Magic: The Gathering Drive to Work Podcast - #864: Equipment, Part 1
Episode Date: August 27, 2021In this podcast, I start talking about the history of the Equipment subtype and share some card-by-card design stories. ...
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I'm not pulling on 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 all about equipment.
So it is an artifact subtype that we made back in Mirrodin and has since become evergreen.
So I'm going to sort of talk about how we made it, how it became evergreen,
and just some of the challenges that we've had along the way with equipment.
Okay, so our story begins, actually, our story begins before Mirrodin.
If you go back into early magic, for example, like Flying Carpet was in Arabian Nights.
And even if you go back to Alpha, I mean, clearly there were objects that existed in early Magic
that were representing of things you would use or things your creatures would use.
The reason I use Flying Carpet is Flying Carpet had a template where you could tap it,
and as long as it stayed tap, the creature that had it gained flying.
Now, Flying Carpet also had this thing where if the creature died
you lost the flying carpet, but
we did a bunch of mechanics in the early
days where there were things that
represented the creature making use
of it. We had a couple different
weapons and things, but essentially the idea
was, we really liked the
idea that
wouldn't it be cool to give your goblin
a sword? You know, to be cool to give your goblin a sword?
To be able to give something to your creatures.
And so early Magic had bounced around with that
idea. We definitely had
cards that kind of mimicked
your creature got to care about it.
There were definitely cards that...
And the template we tended to use was
you would tap it and pick a creature, and as long
as it stayed tapped, that was true of the creature. And then if it ever became untapped, but you could choose not to
untap it, but if it ever became untapped, then the creature lost that ability. And so it had a lot of
what you would later see with equipment, the idea that I have something, I could give it to somebody,
but if, you know, if the creature dies, I could give it to somebody else. Some of the early ones,
like Flying Carpet, were tied to the creature, so if
the creature died, it died. But we moved away from that pretty quick. So anyway, okay, so now we get
to Mirrodin design. So we're in the middle of Mirrodin design. So the one thing we knew about
Mirrodin coming into it was we wanted an artifact theme set. Basically what had happened was
Invasion had been the first set that really had a theme for the block.
It was the multicolor block.
Before that, the way we did blocks before that were really just kind of like,
oh, we just picked two mechanics and, you know, put them together.
And Invasion's the first time they said, okay, we're going to be about something.
The block is thematically, mechanically about something.
And that it's not
just all taking place in the same world.
It's more than that.
There's a mechanical identity to the set.
And Invasion,
the funny thing is Invasion started because
we liked the idea
of just doing a multicolored block.
But it went over so well.
And also, the other thing we did in Invasion was
we started sort of separating out, like,
what if we do the allies here and the enemies there?
We started, like, having a theme allowed us to sort of play around with the theme.
Anyway, the next block was Odyssey.
That had a graveyard theme.
And then it was Onslaught.
That had a tribal theme.
And when we got to Mirrodin, I really wanted to do an artifact block.
And when we got to Mirrodin, I really wanted to do an artifact block.
I had pitched it.
I think as soon as we realized Invasion was cool,
I think I said I wanted to do an artifact block.
And, I mean, I guess what happened was Odyssey sort of became the graveyard once we figured what we wanted it to be.
But I really wanted to do an artifact block.
And so I kind of was, Bill Rose at the time was the head designer.
Bill's now the VP of R&D.
But at the time, Bill had the role basically that I hold now.
And I was in his ear and said I really wanted to make an artifact block.
So at some point, Bill's like, okay, it's time.
We're making an artifact block.
And so Tyler Beelman, who was the creative director at the time, in charge of the creative team at the time, we're making an artifact block. And so Tyler Beelman, who was the creative director of the time,
in charge of the creative team at the time,
he and I really were fascinated
by the idea of a metal world.
And we did a lot of,
but part of that was, okay,
it's an artifact set,
what were the cool things you could do with artifacts?
And so we went and we looked at the long list of items, of things like we'd want to do with artifacts. And so, we went and we looked at the long list of items,
of things, like, we'd want to do with artifacts.
And one of the things on that list was
equipment.
I think, interestingly enough, we called it
equipment. Like, equipment is interesting.
Like, we named it equipment. We referred to it
as equipment. In design, we called it equipment.
It ended up being called equipment in
print. And so, it's
always been called equipment.
I think it's always been called equipment.
I think it's kind of the obvious name.
We wanted some term that is pretty generic.
Like we wanted a sword and a spear and a shield and boots and a magical orb to all fit in this. And so equipment did a good job of feeling like that.
So anyway, we knew early on we wanted to do equipment.
like that. So anyway,
we knew early on we wanted to do equipment.
It was one of the things that we said we wanted to do an artifact
block that we wanted to see if we could...
A lot of times what happens is
we come up with an idea,
just an idea floating around, and like,
oh, we really should do this.
Vehicles is another example of this kind of thing, where
we talked about doing vehicles forever,
and then finally we had a set where we're like, okay, if we're going
to do vehicles, this is the set to do them. Mirrodin was where we're like, okay, if we're going to do vehicles, this is the set to do them.
Mirrodin was that set for equipment.
Like, if we're going to do equipment, it's an artifact world, it's all about artifacts.
We're going to have more artifacts than normal, we're going to care about artifacts.
If we're going to do something with artifacts, this is a great time to introduce a new artifact thing.
So, we said, okay, let's do equipment.
Now, the first attempt we had on equipment,
we made them just like auras.
They were literally, I think the earliest version we did was,
for all intents and purposes, it just was an artifact aura.
It was an artifact, but when you cast it, you put it on something,
and when that creature died, it went to the graveyard.
I think the reason I tried that first was,
like, one of the things I often try is,
what is the simplest version of something?
Does the simplest version work?
And what we found was two things.
One was, like, auras have all sorts of problems.
I'll also do a podcast on auras one of these days.
Auras have lots of challenges to them.
And so repeating, like, just making them work the same
just meant all the problems and auras were just
going to pop up again.
The second issue was
flavor-wise.
Like, for example, when I said when we made
the precursors to this,
it was interesting that you tapped it, and as long as
you didn't tap, that creature gained the abilities.
But if it untapped, you could move it to a
different creature. So the idea of the equipment sort of existing beyond the creature, that creature gained the abilities. But if it untapped, you could move it to a different creature. So the idea of
the equipment sort of
existing beyond the creature, that if
you give a sword to a goblin and the goblin
dies, well, the sword just falls to the ground.
You can use a sword. The goblin
dying doesn't make the sword no good anymore.
And the second part of it was
that something about it really was the idea of moving it around.
Like, I give a sword to my goblin,
but then my goblin falls, so I give a sword to my goblin, but then my goblin falls.
So I give a sword to my merfolk, or, you know, whatever.
The idea that you could put them on different things made a lot of sense.
And early on, we were trying to sort of do,
trying to find the simplest way to do it.
But what we found was, okay, we have to at least figure out
how to make it something that you could choose to put on something
and could be put on different things
and if that creature somehow died,
you didn't necessarily lose it.
Like, we didn't want the negatives of auras.
I mean, auras still exist
and there's value to auras,
but we thought,
if we're going to make something new,
first of all, auras exist.
Let's make something different
and let's fit the flavor
of what we're trying to make,
which was equipment.
Okay, so the idea
basically then was, we said, okay,
how do we make it
such that a creature can have
it, but if a creature dies,
it doesn't die with the creature?
And so the,
probably the biggest innovation we came up with
was the idea that, unlike
auras, equipment can sit
on the battlefield,
that they don't need to be attached to something to exist.
Like, one of the problems of auras is auras, by definition,
have to be connected to something.
So if the thing you're on goes away,
then it has to go away.
But the idea of, like, give my goblin a sword,
my goblin dies, okay, the sword just falls to the ground,
somebody else can pick up the sword.
Okay, so mechanically, okay, the sword just falls to the ground, somebody else can pick up the sword. Okay, so mechanically what we realized was, what if we created something that could exist by itself?
Not that it necessarily had to do anything by itself, but it could exist
as an artifact. It was a thing. And that's when we came up with the idea of equipping.
And what equipping meant was, okay,
imagine you have this thing, but then there's an
extra step you take to then connect it to a creature. And the fact that it can exist without
the creature meant if the creature dies, the rules know what to do with it. Well, if I give a sword
to my goblin and the goblin dies, well, the sword just sits there because it can exist by itself.
That was the big innovation with equipment, is the idea that this thing can exist as its own entity,
even though it's associated with being connected to creatures.
And the other thing we wanted,
so we did end up using equipment,
and equip attaches things,
much like an aura attaches things.
So we did use sort of attaching,
the attach mechanic got used, if you will.
Attach is a keyword,
is a keyword action that says
this thing is now connected to that permanent.
This permanent is now connected to that permanent.
Some things like auras always have to be attached,
but some things like equipment,
and this was the big innovation,
don't need to be attached.
There are things that can be unattached and then become attached.
And so the idea we had here was that it could sit on the battlefield by itself,
and then we'd have an equip cost.
Okay, so the first set that had equipment was Mirrodin.
And there were 20 equipment in it.
I mean, we decided this was, like, it was the artifact set.
This is one of the big things about it.
So we really went all in on equipment.
20 equipment is a lot of equipment.
And a lot of it was common.
There was a decent number of common.
I mean, they existed at all rarities.
But we definitely put a bunch of common.
And there were some pretty strong ones in common.
Like, one of the things we've learned over the years is whenever you're doing something new, it's very easy to not, like it's
very easy to cost and to balance because the way we tend to cost things normally is we compare them
to things we've done before. Okay, well, this is what that costs. And then we try to extrapolate and say, well, okay,
this is like that, but not exactly like that. And I think early on, we were giving too much
credence to the negativeness of auras without realizing that we'd really taken away the biggest
negative of auras. The real downside of an aura is the card disadvantage, right? I spend mana and a card to do something,
and then you can spend one mana, not only destroy my creature, but destroy my aura. So now,
your one card is destroying two of my cards. But equipment got around that problem. Equipment said,
well, you know, I mean, you can destroy the equipment. You can shatter or whatever. You can
directly destroy the equipment, but then that's one for one. If you destroy the creature, you're
not destroying the thing attached to it.
And that was really a different animal.
So when we first made equipment, I mean,
Mirrodin has all sorts of developmental issues.
I'm not sure what the most broken set developmentally.
I think Mirrodin is number one or number two,
Urza's Saga being the other one.
But as a sense, like, for example, Throne of Eldraine is very powerful,
but neither is as powerful as Mirrodin or as Urza,
as far as, like, how crazy it kind of got.
So anyway, we made a bunch of things.
Now, one of the fun things about it was
some of the items we'd made in the past,
you know, we just made for you, the player.
Like, a lot of the equipment we had made in the past
was like, well, we made a sword that's kind of like,
well, you, the player, have the sword.
Or you, the player, have the armor, you know.
It's sort of like you, the planeswalker,
when we gave you equipment,
like, if you equipped anybody originally, it was sort of like you, the planeswalker, when we gave you equipment, like, if you
equipped anybody originally, it was kind of like you
equipped yourself. And then
we had tried our hand at sort of things that
kind of got the flavor of
giving the sword to the goblin.
But the one nice thing when we
made equipment was
we really were allowed to sort of
dive much deeper into that.
So, like
Lightning Greaves, for example. So, Lightning Greaves
is an equipment that costs two mana.
Equipped creature has haste and can't be the target
of spells or abilities.
Actually, I'm reading the original
text. So, now it has haste and shroud.
Because
at the time, we used to
we now
if we were doing them now, it would be hexproof. And we've done more recent versions that are hexproof. But at the time, that used to... If we were doing them now, it would be hexproof,
and we've done more recent versions that are hexproof.
But at the time, that's how it was.
Shroud wasn't a keyword yet.
Shroud became a keyword in Future Sight,
which will be two sets later.
But for example, I don't think we had done boots up to that point.
I think Lightning Greaves might be our first boots.
And even some of the other stuff.
I mean, we had done gauntlets and armor
and hammers and swords and stuff
and axes, but
it really allowed us to start getting
much more fine-tuned
in some of that stuff. And so there were a lot of cool
things.
I remember, so Bonesplitter's funny.
So Bonesplitter is an equipment that costs one.
Equip creature gets plus two, plus
zero. Equipped 1.
This is what we first made and said,
okay, this is the base level equipment.
Turns out that Bone Splitter is a little better
than it's supposed to be, you know,
especially at Common.
But that was sort of us trying very simply.
And then one of the things,
if you look at the early things,
there's definitely us experimenting around.
For example, Viridian Longbow
is us using equipment to grant a
tapping ability. So that costs
one. Equipped creature has tapped. This creature
deals one damage to our creature player. Equipped
three. So that means I'm giving them a bow,
and then I can shoot people with my bow.
And
then,
yeah, so a lot of early equipment. So let me run through
real quickly of the 20.
So, like, Banshee's Blade was two.
Equipped creature gets plus or minus one for each charge card on Banshee's Blade.
Whenever equipped creature deals combat damage, put a charge card on this card.
So Banshee's Blade was the first equipment that acquired counters,
so it could grow with time.
Like, Bone Splitter was our vanilla.
Let's see, Dead Iron Sledge one mana equipment, whenever an equipped creature
blocks or becomes blocked by a creature, destroy that creature
and equip creature
so the idea
here is, whenever I get in a fight with
something, I and the thing I get in a fight
with are going to be destroyed
and
the thing that's cool, a good example
here, this
doesn't make a good aura
because the second I get in a fight with something,
I die and the aura would die.
So, like, in an aura,
it really becomes this, like, okay, well,
you know, whenever I block a block,
I and it all die, but then you lose that.
We were trying to take advantage of mechanics
and things that would make sense
because there is continuity of the things sticking
around. And Dead Iron Fledge is a good example of that.
Imperial Plate
costs two.
Equipped creature gets plus one plus one
for each card in your hand. Equipped two.
So, this is a good
example where we took some fun auras
and, like, Imperial
Armor is this. Imperial Plate's us
nodding into that.
We also had some fun taking things that were auras and getting to juice them up a little bit
because an equipment is a little bit better than an aura.
So, I mean, this does what the aura does
and maybe it costs a little more to use
because you have to play it for two and equip it for two.
But if your creature dies, you get to move it.
Or not even if your creature dies.
The other nice thing about equipment is sometimes
I put it on a creature, but then I get a better creature
that's more valuable to have that.
Okay, Fire Shrieker.
Three mana. Equipped creature has double strike.
Equipped two.
Yeah, a lot
of what you'll see in... It's funny.
We're both trying to sort of do some
basic, simple equipment, and we're trying
to explore where equipment can be.
So Golem Skim Gauntlets one, artifact equipment, and we're trying to explore where equipment can be. So Golem Skim Gauntlets,
one artifact equipment. Equipped creature
gets plus one, plus zero for each equipment
attached to it. Equipped two. So that's
us doing some linear designs,
like the idea of, it's, it's, you
would draft this, it's an uncommon, and
then it says, oh, what you want to do is
play a deck with lots of equipment. And so
this encourages you to play a lot of equipment.
Lean and Scimitar,
along with Bone Splitter, so one
mana, equip creature gets plus one, plus one,
equip one. So Bone Splitter and Lean and
Scimitar were kind of our base level
simple commons at the time. Lean
and Scimitar is closer to being correct than Bone
Splitter. Interesting how
power plays out. But
it is definitely looking at
sort of, like, we did have a lot of clean, simple things.
Lightning Greaves, two mana.
Equipped creature has haste and can't be targeted.
Spells or abilities are shroud.
Equipped zero.
This is us, A, making our first boots,
but also messing around with equipped zero,
which means I can move it around for free.
We don't do a lot of equipped zero.
One of the lessons of Lightning Greaves was
you kind of want to have, like, you
wanted to mean something to move things.
In fact, one of the things over time that started
to happen is, um, we've
been much more conscious now about
making equip costs a little bit higher.
Not that we don't do some in cheap equip costs, but
we kind of want you to commit and have a creature
having the equipment. The idea that you just constantly
move it around, um,
developmentally can cause some issues. Play design-wise
can cause some issues. So,
like I said, it's not that we don't make cheap
equipment, we don't do Equip Zero much, but
we tend to make things a little more to equip.
Locks it on Warhammer.
This was a pretty popular card. Costs three.
Equip creature has plus three, plus zero, and
trample, and whenever this creature deals damage, you
gain that much life. Equip three.
And once again,
you can see at the common level
we were trying to sort of make nice, clean, simple cards.
At the uncommon level, we start making
sort of exciting cards that you might draft
early that it just changes what you want to do
or how you do it. Like I said,
Laxant of Warhammer was definitely a card that saw a lot of play.
Mask of Memory.
Two. Whenever a equipped creature
deals combat damage to a player,
you may draw two cards. If you do,
discard a card from your hand.
So this is something we're trying to get
card advantage into it.
The funny thing is, I think
this card might have originally been what we call
Curiosity. Just equip creature, win a deal,
damage, draw a card. And I guess we
felt that wasn't good enough, so we had you
draw two cards and discard one. Part of it also might be... Yeah, that's my assumption. My I guess we felt that wasn't good enough, so we had you draw two cards and discard one.
Part of it also might be...
Yeah, that's my assumption. My assumption was we were just trying to
make it better. It's funny. I think nowadays
we are just willing to make
the curiosity. I think one of the things when you
first make a set, first make a mechanic,
is you kind of want to make sure it's splashy enough.
And so I think we pushed things
in places where we didn't necessarily need to push it.
New York Hover Sale is another
simple common. One, Equip Creature
is flying, Equip 2.
You really could see that at a common,
we really were trying to show the simplicity.
Like, one of the big things that I'm very proud of in
Mirrodin, if you go look at the commons,
while the set has a lot going on, the commons
are pretty streamlined and very simple.
Nowadays,
we... I mean, it's one of the things that Magic goes back and forth simple. Nowadays, we...
I mean, it's one of the things that Magic goes back and forth on.
How simple are things supposed to be at Common?
Obviously, New World Order really had to simplify some things up.
But we're going back and forth.
One of the things that we play around with is
how much complexity can there be at Common
and how do you hide complexity?
So, anyway, an ongoing thing.
But if you look at the equipment,
the Common equipment in Mirrodin,
it is very clean and streamlined.
Okay, next, Nightmare Lash 4.
Equip creature gets plus or minus one
for each swamp you control.
Equip pay three life.
Okay, so in Mirrodin,
we played around with the idea
that maybe equipment doesn't have to be mana.
I think this is the only card that isn't mana in...
Yeah, this is the only card that isn't mana in Mirrodin.
So this card plays around with two things.
One thing, the idea that equip cost could be other costs.
We knew that when we made it.
This card is kind of us nodding, saying,
hey, equip cost don't have to be mana.
Mana is probably the cleanest, easiest way to do it, but there are other things.
The second thing is us saying,
hey, not all equipment is necessarily geared toward
every color the same. For example, now, at the time, we didn't really do, or we didn't,
we didn't do colored equipment. Two sets later in Future Sight, I would introduce the very first
colored equipment, I guess. In Future Sight, one of the future Shifter cards was a colored equipment.
A hint of things to come.
But at the time, the idea was,
we were fine with this card for all intents and purposes.
Look, you're not playing this in not a heavy black deck.
It cares about swamps.
You're probably playing this in a mono black deck.
I mean, maybe you're splashing a second color.
But anyway, it was okay.
We said, you know what?
The equipment paying life, yeah, that feels really black.
What it does really cares about being in black, having swamps.
So that's really us saying that we were willing to start making,
even from the very beginning,
we were willing to make artifacts and push in certain directions
and say, hey, not every color can use this equally.
That's something we did from very early on.
Obviously, as we get into color costs and stuff,
we push more in that direction.
Okay, Scythe of the Wretched.
So it costs 2, plus 2, plus 2.
Whenever a creature dealt damage by a equipped creature this turn
is put into a graveyard, return that play under your control.
Attach Scythe of the Wretched to that creature.
So the idea here is whenever I kill something with this card,
I bring it back, and then that new card gets the Scythe of the Wretched.
So, once again,
you can see that we are
playing around with the idea that
we can attach things.
Even though this has equip costs,
this has an alternate way by which it gets equipped.
One of the things you'll notice as
we do more and more design, I'm not sure how far
we'll get today, but
really, one of the things that's interesting
to look at is that
we set up the base
of, okay, you play it
and there's equip costs, but then we circumvent
that in some ways. And one of the things
we've been doing more and more of is letting you equip things
right away, as in enter the battlefield effect.
For example, in Zendikar Rising, you know,
we did that on all the equipment.
Next, Slaghornorn Armor. One.
Equip creature plus zero plus six.
Equip three.
This is
another common, just the idea of, okay,
could toughness matter? Does sort of toughness matter?
I know we pushed it a little bit. This is one of the
things we really experimented when we made this card of
how much could the toughness be? I think at one
point it was even a little bit higher, but we
ended up at six.
Oh, one thing, by the way, I did not mention real quickly.
So when you equip, this is what equip says.
It's attach target creature you control.
Equip only as a sorcery.
This card comes into play unattached and stays in play if the creature leaves play.
And then the current equip thing is
attach the target creature you control.
Equip only as a sorcery.
This card enters the battlefield unattached
and stays on the battlefield if the creature leaves.
So one of the things is,
why did we make it sorcery speed?
And the answer is,
one of the things we wanted to do with equipment
is we wanted to do things
that make the creatures matter in combat.
If you made it instant speed,
it really complicates the board state.
It really makes...
For example, let's say I even have something as simple as Lean and Scimitar, right?
For one mana, I can give a creature plus one, plus one.
Okay, now all of a sudden, if I have four creatures in play,
my opponent has to go...
And I have one mana open.
My opponent has to say,
Okay, any one of those creatures could be plus one, plus one more.
And that really, just the
amount of combinatorics of figuring out what that
means really complicates things.
And so we did it at the sorcery speed
so we could do combat mattering
things. Part of equipment is you
want it to matter in combat. It's things that you're
putting on a creature, and the number one
value for a lot of creatures is combat.
So we really want it to matter in combat.
Okay, next up,
Sword of Kaldra. Four mana.
Legendary artifact. Equipped creature
gets plus five, plus five, plus five.
Whenever equipped creature deals damage to a creature,
remove that creature from the game. Equip four.
Once again,
I'm reading the original.
It now says exile rather than remove from game.
So this was the first legendary equipment we made.
In fact, I think it's the only legendary equipment in the first set,
although it's part of a cycle.
So the other thing is Sword of Caldra, Shield of Caldra, Helm of Caldra
were three equipments, but if you got all three into play,
they generated the Caldra token.
And the Caldra token...
Where is it?
Where's the Caldra token?
The Helm of Caldra.
Where's the Helm of Caldra?
The Helm of Caldra, I think it made...
What was it, a 5-5?
Oh, the Helm of Caldra.
4-4.
It makes a 4-4 avatar named Caldor. We'll get there.
Anyway, this was
definitely us trying to get as splashy as we
could. Like I said, 4 mana to
cast, 4 mana to equip, plus 5
plus 5. It exiles any
creature it deals damage to. We were really
trying to make something splashy and something that played into
larger stuff. For example, it's
us playing it into flavor in a
strong way.
Like, one of the things,
by the way,
the reason we did equipment,
one of the reasons,
not only did we think
that equipment would be
fun for gameplay,
but the flavor dividends
of equipment is so high.
Just making all these
cool things.
Like, one of the things,
like, if you look at
something like Dungeon Dragons,
a lot of the cool
artifact Dungeon Dragons
are things that
your creatures,
your characters get to use. And it's really fun. Like, there's a lot of the cool artifacts Dungeons & Dragons are things that your creatures, your characters get to use.
And it's really fun.
Like, there's a lot of fun
flavor space in pop culture
with enchanted swords
and all sorts of fun stuff.
And so this really gave us
a chance to do that.
Viridian Longbow.
We talked about Viridian Longbow.
One enchanted creature
has deal one damage
to a creature or player,
which does not say creature or player, which,
does not say creature or player
or does it say any target?
Not that it says any target.
But the idea that
you could graft on something
and, you know,
that equipment,
Auras had already done this,
so obviously
a lot of the space
we were playing in,
Auras had mapped
the ground already.
But, for example,
the interesting thing
about this card is,
and this is why
the equip costs three,
is I can put it on a creature,
tap to do one damage, I can move it to
another creature that's untapped, and do another
damage. So, if I have enough mana,
this card lets me sort of do a bunch of
damage, you know, with this one
singular card by handing around
the bow from creature to creature.
And that's one of the reasons why, for example, this is
equip three. You've got to be careful with that.
The goal of this is not to turn it into sort of a spell,
but there is some neat things you can do with that.
Okay, so Varak Battlehorns, 2 mana.
Equip creature has Trample and can't be blocked by more than one creature.
Equip 1.
This is another one of our commons.
We thought that Trample just wasn't enough,
and so what we call Stalking.
You can only be blocked by one creature.
So this says Trample and Stalking. So the Stalking call stalking. You can only be blocked by one creature. So this says trample and stalking.
So the stalking is nice, because if you can only be blocked by one creature,
it increases the chance that trample
means something.
Volshak, Battle Gear. Three mana.
Equip creature gets plus super three, equip three.
That's awesome. Like, this is the uncommon.
So this is the simple uncommon that's bigger.
One of the things that's fun, as I
look back, is you can see us, like, mapping
space and trying to understand stuff. So one of the things, by the as I look back is you can see us mapping space and trying to understand stuff.
So one of the things, by the way, is my equipment podcast.
They might not all be consecutive,
but this is something I'm going to come back to
just because there's lots of fun on equipment.
Anyway, I'll finish up with Mirrodin
and we'll probably wrap it up for today.
But I will be coming back in future times.
Like I said, not necessarily consecutive,
but I think equipment's a lot of fun.
It's fun to go back and look at
and see where the innovations are.
So anyway, Volstrak Gauntlets, two.
Equipped creature gets plus four, plus two
and doesn't untap its controller's untap step.
Equipped, three.
Okay, let me bring us another thing about equipment.
One of the things we decided was
we didn't put an unequipped cost.
In design, for a while, equipping and unequipping existed on the cards.
So if you could equip for three, you also could unequip for three.
And what that meant is you could spend three just to take it off the creature
and put it back on sort of the ground, if you will.
We decided that it didn't come up enough to be relevant
and that we liked the idea that, okay, if you give your creature, the creature's got to hold on to it until you can up enough to be relevant and that it, um,
we liked the idea that,
okay, if you give your creature, the creature's gotta hold on to it until you can give it to somebody else.
You can't, and it allowed us to do
things like Volshrite Gauntlets, right?
Where there's a negative tied to it. Now, if I
wanted to stick it on my creature, okay, there's a
positive that comes there, it gets plus four, plus
two, but it also comes with a negative.
Now, it's equipment, you can move
it, you know, but once again, when
you get rid of the downside,
you get rid of the upside.
But the not having the
unequipped cost on it did allow us to do some
designs that we probably wouldn't have done had
we not done that. Okay,
the final equipment I want to talk about today is
World Slayer. Five mana,
whenever equipped creature deals combat damage to
a player, destroy all permanents other than World Slayer.
So this is...
So how many rares did we have?
So Sword of Calder was a rare.
And I think that might be it.
Oh, no.
Imperial Plate.
Plus one, plus one for all your...
So Imperial Plate was a card that we knew people already knew
that new was powerful.
That made a fun rare.
Nightmare Lash was a rare. Oh, there are a couple of ra fun rare. Nightmare Lash was a rare.
Oh, there are a couple of rares here. Nightmare Lash was a rare.
That's the thing, plus one, plus one for your swamps.
Scythe of the Wretched was a rare, because
it kills things and takes them.
Sword of Calder was a rare. The final rare was World's Lair.
It's funny, I look at this card
now and I'm like, man,
this is the kind of card that in modern day we'd probably
make legendary, just because it's like
I hit to destroy everything.
Feels pretty
grandiose.
And it's not really like you need two world slayers.
You're not like, you need a world slayer in each hand.
So,
that's the kind of card, looking back, that I probably would have made legendary
in retrospect.
Like I said, we were willing to do legendary. We did
Sword of Caldor. I think we were a little,
back in the day, prior to Commander sort of being as popular as it was, we were willing to do Legendary. We did Sword of Caldor. I think we were a little... Back in the day, prior to Commander
sort of being as popular as it was,
we were much stingier with Legendary
that we used it,
and we used it where we needed to, but we were much stingier
with it, and so...
But anyway, so that
is... We got through Meriden.
You know, one of the
things before I wrap up for today, I just want to say that, like,
one of the things that's really interesting for me
as a historian of magic design
if you will
is watching us do something
and see the earlier versions
see the Model T if you will
and the funny thing is
look there's some developmental issues
that go on here
but if you divorce us from that
okay we took us a little while to figure out
how best to cost them this and that. I mean,
it was a new thing.
From a design standpoint, we really
hit the ground running. Like, we have some nice
very clean, simple cards. We have
some exciting cards. We have
cards. We have alternate costs.
You can see from the very first time we did equipment,
we were dipping our toe right away
and experimenting.
I look back as, you know, obviously I was
involved in making of these, but it's
we made something very
flavorful and clean and
as I'll talk about in the next time
these cards went to evergreen
immediately.
They almost were evergreen in the set we introduced
them in, although technically I guess they weren't evergreen
until they showed up in another block, but
I look back now and like I said, it's not that they weren't evergreen until they showed up in another block.
I look back now and like I said, it's not that there aren't things we can do
better. It's not little tweaks that we could
improve upon. Yeah, yeah, the
power level is something
that clearly has some room for improvement.
But from a design standpoint,
we really did a good job of making a
nice, clean, mechanical
shell that has allowed
us to do a lot of really cool stuff along the way.
Yeah, we didn't get to colored yet.
Anyway, there's lots of things we'll learn along the way.
But when I look back as somebody who was involved
and who still makes equipment today,
we did a pretty good first pass for a new card subtype.
I think we did a pretty solid design.
But anyway, I can now see my desk.
So we all know what that means. It means 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
guys soon. Bye-bye.