Magic: The Gathering Drive to Work Podcast - #866: Equipment, Part 2
Episode Date: September 3, 2021In this podcast, I continue talking about the history of the Equipment subtype and share some card-by-card design stories. ...
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I'm not pulling into a driveway. We all know what that means. It's time for another Drive to Work, Coronavirus Edition.
Okay, so in a previous podcast, I started talking about equipment, so I was going to do a second podcast on equipment.
So I talked about how equipment got made, and I mostly just talked about equipments up through Mirrodin, the set that premiered them.
So now I'm going to go at a little faster pace. I'm not going to talk...
I talked about all the ones in Mirrodin.
I'm not going to talk about all the ones moving forward.
I'm just going to talk about certain ones,
share some stories,
and then talk about some evolution of equipment.
And we'll see how far we get.
We'll get...
Until I get to work.
Okay.
So first up, we're in...
So I introduced in Mirrodin.
And then the next set after Mirrodin was Darksteel.
Okay, so Darksteel...
So there are three cards in Darksteel that introduced a new concept.
So those cards are Heartseeker, Lean and Bola, and Surestrike Trident.
So they introduced something called unattaching.
So, for example, Heartseeker costs 4 mana,
Equipped Creature gets plus 2, plus 1,
and has Tap, Unattach Heartseeker,
Destroy Target Creature, Equip 5.
Leanimbola was Equipped Creature has Tap, Unattach Leanimbola,
Tap Target Creature, Equip 1, costs 1 to cast.
Ensured and Trident costs 2 to cast.
Equipped Creature has First Strike and Tap, Unattach,
Two-Stat Trident.
This creature deals damage equal to its power to target a player, Equip 4. Okay, so the idea of unattaching is,
well, here's something that we can do with equipment that we cannot do with auras,
which is we can give it to somebody,
and that person can throw it,
and now they don't have it anymore,
and it can do something.
So the idea of, Dark Soul introduced this,
the idea of unattaching as a means to represent using it,
and now you don't have it.
I'll start with a bola as the simplest one.
Like, okay, a bola is sort of a chain with two balls on the end
that you throw, and it goes around people's feet to trip them, basically, is the idea.
So, okay, so for one mana and equip one,
I can put it on a creature, and then I can
for free, unattach it. Just tap to
unattach it. I've been able to tap
the creature. The creature has been unattached. But I can
use the creature to use its ability to tap
something. Now, the bowler has
equipped one, so the idea there is
I can equip it to a bunch of different creatures.
So if I have a bunch of creatures, let's say
for example, I have a creature that wants to get through,
but I have a lot of small creatures,'s say, for example, I have a creature that wants to get through, but I have a lot of small creatures.
I can equip it to all the small creatures to block, you know, to tap all your creatures so my big creature can get through.
And this is an example of using a low equip cost on an unattached.
Heartseeker and Sure-Shred Trident are the opposite, where they have high equip costs.
So Heartseeker, for example, you can destroy a creature, but it's equipped five,
right? It's four to cast and five to equip. So usually, unless it's really late game, you're not doing it all at once. But it is something in which you can sort of equip to the creature, and then
when you need it, you can use it. But because it's equipped five, it's not very easy. Like, you can't
use it on multiple creatures very easily. And that's one of the things, by the way, as we started
working with equipment, one of the big things we realized is one easily. And that's one of the things, by the way, as we started working with equipment,
one of the big things we realized is
one of the knobs that's really important
is the equip thing.
One of the things we realized is some equipment
we want to make easy to move, and some equipment
we want to make hard to move. Usually
the easy equipment to move are things that are
smaller in nature,
and it's kind of fun to move them around when you need them.
Like, I can attack with a creature
and then it has that build, but then I can move
to a blocking creature, for example.
But there's also some fun
things that what we want to do is we want to put high equip
costs, so like, look, you sort of commit to something
and then you kind of really want to keep it on one
creature. You don't want to move it around.
And what we found is the equip cost
as a knob was a really interesting
knob for balancing reasons.
The fact that this card has a mana cost to cast it and an equip cost to equip it,
really, when I say knobs, in play design, what knobs means is something that play design can change.
Usually they're numbers, but not always.
Something they can change so that it allows them to fine-tune the card.
The most obvious knob is mana cost, for example, on a spell.
Equipment's nice because it has an equip cost, so it is a second knob.
There are other knobs also, you know, about sort of on spells.
They can be instances of sorceries or such.
But anyway, the nice thing about equipment is there has been a lot of knobs.
One of the problems, at least early on, was it was always generic.
There were always generic costs. And that
burned us.
But it did give us a lot of tools.
And as we'll get into, we eventually
get to color. But anyway,
that is Heartseeker, Lunabola,
and Surestrike Trident.
Next, I want to mention
Shield of Kaldra. Last time I talked about
Sword of Kaldra. So Shield of Caldra. Last time I talked about Sword of Caldra.
So Shield of Caldra is interesting.
It does something we don't do very often.
So it costs four mana.
It says equipment named Sword of Caldra, Shield of Caldra, and Helm of Caldra are indestructible.
Equipped creature is indestructible.
I should mention, by the way, that I don't know.
should mention, by the way, that I don't know, I don't think in Mirrodin we had any cards that use a keyword that was just from that set, a set keyword. We used definitely evergreen keywords,
but indestructible at the time, it would later go on to be evergreen. But at the time,
indestructible is something that was unique to Darksteel. It introduced Indestructible.
So the fact that it was doing this was,
it was equipment sort of making use
of the mechanic of the set,
I think for the first time.
Another thing, anyway,
Shield of Caldor does is,
it says Sword of Caldor,
Shield of Caldor,
Helm of Caldor.
Well, Sword of Caldor was in Mirrodin.
This is Shield of Caldor.
Helm of Caldor you hadn't seen before.
There's no card called Helm of Caldor.
And I don't know,
I think this might be the first time
we named a card
that the card didn't exist yet.
We did it in concept on Cure Block.
We did it with the Eldrazi sort of,
at least we hinted at Eldrazi stuff coming.
We've done it from time to time.
Like back in Tempest,
we had a mechanic that was coming in the next
set, the Spike, so we had one Spike
to show you that. So we've
done little things where we nodded what's coming, but
I think this is the first time we literally
named a card that didn't exist.
Now, the idea was, you know, there's
a pattern, blocks are three sets at the time,
the first set of this card,
the second set of that card. I mean, we were announcing
pretty loudly that the third set would have Hel, the second set of that card. I mean, we were announcing pretty loudly
that the third set would have Helm of Caldra.
But it's kind of fun, you know.
It's something we've done more of,
and I enjoy a lot, in the right place,
where teasing something that doesn't yet exist is a lot of fun.
I know in Unsanctioned, I made a card in Unsanctioned
that teased Mut teased Mutate
before Mutate was even a known thing.
And the card cares about when things
it cares about when things get enchanted
or I think get augmented.
But I mentioned Mutate
because it thematically fit, even though Mutate wasn't out yet.
But it was coming out soon, so. It's fun.
I enjoy sort of occasionally
throwing things out there. The audience can sort of speculate
on what it means.
Clearly, with Helm of Cauldron, you knew it was an equipment.
And you knew it... The payoff... I'll get to Helm of Cauldron in a second.
But we didn't tell you what the payoff was yet.
In fact, you didn't even know...
The first card just seemed like a standalone.
The second card sort of said it was three of them
and gave some sense of the relationship between them.
The third one would say, hey, they work together.
We'll get to that in a second.
Okay, next up, Skullclamp, also in Darksteel.
So Skullclamp costs one.
Equipped creature gets plus one, minus one.
When equipped creature is put into a graveyard, draw two cards, equip one.
Okay, so there's a card called Bequethal, I believe the name was. So Bequethal was from Exodus. It was an enchantment
that said, if enchanted creatures put into any graveyard, draw two cards. So the idea was,
all it really said is, I'm going to offset the card advantage of this creature, right? So if I
put it on this creature and you kill this creature, I get back the card for the creature. I get back the card for the aura. It was really something we were
messing around with. I was very intrigued by this card. It ended up not being good enough. Like,
I think the aura had to do something beyond just paying back for it when the creature died. The
aura didn't do anything. I mean, I guess it paid you back for the creature dying, but it really
wasn't enough. So, when we were making
this set, I decided to make an equipment bequeathal and think, okay, bequeathal wasn't quite enough,
so I was gonna make two upgrades to it. One was, it would be, I put plus one plus one on it,
and the second thing is that it was an equipment. So, I wasn't losing the card for the equipment,
right? So, the fact that you drew two cards, you're like, okay, you know, so it was an equipment. So I wasn't losing the card for the equipment, right? So the fact that you drew two cards,
you're like, okay.
So there was more card,
less card disadvantage or card equity,
but you actually were gaining cards.
And I put plus one, plus one on it.
That's all I was trying to do.
I was just trying to make an equipment Bakwithal
that really, I was intrigued by Bakwithal.
It didn't quite work out.
I was trying another Bakwithal.
And then,
as things would happen,
in development, this is back
when we had design development rather than vision design
and play design, set design, play design,
they decided
it would be clever
instead of plus one plus one
to be plus one minus one.
And they thought, oh, they were being
clever,
as if plus one minus one. You know, and they thought, like, oh, they were being clever, you know, like, as if plus one minus one
would be worse than plus one plus one was the idea.
Like, I think the idea when they made that change is
they think, like, oh, well, you know,
hey, it'd be kind of cute, you can combo and maybe kill small things,
and, like, the general thought was
plus one plus one is better than plus one minus one.
Well, it turns out
building into it the ability
to kill the creature, so like
you didn't need, like, when I made
the card, because it was plus one plus one,
you still needed a way for the creature to die. You needed
another card to sacrifice the creature. Like, you still
needed some way to make it happen.
Once you change it to plus one
minus one, the combo all
was built in, and this card, I one, the combo all was built in.
And this card, I mean, for those who don't know,
Skullclamp was a very powerful,
or still is a very powerful card,
and ended up causing all sorts of issues.
I mean, it's a super powerful card.
But it's a good example why sometimes making a change in a vacuum,
like you would think that turning plus one, plus one
into plus one, minus one is a downgrade,
but it just so happens not here.
Okay, next, Spellbinder.
So Spellbinder costs three generic mana.
Imprint.
When Spellbinder comes into play,
you may remove an instant card in your hand from the game.
Whenever a equipped creature deals combat damage to a player,
you may copy the imprinted instant card
and play the copy without paying its mana cost. Okay, so Spellbinder and Shield the Cauldron
are the two cards in this set that make use of a mechanic,
a set mechanic.
Now, given Imprint first showed up in Mirrodin,
it was a block mechanic,
but for the first time, they're non-Evergreen mechanics.
We're like, oh, well, one of the things we can do with equipment is make use of the mechanic specifically from the set it's
in. And Imprint was a mechanic from Mirrodin that allowed you to basically exile a card,
and then the card that exiles it cares about it in some way. Imprint, at the time, only went on
to artifacts. And the idea was that you're sort of customizing your equipment, right?
So the cool thing here is, oh, I can go get an instant or sorcery card
and then graft it onto my spellbinder.
And now, every time my creature, you know, the equipped creature deals,
I get to set off that spell.
I think the problem we ran into with spellbinder is,
I think it got played with some time walk. I don't know. Some
extra turn card.
Was there
an instant extra turn card? I think there was.
Anyway, Spellbinder
ended up seeing play, and definitely
there's some dangerous things you can put
into the Spellbinder.
Oh, maybe...
Oh, I know what it was.
There is a red instant that you get an extra turn,
but you lose the game next turn.
And I think they played it with the Platinum Angel
that kept you from losing.
So if you put Spellbinder on your Platinum Angel
with Final Fortune or whatever on it,
it's like every time the Angel hits you, you get an extra turn
and you're not going to lose the game
because of the Angel.
I think that was the combo.
Okay, next up.
The last two things
I'm going to talk about
from Darksteel.
Sword of Fire and Ice
and Sword of Light and Shadow.
So, Sword of Fire and Ice
costs three.
Equipped creature
gets plus two, plus two
and has protection
from red and blue.
Whenever equipped creature deals combat damage to a player, Sword of Fire and Ice cost 3. Equipped creature gets plus 2 plus 2 and has protection from red and blue. Whenever equipped creature deals combat damage to a player,
Sword of Fire and Ice deals 2 damage to each creature or player,
and you draw a card, equipped 2.
And then Sword of Light and Shadow, 3 mana, equipped creature gets plus 2 plus 2,
has protection from white and black.
Whenever equipped creature deals combat damage to a player,
you gain 3 life and you may return up to 1 target creature card
from your graveyard in your hand, equipped 2.
I swear that when we made these two cards,
we just thought these were sort of cool,
and they were kind of made to sort of
reflect in the sense that they're just different colors.
One's red-blue, one's white-black.
One thing that's really interesting is
I think the public feels
whenever something could be a cycle,
we intended that, and that's what
it's meant to be. So as soon as these two cards came out, like, clearly there be a cycle. We intended that, and that's what it's meant to be.
So as soon as each new card came out,
like, clearly there's a pattern.
They cost three.
They grant plus two, plus two.
They get protection from the two colors.
And then they give an ability,
when you deal combat damage, the equipped creature,
you do an ability for each of the two colors, right?
And so, like, okay.
So, like, as soon as we put these cards up, people are like, oh hey where's the three other swords?
um, and then once we made the three other
swords, which we'll get to, uh, it's like, oh
where are the rest of the swords? So
um, one of the, it's funny
had we just made one of these cards
I don't know whether people would have wanted more
they might, uh, but making two
once you make two dots
oh, the line is so clear
um, anyway, Sword line is so clear.
Anyway, Sword of Fire and Ice and Sword of Light and Shadow, especially Sword of Fire and Ice,
saw a lot of
play, and very
popular. I guess they
both saw play, what am I saying? They both saw play.
But anyway, they
inspired a cycle, and then
a large, like, at first inspired
a five-card cycle, then inspired a ten-card
cycle. So,
it is definitely one of those cards that I think once again,
I think the way it worked is
I think Sword of Light and Shadow got made first,
and then we light
Sword of the Template of it and made Sword of Fire
and Ice just because it was, I think
white and black and red and blue are the two
opposites that are kind of the cleanest
I just think, like are the two opposites that are kind of the cleanest.
I just think, like, the other opposites all actually have a clear
relationship. We've spent a lot of time on them. But
these are the two that just sort of felt the most natural
in what you see in kind of other
IPs and stuff. You know, sword and
fire makes a lot of sense. Light and dark makes a lot of sense.
So anyway,
we made these. They were popular. We make more.
They ended up also being very strong.
One of the things, we're still in the range.
For the entire Mirrodin block, we really, it took us a little while to understand kind of how powerful equipment was.
And so we're still in the realm where equipment is more powerful than it should be.
Okay, let's get on to the next set.
than it should be. Okay, let's get on to the next set.
The next set was the final set in the
Mirrored in Black, Fifth Dawn.
Okay, so Fifth Dawn, let me talk about cranial plating.
This is actually a cycle, made as a cycle. So cranial plating, two,
equip creature gets plus one plus oh for each artifact you control. Black, black,
attach cranial plating to target creature you control. Equip creature gets plus 1 plus 0 for each artifact you control. Black, black, attach cranial plating to target creature you control.
Equip 1.
Okay, a couple things about this.
So this was a cycle in 5th Dawn where you could move the equipment with a colored mana cost.
Now, this is the first time that colored mana cost, activation cost, appeared in equipment. Obviously, I talked last time about how
we had
Nightmare of the Last...
Like, clearly sort of said,
I'm for black. I care about swamps.
But this is the first time that we actually made cards
that literally, like, if you want
to maximize Crandall Plating, you really kind of
need to be in a black deck that can activate this.
Now, given Nightmare of the Last,
you need to be in a black deck. But, I mean,
the first time that there was colored
cost. I will point out, they weren't...
It's funny. When we made Mirrodin,
we redid the frames, and one of the
things they decided for Mirrodin block was
that we no longer needed to color coat
the activation costs
on it. So, if you ever, for example, on
Cranial Plating, it's harder to tell on Cranial Plating because it's black with black,
but if you look at Healer's Headdress
which is white, or Horned Helm which is green,
or Neurox Stealth Suit
which is blue, or Sparring
Collar which is red, it's very obvious
the color is missing. That the
in Mirrodin Block, the activation
costs, whenever a
mana symbol appeared in the text box, it was
not colored. That did not go
over well. We quickly changed it.
It was one of those things where
I thought they're like, oh, you know,
it'd be a lot cheaper if we didn't have to do that.
Will people really care?
And then the answer was, yes, they care.
And so we undid it.
I mean, I think we figured out pretty quickly
it was a mistake, but I think we did it through the Mirrodin block
just to be consistent on the Mirrodin block.
But we went back after this, the
collard costs on artifacts
started happening again.
Them being collared.
I think the interesting
thing is I actually made this cycle
for Darksteel,
and then we ended up pushing them back.
The cycle was made...
I mentioned Cranial Plating.
Cranial Plating ended up being the really good one.
There was already a lot of
artifact equipment that was
strong.
And this one just kind of pushed it over top.
Crane of Plating was very powerful.
And being in the sense that you were playing a lot of artifacts
anyway,
this is at a time, like,
what was going on during
Mirrodin Black was we made Affinity for Artifacts, which was insanely strong.
And so that deck just played so many artifacts.
So your cranial plating was just so large.
And the fact that you can, like, the fact that you can move it was just gravy.
Like, if it was just Equip Creature, you get plus one, plus zero for each artifact you control to equip one, that would be crazy powerful.
The fact you can move it just made it even more so.
In fact, I think there were decks that played it
that might not even run that much black,
just because moving it wasn't the crucial thing about it.
But anyway, we made those, and they were definitely fun.
Okay, and Soul Scimitar, three.
Three activation.
And Soul Scimitar becomes a 1-5 artifact creature
with flying until end of turn.
Equipped creature gets plus 1, plus 5.
Equipped 2. So this is
the first time I think we had equipment that turned into a
creature.
So the idea here is it's a sword, but
the sword itself can come to life.
This is making reference to a card called
Dancing Scimitar, which was in
Arabian Nights, which was a 1-5 flying
creature. And so the joke is
it's like Flying Scimitar,
except you can't just use it as a sword,
because Flying Scimitar was a flying,
you know, a sword.
So, anyway, I think that was cool.
Grafted Wargear.
So it's three mana.
Equipped creature goes plus three, plus two.
Whenever Grafted Wargear
becomes unattached from a creature,
sacrifice that creature,
equip zero.
So here's another equip zero. There's not a lot
of those in Magic's History.
The interesting idea here was
that there was a... We played around
with equipment that were negative on
the creature. Like, the grounded creature are positive and
negative. This is the first one where
there's nothing but positive on the creature. It's plus three
plus two. But
on the equipment, it comes at a cost.
So the idea is, I've grafted this war gear onto you,
but it might kill you if I take it off and give it to somebody else.
So it was interesting in that it really said,
hey, you kind of want to put it on a creature
and leave it on the creature until the creature dies,
then move it to a new creature.
Now, you can move if you want to.
It just comes at a very high cost,
and they have to sacrifice the creature.
And once again, this is us playing around
and sort of looking at the spaces where we can do stuff like that.
Okay, Helm of Caldra.
So Helm of Caldra costs three.
I think they all cost three, by the way.
Legendary artifact equipment.
Equipped creature has first strike, trample, and haste.
One colon.
If you control equipment named Helm of Caldra,
Sword of Caldra, and Shield of Caldra,
put a 4-4,ullus Avatar Legendary Creature
It says Avatar
Legend Creature, now it would be Legendary.
Token named Cauldra into play and attach those
equipments to it. Once again, I'm always reading
from the original card just because it's fun to me to read the original card.
Anyway,
so this is the card that sort of joined
them all together and said, hey,
you know, if you get all three of these on the
battlefield at once, not only
will you have these three-piece equipment, but
we will make,
you know, there'll be a giant
4-4 avatar,
and I think, so the way it
works is
the sword grants
plus five, plus five, and then anything it
deals damage to gets exiled.
The shield grants it indestructible,
and it makes the
equipment indestructible.
So, and then
Helm of Chaldea
gives it first strike
trample and haste. So, basically
what happens is
you have a 9-9 first striking
trample, haste, indestructible creature
that any creature it deals exiles in addition to what else it's doing.
And all the equipment that's turning it into this itself has become indestructible.
So the idea is, once you get it out, I mean, it's not that you automatically win,
but man, you have a huge, huge upgrade to do so.
So it definitely is something that pushes you in that direction.
Okay, let's get to Champions of Kamigawa. to do so. So it definitely is something that pushes that direction. Okay.
Okay, let's get to Champions of Kamigawa.
Okay, so Mirrodin Block ended.
The interesting thing about equipment was
it almost felt like it just
became evergreen instantaneously.
There are one or two other examples of this.
I think it also happened with
Prowess.
But the idea was, it's in a block.
The block uses the mechanic.
The very next set just uses it.
Like, the next set was Shamsa Kamigawa.
They're like, oh, we're doing Japan.
You know what? There's a lot of cool equipment that we can do
if we're in a Japanese-inspired world.
So we're just going to keep equipment.
And then what happened was,
I think, I mean, I would call equipment evergreen in that most sets have equipment.
Every once in a while, we'll have a set without equipment.
But it is something that is just, every set has access to it.
Almost every set uses.
So I would call it evergreen rather than deciduous because it's infrequent that we don't use it.
And there's other evergreen keywords like scry that every once in a while we don't use.
So I would call it evergreen.
But anyway, we just realized
what was kind of there and what the cool thing
was. And so
almost instantaneously, we just, I mean,
it wasn't like we even had to think
about it. It was just like, we made it. This is a cool thing.
Okay, this is now just part of magic.
And equipment really sort of just
eased its way. I mean, I don't think
there was a discussion. I don't believe there was even a meeting
where we said, do we want this to be evergreen?
I think we just said, eh, it's evergreen,
and we just started making it.
Like, it was funny that we did that, so.
Okay, Kanda's banner.
So two legendary artifacts.
Kanda's banner can be attached only to a legendary creature.
Creatures that share a color with equipped creature get plus one plus one.
Creatures that share a creature type equipped creature get plus one plus one. Creatures that share a creature type
with a equipped creature get plus one plus one.
Okay, so this is the first time we had equipment I think that
restricts what it can equip.
We will later get to
things where there's a discount for
equipping to certain things, but this doesn't do that.
This just says, hey, I can
only equip a certain subset.
Now, obviously there were things
like Nightmare Lash, which kind of said, hey, you want to be in a certain subset. Now, obviously, there were things like Nightmare Lash,
which kind of said,
hey, you want to be in a black deck.
Nightmare Lash very encouraged you
to, so you probably
put it on a black creature, but you didn't have to.
Where this is the first time they said, you know what?
No, really, you have to do that.
Okay, next.
Oathkeeper, Takino's Daisho.
So, three. Legendary Artifactino's Daisho. So, three.
Legendary Artifact.
Equipped creature gets plus three, plus one.
Whenever equipped creature is put into a graveyard from play,
return that card to play under your control if it's a samurai.
With Oathkeeper, Takino's Daisho is put into graveyard from play,
remove equipped creature from the game, equip two.
Okay, so here's a good example where we start saying,
okay, we start caring about what gets equipped.
Now,
Kindos Banner says, well, you can only equip
the legendary creatures, where
Oathkeeper sort of says, well,
hey, I have a special bonus
if you put me on a samurai. You don't have
to put me on a samurai, but I get
a bonus. I have an extra ability
if you put me on a samurai.
And so, you can start
seeing us playing...
And the reason behind this, by the way, is
we start recognizing the
problem of
equipment, because it's generic
and can be powerful, just goes
anywhere. So, what we're
starting to do here is find
the first way, how can we control it
so that things aren't sort of going everywhere?
Because one of the problems we had in Mirrodin Block
was all the good equipment just went
in any deck. Why wouldn't you play it?
And so, we're
trying to start giving things, costs
and things, to make it such that
they don't necessarily go
everywhere, right? We were trying very
hard to sort of think about that.
So next,
Tedesuma's the Dragon Fang.
Six. Equipped creature gets plus five, plus
five. Six. Removed Tedemusa,
the Dragon's Fang, from the game. Put a five,
five blue dragon creature token with flying
into play. Returned to Musa to play under its own
control. When that token is put into a graveyard,
equip three. So, once
again, we're playing around a little bit with space. The
idea here is, oh, the sword itself turns into
a dragon, but if anything ever
happens to the dragon, well, then it turns back
into a sword. Now, note
it costs six to
do that. So, I mean, it costs six to play.
So, probably you're not turning into a dragon the turn you play it.
Although, if you can play
it, you do have the mana to then turn into a dragon.
I also like the plus five, plus five. So, maybe
look, maybe it's just better as
a thing on your creature, as equipment
on your creature. But anyway, it's really
interesting, and, you know, I like
how it, I mean, I like the
space we keep playing, and the boundaries we push
with flavor, because that's a very flavorful card.
In fact, I think a sword that turns into a dragon
is like Japanese mythology. So I think
we're playing into something fun there.
Okay, next. Tenza Godo's Mall.
Legendary artifact equipment.
Costs three.
Equipped creature gets plus one, plus one.
As long as it's legendary, it gets an additional plus two, plus two.
As long as it's red, it has trample.
Okay, once again, you can see where we're sort of narrowing things in.
Like, okay, hey, look.
In limited, it's three mana, plus one, plus one, equip one.
Not great. Maybe if you really need look, in Limited, it's 3 mana, plus 1, plus 1, equip 1. Not great.
Maybe if you really need it, you'll play it.
But it says, okay, look, there's two things that I'll help you with.
If you're red, look, you get Trample, right?
So plus 1 for Trample, maybe that's worth playing in Limited if you're playing red.
And then if you're Legendary, it's plus 3, plus 3.
Now, if you're red and Legendary, it's plus 3, plus 3 in Trample.
So, well, the thing that's very interesting here is
I think
there's a card, Godot was a card, I think, right?
Godot was a card, is that right?
Hold on a second, let me...
So, Godot was...
Yeah, Godot Bandit
Warrior was
five and red. When Godot Bandit Warrior
enters the battlefield, you may search your library for an equipment card
and put it on the battlefield.
If you do, shuffle your library.
Whenever Godot attacks for the first time each turn,
untap it and all samurai you control.
After this phase, there's an initial combat phase.
So Godot's maul was literally made to play with Godot,
and we put all these restrictions on it,
so it's really good with Godot.
Man, Godot wants to play it,
but it's us trying to segment so that other... Like, this card is strong in the right Godo wants to play it, but it's not... It's us trying to
segment so that other... Like, this card
is strong in the right deck that wants to use it,
but it's not necessarily strong everywhere.
Okay.
Next up, Shuriken.
Shuriken is one. Equipped creature
has tap, unattached Shuriken.
Shuriken deals two damage to target creature.
That creature's control gains control of Shuriken
unless it was unattached from a ninja.
Equip 2.
So, the reason I talk about this is
one, it's just a super clean, fun design.
So, Shuriken's the little throwing stars
people throw.
Or I think, or is it...
Or maybe I'm mis...
Or maybe Shuriken is the...
It's the blade. Anyway, it's something that
ninjas are known for throwing.
It's a bladed throwing weapon.
And so the idea here is, look, this card is worth playing in limited, for example, if you don't have a ninja.
It is definitely worth playing.
It does damage to things.
But the idea here is if I throw something, well, my opponent can now pick it up and throw it back at me.
That's why the flavor's really awesome.
But the idea is, well, if I'm a ninja, I'm a little better with my shurikens, and I can make sure that you're not getting them.
And so the idea is if I throw this, I'm going to pick it up before you can get it, so I'll get to keep it.
But one of the things the shurikens shows that I really like is how flavorful, like, one of the reasons that equipment still exists to this day,
even though we've made a lot of changes with them, is
how really powerful and
flavorful they can be.
Okay, so the last card I'm going to talk about today
is Umazawa's Jitte, because
I can see my desk.
So Umazawa's Jitte costs two
legendary artifact equipment.
Whenever an equipped creature deals combat damage, put two
charge counters on Umazawa's Jitte.
Remove a charge counter from Umazawa.
Jitte, choose one.
Equip you against plus two, plus two until end of turn.
Target creature against minus one, minus one
until end of turn.
It gets minus one, minus one until end of turn.
Or you gain two life.
Equip two.
Okay, so this is another card that got kind of broken.
So I'm trying to remember.
So what happened was
one of the three abilities, I think,
was Untap a Land.
I think it was
plus two, plus two, minus one, minus one.
And I think the life gain was added
when we couldn't, but I'm not 100% sure.
Basically what happened was
one of the abilities was Untap a Land.
And it turns out
when it was in templating
that at the time, it just
didn't work.
It could have been adding mana. It was either adding
mana or untapping land. It just didn't work.
At the time you needed to do it,
it wasn't functioning correctly.
And so it got killed in templating.
And what happens there
is, okay, the editor says
to the lead at the time, the lead
developer, oh, we can't do it. The template doesn't work. The card can't work this way.
And so the last minute they changed the card. And so it didn't get tested in its current form.
And I think the life got added. Like, it's one of those things where you think like, oh,
instead of mana, it's life. What could go wrong? And it turns out that the life got added. Like, it's one of those things where you think, like, oh, instead of mana, it's life.
What could go wrong?
And it turns out that the life
was just super important.
I think it was the life.
But anyway, it's a good example
of why you have to be super careful
when things change late.
Because it changed so late
that we didn't playtest with it.
And this is the kind of card
that had to be playtested with.
I mean, for those who don't know,
Umazawa Jitte went on to be
a very powerful card still played in
older formats.
And it just came from us making a change real quickly
and not double-checking it.
But it's funny,
like I said, this
and Skullclamp,
both of which I talked about today, were cards that
something got changed, it didn't
really get playtested, and then that came to
burn us. So a good lesson as we talk about equipment
is to remove all the cards.
But playtest your cards.
Make sure that what you do.
And if you have to change something
really last minute,
be very super cautious.
And the irony is,
I think they changed it to life,
which sounds very super cautious,
but it ended up not being.
Anyway, I'm at my desk.
So I hope you guys enjoyed my jaunt through
talking about equipment. I will
stress that I think from time to time I'll come back.
I don't think I'm going to do... I mean, I happen to do these two
right near each other in Part 1 and Part 2, but
I think that's something I'll come back to at some
point. One thing that's fun for me is
to take some mechanic-like
equipment and just kind of watch it evolve over
time. I do think
it's neat to see how we learn about things.
And equipment's nice enough that it's small enough
that I can sort of look at and see little evolutions and stuff.
So it's kind of fun to look at that.
So anyway, I hope you guys enjoyed this series.
But anyway, I'm 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 making magic.
I'll see you guys next time. Bye-bye.