Magic: The Gathering Drive to Work Podcast - #813: TSP with Aaron Forsythe
Episode Date: March 5, 2021Aaron Forsythe and I share memories about working on the design of Time Spiral. ...
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I'm not pulling out of my driveway. We all know what that means.
It's time for another Drive to Work, Coronavirus Edition.
Well, a couple podcasts back, I had Richard Garfield on to talk about Arabian Nights,
and I really had fun talking about that, so I decided to bring in a different designer
to talk about a different set. So I have brought my boss, Aaron Forsyth.
He and I, many years ago, both worked on Time Spiral.
And Time Spiral Remastered is coming out, so we thought it might be fun to talk all things Time Spiral.
So, hey, Aaron.
Hey.
Okay, I'm glad this is not a podcast where you're going to spoil WandaVision for me.
Every Friday, I'm terrified.
It is very good. I would definitely watch it.
But it's like my two loves, Marvel Comics and TV, have come together.
So it's very exciting.
Yeah, it's wild.
Yep.
Okay.
Time Spiral.
Time Spiral.
Speaking of time.
Okay, so what is your earliest memories of Time Spiral?
What is your memory of ending up on Time Spiral?
Let me think.
So I know Brian Tinsman was initially the lead.
I feel like we had moved around
what sets were going to be where,
and the Time Spiral was not initially where
we had hoped it was going to be.
Some other set had switched spots with it.
What came out? Let's see.
Ravnica Block was before it,
and Lorwyn Block was after it.
Okay.
Yeah.
I don't,
I guess I can't,
I can't piece that together in a way that.
I mean.
I mean.
Remembers exactly how it went down.
Here's the big picture on my end was,
if I thought why you were on the team was I was grooming you to lead the set.
Right.
And so I was just trying to get you on a lot of design teams.
Right.
I had been on all three Ravnica sets and I led dissension.
Yeah.
And then, right, the plan was for me to lead a big set.
We usually only had one big set a year at that time.
And I wanted to lead the following big set.
So I was put on this big set team.
This big set team.
I think we were – you and I and Brian and whoever else was on the team.
Devin was the fourth.
Devin Lowe was our fourth.
Like focused on time kind of as the key ingredients to what we wanted to be doing for the whole block, right?
Yeah. Pretty early.
Yes.
the whole block right yeah pretty early yes both real like time in the game like things mattered as far as like at the time that they happened within the game and then time is kind of a larger
concept with regards to magic uh you know as a as a as a as a the game at the game and all the
expansions and stuff we've released.
And I think both of those elements actually came through in the three sets.
Yes. Like the past, which we settled on the past, present, future
for Time Spiral, Planner Chaos, and Future Sight.
And Time Spiral, the main focus is the past as the nostalgic element and the time-shifted cards and all the throwbacks to stuff that happened in Dominaria's past.
But there's also some cards that refer to time explicitly, like Serra Avenger, or try to hint at things that happened earlier in the game.
And we tried to carry that through all three sets.
It was quite a very high concept for a magic set.
It was quite a high concept, yes.
I think I was being very bold,
because I became head designer in the middle of Champions,
but that already was well along its way.
And so Ravnica was my first, and then this was my second.
So I was big on block planning planning so I was really trying to like
let's be big and do blocks
that have some larger theme to them
and so. Right so if we strip out all the
nostalgic stuff and just look at the new mechanics
there's I think you know suspend
very much plays into time
and split second
I think was the other
biggest new mechanic which also all plays
with concept of time.
And there was a third thing.
For the first time, we keyworded Flash.
Flash, right.
Which also plays into time.
Right.
So even if the set was not going to be nostalgia-focused, we had the framework for a mechanical suite that was about things happening at weird times or doing things at different times
than what you were used to or things taking more time or less time to happen than normal
and i think that would have been enough stuff to make a whole very compelling set out of and then
we went ahead and added in like a dozen other mechanics and the time-shifted cheat with 121 other cards.
And it just got crazy quickly. It did.
So here's a question for you. Do you remember where the
mechanics came from?
No.
I think Split Second...
Split Second was
from another set that we stole from.
I think it was a card in Cold Snap, right?
It was a mechanic in Cold Snap. We? It was a mechanic in Cold Snap.
We took it from Cold Snap.
Cold Snap is its own story.
That's a different podcast.
Incredibly short
amount of time.
But you, Devin, and I were all
on that set as well.
So Suspend started
as a mechanic that Brian Tinsman
made to convey legendary sorceries in the third Savior's Kamigawa.
Kamigawa, okay.
And the thing that ended up being the thing where they go on forever, that cycle.
Epic.
Epic.
What happened is Brian made that, showed it to me, and I go, Brian, this is way more than a cycle. Epic. What happened is Brian made that, showed it to me, and I go,
Brian, this is way more than a cycle.
You could make a whole set out of this mechanic.
And so I
said, you can't do it here. We're going to save it for later.
But then I
let Brian lead the set since it was his mechanic.
I specifically remember
we stole
Teferi, Mage of Zelfir,
the kind of first legendary Teferi creature that was really powerful.
It's mono blue.
That whole card was a Bant Legend in Coldsnap
that Devon called Lord Panthro or something.
It was not really made to be an existing character,
but the design of everything you have
has flash and your opponent can't do anything
except on their turn was
ported over directly
and just made it into Faerie. So yeah,
Cold Snap gave us a lot
of ingredients
for Time Spiral.
Here's another early thing to keep you remember this.
Do you remember Hybrid being in
Time Spiral?
Vaguely now that you mention it.
But I don't remember what role it was attempting to play.
So early on, what happened was I had made Hybrid for Ravnica,
and development kicked it out of Ravnica.
But we were doing this crazy temporal thing.
I'm like, okay, well, maybe we'll use hybrid here,
representing, like, things are so crazy,
the man is breaking apart.
But then we found out that suspend and hybrid
had no synergy.
And one of them had to go.
And it turned out, I mean, Ravnica wanted,
ended up wanting hybrid back anyway.
And so we took hybrid out.
Yeah, I do remember Brian Schneider,
who was leading Ravnica development at the time,nica city of guilds the first one um coming around on
hybrid and deciding it was actually important and something we wanted to put back in the set
i do remember that happening for sure um yeah so I remember the early attempts at playing with the time-shifted sheet very vividly.
Playing in, I forget what conference room we were in, but you had a, I don't know, there's some story about you having a Solkenar, or you having to name a card and you named Solkenar, or something that...
card and you named Sulcanar or something that...
Yeah, I was playing Devon
and we had...
There was a mechanic that was in the set for a while
where you could double tap things. You could tap them once
then tap them again.
And so it lets you activate them twice
if they were totally untapped.
And we had some version of
name a card and they have to discard it if you name it.
And the reason it's not a
double tap creature is you can name it once, look at their hand,
and the second time, you knew you could get it.
But I'd used it once,
like I only had one tap, you know,
and so I'm just,
or I'm sorry, I had two taps,
but the first tap didn't matter
because I'm not going to get it,
so I'm just screwing around,
and I say, Sulcanar the Swamp King,
and I didn't know it was on the, you had put it onamp King. I didn't know you would put it on the bonus sheet.
I didn't even know it was on the bonus sheet.
Like, I just named it as a joke because it didn't matter.
And he goes, oh, you got me.
And I'm like, what?
I think that card was kicked around a lot as, like, an example of exactly the kind of card we wanted to put on the time-shifted sheet.
And so it was probably, you know, in your head.
Yeah.
I guess this could be in there. And, yeah so it was probably you know in your head yeah i guess i guess this could be in
there and yeah it was yeah anyways i ran around i mean it was just such a crazy hit that i was
very excited so um yeah so at some point we decided to i don't know if it was working with
creative and whatnot and figure out this is going to be how we set up the mending and all these other things
were like the past present future of dominaria and this was the first time we've been back to
dominaria yeah wow since we started plane hopping with each block um so you know there's a lot of
pent-up desire to use all those place names and old characters and whatnot and so when we decided
to make the time spiral um focused on the past specifically dominaria's past
like it was i was just like a kid in a candy store you know because i had this i had
an encyclopedic knowledge of all of the previous sets and cards and all the weird stuff that we
ever done i did just immerse myself in it you know as a player for so long that being able to draw on all that and use it to make all of these crazy
throwbacks and mashups um it was super indulgent uh and and super fun at the same time and i think
you know in retrospect as someone who's now has to think more about the business and the whole audience that I regret a lot of it.
But man, it was some of the most fun I ever had making cards even to this day however many years later.
Yeah, it was super fun.
By the way, just to correct a little bit, I know about the story.
The idea for the mending
was very, very early,
but Brady Domenech,
who ran the creative team,
all he wanted was
some major event happens
and he understood the idea
that the Planeswalkers
would give up their spark
to solve it
and then we'd redo Planeswalkers, right?
But he didn't care what it was.
It just had to be some
multi-level,
like, some crazy large
problem that they had to solve.
And so when I had the idea
for time, like, we had these time mechanics,
I went to him and said, okay, I want
to do time mechanics. And he's like, okay,
we'll make it a temporal thing. Like, you know,
it didn't require it being time,
but when I came to him with, I want to have time
mechanics, he's like, okay, I guess it's a temporal accident, you know.
So, and then they just, you know, they shifted that.
It also helped at the time I was running the creative team for Iceworth.
Oh, yeah, yeah, yeah. walker cards around then and we wanted to we wanted to get you know planeswalkers onto cards
which is something we had never done before that they were supposed to be our you know our heroes
our go-to characters that were going to be the kind of glue of our intellectual property but
there was no way to ever show them because they were so powerful in the game that you know they could create worlds and wipe out civilizations and whatever that there's
just no space for for those as magic cards um that we wanted to create the toned down version
which ultimately showed up in lorwyn which you know was originally supposed to end up in future
sight as a hint of the future so we needed this kind of story reset that was going to reset the entire multiverse
and how Planeswalkers functioned in it.
So Time Spiral ended up being the block where that happened.
It did.
Yeah.
So I did a separate podcast
talking about the time-shifted sheet a little bit,
but I would love to get your perspective
on your memories of the time- sheet because you were very very involved
in it yeah so we talked about um what were the gimmicks going to be what were going to be the
things that made this set stand out and if we did a past, present, future, that the past should involve actual old magic cards as one of the ways to represent this set showing magic's past.
And because we had shifted to the 8th edition frame a couple years before, that gave a really clear visual as to what was an old magic card something anything that
existed in the before that frame came out which was really convenient because i think we had we
struggled showing what alternate present looked like with the planar chaos frames like that was
not a clear because clear a message uh and the future frames were so wacky that i think that got that across pretty
clearly but the past was this was very easy to do um and so it just became a puzzle of like which
which cards should we pick how should we do this uh i i kind of begged to to be the one that got
to do most of that work and i did and i actually was on both the design and the development team
for time spiral so i kind of got to shepherd it all the way through.
And originally, they were not going to be standard legal.
We could just pick whatever we wanted.
And so we just kind of went nuts.
Everyone said what their favorite old cards were.
Threw them all on there.
And there were some really powerful stuff like you know channel or whatever that
ultimately ended up just not being fun at all because it was so powerful i remember swords
was on it for a while yeah swords to plowshares right some of that stuff was cool it was cool
to put swords to plowshares and packs which you see we actually pulled off in strixhaven um haven um but then once you know the the real work came when i and randy bueller and brian and others
decided you know that if we could pull this off to actually have the list be standard legal the
the time shifted sheet exactly how far could we push it what powerful cards could be could be put in there um so it kind of got revamped a little bit had to pick things that were played into the set themes
the mechanics that were already in there so the cards felt kind of natural in a little bit of
environment but then still um have some weirdos for sure um it's. It's weird how much of it relies on color pie breaks,
making you feel like old magic cards.
I guess that's what makes them feel so distinct,
like a card like Ghost Ship, which is a blue regenerator,
or Prodigal Sorcerer, which is a blue creature from Alpha
that can tap to deal damage to anything.
Those are just not cards we would make at all.
So that made them feel very distinct from all the rest of to deal damage to anything. Those are just not cards we would make at all. So that made them feel very distinct
from all the rest of the cards in the set.
I don't know how you feel about that in retrospect.
I think we would be less willing to pull that off now
the way we're managing the color pod.
But that was a large part of the charm for me.
I think Modern Horizons is kind of,
how do we do Time Spiral now? That's what modern horizons kind of is right so um we have a lot of nostalgia
without necessarily having to break the color pie or you know so yeah we don't there's been
i mean having worked on modern horizons to write that the set got reviewed for color pie violations
just like any other set we did.
But yeah, the time-shifted sheet was kind of like cards that feel old because we wouldn't make them now for whatever reason.
Whether they were weird creature types or weird rules text or off-color things that wouldn't make sense nowadays.
So you end up with a lot of stuff like uncle istvan which is weird for a lot of
reasons or evil eye orms by gore or even stuff like ustin troll you know red red doesn't get
regenerators or didn't at that time um so yeah it was just like a list of all of everyone's favorite
weird stuff i put some of my own pet cards like i love the card fiery justice from ice age that
was my favorite card so that went on there my wife loved goblin snowman from ice ages for the arc it was so ridiculous so that got on
there you know mike turian who i've known and played magic with for years before either of us
worked at wizards his one of his favorite cards was spitting slug so it was just like an opportunity
to kind of you know without giving people true vanity, but just like give a nod to a bunch of individual cards that had meaning for us personally.
And it just kind of showed off the true breadth and weirdness of what old magic was.
So the coolest thing for me was that we kept it secret all the way through the pre-release.
I don't know if you remember that, but like we we had kind of begged with marketing.
Let's just try to keep this one under our hats.
And we mostly did.
I think some,
some of some information about it got out early.
I,
I talked about this in my podcast on the time.
It did get out by the really invested people because we slipped in a few
really small ways,
but most,
most audience didn't know.
Got to experience that thing without even knowing it was there at the
pre-release,
which is,
or was a rare treat.
You know,
we rarely get to have surprises that big
at our events, but that was awesome.
So what else, memories of making Time Spiral?
What are your memories?
What jumps to mind when you think of Time Spiral?
Just all of the mashup cards.
And then, you know, some of them are very cringey in retrospect,. There's, and then, you know,
some of them are very cringy in retrospect,
like storm cloud gin,
which is a three,
three flyer that has like R R colon plus two plus.
Oh,
I think it's plus two plus.
So it deals one damage to you.
And that line of text was lifted from electric eel,
which is a forgettable common from the dark.
You know, which is a forgettable common from the dark um you know that's so bad that most people don't even know it exists and it certainly never gets played anywhere but there's just one of the things
it's like that's a weird thing it's a blue creature that has a red activation and it deals
a damage to me because it's supposed to be an electric eel so we put it on this gin which is also it has a cloud like the cloud the cloud dragon or uh
cloud gin high flying mechanic yeah like electric eel didn't make a ton of sense on a gin like this
there wasn't a lot of like cohesion to this approach it was just like what lines of text
are old and wacky and then we'll make creative figure out what the hell to call this thing they
did a good job.
They made a gym that has like lightning in the background to kind of give the electric eel nod.
And the flavor text actually says as fickle as lightning, as slippery as an eel.
But man, we did not make their jobs easy by picking this kind of nonsense and smashing it together.
And like there's stuff like Cloud Chaser Kestrel, which is a threemana 2-2 flyer that destroys an enchantment when it comes into play, which was a nod to Cloud Chaser Eagle, which was a card from, I think Tempest was when that came out, that people who played Limited back then remembered pretty well.
But it also had W colon any permanent becomes white until end of turn, which was a callback to Aurora Griffin from Plane Chase.
But that text didn't do anything.
It was just extra nonsense for no reason just to make the card weird.
And I think that's where the set lost a lot of people.
Because we made you read and try to process all this stuff that was just there to kind of be funny or weird without a lot of upside as far as gameplay goes um and that's just not a thing we do today and
we learned some lessons there i don't want to i shouldn't be trying to make cards that are fun
to read on the internet and that's like the maximum value you'll ever extract from it
it should be you know fun to play fun to own have uses uh elsewhere but times barrel has a few too many like
you read it that's why we made it so it would be funny to read like the double cyclopean mummy
that has the cyclopean tomb ability um like that card was not good it didn't play well
it was just ridiculous for ridiculous sake so like said, indulgent is a good word to describe this set.
There's some stuff that turned out pretty well.
I liked all the new salads that we made.
Kind of a throwback to when I started playing, which was Fallen Empires.
We did a bunch of new slivers.
I think those went over well and some of those cards are still really popular even today um and then there was some really clever stuff like the the suspend
cycle that you can't cast you know i think that was one of the ones you you pushed for pretty hard
like what is the only way to play the card was to suspend it and you know those end up being
working out as really powerful when you get to modern or
whatever you can cascade into them like living end and those cards are all all like represent
old magic cards as well living end is living death and hyper genesis was eureka um ancestral
visions was ancestral recall it was ancestral recall it's just fun it was just fun to go and
find all those ways to do that white was White was balance and red was Wheel of Fortune.
And then there was a Lotus.
So do you remember that
Suspend early on,
you couldn't, you had,
Suspend meant it got suspended. You didn't have a choice.
There was no way
to do it. Right. The earliest version
of Suspend, just, this is how you
cast it. And then we decided that
it made more sense that you could opt into it right just made it seem like a better mechanic
like you could choose to do it because late game the problem was if you do them late game they
kind of just sucked um but late game when you had the mana you can just cast them right when you top
deck your your errant ephemeron in in the mid game or late game when you're losing and it's like well
if you in four turns i'll have this flyer that is...
You start questioning why you put the card in your deck in the first place.
Definitely didn't want that to be.
I think that cycle was like, we thought it would be cool to do a little bit of that, but not too much.
And it was cool. It was cool.
There's definitely a lot of playing around with...
The reserve list was a real
thing that we acknowledged back then and so this was an opportunity to kind of do homages to a lot
of the cards we just weren't going to reprint otherwise like you said ancestor recall wheel
of fortune there's a like a morph cycle that have like um a deranged hermit and ali from cairo
and then there's a sliver cycle that had stuff like like a juzam jinn as a sliver so like these a Deranged Hermit, and an Ali from Cairo.
And then there's a Sliver cycle that had stuff like a Juzam Jin as a Sliver.
So these were all cards that, you know,
we're not going to print the original versions of again,
but we could make these really cool.
Yeah, the Magus cycle came from that too.
Yeah, so the Magus cycle,
I don't know if you've actually ever told the whole story of these.
Okay, go ahead.
We wanted some kind of splashy cycle.
We knew the set was missing one last kind of high-profile cycle.
And the stuff we tried, which now that we've gone on at least a decade,
I'm pretty sure we're not going to actually ever do it,
where the stuff like you can add four, six mana artifacts
from any point in Magic's history.
Yes, the Gatekeepers!
Right, the Gatekeepers. I don't know if you've actually ever...
I just wrote an article where I finally revealed them to the audience.
I don't know whether they'll hear this before the article.
But it was like, we wanted cards that altered the deck.
If these cards were in your deck, it altered the deck-building rules
specifically around standard
to let you use other cards
that were not otherwise standard
legal and be able to put them into your standard
deck. So you may add
up to four wizards from
any point in Magic's history to your deck, or up
to four six-mana artifacts, or up to
four... I don't even remember what else.
Two threes, that was one of them.
Right, two threes.
Any two, three creatures you want, you put them into your deck.
I went through and I found things that weren't broken.
Like I had to find like something that I could do.
Right, right.
There couldn't be an obvious best answer that was too powerful for standard,
but just things that let you.
I think we had knights as one of them maybe as well.
Maybe, yeah.
Maybe knights.
Yeah, there was a cycle of six.
There was one of each color
and an artifact was the cycle.
A combination of like
outside of standard,
this was kind of how people
got to play anyway,
so they didn't really
pull much weight there.
And the rules implications
and the deck check implications
for judges
and the Magic Online implications
of them having to code all this stuff.
I think there was a lot of, please
don't do this, from a lot of
different parts of the company.
Yeah, I tried, but it was clearly
it wasn't going to happen.
Yeah, so I came up
with a major cycle of, like, what if there were
creatures that represented
old artifacts, but they were
colored, and we tried to map them to
the colors and give them bodies that matched what the casting costs of the artifacts would be
um so it's like mages of the disc and then like which was never neural disc
scroll it's curse scroll right candelabra which is another card we otherwise couldn't reprint
same with curse scroll um i just said the candelabra of tanos
the green one the black one was mirror universe magus of the mirror and the
which one am i missing the blue one is memory jar i'll never write so yeah again like playing
along playing pulling around with reserve list cards trying to make cool throwbacks and homages to them.
And they turned out well, and they actually spawned two more cycles.
Well, two more cycles in the block.
They spawned more cycles later.
Right, and then even more.
Mages of the Moon is probably the most famous one of these. That was the enchantment one from Future Sight.
Future Sight did enchantments.
enchantment one from from future site future site did enchantments planar chaos did lands which i didn't really love because lands don't naturally have a a mana cost that you get to mirror
yeah so they all just had kind of arbitrary bizarro mana costs
but the the future site ones and the times borrow ones were both both quite cool yeah
But it's quite cool.
Yeah.
What star?
Can you think of a card that didn't make it that you thought was a...
that entertained you, but it didn't end up making it to the set?
I'll start
so you can think for a little bit.
Yeah, I have one.
Oh, you have one? Okay, go ahead.
Mine is Father of Runes.
It was a one mana one one white
that had tap
flicker
one of your own creatures.
It didn't give her protection, but it exiled it
and returned to the battlefield.
Ooh, I like that.
It's absurd.
I mean,
we have avalanche riders on the time the time shifted sheet so the fact that you
just twice in one turn avalanche rider your opponent and then every turn thereafter without
ever paying echo again just keep flickering it was was absolutely ridiculous and that's that's
that was like the first deck anyone built with the card so i don't think we ever even got around
to building a second deck uh it's one of those cards, like there's a lot of cards
where if you couldn't execute it on it at these exact numbers,
then there was just no point even trying to make it.
Like Urza's Factory makes a 2-2 Assembly Worker for 7 tap,
and if we had to change that off of 7, which was the...
Right, the Urzatron.
The Urzatron mana number, or 2-2,
because that's what an assembly worker
that Mishra's factory represents would be.
Then the whole joke kind of falls apart.
Development did not love those cards
because there's not much you can do to them.
It's either say yes or say no.
And if you say no,
we need to go figure something else out.
What's yours?
My card is a card that Brady veto vetoed uh was pirate ghost ship oh i
remember ghost pirate ship ghost pirate ship right ghost pirate it was a cross between ghost ship and
pirate ship right because it's funny both ghost ship and pirate ship are on the time shifted sheet
but there's stuff that it's like you can do it there but don't make us do a real version of this
and like they did not want ship as a creature type they just we didn't have vehicles
back then and ship just was a dumb creature type honestly it's not like it's a living creature
people love walls so go ahead right please don't make us do ships okay we didn't do ghost pirate
ship uh yeah i bet we could do a card like that in a Modern Horizons
set, though, for sure.
Yeah, it's funny that
I think Modern Horizons really is a spiritual
successor, so
if, I mean, A,
Time Spiral Remastered is coming out, so if you want to experience
Time Spiral and you weren't around when Time Spiral
was around, you have the perfect opportunity.
We're almost out of
time, but do you want to real quickly, what inspired
us to do Time Spiral Remastered? Do you remember?
What inspired
us to do Time Spiral Remastered?
Yeah.
I don't remember. I do remember how much
Time Spiral influenced the original
Modern Horizons. That was the whole pitch,
right, for the first Modern Horizons.
Let's try to do another time spiral.
But no, I don't remember
the...
Gavin had the idea that it would be
fun. One of the weird things about
Magic is it's hard to go back
and draft old environments.
They're here, you draft them, and then they're gone.
And you can refer to them,
but he
really liked the idea of could we recapture and let
people redraft something in tabletop
and obviously digital they can
yeah we can reissue things digitally
very easily right so he came
up with this idea of how could we do that
and like he kind of got so
far along that he finally realized he had kind of remade
Remastered like
from a completely different vantage point he did all
these things and like oh I've just made Remastered he goes how about we do a tabletop Remastered. From a completely different vantage point, he did all these things, and like, oh, I've just made remastered.
He goes, how about we do a tabletop remastered?
Right, because he did Tempest
remastered on Magic Online.
Right, right.
Which is all three sets from that block, packaged up as one
draft environment. And so he had five choices,
and he went around pitching the
five choices of blocks, and
Time Spiral was so number one that it won.
And that's how
that yeah if if you you know if you were invested like time star limited is so fun and it's just
there's so many different things that can happen there's so many different cards way more than
you're used to in a typical draft environment about which the sheer number of different cards
that you're exposed to just from all the different time shifted sheets. That, you know, it was my favorite limited environment for years and years and years.
I haven't done it in so long that I can't really hold it up against our more recent stuff.
But yeah, I look forward to that a ton.
And the fact that there's a new time shifted sheet full of stuff that was not printed in the old border before.
I just I'm such a sucker for those kind of things,
to have all these old, the cards look so cool,
and oh my gosh, look, this draft, I got this card,
I never would have expected,
now I got to build my whole deck around it.
It's super fun.
Well, anyway, I want to thank you for being here, Aaron.
Yeah.
It was a lot of fun talking Time Spiral,
bring back lots of memories.
Memory lane, yeah.
But I am now at my desk, so we all know that
means it's the end of my drive
to work. So instead of talking magic,
it's time for me to be making magic.
So once again, Aaron, thank you so much.
Thank you. And everybody, I will see you all
next time. Bye-bye.