Magic: The Gathering Drive to Work Podcast - #820: Legendary Artifacts, Part 1
Episode Date: March 26, 2021In this podcast, I share card-by-card stories about various legendary artifacts. ...
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I'm not pulling my driveway. We all know what that means. It's time for the Drive to Work Coronavirus Edition.
Okay, so today I'm going to talk about legendary artifacts.
So I'm going to go through and just share stories.
I've made a lot of them and others I was involved in even though I might not have made them.
So we're going to start with the very first ever legendary artifact was in Stronghold.
So in the story, the angel
Selenia attacks Crovax and the rest of the Weatherlight crew.
And she has a sword that she's
attacking with called the Sword of the Chosen.
And we wanted to represent the sword.
And at the time, there had never been a legendary,
anything other than legendary creatures, I think.
But we were talking, we were like, well, like, this represents the sword.
There's not multiple swords.
It's not like there's many swords of the Chosen.
And so we said, okay, why don't we just make this legendary?
And it was more for flavor, really,
than anything else. And the card's not particularly...
The Sword of the Chosen is
two generic mana, legendary
artifact, tap, target legend,
gets plus two, plus two, no end of turn.
So it's one of the
early cards we made that sort of legend,
like things that care about legends,
legendary creatures.
It's also funny, it says target legend,
because at the time of the making of this thing,
the creatures were not legendary yet,
they were legends.
Legends was a creature type.
But anyway, that was the very first card. Not a very auspicious start.
But the second!
The second!
So the second ever legendary artifact,
and the first ever legendary artifact creature,
was Karn Silver Golem.
So this happened in Urza's Saga.
So one of our plans was,
we wanted to sort of slowly dole out the whole crew of the Weatherlight Saga,
but we just wanted to do one or two per set over the course of the story,
which ended up being about four years.
We saved Karn for Urza Saga
because Urza Saga takes place in the past,
and he's the only crew member that was alive in the past.
So Karn got created by Urza,
for those that don't know that.
He was made out of silver
because Urza was doing time travel
experiments, and silver was the one
object that could travel through time, according to
his research.
But anyway, it was time to make Karn.
So the interesting thing about
Karn was
we had made a
Karn Vanguard card.
I did a whole podcast on the Vanguard cards, if you want to
go hear them. But anyway, on his Vanguard card, we had a whole podcast on the Vanguard cards if you want to go hear them. But anyway,
on his Vanguard card, we had a
card that was basically Titania's
song. It animated
artifacts, and he was
the only one that made any sense with that ability.
So we kind of put it on
Karn because we just liked the ability
for the Vanguard card.
And so like, okay, well he's
the keeper of the legacy, so he has a relationship with, okay, well, he's the Keeper of the Legacy,
so he has a relationship with artifacts,
so okay, he animates artifacts.
So when we got to make his card,
like, the popularity of his Vanguard card
just made us go,
okay, I guess he does that.
So literally his...
Oh, here's what Karn does.
I should tell you what Karn does.
Karn Silver Golem, 5-mana,
Legendary Artifact Creature.
When Karn Silver Golem blocks or becomes blocked, it does. Karn, Silver Golem, 5 mana, Legendary Artifact Creature. When Karn, Silver Golem
blocks or becomes blocked, it gets
minus 4, plus 4 on the end of turn.
Oh, by the way, I'm reading the original card. He's not a
Golem, but that was not on the original card.
And then 1, target 9 Creature Artifacts. It's an Artifact
Creature with Power and Toughness, each equal
to its casting cost until end of turn.
That Artifact retains its abilities.
So I'm reading the original card.
Anyway, so the second ability came about
because we ended up matching the Vanguard card.
The first ability is,
we wanted him to be decently sized,
because he's a giant golem.
Karn is like 10 feet tall.
Karn is very tall.
He's like 10 to 12 feet tall.
He's very tall.
He's taller than Garruk, and Garruk is tall.
Anyway, I think he's like 10 feet tall, and Garruk's like 8 feet tall, I think, or 7 feet tall. Garruk's feet tall. He's very tall. He's taller than Garak, and Garak is tall. Anyway, I think he's
like 10 feet tall, and Garak's like 8 feet tall, I think, or
7 feet tall. Garak's pretty tall.
Anyway, the problem was
at the time, Karn was a pacifist,
so one of the flavors
of the character was
Urza put a memory
cap on Karn so that Karn could only remember
so much time, because
it was causing problems
that he remembered everything.
But anyway, he put a cap on his memory
because Urza does stuff.
And Karn
accidentally killed a man
and that was one of his earliest memories
and he had vowed
not to harm anyone again.
So he was a pacifist. So during the White Light Saga
Karn would not hurt anybody. He's still he was a pacifist. So during the White Light Saga, Karn would not hurt anybody.
He's still, he's not completely a pacifist, but
he's a kind golem.
Anyway, so he's a
4-4 creature, but he's
a pacifist. Well, how do we
convey a pacifist? So he talked about, should he not be able
to attack? And like, well, it's kind of lame
to have creatures that can't attack. So what he decided to do
was, when he's blocked or blocked,
he gets minus 4 or plus four.
So the idea is he's really hard to kill.
So when he gets blocked,
he turns from a four four into a zero eight.
But the idea is he refuses to harm anybody.
So if he gets in a fight,
he won't fight them.
He's hard to kill,
but he won't fight them.
And so the idea was
he's good at blocking and stuff,
but he's not good at fighting.
But if no one blocks him,
okay, well, he'll get through
and do four damage.
So apparently he's pacifistic toward other creatures, but not toward planeswalkers.
Okay, next.
Predator Flagship.
So Legendary Artifact, two in colon, target creature against flying to end of turn, five in tap, destroy target creature with flying.
So the idea was, so the Predator is the bad guy ship.
So this Predator Flagship bad guy ship. Um, so this, uh, Predator flagship shows up in, uh, Nemesis.
Um, and this is the bad guy ship.
Uh, and so we wanted it, vehicles weren't a thing yet.
Vehicles don't show up to Kaladesh.
Um, so this couldn't be a vehicle. I mean, maybe one day, maybe one day we'll make a Predator, uh, vehicle, but we have not.
be a vehicle. I mean, maybe one day we'll make a Predator
vehicle, but we have not.
So, the idea was it could
make things fly because it's a flying ship to help them fly.
And then, because it was kind of destructive,
we liked the idea that it could destroy things with flying.
It did damage
the weatherlight
when they met back in
original Tempest.
But anyway, yeah, this was
mostly made just to sort of
capture that essence. And then
the Skyship Weatherlight
ended up in
Planeshift,
the middle set in Invasion Block.
So, Skyship Weatherlight,
four mana, legendary artifact.
I'm not sure
whether I should be reading... I'm going to read the original cards because they're more fun to read. When Skyship Weatherlight, 4 mana, legendary artifact. I'm not sure whether I should be reading... I'm going to read the original cards
because they're more fun to read. When Skyship Weatherlight
comes into play... Now it would be
Into the Battlefield. Search your library for any
number of artifact and or creature cards and remove them from
the game. Then shuffle your library.
4 and tap. Choose a card at random that was
removed from the game with Skyship Weatherlight.
Play that card in your hand.
So the idea
here essentially is that Weatherlight
in the story was known for
going and gathering both
people and the
legacy artifacts. So the idea
is it goes and gathers things and then you
have access to them. But it's random so
the idea is you can get any
number of things but it's random
what you get. Like the fewer things
I get the more I know I'm going to get them
sooner, but the less things
I can get. So it encourages you to get
more things, but then it sort of makes this little
mini deck in Exile
that you're drawing from that's randomized.
But anyway,
I thought that was pretty cool. We did later
make a Skyship Weatherlight.
We did
make one when we went to Dominaria.
So I'm going chronologically.
When I get there, maybe we'll talk about that.
Next up is the Legacy Weapon.
So the Legacy Weapon shows up in Apocalypse.
So Urza's master plan,
so the Legacy are all these artifacts that he makes.
It turns out if you put all these artifacts together,
and the weatherlight is one of those artifacts, it makes. It turns out if you put all these artifacts together, and the Weatherlight is one of
those artifacts, it makes an
ultimate weapon, which is
used to save the day and
defeat the Phyrexians.
So we needed something that was
really potent, right?
So we ended up making
something that had a Wooburg activation,
so if you spend white, blue, black, red, green,
you can exile target permanent.
And the original card said remove target
permanent from the game, because exile wasn't a term yet.
And we thought that
felt like, ooh, it costs seven mana
to cast. And then it also said,
if legacy weapon we put into a graveyard from anywhere
reveal legacy weapon and shuffle it into
its own library instead. So we didn't want you, like,
animating from the graveyard, so it had
anti-animation text.
But anyway, we thought that
was pretty... There's not been
a lot of
Woburg activation, especially on artifacts.
So... Okay, next up
is the Mirari from Odyssey.
Okay, so
there was this...
I was trying...
For those that don't know me,
you listen to my podcast,
I assume you do.
I really enjoy doubling things.
I like it.
And the Mirari was a key part of the story.
In fact, it's like the...
It's an artifact
that the entire story revolves around.
It's a super powerful artifact
that kind of lets people
do whatever they want, sort of. And like, how do you capture this? We just wanted something that the entire story revolves around. It's a super powerful artifact that kind of lets people do whatever they want, sort of.
And like,
how do you capture this?
We just wanted something
that was really exciting
and powerful.
So the original,
so the card is
five mana,
a legendary artifact.
Whenever you play
an instant or sorcery spell,
you may pay three.
If you do,
put a copy of that spell
on the stack.
You may choose new targets
for the copy.
This one,
the original card
mentioned the stack.
We don't mention the stack anymore.
Like,
the Oracle text does mention the stack. We find when mention the stack anymore. The Oracle text does mention the stack.
We find when we mention the stack, it confuses players.
We try not to mention the stack in card text.
I mean, the stack is there and it works,
but usually we don't need to reference it
and people can understand it.
Originally, by the way, the Mirari,
you didn't pay mana.
It just copied every instant sorcery you cast.
I think it cost more.
It cost like seven or eight.
But it was hard to get out
and it was a little bit too much.
So we decided that, okay,
we'd put a mana gate on
and ended up putting a mana gate of three.
Mana gate's what we call,
you have to pay some mana when you do something.
But anyway,
it's still actually a pretty seemingly powerful card.
But that is Mari.
Okay, next up, our second ever legendary artifact creature.
Bosh, Iron Golem.
So, Bosh, Iron Golem is 8 mana.
Artifact creature, Golem Legend, trample, 6-7.
3 and a red, sacrifice an artifact.
Bosh, Iron Golem deals damage equal to the sacrifice artifact's converted mana cost
to target creature or player.
So, uh...
So, Bosh was the sidekick of Galissa,
who is the main character
of the Mirrodin story.
He's a big golem.
I think we were just trying to capture him, and he was powerful, He's a big golem.
I think we were just trying to capture him and he was powerful
and we wanted something that sort of was interesting.
It was an artifact set,
so we wanted him to work with artifacts.
We liked the idea that...
We had previously done fling
where you throw creatures to do damage.
Like, well, what if he throws artifacts?
He flings artifacts was the idea.
I think we gave him trample just because he was big enough.
But yeah, I mean, just
the character we knew existed in the story
and so we wanted to make him.
Next up, Croak's Thumb.
So Croak's Thumb is a legendary artifact.
Costs two. If you would flip a coin,
instead flip two coins and ignore one.
Okay, so
this card was from Mirrodin.
We were just trying to make a lot of cool, quirky cards.
I made this card.
And the reason I did it was like,
okay, well, one of the problems with trying to build a coin flipping deck,
there's no reason to build a coin flipping deck, right?
So I said, well, what if I gave you a reason to build a coin flipping deck?
And so I like this idea that it didn't
let you determine the coin flip, because that was
a little too powerful. But the idea is that
you can flip two coins and then pick which one
you want. So instead of 50-50,
your chance of winning is now, instead of
2 out of 4, it's now 3 out of 4.
You have a 75% chance of winning
instead of a 50% chance of winning when you
flip a coin. The funny
thing is, this card was originally not legendary.
And what happened was,
they were playtesting it,
and in numbers it was problematic.
Because getting a 7% chance is okay,
but if you start putting four crux thumbs in play,
your chance of missing is so low.
So the developers came to me and said,
this card is problematic,
but not if there's only one of them.
Would you mind if we make this legendary?
And I'm like, sounds good to me.
And so we made a legendary.
So we then, in Unstable,
I made Crux Other Thumb,
which does the exact same thing, but with dice rolling rather than coin flips.
And the thing that's always funny when we say Krook's Thumb is legendary,
I'm like, yeah, he does have another thumb.
Anyway, so he took advantage of that, and Krook's Other Thumb is in Unstable.
Okay, next up is Mind Slaver.
So Mind Slaver costs six generic mana, legendary artifact, four in next up is Mind Slaver. So Mind Slaver costs six
generic mana, legendary artifact,
four in tap, sacrifice Mind Slaver,
you control target player next turn.
So it's funny,
the Oracle text is you control target player
during that player's next turn. So, almost
the same text as the original.
Okay, so the fun story about Mind Slaver,
so this was in Mirrodin, was I originally
made this card to be
Volrath's Helm in
Tempest.
I had this big thing about
an idea I had, I think I called Marquee
Cards, and I believed that
inspired by
Jester's Cap in Ice Age, I thought
every large set should have one
card that can go in any deck.
So, usually an artifact, but it could be a land.
That did something you've never, ever seen before
and just made people go,
wow, I didn't know you could do that.
And so, I made Grim Totem and Mirage,
and Mind Slaver was me trying to do that in Tempest.
The problem was that the rules manager at the time, which I don't even remember who the rules manager was during Tempest. Uh, the problem was that the rules manager
at the time, which I don't even remember who the rules manager
was during Tempest. Um,
Tom Wiley's my guess?
But it might have been Beth, Beth Morrison.
Um, or it could have been
Paul Barkley. Anyway, one of those early
people. Um, I was
told by the
rules manager that it could not be done.
Um, one of the problems at the time was
I think they were worried about
mana burn.
It's funny because
in the original version of Mindslave
the reminder text says
you see all cards that player could see and make all decisions
for that player.
He or she doesn't lose life because of Mana Burn.
That was rolled into
what it means to control the player.
Now, the Mana Burn stuff went away because
Mana Burn's no longer a thing.
But anyway, for whatever reason, I couldn't do it.
I was told I couldn't do it.
So, flash forward many years in the future
and we're doing Mirrodin, and I'm trying to make
awesome artifacts. So I literally went back and looked at old files, and doing Mirrodin, and I'm trying to make awesome artifacts.
So I literally went back and looked at old files, and I saw this card, and I'm like,
So it was a different, I don't remember who the rules manager is, but it was a different rules manager than was back in Tempest.
And I said, can we do this? And they're like, uh, sure.
And so they let me do it, and we came up with the terminology of what it means to control a player.
So the reason Mind Flavor came about, by the way, for those that are interested, since I'm talking about it,
there's a card in Alpha
called Word of Command,
where you take control of the opponent and try to
cast a spell. But the problem was,
you could always respond to it, so like,
if I have an instant I could cast, I could
just cast in response to them making me cast it.
So, Word of Command never worked
really well. So I was trying to solve Word of Command
and it came up
with the idea of, well, what if
the way you solve it is, what if you just take over their whole turn?
So I use it, and like, on their next turn
I mean, they can try to do something before we get
to their turn, but once it's my turn, plus
they'll draw a card during their turn, so
they can't keep me from playing the card they draw that turn.
But anyway,
so I did it, and then this card
ended up getting reprinted in Scars of Mirrodin.
Went back to Mirrodin. The one
mistake of this design, the one mistake, is
I do wish the card exiled itself
when you used it, rather
than just sacrificed itself.
Because a lot of the dangerous things that have a
mind slaver is recurring it.
And that's not really the fun part of the card, necessarily, so
I kind of wish it had Exile.
We actually talked about doing an upgraded Mind Flavor
in Scars of Mirrodin.
Like, the same thing, but it said Exile.
And, like, something Mind Flavor.
And we talked about it, but we ended up not doing it.
We thought it would be cool to bring it back.
Okay, next.
Sword of Kaldra.
Shield of Kaldra.
Helm of Kaldra.
So, these are three Legendary Artifacts. So, Sword of Kaldra helm of cauldra so these are three legendary artifacts
so sword of cauldra
costs four
generic mana
equipped creature
gets plus five
plus five
whenever equipped creature
deals damage to a creature
remove that creature
from the game
equip four
shield of cauldra
costs four
legendary equipment
legendary artifact equipment
equipment named
sword of cauldra
shield of cauldra
and helm of cauldra
are indestructible
and equipped creature is indestructible.
Equip four.
And then Helm of Cauldron
costs three generic mana, legendary artifact equipment.
Equipped Creature has First Strike, Trample,
and Haste. And one colon,
if you control equipment named Helm of Cauldron,
Sword of Cauldron, and
Shield of Cauldron, put a four four
colorless avatar legendary creature token
named Cauldron into play and attach those equipment to it. So the idea was each one of these is its own equipment.
But if you get all three in play, it creates Kaldra.
It makes the Kaldra token.
And so Kaldra is a 4-4.
So if you put it all together, you get a 9-9 creature with First Strike, Tremple, and Haste that's indestructible.
So that's pretty impressive.
And so the idea was...
So the idea of this thing was, I liked the idea of doing something that took multiple sets to come out.
And note that Shield of Cauldron references Helm of Cauldron, which didn't exist on the next set.
That might have been
the first time
we ever referenced
a card that did not yet exist.
But obviously hinted
that it was coming
on the next set
because obviously
Sword of Caldor
was in the first set.
Shields was in the second set.
It didn't take rocket science
to figure out
where Helm of Caldor
was going to show up.
But anyway,
we were trying to do
something that paid off
over time.
So this was the first
that I think
where something was built.
I mean, we had cards in the past that you, like, Mirage had the Nightstalker cards that got you the Nightstalker.
This was kind of inspired by that, but spread out over time.
And the idea that was cool was each one, they were equipment.
So equipment was something that got introduced in Mirrodin.
So it was a brand new thing, and it was just something cool.
And anyway, I liked it was a brand new thing, and it was just something cool, and anyway,
I liked it quite a bit.
Okay, next up is Memnarch.
So, Memnarch is an artifact creature,
wizard legend, another...
Let's see, so it's our third
legendary creature,
legendary artifact creature, wizard legend.
So, one blue blue,
so it's a 4-5. One blue blue. So, it's a four five.
One blue blue.
Target permanent becomes an artifact in addition to its other types.
Three and blue.
Gain control of target artifact.
This effect doesn't end in a turn.
And so, Memnarch is the bad guy from the Mirrodin story
who starts, I think, as a human
and slowly becomes an artifact creature over time.
So one of the things that's interesting is
Memnarch, if you read the very beginning of Memnarch,
there's this oil that he picks up and rubs between his fingers
and then the story goes on.
That oil is the Phyrexian oil,
which slowly drives him a little mad
and turns him into an artifact creature over time.
I think he gets turned into an artifact creature.
I don't think he started as an artifact creature in the story,
but he might have been an artifact creature in the story.
I'm now blanking on what exactly we said.
Anyway, he was a bad guy.
It is funny, by the way, that how few
legendary...
Obviously, if you haven't
listened to my podcast with
Brian Tinsman, it is the other podcast
this week, so go listen to it.
But Brian and I were talking, in it we talked about
how many legends there are in
Champs Kamigawa, and how that was
a really weird thing, and how
Mirrodin had so few artifacts,
legendary,
legendary cards in it.
But it did have
Sword of Cauldron
and Memnarch
and it had
Glissa and Bosh
and so,
or actually,
Bosh was in,
no, Bosh was,
Bosh was in the first set.
Okay, so now we get
to
Champions of Kamigawa.
So Champions of Kamigawa,
like I said, it had a legendary theme. So this is the first set that had five um Champions of Kamigawa so Champions of Kamigawa uh
like I said
had a legendary theme
so
this is the first set
that had five
legendary artifacts in it
um
before that
the record was
well I guess
okay
so I
um
Mirrodin had four
so I
I guess it's not
uh
because of Kruxthum
Kruxthum and Mindslaver
were both
legendary editions
Sword of Calldron and
Bosh, I don't know.
So there was a
bunch of legendary
stuff there.
So I guess going
from four to five
is not the most
exciting thing.
None of these have
great stories.
It's Kanda's
Banner, Oathkeeper,
Taken's Daisho,
Shell of the
Last Kappa,
Tetsumasa, The
Dragon's Fang, and
Tenzo Godo's Maul.
Brian shared a
story about Shell of
the Last Kappa in
my other podcast
this week, so if you want to hear a story about that.
I was not on the design team,
so I don't know a lot of stories of these designs.
I do know that they represent
just different parts of the story,
but I don't know the story well enough
or the designs well enough to have much story.
So we're going to move on to Gleemax.
So Gleemax came out in Unhinged.
So Gleemax costs a millionleemax came out in Unhinged. So Gleemax
costs a million generic
mana. You heard me. A million
generic mana. It's a legendary artifact, and it
says you choose all targets for all spells
and abilities. And it has reminder
text. I like it a lot, so I'll read the reminder text. It says,
Help us. R&D under mental domination
of alien brain and jar.
Only chance. Gleemax
blatant disregard for flavor text.
Send help.
So Gleamax, for those that are unaware of the story,
there was a running joke for a long time
that R&D, or Wizards as a whole,
but I guess R&D,
that R&D was under the control
of an alien brain in a jar,
which it was a joke that went back to
a Usenet post, like in
93 or 94.
But anyway, it was this
running joke. We decided, I decided
that I wanted to make a nod
to it. But it was an
Alien Brain in a Jar that had total control, so we...
And I knew I wanted to, I knew
I wanted to have a card that just had a
crazy high cost, because there was ways
to generate infinite mana
in this ad. And so we gave it a particularly
high cost. Really, you have to, for all
intents and purposes, you have to produce infinite mana.
You're not going to probably produce
an individual million
mana. But we wanted to give it a crazy cost.
I decided a million. I just wanted something that
looked, like, over-the-top
crazy. And, like, before this
set, like, the largest ever was, like, 15 or, like the largest ever was like 15 or something.
So we jumped from 15
to a million.
And then I wanted to
capture the sense of
Gleamax takes control of people.
So you're sort of
taking control of your opponent.
So anyway,
that is Gleamax.
Okay.
So now we get to...
So there is...
I did not have a story about
any of the legendary artifacts
in Champs of Kamigawa
but I do have a story about a very famous one
from
Betrayers of Kamigawa
called Umazawa's Jitte
so two generic mana, legendary artifact
equipment, when a crypt creature deals combat damage
put two charge cards on Umazawa Jitte.
Remove a charge card from Umazawa Jitte.
Choose one. If Crypt Creature gets plus two, plus two until end of turn,
or Target Creature gets minus one, minus one
until end of turn, or you gain two
life.
Okay, so
the story of this card is
that up until very, very short before printing, uh, I think
the minus one, minus one ability was, uh, mana production.
That I think you can make the creature bigger, you could gain two life, or you could produce
mana.
Uh, and it turned out, based on how the mana rules worked, that we couldn't do that mode,
but that wasn't figured out until templating and editing,
like the very, very last part.
So after everybody is done,
like it's in editing, trying to finish,
they figure out in templating that the rules don't work.
So they have to change it.
And so at the last minute,
it gets changed to minus one, minus one,
without any testing, because it's just so for the last minute, it gets changed to minus one, minus one, without any testing
because it's just so late in the process.
And it turns out that Tart Creature gets
minus one, minus one. It was quite good.
So this card ended up being
very powerful and
got played a lot
because it was so powerful.
Okay, next up is
Thrumming Stone, which is from
Cold Snap.
I don't have a story about that, but I'm going to move on.
Akroma's Memorial.
So Akroma's Memorial is from Future Sight.
Costs seven mana.
Legendary artifact.
Creatures you control are Flying, First Strike, Vigilant, Trample, Haste, Protection from Black, and Protection from Red.
No rest, no mercy, no matter what.
Memorial inscription. That's the flavor text rest, no mercy, no matter what. Memorial inscription.
That's the flavor text from Okroma,
by the way. So the story of this
card, the quick version, I think I've told this story
before, but I'll tell the quick version, is
we had done
a poll online
to determine the
player's favorite legendary creature.
I think there was like 64 creatures or 128
creatures. Anyway, Okroma won that.
To honor Akroma, we both, we gave
Akroma her own theme week
on Magic
Daily MTG.
And we
decided to put her on the
bonus sheet, the time shifted sheet
from Time Spiral. So then
when we were making
Planar Chaos, we decided
it would be fun to make an alternate version
of her, because
the character always was very angry, and it made...
I mean, she was white because she was an angel,
but she could have clearly been red.
She was pretty upset,
pretty anger-driven.
And so we ended up making a red version of her.
And then once we did that,
we made an Akroma in future,
in Time Spiral.
We made one in Planar Chaos.
Oh, we got to make an Akroma in future.
But what, she's dead.
How do we do that?
So we came up with the idea of making a memorial.
And so it was a way to honor her.
And it was a nice thing.
They talked about like a future part of the story.
Like when she died, what's left of her.
And then it just grants all the abilities.
All those abilities are things that the original Akroma granted.
Although, vigilance had since become a keyword.
Original Akroma just said you didn't have to attack.
But since then, vigilance became a keyword.
And Akroma had been, you know, eroded to have vigilance.
Or not even eroded.
I think just she had that terminology.
It was updated.
But anyway,
that is a Chromeless Memorial.
Okay, next up.
We're almost out of time.
So I'm going to get
to my next card,
which is from
Shadowmoor.
Reaper King!
So Reaper King
costs
five
two-brid mana,
one of each color.
So two are white
and two are blue and two are black two are white, and two are blue,
and two are black,
and two are red,
and two are green.
So as a trivia question,
you can ask somebody,
what card has the most different variants
of mana cost?
You can pick this one,
because there's an infinite amount,
because any one of those can be swapped for two.
Anyway, there's lots of options of what you can do.
Anyway, Reaper King is a legendary artifact creature
scarecrow.
Other scarecrow creatures you control get plus one plus one.
Whenever another scarecrow comes into play
under your control, destroy target permanent.
So Reaper King has been
a very popular
commander.
A, because he lets you play five cards. He's got five card
identity. And he lets you destroy things. I know most of lets you play five cards. He's got five card identity.
And he lets you destroy things. I know most of when you play with Reaper King, you need
to use a lot of Changelings, because while we've
made some Scarecrows, there's not a lot of
Scarecrows. We always get asked for more Scarecrows.
The Reaper King fans are like, we need more Scarecrows!
It's just Scarecrows in this deck, in this
set. Make more Scarecrows.
But anyway, it definitely
has been, this was a very popular card.
There's not a lot of Tuberid, and
he's the only card with
different color Tuberids all on the same card.
But he is much
beloved.
Okay, so we are almost out of time.
But I have time.
So next up, Shurim the Hegemon,
Sentriplets,
Unsightly Killer Kings.
But I'm going to end today by talking about Mox Opal.
So Mox Opal came out in Skarsamiridon.
So we've made it to Skarsamiridon.
So we like to put Opals, not Opals, Moxes in artifact sets.
And one of the challenges...
So a Mox means it's a zero-cost artifact
that taps for mana,
usually colored mana of some kind.
But anyway, it's hard to make Moxes.
Moxes are very tricky to make.
And so we were in Skarsgård and we were back. We had made a Mox in original tricky to make. And so we were in Scars of Mirrodin, we were back, we had made a Mox
in original Mirrodin,
and we're like, okay, we've got to make a Mox.
So Metalcraft,
well, this card does, it costs zero,
Legendary Artifact, Metalcraft, tap,
add one mana of any color to your mana pool,
activate this ability only if you control
three or more artifacts.
So the idea we came up with,
Metalcraft was a mechanic in Skarsgård,
representing the Mirren,
the people from Mirrodin,
who were about to get attacked by the Phraxians
and turned into Phraxians.
But anyway, so the idea,
we liked the idea of Metalcraft,
because the cool thing about Metalcraft was
it could cost zero,
but because you needed three artifacts
on the battlefield,
you don't get to use it right away,
so it definitely fits the goal of a Mox.
And originally, I believe this wasn't legendary,
but it turns out getting three Mox Opals on your opening hand,
or even two Mox Opals and, you know, a zero-drop thing,
was really powerful. And so they said,
once again, development came and said, hey, would it be okay if we made this legendary?
Because that solves a lot of our developmental problems. And sure, sure, sure. It's, there's
only one Mox Opal. So we ended up making this legendary. But that, that is where it came
about. So anyway, that was a lot of fun.
So I did not make it all the way
through. So I think
I will do another one of these.
Anyway, this was fun. So I hope
you guys enjoyed my jaunt through
looking at legendary artifacts
and all the stories that it generated.
Anyway, guys, I'm now at my desk. So we all
know what that means. It means it's the end of my drive to work.
So instead of talking magic, it's time for me to be my desk. So we all know what 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 I hope you enjoyed today's podcast
and I will see you next time.
Bye-bye.