Magic: The Gathering Drive to Work Podcast - #727: Theros Beyond Death Cards, Part 4
Episode Date: April 3, 2020This is the fourth part of a series (of five) of card-by-card design stories from Theros Beyond Death. ...
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I'm pulling on my driveway. We all know what that means. It's time for the drive to work.
Okay, so I've been talking about Theros Beyond Death, and I'm up to green.
So we start today with the Binding of the Titans.
So one and a green, so two mana total, one of which is green.
It's an enchantment saga. It's a saga that enters after your draw step at a lore counter, sacrificed after chapter three.
Chapter one, each player
puts the top three cards of the library into their
graveyard. Chapter two,
exile up to two cards from graveyards.
For each creature card exiled this way, you gain a life.
And then chapter three, return target
creature or land card from your graveyard to your
hand. Okay, so this is pretty
simple. One
of the things that I talked about on another podcast
that we, or I think I talked about that, maybe I haven't talked about it, is the Titans.
I know when Ethan was doing the set in Vision Design,
one of the things we were looking for is, what are cool things that are
part of Greek mythology that we hadn't done in the first
Theros, you know, Theros
Born of the Gods and Journey to Nyx.
And the idea that Titans
was something we hadn't done.
I'll get to the actual Titans in a second, but
this is the story about the Titans.
Anyway, it's a pretty simple
thing. It self-mills,
which is something we let Green do from time to time.
Black
and Blue are allowed to mill the opponent.
Green is allowed to mill itself occasionally
and we often do stuff like mulch and things
where it looks for something and then the rest go in the graveyard
and then you get to exile stuff out of the graveyard
once again, it's something that green can do
black is number one in exiling the graveyard, green and white get to do it some
and if you exile on creatures, you get to gain life
so life gains a green thing creatures, you get to gain life. So life gains a green thing. And then
you get to return something.
Green has regrowth. So normally
when green returns something, it's anything.
But for flavor purposes,
they made it creature or land.
But this is a nice, clean,
simple little
design. I like it.
Okay, next.
Destiny Spinner. So Destiny Spinner costs
one in a green, so two
men in total, one of which is green.
It's a 2-3 creature.
Enchantment creature. It's a human.
Creatures and enchantment spells
you control can't be countered.
And then for three in a green,
target land you control becomes an XX
elemental with trample and haste
until end of turn where X is
the number of enchantments you control. It's still a land. So this is one of the interesting things
about making enchantment matters is finding different ways to make enchantment matters.
And so the idea here is it does two things. One is it keeps them from being countered,
applies to creatures and spells just to give it a little more utility. And it allows you to sort
of animate your lands equal to the number of enchantments. So the idea is, if you're playing
a bunch of enchantments, and note that
this is an enchantment, so at bare minimum,
just having this out means you can turn lands into 1-1's
because this is an enchantment.
But the idea, if you're playing a heavy enchantment deck,
yes, this allows you to start animating your
lands and making them bigger and bigger.
Okay, the first Iroan
games. Two in a
green, so three mana total, one of which is green.
It's an enchantment saga.
It's got four chapters.
Chapter one, create a 1-1 human soldier token.
Chapter two, put three plus one plus one counters on target creature you control.
Chapter three, if you control a creature with power four or greater, draw two cards.
And then chapter four, create a gold token.
So obviously, Iroa is our version of Athens.
So this is us making, this is the Olympics, right?
We're trying to make a toy of the Olympics.
The Olympics originally came out of Athens.
So the idea is we're doing our version of that.
And it's kind of fun.
Like, the people show up, and then some of them show our version of that. And it's kind of fun. Like, the people show up,
and then some of them show feats of strength.
And then if you have a bigger creature,
you get to draw cards.
So the idea is you make a 1-1.
You can put the three possible counters on the 1-1,
making a 4-4,
which then would trigger Chapter 3.
Although you can mix it up.
So, like, there's clearly a plan that you can follow,
and that plan will get you there.
But anyway, it's just doing a lot of different green things.
Green gets to make tokens.
Green gets to put plus and plus encounters on things.
Green gets to draw cards tied to creatures.
And then green, the gold token, I mean, green makes, I think the gold token's more for flavor than anything else.
The idea at the end that you get your gold medal.
So, anyway.
Next.
Next is Hydra's Growth.
So Hydra's Growth costs two and a green.
So three mana total, one of which is green.
It's an enchantment, an aura,
an enchant creature.
When Hydra's Growth enters the battlefield,
put a plus one, plus one counter on enchanted creature.
At the beginning of your upkeep, double the number of plus one plus one counters on enchanted creature.
So this is a card after my own heart. I may or may not have made this card.
I don't remember. So the idea essentially is that when this enters the battlefield, you get to put a counter on it. Plus one plus one counter. And then it doubles
at the beginning of every upkeep. So the idea is I put it on my get to put a counter on it, a plus one, plus one counter, and then it doubles at the beginning of every upkeep.
So the idea is I put it on my creature, put a counter
on it, the next turn, before they
can attack, obviously the beginning of my turn,
instead of one counter, it goes up to two, so now it's
plus two, plus two, then it'll be
plus four, plus four, then plus eight, plus eight,
it gets, grows fast.
So, anyway, I,
if you don't know that I love doubling,
I do love doubling.
And hydras are known, are tied to grills, so that's kind of cool. Okay, next, Klausis Design. Klausis is the, um, red-green god that, uh, had disappeared, that Xenagos took
the place of. We now learn that they, uh, they were in the underworld. Anyway, Cluff has designed five green sorcery.
So six mana total, one of which is green.
Creatures you control get plus S plus X until end of turn,
where X is your devotion to green.
So this is our version of Overrun.
So Overrun is a spell I think first tried from Tempest
that all your creatures get plus C plus 3 and trample.
from Tempest that all your creatures get plus two, plus three, and trample.
And so the idea here is kind of doing
an overrun
for Devotion.
It doesn't grant trample because
it can get pretty big, but
it is a good finisher,
especially for a heavy
green deck that would, you know, if you have enough
green creatures, it both, having green creatures
means your Devotion goes up, and it means
they all get bigger,, it's pretty cool.
Okay, Mantle of the Wolf.
Three and a green,
enchantment aura,
another aura,
enchant creature,
enchant creature gets
plus four, plus four.
When Mantle of the Wolf
is put into the graveyard
from the battlefield,
create two,
two, two, two
green wolf creature tokens.
So, one of the issues
on auras in general
is the offset
of card advantage.
So, this thing says, oh, I put it on my creature.
Well, if you kill my creature, obviously I'll lose two cards,
and then I'll lose my creature, and I'll lose this enchantment.
But when the enchantment dies, it gets replaced by two 2-2 wolves.
So it grants plus four, plus four, and then when it dies,
that plus four, plus four turns into four power of wolves,
which I think is pretty cool.
Okay. Okay.
Next.
Okay, next is Nexus
Wardens. So Nexus Wardens
cost two and a green.
So three mana total, one of which is green.
It is an archer.
It is a
satyr archer.
It's a 1-4.
It has reach and it has constellation
whenever an enchantment enters the battlefield under your control
gain 2 life
so one of the things about constellation that is a challenge
is that you have to do
things that are useful
whenever you would play
an enchantment it needs to be something that's
generally useful
and one of the nice things is life gain so Like, whenever you would play enchantment, it needs to be something that's generally useful.
And one of the nice things is life gain.
So, you know, whenever we do re-triggerable things, landfalls, stuff, stuff, stuff, life gain is a very clean thing.
And usually it's either a white or a green.
I think in general, well, it depends what you're triggering on.
Sometimes it'll be white, sometimes it'll be green. But it's a nice, simple trigger.
One of the things that when we're trying to do certain effects, something to think about, like for example, devotion has to do scalable
effects. Constellation has to do effects that are triggering but need to be
generally useful. They can't be too situational. And so those
kind of mechanics, we do them a lot. And so we start getting an idea of, oh,
okay, I need, this is a trigger mechanic, I need things that are generally useful. This is a scaling
thing, I need things, you know, and we start to learn, you know, as you do this
enough, you start knowing the kinds of effects that you can do.
Anyway, so one of the things that's interesting is as we design, that there's
a lot of repetition of design that people may not think of, that having
designed this kind of mechanic before makes it easier to design it again
just because you're more familiar with the patterns.
Okay, next.
Nylea, keen-eyed.
Three and a green, so four mana total, one of which is green.
She's a legendary enchantment creature.
God.
Five, six.
Indestructible.
As long as your devotion to green is less than five, Nylea isn't a creature.
Creatures spell as you cast cost one less to cast.
Two and a green reveal the top card of your library.
If it's a creature card, put it in your hand.
Otherwise, you may put it in the graveyard.
Okay.
Nylea is the green god, the major god in green,
the model green god.
She has an affinity for creatures.
She likes creatures.
So, A, she makes it easier to catch creatures also
once again when you get
devotion to five she becomes a creature so
casting creatures versus casting green
creatures will help
her ability helps speed that up to her
becoming a creature and then
she also lets you hunt for creatures so
I mean in a good way not a bad way
let's look off the top of your library to find them
so she's very veryoriented, which is pretty cool.
Nessian Boar.
Three green greens, so five mana total, two witches green.
It's a 10-6 boar. It's a creature, obviously.
All creatures able to block Nessian Boar do so.
And whenever Nessian Boar becomes blocked by a creature, that creature's controller draws a card.
Okay, so, a couple things going on here.
First off, the Nessian Bor is,
when Hercules had his twelve,
what are they called, labors,
one of the labors was to capture the Nessian Bor.
So it's a creature from Greek mythology.
Oh, I meant to say the Nessian Bor.
I mean, it was,
this is us doing the boar.
But, so, anyway,
it needs to be
something that is
big and scary.
So the idea of
making it a big
creature, so like
a 10-6 is pretty
big and scary.
And then it has
basically the lure
ability.
So in Alpha,
Richard made a
card called Lure
that was an aura.
And it's all
creatures must
block and chain
the creature.
Nowadays, we don't do full out lore all that often.
Most of the time we do now is what we call a limited lore,
which is I must be blocked.
Somebody must block me.
Not everybody must block me.
Not all the creatures must block me.
Just someone must block me.
But this one is like everybody.
And it's a 10-6, right?
So the idea is that it's pretty powerful.
Now, if you have enough creatures that you can kill it,
then okay, you blocked all your creatures.
I'm going to kill a lot of your creatures, but you kill this.
If not, if you get in chump mode,
which can be very frustrating with this thing,
that's why there's a negative for the controller.
Whenever it's blocked, the controller has to draw a card. So the idea is, I'm going to be coming through with this thing. That's why there's a negative for the controller. Whenever it's blocked, the controller
has to draw a card. So the idea is, I'm going to
be coming through with this thing, but at least
if you're chump blocking,
it allows you to sort of draw cards to try
to have answers to it.
Okay. Nexus
Wardens. Oh,
no, no, no, no. Sorry. I already did
Nexus Wardens.
Oh, I just missed... Okay, sorry. I went no. Sorry. I already did Nexus Wardens. Oh, I just missed Nessie.
Okay, sorry.
That went out of order.
I apologize for that.
Next, Nylea's Intervention.
So this is the intervention cycle.
X green, green sorcery.
Choose one.
Search your library for up to X lamb cards. Reveal them and put them in your hand. Shuffle your library.
Or Nylea's intervention deals twice X damage to each creature with flying.
So now that I see this thing, I do believe that all of them have X
and double X. Meaning one where X is just X and one where X is a double.
I think that was patterned all the way through. Anyway, so this thing
can help you find lands,
which something green does, or it can help you deal
with flyers, which something green does.
Nyx Herald, two and
a green, two, three, Centaur Shaman.
It's a enchantment creature. At the beginning
of your combat in your turn, target
enchanted creature or enchantment creature you control
gets plus one, plus one, and gains trample at the end of
turn. So one of the things we
did in this set is we connected
enchantment creatures with enchanted creatures.
So enchantment creatures are creatures that are enchantments.
Enchanted creatures are creatures that you put an aura onto.
But one of the neat things is, if I'm making you care about enchantments,
I both want you to play enchantment creatures and I want you to play auras.
So in this set, we link those together. Normally we don't. Enchantment creatures and I want you to play auras. So in this set, we link those together.
Normally we don't. Enchantment creatures aren't a thing we normally do.
So we can care about enchantment creatures and enchanted creatures
in a way that makes you care about enchantments in a connective way.
The idea is things that are enchanted or things made of enchantment
are something that you get to care about.
Okay, Nyx Bloom Ancient. Four green, green, green. Enchanted
Creature Elemental. Five, five. Trample. If you tap a permanent for mana,
it produces three times of that mana instead.
Okay. So when it showed at the... I was on
the Vision Design team, but this got made... I did not make this card. It got made during set design.
So in the slideshow, when this card came up,
often what happens is, we're at our Tuesday Magic meetings
some of the time, they're not always this, but sometimes we do our slideshows
and the slideshow is when the set is
close to being done, it's the last chance for everybody to look at it, a sanity
check, people can make comments and notes, and so
it's a chance to sort of make final notes
before the set is done.
The cards all have their art and everything.
They're as close to final versions
of the cards that we can show.
And it lets us see it and sort of
it's fun.
A, not everybody worked on the set, and B,
some people like me, I worked on it, but not near the
end, so I get to see what they've done with the set.
And it's just a fun experience.
But one of the things that happens is there are some yelling things out on the screen.
Some of them occasionally are real questions and stuff, but some of them are just us goofing around.
So when Nick's board agent went up on the screen, um, I said a lot in the room.
I go, wait a minute, you can triple things?
Because I'm known for liking to double things.
So, I'm all excited on the triple.
This is a Mythic Rare.
I think on Mythic Rare sometimes we're just like, how can we turn it up? How can we go to 11?
To use a Spinal Tap reference.
Um, so, anyway, this is, we've done
numerous, Mana Flare was
an Alpha, although it was in red originally.
The ability eventually moved up to green.
And this is like, how do we take this ability and just
turn it up? Normally you double it,
or you add one extra. So this
is tripling it. So, anyway,
that is pretty cool.
And it's not even legendary,
so if you want to get two of them out,
you can have nine times your mana.
I mean, okay, it's expensive, but still.
It's possible.
Okay, Farah's Banned Brawler.
Four green green.
So six mana total, two of which is green.
It's a 4-4 Centaur Warrior.
It's a creature.
When Farah's Banned Brawler enters the battlefield,
it fights up to one target creature you don't control.
So this card is...
One of the big conversations we've been having is,
is green creatures entering the battlefield not appropriate for green?
And we haven't really resolved it yet.
Obviously, we made one here.
One of the dangers is that green is supposed to be dependent on creatures for dealing with other creatures.
And I know how in a vacuum you're like, oh, well, a creature fights.
Well, there's a creature fighting another creature.
But on some level, I mean, you do have a creature, but it does act a lot like a spell.
Our joke is, you know, if you made a 1-1 death type creature that enters the battlefield and fights,
that's kind of just
a creature destruction
spell, you know. I mean, this is not
exactly that there's a body, but anyway,
we are putting under close scrutiny. I'm not quite
sure where we're going to land,
but one of the issues with green having
we definitely, in the recent
past, just like we're looking
at white to figure out how to make white
better in certain areas, like Commander and Zive, green is something we've stretched a little bit that we're looking at white to figure out how to make white better in certain areas, like Commander and Zav.
Green is something we've stretched a little
bit, that we're looking at. Have we stretched a little bit too far
in some areas? So we're definitely looking. We're looking
there. Renata,
Cult of the Haunt, 2 green, green.
So 4 mana total, 2 which is green.
Star, 3. It's a
legendary enchantment creature demigod, so this is
a green demigod. Renata's power
is equal to your devotion to green. Like I said, all the green demigod. Renata's power is equal to your devotion to green.
Like I said, all the demigods are power
or their toughness is equal to your devotion.
Each other creature you control
enters a battlefield with an additional
plus one plus one counter on it.
So she definitely, kind of like Nylea,
encourages you to play a lot of creatures
and then gets rewarded off you having a lot of creatures,
especially mono green creatures.
So the idea is, oh, well, make a mono-green deck, play lots of green creatures, your creatures
will all get bigger.
Nope.
Her ability works on any creatures, not just green, but her devotion to green encourages
you to play green, and then she just gets bigger.
So that is pretty powerful.
Okay, next up.
Ctesian Champion.
It's a 1-3 human warrior.
Has Constellation.
Whenever an enchantment enters the battlefield under your control,
put a plus one plus encounter on Ctesian Champion and draw a card.
So this one's pretty good.
Once again, we did make the change on the Constellation cards
that they themselves are enchantments. But that allows us to push things a bit more.
So this, not only, there was a card in
Journey to Nyx that drew you a Constellation draw card. This one not only draws you a card,
but it also makes it bigger, so you get to grow. So you get a growing creature
in addition to the card. One of the things that we got asked a lot
about is that we got asked a lot about is
that we say that
white gets narrow card drawing.
Enchantments is narrow.
Why do we put this in green and not put it in white?
I think in retrospect,
if we had to do this all over again,
I'm not sure we'd put the rider at the plus and plus
counter necessarily. We might have a different rider
because that's a little more green than white.
Although, white can do it a little bit.
But
I do think if we had to do this
over again, the card drawer would be in
the constellation card drawer would be in white.
Not that green can't do it.
Green can do it, but I do think that white
could use it a little more, especially in Commander.
We are looking for places to do
card drawer in a way that does feel white.
And this is an area where it does.
So I do think in the future we're going to look for more opportunities like that to let white do that.
Voracious Typhon.
I don't want to say Typhoon, but that's not what it is.
Voracious Typhon.
Two green greens.
So four mana total.
Two inches of green.
It's a 4-4 snake beast.
It's a creature.
It's got escape.
Five green green.
So exile four other cards from your graveyard.
And then it escapes with 3 plus 1 plus 1 counters. So this is another one of those creatures that just gets a lot bigger. So like, for example, it's a 4-mana 4-4.
That's okay. It's not amazing, but it's okay. But
after it dies for 7 mana, along with
4 cards from the graveyard,
you get a 7-7.
So it's a 4-4-4-4-4 that then on becomes a 7-7,
I'm sorry, a 4-mana 4-4
that becomes a 7-mana 7-7.
Now given each time you bring it back,
you've got to do 4 cards,
so that's a resource.
You can't bring it back infinitely.
But I think it's a pretty fun escape creature.
Okay.
Okay, so I've gotten into gold now.
So, Acolyte of Affliction.
So, two black-green.
So, four mana total.
One of which is black, one of which is green.
It's a human cleric.
Two, three human cleric creature, obviously.
When Acolyte of Affliction enters the battlefield,
put the top two cards of your library into your graveyard.
Then you may return a permanent card from your graveyard to your hand.
Okay, so what it does is it's self-milling.
It's something green can do.
And then green can regrow.
So green can regrow whatever it wants.
Regrowing a permanent is fine.
So the idea is it self-mills and it lets you regrow a permanent.
The reason this is black-green is... Oh, A A, self milling can be done in black and green.
And blue, for that matter.
But both black and green can self mill.
And returning a permanent card to your hand, black normally just does creatures where green can do anything.
So, but the idea of I selfmill, which black does more than green,
and I can re-grin something,
is something that is definitely playing an overlap
between black and green.
You're getting back a little more
than you would in mono black.
But the idea that you're getting a permanent
is trying to feel like it's a combination
between black and green.
The other thing is black and green,
this is, I'm pretty sure,
the uncommon signature spell. So one of the things we do for drafting purposes is most sets,
we will make a cycle of uncommon gold cards, two-color gold cards, that sort of reinforce the strategy of that color combination and give you a card that helps you with it. So black and
green in this set have a focus in the graveyard.
They use graveyard as a resource.
I'm sure there's some escape, you know, there's a bunch of escape.
And so this card is sort of helping you get there.
It's helping you sort of, because it's putting stuff in your graveyard,
maybe things with escape or resources that you can spend,
and then it's also letting you get something back.
So it's sort of doing what Blackwing does a lot,
which is a graveyard as a resource of putting things in and taking things out.
Okay, next.
Ashiok Nightmare Muse.
So three blue, black.
So it's five mana total, one of which is blue, one of which is black.
It's a legendary planeswalker. This is Ashiok.
one of which is blue, one of which is black.
It's a legendary planeswalker.
This is Ashiok.
So plus one, create a 2-3 blue and black nightmare creature token with, quote, whenever this creature attacks your block,
each opponent excels the top two cards of their library.
So whenever it attacks your block, it mills them for two.
Then it has minus three.
Return target non-land permanent to its
owner's hand. Then that player exiles
a card from their hand.
So it gets back a non-land permanent.
This is something Blue can do.
And then minus seven.
You may cast up to three face-up cards
your opponent owned from exile without paying
their mana costs.
Oh, sorry. The minus three
ability is return target non-land permanent to its owner's hand. Oh, it's bouncing minus three ability. Return target non-land permit
to the owner's hand.
Oh, it's bouncing.
Sorry, it's not regrowing.
It's bouncing.
Then that puts
exiles the cards
from their hand.
So blue-black has a card
called Recoil.
So that is Recoil.
So that's a blue-black effect.
Sorry.
And the minus seven is
it lets you cast
up to three cards
that have been exiled.
Now notice
you are...
When you mill them,
instead of to the graveyard,
it's exile mill,
meaning they exile it.
So when you're,
when you're making your,
your nightmare creatures,
they're milling your opponent,
which are exiling cards.
And to use the second ability,
you're making them exile cards from their hand.
So the first two abilities essentially are building,
oh,
I didn't mention this,
he starts with five loyalty.
And so the idea is that he are building, oh, I didn't mention this, he starts with five loyalty. Um, and so the idea is that, um, he's a, uh, sorry, not, uh, they, Ashiok is a, um, Ashiok is a nightmare planeswalker. Uh, their power comes from harnessing nightmares.
And so, uh, the idea that they make nightmares. The nightmares
make people lose stuff from their hand
because fear can
drive you insane.
And then they can
sort of mess with things and make you
mess with your memory and bounce things and mess with
your memory. And then
it can harness those things that are part of your
memory.
And then
Ashiak can harness them and cast them.
So it's a pretty cool card.
Okay, next.
Atrus, Oracle of Half-Truth.
Half-Truths.
Two blue-black, so four mana total.
One of which is blue, one of which is black.
It's a 3-2 Legendary Human Advisor.
It's a creature.
It's got Menace.
When Atrus, Oracle of Truth,
enters your battlefield, target opponent
looks at the top three cards
of your library and separates
them into a face-down pile
and a face-up pile.
And then you put one of those piles in your hand and the other in the graveyard.
So,
there's a card called
Factor Fiction that did this first,
where you divvy things and your opponent has to divvy your cards into two piles.
So the interesting thing here is one's face up and one's face down.
So you get to play some fun games.
Your opponent basically has to sort of, like, no matter what, they're going to divide it into
two piles. Odds are it'll be two and one. I mean, they could
do three and zero, but there's no choice. Unless they just want you to have three cards for some reason. There's no real reason
to do that. Maybe in a multiplayer game where your opponent
is someone who's helping you. But anyway, so it's going to be a 2-1 pile.
But your opponent gets to choose what's face up and what's face down. So
at bare minimum, you get to draw two cards. No matter what, you can draw two cards. Because they're going to divide into a pile of two and a pile of one. Or even they do three and O.
No matter what, you get two cards. Now, it might be face down. You don't know what you're getting
versus something face up that maybe you want or don't want. A common trick
with this is to put their two
best cards face up and their worst cards face down
and then go, oh, well, those are good cards. Wow.
What do they make me not want? And they put it face down. And then their curiosity gets the best
of them. And then they get their worst card. So a good little trick. Doesn't always
work, by the way. And if your opponent's onto the fact that you might do that, then maybe
they just take it. But anyway, assuming the face up cards have
any value,
it's a cute trick.
Okay, next.
Calyx, Destiny's Hand.
Two green-white, Legendary Planeswalker Calyx,
loyalty four.
Plus one, look at the top four cards of your library.
You may reveal an enchantment card from among them and put that card into your hand.
Put the rest on the bottom of your library in random order.
Second ability is minus three, loyalty.
Exile target creature or enchantment
you don't control until the target enchantment
you control leaves the battlefield.
And minus seven, return
all enchantment cards from your graveyard
to the battlefield.
Okay, so first off, we were on
Theros. We really wanted
to do a, um...
We really wanted to do a, um, we really wanted
to do a, um,
enchantment-based
planeswalker. We were on an
enchantment-based world. Um,
the only one that we had existed,
like, if you look at artifacts, there's all these
planeswalkers that care about artifacts.
Tezzeret cares about artifacts. Saheeli cares about
artifacts. Karn cares about artifacts.
Um, Doretti cares about artifacts. And then even cares about artifacts. Karn cares about artifacts.
Daredi cares about artifacts.
And then even stuff like Dak and Dovin
all have smaller, you know.
So we've done a lot of
artifact-based planeswalkers.
We've done one.
Estrid, I think,
is the only
enchantment-based
planeswalker we've done.
And for franchise reasons,
the character didn't make
a lot of sense here.
So we decided to make
a brand new planeswalker that was dedicated to enchantments.
We made it green and white because those are the key enchantment colors.
So Calyx does three things.
One is you may search for enchantments, right?
You can look at the top four cards in your library, get enchantments.
So A, the plus one is you can go find enchantments.
The minus three is you can deal with things
by sort of turning any of your enchantments
into an Oblivion Ring, essentially.
It's like, well, as long as this enchantment sticks around,
okay, I get rid of that.
You can get rid of creatures or enchantments.
And the final one,
I made a card back in Ursa's Destiny called Replenish,
which puts all enchantment cards from the graveyard into play.
It's a pretty powerful card.
That is Calyx's ultimate.
So the card really just says, hey, hey, play a lot of enchantments.
I'll find them for you.
I'll use your enchantments as a way to answer problems,
and I'll help you get them back later in the game,
which is, like I said, having played many Replenish decks in my day is quite powerful.
Okay, guys, so I'm is quite powerful. Okay, guys.
So I'm not quite done.
I'm close.
So hopefully I'll have one more podcast
and I will finish up.
But anyway, I had...
Traffic was pretty good today.
So I'm gonna...
I think I'm gonna wrap up for today.
This is a little quicker than normal, though,
if you guys get it.
Normally I'm over 30 minutes.
Just under 30 minutes today.
So, yeah, so you guys get it. Normally, I'm over 30 minutes. Just under 30 minutes today. So,
yeah, it's the podcast where low traffic
takes away content from you.
But anyway, it's almost 30 minutes, so I think we can call it
a day. Anyway, I'm at work, so we all
know what that means. This is the end of my drive to work.
So instead of talking magic, it's time for me
to be making magic. I'll see you next time.
Bye-bye.