Magic: The Gathering Drive to Work Podcast - #888: Crimson Vow Design
Episode Date: November 19, 2021I walk through the larger design story of Innistrad: Crimson Vow. ...
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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 is all about the design of Crimson Dawn.
So I'm going to talk about a lot about the vision design, a little bit about after it,
but I'll probably focus more on the part I did.
Okay, so the first, let's start at the very beginning.
So, if you notice,
the codename for Midnight Hunt
is golf,
and the codename for
Kamigawa Neon Dynasty
is hockey.
Wait a minute,
for those that don't know,
all our codenames of the Premier Sets,
non-core Premier Sets,
go in alphabetical order based on sports right now.
So anyway, what's going on?
So the code name for Crimson Dawn is Clubs.
So that should be the first clue that something weird was happening here.
So I actually, so I was on Midnight Hunt.
I did not lead it.
Ethan Fleischer led it, but I was on the team. And the week after that ended, I started up the next teamnight Hunt I did not lead it, Ethan Fleischer led it but I was on the team and the week
after that ended I started up the next
team which I did lead which was
Kamigawa Nien
Dynasty. I actually worked
on that and so
I'm in the middle of working on that, doing the vision
design for that and
there's a lot of discussion
about what they
want to do.
So originally when we made Adventures in the Forgotten Realm,
the Dungeons & Dragons set,
it was going to originally be a core set with a D&D flavoring.
That it was just going to be a normal core set,
but flavored to match D&D.
And then over time, it kind of evolved into a much more traditional premiere set you know as far as complexity level and new mechanics that is a lot
closer to a normal premiere set than it was a core set um and that combined with like jumpstart
started doing really well and proved to be a really interesting way to introduce new players and
um arena had a tutorial that was working well.
And anyway, for various different reasons,
it was sort of decided that maybe instead of having a fourth set that's the core set,
what if we had a fourth set that was a more traditional premiere set?
And at the same time, there was a different conversation going on
about do we want to have the sets come out a little bit earlier in the year?
Because the fourth set is in standard less time.
And so there's some discussions about maybe we want to release a set at a different time than the summer.
So all these forces sort of came together, and there's this idea of what if our fourth set, instead of being a summer core set, was a late fall, early winter, and once again, I'm using northern hemisphere seasons, set.
The idea was, well, we could move the traditional fall set a month earlier, maybe, and then two months later, we could do another set.
So they sort of came to us and said,
what do you guys think?
Like, we think this might be a good idea.
And
then they said,
and we're thinking, what if we did it right now?
What if we did it in,
and I'm like, well, we did it at Hunt.
I'm working on Neon Dynasty.
Like, we sort of passed that window.
But we looked into it because, you know, whenever you have a good idea,
you want to sort of investigate.
And what we discovered was vision design tends to start, I mean, not always,
but often will start a little bit early.
We're less tied to anything because we're at the beginning.
And so sometimes we'll have to start a little earlier than normal.
And it turned out there was a window where if I stopped working on Neon Dynasty
and started working on Crimson Vow,
we had enough time for a traditional vision design.
We didn't have time for exploratory design,
but we would have time for a full vision design.
And so we all sort of talked it over and said,
okay, let's do this.
I ended up, normally I sort of,
I'll consult with various people
about who wants to lead whatever vision set.
And it was kind of decided that like,
this didn't have exploratory.
So it was going to be a little rougher
than the average design
just because it was a little less lead-in.
And it made sense for me to lead it, so I left this at.
Okay, so...
Oh, also, because we had no exploratory vision design and no exploratory world building,
it was pretty clear that it couldn't be a brand new world.
We just didn't have the resources to do that.
That we were, I mean, the missing time we were missing kind of prevented us from inventing
something brand new.
And so the logical thing was, well, Midnight Hunt was on Innistrad.
Innistrad is a very popular set, probably number two or three overall,
I believe, of worlds. So, I mean, it's a very
popular world.
It's using
the genre of horror, which there's a lot
of material.
Okay, if we're going to do a second set right after
an Innistrad set, let's just do a second Innistrad set.
We'd actually been talking about
how we wanted...
We hadn't really done two worlds on the two sets
consecutively on the same world for a while
since Ravnica and War of the Spark
so anyway it just kind of made logical sense
to make it Innistrad
so when I started on my first day of doing vision design
all we knew was it's the second set in Innistrad
that's really all we knew
so I gathered my team.
So my vision design team was myself, Andrew Veen, Doug Beyer, Ari Nee, and Daniel Holt.
Anyway, so the first thing I did with my team is I said, okay, well, let's look at Midnight Hunt.
How are we going to give an identity to this set?
Like we have two sets in a row that are on the same place.
A lot of times where you are can be a definitional thing. Like, if you're only, if it's the one set on that world,
the world very much can define what it is. But once you have two sets on the same world,
okay, how do we separate them? How do we give them their own identity?
And so what we decided was, I looked at Midnight Hunt and I said, you know what? It has a pretty strong werewolf theme.
The main mechanic in the set was Daybound Nightbound,
which is a riff on the werewolf mechanic.
We had pushed werewolves into a third color
and splashed them in a fourth and fifth color.
The story we had planned was very werewolf-centric.
Arlen, who's the werewolf planeswalker, was in the set. It really had very werewolf centric Arlen who's the werewolf planeswalker was in the set
like it really had a werewolf
theme to it so I said
okay well what if we play
up that is the werewolf set
and we play up the
Crimson Vow as a
different creature type so obviously
on Innistrad
the main creature types that we normally play around with
are humans, spirits, vampires, werewolves, and zombies.
Obviously werewolves had been sort of the thematic focus of Ben and Hunt.
Okay, we needed to pick a different one for Crimson Vow.
Okay, the first thing we eliminated was humans because every world has humans.
I mean, there's nothing, humans didn't feel as distinct
to the world of Innistrad. I mean, just because humans are everywhere. So we decided, we decided
we probably wanted another, you know, monster and not humans. We took humans out. Next, well,
ghosts make a lot of sense. Spirits make a lot of sense. On Innistrad, we felt that both zombies and
Um, we felt that both zombies and, um, vampires had a little more sort of pop culture cachet,
if you will.
Um, and so, uh, I made the call to get rid of spirits and said, okay, we're going to either do vampires or we're going to do zombies.
We're gonna do one of these two.
Hold on a second.
I'm gonna take a drink.
I have a cold if you can't tell from listening to me.
Okay.
So what happened next was we had two meetings. from listening to me. Okay. So,
what happened next was we had two meetings.
The first meeting
was vampire meeting.
I don't know what order
we went into,
but let's say it was
vampire meeting.
And I said,
okay,
let's talk about
everything vampire.
What mechanics
would we bring back
if it was a vampire set?
What themes could we do?
What new mechanics
could we do?
We've explored if it was a vampire set, What themes could we do? What new mechanics could we do? We explored
if it was a vampire set, what would a vampire set
let us do? And we talked about
all the tropes of vampires and we just
wrote everything that we could on the board. Like, okay,
if it's a vampire set, what's all the coolness
of vampires? Then the next
meeting, we said, okay,
what makes zombies cool? What are the cool things about
zombies? What mechanics would come back
that are zombie mechanics? What are the cool things about zombies? What mechanics would come back that are zombie mechanics?
What are cool zombie tropes?
What could we do that would be fun for zombies?
And so in each of these two meetings, we made a giant list.
And the takeaway from those two meetings were
we could make a really cool vampire set
or we could make a really cool zombie set.
So I then talked to Doug Beyer.
So Doug was on the vision design team, but also Doug ran the world building team. And I had said to him, could you go to your
team and say, hey, vampires or zombies, which one would you guys prefer? And so they did something
interesting to what we did. And they sort of, okay, what is the vampire set?
What is the zombie set?
And so he came back and said,
oh, well, my team is really excited by this idea
of a vampire wedding.
And I was like, vampire wedding, okay.
I guess we're doing vampires.
And, you know, we, I mean, basically,
it's like we were split.
Yeah, vision design was split.
We had good ideas for both.
Creative had split leaning toward vampires, or more than split. They design was split. We had good ideas for both. Creative had split leaning
toward vampires, or more than split.
They wanted to do vampires. So, okay, let's do vampires.
And a vampire wedding sounded really
cool, so we were on board.
Okay.
So, the first mechanic we did
was the vampire mechanic.
Obviously,
it had a whole day of brainstorming.
And the one idea that really stood out
that I was very excited by
was the idea of blood tokens.
So in original Innistrad,
in Shadows of Innistrad,
there was like a mystery theme.
And we were trying to sort of capture
the idea of investigation
because Jace is kind of like a detective
and he's investigating.
He had a cool trench coat.
Anyway, so we
ended up coming up with this mechanic called Investigate.
Originally,
it was like, well, what if Investigate
lets you draw cards? And we're like, well,
we can't do that much of it
if it's too easy to draw cards.
So we ended up coming up with the idea of Clues.
And what Clues was is,
oh, it's an artifact
that you have to then still put mana into it
to get the card.
So it wasn't that it gave you a card,
it sort of let you at a discount price,
basically, buy a card for two mana.
Anyway, we made Clues,
and prior to Clues, by the way,
Magic had made a lot of creature tokens,
but we really hadn't made many artifact tokens.
In fact, the only ones I think that existed were like copies,
like we made artifact copies, tokens that were copies of artifacts.
But I don't think we had made, I don't know if we did,
but there was only one or two.
There weren't really much of artifact tokens.
And what Clue said to us is,
hey, just like there are cool creature tokens,
you could do a cool artifact token that's not a creature,
and it could have some utility.
So, for example, Clue drew you a card.
So anyway, flash forward, I don't know, a year or two later,
we're doing ixalan
and we say okay let's let's take that same basic premise and can we use an artifact token and we
made treasure and treasure was like okay instead of giving you the resource of cards it gives you
the resource of um a mana then flash forward a little more we're in throne of eldraine and it just becomes clear
that food is just thematically a big deal uh in fairy tales and so they ended up making food
tokens which plays the resource of life um and anyway we really we really realized the value
of the artifact tokens that it, that it was both flavorful
and it was mechanically very interesting.
And then not only could you use them
as what they were normally used for,
but you could use them as a resource.
So for example, in Throne of Eldraine,
we had things that could eat the food.
You know, the wolf can eat the food and get bigger.
So like the food had sort of a duality to it,
that it could get you life if you needed it,
but it also could be this other resource.
So, recognizing all that,
we were enamored with the idea of what if blood was an artifact token
in the vein of a clue or treasure or food.
And I think the reason we got there was
when I sort of said,
what do you associate with vampires?
Really high on the list was blood.
They suck your blood.
That's what vampires do.
That's what vampires are after, you know.
And the idea of a blood token seemed really cool.
Now, we didn't know what it did.
Basically, what we said is, is we're gonna have a blood token
it's gonna do something and then vampires will you know will eat the blood right the vampire
you can give blood your vampires to make them stronger and like okay that seemed like a good
recipe um but that meant okay well what what are blood counters doing um now we had learned from
clues that you have to be careful how much value you give.
One of the problems we had run with Clues was
getting a card is a pretty big deal.
So you have to do a lot to give up the Clue token
because what you're giving up in exchange is a card,
which is a pretty big deal.
So we wanted to make sure that it was something
that was a little bit smaller of an effect.
We could charge you less for it, but a smaller of an effect, um, for a couple reasons.
One, we wanted to be able to feed them to vampires.
And two, if it's a smaller effect, we could give you more blood.
Like, if it's a big effect, all you'd ever get is a single blood.
But if it's a smaller effect, we could increment a little more and be able to give you, um,
we could give you more, you more nuance and have more knobs
it would allow us to sort of
have a little bit more finesse
in the design
okay
so the first thing we tried
was plus one plus one counters
we're like okay maybe blood makes you stronger
and if you feed that
to a creature,
you could use it to make a creature bigger, or you could feed it to your vampires.
The problem we ran into, there were a couple problems. One was that it was making the vampires
play like werewolves. The werewolves are all about sort of growing bigger with time. And so it was
making the vampires and the werewolves play a little too similarly.
Also, we wanted to feed it to the vampires, but
making a vampire permanently plus one plus one
is pretty good. And so
you just were not inclined to feed the
bloods of vampires. It was kind of too big
of an effect.
And then there was
it ended up being like
it added a complication
to combat. If you could do it at instant speed.
So it required us to do it at sorcery speed.
Anyway, there was a whole bunch of different issues that just sort of said,
ah, plus one, plus one counter's not working.
Okay, so he said, let's go smaller.
How about scry one?
And the idea there is there's a lot of blood magic, blood omens, where you use blood to scry the future, if you get into the horror genre.
Okay, what if you do scry? What if you use blood and you're seeing the future?
So we had the reverse problem in that scry one wasn't quite big enough.
That you were sort of never using to scry one.
You were always kind of saving for your vampires.
We wanted a mix of things.
The other problem we found was
one of the things we wanted this token to do
is smooth the draws in some way.
We wanted to help the larger system,
and scry wasn't quite doing that.
Now, while we were trying scry,
we also did try Surveil.
So, Surveil is like Scry, but instead of the card,
if you don't take the card, or sorry, if you don't
leave the card on top of the library,
Scry goes to the bottom of the library.
Surveil goes to the graveyard.
We kind of liked, the thing we liked about
Surveil is there's graveyard themes.
It's an Innistrad set. You have a lot of graveyard themes.
And so, that was kind of cool. But, once again, Surveil, like Scry graveyard themes. It's an Innistrad set. You have a lot of graveyard themes. And so that was kind of cool.
But once again, Surveil, like Scry,
just wasn't big enough.
We did, by the way, at one point,
I actually did, a lot of what I'm talking about,
I talk in my article,
but I'm going hopefully in more detail here.
We did at one point try the opponent losing life.
It didn't do any smoothing
and it made you stockpile the blood
so that your opponent sort of
had to assume they were at a certain life total.
And so it was just
causing weird tensions in a way that wasn't
fun. Anyway,
at some point,
we say, okay,
one of the cool things, like, what is the
resource we want? And we
liked the idea of cards getting into the graveyard.
We liked the idea that, you know,
cards mattered in the graveyard
because it's Innistrad.
And so was there a way for this mechanic
to get cards to the graveyard?
And so that's what we said.
Okay, we know that clues are card drawing,
but what if we did either looting or rummaging?
Looting is draw a card, discard a card.
Rummaging is discard a card, draw a card.
Looting is normally done in blue.
Rummaging is normally done in red.
And in the end, I think we decided to go with rummaging
partly because vampires are black-red.
And so they weren't blue, they were more red.
And it had a little more of a wilder feel to it.
Oh, so one of the questions, I'll just answer this
because this comes up on my blog a lot.
Once we decided that, well, let me finish Blood,
and then I'll talk about why there's no madness in the set.
I'll talk about that in a second.
Anyway, so we decided that we would do blood, be rummage.
So you would pay mana, discard a card, then draw a card.
We ended up making it cost one,
because if it cost two, it just felt like a worse clue.
Like, it felt like a clue where, you know,
like, clue just lets you draw a card.
Here you have to discard to draw a card.
So one is like, okay, well, it's better value for mana
than a clue, because you get it for one,
but it's more card utility than card advantage, obviously.
And then we tried it and it played really well.
And it stuck.
And I know they fiddled with stuff in set design, but it never really...
It just, it was the right thing to do.
I do know one of the problems we always struggled with was
one of the nice things about clues and about treasure and food is how strongly the effect just nails what it is like food it
gains you life you eat you get you know and one of the things we realized about blood is we could
find things that leaned in a direction but it's just not like blood has this clear obvious thing
that blood does and so there wasn't a clean mechanic that just felt like blood.
And so we ended up going with something that like,
look, it doesn't feel not like blood.
You know, if you want to think like it energizes you
or your blood omening or whatever you want to think like,
we felt like it could make sense.
And the flavor of things giving you blood was super flavorful.
And the flavor of you using blood on vampires was super flavorful.
Like, okay, there's so much good flavor here
that, you know, will absorb the fact
that blood's ability is more opaque
than exactly what blood would do,
but I don't even know exactly what blood would do.
So, real quickly,
once we decided we're doing rummaging,
a lot of people said, oh, well,
vampires in Shadows of Innistrad had madness.
And madness goes really well with rummaging.
So did you ever think of bringing madness in?
We didn't, but here's why.
We only wanted to do one mechanic per sort of tribe, if you will, per creature type that matters.
per sort of tribe, if you will,
per creature type that matters.
And we didn't... So blood tokens were going to be
what we were doing with the vampires.
So we just didn't have space for a second mechanic.
But we did know that if you're building a deck,
you get to build your deck with Shadows over Innistrad.
So we knew that blood on the vampires
would play nicely with madness on vampires.
So while we weren't doing it in this limited environment,
we knew constructed magic would have that synergy.
So we were aware of the synergy.
Okay, so that was the vampires.
Next up, the zombies.
So one of the cool things we'd come up with
while we were brainstorming
was we wanted to find ways to let you make a host of zombies and then overrun them with a horde of zombies.
That's super flavorful.
The problem was that when you make zombie tokens, which is the easiest way to make creatures, it tends to gum up the board.
And so we came up with a solution of what ended up
being called Decade. So the idea
was, it was a token,
it couldn't block, and when it dealt
damage, it went away. So it was kind of a
one-shot token creature.
And we played
with it, and it played really interestingly,
and we just sort of fell in love with it.
I was a huge fan, I'm still
a huge fan of Decade.
So anyway, we put it in the set
and then in set design,
I think Eric was working on
Midnight Hunt
and anyway, he realized
that if they swapped some stuff around,
it would help both sets.
And so Decade got taken from Midnight Hunt.
What that means in set design is set design had to figure out what to do for the zombies. So it turns out that to separate the two
sets, Midnight Hunt, when we first made Innistrad, we realized that there were two different kinds
of zombies. One was kind of the necromancy zombie, it's sort of something raised from the dead through magic.
And the second was kind of a science zombie,
sort of Frankenstein,
like somebody made it out of pieces.
And we realized that we needed to have two colors,
that we'd make black the sort of necromantic zombies,
and we'd make blue the sort of Frankenstein,
you know, science zombies.
So when we made the first set, we leaned, at Midnight Hunt,
we leaned a little more on the necromantic zombies.
And so the second set, we leaned a little more on the scabs or the science zombies.
That's also why, by the way, Gisa and Gerolf,
Gisa is a necromancer.
She's in the first set.
Gerolf is a, what do they call people that make scabs,
but a scab maker.
He's in the second set.
Anyway, so they wanted to find a mechanic
that would play nicely with graveyard interactions.
And they looked at new mechanics,
but in the end, there was an old mechanic, Exploit,
the mechanic for Silumgar in Dragons of Tarkir, the blue-black faction.
And so that just seemed like a clean, easy fit.
It played nice with other stuff from the set.
It played nicely with blood.
And so that became the zombie mechanic.
Interestingly, the mechanic for the spirits actually was designed not in
Midnight Hunt. I'm sorry, not in Crimson
Demow, but in Midnight Hunt.
We liked the
flavor of Haunt from Guildpact,
but there were a lot of mechanical
muckiness about it.
So we were trying to
use double-faced card technology
to kind of mimic Haunt. And the
idea was, it's a spirit on the front
and when it dies, it turns into
an aura that does the same thing the
spirit did that attaches to a creature.
So you could have a flying spirit that
dies and give something flying.
And the double-faced
cards did a nice, clean
way of doing that. Because it's the creature
but when it dies, it becomes
the aura that, you know, but when it dies, it becomes the aura
that, you know, and you can make,
now it's just an aura. So having two
cards, you know, two faces, really made
it flavorful and easy to do.
Anyway, that mechanic
gets taken to
Midnight Hunt. They decide
that
they want to have a cost
on it. Once they decide they want to have a cost on it,
they realize that there's a different version
where you can do creature that's not a spirit
and when it dies, now you can make a spirit out of it.
And once they realize that, they're like,
oh, well, we probably want to do the creature creature
first and do the creature aura
second. So that got passed off to us
in Crimson Vow. So
even though we made it in Midnight Hunt,
so we made Decade in Crimson Vow and So even though we made it in Midnight Hunt, so we made Decade in Crimson Vow
and that ended up in Midnight Hunt.
We made the Decade version that shows up in,
or a similar version in Midnight Hunt,
it showed up in Crimson Vow.
Next, the werewolves.
We did talk about having a new werewolf mechanic,
but we're like, look,
the werewolves just aren't going to play well together
if they don't work the same.
And so we ended up keeping Daybound Nightbound.
We did have some fun
in making a lot of cool individual
werewolf designs. So while the
werewolves don't get a new mechanic, we did
spend extra energy into trying to make some really cool
individual werewolf designs.
So those are there.
Then we get to the humans.
So in Kanz of Ravnica,
we had made a Boros mechanic called Mentor,
that when you attack with a smaller creature,
you can put a plus one, plus one counter on it.
Eric Lauer kept Mentor in,
but always sort of felt like it was a little bit off.
And the way he thought it should work
is the creature puts the counter on itself
if it hits with a larger creature.
So kind of like Mentor,
except it goes on the mentoree rather than mentor.
And we ended up calling it, I think, Training.
But anyway, I think Eric has suggested that for the humans.
We liked it, and so that went in for the humans.
The final mechanic in the set, as far as named mechanics,
I mean, obviously transforms in the set because it's Innistrad.
But the final mechanic was Cleave.
So Cleave, oh, Training was the name.
Did I say Training?
Training was the name of Human Mechanic.
I might have...
Anyway, it's Training.
Okay, so the way Cleve came about was...
And I have to be careful in this story
because it involves stuff I haven't...
It's not public yet.
So we were working on exploratory design
for Streets of New Cabana,
and Ari Nee came up with a mechanic
that may or may not have been influenced
by something in the Great Designer Search.
It got pointed out that,
was it Ryan?
Somebody in the Great Designer Search
had done something Cleave-ish.
Maybe that inspired Ari.
I'm not 100% sure.
But Ari came up with Cleave
in Streets of New Cabana in exploratory.
Then in Vision, when weoratory. Then in Vision,
when we were working on stuff in Vision,
what often happens in
Vision is you pull out stuff that you'd made
in Exploratory, and Ari
pitched it to be used in Streets of New
Compendia. It didn't really fit
there for reasons I could get into
when we make Streets of New Compendia, or
Streets of New Compendia gets released. I guess we
made it. But anyway, so then Mark Gott New Capenna gets released. I guess we've made it.
But anyway, so then Mark Gottlieb is in a meeting.
Mark Gottlieb was running Streets of New Capenna vision design, but he was on the set design team
for Crimson Vow.
And they were looking for a spell mechanic
because Daybound, Nightbound, and Exploit,
and to a certain extent, Blood Tokens
and Training and Disturb
all went on creatures.
I mean, I guess Blood Counters was the one exception.
But other than that, four of the five mechanics
only went on creatures.
And so they needed something for their spells.
And so while they were looking,
Markatly said, well, here's a cool
mechanic that we looked at for Streets of New Capenna.
We didn't really need a Streets of New Capenna.
Maybe you could use it here.
And the idea behind it was
it's a mechanic where, it's a kicker-like
mechanic, where if you spend
extra mana, you get a removed text.
You cleave the text.
You remove text from the rules
text, and the card has a different function because you remove some of the text. You cleave the text. You remove text from the rules text, and the card has a
different function because you remove some of the
text.
It was very clever and definitely sort of,
you know, a little quirkier of a
mechanic, and it ended up just
sort of fitting really well
in that space.
I think
that's all the...
But anyway, I think that's all the... But anyway,
I think that's all the mechanics.
So, oh, the other big thing that happened I should mention is
we knew very early on
that it was going to be
a vampire wedding.
So not only were we doing
a lot of top-down vampire tropes
and, you know,
we spent a lot of time saying,
what have we done?
What haven't we done?
What's still there?
What's the cool stuff?
And figuring out all the sort of vampire tropes that existed.
We also realized that we had wedding tropes.
And then not only are there like real live,
this is what happens in weddings,
but also because weddings are such a big part of the human experience,
it shows up all the time in movies, in TV shows, in pop culture.
And so there's a lot of sort of
entertainment tropes about it too.
And so that's another big thing
is we really spent a lot of time
working on trying to get top-down vampires,
top-down wedding.
The set design ended up playing up a theme
of cards that work well together.
So the idea that these two creatures
are better together.
So there's that theme that got woven in.
But anyway, there was a lot of
cool stuff woven into the set.
And hopefully this talk
gave you some insight in what we did.
I also have a podcast
with Chris Mooney talking
about the set design and discussing a lot
of individual cards that Chris had
made. And if you want
to hear more about that,
that's another podcast for you to listen to.
Anyway, guys, but I'm at my desk.
So we all know what that means.
This is the end of my drive to work.
So instead of talking magic,
it's time for me to be making magic.
Hope you guys enjoyed hearing all about Crimson Vow.
And I'll see you next time.
Bye-bye.