Magic: The Gathering Drive to Work Podcast - #663: Modern Horizons Cards, Part 4
Episode Date: August 16, 2019This is part four of a four-part series on card-by-card design stories from Modern Horizons. ...
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I'm pulling my driveway. We all know what that means. It's time for another drive to work.
Okay, so I've been talking all about Modern Horizons, and I'm up to R.
We're talking through all the cards, or some of the cards.
So we're up to Ranger Captain of Eos.
So one white white, so three mana total, two of which is white.
It's a 3-3 human soldier, so it's a creature.
When Ranger Captain of Eos enters the battlefield,
you may search your library for a creature card
with Converted Mana cost one or less,
reveal it, put it in your hand, and shuffle your library.
Sacrifice Ranger Captain of Eos.
Your opponent can't cast non-creature spells this turn.
So this is a fun example of something we do
in time spiral-like sets,
where we take two old
cards and we combine them together.
So this is a combination of Ranger
of Eos from Shards of Alara
and Knight Captain of Eos, also
from Shards of Alara. So Ranger of
Eos was the card made by Antoine
Rouel when he won
the very last Magic Invitational.
so
the idea is you take Knight Captain of Eos and Ranger of Eos
and sort of combine them together to make Ranger Captain of Eos.
So Ranger of Eos did the first ability,
which was enter the battlefield and win and got a small creature.
And the sacrificing stuff on creature spells was Knight Captain of Eos.
So anyway.
I enjoy when we're able to sort of
combine old things to make something cool that's new.
I will admit that I think
Ranger of Eos is a little more known than
Knight-Captain of Eos, although I guess
I think both got played.
But anyway,
Ranger Knight-Captain of Eos.
Okay, next.
Recruit the Worthy.
Recruit the Worthy.
So Recruit the Worthy costs a single white mana.
So just one mana, which is white.
It's an instant.
Create a 1-1 white soldier creature token.
And it's buyback three.
So buyback is you may pay an additional cost of three as you cast the spell.
If you do, put this card in your hand as it results. So buyback
is a mechanic from Tempest, created by
Richard Garfield. And the idea is Richard was playing around
with what if you could pay a mana to not give up
the card.
So the idea with buyback is if I pay one white,
the spell happens and it goes to the graveyard.
But if I pay three and a white, the spell resolves and instead of going to the graveyard, the card goes back to my hand
and I get to keep the card.
So the idea is I can keep casting a buyback spell
as long as I pay the extra buyback cost.
But if I ever want to just get it cheaper and not pay that, then the spell can go away.
Now, you might remember me talking about how
I could only use mechanics that were already in Modern.
And buyback is from Tempest.
And we've never reprinted.
We've never brought buyback back as mechanic.
But we did bring it back in Future Sight.
So we did bring it back during Time Spiral Block. In Future Sight
I did some mix and match cards where I took
two different mechanics and put them together, and I believe one of them had buyback on it.
So buyback sneaks in the door of being in
Modern by being in Time Spiral Block, but it is
not something
that we have really
brought back in any major way.
So it was
cool to be able to do a buyback spell. Buyback spells
are problematic
in that if the spell is a little too
aggressive,
meaning if you're getting to do it again and again,
certain effects can cause problems.
Making a creature isn't too daunting.
So being able to make a creature is...
Like, there's a spell called Capsize that unsummons something,
and it became very powerful because being able to unsummon something every turn
really keeps your opponents from being able to do much.
And so we have to be careful in the kind of effects we put on buyback, but making
a white, you know, making a one, one token, uh, is something we can do repeatedly that
isn't really problematic.
So, um, but anyway, I was happy to get a buyback spell.
Uh, I do have fondness for buyback from my, uh, my days, um, uh, back making, um, um,
okay.
Next rocks veteran three in a white. back making Tempest. Okay, next.
Rocks Veteran.
Three and a white.
So it is a four mana total,
one of which is white.
It's a 2-4 Rhino Soldier.
Rocks is a Rhino.
It's a creature, obviously.
It's got Battle Cry.
Whenever this creature attacks,
each other attack creature gets plus one, plus oh
until end of turn.
And then it says,
when Rocks Veteran attacks,
tap turn creature on opponent controls.
So this is combining a couple things.
So Battlecry is a mechanic from Mirrodin Besieged.
When the Mirrodins fought the Phyrexians, it was the mechanic on the Mirrodin side.
Living Weapon was the mechanic on the Phyrexian side that was introduced in Mirrodin Besieged.
mechanic on the Frexian side that was introduced in Mirrodom Sieged.
And White has an ability, it's not
a named ability, but this
attack trigger that I get to tap a creature
is something White does. And so the
idea is, normally the problem with Battlecry
is I have to put the creature at risk
because it can only enhance things
if it itself is in battle. Well, this card
helps you in two ways. One, it's a 2-4,
so it's a little harder to kill it. And it gets to tap something, so if there's something that's a big threat to it, it can tap in battle. Well, this card helps you in two ways. One, it's a 2-4, so it's a little harder to kill it.
And it gets to tap something, so if there's something that's a big threat to it, it can tap that thing.
So Battlecry with this ability just is a cool ability.
Okay, next. Rot Widow Pack.
Two black green, so that's four mana total, one of which is black, one of which is green.
It's a 2-4 spider creature obviously
it's got reach because it's a spider
three black green
exile a creature card from your graveyard
create a 1-2 spider creature token
with reach
then each opponent loses one life for each spider you control
so this is making a throwback
to Innistrad
actually I'm blanking on the name of the spell
I didn't write down the name of the spell
there was a green card that was an uncommon in Innistrad
that allowed you to make a certain number of spiders
and you could flash it back
and the spiders were all one, two spiders with reach
so this is making a nod to that card
also it is a black green card
so I think black green
seems like this might be the uncommon black green card
that's sort of saying
that it's using creatures as a resource out of the graveyard.
I'm actually not sure what black-green's...
What the draft archetype for black-green was.
My guess is this is the uncommon.
So this is kind of teaching you of,
oh, using creatures as a resource
is something that you can take advantage of
because then you can turn the creature cards in your graveyard into more creatures.
And so my guess is that Black Green has a creature-sacking theme.
I'm not 100% sure.
But, I mean, from this card, what this card's telling you to do,
it wants you to have a lot of creatures and wants you to be able to sacrifice them.
And then this allows you to turn every card you sacrificed
back into another creature that you could sacrifice.
And it's also gaining you life, which can
help keep you alive. So
this is a handy little card.
Okay.
Next
is
Scrapyard
Recombiner.
Okay, so Scrapyard Recombiner. Okay, so Scrapyard Recombiner
costs three generic mana.
It's an artifact creature, a construct.
A 0-0 construct, but it's got modular.
This creature enters the battlefield
with two plus and plus encounters on it.
When it dies, you put the plus and plus encounters
on target artifact creature.
And then tap Sacrifice an Artifact.
Search your library for a contract card.
Reveal it, put it into your hand, then shuffle your library.
Okay, so the modular mechanic is from
from Fifth Dawn,
which was the third set in the original Mirrodin.
Oh, actually, modular, sorry, modular was
in Dark, was in Dark...
Was it Darksteel?
I think it was.
I think it...
Yes, I think Modular first showed up in Darksteel,
which was the middle set.
And then it also...
There also was a Modular card in Fypdon.
I think we combined Modular with...
Fypdon had a mechanic called...
What was it called?
The one where you got plus and plus counters
based on how much mana you spent to cast Sunburst.
And we had a Sunburst in Modular.
But Modular showed up in the middle set
of what was called Darksteel.
So I think Modular was from Darksteel.
Anyway, the idea was it was an artifact set.
Oh, so Modular itself was a riff on
there's a bunch of creatures in Visions
that were called Chimeras.
And the way Chimeras worked is
they were artifact creatures that when
you sacked them,
they had some amount of power and toughness
and ability. So let's say it was a 2-2
flyer. When you sacked the 2-2 flyers,
you put 2 plus 1 plus 1 counters
on a creature and it gained flying. So the idea was
you could, but it only worked on other, I'm not sure whether it worked on chimeras
or worked on artifact creatures, but the idea is you could click them together, your chimeras
could sort of come together to make a weird giant chimera was sort of the idea.
So modular was us revisiting the chimera concept,
but making it a little more modular
maybe the chimeras only worked on chimeras
but making it a little bit more modular
as is it only works on other artifact creatures
I think if I had modular to do again
I might not necessarily restrict it to artifact creatures
the one thing that was interesting is
if you put modular on other modular creatures
there's extra value because when that modular creature died, all its counters moved.
So the idea here was if I had two modular creatures, when the first one died,
I'm incentivized to put it on the second modular creature
because that way all those counters would move when the second one dies.
Anyway, I'm not sure.
I think we said artifact creature because it was an artifact set
and we were playing into the artifact theme.
In retrospect, modular probably could have just said any creature.
Like, if modular just went on anything and didn't refer to artifact creatures,
I think there's a higher chance we would have brought it back.
The fact that it's a little more restricted to artifact creatures
makes it a little bit trickier to use.
Anyway, so this card is using...
It's combining modular with the ability to stack artifacts to search out constructs.
Construct is a subtype of artifact creatures.
And I think the idea is you could go get other copies of this, because modular works with itself.
Or there are other construct creatures you can go get.
So it's just kind of mixing and matching and doing something kind of fun.
But anyway, this is a neat card
next
seasoned pyromancer
one red red
for a human shaman
it's a 2-2
so it's a creature
when seasoned pyromancer
enters the battlefield
discard two cards
then draw two cards
for each non-land card
discarded this way
create a 1-1 red
elemental creature token
and then for three red red exile seasoned pyromancer from your graveyard For each non-land card discarded this way, create a 1-1 red elemental creature token.
And then for 3 red red, exile season pyromancer favorite graveyard, create 2 1-1 elemental creature tokens.
So the idea is, when it enters the battlefield, I can rummage for 2.
And then, assuming I discard non-lands, I can generate creatures.
And then when it dies, I can generate more creatures.
So this is just something, I'm not sure what deck specifically this is made for.
I do know if you're trying to make an elemental tribal deck,
this is very good,
because it generates four elementals
over the course of the game.
But it's just something that's...
The idea I like is that the pyromancers...
One of the things we play up with pyromancers is
that they also can summon fire elementals.
Chandra does this.
It's like, not only can we play with fire, but we can make creatures made of fire.
It says there's some flavor there that's kind of cute.
Okay, next.
Oh, sorry.
One second.
Oh, sorry.
I apologize.
Always be safe.
That's my rule here on...
Okay, next.
Segovian Angel.
White for a 1-1 flying vigilance future.
It's an angel. Okay, so this has a fun story.
So when we were in the hackathon to try to prove that this
was a product we should make, one of the problems I realized early on
was it was hard to make common creatures that felt
sort of time spirally, but were also common.
They were just simple creatures.
I mean, obviously, we could make commons by having mechanics and this and that,
but I just wanted to make some simple creatures.
So I came up with the idea of what I called the Wii cycle.
So what I did is I took five iconic magic creatures
that were just French vanilla creatures, but bigger.
Usually they were uncommon.
And then I shrunk them down, and I called, so like, this was originally called
the Wee Sarah Angel, and it was 2W for a 2-2 flying
vigilance creature. And I think I had like a Wee
Shivan Dragon and a Wee, I don't remember all the Wee
I had a bunch of, I don't remember what all of them were, but they were, Iconic Magic Cards shrunk.
And the idea is they were miniature versions, and the idea there was, it's just
hard to make, like, kind of French vanilla cards in a set like this, and this is why,
my way to make something that was flavorful, but fits thematically.
Then when it got, that cycle got moved over to vision design when we started doing vision.
And I think it was Kelly Diggs who came up with the idea of changing the name to Segovian Angel.
Changing all the Wii creatures to Segovian creatures.
So Segovian, for those who don't know, we made a card in Legends called Segovian Leviathan.
It was a 3-3 creature.
And in the art, it was this giant, giant Leviathan.
Like there were little whales swimming next to it
that looked like they were like, you know,
like trout or something, little tiny creatures.
So it's clear from the art that this was a humongous creature.
But it was a 3-3.
People were like, okay, what's going on? Why is this Leviathan a 3-3?
And the creative team
at the time said, oh, well Segovia, that means it's from
Segovia. And on Segovia,
everything is tiny. So the giant Leviathan is
merely a 3-3. So the whole plane of Segovia
was made solely as this excuse
to explain this little mishap with a card in Legends.
And it's become a running joke of it's just the plane of little tiny things.
So by making it Segovia Angel, it was kind of like an
in-flavor joke of why this angel is so small.
Ethan loved the joke, and he went further.
He says, well, okay, if we're going to make a Segovia, we've got to make it as small as I can.
So he shrinked it from a 2W22 to a W11.
The other ones kind of fell out along the way.
None of them were quite as cute as the angel.
Sometimes we make a cycle, and the answer is, oh, we don't need a whole cycle. One of these kind of does the job.
So the other wee creatures didn't make it, but Segovia and Angel did.
Anyway, I think it's a darling little creature.
Speaking of angels, not that she is an angel, but she makes angels.
Sarah the Benevolent. Two white white, so it's four mana
total. Two of which is is white Legendary Planeswalker
Sarah
loyalty 4
for plus 2
creatures you control
will fly and get
plus 1 plus 1
until end of turn
minus 3
create a 4 4 white
angel creature token
with flying and vigilance
and minus 6
you get an emblem with
if you control a creature
damage that reduced
your life total
to less than 1
reduces it to 1 instead
so these are all all her abilities okay so this is Sarah Angel creature, damage that reduced your life total to less than one reduces it to one instead.
So these are all her abilities.
Okay, so this is Sarah Angel.
I'm sorry, this is not Sarah Angel.
This is Sarah, the planeswalker, the creator of the Sarah Angels, who Sarah Angels are named after.
And she was part of the Homeland story.
Anyway, she is a famous character of old. Once, when we started making Planeswalker cards,
we started getting requests for old Planeswalkers to get them made into cards. One of them was Sarah,
a very popular, one of the most popular requests. So we were making a set doing throwbacks and old
stuff, and it only felt right. We decided to make one brand new Planeswalker, which I will get to, and one old Planeswalker, which is Sarah.
Interestingly, by the way, in the creation of the Planeswalkers, for the longest time, we had no blonde Planeswalkers.
longest time we had no blonde planeswalkers. In fact, it's not
until Battle Bond created
or introduced
Rowan and Will
that we even got blonde planeswalkers. Then now
Sarah is a blonde planeswalker. So now
we have three blonde planeswalkers.
But a year ago for this time, we
had no, we had zero blondes. We had a bunch of white
haired planeswalkers, but no blonde planeswalkers.
Anyway, Sarah is someone who
people have been asking for forever. So we had a lot of fun with her cards. So all three of her
abilities are referencing cards that reference Sarah on them.
I'm blanking on the first one. The second one, obviously
Sarah Angel. The last one is, I think, Worship. And Worship, she appeared on
Worship and there was a quote by her on Worship.
Or at least there was a quote by her on Worship Or at least there was a quote by her on worship.
Maybe it wasn't her that appeared on it.
But anyway, this is making
a lot of references to things that reference
Sarah.
And so, anyway, we thought
it was sort of fun. A lot of people
misbelieve that
Sarah is an angel, but she's not.
She merely made the Sarah angels.
But anyway,
we finally
made Sarah, so it took a while to get there,
but we finally made it.
Okay, next. Shenanigans!
That's a great name. One and a red. So two mana
total, one of which is red, is a sorcery.
Destroy target artifact.
And then it's got dredge. Dredge one.
So if you would draw a card, instead
you may put exactly one card
from the top of your library
into your graveyard.
If you do, return this card
from the top of your graveyard to your hand.
Otherwise, draw a card.
So Dredge was the original Gagari mechanic
back in the first Ravnica.
I had made it as...
We tried...
I always say this.
People think I exaggerate.
We tried 40 different mechanics for
Gungar. We tried all sorts of mechanics and just none of them were working. So finally, the idea I
had was a mechanic that said, instead of drawing a card, you can instead draw this card. That's
what the original design was. And they were over-costed cards. And then eventually, in
development, Brian Schneider came up with the idea of what if, well, they'll, they have a milling cost and then that helps you sort of be able to get them to the graveyard.
And then it also restricts how many times, you know, if something has a high dredge cost, there's only so many times you could dredge it back.
Um, anyway, this card is taking a basic card from, from Alpha, Shatter, Destroy Shatter Artifact.
Uh, we've obsoleted Shatter eight times. Uh, eight times. We've obsoleted Shatter all sorts of times.
And this is just saying, okay,
well what if we take Shatter and put a mechanic on it? Why not
Dredge? Dredge is a dangerous mechanic because
repeatedly doing something can be very powerful. This is a very narrow card.
So the idea is, I'm not going to want to shatter every single turn.
It's an answer to things.
I might want to get it back,
so later in the game, the fact that I can dredge it back is nice,
but it's not something that every turn I'm just going to dredge it back.
So it kind of makes a good dredge effect on a dredge card.
And it was fun to get dredge in the set.
We tried to get a lot of mechanics
into the set. Okay, next.
Silangar Scavenger.
Four and a black for a zombie bird.
A 2-3 zombie bird, this creature.
It has exploit.
When this creature enters the battlefield, you may sacrifice
the creature. Whenever another creature you control
dies, put a plus or minus on
Silangar Scavenger. It gains haste on the end of turn if exploited a creature. Whenever another creature you control dies, put a plus or minus counter on Silumgar Scavenger.
It gains haste until the end of turn if exploited that creature.
So the idea is, whenever something dies, it gets bigger, and it gets haste.
Exploit means you have the ability to sacrifice something when it comes into play.
So exploit was a mechanic in, I think, Dragons of Tarkir, in Blue Black.
And it allowed you, when you played a card, that you could exploit
a creature, meaning you could sacrifice a creature, and if you do, it generates an effect.
So the idea behind exploit is, A, you could just play the creature, not use exploit, just
you have a creature.
B, you could play exploit and sacrifice the creature you're playing, so you generate an
effect, but not a creature. Or C, you could play the creature, sacrifice another
creature,
and then
you could both
get the effect and the creature. Now this says
another creature, so this one doesn't let it exploit itself.
In Dragons, I think
we did let it exploit itself.
This one does not. Anyway,
and the reason we do that here is
the bonus doesn't mean anything if it's gone, so
there's no great reason to exploit itself. That's why we say another.
But anyway, this is just
taking advantage of this. And one of the things we often do is
we do effects where when a creature dies, you get a bonus.
It wasn't the keyword in Grixis and Shards of Alara, we do effects where when a creature dies, you get a bonus.
It wasn't the key word in Grixis in Shards of Alara,
but it was something we cycled.
And it's something we've done a bunch
of different times, and it's just
a black ability we like. So combining that
with Exploit felt like it was kind of fun.
Okay, next. Sisay, Weatherlight
Captain. Two and a white, so three
mana total, one of which is white. She's a
legendary creature, human soldier, 2-2. Sisay, Weatherlight Captain gets Two and a white, so three mana total, one of which is white. She's a legendary creature, human soldier, 2-2.
Sisay, Weatherlight Captain, gets plus one
plus one for each color among legendary
impermanence you control. And for
white, blue, black, red, green,
search your library for a legendary permanent card with
current mana cost less than Sisay's power.
Put that card onto the battlefield and shuffle your library.
So Sisay
was the Captain of the Weatherlight
from the Weatherlight Saga. She was kidnapped by Volrath, which is what started the whole
Weatherlight saga. You originally had met her. She actually had a small role
in the Mirage story. She and the Weatherlight played a role.
And then she gets kidnapped in Weatherlight, and that starts the whole Weatherlight saga.
Anyway, Sisay has a
green-white card, which is a very white card, which is a very good card.
It's a very popular card.
People play it in Commander all the time, but it is green and white.
Oh, it goes and gets legendary things.
Um, cause, uh, as a captain of the Weatherlight, her role was to recollect the pieces of the
legacy, uh, as part of the destiny of Gerard, a big part of the Weatherlight Saga.
Anyway, she tended to gather people and things,
so she goes and gets legendary stuff is the idea.
I think Ethan made this card.
The idea was let's redo Sisay, sort of let her do what she does,
but open it up so that she can play a five-color deck.
Because one of the problems with Sisay right now is
if you want to make a Weatherlight deck, and she's the captain, you can
only go get white and green things,
and while there are some white and green
members, you can go get Mirri, you can go get
Hannah, actually you can't even get Hannah, she's white-blue.
But now, you can go
get all the
Weatherlight crew
with her, because she has a, because her
activation is all five-color mana,
in her rule text, all five-color mana shows up, she has a, because her activation is all five color mana, in her rule text, all five color mana shows up, she has a five color color identity,
meaning that in Commander, she counts as five color, and then your deck can be all five colors.
So anyway, we had redone Mirri
a while back, I think in a Commander deck, and so I think one of the
things that we're looking at is, it's fun to go back and look at some characters of old
and redo them. So as somebody who oversaw
the Weatherlight Zyga, at least the early part, it is fun to see the crew come back.
So I do like that we have a new sissay. So I hope people enjoy playing with her.
Okay, Smiting Helix.
Three and a black for a sorcery. Smiting Helix deals three damage
to any target and you gain three life. And it has a flashback of red-white.
So flashback means you can cast this from your graveyard for its flashback cost and you
can exile it. Okay, so the cutesy thing about this is
we made a card called Lightning Helix in
what was Lightning Helix? Lightning Helix was in
Ravnica? I think it was in Ravnica.
Anyway, it turns out that
Lightning Helix is deal three damage,
gain three life. It's a red-white card.
Red does damage, white gains life.
It turns out that black does that
naturally by draining.
So, black
can do, can drain. So,
black can drain for three by itself.
So, draining is a mono-black effect or a red-white effect.
So the cutesiness of this card says, oh, well, you can play it for its black cost
or you can flash it back for its red-white cost.
And it's playing to the idea that this effect is both a mono-black effect and a red-white effect.
So it's a very cutesy card.
effect. So it's a very cutesy card. Somebody did ask why we can't make cards like this in a, um,
in a normal set. Like why, why is this in a, in a modern horizons? So the answer is that when we make off color activations like this, we tend to do them in cycles. So this is a very clever card,
but in order to make it a normal set
it'd be part of a cycle
and so that means we'd have to have a monochord cycle
that has
two colors
that share a wedge with it
so it'd have to be in a wedge set
it'd have to be in a wedge set
that has flashback
and we would have to be able to create
a whole cycle of this.
So, okay, it's clever that there happens to be
a mono black effect that's in red white
but are there four other effects that show up
both in a mono color and in the two colors
that share its wedge when combined?
And the answer is almost definitely there is not.
I have not tried to do it, but there's not
a lot of effects that overlap between one monocolor
and one color pair
that don't include that color.
That is a very rare thing to happen.
So that's the reason it's here.
It'd be hard to actually put that
in a normal set.
That is why. It is something
that is clever and this allows
us to do a lot more one-offs,
but the standards tend to have more structure to them.
Okay. Okay, next is Spell Snuff.
So Spell Snuff is one blue blue. It's an instant.
You counter-target spell, and then for Fateful Hour, which is an ability where if you have five or less life, draw a card.
So the idea here, Fateful Hour was
an ability word
in Dark Ascension.
In Dark Ascension, the story
was that humans are the brink of
extinction, and so we wanted a
mechanic that showed how desperate they were.
We made Fateful Hour, the way Fateful Hour
worked is, if you were at five or less life,
it gave you a bonus that helped you catch up.
It ended up not being the greatest of all mechanics.
It was not super well received.
I mean, flavorfully I liked it,
but it was just very narrow
where how often when I'm at five life.
And so the idea here is
normally Blue gets a counter spell.
We don't traditionally give Blue
a, I think we, when Counterspell was Counterspell blue blue, we made Dismiss, which was
two blue blue draw a card. So if we had done a modern day
Counterspell, it'd probably be three UU to draw a card, but
we know that cancel is... has a little bit
room for a little bit extra, especially in Modern.
And so the idea of giving this extra bonus
is, well, I get to counter spells, but
if I'm desperate, you know, I'm kind of low in life,
then I can draw cards. Drawing cards
is very good for helping
to catch up, especially when you're about to lose.
Next, Spinehorn
Minotaur. So it costs
two and a red.
So it's three mana total, one of which is red. It is a 2-3 Minotaur B So it costs two and a red. So it's three mana total, one of which is red.
It is a 2-3 Minotaur Berserker, so a creature.
As long as you've drawn two or more cards this turn,
Spinehorn Minotaur has double strength.
So I'm not sure whether this is an ongoing theme in the set,
but the idea, I think there might be more than one card to do this,
where it just rewards you for drawing extra cards. The reason this is in the set, but the idea, I think there might be more than one card to do this, where it just rewards you for drawing extra cards.
The reason this is in the set, I assume, is that there's a bunch of cycling in the set.
Well, there are a bunch of mechanics that net you cards.
Cycling is the one that jumps to mind.
But the idea is, this takes advantage of the fact that because we're in Modern Horizons,
and there's a bunch of different cards that sort of can net you card advantage. This allows you to have an extra bonus
and gives you extra reason why you might want to cycle a card, for example.
Because a 2-3 becoming a double striker gets extra damage,
especially if you enhance this in some way.
Okay, next, Splicer's Skill.
Two and a white, so three mana total, one of which is white.
It's a sorcery.
You create a 3-3 Culleth Golem Artifact
Preacher token, and it's got
splice onto instant or sorcery.
So for three and a white, as you cast
an instant or sorcery spell, you may reveal
this card from your hand and pay a splice cost.
If you do, add this effect to that card.
Okay, so this is
a very cutesy card.
So first off, Splice onto Arcane
was an ability we made
in
Champions of Kamigawa block.
The idea was, these are effects that
you can use
to enhance other spells. And when you do that,
when you Splice it, it stays in your hand.
It's kind of like a buyback variant.
But you can only use it when casting
a particular spell.
And Arcane was a creature subtype that we used.
Late in Champion's
design, it dawned on me
because I had made Splice.
Originally, my idea for Splice
was I was trying to make something
that gave you extra utility out of
the graveyard that was kind of
flashback-y, where
you could use this card out or the graveyard to add on
to things. We later moved it from the graveyard
to hand as an extra rider onto
spells. And then, for safety
purposes, I guess we made it arcane spells.
I later realized late in the process that
maybe it could just be instant sorcery spells
that maybe making it a subset that only
exists in the set was a problem.
But by the time I brought it up to
Brian Schneider, who was the head developer, it was just too late in the process
to make that change. Anyway, we tried
with Izzet in Guilds of Ravnica to do Splice on Instant Sorcery.
It didn't quite work out there because of the nature of the need to
overlap mechanics between guilds, and so it just didn't work out being a good guild
mechanic. Maybe one day it's the kind of thing we can bring back.
Here's a chance here to make a nod at it. We'd never done Splice on Instant Sorcery, so
this is the one, I mean, while this is not a new mechanic, because Splice is an old
mechanic, it is the one time, I think of this set, where we made a pseudo
new mechanic, because before you hadn't been able to Splice on Instant Sorcery, so while it is
technically an old mechanic, it breath you haven't been able to splice on instant sorcery, so while it is technically an old mechanic,
it breathes new life in that
it's a new way to make use of
splice.
Now, also, in
...
What set was it? There was a set that had
these splicers
that made
3-3 goblin artifact
creature tokens,
and then usually it would grant some ability to golems, I believe.
And there were different splicers that did this.
Was it Fifth Dawn?
Aaron Forsythe made them.
So it was a set that Aaron was in.
Aaron was on Fifth Dawn.
Aaron was also on Dissension.
It's one of Aaron's sets. Anyway, so the idea
of making a splice onto card that is
in combination with the effect of a splicer was
too good to pass up. So it's a very... It's the kind of stuff that
like I said, the code name for this in the hackathon
was Decadent. This is a decadent card.
It's like, aha!
I'm taking a mechanic that we did and changing up how we did it that we've talked about doing it
and putting it on a card that doesn't affect that, has a similar overlaps in the word.
Anyway, there's a lot of decadence in that card.
It's a very fun card, though, so I'm glad we were able to make it.
Okay, next.
Sorry, somebody is... I'm going to change lanes here. Somebody is
being very aggressive on my tail, so I'm going to move over here.
Okay, next.
Okay, next.
Stirring Address.
One and a white.
So two mana total, one of which is white.
It's an instant.
Target creature you control gets plus two plus two until end of turn with overload five and a white.
You may cast a spell for its overload cost.
If you do, change its text, replacing all instances of target with each.
So the idea is, if I cast it for
two mana, target creature gets plus two,
plus two. If I cast it for
six mana, all my creatures get plus two,
plus two. So this is
Overload. Overload was the
Ism mechanic in Return to Ravnica.
In fact, it was a mechanic I believe
that Ken Nagel
made during the first great designer search.
He was the lead designer for
Return to Ravnica. He thought it made it
interesting. Is it mechanic? And when he
was there, he brought it to Is It?
So that
was...
Okay, now, as I've mentioned
this before, one of the fun things that we've been
doing in this set is
taking mechanics that previously went in certain colors
and changing out the colors those mechanics appeared in.
So in this case, it was a white card.
Doing a white effect is a mechanic, right?
Overload was blue and red.
So we've done a lot of blue and red effects, but we haven't done white effects. And so this was our chance to sort of do a white effect with a mechanic that had only
before ever been in blue and red. Okay. Next, Sword of Sinu and Steel and Sword of Truth and Justice.
So they both cost three. They're both artifact equipment that equip for two. They both say
equip creature gets plus two plus two
sinew and steel has protection from black and red
truth and justice has protection from white and blue
sword of sinew and steel, whenever equipped creature deals combat damage to a player
destroy up to one target planeswalker and up to one target artifact
and then with truth and justice
when equipped creature deals combat damage to a player
put a plus one plus one counter
on a creature you control
and proliferate
so in original
Mirrodin we had made
sort of, what were they, Fire and Ice
was it Fire and Ice?
and
we made the
white black one and we made the blue-red one.
Sword of Light and Shadow and Sword of Fire and Ice.
Anyway, we had made two swords that basically did what these swords did.
And that's all we made.
That's the only two swords we made in Mirrodin blocks.
We went back in Scars of Mirrodin.
In each set, we finished out the cycle of the
enemy colored swords. We made one in Scars of Mirrodin, we made
one in Mirrodin of Siege, and we made one in
Nufrexia. Anyway, ever
since we finished out the enemy sword cycle, there's been, we want the
ally sword cycle! Where is the ally sword cycle, there's been, we want the ally sword cycle! Where is the ally
sword cycle? And so
we knew at some point we wanted to make them. The problem
was the swords were a bit strong for
standard, so it's a hard thing to put in
standard because we wanted them to be of a
power level similar to the original
swords.
And so
we didn't know quite what to do with them.
We joked for a while of turning them into shields
and then we thought maybe if shields,
we can make them a little different.
But in the end, we said, you know what the players want
is swords that are very similar
and then we realized that Modern Horizons
would allow us to do that.
As we like to do, we do what we call a throw forward
is instead of making all five, we just made two of them
much like the original Mirrodin block had
just made two of them. And so
will the other three exist? Yes, we will
eventually make the other three.
We are playing a long
game where we can take something, stretch it out a little
bit. We stretched out the first
sword cycle, so it felt
only apropos to stretch out the second one a little bit.
So we will make the other
three.
The other thing, by the way, for some reason
I got a lot of people yelling me about the sword
of truth and justice, that it should be the sword
of law and order.
The only problem there is law and order are both
white concepts. Neither is a blue concept.
So
truth and justice is nice because truth is a blue
concept and justice is a white concept.
So anyway, that is why it's not a sort of law and order.
But a lot of people bug me.
That should be.
Okay, next.
The first sliver.
So this costs white, blue, black, red, green.
So, Woburg, as we call it.
So it's five mana, one of each color.
It's a legendary creature, a 7-7 sliver.
It has cascade.
When you cast this spell, exile cards from the top of your library
until you exile a non-land
card that costs less.
You may cast it without paying its mana cost.
Put the exile cards at the bottom of your library in a random order.
Sliver spells you cast
have Cascade. Okay, so
this was, I talked about the meeting
where we came up with the wacky sliver
abilities. This was when we came up with what I didn't actually think we'd do.
All slivers have cascades, seems a little nutty.
But we ended up, we realized that we wanted to have a five-color sliver.
One of the kind of traditions of making slivers is every time we've done slivers,
although one time this happened over the, I think the core set did them over two years, and the five-color one I think happened over the I think the core set did them over two years and the
five-color one I think happened in the second one.
But other than that, every time we've done slivers in the same
set or the same block, I guess,
we've done a five-color sliver, legendary
sliver. And so
I just felt, apropos to have one,
this ability felt over the top.
Just wacky. And so
we did it here. I'm not
quite sure. I mean, obviously, this represents the first sliver.
We don't know where the slivers come from.
It is not something that we've seen before.
Volrath found them somewhere and brought them to Wrath,
but we don't know from where.
Perhaps one day we'll visit the sliver homeworld.
We've yet to meet it.
But anyway, this is definitely making a fun sliver card
for those who enjoy their slippers.
Also, this is categorized under the, which I disagree fundamentally, but the file I had put it under the, so that's why it's here.
Next, Throws of Chaos.
So Throws of Chaos costs three and a red, sorcery.
It also has cascade, and it also has retrace.
You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.
So Retrace was an ability from, what was it, Eventide,
and it allowed you to basically turn lands into your hand
into copies of cards with Retrace in your graveyard.
So it sort of said, hey, whenever you draw a land,
if you want, instead of it being a land, it could be this spell, as long as it's in your graveyard with
Retrace. This is one of our mix and match cards.
So it takes Cascade and Retrace, and so it mixes them together. This is a really fun card.
If you've never played it, I've played this actually twice now, in two different
drafts. And one time I won the game by
cascading into the card that makes the
stampeding hooves or whatever, the one that makes the two 4-4s,
because it's got suspend, but it just plays it. It doesn't care about suspend,
so if you cascade into it, I just got two 4-4.
Two 4-4. What are they, elephants, I think?
Next, Thundering Djinn.
3 blue, red. It's a 3, 4
Djinn, a creature, flying.
Whenever Thundering Djinn attacks, it deals
damage to any target equal to the number of
cards you've drawn this turn. Oh, this is another...
I talked about how there's a theme of
carrying how many cards you draw. This plays
into that as well.
The fact that this is blue, red tells me this is the
uncommon card that's telling you what to do with
blue-red. So blue-red must be play a lot
of spells. That must be the theme.
And so that other red card I talked about earlier
plays into this as part of this deck.
And so, there's a lot of
effects. Because this has access to all these different
kinds of effects, there's a bunch of effects,
a bunch of mechanics and effects
that let you draw cards. And so the blue-red
is just really playing to play a lot of cards and care about that.
Next, Treefolk Umbra. So Treefolk Umbra, two in the green, so
three mana, one of which is green. It's an enchantment. It's an aura. You enchant a creature.
Enchant a creature gets plus two, and assigns
combat damage equal to its toughness rather than its power. And it's got
Totem Armor, which says if an enchanted creature would be destroyed, So, okay.
So, the first ability, the doing damage equal to your toughness,
first showed up on Doran in original Lorwyn.
And Doran was this treefolk that made you assign your damage equal to
toughness rather than power. It was kind of a treefolk lord, because treefolks tend to have
high toughness. Um, it's an ability we've really enjoyed, and so we've started putting in a lot
more sets. Uh, we use it a lot in green. I think green, because green tends to have big creatures,
so, um, so green is the color that we tend to do that.
Oh, sorry, one second.
There's some traffic.
As I say, safety first.
So whenever I... One second, guys.
I'm just dealing with some traffic thing here.
So while I deal with that, I will...
I apologize.
But me...
Something bad happened to me during my podcast
because I wasn't paying attention to traffic
would be...
Would not lead to more podcasts. So, anyway,
okay, I've no doubt with that, and I'm
safe, and I can continue.
So, the
totem armor was an ability,
I forget which set it was in, it was in some
third set. Basically, the idea
was we're always looking for ways to make
auras better. The idea
here is it says not only do I grant the ability
I grant, but if the creature's ever going to die, I sort of save the creature.
You lose the aura, but I have this backup of not only am I granting the creature
an ability, but I save it the first time it's going to die. And yes, you lose
the ability when that happens, but hey, if the creature was going to die, you were going to
lose the ability anyway because you were going to lose the creature. So overall, it seems to be
a decent deal.
Next, treetop ambusher.
So one and a green
for an elf berserker. It's a 2-1.
It's got dash.
So for one and a green, you may cast a spell
for its dash cost. If you do, it gains
haste and returns to the battlefield
and its return from the battlefield
to its owner's hand at the beginning of the
next end step. And then
whenever Tree of Amateur attacks,
Tarkish Yukitoka gets plus one, plus one to end of turn.
So Dash was
the Mardu ability, the red,
black, white ability in
Khans of Tarkir.
It's a very fun ability.
I like Dash. But notice that green
is none of those three colors. So it's kind of fun to put the ability in something that
was in a different space.
Hold on a second. How are we doing here?
Okay.
I am... What are we doing? I just got to work, but I'm realizing that I'm close enough
to the end of this.
I'm going to quickly finish this up.
So, um...
Anyway,
that's Street Top Ambushers.
So, Tribute Mage.
Two and a blue.
Uh, it is a, um...
Two, two...
Oh, it's a cost.
Two and a blue.
So, three mana,
one of which is blue.
It's a human wizard.
Two, two.
When Tribute Mage
enters the battlefield,
you may search your library
for an artifact card
with a converted mask... Meh. You may search your library for an artifact card with Converted Mask.
You may search your library for an
artifact card with Converted Mask cost 2,
reveal that card, put it in your hand, and then shuffle your library.
So back in
5th Dawn,
we had a
theme, what we call COGS,
Artifacts that cost 1 or less.
We made a card called Trinket Mage that went
and got a little tiny
cheap artifact out of your library
and put it in your hand.
Since that time,
we've made other mages
that always enter the battlefield
and go get an artifact of a certain size
because we're very mad at cost.
And then it always starts with TR, I believe.
So like Treasure Mage and Trinket Mage
and Tribute Mage and
hopefully we... So we're slowly
filling in the gaps. I think we have two left.
I don't remember exactly. We've made
one or less. We've made six or more.
We've made...
This is two. I think we've done
maybe three or four.
Anyway, we're slowly
filling them all in. I think we have two left to go.
So as long as we don't run out of TR words,
hopefully we'll be able to do that.
But anyway, just as us finishing another cycle
that we're trying to finish out.
Okay, Twisted Reflection.
One and a blue.
It's an instant.
Choose one.
Target creature gets minus six, minus zero to end of turn,
or switch target creature's power and toughness to end of turn
Entwine black. Entwine means you
do both effects if you choose, if you pay the
Entwine cost. The cutesy thing about this card
is it's two blue effects. Blue can shrink
things. Blue can switch power or toughness.
But blue can't kill creatures.
And by combining these two things,
you're killing a creature with toughness six or less.
We really wouldn't on
one blue card let you do that. Obviously, if you have two different effects, yeah, blue 6 or less. We really wouldn't on one blue card let you do that.
Obviously, if you have two different effects,
yeah, blue could do that,
but we wouldn't put it all on one card.
So the cutesy thing here is if you entwine it,
if you do both together,
oh, it's a kill spell, now you pay black.
So this is another very cutesy Mel sort of design.
And once again, why wouldn't we do this in a normal set? It would require
us to have a set that has Entwine
in it, that's an enemy color
set where we're doing off-color
activations, and then we would
have to find an effect in each color
where there's an effect in the color
that when you combine them is something
the ally would do. That's very
hard to make a clean cycle where
all those are really cool.
Next, Umazawa's charm,
one and a black, instant.
Choose one.
Tiger creature goes plus two, plus two
until end of turn.
Tiger creature goes minus one, minus one
until end of turn.
You gain two life.
Charms are effects where you have
three things to choose from.
Umazawa made a thing called
Umazawa's Jitte.
These are the three abilities
that happen on Umazawa's Jitte. So are the three abilities that happen on Umazawa's Jitte.
So Jitte took the effects, turned it into a charm.
So very, very darling.
Universal Automaton.
One.
Artifact, Creature, Shapeshifter.
One, one.
Changeling.
This was just the grease, the grease, the wheels of the set.
The idea here is people need, people will have tribal things they want to make work.
This is every tribe.
It's simple. It's cheap. Any deck can play it.
And so it's just made to be something that
every deck can make use of.
Anyway,
something we thought would be fun and
cool.
Okay.
Urza, Lorehide, Artificer.
I'm just going to try and get through these.
I don't have enough that I do in anotherer. So I'm just going to get through these. I don't have enough to do another podcast,
so I'm just trying to finish up.
So this will be a slightly longer podcast so I can finish.
Urza, Lore High Artificer, 2 blue blue.
Legendary creature, human artificer, 1 4.
When Urza, Lore High Artificer enters the battlefield,
create a 0-0 colorless construct artifact token with this creature gets plus 1 plus 1 for each artifact you control.
Tap an untapped artifact you control. Add blue.
Five. Shuffle your library, then exile the top
card. Until end of turn, you may play that card
without paying its mana cost. So,
Urza is the character that
shows up earliest, or one of the characters that shows up earliest.
He's mentioned in Alpha on Urza's
glasses and Urza's sunglasses.
He's played a major role in the story
over many years, although he's long dead.
People have been asking for Urza forever. I made an Urza planeswalker in Unstable, but he's played a major role in the story over many years, although he's long dead. Uh, people have been asking for Urza forever.
I made an Urza Planeswalker in Unstable, but he's a Silver Border.
People wanted a Black Border Urza.
So we decided to make a Black Border Urza.
We decided to start with very, very early in his life.
So this is, um, around the time of the Brothers' War.
I think he's been married at this point.
Anyway, uh, there's a very narrow point where he's Urza, High Lord, and Arifis Ur.
This is pre-him getting a spark, so it's pre-him being a planeswalker,
allowed him to make a legendary creature so people can make a commander out of him.
At this point, he's very blue-centric.
He later will get white, then he gets black, then he gets red,
and then he gets green, I think, in that order.
Anyway, we decided that we're going to show, like,
instead of just making one Urza, this allows us to later make another Urza, or maybe, in that order. Anyway, we decided that we're going to show, like, instead of just making one Urza,
this allows us to later make another Urza
or maybe multiple other Urzas.
So we picked a very narrow point in time.
He's known for making artifact creatures,
so we gave him that ability.
He taught, in fact, he founded the Tolarian Academy.
So we have a thing that sort of references Tolarian Academy.
And then also, he's just, we wanted a thing that references Tolarian Academy. And then also,
he's just,
we wanted to make a powerful, cool card.
And so we love the idea that he
can randomly cast things.
You don't know what he's going to do,
but he's a powerful artificer
and he can do cool stuff like that.
Okay, what do we want here?
Wall of a thousand cuts
three white white creature
wall three five
defender flying
uh for white
activate wall of a thousand cuts
can attack this turn
as though it didn't have a defender
uh originally this was
called
um
what was it called
it was wall of swords
um
anime
it's called animated wall of swords because there's in alpha there's a card called wall of Swords. It's called Animated Wall of Swords.
Because in Alpha there's a card called Wall of Swords,
there's a card called Animate Wall, and Animate
Swords was a favorite target for Animate
Wall. They both were in white.
And a 3-5 Flyer is a pretty good card.
So originally this just was a 3-5
flying creature called Animated
Wall of Swords. That was its real name.
They decided that
it was weird to be a wall
but not have defender, and so they gave it a defender
and they gave it a way to activate it, so
it got tweaked. But this card was another card
from the hackathon. Ethan made it, I believe.
Okay, Watcher for Tomorrow.
One and a blue. Creature, Human Wizard. 2-1.
This says Hideaway.
This creature enters the battlefield tapped. When it does,
look at the top four cards of your library
exile one face down, then put the rest on the bottom of your library
when watcher for tomorrow leaves the battlefield
put the exile card into its owner's hand
hideaway was a mechanic in Lorwyn
it showed up on only
a rare cycle of lands
created by
Aaron Forsythe
it was originally called treasure
it was going to be a major mechanic in the set
ended up being more complicated than we thought, so we ended up
moving it to high rarity. This is kind of
fun to do hideaway on not a land.
So another way we can make new cards in Modern Horizons
is just do things in places we hadn't
done them before. Hideaway only showed up on land.
Here's a creature with hideaway.
Weather the storm. 100 green instant. You gain
three life. Storm. We want to
do a storm spell. The problem with Storm spells is if you can win
with the effect, they get degenerate.
So we made an effect that you can't win with.
I mean, you could combo it maybe, but this just
gets you life. So infinite life is not going to win you
the game. It helps you not lose, I guess,
but it doesn't win you the game. So we were able to make
that.
Okay. Okay, my
final two cards.
Wren N6, Red and Green,
Legendary Planeswalker, Wren 3,
plus one, return to one target land card from your graveyard to your hand,
minus one, Wren 6 deals one damage to any target,
minus seven, you get an emblem
with instant sorcery cards
from your graveyard to have retrace.
So there's a lot of cool stuff here.
So Wren is a dryad
who links together with a treefolk.
She does not name her treefolk, and this is the sixth one she's had, so it's called Six.
That's why Legendary Planeswalker is Wren.
Wren is the planeswalker, but she's bonded to Six, so Six travels with her because they're connected.
Anyway, so return a land card from Graveyard Hand.
So one of the things, there's a theme in the set of getting,
uh,
lands back from your graveyard or having lands in your graveyard.
This allows you to return them.
Um,
she does damage.
Uh,
and then the emblem is retraced at the building I talked about earlier where
you can,
um,
cast cards with retrace.
You can use,
you can turn lands in your hand into copies of, uh, cards with retrace. You can turn lands in your hand into copies of
cards with retrace in your graveyard.
This turns all your instant sorcerers into retrace.
So this lets you do kind of cool things.
So anyway,
this is a different kind of red-green card.
Also, because we were Modern Horizons,
we could use a
keyword that's not an evergreen keyword.
That's something that's tricky for us to do with Planeswalkers.
So we were able to do it here.
But anyway, people have been asking for us to do a little weirder of Planeswalkers,
a little less humanoid of Planeswalkers.
Hopefully the people have been asking for that.
Enjoy a random six.
Final card.
Yawgmoth, Thran Physician.
Two black, black.
Legendary creature.
Human cleric.
Two, four.
Protection from humans.
Pay one life.
Sacrifice another creature.
Put a minus one, minus one counter on up
to one target creature and draw a card. Black
black, discard a card, proliferate.
So Yawgmoth, like Urza, is a character people
have been asking for forever. But also like Urza
we decided to start from the beginning
and make him with the early
version of the card, allow us to make other stuff later.
Yawgmoth goes through a lot of changes.
There's a lot of versions. He
well he does not I guess he is not the maker of There's a lot of versions. He, well, he does not,
I guess he is not the maker of the Phyrexians.
He is the leader.
He becomes the leader of the Phyrexians,
or at least a group of Phyrexians.
And he is a person who,
the plane existed, I guess,
but he essentially sort of took this dead plane
and turned it into Phyrexia.
So he is somebody who experimented on things.
We were trying to play into that.
He really was not very nice to fellow humans.
That's why I suggested humans.
And Poliferate sort of plays into his experimentation.
I also like that Poliferate was a mechanic
connected originally to the Phyrexians.
Yawgmoth's connected to the Phyrexians.
So there's a lot of fun stuff you can do with him. And we thought that we wanted to. Yawgmoth's connected to the Phyrexians. So there's a lot of fun stuff you can do with him.
And we thought that we wanted to give Yawgmoth his due.
So we finally made a Yawgmoth.
We finally made Urza card, other than the
Silver Border one, and finally made a
Yawgmoth. So anyway,
whew, so that
is all the cards there is to talk about.
So anyway, thanks for this extra long
episode of Drive to Work.
So I just, I didn't have time
to do a whole other episode
I did enough cards to do another episode
so you got an extra 10 minutes of me in the parking lot
quickly going through them
so anyway, I'm now here
and I've been here for a little while
but you know what that means?
it means it's the end of my Drive to Work
so instead of talking about magic
it's time for me to be making magic
hope you guys enjoyed all the discussions on Modern Horizons
and I'll see you next time
bye bye