Magic: The Gathering Drive to Work Podcast - #834: Unglued, Part 1
Episode Date: May 14, 2021This podcast is part one of a three-part series where I discuss the design of every card in Unglued. ...
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I'm not pulling in my driveway. We all know what that means. It's time for another drive to work. Coronavirus edition.
Okay, I'm going to do a two-podcast series. I believe I can do this in two podcasts.
Where I'm going to talk about the design of every card from Unglued.
So, I did a whole podcast talking about how Unglued came to be.
So, if you want to know, I did that long, long ago. My first year doing podcasts.
Today, I'm talking card-by-card design stories, but I have a lot of fun stories. So there are only 88 cards
in Unglued. It's actually not a very big set. So I believe in two podcasts, I can get through
them. So let's get started. So we're going to start with Charm School. So two and a white
enchant player. When Charm School comes into play, choose a color and balance Charm School
on your head. Prevent all damage to you of the chosen color. If Charm School comes into play, choose a color and balance Charm School on your head. Prevent all damage to you of the chosen color.
If Charm School falls off your head, sacrifice Charm School.
First off, this is the first Enchant Player.
There's a couple other Enchant Players, but Unglued was the first set to have Enchant Player that existed.
And the reason is, when we said Enchant Player, it's because you literally put it on the player.
And the idea of this card was I wanted some physicalness.
Interestingly, I think this is the only white card that has physicalness, I think.
Well, Night of Hokey Pokey's coming. That has a little bit of physicalness.
Anyway, the idea was I wanted you to balance a card in your head.
Well, why? Why would you balance a card in your head?
And the idea was, okay, well, maybe you were protected.
And so,
that's why it ended up in white, because
protection seemed to be a cool thing. Like, as long as it's balanced
in your head, you're protected from this color.
And I, anyway, thought that
was cool. Next,
the Cheese Stands Alone.
Four white white enchantment.
If you control no cards in play other than
the Cheese Stands Alone, and have no cards in your hand, you text real quick.
So my wife, we almost had a piece of flavor text to use that my wife had made, Laura had made.
And if I remember correctly, it was,
He was provolone.
He wasn't good enough.
He could have already believed it, I think.
Something like that.
It had a bunch of cheese puns.
We ended up going with this,
but we were back and forth between these two pieces of flavor tags.
Anyway, the cheese stand alone started in Silver Border,
but the Bear and Glory, I believe, is the Black Border version of this.
I knew that I wanted...
I wanted an alt win condition.
And this seemed like just a weird alt win condition.
That, like, you have nothing.
There's nothing in play.
And you have no cards in your hand.
And nothing is left.
And then the...
I think the name came about just because we were trying to figure out why it wants to be alone.
And we figured out that the cheese stand alone just sounded funny.
But the name came, the mechanic came first and the name came second.
We didn't start, it wasn't a top-down cheese stands alone card.
It was just, what's a cool alt win condition?
And it turns out, like I said, we made this in Black Border later.
So it wasn't, one of the, we made this in Black Border later,
so it wasn't.
One of the things you'll notice in some of the Unglued cards is,
and a perfect example,
like Charm, Skull, Heads, Enchant, Player,
there's things that we do that at the time,
it's like, oh, maybe we can't do it,
and later, oh yeah, we can do it.
And so Unglued definitely is paving way
for future design.
Okay, next up is Double Dip.
So Double Dip is four and a white, instant. Choose another
player, gain five life now,
and an additional five life at the beginning of the next
game with that player. And its flavor
text is in a duel and taking a licking.
Oh, so there's five cards.
It's a cycle, the double cycle. There's one in each
color. You get to do something now
and the beginning of the next game with the same
player.
And there's a limerick
between them.
So,
anyway, the idea
here was that
I liked the idea that you would do something
now and then
at the beginning in another game.
And so they're all effects that you sort
of, you get to double dip, if you will.
And they're all double, by the way.
This whole cycle is called double, double blink.
But anyway, I think we came up with the idea
that you could do something now and something later.
It turns out it's funny.
We had some discussion at some point
of like, were these programmable digitally?
And it turns out that that Magic Online at the time
or Magic Online
didn't exist when Unglue came up, but years later
it doesn't
record, like you can't do in another game.
Things in one game can't cross over
to another game.
But anyway,
I just liked, I really was
trying to mess around
with doing things you didn't normally do.
So the idea of affecting a game you weren't even in
just felt really cool.
Next up, Get a Life.
White. Instant.
Target player and each of his or her teammates
exchange life totals.
And the flavor text is,
give me five or whatever you got.
Interestingly, give me five would be a flavor text
in another set.
So this was part of a cycle. you got. Interestingly, Gimme Five would be a flavor text in another set. So,
this was part of a cycle.
We made a multiplayer cycle. So, the idea was
they were cards
that
would work in a multiplayer
game. So, once again, things
that Unglue did before anybody else.
This is the first
time in Magic that we made reference to teammates
or even the idea that there are
more than two players playing Magic.
Unglued was the first.
Once again, now that's something we do.
So you can see the theme here.
Charm School does Enchant Player.
Now we do Enchant Player.
Cheese Den Alone literally got made
as a Black Border card.
Get a Life references teammates
and now we make products that reference multiplayer play.
So, even within
the first four cards, three of them
are hints of kind of places we went.
This is why, by the way, when I
one of the reasons, I mean,
I think there's many reasons Unsets are awesome, but one of
the things that I, as the
head designer, is this really
lets us explore things in a safe space
that once they prove themselves
later on, like
there's a lot of stuff that we've done in Silver Border
that Black Border
has taken on. And so it's very
interesting to sort of
anyway, to see that. Okay, next up.
I'm rubber, you're glue.
White, white. It's an enchantment.
Speak only in rhyming
sentences. If you do not, sacrifice I'm rubber, you're glue.
Say I'm rubber, you're glue.
Everything bounces off me and sticks to you.
Target spell or ability which targets only you.
Targets another player of your choice instead.
The new target must be legal.
So this card was...
I liked the idea that something forced you
to talk in rhymes.
I'm rubber,
you're glue,
everything bunches on me
and sticks to you
is an expression
for those that have never
heard it before.
It's a thing kids will say.
When someone insults somebody,
you say this back to them
is the idea.
And then once again,
it's one of the ones
where I liked having
a rhyming thing
and I was trying to figure out
what we could do
and then the idea that,
well,
as long as I talk in rhyme
that you can't target me with
things directly seemed
kind of cool. And then from
that, once again, some of the
we had the name, like, the name
came first and the canon came second.
This is one of the ones where
I think
what happened was we wanted to rhyme.
That came first. We came up
with the idea, I'm rubber, you're glue, second.
And then, well, I'm rubber, you're glue, then maybe things you can't target me.
So it's one where we came up with the general idea, got the name, and then designed around the name.
The other thing I will point out, if you ever looked at this card,
there is a little guy in green that's kind of coming off the edge.
So what's going on there is there's a card called Free For All.
And in Free For All,
there's a fight between leprechauns and pink elephants.
And one of the pink elephants is knocking
a leprechaun out of the frame of the card.
Well, it turns out that he's knocking onto this card,
that they're together on the sheet.
And if you line them up,
they'll cross the picture.
So that's a little joke.
Not a lot of people got that joke.
It's a subtle joke,
but I thought it was funny.
Next up, Knight of the Hokey Pokey.
So Knight of the Hokey Pokey is white, white for a 2-2,
summon knight.
So this is back when creature said summon
rather than creature knight.
It has first strike,
one in white, do the hokey pokey. In reminderure Knight. It has First Reich, One in White, Do the Hokey Pokey.
In reminder text, it says, Stand up, wiggle your butt, raise your hands above your head,
and shake them wildly as you rotate 360 degrees.
Prevent all damage to Knight of the Hokey Pokey from any one source.
And the flavor text is, That's what it's all about.
So the interesting thing about this is the Hokey Pokey is an American song where basically you dance and you put body parts in and out
and then you turn around.
So the funny thing is we gave this art to Kev Walker,
who's a really good magic artist, but he's English,
and he had no idea what the Hokey Pokey was.
So I had to write him, like, a description where I explained,
like, in detail what the Hokey Pokey was.
So anyway, it turned out really well, but it's kind of funny that he didn't know.
Okay, next, Lexivore.
So Lexivore costs three and a white.
It's a beast, two, three.
If Lexivore damaged any player, destroy target card in play other than Lexivore with the most lines of text in its text box.
If more than one card has the most lines of text, you choose which one of those
cards to destroy. And then its flavor text
says, plucking the chicken, Elvis
expression meaning flinging the monkey.
The flavor text, real quickly,
is we're parroting something we used to do
in Mirage and stuff, where we
do expressions, and like, this is
an Elvis expression for something.
But here, we're making
fun of the fact that neither makes sense, so
you know, it's expression...
Anyway, we're making fun of that. Also,
in the art, the creature of Alexivore
is ripped out part of the
text box and is eating it,
which is... One of the things, by the way,
the way unglued worked and unhinged
worked, but not unstable or
unsanctioned, was each of the text boxes were individually done as unhinged worked, but not unstable or unsanctioned,
was each of the text boxes were individually done
as a piece of art, essentially.
Like, we designed each one.
So that let us do crazy things and breaking frames
and the Lexivore could eat his text box.
Nowadays, we do them in frame,
so we don't do the...
It's very labor-intensive to do every card like this.
We did do this for the early sets.
Also, the early sets had a lot less cards.
This only had 88 cards on it.
So this one,
I like the idea of caring
about length of
text.
The interesting thing where I was a little
fuzzy here is I just say text
and I don't say rules text.
So this counts all text.
A lot of time when I mess around with wordy, I mean more rules text and less flavor text. But
anyway, this one just says text. So the idea here is when it damages, it just destroys the most
wordy thing. I think I did it in white just to cause the flavor of something. I'm not sure. I
mean, blue is a card that probably cares most about words,
but blue killing things is weird.
So I put it in white because white, you know, structural.
So anyway, that is Lexivore.
Next up, look at me.
I'm the DCI.
Five white, white, sorcery.
Ban one card other than a basic land for the remainder of the match.
And then reminder text.
For the remainder of the match, each player removes from Exile Zone, which it should have.
It should have just removed from everywhere.
Few understand that DCI is a rigorous decision-making process.
So, the interesting thing about this card is,
I designed this card, I named this card, I wrote the flavor texture about this card is I designed this card
I named this card
I wrote the flavor texture of this card
and I did the art for this card
this is the magic card that I did the art for
so what happened was
for the art was we were going to have
a young child draw it
the idea was it would be fun to have a little kid draw it
and then I'm like wait wait wait
I can draw like a little kid.
So I decided it's funny to let me draw it since I can't draw.
And so there is a duelist.
It was very fun where I did a little parody article
where I talked about that this was Richard Garfield.
So there's a picture of Richard Garfield posed like this
if you've ever seen it in one of the duelists.
Anyway, the idea of this card was I thought it was funny just to ban something. Like, what if you could just seen it in one of the duelists. Anyway, the idea of this card was
I thought it was funny just to ban something.
Like, what if you could just ban a card?
And then once we knew we were going to ban a card,
we're like, oh, okay, look at me.
I'm the DCI, because the DCI, for those that don't know,
is the governing body that oversees tournaments,
or at least it did for a long time.
Duelist Convocational International
is what it stood for originally.
Anyway, so you get to ban things.
I thought that was fun.
Also, this is the first card.
It has an effect that affects the whole match.
The double cards I talked about earlier
affect the next game in the match.
Then look at the MDCI.
It affects the whole match.
So anyway, something that we messed around with in the set.
Okay, next up, Mesa Chicken.
White, white.
It's a chicken.
2-2.
Stand up, flap your arms, click like a chicken.
Mesa Chicken gains flying until end of turn.
And then the flavor text is,
Low, Lord of Layers,
Proudly comb-crested,
Hero to hens,
Father to feathers,
Crowning sun-collar,
Weaver of waddle,
Elder to eggs,
Rooster Saga.
So the flavor text is making fun of a lot of
the sagas and things we build.
Anyway, I think
Unglued had a little more...
One of the things we've
stopped doing since Unglued
is we no longer make...
Well, we do
have you occasionally do silly things.
I guess we no longer have the opponent have to...
We don't force your opponent to do silly things,
although I guess this card is you doing silly things,
so that's a little different.
Anyway, I don't know.
I thought it was fun to make you click like a chicken,
and we had a little bit of a chicken...
Oh, there's a chicken theme in the set.
It's not a real big chicken theme,
but there's a chicken in every color,
and there's a few extra chicken cards,
and the set, the expansion symbol for the check is a cracked egg.
So there's a little bit of a chicken theme.
I dressed up like a chicken at the pre-release.
Okay, next up. I gotta
speed up here. Misdemeanor.
Three and a white.
Summon lady of proper etiquette.
Three one. Flying first strike.
During each other player's turn, compliment
that player on his or her gameplay or
sacrifice misdemeanor. And then
the flavor text is even war can be civil
because there's a civil war.
I like the idea of you had to be polite,
a card that made you be polite,
and so white seemed like the right place to force you to be polite.
So the idea is this card's a little on the good side,
at least at the time we made it.
Now it's not so amazing.
But the time we made it,
it was a little on the strong side,
but it had the downside of you had to,
I mean, not downside, but it made you do something,
and if you don't do it, you lose it.
And there's other cards that interact with this.
There's verbal cards and things that matter.
Okay, once more with feeling.
White, white, white, white.
Sorcery.
Remove once more with feeling from the game,
as well as all cards in play and in all graveyards.
Each player shuffles his or her hand into his or her library,
then draws seven cards. Each
player's life total is set to ten.
So this was, it's not exactly
a sub-game in the sense that you don't come back to the
original game, but it does make you sort of
start over, but in a limited game.
Like, you're playing a game now, but
it's kind of half of what it was. So you're playing
a new game. You're stopping the game you're in and starting
a new game.
They had since said
Richard Mays Shahar Zahd in Raby Nights
and it was decided that we were going to do
no more sub-games in Magic,
at least in Black Border Magic.
So I was like, okay, I'm in Silver Border.
So I was going to do...
So I did...
It's sort of a sub-game.
Every unset I've done a sub-game in
just because sub-games are fun.
All the expansions, Unhinged
and Unstable, each had a sub game.
Okay, next. Prismatic Wardrobe.
White. Sorcery. Destroy target
card that does not share a color
with closing ward by its controller.
You cannot choose an artifact or land card.
So the idea is this destroys creatures and
enchantments because it was white, although
ironically, white probably... Oh, I see.
The reason to destroy artifacts or lands
is most of the time
artifacts and lands aren't colored
and we didn't want to confuse people.
Nowadays, we make colored artifacts, so...
But anyway, the flavor of this,
what we're trying to do with this card, by the way,
is I wanted people to come to
unglued tournaments
dressed with all five colors of magic.
But what ended up happening was
this card just ended up not being that good
just because people without even trying
tend to wear, you know,
like, you're wearing blue jeans
and they're blue
and your shoes are white
and maybe you have black on.
Like, people ended up sort of
without trying
hitting enough of the magic colors
that it just wasn't worth playing.
So it wasn't worth worrying about.
So nobody dressed up. So it didn't quite
get there.
Finally in white, Sex Appeal, white,
instant. Prevent up to three damage total
to any number of creatures and or players.
If there are more players in the room of the opposite sex,
prevent up to three additional damage total
to any number of creatures and or players.
I will say about
this card, the current
Oracle taxes, prevent the next three damage that would be dealt
this turn to any number of targets, divide as you choose
if there are more people in the room of a different gender
than you are, as you cast
the spell, prevent the next six this way
the reason this card got made
I think was, at the time
there was even less women playing than there are now
I mean, now, I mean, there's still
more men than women playing magic, but
there were a lot less women playing.
A lot more women play Magic now than back in 1996.
So I was just trying to make a card that was, just try to encourage, you know, women to play was the idea at the time.
But anyway, that is that.
Okay, moving on.
Bureaucracy.
Three blue blue enchantment.
Pursuant to subsection 3.14 of Richard's Rules of Order,
during the upkeep of each participant in this game
of the Magic the Gathering trading card game,
hereafter known as player,
that player performs all actions in the sequence of previously added actions,
herefore known as action cue,
in the order those actions were added,
then adds another action to the end of the action queue.
All actions must be simple physical or verbal actions
that a player can perform while sitting in a chair
without jeopardizing the health and security of said player.
If any player does not perform all the prescribed actions
in the correct order, sacrifice bureaucracy,
and said player discards his or her complement of cards in hand.
So the idea of bureaucracy is you're playing this little game
in which on your turn,
you add a little sequence
and the next person
has to add a sequence.
And so I pat my head.
On your turn, you rub your tummy.
So you have to pat your head
and rub your tummy.
Then on my turn,
I pat my head, rub my tummy
and say boo-boo.
And then you just keep adding things.
And so the idea is
the person that first messes this up
discards their whole hand.
This card is weird in that the effect of this card is not really blue, like making you discard.
I think we did it because bureaucracy itself felt blue, although ironically it probably feels more white than blue.
So anyway, the cool thing about this card is, well, we wrote it as if it was written in sort of lawyer speak.
But a lot of people got confused by it, which was not really the intent.
But I will note one of the jokes that people miss or that's cute is that the art is held up with a red tape.
And then there's a maze.
The front of, there's like a little guy who's a bureaucrat.
And there's a little maze on front of his thing.
But anyway, that's bureaucracy. Censorship.
Censorship costs blue
enchantment. When censorship
comes into play, choose a
censored word. Whenever any
player says the chosen
word, censorship deals two damage to him or her.
There's parts that are blacked out on the card.
It says, editor's note, there were no suitable
flavor text submissions for this card.
So the funny thing is we took, this is like Keeper of the Mind, I believe.
Keeper of the Mind got cropped, and so some of the art got taken out.
Originally it was the whole, it was like a woman, the entire woman,
and we cropped out the bottom and just showed the top of her.
Anyway, this is the art that got cropped out from Keeper of the Mind,
but blurred and covered by a lot of black bars
to make it look, I don't know, more censored.
But anyway, we decided that blue was the color that did more verbal things.
So blue has a bunch of verbal things in this set.
And censorship was punishing you for verbal things.
The damage is a little quirky.
Back then, blue did a little bit more damaging
than it does now, but it's
still a little weird. Next up,
checks and balances, two and a blue, enchantment.
Whenever any spell is played, come to that
spell if each player, other than the caster
and his or her teammates, agrees to choose
and discard a card. Those players must
discard those cards after agreeing.
Checks and balances may only be played
only in a game with three or more players.
So the idea is
this is another multiplayer card
meant for a multiplayer play.
So the
idea is that everybody has to
discard a card.
So the idea is everybody
else in the game can counter your spell if
all of them agree to discard a card was the idea.
And so it forced sort of working together was the idea.
And it was a cool thing that only made sense.
Like, obviously, in a two-person game, if I could discard a card to counter your spell, well, why wouldn't I do that, right?
I would do that all the time.
Turns all my cards into counter spells.
But in a multiplayer game, like having everybody else discard
a card to stop you,
there's interesting takes there. So that was
kind of cool. Next up,
Chicken Isle of King. One blue blue.
It's a chicken. Two two.
Whenever
a six is rolled on a six-sided die,
put a plus one plus one counter on each chicken in
play. You may roll dice only when a card
instructs you to.
Tap a chicken you control.
Roll a six-sided die.
And the flavor text is,
During the chicken revolution,
the king managed to keep his head,
while the others, well, just ran around.
That might be my favorite flavor text.
It's one of my favorite flavor texts in the set.
Maybe my favorite.
And the art is quite fun.
There's this rooster,
and then you see an egg on the wall. Anyway, it's very fun. A piece of art of the egg. There's this rooster, and then you see an egg on the wall.
Anyway, it's very fun.
I like that.
A piece of art of the egg.
That's cute.
Anyway, we knew we were doing a chicken theme.
We didn't start doing a chicken theme, by the way.
It wasn't as if the chicken theme was there very early.
It's just I realized at one point it might be fun to do chickens,
and so I added them in.
Then once I did that,
I decided to have a lore of the chickens so that you could build your chicken deck. Although
the chickens are spread across all the colors, and so it is very hard to make
a chicken deck. There's not a lot of other magic cards that have chickens. There's a few other chickens, but not a lot.
And I think with... I know some people
have made chicken decks using... whatchamacallit...
creatures that are all creature type.
Changeling. Creatures of Changeling.
But anyway, it is tricky.
And this was made, this card, by the way, is actually a pretty strong card.
I mean, the only thing that keeps it from being a really strong card is there's not that many chickens.
If there were more chickens, this would be actually a pretty strong card.
Okay, next.
Clambassadors.
Three and a blue for four four clam folk.
When Clambassadors damages any player,
choose an artifact, creature, or land you control.
That player gains control of that artifact,
creature, or land. So the idea
is this, and the flavor text is
sorry we shelled your village. Here's some
gold. It's making fun of
reparations, which is a piece of
flavor text I did in Mirage.
Sorry I burned down your village here with some gold.
So the weird thing about this card is
that it's a 4-4 creature for 4 mana,
which at the time, especially in blue, is really good.
It's not even that good anymore, but it was really good at the time.
And the downside is you have to give things to your opponent.
The way Clambassadors tended to work was
you would build a deck where you wanted to give things to your opponent.
I have built a lot of decks in my day where I give things
to my opponent. I used to do it with Gauntlet of Might
and Juxtapose, and then
I made Donate. So anyway, this is another
in that ilk.
Okay, next up, Clam I Am, 2 and a blue, 2-2.
Summon Clamfolk.
Whenever you roll a 3 on a 6-sided die,
you may re-roll that die. And the flavor text
is, the Clam's down in Clamamville all scootered and skittled.
The three is no more, the clam fiddler fiddled.
Anyway, I was proud of how Dr. Seuss that sounded.
Anyway, Clam I Am was just a dice interactive card.
We had a lot of dice rolling.
It's something we did in the set.
And I just liked the idea.
The reason we made it three was I didn't want it to be...
I wanted it to be something where you want to re-roll it,
but I didn't want to take away
the low end of rolling,
so I felt like, okay, it's kind of in the middle,
so I'm happy usually to re-roll a three,
but it's not taking away from rolling a one or something.
Because in the set,
the way die rolling worked in
Unglued was in general
I think higher was always better.
So you wanted to roll high.
So the re-roll here is kind of
put in the middle. Next,
Clam Session. Clam Session's one blue
blue. Summon Clamfolk. Two five.
When Clam Session comes into play, choose a word.
During your upkeep, sing at least six words of a song, Duke of Pearl, because they're all clams.
Oh, the reason we did Clamfolk, by the way,
notice we have Clambastors, Clam I Am, Clam Session,
was I was trying to make fun of magic's tendency to humanize animals.
So we were trying to think of what's the silliest
animal we can make a humanoid version of,
and we came up with Clam.
Clam Session is just a game that
I used to play at camp, where you pick
a word like
love or something, and then you have to sing
a snippet of a song that has
the word love in the lyrics of that song.
Anyway,
it's a fun game, so I made it into a card.
Okay, next up.
Common Courtesy.
Two blue blue enchantment. Counter any
spell unless its captors ask you permission
to play that spell. If you refuse,
permission, sacrifice common courtesy
and counter the spell. And it's you didn't say
the magic word. This is really close to
being just a normal magic card.
Really, what it is, is just
it's a counterspell that sits on the table
and I can counter one spell.
It has a little unversion that I make
you actually say something. I make you
ask permission. Note that the way
this card is written, all players, including
yourself, must ask permission.
I believe there's some question.
We didn't say other players, so I think the way
it's ruled is you have to ask yourself for permission.
Next, Denied costs one blue.
Interrupt.
Play Denied only as an opponent-cast target spell.
Name a card, then look at all cards in that player's hand.
If the name card is in the player's hand,
counter-target spell.
Don't worry about it.
It happens to every mage sooner or later,
is the flavor text.
So the idea here is it's a counterspell for
a single blue mana, but only
if I can guess what's in their hand.
This is another card that's
really... Black Border...
This is one of the cards that Black Border could do. I'm not sure
we would do. It's kind of here because I don't know if we
would do it. But the interesting thing
is definitely
it's really on the edge of whether... The rules can handle in Black Border. But the interesting thing is definitely it's really on the edge of whether
the rules can handle in Black Border.
But anyway, it's a little
game. It ended up being
I did not see denied play the lot just because
it's the only way you really play
is if you have some means to look
at the opponent's hand so you know
what's in their hand.
So anyway, this card doesn't get, doesn't see
much play. Maybe people can write in to me
if they play it all the time. Next up,
Double Take. Three blue blue instant.
Choose another player. Draw two cards now
and draw an additional
two cards at the beginning of the next game with that player.
And it adds another piece of
the limerick. But next time we meet,
I think that's
the fourth line in it.
Anyway, this is part of the double cycle
where you do something now, beginning of next game.
The art for these are definitely a lot of fun.
This one has someone...
The person has the future version of himself
giving him the winning lottery numbers
and a black lotus.
Okay, next up.
Foul play.
Two and a blue, enchant creature.
Enchanted creature loses all abilities
and is a 1-1 creature
that counts as a chicken.
I feel like chicken tonight.
This card,
I think we were trying to play
the chicken theme
and I turned you into a chicken.
Even when I made this card,
this card probably could have been
black border.
I just was trying to turn
someone into a chicken.
I mean,
I think the reason we said it was okay
was at the time,
chicken wasn't a creature type
we would do in magic.
So, technically, I was turning into a chicken. That's the justification for making said it was okay was at the time, chicken wasn't a creature type we would do in magic, so technically if it turned into
chicken, that's the justification for making
Silver Border, but even in the day,
if it wasn't chicken, but a creature type
we did, you know,
frog or something, we could have done Black Border.
Next, Free For All.
Three and a blue, enchantment. When Free For All
comes into play, set aside all creatures
in play face down. During each player's
upkeep, that player chooses a creature card at random
from those set aside
in this way and puts that creature
into play under his or her control.
If free for all leaves play, put each
creature still set aside this way in its owner's graveyard.
So the idea essentially is
you play this, all the creatures get
taken away, and then one by one, you
and your opponent get to
take creatures from this pool.
So really what it does is it's kind of mixing up all the
creatures. And this is
where the Leprechaun gets knocked out off
the frame that I talked about in
Once More. I talked about with
Armor, Bringer, Glue.
Okay, next
up, Psychic Network. It costs blue mana,
enchantment.
Each player reveals a top card of his or her library
to all other players
by continuously holding it against his or her forehead.
This does not allow a player to look at his or her own card.
That card still counts at the top of your library.
Whenever you draw a card, draw that one,
replace it with the next card of your library.
So the idea here is,
there's a bunch of games where everybody knows something
but you don't know and you hold it up against your head.
So we're playing into that kind of thing.
And the idea here is everybody but you knows what you're going to draw,
but you don't know what you're going to draw.
This card is fun in concept.
It doesn't play nearly as well,
because it takes away kind of all the mystery for what you have in your hand,
since your opponents are seeing everything you draw.
So it didn't play quite as well, but anyway, it's cool. Okay, next up, Sari. Sari is blue, blue enchantment. Before playing any
spell, if a copy of that spell is in any graveyard, that spell's caster may say, Sari. If he or she
does not, any other player may counter that spell by saying, Sari is its cast. If any player says,
Sari, at any other time,, sorry deals two damage to that player.
So the idea here is
we're playing this little game where
in order for you not to have your stuff spelled,
you have to remember to do something.
Or not just you.
Anybody has to remember to do it.
So it makes this little game
where you have to remember to say sorry
when you cast spells before anybody else says sorry.
And it just, it's, I mean, it's once again,
it's played in other games.
So it's something that I just thought was a fun game.
You'll notice there's a lot more
just making weird things happen in games
that I liked a lot of creating chaos.
The one thing I should remember is
that when I made this,
it was not...
The idea of Unglued was you would
mix it in with normal magic.
It wasn't that you were going to play it all by itself.
That was never the intent of Unglued. It was
oh, I'm doing a draft. Well, let's mix in
one pack of
Unglued. Or I'm playing
magic. Let's just mix in a few Unglued.
The idea of the original was, it was something
to add spice to your games.
It wasn't meant to just play
this, and especially in Limited, just play
this. So,
there's a lot more silliness and weirdness, because
I thought that you were going to be putting it in.
There's a lot of cards that do a lot of silly things,
where in small numbers, it'll do a lot of silly
stuff. Anyway,
guys, I can now see.
So it's possible this is a three podcast,
not a two podcast series.
I'm seeing this as I'm running out of time this time.
And I got through two colors.
And there are three colors plus artifacts.
So we shall see.
But anyway, I am at my desk.
So we all know what this means.
It means it's the end of my drive to work.
So instead of talking magic,
it's time for me to be making magic.
I'll see you all next time.
Bye-bye.