
white likes creatures
white has a lot of interactions with creatures
and this card was just made to sort of do...
I mean, for example, we have had many iterations of the creature that gains you a life whenever a creature comes into play.
We've done that a bunch of times.
We've also done a bunch of cards where White has a non-creature that turns into a creature under certain conditions.
One of those conditions can be when a creature enters the battlefield.
So this is sort of combining multiple things we've done before, but into a singular card.
So the idea is, beyond just getting a life when a creature comes in play, it also turns on.
Because of the nature of turning on, it can only happen once per turn.
So if it's an angel, it's an angel. It can't, again, become an angel.
So the idea is it triggers off every creature,
but the turning itself into a creature only cares once per turn.
But the idea is that angels somatically tend to be protective of you,
and we often tie life gain to angels,
so the whole package is pretty sweet.
often to tie life gain to angel, so the whole package is pretty sweet.
I think it's a cool sort of white card combining multiple things that white does,
and I think that's kind of one of the fun things that you get to do in Modern Horizons,
is mix and match things and put them together.
Okay, next, Astral Drift.
Two and a white for enchantment.
Whenever you cycle Astral Drift or cycle another card while Astral Drift is on the battlefield,
you may exile target creature.
If you do, return that card under its owner's control beginning in the next end step.
Cycling, two and a white.
Cycling means, obviously, you can pay that man that discarded his card to draw a card.
So this is a rift off of Astral Rift.
Actually, Astral Slide.
Lightning Rift is the red version that does bolting.
Or does shocking, exactly.
So Astral Slide, back in Onslaught Block,
we had brought back Cycling for the first time. Cycling had originally been in, or it was a Saga block.
No, actually, it had originally been in Tempest block, but we
didn't print it there. Richard Garfield made it
there. And then it got printed for the first time
in Urza's Saga block.
Anyway, on slot, we were trying to bring back
I really wanted to bring back
cycling.
But we had not done any,
we had not really repeated
a mechanic before. We had done Evergreen.
We had upgraded stuff to Evergreen, but we'd never sort of done a mechanic, a keyboard
mechanic, then brought it back for a block. And I really wanted to do
that. I thought cycling made the most sense here. But one of the things that other
players, sorry, other R&D members wanted was to show that we were
expanding in some way. So one of the ideas I came up with is, what if
we had some cards that cared
about cycling? What if we can make cycling something you could build around? But that
wasn't something cycling did before. Cycling was pretty non-linear before in the sense that
if you wanted to play a cycling deck, play it. There wasn't a lot of cards that interacted with
cycling. And I said, well, what if this time we had some cards that interacted with cycling? So I
made Lightning Rift and I made Astral Slide.
Those are the two cards I made as kind of demonstration of what we could do.
Interestingly, Astral Slide, I put a cost on it because it does 2 damage.
Not Astral Slide.
Lightning Rift, I put a cost on it because it does 2 damage.
Astral Slide, I didn't put a cost on it because I thought that Flickering,
removing a creature that would come back,
was something that wasn't quite as powerful.
So we didn't put a cost on that.
Turned out Astral Slide ended up being the more powerful card,
partly because there wasn't mana attached to it,
and partly because the Flickering interactions proved to be quite potent.
Anyway, I think the idea for this set was
we didn't want to bring back Astral Slide, a little bit too strong.
So we made a tweak of it, and then we added in cycling.
So the idea that this card not only does it do it for any cycling creature, but if you cycle this card, it also does that.
So that was something we had messed around with back in Onslaught as well,
is the idea that when you cycle cars, they can generate other effects. So this was kind of taking
two different cycling themes from Onslaught and combining them
into a singular car. Next, Iula, Queen Among Bears.
One and a green for a 2-2 Legendary Bear.
Obviously a creature. Whenever another bear enters the battlefield
under your control, choose one. Either put two plus and plus encounters on target bear, or target bear you control
fights target creature you don't control. So this was the brainchild of Ethan Fleischer.
So Ethan has a bear commander deck that he's had for quite a while. And one of his regrets
is there's not a good commander for his bear. So in court 2019, he
actually ended up making the first legendary bear, Gorklaw.
The problem was, the way Gorklaw ended up was, he really
was a commander for large creatures, because he rewarded
things with power four or greater. The problem is
not all, some bears are four or greater.
Most bears aren't.
So while he was a legendary bear,
and he had a theme that you could build around,
which is larger creatures,
he wasn't really a bear lord.
And Ethan realized that he had goofed.
He had made a legendary bear,
but the legendary bear wasn't a bear lord.
He wanted a legendary bear to run his bear deck.
He needed a bear commander.
So one of the themes of the set was there was a lot of tribal components to it.
The changeling theme really helped you put a lot of tribal stuff that wasn't naturally there.
Anyway, he saw the opportunity.
He knew there was going to be some legends in the set.
There's, in fact, a cycle of monochrome legends.
And so he made it.
He made his Barrel
Lord. And I often talk about how designers sometimes, every once in a while, they make
something that's very for them, that's very much a, something that speaks to them as a
designer. Like, a lot of times you're making cards for other players,
but every once in a while, one of the funs of being a designer is
you make a card for yourself.
Not that you don't think other people might enjoy it,
but one of the perks of being a Magic designer,
sometimes you just make a card that you really want to exist.
My perfect example of that was Doubling Season.
I love doubling things.
I just thought it would be really fun to have a card that doubles everything or lots of things.
Countress and tokens.
And I just made it.
Now it went on to be Beloved and obviously other people loved it too.
But I made the card for me.
Knowing that there would be some people who think, obviously I enjoy it.
There are other players like me.
But you don't get to make a lot of cards just for you.
Most of your cards are made for other people.
But every once in a while, you get to make a card just for yourself.
And this was Ethan doing that.
This was Ethan's doubling season, if you will.
So anyway, for all you bear fans, there is your Bear Lord.
Okay, next.
Birthing Bows.
Bows. Birthing Bows.
It's an artifact, costs three.
For four and a tap, you get to create a 2-2 colorless shapeshifter creature token with Changeling.
So one of the things we did in the set, I talked about this during my Modern Horizons podcast, was we used Changeling as a glue to really make the tribal themes of this set work.
changeling as a glue to really make the tribal themes of this set work. And so one of the
things that that means is trying to find a lot of different ways to interact
with changelings. One of which was
making changelings. And so this was something we often do. We make an artifact
that just makes a creature of some type. In this case, it makes changelings.
Changelings are all Shapeshifters,
so it makes sense they're Shapeshifters.
And this is just kind of, you know,
one of the problems some decks have,
tribal decks, is you just don't have enough of the tribe.
And so, yes, we made a lot of Changeling individual creatures,
but this is a card that said,
hey, do you need a lot of fill-in-the-blank,
a lot of goats, a lot of oofs, a lot of brushwags?
Pick something where there's not a lot of them and you want to make a bunch of them.
This allows you to make a bunch of them because it gets to make a lot of different creatures.
Okay, next.
Blade Back Sliver.
One and a red for a 2-2 Sliver.
Obviously a creature.
It's got Hellbent.
As long as you have no cards in hand, Sliver creatures you
control have tap. This creature deals one damage to target creature, player,
or planeswalker.
So one of the things that we went back and forth on this card is, so one of the things we try to do
when making Slivers was looking at all the mechanics, because this set could have
whatever mechanics it wanted within the constraints of in modern Dragons of Tarkir earlier.
And so one of the things we looked at was Hellbent.
And we liked the idea of, what if we rented Hellbent?
And the big question in this card was,
A, it had to do something in Hellbent, right?
Hellbent's a condition.
And so the idea that we toyed around
with is, okay, what's a clean, simple thing we could do at Hellbent? I think we wanted to make
this in red, so the idea of just pinging something, of doing one damage to something, seem clean.
Now, the big question was, we were trying to figure out whether it was
figure out whether it was all slivers have
hellbent, tap for one, or hellbent
sliver creatures
you control have this.
And I'm not sure
why we ended up in this version. I think the original version
we did was all slivers have
hellbent, do
one damage.
This is one of those things where I'm sure
there was a templating
reason to put the Hellbent first
and, like, this is a sliver that's
quirky in the sense that
this sliver doesn't always grant its
abilities. Like, it only grants
its abilities at Hellbent, but being
that its abilities only work at Hellbent,
if we said all slivers get
Hellbent, it
basically works the same.
So there's...
I'm trying to figure out why from a
templating standpoint. There's a templating reason
they did this. Maybe it's so...
It might be, if you had to write this out,
it was harder to write out.
My guess is the reason it's templated this way
is just less words
that granting hellent to more creatures
just cause...
Oh, here's maybe the problem. Hellbent is
an ability word. Can you grant an ability word and still
use the ability word? Hmm. Maybe that might be
the issue. Maybe it's hard to grant ability words.
And because this one essentially was the same,
whether or not this had the ability word
or all had the ability word,
okay, this is my best guess.
I don't know.
I mean, templating happens
during the end part of set design.
With the exception of unsets,
I'm usually not involved in templating.
Templating happens way after I hand off the file.
Unsets, because I'm the un-rules manager, I actually sit in on un-templating because the rules manager sits in on templating.
So as the un-rule manager, I sit on templating for uncards.
So I do sit on for uncards.
That's the only time I do templating.
So this is me just sort of making a guess.
But that's my logical guess,
is that granting ability words might be tricky.
So anyway, that is Blade Black Sliver.
Okay, next.
Cabal Therapist.
It's one of our preview cards,
original preview cards.
Cabal Therapist costs black for a 1-1 horror.
It's a creature.
It's got menace.
At the beginning of your pre-combat main phase,
you may sacrifice a creature.
When you do, choose a non-land card name.
Then the target player reveals their hands
and discards all cards with that name.
Okay, so this is based on a card called Cabal Therapy.
So Cabal Therapy, I think costs
a single black. It was a sorcery, I believe. And it must have been in Odyssey block because
it has flashback. And it said, choose a card, target player reveals their hand. If they
have the chosen card, they must discard it. I think it's non-land.
Yeah, non-land, because this one says non-land.
So I originally had made that card.
It was called Go Fish.
Oh, sorry.
So the original, sorry,
the Kabbalah therapy originally was be sorcery, name a card,
target player reveals their hand,
and then discards the card, non-land card,
and they reveal, they discard any copies of the named card if it player reveals their hand, and then discards the card, non-land card, and they discard any copies of the named card
if it's in their hand. Then it had flashback sacrifice a creature.
So what had happened was I had originally made the card called
Go Fish, which was just the sorcery. Just sorcery, be, name a card, they discard a card.
They discard a card if it's the named card. All copies.
If it's a non-land card, all copies of the non-land card. There's a card if it's the named card. All copies. If it's a non-land card, all copies of a non-land card. Anyway, and it just
was too weak and we didn't make it. So when Odyssey came around
and we had flashback, I'm like, oh, we could do
flashback. So since it has a non-man-up flashback cost,
that tells me it must have been in one of the later sets.
So my guess is it was in Torment, I guess.
Anyway, it's in Odyssey block.
I think it's in Torment.
Because it's a non...
I think all the Odyssey had...
All the flashback costs were mana.
And then the non-mana ones were in Torment and in Judgment.
It's a black card, so that tells me it's in Torment, I think.
Anyway, so I made the reversion of Go Fish,
but with a Sack of Creature or Flashback cost,
and it ended up being a really good card.
And the reason is, the second time you use it,
you know what's in their hand, right?
So it allows you to take a shot at getting something in their hand,
and sometimes you hit.
But then, for sure, the next time, it's a coercion,
although non-land coercion, you know
that you get the card. So anyway, one of the things we wanted to do in this set is do rifts
off famous cards. Cabal Therapy is a famous card. So the idea here is, it's a creature that just
sits there, but every turn it allows you to do basically the flashback version, which is you can
stack a creature to look at their hand. But, much like Cabal Therapy, after you do it
once, you now see their hand. So that makes your future guesses
much, much better of hitting something. And so it's sort of like, first time I use
it, maybe I hit something, maybe I don't. But now, I know it's in their hand. I can watch
what they play. Next time I want to use it, my chance of hitting is
almost for sure. I mean, I know it's in their hand. I might not know their new cards Next time I want to use it, my chance of hitting is almost for sure.
I mean, I know it's in their hand.
I might not know their new cards, but I know it's in their hand from what I saw from last time.
And so after the first time, you should be hitting every time because you've seen their hand.
Now, maybe at some point they run out of cards or they're able to play all the cards you know,
but for a while, provided you can create things to sacrifice,
that's the key to building around this card is can create things to sacrifice. That's the key to building around this card,
is having the things to sacrifice.
But anyway, it's a fun tweak
on what the original card had done,
and a lot of the fun cards,
I mean, a lot of,
I think the joy of Modern Horizons
is us doing the riffs on old cards.
That's a lot of the fun.
Okay, next, Chiller Pillar. Three and a blue, so four mana
total, one of which is blue, for a 3-3 snow insect.
Obviously a creature. So for four snow mana,
snow mana, monstrosity two. So if this creature
isn't monstrous, put two plus one plus one counters on it, and it becomes monstrous.
Snow can be paid with one mana from a snow permanent.
As long as Chiller Pillar is monstrous, it has flying. So the idea is
it's a 3-3 creature. When you spend 4 snow
it becomes a 5-5 flyer.
So it's also playing around with, we've done
we did a giant caterpillar,
I think back in Mirage,
where it was a ground creature,
and then eventually you could sack it
to turn it into a flying creature.
And so this is playing in that space.
But the fun thing is it's crossing
the sort of the caterpillar into the butterfly
with the snow flavor.
Also the name Chiller Pillar is an awesome name.
I don't know who came up with that, but props.
So this is a good example as we're trying to find ways to mix monstrous...
I'm sorry, trying to find ways to mix snow in.
I love the idea of mixing snow in with another mechanic.
So here is snow crossing with monstrous, which is kind of fun.
So the other thing this does, by the way,
is because you need snow mana,
that requires you to have permanents that tap
for mana that are snow.
So Snow-Covered Lands will do that,
and there probably are a few other cards in the set
that produce man that are snow.
So, okay.
Next. Moving on. So, okay. Next.
Moving on.
Okay, next is Crashing Footfalls.
So Crashing Footfalls
has no mana cost.
What? It's a sorcery.
So it has suspend four
for a single green mana. So rather than
cast this card from your hand, pay green
and exile with four time counters on it.
At the beginning of your upkeep, remove a time counter.
When the last is removed,
cast it without paying its mana cost.
And the effect is create two 4-4
green Rhino creature tokens with trample.
So suspend was
a mechanic from Time Spiral Block.
The idea is you're trading time for
mana. Normally
when you do a suspend card,
you have an option to cast it normally
or cast it cheaper for a suspend
cost.
Something we did in the original
in Timesprout Block
was we made, not many, but a few cards
that you couldn't cast normally.
You could only suspend them.
So this card, for example, gets you two
4-4 green Rhino creature tokens,
but you only can cast it by spending one green mana and waiting four turns.
So obviously, two 4-4s for green is really good,
but the four turns is really a big part of the cost.
Having played, as of me recording this,
Modern Horizons this weekend is the pre-release for all you.
But we, R&D, played with it already.
We had our pre-release last week, and then we have a Tuesday meeting.
It's not a meeting.
At lunch on Tuesday is our play day, where we play with the current sets.
And we were able to play with Modern Horizons on Tuesday.
So I work at home on Friday, so I wasn't in the pre-release, the employee pre-release.
But I did get a play at the Tuesday play day.
And so I had crashing footfalls.
I drew my opening hand.
I played it and it won me the game.
It is quite strong.
The other cute thing about this is there's a card called Crash of Rhinos.
Crash of Rhinos makes an 8-4 Rhino.
So it has 8 power of Rhinos.
And that is called Crash of Rhinos because Crash of Rhinos is the collective term for Rhinos.
So this is referencing that.
This also makes 8 power of Rhinos given it's 2 tokens rather than 1 singular creature.
I think we have made 4-4 Rhinos before,
not on Crash of Rhinos, but I think on other cards.
So I think it's combining the idea that we've done Rhino tokens as a 4-4
along with referencing Crash of Rhino.
So I think it was definitely something that was a combination of that.
Okay, next card. Dead of Winter.
Two and a black for a sorcery. All
non-snow creatures get minus X minus X to end of turn. Corrects the number of snow
permanents you control. So this was
doing something fun. One of the things we talked about is while snow
was centered in blue and green, we didn't restrict it to blue
and green things. We did a bunch of different stuff, different colors, and
this card was made... I'm not sure whether the name
came first. I mean, this is one of those cards that has
such a clever name that part of me wonders whether the name was built into the
creation of the card. I think it might have been.
I don't know for sure that it was.
It was not something that... Snow, by the way,
happened during set design.
It did not happen during vision design.
So all the snow designs happened during set design.
So I don't specifically know
how this card got designed. The name is so
clever that part of me thinks that it
literally might have been built around the name because the name is so clever. The thing I like a lot about it
is it's another one of those cards that encourages a build around.
And the reason is, one of the ways to make you care
about something is to help it. And the other
way around it is to not hurt it. So here, this card
wants you to have no permanents for two reasons. One,
because for every permanent you have, your variable
gets higher. Minus X minus X gets higher. The second thing is, the
more snow creatures you have, you know, not only are you going to do more
damage and wipe the board, but your snow creatures will survive. So if I have a whole bunch of snow
creatures and I cast Dead of Winter, not only will
it help me destroy all my opponent's creatures
or non-snow creatures,
but mine will survive.
So it's even more advantageous. So if I have a lot of
snow creatures out, and I'm able to
wipe the board of snow creatures, and I have a deck
dedicated to snow creatures,
I have a much better chance of winning
that. Now, it's in black.
Snow creatures are centered more in blue and green.
But anyway, it's a powerful effect.
It's the kind of thing you would definitely splash in the snow deck
or maybe allow you to play a black-green or black-blue snow deck.
One of the things we like to do when designing cards
is give you things that let you push in different directions
and add different colors in with certain themes.
Okay, Deep Forest Hermit.
Three green green for a
1-1 elf druid, obviously a creature.
So it's five mana total, two of which
is green. It's got Vanishing
Three. This creature enters the battlefield
with three time counters on it.
At the beginning of your upkeep, remove a time counter
from it. When the last is removed, sacrifice
it. When Deep Forest
Hermit enters the battlefield, create four
1-1 green squirrel creature tokens.
Squirrels you control get plus one, plus one.
Okay, first off,
there's a lot going on here.
One is, this card is referring
a card called Deranged Hermit
from Ursa's Legacy, which was a very famous card.
So, Deranged Hermit is
a card on the restricted list,
but it's fundamentally different, which is one reason we can print this card.
Deep Forest Hermit is exactly what I'm saying here. 3GG, 1-1, all the texts are the same, except it does not have Vanishing, and in place of Vanishing, it has Echo.
So Echo was a mechanic where you must pay the mana cost during your second turn with it.
And if not, it goes away.
So the idea was, for the original card, for three green green, you get to make this creature.
It makes your squirrels, and it makes them bigger.
But if you don't pay three green green in the second turn, then it goes away.
And the reason you want to keep it is, not only is it a 1-1 body, but it boosts all your squirrels,
and you've just made four squirrels.
But if you have other things to do with your mana or whatever,
you do get the four squirrels.
Now, that card, the idea is you get the body,
and once you pay the mana the second time,
you keep it around.
This doesn't require you to pay the extra mana.
There's no echo cost.
But vanishing three means you only get it for three turns.
So the idea is I play it.
Now, the first turn, I don't remove a Vanishing Counter
because it only comes up during upkeep.
But it also doesn't have haste.
So essentially, I get two full turns where I can attack with this
and attack with the squirrels it makes, and the squirrels are boosted.
But anyway, this was a nice knot.
The other thing is, this is a squirrel and a brand new squirrel making card in a black bordered set.
Something we haven't done in a while.
I mean, we did do, there's one we made in another supplemental set.
But one of the things you can start seeing is the ice cracking a little bit.
There were some people in R&D for a long time that did not like squirrels
and did not believe the squirrels were supposed to go into normal sets.
The good side of this card is I think the squirrel fans have persisted and the squirrel
foes have slowly drifted away.
So I see
positive things for squirrel futures.
This card is hinting at
possibly a friendlier
squirrel future in R&D.
So that's a good thing. That's maybe the best thing about
this card. So this is a really fun card.
It's powerful. I will
say the Echo version
is stronger than the
Vanishing version.
Deranged Hermit is a stronger card
than Deep Forest Hermit because
the ability to keep it around is quite
powerful, even though it costs extra mana.
But it's fun to sort of
bring back the card, give it a different keyword
and make the keyword function differently.
Vanishing III and Echo are very different keyword, and make the keyword function differently. Vanishing Three and Echo
are very different mechanics, so while these cards
are similar in some ways, they're very,
very different, and that's why we can,
that's why we're not, like, because of
Reserveless, we can't make Duran Sherman.
This card, while a not-Duran
Sherman, is not Duran Sherman.
It is nowhere near the power level of Duran Sherman,
so it is acceptable to make in
Modern. Okay, next card is acceptable to make in Modern.
Okay, next card is Dregscape Sliver.
One black for a Sliver, a 2-2 Sliver, which is a creature.
Each Sliver creature card in your graveyard has Unearthed 2,
and then it defines Unearthed 2 as, for two mana, return this card from your graveyard to the battlefield.
It gains haste, exile at the beginning of your next end step,
or if it would leave the battlefield, unearth only as a sorcery. So unearth first existed
in Alara Plock. There were five shards, one of each world.
So one of the shards was Grixis, which was a black
in its allies. So what we had done for that was we divided
it up into five mini-teams.
I ran one of the mini-teams,
which was Esper,
and I was on one of the mini-teams, which was Naya.
Interestingly, I was not
on the Trixis mini-team, yet
I came up with the mechanic.
In fact,
I know Lara, this is the
one mechanic I came up with, and it was not on any of the
teams that I was on.
The idea behind this was me trying to create a flashback.
Not flashback.
Yeah, flashback, sorry.
Flashback for creatures.
And I think originally I called this Flashdance
because Dance of the Dead was a card that got things back from the graveyard,
and flashback was the thing I was riffing on.
So this mechanic was originally called Flashdance,
which I thought was a funny name.
I mean, that was never the real name.
That was a design name.
Anyway, so the idea of Unearthed is it allows us to flashback creatures.
The way it does that is it brings them back,
and then at end of turn, or if they leave the battlefield,
another way, it exiles them.
So the idea is I get a creature that has died,
but only for a turn,
much of the way that Flashback lets you use the spell
one more time. So we were trying to come up with cool things we could do
with slivers. We were just coming up with old mechanics that were
legal for Modern Horizons that we thought would be fun with slivers.
So this card, because
it grants unearth, unearth doesn't mean anything unless it's in the graveyard
so I think this is the first card
that grants sliver cards in graveyard
inability so I think that was
kind of cool and unearth is just neat
because it lets you bring back your slivers
and because slivers affect all your other
slivers coming back for a turn
can be very meaningful
all of a sudden I upgrade all my slivers by some way
but bring something back.
So putting Unearthed on slivers,
it just felt like a neat combination,
granting the ability to do things in graveyard,
felt a little different.
So anyway, it just was a neat mix of things
that ended up making a really cool card.
Next, Echo of Eons.
That's also not easy to say.
Echo of Eons, four blue blue.
So six mana total, two of which is blue. It's also not easy to say. Echo of Eons. Four blue blue. So six mana total. Two which is blue.
It's a sorcery. Each player
shuffles their hand and grigger into the library
then draws seven cards.
Flashback. Two and a blue.
Okay, so having some
fun here. This is the card
Time Twifter from Alpha.
It's one of the Power Nine.
Now, given I think it's the weakest
of the Power Nine, although the Power Nine is pretty powerful, so it's the weakest of the power nine although the power
nine is pretty powerful so even being the weakest of that still makes it a pretty strong card
um the cutesy thing about this is that its um flashback cost is its cost in alpha so if the
card is in your graveyard you get to cast the alpha card, right? So the neat thing about this card is
it's a reprint of a very powerful card.
Now, given it has to be in your graveyard.
But then, for twice the cost,
so normally an alpha costs two and a blue.
So here it costs four and two blue.
So for twice the cost, you get to cast it normally.
So the interesting thing is four blue blue is about what time Twitter should cost.
I mean, maybe, I don't know, 4-blue, 3-blue-blue, but the idea
is you get to cast this card, I mean, I guess this
is a straight-to-modern card, so we get to be a little more powerful. But 4-blue-blue lets you do
Time Twifter with the caveat that then you get a
second Time Twifter at the cost of Time Twifter.
So this is a pretty sexy card. It's a pretty fun card.
It really kind of showcases what Modern Horizon can do the best,
which has allowed us to add stuff to Modern that's fun, that's flavorful,
that's nostalgic.
This is just a really well-designed card that really, on every level,
the fact that you get a flashback for its alpha cost,
the fact that its main cost is double,
and it just gets to do a lot of cool
things.
The one quirky thing about it is
it does not
play super nicely for the flashback cards
because the time
twister effect shuffles in your graveyard.
Now given,
I mean, you can draw them again, but
you have equity with flashback cards in your graveyard because
you can cast them again. Playing in your deck takes that away, so
it is not super synergistic with other flashback cards, but not every flashback card
needs to be played in a flashback deck. Flashback is not a very linear mechanic, so
it definitely allows you to just... I mean, you want to put this
in a deck. You're not going to put this in an all-Flashback-dedicated deck.
Not that that really is too much of a thing anyway.
But anyway, this is a beautifully designed card, so I like it.
Okay, next is Endling.
So Endling costs two black black,
and it is a 3-3 creature, a zombie shapeshifter.
So we'll get to that in a second.
And it has a bunch of abilities.
So for one black,
it can gain menace till end of turn.
A second ability is for a black,
it can gain death touch till end of turn.
The third ability for a black,
it can gain undying until end of turn.
So undying is a mechanic that says
when this creature dies, if it has no plus one, plus one counters on it, returns to the battlefield
under its owner's control with a plus one, plus one counter on it. That's a mechanic from Dark Ascension.
And then for a one, Endling gets plus one, minus one, or minus one, plus one
until end of turn. Okay, so let's unpack this card. So there
was a card in Urza's Saga
called Morphling.
Morphling was originally supposed to be a clone.
A clone had been an alpha, and then because of some rules shenanigans, we couldn't make copycats for a while.
Finally, we got a rules manager that ironed it all out, figured out how to make clone working,
that ironed it all out, figured out how to make clone working,
and we decided as a celebration of the mechanic working,
we were going to bring clone back and make it a rare in Ursa Saga.
The art was commissioned, we were all ready to go,
and then there was some hiccup with the rules,
and the rules manager said,
what I think was working isn't quite working, I'm going to need more time,
let's not make this clone.
So the problem we had was, we had a card that looked like a clone. It even had the clone shtick of two creatures in the art that
look just like each other except one's slightly different. So it was obviously making a reference
toward a clone. So we knew we needed to do something clone-ish. But we couldn't use clone
technology. Couldn't actually copy a creature. So we ended up doing with making a shapeshifter, and we gave it five abilities.
Three abilities that were in blue, that required one blue, and two abilities that required one colorless mana.
Or one, sorry, one generic mana.
And the generic mana was plus one, minus one, and minus one, plus one.
And the idea there was so it could grow and shrink on what it was.
And it was a 3-3.
So it could be anywhere from a 0-6 up to a 5-1.
Or even a 6-0 if you had some way to grant a toughness.
And then we made that card.
It was called Morphling.
It was a huge... A, it was powerful.
But B, it was also very popular.
And we riffed on that
card a couple times. We made an aura and made
another creature. And then
one day, we made... We were making
Planar Chaos,
which was the alternate
reality present
set. And we made a red chain
fling called Torchling in it.
And the idea there was we were just doing
alternate versions of cards because it was a
what-if set. So we made a what-if
changeling except what if it was red instead
of blue. And so we kept
the two generic abilities
and then gave it three different
new red abilities
that were in red. One or two of them overlapped
because of the messing with color pie stuff.
Anyway, we made
Torchling, and then
that encouraged us to make
what was the green one called?
We made the green one next. What was the green one called?
Thornling. It's called Thornling.
And Thornling,
once again,
had the two plus one, minus one,
and minus one, plus one, but had three unique abilities
with green mana.
Then in Battle Bond,
we made Brightling,
which was the white version of
it.
Once again, the same shtick.
And then, that sort of said, okay, at some
point we needed to make the black version.
This was a set all about doing time
spirally like goodness. It seemed like the perfect opportunity. It was time to make it in black. Oh, by the way,
I think on the green one or on the white one, we at one point condensed the two generic abilities
to one ability solely for space of text. And we had still for a mana granted either of those
abilities. Just instead of writing it as two abilities, we wrote it as one ability where you could choose either version.
Anyway,
we knew we needed to do black things
on three of the abilities
and then do the
plus one, minus one,
minus one, plus one.
I think for fun,
instead of just making
the shapeshifter,
all of them are shapeshifters,
we made it a zombie shapeshifter
because that seemed fun.
So anyway,
we wanted to grant, usually we grant an invasion ability.
So, you know, like it was flying on the original Morphling.
So here we granted Menace, which allows it, just makes it harder for you to block.
So that's blocks evasion.
We also gave it Death Touch.
So that way, another way to give it invasion was just making something that you don't want to block.
The fact that you can change its power
and toughness makes Death Touch very
powerful, because Death Touch only needs
to do one damage to kill something.
So if I attack and I have some mana available,
not only can I make this Death Touch, but
odds are I can use the shapeshifting ability
to make it big enough that it doesn't die.
So that's another reason to make you not want
to block it.
And then, because this was Modern Horizons,
we were able to grant it a keyword,
a non-evergreen keyword.
Undying seemed fun.
That was something where, just with a powerful ability,
and, I mean, Menace and Death Touch are very ordinary.
Undying definitely brought it a step up.
So anyway, the one other comment on this card was
it made people bring up Thornling.
So Morphling and all the others except for the green one,
there's two creatures in the art that are facing each other,
kind of mimicking off the original clone.
Thornling didn't do that.
My joke is that the other ones there is just so big
we couldn't fit both in the art.
But anyway, the creation of Endling
caused a lot of people to talk about that.
Anyway, I am
at work. Okay, I'm going to
quickly finish off E.
I have two more E's I want to talk about.
So Ephemerate is an instant cost one white,
so a single white. Exile target creature you
control, then return to the battlefield under its owner's control.
Rebound.
If you cast a spell from your hand, exile it as it resolves.
At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.
So Rebound was a mechanic that allowed you basically to cast a spell twice.
We like to put it on things that are slightly smaller effects,
but something that, like, getting two copies makes it worthwhile.
Flickering things, which is doing instant flickering, which goes away and comes right back.
This is something that is a minimal effect, so it made a lot of sense.
And flickering is something that is particularly good with a wider card pool.
It is something where modern has a little more impact.
It matters.
And Rebound just seemed like a nice mix.
At the time we had done Rebound originally,
Flickering I think wasn't quite a thing yet.
Or, well, we've never done this combination before.
Anyway, so it was cool to do.
This is a neat thing.
And finally, Etchings of the Chosen.
It's an enchantment for one white-black.
So it's a gold card.
As Etchings of the Chosen enters the battlefield, choose a creature type.
Creatures you control of the Chosen type get plus one, plus one.
One, sacrifice a creature of the Chosen type.
Tiger creature you control gains indestructible until end of turn.
So this, I think, is the uncommon build-around for white-black.
White-black's theme is tribal.
Changelings are focused in white-black,
and there's a lot of individual tribal cards
that care about ninjas,
or there's slivers are in white,
ninjas are in black.
There's a cat card.
There's a bunch of different cards in white and black.
And the idea there is you draft all these lords,
all these things that care about individual creatures, and then have a whole bunch of different cards in white and black. And the idea there is you draft all these lords, all these things that care about individual creatures,
and then have a whole bunch of changelings
to allow you to interact with that.
And this card lets you sort of choose,
so you can pick whatever you want.
And so this lets you, basically, it's your changelings
plus whatever creature type you have the most of beyond changelings.
And so this was meant as the build-around.
Okay, guys, I'm now at work, and we finished with E,
so obviously I will have some more podcasts
because there's some more cards beyond E.
Anyway, I hope you guys are enjoying it.
This was a really great fun set to design,
so hopefully you guys are having fun
listening all about it
because it's fun to talk to as well.
Anyway, I'm now at work,
so we all know what that means.
Instead of talking about magic,
it's time for me to be making magic,
so I'll see you guys next time.
Bye-bye.