Magic: The Gathering Drive to Work Podcast - #876: World Enchantments
Episode Date: October 8, 2021In this podcast, I talk all about World Enchantments (originally called "Enchant Worlds"). ...
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I'm not pulling out of the driveway. We all know what that means. It's time for another drive to work. Coronavirus edition.
Okay, so today I'm going to go way back into the past, back to 1994, to talk about something called World Enchantments, or as they were originally known, Enchant Worlds.
So this is something created in Legends. So the Legends expansion is the third ever Magic expansion.
So Magic came out, and then there was Arabian Nights, number one, Antiquities, number two, and number three was Legends.
Legends was the first large expansion that wasn't a core set.
And in it, there are a lot of cool ideas.
Legends introduce multicolor.
It introduced the idea of things being legendary.
But another thing they introduced to the world was
what was at the time called Enchant World,
as I'll explain later to become World Enchantments.
So yeah, here's the idea.
This was the idea behind them,
is you are a planeswalker
going from world to world
having your magical duels.
Well, what if we could represent
that traveling between worlds
on a magic card?
And those were called enchant worlds.
So interestingly, in Legends,
there were 12 of them.
None of them were white.
There were two in blue, two in black, four in red, four in green.
It's interesting that if you go back to Legends,
like the idea of cycles.
Richard obviously incorporated cycles into Alpha,
and there were a lot of cycles in Legends,
so it wasn't like the
idea of cycles wasn't something. But for some reason, they just made the ones they made, and
there were a whole bunch in red and green and none in white. I'm not really sure why.
But anyway, so I want to go through today. I want to talk about the Enchant Worlds and talk a little
bit about what happened with them. And they definitely
spawned some things. There's some things inspired by Enchant Worlds. So I do want to talk about that
as well. So first up, I'm going to talk about the 12 Enchant Worlds that came out in the Legends
expansion. Okay, so first up, I'm just going to go in color order here. Field of Dreams.
So, Enchant World costs a single blue mana.
The top card of each player's library is always face up.
So, Field of Dreams, I believe, was the first card ever to reveal the tops of a library.
That is an effect we do from time to time now
when we let people sort of cast cards
at the top of the library.
Usually these days, we let you...
We don't make you put it face up.
We just let you look at it,
and then you reveal it if it's something
that you can then cast.
But for a while, Field of Dreams
definitely inspired a whole bunch of cards.
Once again, so the flavor, by the way...
I guess I should talk about the flavor as we get
into these. The flavor of Enchant World
was
it represented where you
were fighting the battle. In fact, I didn't even explain
how they worked. So I guess maybe let's now explain how
they worked. So the way it was is you would play
Enchant World, and it represented where
the battle was taking place.
And then, if you ever
played another Enchant World,
which would imply that you were moving now to that new place,
the old Enchant World would go away.
So you only would ever have one Enchant World at a time.
Now, in Legends,
I mean, Limited wasn't a real big thing at the time,
but in Legends, the set itself,
I think there was no way
at common or uncommon to destroy
an enchantment. There was
boomerang, I guess. You could bounce an enchantment.
But there's no way to destroy enchantment
at low rarities. I think there was one
remove enchantments was at rare.
But anyway, one of the ways,
the easiest way to get rid of an enchantment
was with another enchantment.
Sorry, another enchant world.
And so, there was a point in Constructed
in the very early days when Legends of Earth came out
where, and I'll get to some of these,
that they were so powerful
that in order to deal with it,
you almost had to play as,
you yourself had to play an enchant world.
There was this tiny sliver in Constructed Magic
where, you know, one of the ways to address
some of the other problematic Enchant Worlds,
I'll get to the...
The two black ones were the biggest problems.
I'll get to them in a second.
That you really had to play some in your deck.
And so, there was a little time where the metagame...
They were part of the metagame.
It didn't last very long.
And the entire Enchant Worlds, World Enchantment didn't last very long. And the entire world enchantment didn't last very long.
As you will see...
How many total are there?
There's one, two, three, four, five, six...
26 total.
There's 26 total world enchantments.
And they start in Legends and they end in Visions.
And so Legends is 2004.
And Visions...
I'm sorry.
Legends is 1994. And Visions is 1996, I believe?
Or 97?
When was Visions?
97. I think Visions was 97.
So anyway, it didn't last very long.
But they had a big, as you'll see, they did have a big influence.
And some of these effects definitely...
There's a number of memorable Enchant World cards,
World Enchantment cards.
Okay, next.
In the Eyes of Chaos,
two and a blue,
Enchant World,
all instants and interrupts,
this is back when interrupts were a thing,
are countered unless their caster pays an additional X,
where X is the casting cost of the spell being cast.
So right now, it only affects instants.
I'm reading you from the original text,
but the current Oracle text is whenever a player casts an instant spell,
counter it unless that player plays X, where X is its bounty value.
So that card just makes all instants twice as expensive to cast.
For those who don't know what interrupts were,
I'll spend two seconds on this.
When Magic first came out,
the timing system worked differently,
the way the game worked, and so
mostly counter spells
were interrupts.
Counter spells and things that produce mana were
interrupts, so that
only an interrupt could
respond to another interrupt.
If you know the mechanic
split second
that was in Time Spiral,
interrupts in Split Second
were kind of similarly. Split Second
was definitely us kind of mimicking what
interrupts were. Anyway,
this card mostly just made... I think
it was made to sort of shut down
I mean, I think it was made to shut down
countermagic, and then it had, because it
affected instants, it affected some other things, but
it definitely made it harder to
do things on other players' turns
because, you know, instant interrupts are the only thing
you could do on other players' turns. So it really said,
hey, on my turn, it's much more
expensive for you to mess with me.
Okay, next we get to
Nethervoid.
Gives it height to myself.
Okay, Nether Void was three and a black.
Enchant World.
All spells cast are countered
unless their casters pay an additional three.
And the modern text is just,
when a player casts a spell,
counter it unless the player casts three.
So Nether Spells dismayed all spells,
not just Instants and Interrupts.
All spells cost three more. So it was very problematic dismayed all spells. Not just Instants and Interrupts. All spells cost three more.
So, it was very problematic and a very powerful card.
So, for four mana, all of a sudden, you know, let's say on turn four,
let's assume you have all your land drops.
Okay, I play this.
Now, my opponent, you know, maybe they get to play their fifth land drop,
but they can only play spells now that cost, you know, two or more,
assuming they made their fifth land drop.
And if not, you know, they're casting one.
And if they somehow aren't at their
fourth land drop yet, they can't even play a spell
that maybe zero cost things for three.
So it was a very...
The funny thing about Nether Void is
it's like a...
It's kind of like a taxing counterspell,
which once upon a time
was a blue thing, and later white would do more proactive taxing, and white became a taxing counterspell, which once upon a time was a blue thing,
and later white would do more proactive taxing,
and white became the taxing color.
It's really weird that it's in black.
It wasn't really in the flavor of black back then,
and it's for sure not in the flavor back now.
But Nether Void was a really powerful spell,
because once you cast it,
you really shut down the ability for people
to sort of stop what you were doing.
So what was very common back in the day was you kind of would get out your threat and then cast Nether Void,
and then it just sort of put everything in molasses and made it very hard to deal with.
Okay, next is The Abyss.
Three and a black, Enchanted World.
All players bury one target non-artifact creature under their control if they have any during their upkeep.
So that was how it read originally.
The Oracle text is,
The beginning of each player's upkeep, destroy target non-artifact creature that player controls at their choice.
It can't be regenerated.
So the idea of the Abyss, and this was another very powerful card,
is every turn, each player destroys one of their creatures.
And this is very powerful, right?
It's sort of like I put this out,
and obviously if I'm playing this,
I have the means, you know,
I'm playing something that produces a lot,
like there's a card called Singer Autocrat
that I think I played with this,
so that was a little bit after it.
It was a black creature that made 301 tokens.
But usually, hey, you're the
black player, you can spit out some smaller things
and then just, they're losing a creature
every turn. I mean, your deck is built for this,
their deck is not built for this.
Nether Void and the Abyss were both
really powerful cards
and during that window I talked about
where you kind of had to play
an Enchant World slash World of Enchantment,
those were the two cards that were causing the biggest problems.
Like, those were very...
Those were very common.
Things like Field of Dreams and I'll Get to Concord and Crossroads
got played in the respective decks
because they were really cheap ways.
Like, if someone had a Nether Void out,
you needed a cheap way to get rid of it
because it's costing the spell
to cost three more.
Well, I'll get to Concord Crusher in a second.
But Field of Dreams in a blue deck was a way
for only four mana
to get rid of a Nether Void, which was really important.
Okay, next up. Now we get
to red. Caverns of Despair.
Two red red, Enchant World.
All players may attack with no more than
two creatures each turn, and block with no more than two creatures each turn
and block with no more than two creatures each turn.
This was a way in red to sort of shut down attacking.
Once again, one of the things you'll notice back in Legends,
being the third set, is they did a lot of flavorful things.
The color pie was not something that was nearly as thought of as today,
meaning Nethervoid isn't really a black card,
Caverns of Spirits isn't really a red
card.
I mean, some of these make sense, but
anyway, there's a lot of pushing and directions.
One of the things about the Legends design
is the design team,
Steve Conard and all
the people who made that team,
had a lot of cards that sort of just said
flavorful things, and then left it to sort of the developers to like,
how do we actually word that?
There's a lot of very funny early Legends cards
that just sort of say, like,
everybody fights or something like that.
You just got to figure out what that means.
Okay, next up, Gravity Sphere.
Gravity Sphere costs two and a red in Gen World.
All creatures lose the flying ability.
So it shuts down flying.
Red and green, I mean, green's number one,
but red's number two at anti-flying.
And so this card just sort of, if you wanted to,
you could keep flying from mattering.
Next up, Land's Edge, one red red, Enchant World.
Any player may discard a card from hand at any time.
If that player discards a land,
Land's Edge does two damage to target player
of the discarded player's choice.
This was actually
one of the more powerful of
the red enchant worlds. The idea
essentially is you could
turn land into damage,
into shocks, to do damage to
any target.
I think it says any target now.
Oh, it says target
player or target planeswalker.
Any player may...
So the current way it's templated is
discard a card.
If the discarded card was a land card,
land's edge deals two damage to target player or planeswalker.
Any player may activate this ability.
Oh, I see.
So it said target player or the discarded player's choice.
Okay.
Oh, I see.
It just hit players,
then we let it hit Planeswalkers.
Lands Edge.
There was a whole deck built around Lands Edge
that basically would sort of establish the game
and then would kill you by throwing lands
to kill the opponent.
That was actually...
There was a Nethervoid deck,
there was an Abyss deck,
there was a Lands Edge deck.
A bunch of these cards
that had people building around them.
Okay, Storm World.
Red.
Single red.
Enchant World.
If any player has less than four cards in his hand
at the end of his upkeep,
Storm World does one damage to that player
for each card less than four.
So this is the rack.
Basically, a card in Antiquities.
This was Enchant World
that punishes people for having empty hand.
There was also a deck that used Storm World.
Early on, I mean, part of it was Magic didn't have a lot of cards,
and part of it was some of these were actually very powerful effects.
One mana to sort of rack everybody was actually pretty powerful.
Okay, next up.
Arborea, two green green.
Enchant World. If a player does not cast a spell or put a card into play on his or her turn, no creatures may attack that player
until his or her next attack, next turn. So this was an uncommon. So for those that have never
played Legends Sealed, which I have, this is probably the card that is the most painful card
in Legends Sealed.
It's an uncommon.
Basically what it says is,
as long as I don't cast a spell, I can't get attacked.
And so one of the strategies is you get this card,
you play it out, and then just build up your board,
and then once you feel you have enough...
Oh, I'm sorry. just build up your board, and then once you feel you have enough...
Oh, I'm sorry.
You build up your mana,
not letting them attack you,
and then you can sort of do a bigger spell.
It just really shuts everything down.
I don't think I've borrowed or saw tons of Constructed play,
but in Limited, it really, really shut down. It was...
Like I said,
there was no common or uncommon way to destroy enchantments.
There were some uncommon enchant worlds,
so that was the easiest way to get rid of Arborea was another enchant world.
Anyway, I drew not a fond memories of Arborea.
Next, a card I have many fond memories of,
Concord and Crossroads.
So green, so Enchant World.
Creatures may attack or use abilities
that include the tap symbol during their turn
they're brought into play.
Now to say is all creatures have haste.
Haste wasn't a thing at the time.
It wasn't a named thing at the time.
So for those that know,
the deck that I played a lot in the early days of Magic,
my competitive deck, was a blue-green weenie deck.
I've published this numerous times.
Concordant Crossroads was a big part of that deck.
Usually I would get Concordant Crossroads out right away,
and that allowed me to chain my birds and my elves,
and it allowed me to sometimes attack right away on my very first turn,
sometimes for a scary amount of damage.
But Concordant Crossroads did two functions. One is
it
one mana, and then I had given, it made
it gave all creature states, not just your
creatures. But my deck was optimized for
it. It was a weenie deck. So it was very, very
effective in my deck.
But also it allowed me to
deal, at the time I had to deal with
Nether Voids and Abysses.
And so it allowed me...
It was a one-drop answer, especially for Nether Void.
It was a one-drop answer.
Or four-drop with a Nether Void out.
But anyway, it was a very...
Choreographs was a very popular card.
We don't do as much sort of grant abilities to all creatures anymore.
Nowadays, like, your creatures gain haste.
Interestingly, at the time that it was made,
green really wasn't a haste color.
Years later, we made it tertiary in haste,
and then recently we made it secondary in haste.
So now green can do this.
So Congorn Grassroad kind of wasn't a green card,
and eventually it's come around to where it could be a green card.
Next, Living Plain.
Two green green, Enchant World.
Treat all lands in play as both lands and 1-1 creatures.
They may not be tapped for mana
the first turn of the broad into play.
That's just saying...
So all lands are 1-1 creatures that are still lands,
is the Oracle text.
Basically what it did is it just turns everything into a 1-1.
There were some Living Plain decks
that used that to kill the opponent's land.
Like, I would play that, and then I would, you know,
cast something that just did one damage.
Usually I would play
it, I would somehow protect my lands, a castle
or something, and then I would do one to all
all, um,
to all creatures, and then it would kill all my
opponent's lands. That was the Living Plain deck. Not a
super fun deck. I think Living Plain
was inspired by, um,
there was an artifact
in Alpha that
made all swamps into 1-1 creatures.
And the idea that
something should turn all your lands into creatures
felt more green. So this is
in green, that extra card in green.
The fact that you can turn anybody's
definitely made it...
The way
it ended up getting used was not, oh, I turn my creatures
into lands and attack you. My lands into
creatures and attack you. It was much more, I turn your
lands into creatures and destroy them.
So it didn't quite play out the way
I think that it was intended by its creators.
So the final from
Legends was Revelations.
Single green mana. Chant World.
All players play with the cards in their hands
face up on the table.
I have no idea why this is a green card.
And everybody
having all your hands revealed
we've learned does not lead to good
play. Like, hidden information is a really
fun part of magic. So, not a big fan.
The, I will note
that you notice that there are a bunch of cheaps. So,
Fields of Dreams, Storm World,
Concordant Crossroads, and Revelations
were all one-drop enchant worlds.
And with Nethervoid,
when Nethervoid became a big thing in Constructed,
people played Concordant Crossroads
over Revelation usually.
But Fields of Dreams, Stormworld,
and Concordant Crossroads
got played a bunch as ways to fight Nethervoid.
Okay, so those were the 12 in Legends.
So, next up was Homelands.
So, Homelands was...
So, after Legends was The Dark.
And after The Dark was Fallen Empires.
And after Fallen Empires was...
Oh, wait, is this... Hold on a second.
Oh, no, this is Homelands.
After The Dark was... I guess Homelands was... Okay, Homelands was after The Dark. That's after Fallen Empires. Oh, no, this is Homelands. After the Dark World, I guess
Homelands was after the Dark.
That's after Fallen Empire. Fallen Empire is then Homelands.
So
there were three
Enchant Worlds made in Homelands.
One in white, finally, the first time there was a white one.
So there was a white one,
a blue one, and a black one.
Okay, so
the white one was Seri Avery. Three in a white, Enchant World. All creatures with flying get plus one a black one. Okay, so the White Woman, Sari Avery,
three and a white, Enchant World, all creatures
with flying get plus one plus one.
I think that
was made
just to be a positive
flying card. I think, for example,
you know, Gravity Sphere,
shut down all flying. Well, Sari Avery said the opposite.
Like, instead of hurting flyers, I'm going to help
flyers. I thought it was sort of a...
I think it was a response to Gravity Sphere
of sort of a... Instead of having one that's
going to host flyers, we're going to make one that's going to help flyers.
And Sarah in Homelands,
Sarah the character, played
a bigger part, so they tied it to her.
Mr. Decree. Two blue
blue. All creatures lose flying in
Island Walk. So this was a
card made to go with the moat,
which was a card in Legends
that nothing could attack
except flying and island walk creatures.
So if you played the moat with
Mystic Decree, and white and blue were kind of
the control deck colors, it kept anything
from attacking you. And I think
that was on purpose. I think Mystic Decree specifically was meant
to go with the moat. And then finally
was Coastkin Falls, 2 black black,
Enchant World. During your upkeep, tap
target untapped creature you control
or bury Koskyn Falls. No creature
can attack you unless its controller pays an additional
2 when that creature attacks.
This is
another weird one.
It's...
I don't know. It's forcing you to tap creatures.
It keeps them...
It gives them a tax for attacking. I don't know, it's forcing you to tap creatures, it gives them a tax for attacking.
I don't know, taxing was never supposed to be a black thing.
Maybe they were riffing off of Nethervoid.
But anyway, Homeland sort of picked up the ball and said,
oh, Enchant Worlds, starting with Homelands became,
for a little blink in time, an action evergreen ability.
Because it shows up in Homelands,
it shows up in Alliances,
it shows up in Mirage,
it shows up in Visions,
and then it goes away.
Okay, so there only was one Alliances card.
It was called Winter Night.
And it was the...
I think it's the only gold card?
The only gold...
Yeah, it's the only not mono-colored,
the only multi-colored
enchant world. So it said,
whenever a snow-covered land is tapped for mana,
it produces one additional mana of the same
type and does not untap during its control
or its next untap phase. So the idea is
all of your snow-covered land
sort of got mana
flared, it produced extra mana, but it
also hosed it, so you got
two that turn, but it didn't untap the next turn.
I do know that this
got designed during development
because the Alliance's designers did
not put any snow into
their design, mostly because when they
made it, it was not originally intended
to be a follow-up to Ice Age.
It was made by the same people, but
really was their own. They were doing a completely different
set. And when we got it, the idea was
we were starting to think in terms of blocks.
And so we actually sold the lines
as being part of
a continuation of Ice Age. But that
meant in development, and that's the first
team I was on development of, we actually
added in a bunch of snow matter
cards. And so
I may or may not have had something to do
with the design of this card. I don't remember.
I might not have, but
I know we spent some time making
a bunch of snow-mattered cards.
Okay.
Then we get to Mirage.
Mirage actually did a cycle of rares
with one bonus black card for some
reason. So,
first up, Null Chamber, three and a white,
Chant World.
You and target opponent each name any card
except a basic land.
Those cards can't be played.
So this was, I think,
might have been the earliest proactive sort of
pithing needle type effect,
you know, meddling mage.
This effect, I think, was the first time we did this,
and it's in white, obviously, but we're...
It's sort of proactively countering
things, and that's something we let white do.
This was the first time that happened.
Bizarre of Wonders, 3 blue blue.
When Bizarre of Wonders comes into play,
remove all cards in all graveyards from the game.
Whenever a spell is played, counter it
if a card with the same name
is in play or in any graveyard.
I actually designed this card. The interesting thing was, I just liked the idea. I wanted a card that said, you can't with the same name is in play or in any graveyard. I actually designed this card.
The interesting thing was, I just liked the idea.
I wanted a card that said,
you can't play the same spell twice.
And just trying to figure out, well, how do we do that?
And finally what we said is, okay, well, what if we...
I think we removed the graveyard just because we're like,
okay, well, from this point forward,
you can't do something.
Although, obviously, you couldn't play something
that was already in play.
I forget why we removed the graveyard and just didn't count the graveyard.
But anyway, it was built to be something that just kept you from playing the same card twice with the idea.
I didn't build it as Enchant World originally, but I think we were making a cycle.
We must have killed the blue one, so we ended up making Enchant World.
Okay, there's two black ones.
Forsaken Waste. Players cannot gain life during each player's upkeep.
That player loses one life.
If Forsaken Waste is the target of a successfully cast spell, that spell's cash or loses five life. I remember we put that rider on
because we wanted some punishment for destroying it,
but we wanted it to be destroyed.
So it's like, well, you can destroy it,
but you lose five life to destroy it.
And then Tombstone Stairwell,
cube of upkeep, one and a black.
During each upkeep,
each player puts into play a tomb spawn token for each summon card in his of upkeep, one and a black. During each upkeep, each player puts into play
a Tomb Spawn token for each summoned card
in his or her graveyard. That's a creature.
Two of these tokens
is to two black creatures that are unaffected by
summoning sickness and counting zombies. At the end of
return, or if Tombstone Stairwell leaves play,
bury all these tokens.
I think this card was made completely independently.
I don't think it was part of our cycle. It ended up actually
being a pretty popular card.
I'm not sure why we made Enchant World. I don't think it was part of our cycle. It ended up actually being a pretty popular card. I'm not sure why we made Enchant World.
I don't think it was part of the cycle. Just we
saw an opportunity. Maybe it felt like Enchant World
because it affected everybody. That must have
been why. It was an enchantment that affected everybody, so we would call it
Enchant World. Chaos Sphere
in red. Two in red. Creatures with
flying cannot block. Creatures without flying
can't block creatures with flying.
So it sort of separates the flyers from the not flyers.
Kind of what we would later do with Storm and Tempest.
They just sort of separate into two groupings.
And then haul the gemstones, one green, green.
During each player's upkeep, that player chooses a color.
Until end of turn, each mana-producing land
produces mana of the chosen color instead of its normal color.
So the idea is you sort of shut down trapping certain colors.
It was a color-hosing the idea is you sort of shut down tapping certain colors. It was a color hosing card,
which is sort of weird.
But anyway, those were the cycle.
And then there was an almost cycle in Visions,
which is a little bit weird.
There was one in every color but green.
I'm not quite sure.
That says we didn't set out to make a cycle.
We went a green one.
It's a little weird.
I Singularity.
When I Singularity comes into play,
bury all permits with the same name except basic lands.ity. When Eye of Singularity comes into play, bury all permanents with the same name
except basic lands. Whenever any
permanent other than a basic land comes into play,
bury any permanent already in play with the same name.
So Eye of Singularity and Bizarre Wonders
are doing something similar.
Although it
destroys things.
Where the
Bizarre Wonders just stops you from playing others, but
Eye of Singularity destroys them.
Teferi's Realm, one blue blue.
Beginning of each player's upkeep,
that player chooses Artifact Creatures, Land, or Global Enchantments.
All cards of that type phase out.
And so this lets you sort of temporarily get rid of something.
And each turn you get to choose what you get rid of.
Pillar Tombs of Aku, two black black.
During each player's upkeep, that player sacrifices a creature, or that player loses five life, or you bury Pillar, Tombs of Aku, 2 black, black. During each player's upkeep, that player sacrifices a creature,
or that player loses 5 life, or you bury Pillar of Aku.
I think we were trying to make a fixed version of the Abyss.
That's what that was.
So the idea is, well, sacrifice a creature,
but if you really need your creature, you can lose 5 life instead.
And then Elk and Lair, 3 and a red.
During each player's upkeep, that player chooses a card at random,
his or her hand, and sets it aside face-up. That player
may play that card as over in his or her hand.
If that player does not play the card by the end of the turn,
bury that card.
There's a card called Elken Bottle, which I think came
first, and then Elken Lair.
Both of those are kind of the inspiration
for where Impulsive
Draw came from.
Because Elken Bottle was,
look at the top card of your library and you can play it
until the remainder of the turn.
And I think Elkin was just us riffing off that ability.
That's why we named it Elkin.
Elkin Bottle was an anagram for
Klein Bottle, which is a mathematical
thing. Anyway,
so what happened was
we decided that we just didn't
like the gameplay of Enchant Worlds.
Mostly because we felt like
the only one at a time, it did a lot of things
that having done with Legends that we didn't like, and that
anyway, we decided that we didn't really like the gameplay of it, so we stopped making them
as of Visions. So it went from being a thing
to an evergreen thing to a thing we really don't do anymore.
At some point, we decided that
it was weird to call them Enchant Worlds.
I think when 6th edition came around
and Enchant Blank became Enchantment,
we turned World into a supertype.
So it became, instead of Enchant World,
it became World Enchantment.
People keep asking us, will we ever make more World Enchantments?
I don't know. I mean, with things like Modern Masters existing,
I don't know if one day, out of entertainment, we would do something like that.
But we don't think the gameplay is really good, which is why we haven't made them since then.
So I'm not optimistic of us making more.
really good, which is why we haven't made them since then, so I'm not optimistic
of us making more. I will
explain, though, how
this did inspire something
in the last few minutes.
So, for a while, there was a thing
called Enchant World tournaments.
And when they first began, we actually
used just Enchant Worlds. And the way
it would work is you'd have a stack of some
number of Enchant Worlds picked by the person running the tournament,
and then every once in a while
they would say, they would, they go, stop!
And they would change the enchant world
and then whatever the enchant world was
affected the entire tournament.
So, you know, maybe, oh,
Field of Dreams, everybody gets to use the top card
of the library. Oh, the Abyss, everyone's sacrificing
cards. Oh, it's Concord and Grassroots, all creatures of haste.
That it would keep flipping things up. Oh,
I didn't point this out before, but something you'd notice.
The way all Enchant Worlds were designed is
it affects everybody. It is not just
affecting one player. It changes
the nature of the world, so it affects all players.
That was something that ran through the designs
of all of them, you will notice. That it doesn't
just affect how one player functions,
it affects how all players functions.
It grants all players
ability, not just one player.
But anyway, we did these tournaments
called Enchant World Tournaments
where we run this.
Eventually, people will start putting in
other enchantments and not just Enchant Worlds.
There might be, like,
oh, it's Manaflare or something.
Anyway, the Enchant World Tournaments
were the inspiration for Plane Chase.
So if you've ever played Plane Chase,
Plane Chase is a product we've made numerous times where there is a card that represents
what plane you are on, and then you can change that plane. But the Enchant Worlds and the Enchant
World tournaments directly infected it, affected, sorry, inspired Plane Chase. And so when I say
that we don't make World Enchantments anymore, I mean, Plane Chase definitely is something that sort of grew out of them,
and, you know, past the time of Mirage, in some ways,
I would argue that World Enchantments kind of morphed into
Plane Chase. Planes for Plane Chase. And so,
their spirit lives on, and it is something, if you've never
played Plane Chase, it's a lot of fun.
Basically, it's a format where you have these large cards that act like Enchant Worlds,
and then you have a die that you can roll,
and so you can try to change it.
If you don't like the world you're in,
you can try to change it.
Also, there's effects that can happen.
Not only is there a global effect,
but if you roll the die and get a certain effect,
you can make a specific effect happen on that world.
But anyway, guys,
that is the story of Enchant Worlds slash World Enchantments.
It was definitely something interesting.
There was a moment in time
where it was a big
deal in constructed play.
And like I said, it went on to inspire a very
popular...
I mean, it's popular within the group that likes it, but
it inspired something that I know has a big following, which is Plane Chase. I mean, it's popular within the group that likes it, but it inspires something that I know has a big following,
which is Plane Chase.
So anyway, I hope you guys enjoyed our jaunt through
World Enchantments slash Enchant Worlds.
And I hope you guys, I'll see you all next time.
So I can see my desk.
We all know what that means.
It's the end of my drive to work.
So instead of talking magic, it's time for me to be making magic.
I'll see you guys next time.
Bye-bye.