Magic: The Gathering Drive to Work Podcast - #803: Kaldheim, Part 2
Episode Date: January 29, 2021This is part two of a two-part series on the design of Kaldheim. ...
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I'm not pulling out of my driveway. We all know what that means. It's time to drive to work.
Coronavirus edition.
Anyway, one day, guys, I will actually drive to work.
I don't think it'll be very soon, but I promise one day I'll actually be in a car.
But last time, I talked about the designer call time.
And I had a lot of fun things to say, but I ran out of time.
So today is the second part.
I think this is going to be a two-parter. We'll see.
Okay, so last time I talked about how we knew we were going to do top-down Norse world.
What did that mean? We wrote stuff on the board.
You had to have all the creature types.
You had to have combat.
You had to have omens and runes and talking about all that.
So let's get into talking about – oh, and gods.
Let's talk about the gods.
That was another early thing that happened is if you're doing – one of the things we learned when we did – we did Theros and we introduced the gods.
I mean there were – Kamigawa had gods, although we didn't have the god creature type yet.
But in Theros, we sort of introduced the gods.
They went over very, very well.
And so one of the challenges was we came up with a very cool way to do gods in Theros.
We had devotion and the idea of these are – and enchantments.
We had tied gods are enchantments. We had tied gods
to enchantments, so the fact that gods were enchantment creatures
and the idea that they were enchantments that turned
into creatures was devotion. It was the perfect
mirroring of all these things that was really cool.
But it wasn't something we could do every
time there was a place with gods.
Every world with gods, we're not going to have enchantments
and not going to have devotion.
It just wasn't a clean answer.
So the second time we kind of did a world with gods was Amonkhet.
We were doing Egyptian mythology, and that too had gods.
We tried some different things.
The one carryover we did between the two gods
was some sense of indestructibility,
that they're gods and they're hard to kill.
It turns out that play design,
that you just can only make so many unkillable things, that it's just not good gameplay, that there's not answers to kill. It turns out that play design, that you just can only make so many unkillable things.
That it's just not, it is not good
gameplay, that there's not answers to things.
And so, making
gods that just were really, really hard to kill
ended up being problematic. Now,
in Theros, because you had
to sort of turn them on and make them into creatures,
there were some answers to at least keep them from
being the creature part of it.
But anyway,
we had realized that we had kind of got ourselves in a corner that indestructible, as a definition for gods,
is very hard to design around.
But we knew we could, like, you can't do Norse mythology and not do gods.
I mean, it is...
I mean, it is...
Of the things you expect to see in Norse mythology, gods are just so high.
So one of the things that we knew going in was, okay, we wanted to do gods, but we really had to do them different.
We could not do, we couldn't do them the way we did in Theros, and we didn't want them to be indestructible.
Although, the one thing that got brought up very early on is the gods in Norse mythology can die.
Like in Greek mythology, they're kind of, they can't die.
You know, you can't kill them.
They're kind of, you know, invulnerable or whatever, immortal.
They're immortal.
So you kind of can't kill a god.
In Greek mythology, you really can't kill a god.
In Norse mythology, gods die.
That's something that happens.
The gods in Norse mythology are treated more like
royalty.
They're famous and they have
powers that are more powerful than the average person.
But it's not something
there's a different dynamic
between how the Norse gods got done.
But anyway, so okay.
They didn't need indestructible. Gods can die.
How do we
make gods? We wanted to make sure they were doing
something really cool with the gods.
So meanwhile,
one of the funny things
is I keep telling the story again and again
and so each time I tell it, I'm trying to tell it
from the perspective of that set.
So what
happened was
when we get to
Strixhaven, one of the impetuses for doing Strixhaven originally was
I wanted to do MDFCs, modal double-faced cards. It is something that when literally we made
Innistrad, I knew I wanted to do them. I was holding them in my back pocket. And I was asked
when we were putting together the worldview, were there mechanics that I wanted to build a world around? And I said, yes, I would like to have a set that had MDFCs in it.
And one of the things that there was, it was controversial.
Ironically, even though they are a combination of double-faced cards and of split cards,
both of which the audience has really adored. There was nervousness that combining them might be taking two things people love, but
somehow when you combine them, they don't love them anymore.
I mean, that can happen, I guess.
So I had to put together a team early to do some proof of concept just to give Aaron some,
I mean, Aaron was on my side, but he just wanted me to make some concrete
designs so he could show people.
And in the process of doing that, I realized that there were a lot of different executions.
So originally, when I divvied things up, the slot that I had given to, the slot that I had given to Call Time was permanence on both sides.
That's the permanence on both sides in which one side isn't a land.
We had done land.
I think the way I had done it was Zendikar Rising always had a land on one side.
And I think this set, when I originally pitched it, I think it always had a creature on one side.
But anyway, I knew we wanted to use MDFCs in some way in this set.
And meanwhile, we wanted to have gods and have gods be distinctive.
And as I think I explained, I'm not sure whether this predates my article coming out.
I think my article will be out before you hear this podcast.
I call this a Reese's peanut butter moment.
In the commercials a long time ago, Reese's peanut butter cups, which is, for those that don't know, it's an American candy.
It has chocolate and peanut butter in it.
And the way they would do the commercials was there'd be some person that would be like
eating peanut butter out of a jar
and some person that'd be like eating a chocolate bar
and they were like not paying attention
and then they'd run into each other.
And then the chocolate bar got into the peanut butter
and like the one guy goes,
you got your chocolate in my peanut butter.
He goes, you got your peanut butter on my chocolate.
And then they would taste it like, oh, you know.
It was one of those moments
where we sort of like we had to figure out mdfc's we had to figure out gods and just we were in this
meeting where and and i think i explained this uh because it was literally thor and thor's hammer
like we had written what do you expect thor what our version of thor what do you expect thor's
hammer and um when we were trying to figure out
what to do with the MDFCs,
in my head, I kind of said,
well, we want a creature on one side.
You know, that was not...
When I first laid it out,
I was just trying to make them feel separate from one another.
So the idea that this one had a creature on one side
just was what my shorthand.
But anyway, I just...
The idea that it could be Thor and
Thor's hammer, Mjolnir,
the idea of that on one card just
felt like such a cool package
for two reasons. One is
it was just different. There's no
god, you know, we wanted to do the gods
do something really cool and different
and using this technology is something
we'd never ever done before and
we said, you know, if we just did them on the gods and only did them on the gods it really set the gods apart and give
the gods that specific feel on the set the other thing we realized as we sort of explored the
mythology was there's a lot of associations like you know um odin had his raven um and uh um hemdall
had the rainbow bridge he also had a sword um he ended up being tied, Hemdall had the rainbow bridge.
He also had a sword.
Um, he ended up being tied to a sword and not to the rainbow bridge.
But, um, but anyway, we, we realized that, you know, Freya had her chariot and there were a lot of things that we realized were connections and things that we can make.
And so one of the ideas that sort of happened and said, okay, well, what if, um, what if
our MDFCs were our gods?
We knew I guess we were doing
the pathways
so there were going to be four pathways
in the set to finish out the cycle. But other than the pathways
it'd be cool if one of the gods
like one for one, like the gods in the set
were the MDFCs and the MDFCs in the set
were the gods.
And what we found was
our goal when we made them
was we said,
okay, let's not repeat ourselves, right?
Let's try to do unique things.
I think we ended up doing
two god and their weapon
just because we ended up giving
Hemdall his sword
and gave Thor his hammer.
Our version of them, obviously.
But we were trying to come up
with lots of cool and different things we could do.
And so we wrote – what we did is we looked at the source material and said, okay, what's a god that's tied to a creature?
Oh, Odin is raven.
What's a god that's tied to an equipment?
What's a god that's tied to a vehicle?
What's a god tied to an enchantment?
a god that's tied to a vehicle?
What's a god tied to an enchantment?
And what we found was, as we sort of went down those paths, there just was
a lot of cool and really neat, interesting
things that happened.
And then,
you know,
one of the
things that the story had
I think brought to us was the
idea that
Tybalt was going to
fill in for the Loki character.
So we wanted a trickster god.
That's a big part of Norse mythology. Loki's pretty big.
But wouldn't it be cool
if the trickster god turned out to be
secretly Tybalt?
And the neat thing there was
we could use our double-faced technology to do that.
So one side was the god of mischief
and the other side was Tybalt.
So anyway, there was definitely a lot of
cool stuff that went on there
and it was...
Like I said, we decided to do the MDFCs early on
and the second we designed them in that meeting
it was instantly clear that that was what we were doing.
Once we went down that path, there was – I often tell a story about how we were brainstorming for Unglued, how to make the pre-release exciting.
And people were pitching things, and I say, I'll dress up like a chicken.
And they're like, okay, that's what we're doing.
It was kind of those moments.
We're brainstorming.
What can we do with the gods? We said double-faced cards, did a little work on it. I'm like, okay, that's what we're doing. It was kind of those moments. Like, we're brainstorming. What can we do with the gods? We said double-faced
cards, did a little work on it. Like, okay,
that's what we're doing. We just stopped. That is what's
happening. We're doing this. So, that
happened right away. Okay.
The next thing
is, let's talk about Fortel.
Okay. So,
omens are a big
part of Norse mythology. They're a big part of Norse mythology.
They're a big part of a lot of mythologies.
Stories of things that were destined to happen
just makes good storytelling, I guess.
So what happened was
Ethan had made a mechanic during Amonkhet
called plot
that was,
we were trying to represent if you remember, Amonkhet
was a combination of Egyptian
mythology with Bolas.
And so we were trying to make a mechanic that felt Bolas-y
and so the idea of making things
I don't remember exactly how Plot worked, but you made
things and they later came to
fruition and
but anyway, I think
Ethan liked the idea of
doing something with
omens.
And so he
had pitched some tweak on plot, I believe.
And I said,
oh, Ethan, that reminds
me of a mechanic called
layaway. So let me talk about layaway real quick.
So back in, I don't know,
like 20 years ago,
Hasbro got the rights to Star Wars.
George Lucas sold Hasbro
the licensing rights
to Hasbro. Hasbro
acquired the licensing rights. So one of the
side effects of that was Wizard of the Coast was
asked to make a Star Wars trading card
game. So they went to Richard Garfield
and they said, Richard,
we want you to make a Star Wars trading card game.
And so I got
assigned to the design team.
So Richard was designing the
game, and then I was assigned
to lead the design of the
first set. So
essentially, in magic terms, Richard
was designing magic, and then I was in charge of
putting Alpha together. Now, given
in magic, Richard did all of that.
So anyway,
very quick version of
this is in the Star Wars trading card game
there are three different
fields.
There's space, there's ground
and there's personal I think it's called.
So the idea is, if you've
ever seen a Star Wars movie,
the big fight at the end goes on on multiple levels.
There's people on the ground fighting, there's people up in space fighting, and then there's a lightsaber duel between whoever the main characters are.
And so in it, Richard, the way the resource that Richard came up with was you had points you could spend.
And so you could spend,
and so you could allocate points to trying to play things.
But in order to have some bigger things,
we... not everything got... Your points...
Things didn't get onto the battlefield
or onto the play area
until you finished building it.
So there was an area called the build zone,
and then every turn you could put points toward it until you finish building it. So there was an area called the build zone, and then every turn
you could put points toward it until you finished
building it. Anyway, that inspired
me to make a mechanic called layaway.
And the way layaway worked was
you could put a card face down,
any layaway card you could put face down,
for every one mana
you spent, you put a counter on it,
and then you could, at any time you wanted to,
well, I mean, you could cast the face-down card as if it were in your hand.
So, I mean, you could cast it when it was legal to cast that card.
And then the card costs one color less for every counter on it.
So you always had to pay the colored version of it.
But let's say, for example, it costs six generic and one red.
Oh, well, I could pay off all the generic and then just for
one red play it. You were allowed
to overpay, so people didn't necessarily know what
it was from how many counters were on it.
Anyway, I made LayAway.
I don't even remember the set I made it for, but it was after
it was around the time after
Star Wars came out.
And anyway, it didn't quite work.
Well, not that it didn't work. It worked fine. There's just a lot of moving anyway, it didn't quite work. Well, not that it didn't work.
It worked fine.
There's just a lot of moving pieces
and it didn't quite fit the set I was in.
So I put it in mothballs.
And then it was one of those mechanics
that every once in a while we'd pull out again.
If you remember from the story of Kaladesh,
like energy was another one of those things.
They're like, oh, we made it,
didn't have a use for it and kept putting it away.
And then we'd pull it out every once in a while.
So layaway is one of the things that we'd pull out.
So I think what happened was when Ethan was talking about this,
he had pulled plot out of Amonkhet, something he had put away.
I pulled out layaway, and sort of Fortel ended up being a marrying
of a couple different mechanics sort of coming together.
We ended up kind of modeling it like Morph,
where you could spend a certain amount of mana in this
case it's two morph is three but for foretell you can spend two mana you put it face down outside
and then there's a secondary cost a foretell cost that you could cast it for um we tried a lot of
what we were trying to do is simplify have less counters on it and so it's very nice in that
because it was a locked number you paid you didn't have have to track it. It's just it cost two to put a face down.
And then having the two numbers, having the two plus whatever Fortel cost allowed us to have some flexibility and do some cool stuff.
And then I think Fortel – I know we – early versions of Fortel for Tell was future turn
you put it down
we were also thinking of stuff like rebound and suspend
there were a lot of mechanics
like well what's an omen
I want to tell you something that's going to happen
but we liked the idea that you put stuff face down
so you knew the future kind of
and maybe you could act on it
but it may or may not come to pass
when you think it's going to come to pass.
But anyway, we played with it, and I think our first shot at trying to find the number
to play it face down was two, and I don't think it ever changed.
We talked about should it change, but I think we liked how two played, so we never actually
changed it.
So that one never changed.
Okay.
Next. We knew we wanted changed. Okay. Next.
We knew we wanted combat to be a thing
and so
we had a mechanic that was
in the set that was named that had
you using your graveyard as a resource.
Now that mechanic
is kind of still in the set. There still is
using graveyard as resource
but it's not, when we had done it
it was named and it's not
it is not there in a named form anymore um and so what was it what was it called um
i don't remember i remember um but anyway uh so we ended up putting that as being the combat thing
because the idea was oh we called it pyre it's being the combat thing because the idea was, oh we called it Pyre, it was called Pyre
because the idea was you were honoring the dead, like the funerals and things
are a big part of Norse and Viking culture
and so, but that ended up, well it stayed a little bit
it didn't keep a keyword, it went down a number
so in its place, they ended up putting in a mechanic called Boast.
And Boast is a mechanic that you can only activate if the creature –
is it in combat or has been in combat?
I'm trying to remember.
I think it's in combat.
But anyway, the idea was we wanted something that you had to attack to be able to activate.
And Boast is a pretty cool movie.
I actually like how Boast turned out.
It's flavorful.
It kind of encourages combat.
But it also allows you to, you know, there's an interesting thinking and process that goes on.
So anyway, I enjoyed how Boast came out.
Next, sagas.
So sagas first showed up in Dominaria.
They came about because I was very interested in finding, you know, I wanted to, we decided that Dominaria was the world that cared about its past.
It was the history world.
And I felt that stories played a very important element in it.
And so I wanted to find a way to capture the sense of a story.
Anyway, it ended up
working out very well.
We borrowed, we actually
took some ideas that we'd had when we first
tried to make planeswalkers.
And at the time,
when we first made planeswalkers, they had
three abilities, and it would rotate between
them. Do ability one, do ability two, do ability three.
Then it would rotate back to ability one.
The problem when they were planeswalkers,
it just felt they had no agency.
Because sometimes you would do something
that didn't make any sense.
Like, oh, I make a creature,
and then I buff that kind of creature.
But if my opponent killed the creature,
buffing didn't do anything.
And so it just wasn't a good fit for the planeswalkers.
But when we were trying to do stories,
it made a lot of sense because, well,
there's an order to the story. That's we were trying to do stories, it made a lot of sense, because, well, a story has, like, there's an order
to the story. That's what's going to happen.
And so anyway, we made sagas.
They were very popular.
And so we knew we wanted to find
a place to
bring them back. So the first place to bring them back
ended up being in
Theros Beyond Death.
Greek mythology
gave us a lot of stories, places we played off of.
We had been to the world before, so there were actual stories from the world before we could tell.
Um, anyway, this is the second time we brought him back.
Um, a lot of people were asking, are Psyduck's deciduous?
And I, they're getting really close to being deciduous.
Um, I, I think they're on the cusp of just being deciduous.
I mean, it's a mechanic the audience really likes,
and they're super flavorful,
and a lot of worlds just lend themselves to stories,
so it definitely made a lot of sense,
and it felt pretty cool.
But anyway, the idea for us for these sagas
was we did multicolor sagas.
Every time we were doing sagas,
I mean, every time is the third time,
but we wanted
something where we can expand a little bit.
I know we had done some four chapter ones in
Therese Bound Death. So this set, we did gold
ones. We had never done gold sagas before.
And it did a nice job
of, we wanted some
ten card cycles that sort of played up
the realms.
I think the sagas are mostly tied to the realms. It might not be I think the scientists are mostly tied to the realms.
It might not be 100%, but they're mostly
tied to the realms.
A few of them are tied to characters, so not everyone's tied
to a realm, but it did give us...
We like having some 10 card cycles to really
hammer home 10, as that's the number
that matters here.
Like I said, I mentioned last time,
Changeling, we had wanted to do something.
We needed some glue.
I think we brought Changeling in just because it helped.
And we thought it would be cool to have one of the worlds just be shapeshifters, which felt –
I think that, once again, the reason I think that's our world was shapeshifters, I don't know.
I mean, clearly Loki does shapeshifting.
I mean, Loki pretends to be other people and other things.
So shapeshifting exists within the world of Norse mythology.
I don't know if natural shapeshifters were a thing
or something we just added that felt natural.
But anyway, we brought Changeling back
just because Changeling is kind of our catch-all
to make that happen.
We had done Changeling.
I originally created Changeling in Lorwyn
because we were making a tribal
set and it was obvious we had
eight tribes that we just
didn't have, our as fan was
too low and I was trying to solve the
as fan problem and then
it dawned on me, well what if
we do wild cards essentially was my thought process.
Like what if you have cards that count for
everything? And we came up with Changeling,
and then the creative team
made them into that green-jello
mold thing.
But anyway, we used them there.
We then used them again in
Modern Horizons, just because Modern
Horizons had a similar quality of, we
wanted to care about a lot of different races,
and so we used it there. I think what
happened is sort of, it was a happy convenience of,
we kind of had a world of shapeshifters,
and we kind of needed glue,
and so I think it came about just because it was a natural fit,
I think is how Changeling came about.
Okay.
Next.
Snow.
Snow.
So we did not put snow in the vision design.
Obviously, one of the things we did write down on the board was the cold climate.
When you think of the Vikings, you think of Scandinavia and it's cold.
I mean, one of the things we always do when we're doing top down is we go and look at pop culture and say,
okay, when people think of this, where do they go?
Okay, maybe they know Thor from the Marvel movies.
Maybe they know How to Train Your Dragon.
What is the pop
culture that kind of
makes people aware of it? And
there is a very strong tie to coldness.
Now, snow
was originally designed by the
East Coast playtesters back in
Ice Age.
I think the reason they did it was
they were really trying to...
The set was called Ice Age.
The flavor of the story was
the world had frozen over.
So I think they were trying to find a way
to represent that concept
of how to represent the Ice Age.
And the idea they came up with was
they just had basic lands that had a quality
to them, which they called snow-covered,
and then there were cards that cared whether or not
you had snow-covered basic lands or not.
At the time,
it definitely caused some issues in that
there was some confusion between
understanding that a snow-covered
island is not an island.
It's very much like an island,
but, like, once it rotates out of standard,
you can't play a snow-covered island.
It's no longer in standard,
even though it's very similar to an island.
Anyway, we had not done snow in a long time.
I think we, when we did Cold Snap,
we said, well, we can't, it's kind of hard to avoid doing snow.
Cold Snap was, like, the missing Ice Age set with the flavor of it
because Ice Age only had two sets.
And at the time, every other world had three sets.
So we had a supplemental product for the summer.
So we did this thing called Cold Snap.
Oh, we found it in the file cabinet.
It's missing.
So we brought snow back there.
And then we introduced Snow Manor because we were trying to expand upon what snow was.
So in Cold Snap, introduced snow mana and the idea
was any permanent that is
snow supertyped
because snow was a supertype.
When snow first got created in ICH
I'm not sure if it was a supertype at the time
but we've since made it into a supertype.
Anyway, any
permanent that taps for snow and produces
mana produces snow mana
of whatever color it's making.
And so snow mana allowed us
just to try to do something a little bit different.
We really didn't do anything
with snow. I mean, not that a lot of worlds
had a strong cold component to it.
But when we
made Modern Horizons,
we were trying to
find something
sexy to do with the basic lands.
And at the time,
we had not made, since Cold Snap,
we had not made snow-covered basic lands.
And so, it was decided
that we would put it into Modern Horizons
since we'd have the lands, we'd make
some cards that cared and stuff.
So, Modern Horizons made use of snow.
It just went over really well.
And so I think what happened was,
if I remember the timing of it,
I think Modern Horizons came out
after Vision Design had handed off.
Like, we hadn't yet seen Snow.
Like, the public had been talking about Snow,
but there's a lot of things that the public asked for.
But when Modern Horizons came out,
it just went over well. And so I think whenave humphries was the set lead um he decided to
add snow it made a lot of sense i mean clearly clearly when you think north mythology you think
cold and so dave added in a snow component um obviously the basic lands became snow-covered lands
uh dave put in snow-covered dual lands.
Originally, he was going to repeat the ones,
at least the allied ones, from Coldsnap,
but he ended up making ones that had both land types,
just made them a little more useful,
and then made the whole cycle of those.
The other problem was the original ones had a few of the names were very dominarian in their name,
and so this allowed him just to make a brand new set of
ten that didn't have any of those problems.
The one last thing that
I haven't mentioned yet is
the runes. I talked about the runes a little earlier.
So runes are sort of
language
and that there's a lot
we talked about the magic,
was the idea of runes holding power. The idea of written language having power shows up in a lot, we talked about the magic, was the idea of runes holding power.
The idea of written language having power
shows up in a lot of mythologies.
But anyway, we wanted to do something with runes.
We tried a whole bunch of different things with them,
but in the end,
the thing that we ended up going with
was we made a cycle of auras.
It ended up being an aura subtype,
or yeah, well,
an enchantment subtype that went on auras.
And the way runes work is
you enchant a permanent,
and then
if it's enchanting
a creature,
it does one thing, and if it's enchanting a
permanent, oh, I'm sorry, if it's enchanting an equipment,
so, for example, like
the white one, Rune of Sustenance,
if it's enchanting a creature,
the creature has lifelink. If it's enchanting a creature, the creature has lifelink.
If it's enchanting an equipment, the equipment
grants lifelink. So the idea was
you could sort of put the rune on the person to
directly give them the ability, or you could put it on
an equipment, and that equipment would grant the ability.
And then
the fact that it's a subtype meant that
we could care about it.
Like, Runeforge
Champion is a card that
cares about runes. Like, whenuneforge Champion is a card that cares about runes.
Like, when you enter your battlefield,
you can go search your library for a rune.
The rule is we don't make subtypes
unless they mechanically matter.
Some reason we can make supertypes,
but we don't make subtypes
unless they mechanically matter.
And so we made runes matter.
But anyway, it was one of those things
that we kept finding...
Like, runes kept showing up in a lot of different areas along the way. Like, we knew we wanted to do runes matter. But anyway, it was one of those things that we kept finding like runes kept showing up in a lot of different
areas along the way. Like we knew we wanted to do
runes. But anyway,
this version where it had
double utility. So it
just enchanting equipment is just so narrow
was the problem. We wanted
to enchant equipment because that's where the flavor is. Like putting
runes on your sword and stuff.
But then the idea was, oh, well what if we made
it something that can go on creatures or can go on equipment. And that's where the runes on your sword and stuff. But then the idea was, oh, well, what if we made it something that can go on creatures or
can go on
equipment? And that's where the runes
ended up coming from.
Anyway, that, my friends.
I was
very happy. I think Call of Time turned out really
well. There were a lot of moving
pieces here. Like I said, it
shifted its slot.
It had, you know, a lot of stuff went on with this set
behind the scenes. But I think when the dust settled, it turned out
really well. I think it's a really fun set. One of the things about having
something that everybody wanted us to deliver forever is when you finally deliver it.
Especially after so many years. People have been asking this for 20 plus years.
Like, okay, we're finally doing it.
You know, I'm very happy we did it well
because it's something where when you make people wait,
when you finally deliver,
you want to make sure you do it right.
So anyway, that, my friends, is my story of call time design.
I think I hit all the major things.
If I forgot something, as always, I apologize.
I hit all the ones I remembered.
But anyway, that, my friends, is the story.
And I can see my desk.
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 hope you enjoyed the story of Coldheim.
Anyway, guys, I will see you next week.
Bye-bye.