Magic: The Gathering Drive to Work Podcast - #728: Theros Beyond Death Cards, Part 5
Episode Date: April 3, 2020This is the fifth part of a series (of five) of card-by-card design stories from Theros Beyond Death. ...
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I'm pulling my driveway. We all know what that means. It's time for the Drive to Works.
Okay, so the last four podcasts I've been talking all about Throne of Eldraine.
I think I have one more podcast in me. So I left off at Multicolored.
So last we had talked, let's see, what was I up to?
I think we left off with Calix. Did we talk about that last time?
Okay.
So let's start with Dalicos, Crafter of Wonders.
Okay.
So it costs one blue red.
So three mana total, one of which is blue, one of which is red.
It's a 2-4 legendary creature, a merfolk artificer, and it has the following ability.
Okay. So it's tap, add two colorless mana, spend this mana only to cast artifact spells or ability or activate abilities of artifacts. The Crypt
creatures you control have flying and haste. So the idea here is, uh, most of the set cares about, uh, enchantments, uh, but we have one,
one, you, you do want a few cards that are a little, uh, a little off theme in the sense that,
um, you do want occasional things, like, just say, for example, someone comes to your set and
the thing that's your theme, they're like, I'm not sure, you know, you want to have a few things
in there for people that might not be, uh, so
let's say you're just not, not up
for enchantments. Okay. Uh, here's
where we throw your bones. One, this is the one
artifact carrying spell. Um,
so basically what this thing does is
it produces mana. So blue and red
are the two, um, colors
most associated, well, blue, red,
and white, I guess, are the colors most associated with artifacts.
Uh, but blue and red definitely does. They're the inventors. That's why
you see Izzet, for example, are all the inventors. So anyway, it produces
mana that you can use to cast and activate artifacts, and
then it also encourages you to play equipment, because equipped creatures
get two abilities, a blue ability, flying, and a red ability, haste.
And so this is just something, you know, it's
clearly this was made legendary.
This was made as, I think, as a
potential commander. Like
I said, it's not something that is
super thematic here, although
the idea of
inventors and stuff, there is a lot of
that does show up a lot in
Greek mythology, so the source material does have
a lot of invention.
We're just playing up the idea of enchantments from a mechanical standpoint make a lot of sense here.
And we've sort of...
I mean, hopefully...
I mean, Urza Saigo is the other one,
but at least it's the world that people associate with enchantments.
Urza Saigo, we called it the Artifact Blocks
and made broken artifacts and said,
hey, look at the enchantments, and no one did.
Okay, moving on.
Devour of Memory.
So Devour of Memory is blue and black,
so two mana total.
One of which is blue, one of which is black.
And so it is a 2-1 creature.
It's a nightmare.
Hold on one second.
Let me get some water.
Sorry about that.
Okay, so it's a 2-1 nightmare
for two mana,
and whenever one or more cards
are put into your graveyard from your library,
Devourer Memory gets plus one, plus one until end of turn and can't be blocked this turn.
One blue-black, put the top card of your library into your graveyard.
So the idea here is that whenever you get milled,
since you're playing a blue-black deck, odds are you're milling yourself,
it gets bigger.
It's for every batch of milling that happens,
meaning if one or more cards get
milled. So when you milled, for every batch of milling
it gets plus one, plus one.
And the idea is
for three mana, one
blue-black, you can put a card, you
can sort of self-trigger itself.
So obviously you put this in a deck that cares about graveyard
as resource. You're milling yourself.
There's a bunch of ways in the set to care about that.
Escape and other things. And then
this card itself, every time
you mill, gets unblockable
and gets bigger. So instead of 2-1, it becomes
a 3-2, unblockable.
Now you can activate this multiple times
to make it bigger. The unblockability doesn't
stack, but you can make it bigger if you want.
Okay.
Next.
Enigmatic Incarnation.
So, two green-blue.
It's an enchantment.
At the beginning of your end step, you may sacrifice another enchantment.
If you do, search your library for a creature card with converted mana cost equal to 1 plus the sacrifice enchantments converted mana cost.
And put that card onto the battlefield.
Then shuffle your library.
So what this does is it turns enchantments into creatures.
And it turns into creatures that are 1 bigger than your enchantment.
Now be aware if you're playing enchantment creatures, you could funnel through enchantment creatures.
Or you can play some combinations of enchantments and creatures.
But this is messing around in space we've done before, but normally when we've done in the past
it's been creatures going to other creatures. This lets you turn enchantments into creatures.
So you can get enchantments, get value of those enchantments, and then later after you have lost value out of them,
you can then turn them into creatures.
Okay, next.
Gallia of the Endless
Dance. Red, green, 2, 2
legendary creature, satyr.
Haste. Other satyrs you control get
plus one, plus one, and have haste.
Whenever you attack with three or more creatures, you may discard
a card at random if you do draw
two cards. Okay, so
first off, people love the art of this
card. She is,
Galia is a very happy satyr that is definitely about to have fun.
And so the idea is this is a satyr lord.
This helps your satyrs.
We haven't done a lot of satyrs outside of Theros.
In fact, have we done any?
We might have done one or two.
Mostly they're from Theros. But we've made a bunch of satyrs in Theros. They fact, have we done any? We might have done one or two. Mostly they're from Theros.
But we've made a bunch of Satyrs in Theros.
They're red and green, so it makes sense
she's red and green.
One of the things we like to do, like you notice, for example,
we'll have, usually
every set will have some larger tribal themes,
but we like doing
one-offs. Like, this is a good example of,
hey, here's a Satyr Lord. If you want to
go make a satyr
deck whether or not i mean it's legendary so you can make a commander deck or you can just make a
uh you know modern pioneer deck um and you can go get all your satyrs put them together and then
it's something that sort of encourages you to make that deck um and we like making lords for various
creatures they don't always have to grant plus one, plus one, although a lot of them do. But just something that encourages you
to sort of, encourages you to
just make a deck that maybe you wouldn't have made otherwise.
I think that is
quite valuable. Okay, next.
Haktos the Unscarred.
Red, red, white, white.
So this is four mana, two which is red, and two which is white.
Legendary creature, human warrior, 6-1.
Haktos the Unscarred attacks each combat if able.
As Haktos enters the battlefield, choose two, three, or four at random.
Haktos has protection from each converted mana cost other than the chosen number. Okay, so this
is top-down Achilles.
So in Greek mythology, Achilles
was a mighty warrior.
His mother, being very protective,
when he was a baby,
dipped him into the river Styx,
holding him by his
heel.
And all of him, except for the one place where she held him,
that was dipped into the river, became invulnerable.
And so he was a very good warrior because no weapon could harm him.
But it turned out he had an Achilles heel.
That's where the expression comes from.
Which was that his heel was his weakness.
And somebody learned about that and shot him in his heel and killed him.
But anyway, Ethan had
wanted to make Achilles
in the original Theros.
I think the original card
just had protection from three, I think.
The idea was
that
and Ethan tried to get it in.
It was in the file. We handed it
off from Vision, or from Design. Back then it wasn't Vision Design. It was in the file. We handed it off from Vision,
or from Design back then.
It wasn't Vision Design yet.
We handed it off from... It ended up leaving for various reasons.
I think Ethan tried to get it in again
at Journey to Nyx,
so he led Journey to Nyx,
but it didn't make it there either.
So finally, we tried again,
and Ethan changed it up a little bit.
This time, randomizing,
so you don't quite know
what it has protection from
so your opponent has to sort of
figure it out
like oh
is it two
is it three
is it four
so let's
since you don't quite know
what it is
you have to experiment with things
to figure out
what will work
and what will not work
I think
is it secret
let me take it back
is it secret or not
no I guess
I guess the opponent knows
whether it's two
three or four
you just choose it at random
so you the person playing you don't get to pick it but I guess everybody knows what whether it's two, three, or four. You just choose it at random. So you, the person playing it, don't get to pick it.
But I guess everybody knows what it is, wants what it is.
But that means they then have to find that answer to be able to deal with him.
Anyway, the card turned out really cool.
And I'm glad that Ethan followed my school of thought of,
if you like something, just keep making it.
Eventually, they'll let it through.
Okay.
Next.
Hero of Nixborn.
So Hero of Nixborn
is one red-white, so three mana total,
one of which is red, one of which is white.
It's a 2-2 enchantment creature, human-soldier.
When
Hero of the Nixborn enters the battlefield,
create a 1-1 Human Soldier creature token.
And whenever you cast a spell that targets Hero of Nyxborn, creatures you control get plus 1, plus 0 until end of turn.
So that ability, the last ability, is basically what the ability Heroic was.
Although Heroic was whenever you were targeted, whenever this creature's target generates an effect.
So in this set, there's five cards that essentially have heroic.
All of them do the same thing.
They're in red and white. Two in red, two in white.
I think one common red, one uncommon red,
one common white, uncommon white, one uncommon
red-white, which is the red-white signature
card, the architect card.
And all of them grant
plus one, plus zero until end of turn. We didn't
put heroic on them, just because there weren't that
many of them. They all did the same thing.
We did label them all Hero of Blank.
And like I said, they're in red and white.
And so the idea was that it is...
Red, white is the aggro deck.
So it was a heroic thing that really played into a go-wide aggro strategy
because it pumps your team.
The card that makes you want to build around it,
not only does it do that, but it also makes a 1-1.
So for three mana, I get a 2-2 and a 1-1.
And so if I target hero just off what I have in the battlefield,
forget anything else I have,
I'm going to hit you for five damage, right?
Because I have a 2-2, it becomes a 3-2,
and the 1-1 becomes a 2-1.
Next, Clothis, God of Destiny.
One red green, so three mana total, oneotheth, God of Destiny. One red green.
So three mana total.
One of which is red, one of which is green.
Four or five legendary enchantment creature god.
Indestructible.
As long as your devotion to red and green is less than seven,
Clotheth isn't a creature.
At the beginning of your pre-combat main phase,
exile target card from a graveyard.
If it was a land card, add red or green.
Otherwise, you gain two life,
and Clotheth deals two damage to each opponent. graveyard if the land card add red or green otherwise you gain two life and clific deals
two damage to each opponent um so uh one of the things kind of funny here is first off
let me talk about the god of destiny so uh it's a red green god destiny is very much a green concept
so the idea that the red green god is the god of destiny here is not saying that red and green
inherently together are the concept of destiny as much as god is the god of destiny here is not saying that red and green inherently together
are the concept of destiny,
as much as it's a god of destiny, very green thing,
that has a very red outlook on life,
that is very much, has a very adamant style, you know what I'm saying?
So it is kind of a character that has red means to get to a green end goal.
A lot of times I talk about with multicolor
how sometimes one color is the end goal and sometimes the means. This is
a god of fate whose end goal is fate, so end goal is green, but a lot of her methods are
red. When in original Theros, when Xenagos became a god, it was because the red-green
god had gone missing and he took her place. This is the red-green god.
She's trapped in the underworld,
and we knew we had to let you see her,
because everybody was all, where was the red-green god?
Where's the red-green god?
So we wanted to show you the red-green god.
This is obviously designed like the other gods.
The one thing is that the other are all have static ability, activate
ability.
She just has an activate ability, but she functions like the other two, two color gods
where the devotion is of both of them have to add up to seven rather than just one color
add up to five.
So she's, she's modeled after the, uh, the two color gods from original Theros block,
uh, born of the Godhead, the allies and journey mix at the end.
was black. Born of the Godhead,
the allies, and Journey of the Nixxar, the enemy.
Anyway, so the idea is
she's exiling cards from graveyard
and then one of two things happen.
Either
if it's a land, you're generating
mana, and red and green are the two colors that generate
mana, or
if it's a
not a
land, you're essentially draining your opponents for two,
which is funny because you saw this before in a red-white cart as well.
Red does direct damage, and white and green gain life.
So red does damage, green gains life.
Black can do that by itself as a drain.
This technically is not a drain from a flavor standpoint.
You're just getting two effects, but they are two effects that go together on another color.
So apparently, I think for some reason it's entertaining to us
to let red, white, and now red, green cards do drain effects
because red does damage and white and green gain life.
But anyway, that is the God of Destiny.
Okay, next.
Croakza, Titan of Death's Hunger.
Black, red, so two mana total for a 6-6.
A legendary creature, Elder Giant. But when Croxa enters the battlefield,
sacrifice it unless it escaped. So when you first time you cast it for two mana,
it's a 6-6, but it just goes, it dies right away. Then it says, whenever Croxa
enters the battlefield or attacks, each opponent discards the card, then each opponent who didn't discard a non-land card loses
three life. So when you play it and it sacrifices right away, you do generate
that effect as well as when you escape it. And then it's escape black, black, red,
red, so double the cost to cast it normally, exile five other cards from your
graveyard, and then it gets to come out. So the idea is, I play this for two mana,
I make my opponent
discard a card. Uh, if they can't discard, if they discarded, I'm sorry. Um, if they didn't discard a
land card, it also makes them lose three life. And then I now have a creature that once I've built up
four mana and five cards in my graveyard, I get to bring out a six, six. Um, now, uh, the Titans,
like I said earlier, I'm sorry, not earlier, I said on a previous podcast,
that the Titans were something new we added that we hadn't done in original Theros block.
We were trying to find some new space to play around with,
and the Titans are a big part of Greek mythology.
They predate the gods
uh so we decided that we would do our version of the titans um ethan originally made the titans a
five a cycle of mono colored titans um it turned out that a we didn't have space for five and
since they were legendary made a little more sense to make them multi-colored just to give them a
little more play and maybe make them more exciting commanders. So we ended up making two multicolored ones,
one of which is Croak's.
I'll get to the other one in a second.
They both have the shtick of
sacrifice me when you play me,
and you can only escape me from the graveyard.
The only way to get me into play, really,
is escape me,
but I haven't entered the battlefield effect.
So when you play me for the cheaper version,
I'm generating an effect.
Okay, next.
Kunaris, Hound of Aethreos.
One white, black.
So three mana total, one white, one black.
It's a 3-3 hound, legendary creature.
It's got Vigilance, Menace, and Lifelink.
Creature cards in graveyards can't enter the battlefield,
and players can't cast spells from graveyards.
Okay, so this is Cerebus,
our version of Cerebus, the three-headed
dog that guards
the underworld. So
Athreos is the god
of the underworld, or the god that
guards the underworld, I guess.
So he has a dog, three-headed dog, because we're doing
trope space here.
Because the guard has three heads,
the dog has three heads, it has three heads it has three abilities
vigilance, menace, and lifelink
vigilance, a white ability
menace, a black ability
lifelink, a white and black ability
and then creature cards can't
creature cards and graveyards
can't enter the battlefield
and players can't cast pulls
from the graveyard
so while he's out
he's guarding the dog
the doggy is guarding his
the graveyard.
And so Koronas keeps you from getting things away.
You can't escape.
Well, he's guarding.
So I think this is pretty flavorful.
Mischievous Chimera.
Blue-red.
So two mana total for a 2-2 enchantment creature, a Chimera.
Flying.
Whenever you cast your first spell for each turn,
Mischievous Chimera deals one damage to each opponent
and you scry one.
So this is the blue-red
uncommon build-around card.
Like I said,
it's spell-based
and wants you to stuff
on your opponent's turn.
So this rewards you
for that by doing
a red effect,
do one damage
to the opponent,
and a blue effect,
scrying one.
So this is just the card
that sort of encourages
you to do it.
But also,
it's a two-mana,
two-two flyer. I mean, it's a pretty efficient card. And if you do what it says, if you generate do it. But also, it's a two mana, two tooth flyer.
I mean, it's a pretty efficient card.
And if you do what it says, if you generate a lot of the effect,
it's pretty potent.
Okay, next.
Pelucanus Unchained.
Two black green for a legendary creature, Zombie Hydra.
So it's a 0-0, but Pelucanus enters the battlefield
with six plus one plus one counters on it.
It escapes with 12 plus one plus 1 counters on it instead
so it's a 6-6 creature
and when it dies you can bring it back from the graveyard
not as a 6-6 but as a 12-12
if damage will be dealt
to Pelucanus while it has a plus 1 plus 1
counter on it, prevent that damage
and remove that many plus 1 plus 1 counters
so any damage to it is kind of permanent
so if I'm a 6-6 and you do 4 damage to me
oh I take 4 damage permanently now I'm a 2-6 and you do 4 damage to me, oh, I take 4 damage permanently, now I'm a 2-2.
One black green, Plutonous fights another target creature.
And escape, 4 black green, exile 6 other cards from your graveyard.
So basically, you get a 4-mana 6-6,
although it's a 6-6 that all damage is permanent.
So it's a little more vulnerable than most, fragile than most.
But it also has this fight ability, so you can use it.
The one thing here is, unlike the ETB fight, this thing really gives something up to fight
that you're losing your size based on damage, so you really are
losing some creature for the fight, so this feels a little more right for a green fight card.
Also, it's a black-green card, not just a green card.
But anyway, Pelucanos was a legendary Hydra from the original Theros.
And now it's dead and in the underworld.
So that's pretty flavorful.
And so we wanted to make a really splashy Pelucanos, but this time it's an undead Pelucanos. So that's pretty flavorful. And so we wanted to make a really splashy Pelucranos,
but this time it's an undead Pelucranos, so that's kind of cool.
Okay, next.
Siona, Captain of Pileus.
One green-white, so three mana total,
one of which is green, one of which is white.
It's a 2-2 legendary creature, human soldier.
When Siona, Captain of the Pileus, enters the battlefield,
look at the top seven cards of your library.
You may reveal an aura card from among them and put it in your hand.
Put the rest of the bottom of your library in random order.
And whenever an aura you control becomes attached to a creature you control, create a 1-1 human
soldier creature token.
So this is an Aura Lord.
It's a white green.
It's legendary.
It's meant for, can be a commander.
And the idea is that it both helps you find auras and then rewards you for playing auras.
And so it's like, this wants to be played with lots of auras.
You play with a lot of auras, and both, it'll help you go get the auras,
and it will make lots of 1-1 creatures.
And the reason 1-1 creatures are nice is it just makes more things that you can put auras on.
Okay, Slaughter Priest of Mogus, black and red.
Creature Minotaur Shaman, 2-2.
Whenever you sacrifice a permanent,
Slaughter Priest of Mogus gets plus 2 plus 1
until end of turn.
To sacrifice another creature or enchantment,
Slaughter Priest of Mogus
gains first right until end of turn.
Okay, so this is, I believe,
the black and red build around,
uncommon build around.
Black and red are all about sacrificing things.
Black can sacrifice creatures,
red can sacrifice enchantments.
Red can also sacrifice creatures.
But sacrifice enchantments is something we gave to red in this set.
So whenever you sacrifice a permanent, the thing gets bigger.
Moges, by the way, I think is one of the gods is a minotaur.
And so this is a minotaur shaman, but to the Minotaur God.
And like I said,
we mentioned all the gods.
Some of them are on cards,
but all the rest we mentioned
through names and flavor text and stuff.
The other thing is that this thing can...
You can pay to sacrifice
a creature enchantment.
Like I said,
black tends to sacrifice creatures,
red sacrifices enchantments.
So you can sacrifice either
because of the black-red card. and then that means you can trigger itself.
And when you sacrifice a creature, it gets first strike.
So not only does it get plus two plus O, because of its static ability, but when you sacrifice
a creature enchantment to it, essentially becomes a four two first striker, which is
a pretty scary thing.
Next, Uro, Titans of Nature's Wrath.
This is the other Titan.
It's in green blue. So one one green-blue, three mana total.
One is green, one is blue.
It's a 6-6 Legend of Elder Giant.
When it enters the battlefield, sacrifice unless it escapes.
So same trick as the other one.
When Uro enters the battlefield or attacks,
you gain three life and draw a card.
Then you may put a land card from your hand on the battlefield.
So it's a very green-blue card.
And then escape, green-green, blue-blue,
exile five other cards.
So it's mirrored very much like the other Titan.
I think the other Titan costs two mana. This costs three.
But other than that,
it costs CCDD or
MMNN, two colors and two other colors
to escape it.
It has an effect that's generated.
It's sacrificed if you don't
escape it, but it has an enter the battlefield effect. It's sacrificed if you don't escape it,
but it has an enter the battlefield effect,
so it triggers both times,
either if you cast it or escape it.
And then it just becomes this big, scary 6-6.
Notice that we didn't cross over colors because we just did two of them.
We did one black-red and one green-blue.
Everybody seemed to think that's some conspiracy against white. I think we just made two that we thought
were cool. We weren't trying to necessarily
leave white out, but if you make two two-colored
things and don't overlap colors in a
five-color game, you're going to miss one.
Missing white was not
on purpose.
Next, Warden
of the Chained.
One red-green. It's a Minotaur Warrior.
It's got trample. Warden of the Chained can't attack unless. It's a Minotaur Warrior. It's got Trample.
Warden of the Chained can't attack unless you
control another creature with power 4 or greater.
And it's a 4-4. So it's a 3-mana
4-4, which is pretty good. But
you have to have another 4-power creature to attack with it.
Note that red green, this is the build
drawing card for red green at Uncommon.
Having creatures power 4 or greater is the theme
in red green. So this thing is kind of like,
hey, I'm really good,
but you've got to be playing some other four-power creatures.
And so hopefully you're doing that.
Okay, into artifacts.
Altar of the Pantheon.
So Altar of the Pantheon is an artifact that costs three.
It says your devotion to each color and combination of colors is increased by one.
Tap, add one mana of any color.
If you control a god, a demigod,
or a legendary enchantment,
you gain one life.
Okay, so the idea is
this card started because we wanted to make a card
that increased devotion.
We spent a lot of time trying to figure out
what that means.
Eventually, it turned out
you could just say,
hey, your devotion is plus one.
Notice we say color or combination of colors.
The goal wasn't to make two-color gods have plus two devotion.
It's just plus one.
If you care about devotion, your plus one in devotion is the idea.
And then for flavor, the idea is, okay, well, if it's going to have to do with devotion,
it's probably tied to the gods.
Okay, well, what if we give you some reward if you're playing something thematic?
And so the idea is, it can add mana of any color, so you want to play it as mana.
I mean, it's a three-cost artifact
that has any mana.
That's something you might want to play
if you're playing two or more colors.
And then, for a little extra bonus,
a little just more flavor than anything,
it gives you a life if you have a god,
a demigod, or a legendary enchantment.
And I think the reason it says legendary enchantment
is I'm not sure if gods are gods
before they become creatures if they haven't been turned on yet so that we want to make sure that
you come to the God you know if he leons in play whether or not he leons a creature you
still got to count it so that's that's that is why it said that okay next I in transing lighter Okay, next. Entrancing Lyre.
So this costs three.
It's an artifact.
You may choose to not untap Entrancing Lyre during your untap step.
X-tap.
Tap target creature with power X or less.
It doesn't untap during its control or untap step as long as Entrancing Lyre remains tapped.
So the idea here is this is a lyre that plays itself.
It's funny because in Throne of Eldraine,
we had a harp that plays itself and ended up getting cut.
But that trope actually overlaps between Greek mythology and fairy tales.
So my assumption is it started in Greek mythology
because that's older than fairy tales.
But anyway, it does overlap between them.
When Jack goes, there's a cell playing harp.
Anyway, the idea is this can lock something down.
So you can...
But because locking down things is powerful,
it's X.
So you have to lock down larger things.
You have to pay more mana.
But once you lock it down,
you can choose not to untap it
and then keep it tapped.
This is a mechanic that goes way back.
We've been doing this mechanic for a long, long time
of locking things and leaving it locked.
Okay, next. Nick's Lotus.
Four legendary artifacts.
Nick's Lotus enters the battlefield. Tap.
Choose a color.
Add an amount of mana of that color equal to your
devotion to that color. So this is a
Lotus that taps
for devotion, meaning it taps with that
much devotion.
This is pretty potent.
I'm not up in some of the larger formats,
but I have to believe,
at least in monochrome decks,
that this card's going to see some play.
It's a pretty potent card.
But anyway, I think we wanted to make something...
By the way, the way you can tell
we think it's powerful
is we put Lotus on it.
We do not use the word Lotus.
It's a pretty potent word that excites our players.
And so, A, it has to reduce mana, because that's what Lotuses do, and multiple mana.
But we don't tend to use Lotus unless we really think the card is something people are going to like.
We made a few mistakes back in the day, so it's not as if we've never...
Like, Lotus Guardian should not have said Lotus on it.
But most of the time now when you see Lotus, it's what we call a power word.
It excites people.
So, you know, you're not going to see it without it being something.
We at least think it's going to be exciting.
Not guaranteed.
It might be something that we think is exciting.
I guess it doesn't have to be powerful.
Usually it's something that's exciting because it's powerful.
And making mana is usually good.
Okay, next. Shadow Spear 1. Legendary Artifact Equipment.
Equip creature that gets plus one plus one as trample and lifelink.
1. Permits your opponent to control, lose hexproof, and indestructible at the end of turn.
And equip 2.
So this is the spear that Elspeth uses.
It's sort of a nightmare spear.
Anyway, I don't want to, so spoilers,
but she uses it, she runs it through a god.
So we, losing Hex with an Instructum is,
like we, it is important that you could do
what the characters do in the story,
which is stab a god.
And so this is a weapon that you can use to address and answer gods.
And so a lot of people ask why we didn't make it colored.
I don't know.
I guess the thing there was I think we wanted Elizabeth to use it.
She's mono-white.
But the spirit itself didn't feel mono-white.
And so I think if we make...
For example, just say you make it black,
which is kind of what the...
Well, also, it gives trampled lifelink.
Well, huh.
Anyway, we wanted Elzoth to have it,
and if we made it something that had a certain color,
it might be weird that this mono-white card
got access to this not-white thing,
so we just made it colorless.
I think that's why we made it colorless, for flavor.
Okay.
Okay, I'm almost done here.
Thunder and Chariot.
Four, Artifact Vehicle.
Three, three.
First Strike, Trample, Haste.
Crew, one.
I think it's the only vehicle on the set.
Just the idea of a chariot.
You know, we're in Greek time, so we thought it'd be fun to make a chariot.
The idea that it's sort of, it's super fast and it can run you over.
So first strike and haste
are kind of in the fast thing
and then trample's like,
oh, it'll run you over.
So I think that's kind of cool.
Okay, we're almost done.
Okay, I will finish up
with Labyrinth of Skophos.
And,
oh, I went, once again, I went out of order. Or did I? of Skophos. And, uh...
Oh, I went... Once again, I went out of order.
Did I?
Oh, no, no, no. This is a land.
This is a land. That's why. It's not out of order.
Lands are after artifacts. Okay, but
this is my final card
of the day. Labyrinth of Skophos.
Land. Tap for
Kalos mana. 4 and tap. Remove
target attacking or blocking creature from combat.
So this card is making reference
to the labyrinth
of
the labyrinth of
Greek mythology where the one and only
minotaur existed, where Theseus
was trapped in it. And the labyrinth
the idea of a labyrinth was people couldn't find their
way out. So this is playing
in similar space to Maze of Ith,
which was another labyrinth,
which is probably making the same reference.
And so, although Maze of Ith, you just tapped.
This cost four and tapped, so it's got a little bit more to use.
Maze of Ith was a little bit powerful.
But anyway, and this is the card that ties to the red...
There's a red minotaur that if you have them together,
then he fights the things in the maze.
So that was that.
So anyway, we've now made it through all of Theros.
Theros Behind Death.
So I hope you guys enjoyed it.
I definitely...
This was...
It was a fun set to work on. I like Greek mythology. And like I said, it was a fun set to work on.
I like Greek mythology.
And, and like I said, this is, I got to work on, this is my fourth set based in Thera.
So I, I, it's fun.
I worked on all three of the previous sets.
Obviously worked on this set.
So I hope you guys enjoyed this podcast.
I had five of them, so I had plenty to say.
So anyway, um, I'm now at work.
So we all know what that means.
Instead, instead of, uh, do we know what that means, Mark?
Do we?
Uh, we all know what that means, except? Do we? We all know what that means,
except for me.
It means it's the end
of my drive to work.
So instead of talking magic,
it's time for me
to be making magic.
I'll see you guys next time.
Bye-bye.