Magic: The Gathering Drive to Work Podcast - #799: Planar Chaos Colorshifted Cards, Part 2
Episode Date: January 15, 2021This is the second of a two-part series talking about the 45 colorshifted cards in Planar Chaos. I talk about which cards they were colorshifted from and why they were in the set. I also talk... about which ones were us testing changes for the future.
Transcript
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I'm not pulling out of the driveway. We all know what that means. It's time for another drive to work. Coronavirus edition.
Okay, so last time I started talking about all the color-shifted cards from Planar Chaos.
I'm going through all of them. So there are 45 in total. Last time I did 18. This time I'm going to do 27.
And I'm going to go through all of them and talk about sort of how we shifted them and talk a little bit about how we shifted the color pie in Planar Chaos
and how we were experimenting with maybe where we could shift things.
Okay, so we're going to start with Bog Serpent.
Five and a black for a 5-5. It's a serpent.
Bog Serpent can't attack unless defending player controls a swamp.
When you control no swamp, sacrifice Bog Serpent.
Okay, so this was the card Sea Serpent from Alpha.
It's a blue card in Alpha.
We changed the word island to swamp,
but other than that, the card's identical.
So I think we were just playing around with the idea of...
In Alpha, we had done what we call Island Home,
which were creatures that lived in the water,
and the idea is, well, I can't attack unless you have an island,
and I can't be around unless I have an island.
We've since moved away from Island Home.
We don't do Island Home anymore.
But the idea, the thought was, you know,
maybe it'd be fun to do, just change it up a little bit
and do a Swamp Home card.
Okay, next, Damnation.
Two black blacks, sorcery.
Destroy all creatures. They can't be regenerated.
This was probably the most popular card from the set.
So Damnation is Wrath of God from Alpha,
but Wrath of God was white.
This is black.
And the idea is, well, white's good at killing creatures.
You know who else is good at killing creatures?
Black is good at killing creatures.
And so, normally, white is the number one card
of mass creature kill,
but black is king of killing things.
So, it is something black can do.
The cute story about this card is, the way we introduced the set,
the way we did the first day of previews on the site,
is you came to the site, and just a giant wrath of card came up,
and the card turned into damnation.
And that was just how you were introduced to the color-shiftedness of Plan of Chaos.
Okay, next.
Dune Rider Outlaw.
Black, black.
Protection from green.
At end of turn,
if Dune Rider Outlaw deals damage to an opponent this turn,
put a plus one, plus one counter on it.
So Dune Rider Outlaw is Whirling Dervish
from Legends, I believe.
Is it from Legends, is that right?
Yes, it is from Legends.
So Whirling Dervish was a green
card, and it said
protection from black. So the only
thing this card did is it mirrored it.
So this card is just like it.
The reason we did it is
the slith ability is something
that getting plus one Pokemon
when you damage the opponent
is something we've done in multiple colors.
We said, you know,
there's a little bit of like,
I hurt you and get power from hurting you
that felt black to us.
So we shifted that from green into black.
Okay, next.
Core Dirge.
Two and a black.
Instant.
All damage that we dealt this turn
to target creature you control
by a source of your choice is dealt to
another creature instead.
So Core Dirge is Core
Chant, which I think is
from...
It's from...
It's from Tempest Block.
But where is it from specifically? It's from...
Oh, it's from Stronghold.
Or no, it's from Exodus. It's from, oh, it's from Stronghold.
Or no, it's from Exodus.
It's from Exodus.
So the reason I knew,
so the core was one of,
so when Volrath made the Plane of Wrath,
or with help from the Phyrexians,
they pulled in creatures from other planes to populate it.
One of the creatures they pulled were the core,
which we now know are from Zendikar,
and that's when we first met the core.
Anyway, Corechant is a damage redirection spell, but the idea in this set core. Anyway, Core Chant is a damage redirection spell.
But the idea in this set is, well, if we're going to change redirection,
what if it was a black thing? What if you went
to hurt me, but you hurt yourself instead, right?
Like, you could flavor
that as a black thing. And so
we moved it into black.
Okay, next, Melancholy.
Two and a black for an aura,
as enchantment. Enchant creature. When Melancholy comes into and a black for an aura as enchantment.
Enchant creature. When melancholy comes into play, tap enchanted creature.
Enchanted creature doesn't untap during its control is untap step.
At the beginning of your upkeep, sacrifice melancholy unless you pay black.
So melancholy was thirst.
So thirst is a blue card.
First seen in Mirage.
And so Thirst is... So blue does locking down.
And the idea is it taps a creature and it locks it down.
Back in the day, we used to make you pay to continue to lock it down.
Kind of like, you know, stasis and cube of upkeep.
There's a lot of stuff in blue that kind of...
You had to pay to keep it.
But nowadays, we just let you tap it.
And we don't make you pay to untap it. But anyway, in this version, we shifted the locking things
down from a blue thing into a black thing flavored as depression. The idea is, the reason you don't
untap is, you just don't feel like it. You just, you know, that black uses sadness in different ways, and the idea of
making you so sad
that you just don't want to do
anything. We thought that was an interesting flavor.
Okay, yeah. Next.
Null Perfusion. Four black, black
enchantment. Skip your draw step.
Whenever you would play a card, draw a card.
Your maximum hand size is two.
So, uh, Null Perfusion
is Recycle, a green card from Tempest.
It was always weird.
This was a weird card in green.
The idea of limiting what you can draw, but then giving you extra cards
really felt kind of like a deal with the devil.
So we moved it into black, the color that made more sense for that to be.
Okay, next.
Rothy Trapper.
One and a black. One, two. Creature, human, rebel, rogue. Okay, next. Rothy Trapper. One and a black.
One, two.
Creature, human, rebel, rogue.
Black and tap.
Tap, target creature.
So, Rothy Trapper is Benelish Trapper.
Benelish Trapper is from...
I want to say...
What's Benelish Trapper from?
Let's see.
It's from... Invasion. So, first show's from Invasion.
So first show up Invasion. So in this set
tapping things
we made black the king of tapping.
So not untapping and tapping
things we put into black.
And so
like the idea of
the black is using disease
it would weaken you to cripple you
and then it would either weaken you or
use depression or different things to keep you
from wanting to untap.
Okay, next. Shrouded Lore.
Sorcery.
Target opponent chooses a card in your graveyard.
You may pay black.
If you do, repeat this process except that opponent
can't choose a card already chosen for Shrouded Lore.
Then put the last card into your hand.
So Shrouded Lore. Then put the last card into your hand. So Shrouded
Lore is
Forgotten Lore.
So Forgotten
Lore is from
is from Ice Age.
It's kind of a
weird card.
I mean, it made sense in green in that green and black are the two
gray bear colors so I guess this is more
it's not that we were moving it black and green
were gray bear colors we just moved it
from green to black since that's the other gray bear color
so this is more of one of us experimenting
with existing color pie not really
doing new color pie
okay next up vampiric link of us experimenting with existing color pie, not really doing new color pie.
Okay, next up, Vampiric Link.
Vampiric Link, Enchant Aura, Enchant Creature.
Whatever Enchant Creature deals damage,
you gain that much life.
Okay, so Vampiric Link is Spirit Link from... Spirit Link was from Legends in white.
It was a white card in Legends.
So this is another one where we get... Legends in white. It was a white card in Legends. So,
this is another one where we get Spirit Link was
the inspiration
for, well,
I don't know if that's the right word.
There was a black card in Arabian Nights
that did what Lifelink does.
But then in Legends,
two sets later, there was a white aura
that granted something like, it's not exactly
lifelink because if you put it on your opponent's creatures
you still gain the life
but anyway
the popularity of lifelink
I'm sorry, of spirit link
really is what got us to eventually make lifelink
I mean, I admit I meant
black headed first
but when we put it in, when we
keyworded it, we decided to make it a black
and white thing. That's the two colors that had done it.
In black, it's more of a draining thing.
In white, it's more of a
life, you know,
black is more like, I'm draining life out of you.
In white, it's more like, I'm gaining life
for the joy of doing
good work and stuff.
And anyway, this card,
the ability could make sense in white or black.
So this is a good example where we took a famous card
that people liked in white and just put it into black.
Okay, we move on to red.
Okay, first up is Blood Knight, red, red.
Creature, human knight, first strike protection from white.
Two, two.
So Blood Knight is
Black Knight.
From Alpha.
Black Knight is the black card, obviously.
So Black Knight, it actually has the
exact same text. I mean, this card's red
and costs red, red, red, and black, black, but
it also is first strike and also has protection
from white, because it too is the enemy of white.
So one of the cool things is
black really isn't a
first-rate color. I mean, it's like tertiary and first-rate, but
or secondary, I don't know.
We put it on knights
occasionally. So white and red are primary,
black secondary, I guess you would say.
But red is primary.
So like, oh, what if we took this idea of a
knight and put it in red? The flavor
of a knight, obviously we've done knights
in red and stuff like Eldraine, but the flavor
of a knight's more black and white. But like, well, we can make a red
flavored knight. And if we did that,
this card could make perfect sense
in red. Also, red
tends to do a little more weenie creatures and
tends to, like, it's more the first strike color.
Red gets protection from its enemy color.
So, anyway, the whole package
sort of worked. Okay, next
is Brute Force. Instant target creature gets plus three, plus three until end of turn. Well, anyway, the whole package sort of worked. Okay, next is Brute Force.
Instant. Target creature gets plus three, plus three until
end of turn. Well, Brute Force is
Giant Growth
from Alpha.
So, Giant Growth is a green card.
In this world,
we shifted
Giant Growth effects and pumping
into red.
The reason this card is red is this was what red did this.
We're like, yeah, well, red's all about impulsivity
and short-term, and we want to make it strong,
but just temporarily. So we played with like,
oh, that could make some sense in red.
Next, Molten Firebird.
So, four and a
red for a Phoenix, 2-2,
flying. When Molten Firebird
is put into a graveyard from play,
return to play under its owner's control at end of turn
and skip your next draw step.
Four in red, remove Molten Firebird
from the game.
So Molten Firebird is
Ivory Gargoyle.
So Ivory Gargoyle is
from Legends.
Is that right from Legends?
Alliances.
Alliances, sorry.
It's from Alliances.
It's a little weird.
White, for a little while,
played around with this, like,
skipping draw step stuff,
but it was always kind of
a little bit weird for White.
The idea, though, of a...
So, it comes back from the graveyard, right?
And so the flavor of the lights is,
well, red, specifically, has a creature type that comes back from the graveyard, which a phoenix. So, it comes back from the graveyard, right? And so the flavor we liked was, well, red specifically has a creature type that comes back from the graveyard,
which is phoenixes. And it flies,
but it's a small flyer. So it just
made a lot of sense as a phoenix. So we shifted it over
to red and then made it a phoenix. We thought that was cool.
Okay, next. Prodigal
Pyromancer. Two and a red for a 1-1
human wizard. Tap
Prodigal Pyromancer.
Deals one damage to target creature or player.
So this is
prodigal sorcerer from alpha.
It's a blue card in alpha.
Well, tapping do damage really isn't blue.
Early magic
did a little bit of
tiny blue direct damage,
but we've since completely moved it out of blue.
And so this is a perfect example of
this card should just be a red card.
We made it a red card.
And now with that, we made a red card
and then we printed another set.
So this was us saying it's not blue, it should be red.
We'll just do it here because it fits the theme,
but then we can just use it.
So we made it red on purpose,
knowing that we would instantly be able to use it.
And then we started putting in core sets.
So Protocol Power Manager still shows up
in core sets from time to time.
Not at common anymore,
but just because we've moved those
kind of effects up to uncommon.
Okay, next! Pyrohemia!
So, Pyrohemia is two red red
in enchantment. At end of turn,
if no creatures are in play, sacrifice
Pyrohemia.
Red. Pyrohemia deals one damage to each creature
and each player.
So, Pyrohemia. Red. Pyrohemia deals one damage to each creature and each player. Um, so
Pyrohemia is
better known as Pestilence.
Um, so
Pestilence is a classic
old magic card. Um,
that first showed
up in Alpha.
Um,
I think the idea here was
I mean,
it made some sense in black, the idea is it's disease,
but red also is king of direct damage.
Well, what if we put it in red? This actually was
a pretty cool card in red. I think we made
it uncommon. For some reason,
Pestilence was really common, and then we
reprinted an Ursa Saiga as common for some reason,
which was crazy. So we did this
one uncommon.
And the flavor is, instead of playing with disease, you're playing with fire.
You're burning people, which makes sense in red.
Okay, next, Reckless Worm.
So, Reckless Worm is, uh, three red red.
Uh, for four four, it's a worm.
It's got trample, and it's got madness two and a red. So So madness, if you don't know, is if you discard this card, you may
pay it for its madness cost instead of
putting it into your graveyard. So
reckless worm is arrogant worm from
Odyssey.
This
is all... Yeah,
it's just color shifted.
Arrogant worm is a worm. It's a state of worm.
We don't normally,
by the way,
do worms in red.
We do dragons in red all the time.
But we don't tend
to do worms.
Worms are usually
a green thing.
We color shifted here.
But,
I think the idea here
is, well,
you know,
maybe this,
maybe the alternate color,
like,
we did do a little bit
of color shifting
of creative.
So,
maybe worms,
you know,
worms are big
and,
dragons are a red thing.
Well,
maybe worms could be a red thing. Well, maybe worms can be
a red thing.
Once again, notice madnesses here.
Time of Spiral
Block was very willy-nilly
in just using whatever old mechanic
we wanted.
If you enjoy stuff like that, Modern
Horizons is us kind of recapturing this
flavor of, it's a supplemental
set that's more for advanced players. Look, we're just going to do a lot of mechanics, and if you're intimidated
by lots of mechanics, okay, not the set for you, and, you know, but there's, there's an audience
that really, really enjoys that, and so we now do that in Modern Horizons. We once did it in a core
set, and it's kind of crazy that we did. Thinking back, it is kind of crazy. Okay, next, Shivan
thinking back. It is kind of crazy.
Okay, next. Shivan Wumpus.
Shivan Wumpus is three and a red for six, six, beast.
It's got trample.
When Shivan Wumpus comes into play,
any player may sacrifice a land.
If a player does, put Shivan Wumpus
on top of its owner's library.
Okay, so Shivan Wumpus
is our
Gothian Wumpus.
I think Urza's Saga.
Our Gothian...
Is that right?
Argothian... I'm sorry.
Let me go back here.
Shivan wumpus...
Oh, it's argothian worm.
It's argothian worm.
So,
I don't know why it wasn't a worm.
We did a red worm. Maybe we'd just done a red worm.
Reckless worm's a worm, so I'm not sure what.
We made it a beast and not a worm.
And, um,
was that right? Wait, wait, wait, wait, wait.
Oh, I see. Okay, so, sorry.
A Gothian worm said,
when a Gothian worm comes into play,
or enters the battlefield, any player may sacrifice a land,
and if you do, put Argothian Worm
on top of the owner's library.
And this card says...
No, no, it's the same. It's the same card.
Okay, so, Shivan Wampus is just
Argothian Worm from
Ursa Saga.
I don't think much... The creature type changed,
but other than that,
nothing changed about it.
Okay, next.
Simian Spirit Guide.
Two and a red
for a 2-2 ape spirit.
Remove Simian Spirit Guide
in your...
Remove Spirit Guide
in your hand from the game.
See, exile.
This is back when...
Before exile was a term.
Add red to your mana pool.
So this is Elvish Spirit Guide,
which is from, I think,
Alliances, I believe.
I believe that's right.
So this is, it's funny,
I get asked about this all the time.
Yeah, it was from Alliances.
Because this allows you to get mana.
So the idea was green is the color of mana,
but usually slower mana,
where red is permanent mana,
and red is temporary mana.
We're like, well, red is temporary mana,
and that's more of a red thing
than it was a green thing.
And now given, back when alliances came out,
our color pie was still being formed to a certain extent.
But we said, oh, really, that card really should have been a red card, not a green card.
But now that we made a green version and a red version, I have people ask me all the time,
when's the black version? When's the white version? When's the blue version?
This is not a cycle. We have no plan on making those.
Red, green was the color at the time it was made that did that.
Red is the color at the time it was made that did that. Red is the color at the time it was made that did that.
Unless we change what color does that,
it is not going to change from,
I would not expect it.
And these cards are both kind of problematic
in that they let you get manufactured and they should.
Okay, next, Skirk Shaman.
One red red for a 2-2 Goblin Shaman.
Skirk Shaman can't be blocked
except by artifact creatures and or red creatures.
So Skirk Shaman
is Severed Legion,
a black card.
Let's see, Severed Legion.
Some of these cards we color shifted were
super famous, and some less so.
So this is from Onslaught.
Oh, so it's just a 2-2 creature with fear.
Oh, so what we were trying to demonstrate here
is that fear was a red ability, not a black ability.
Note that we changed it from arctic creatures and black creatures
to arctic creatures and red creatures.
It's interesting to note that at some point we shifted fear into intimidate,
which essentially did the same thing,
meaning red can now get Intimidate,
and red got Intimidate, it could do exactly this.
So this was tipping our head,
sort of Intimidate coming, I guess.
It's funny, it doesn't have Fear on it,
so that means that Fear had gone away,
but it doesn't have Intimidate on it,
so that means Intimidate hadn't come yet.
So this was in between the Fear and Intimidate,
so it's interesting.
Okay, now let's interesting. Okay. Now
let's move to green. So our final
nine color shifted cards.
Okay. So first up
is Essence
Warden. So Essence Warden
is green. It's a 1-1 Elf Shaman.
Whenever another creature comes into
play, you gain one life.
So
Essence Warden
is Soul Warden.
So Soul Warden's a white card.
And it's from
where is it from?
It is from
where is it from? Let's see.
Oh, it's from Stronghold.
From Tempest Block.
So the idea here is it's not that white can't do this, white
can do. It just was a good card that people liked playing
with. And like, green cares about creatures.
Green is life gain. So this is just
an example. Like, one of the things we did when we were
trying to make the color shift of cards was
just find old magic cards that
made sense in the set that we could
with
changing color words
and basic land types,
make the color shift that we were doing.
And so, anyway, this felt like fun.
Okay, next up.
Fa-Adiasir.
So this is a human shaman.
One, one human shaman for one and a green.
Tap, draw a card and reveal it.
If it isn't a land, discard it.
So this card is Sinbad from Arabian Nights.
So Sinbad's flavor was Richard Garfield was making a top-down Sinbad.
He was a sailor from the Arabian Nights.
And so the idea is, oh, he sails off and finds new lands.
So how do we represent a man who sails off and finds new lands?
Well, what if he can draw you lands off the top of your library?
The problem was, that wasn't really a blue idea.
I mean, blue does draw cards,
but the specific land focus,
blue is probably fourth or fifth in caring about lands.
I mean, green is obviously number one.
But blue doesn't really care about lands too much.
It can change them from one to another
basic land type, I guess, but there's not a lot of
interactions with lands that blue does.
So anyway, this felt like
a natural evolution of, oh, well,
who would it care about? So this is definitely
in the camp of cards going in the
color they should be, not us into
the alternate color pie.
Okay, next, Green's Anthem. Or, sorry,
Gaea's Anthem. One green green
enchantment. Creatures you control get
plus one, plus one.
So, uh,
this is Glorious Anthem,
which is a white card, obviously.
So, Glorious Anthem
first showed up
in... what's that?
So, Crusade first showed up in Alpha What's that? So, Crusade first showed up in Alpha.
And Crusade was
all white creatures get plus one, plus one.
So then we decided
we wanted to
pump it.
Instead of pumping all white creatures...
So, in a mono-white deck,
it pumped your whole team,
although it also pumped any white creatures
your opponent had.
So we decided to make one that instead of pumping... It it pumped your whole team, although it also pumped any white creatures your opponent had. So we decided to make one that
instead of pumping...
It only pumped your creatures,
and it pumped all
your creatures, rather than just white creatures.
And instead of white-white, it costs one white-white.
So anyway, Glossy Anthem has been a
pretty popular card.
Green also...
Green does power pumping as well.
And I think in this set we said, well, what if playing into green sort of, you know, web nature,
that instead of white being the team pumping, green did team pumping, so we moved into green.
Okay, next.
Groundbreaker.
So Groundbreaker costs green, green, green.
It's a 6-1, trample haste.
At end of turn, sacrifice Groundbreaker.
So Groundbreaker is ball lightning,
a red card from, I think, the dark.
Is it from the dark?
I think it's from the dark.
It is from the dark.
So ball lightning is a pretty popular card.
We do a lot of ball lightning variants.
It's a fun card to do.
So we're trying to figure out,
okay, well, who would have it?
And we're like, well,
I think what we did in this world is
we gave haste to green.
Green did not have haste normally.
It's funny, it now has haste.
But at the time, green didn't have haste.
So we gave haste to green.
I mean, there was cards like Concordant Crossbones
and Early Magic that had it. But we had shifted away from haste being green to haste being red. I mean, there was cards like Concordant Crossbones and Early Magic that had it, but
we had shifted away from haste being green to haste being
red. And we're like, well, if we're going to redo
the color pie, you know, green having
speedy little creatures made sense.
Obviously, down the road, we would
haste would
first it was tertiary, then it was secondary.
Not secondary and green, so it is something you
see in green from time to time.
And so the idea
of a creature that you attack that's
a big 6-1, anyway,
we're like, oh, this is kind of a fun card. What if we put this in green?
It plays up that haste is green
in this altered color pie.
The other thing about this card
is
I remember that they assigned the card
to somebody, and something happened,
and they couldn't get the art and so Matt Cavada,
like at the last minute was asked, I believe,
to do this card and, I mean,
he spent the proper time.
It's a good art, but I mean, he was,
it was late. Normally we give artists, you know, seven weeks
to draw something. It was like late in the process
that they went to Matt and they go, please, please, please.
The art director said, please, can you draw us this?
And so Matt did.
Okay, next. Harmonize. Oh, the art director said, please, can you draw us this? And so Matt did. Okay, next.
Harmonize.
Oh, the biggest problem child.
Two green, green sorcery.
Draw three cards.
So Harmonize is obviously Concentrate.
Concentrate is a blue card.
What's that?
What's Concentrate in?
Concentrate was originally in Odyssey, it looks like.
So anyway,
it's just a blue draw spell.
So we decided in this alternate color pie, what if card drawing
represented growth rather than represented
knowledge?
So we made
a variant of a card drawing spell that
people played. The problem this has come
into is that green really isn't
supposed to draw cards unless it's tied to creatures
or sometimes land.
But it's not supposed to just draw cards without
any restriction.
But, because this is so efficient, this has just become
a staple. Like, it's a staple
in Commander. And the funny thing is that green's
not really supposed to do this, but we made a card
once because I decided it'd be fun to mess with
the color pie, and now it's
easier to draw cards in Commander.
There are other ways to draw cards, obviously, in green.
Green is tied with
black in second-meat card drawing, but it's not...
It's supposed to be tied to creature, so
Harmonize really isn't supposed to be where you're...
The fact that so many people play it says
to me, oh, well, they don't want to
jump through that hoop because they would just jump through the hoop if they could.
Okay, next.
Healing Leaves.
Green instant, choose one. Target player
gains three life or prevent the next three damage that
will be dealt to target creature or player this turn.
So Healing
Leaves is Healing Salve
from Alpha. So in Alpha
there were the five boons.
White had Healing Salve. Blue had Ancestral Recall.
So white is
gain three life or prevent 3 damage. Blue is
Inceptional Recall, which is draw 3 cards. Black was
Dark Ritual, get 3 black mana. Red was
Lightning Bolt, do 3 damage. And Green was
Giant Growth, gain plus 3, plus 3.
White lost out on that.
And Inceptional Recall
and Lightning Bolt and
Dark Ritual we don't do anymore for
power level reasons and some color pie reasons.
Giant Growth we still do,
although Giant Growth is strong in Seed Tournament play.
Healing Salve...
not so good. I don't know why we did
it here. I mean, I think we thought it was cute that
um... oh, I see.
We had moved Damage Prevention into green.
Damage Redirection we put into red,
into black, but we moved Damage Prevention
in green. So I think we were trying to show that
hey, green does Damage Prevention.
That was an iconic Damage Prevention spell.
I guess that's why we did that.
Okay, next up, Hedge Troll.
Two and a green for 2-2.
Troll Cleric. Hedge Troll gets
plus one, plus one as long as you control planes.
White Regenerate. Hedge Troll.
Okay, so Hedge Troll is
Sedge Troll from
Alpha. Sedge Troll was a
red card that had a black
activation and required you to control a swamp.
So, once again, we
were allowed to change color words and basic
land types to the appropriate color.
In this case, it was an...
Oh, I see. In that case, it was... No, it was an ally, and this is
still an ally. Once again,
note that regeneration, we moved into white.
That's not a green thing anymore.
It's now a white thing.
So you have to go to white to regenerate on the green card
that normally would get regeneration.
So this was a weird card.
But also it becomes a 3-3 if you have planes.
Here's another thing that's funny.
Back in the day, a 3-3 for three mana was like,
oh, that's really strong.
Nowadays, especially in green, not so much.
So I don't know. Looking back from my designer's eye. I was like, oh, that's really strong. Nowadays, especially in green, not so much. So,
I don't know. Looking back from my designer's eye, I'm like, okay, this card
is not the
greatest of designs. Okay,
next, Keen Sense.
Keen Sense costs one green mana.
It's an enchantment, an aura,
enchant creature. Whenever enchanted creature deals
damage to an opponent, you may draw a card.
So, Keen Sense is Curiosity.
What set is Curiosity?
Curiosity was in...
I'm pretty sure I made this card in Exodus.
Is that right?
No, no, it was in...
No, in Exodus, in Exodus.
I did make Curiosity.
I made Curiosity.
I named Curiosity.
But anyway, both blue and green
have the Curiosity ability, which is, it goes on creatures and says when it deals damage, you get
to draw a card. And I think Curiosity was kind of a popular card. People like Curiosity. So like,
okay, green can do it also. Why don't we just make it in green? One of the things to note that's funny is, in Curiosity, in the original card in Exodus,
it shows an injured Mirri following a corrupt Krovac that's about to betray them.
And in Planar Chaos, the flavor text of this is,
Krovac sensed that Mirri wasn't ready for the curse taking hold of her.
Weeping in his heart, he fled.
So a little thing that's going on here is
we did some alternate reality.
We took some legends
and did them in different colors.
So we did some what-if stuff.
The set has a lot of alternate reality, right?
So we did some what-if.
So in this version, Mirri,
instead of Krovac becoming cursed,
Mirri becomes cursed. So we show C, Mirri, instead of Crovak's becoming cursed, Mirri becomes cursed.
So we show Cursed Mirri as a black card,
and we show Not Cursed Crovak
as a white card.
And the idea is, in this version, it's
Mirri that suffers the fate of the
cursing. So we were doing a little
what if. And this card
used this sense as a...
We were mirroring the...
Curiosity showed a certain moment
in the original story,
so we showed a different moment
with the same characters in this.
Okay, finally, we have
Seal of Primordium,
one and a green
enchantment. Sacrifice Seal of Primordium,
destroy target artifact
or enchantment. So Seal of
Primordium
is... where is it So Seal of Prioritium is...
Where is it?
Seal of Cleansing.
So what's that had Seal of Cleansing?
So this was, we did a bunch of auras, seals.
What's that?
So Seal of Cleansing is from Nemesis.
Is that right? Did it first show up in Nemesis? Yeah, it's from Nemesis. Is that right?
Did it first show up in Nemesis?
Yeah, it's from Nemesis.
So Nemesis had these seals
where we did spells
that you cast as an enchantment
and then you could sacrifice to do it.
So that is, you put it on play.
We have to be careful with seals
because they take away surprise
and things that naturally
you want to surprise in your hand,
like destruction. We don't do too much of anymore.
But anyway, in between us making that,
we had shifted disenchant into naturalize
because we decided that we wanted green to be better at artifact destruction
because green-hanging artifacts was kind of core to its identity.
So this card was just saying,
oh, people like seal cleansing,
let's just give them the correctly color-shifted card now
that naturalize...
Well, not...
White can still destroy artifacts or enchantments,
so it's not like...
White can still do disenchant.
But anyway, green can also do that,
so we shifted a color that also could do that.
Anyway, guys,
that is, into podcast,
all 45 color-shifted cards
from Planet of Chaos. So I hope
you guys enjoyed that. I hope this was fun.
And whoever,
I wish I had written down who recommended
this on my blog, but this is for you, blog
persons I forgot to write down the name of.
Anyway, guys, if you have
requests, by the way, I love getting requests
for articles,
for podcasts, for
anything. Anything
I produce, really. So if you have
ideas for other podcasts you want to hear, other articles
you want to see, I make more podcasts
than I write articles, so it's a little easier to do podcasts.
But anyway, if you have any
idea and things you want to see,
I love to hear ideas. So this was an
idea that I thought sounded fun, so I did it.
So I hope you guys enjoyed it. But I see I'm at my desk. So this was an idea that I thought sounded fun. So I did it. So I hope you guys enjoyed it.
But I see I'm at my desk.
So we all know what that means.
It means it's the end of my drive to work.
Instead of talking magic, it's time for me to be making magic.
I'll see you guys next time.
Bye-bye.