Magic: The Gathering Drive to Work Podcast - #996: Artifact Destruction
Episode Date: December 23, 2022In this podcast, I look back at the history of artifact destruction. ...
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I'm not putting on the driveway. We all know what that means. It's time for another Drive to Work at Home Edition.
So it is snowing today, so normally I would have been driving to work, but I'm not because there's lots of snow and I live on a hill.
So anyway, I thought I would do... it's easier to do card referencing when I'm at home than I am in the car.
So I thought I'd talk a bit about the history of something, and then with lots of access to cards. Okay, so today I'm going to
talk about the history of artifact destruction. So the interesting thing about artifact destruction
is we eventually came to some terms on what did things where, but there was a lot. It is not, it took a while for us to get there. We did not start,
like, a lot of the history of early magic and artifact destruction, we're trying lots of
different things. We're kind of all over the place. So I want to sort of walk through and talk a little bit about where we're
at and what we did and how we eventually got to some conclusions. But it took us a little while
to get there. Okay, so Alpha comes out. There are three cards in Alpha that can destroy an artifact.
Two of which are common and one of which is an artifact. It's rare.
But I'll get to that one in a second. So, the two
commons is you have disenchant, one
in white, destroy targeting artifact
or enchantment, and
shatter, one in red,
destroy target artifact.
First off, by the way, before I get to the artifact,
there's something very interesting about this. So,
if you look at the actual
text on the actual cards printed in alpha,
the original rules text for disenchant
is target enchantment or artifact must be discarded.
And the text for shatter is
shatter destroys target artifact.
So, you look at disenchant,
you're like, oh, the technology didn't exist yet
to target an artifact.
And like, no, it existed.
It was on shatter.
But, other than not getting the cooler template,
Disenchant really makes Shatter look pretty bad, right?
Like, for two mana, you can destroy an artifact in white or in red.
But, if you do it in white, you also get the option of destroying an enchantment.
Now, I get that red doesn't destroy enchantments.
It's part of its weakness.
It's not that I want Shatter to destroy enchantments. I'm I get that red doesn't destroy enchantments. It's part of its weakness.
I don't want...
It's not that I want shatter to destroy enchantments.
I'm just like, why does this cost two mana?
I remember the first time I saw it,
and I saw...
I think I saw disenchantment before I saw shatter.
And then I was like...
I was trying to understand, like,
oh, shatter's just...
Red's worse at this?
Like, I was trying...
You know.
But anyway, that always...
That puzzled me.
And the interesting thing is,
I tried, when I walked in the door in 95,
to get a one mana shatter,
and I eventually did do it,
but I did not do it,
I think it's not until Guildpact,
which was, when's Guildpact?
Past 2003, because I took over
in 2003 as head designer, and
Ravnica was the first
set that I... block that I led
while I was head designer.
And so
this must have been 2004?
I mean, maybe we worked on it.
Yeah, no, no, because I took over in 2003
and we were... okay, so... no, because I took it out in 2003 and we were, okay, so
anyway, it took
eight years to get
to, and it took even longer
than that to just get the simple version
Smelt, which is just a single
red instant destroy target artifact
wasn't until Magic 2013
which was
another year later, so like, it took
ten years almost, I think,
to get Shatter as the cost it's supposed to be.
Anyway, that was one of my many tasks in Artifact Destruction.
Anyway, okay, so let's go back.
So, we have Shatter, we have Disenchant.
So, very early on, it's in Alpha.
White can destroy artifacts, red can destroy artifacts.
The other one was Nevin Roll's Disc, which was a rare.
Four mana.
So, basically, it was one and tap.
Destroy all...
Nevin Roll's Disc enters the battlefield tapped. One and tap.
Destroy all artifacts, creatures, and enchantments. So, it destroys
all permanents but lands.
And...
Well, Planeswalkers were a thing at the time.
Anyway,
and it was the first time we had mass artifacts.
So, Alpha introduced the idea of destroying artifacts.
It had pinpoint artifact destruction, it had mass artifact destruction.
Uh, it didn't have something that only destroyed artifacts.
We'll get to that in a second.
Um, okay, so we start on, and we're like, okay, artifact destruction, it's white, it's red.
Okay, we're figuring this out.
Next, okay, Arabian Nights comes out,
literally no card in Arabian Nights destroys an artifact. You can't destroy an artifact.
One of the interesting things, by the way, as we look at these
early sets is, Limited really
just wasn't a thing. Now that
Limited is a thing, now we think about Limited,
we have artifact destruction at common
in every set, in multiple colors, usually.
And so, the idea, like, the idea you would do a whole set and just, there's no common in every set in multiple colors usually and so the idea
the idea you would do a whole set and just
there's no way in that set to destroy artifacts
was a very different way of thinking because limited
just wasn't how we built it
anyway we get to antiquities, antiquities has
an artifact theme, it's the very first set
that has a mechanical theme, it's artifacts
so of course it's got some artifact
destruction, it's four artifact destruction cards
none in white interestingly two in red It's Artifact. So, of course, it's got some Artifact Destruction. It has four Artifact Destruction cards.
None in white, interestingly.
Two in red.
One in green.
One in black.
So we'll start with the red ones. So Detonate is X and a red.
Sorcery.
Destroy target Artifact with mana value X.
It can't be regenerated.
Detonate deals X damage to that Artifact's controller. Real quickly, it can't be regenerated. Detonate deals X damage to that artifact's controller.
Real quickly,
it can't be regenerated.
There's this weird thing.
So when Richard made Alpha,
he made a card called Terror,
and Terror destroyed a creature
and it couldn't be regenerated.
And the idea,
I mean, like,
I think Richard was trying
to get some flavor or something.
For some reason,
for a long time,
most destruction effects
had this can't be regenerated on it,
which is kind of crazy since one of the reasons I have
regeneration is so it can live through
destruction effects. So, anyway.
So, detonate
not only destroys an artifact, but
allows you to do damage to its controller
equal to the mana value.
And so that's the first time
it's sort of, it's not just
an artifact, but it's an artifact plus another ability, right?
It can do damage.
The other red thing is Shatterstorm, two red red, and it destroys all artifacts.
Obviously, they can't be regenerated because it has to be there.
So it's the first simple sort of mass artifact destruction card that doesn't destroy other things.
I mean, obviously, Neverall's disexisted, but that kind of blew up everything.
that doesn't destroy other things.
I mean, obviously, never all of this existed,
but that kind of blew up everything.
Finally, you know, and the artifacts that were like,
well, because in Alpha,
there was Tranquility that blew up all the enchantments.
So while there wasn't pinpointed enchantment removal for some reason in Alpha,
it did blow up all the enchantments.
So finally, Shatterstorm makes it say,
okay, now we blow up all the artifacts.
Okay, it also puts it into two new colors.
So Crumble is a green, costs one green, it's puts it into two new colors. So, crumble is
a green, costs one green, it's an
instant, destroy target artifact,
can't regenerate, of course, that artifact's
control regains life equal to its mana value. So it's kind
of like a source of plowshares
for artifacts, that allow you to
destroy an artifact, and then, now the neat thing
about crumble was, this actually
saw a bunch of play, A, because it was one
mana removal for artifacts, because red somehow couldn bunch of play. A, because it was one mana removal for Art of Exile. Because red somehow
couldn't remove for one mana. But green,
what's the first color to remove for one mana?
Green.
And it also allowed you sometimes
to destroy your own artifact if you needed the
life, which happened in tournaments some
of the time. Finally, we get
the weirdo here. Gates of Phyrexia.
Black, black, enchantment.
The first enchantment to destroy artifacts. Sacrifice one of your creatures during yourxia. Black, black, enchantment. The first enchantment to destroy
artifacts. Sacrifice
one of your creatures during your upkeep. Oh, sorry, I'm reading the
actual card. Let me read the Oracle version.
Enchantment. Sacrifice a creature. Destroy a target
artifact. Activate only during your upkeep
and only once each turn.
So, this
is, I think early in
Magic, the color pie wasn't quite as settled.
I think we've done a lot of things to sort of
make it, you know, like
early Magic went card by card and did a lot
of cool things in the flavor of the card.
And the color pie matched
the general sense of the flavor, so the color pie was
definitely there. The philosophies were there.
But it took us a little while to sort of
much like the rules.
It took us a while to make sort of rules that
overarched everything, rather than making every rule to match the card Much less the rules. Like, it took us a while to make sort of rules that overarched everything
rather than making every rule
to match the card
as you made it.
And the color pie
was kind of similar.
Now, Gate of Phyrexia
isn't the only black
card destroyer artifacts.
There's a couple more,
but none of them
are particularly good,
and really, black is not...
It's supposed to be
a weakness of black.
Black's not supposed
to be a destroying artifact.
So, Gate of Phyflexia was a...
I assume it was done as a top-down flavor, but...
Anyway, it's a break.
Shouldn't be doing it.
Okay.
Next, we get to our third set, Legends.
And Legends...
Again, there's a white
divine offering for one and a white.
You can destroy an artifact and gain life
equal to the mana value. And there's
Floral Spasm. So
far, we've had instants
that destroyed artifacts, sorcerers destroyed artifacts,
artifacts, enchantments.
But finally, we get a creature. So actually,
creature was the fourth creature, sorry, the fifth
creature type. If you want creature was the fourth creature, sorry, the fifth creature type.
If you want to know the order by which creature types destroyed artifacts,
instant and artifacts were first,
then enchantments and sorcery,
and then finally creatures.
So Floral Sposm costs three and a green.
It's a 2-2 creature.
It's an elemental,
although at the time it was a Sposm.
Whenever Floral Sposm attacks and isn't blocked,
you may destroy target artifact defending player controls. If you do a Floral Sposm attacks and isn't blocked, you may destroy target artifact defending player controls.
If you do, Floral Sposm assigns no combat damage.
Early in Magic, for some reason,
Saboteur effects are when you do combat damage to do something.
The early Saboteur effects made you give up the damage
in order to get the effect.
So, oh, if Floral Sposm hits you,
I can do two damage, or I can destroy an artifact.
Now, one of the funniest stories about Floral Sposm is
the actual written version of it that got printed in
Legends said, if Floral Spasm
attacks an opponent and is not blocked, then
Floral Spasm may choose to destroy
an attack artifact under that opponent's control and deal no damage.
So what I used to do when I played Floral Spasm,
when I did play Floral Spasm, is whenever
I would do damage, and I
would give up the damage, I would go,
okay, Floral Spasm, what artifact would you like
to destroy? Yes? Oh, okay. Well, Floral Spasm says, you know, and I would pretend like Floral, I would go, okay, Floral Sposm, what artifact would you like to destroy? Yes?
Oh, okay.
Well, Floral Sposm says,
and I would pretend like Floral Sposm
had a picket.
So the other interesting thing is
a couple things.
So this is the first creature.
We then get to the dark,
which comes next.
The dark has the card Dust to Dust, one white
white, exile two artifacts.
It's the first time two things happen.
One, it's the first time that
exiling happens, where we're exiling an artifact.
Rather than destroying an artifact, we're exiling it.
And the second thing, it's the first time
in which it destroys two.
Not up to two. If you only have one,
you can't destroy it. You must destroy exactly
two. And also,
there's Scavenger Folk.
Scavenger Folk
is...
Where's Scavenger Folk? Scavenger Folk is green
for a 1-1, and
he is human, the timing
of Scavenger Folk. Green and tap,
sacrifice Scavenger Folk, destroy target artifact.
So green, once again, gets
the second creature that gets to deal with artifacts.
And this is one that,
this was another one that saw some play
because early on you could drop it on turn one
and then you could wait around
until you find the thing that you wanted to destroy with it.
Now, the interesting thing is, as you can see,
the story as we look at early artifact destruction
is we are...
Legends is the...
Dark is the fourth set in.
There were five Magic sets in.
Alpha plus four expansions.
Magic's not even a year old.
Sorry, just slightly over a year old.
So it's...
It just had its birthday a month or two before.
And we have Artifact Destruction
in every color but blue.
And in multiple cards in every color but black and blue
and so you know
definitely it's like we're still trying to
find our feet you know there's not
there's not a lot of rhyme or
reason yet in what's going on
in Ice Age
that follows the dark we get
Yolkel Hops
which is four red red
and you get to destroy all artifacts, creatures, and lands
and it can't be regenerated of course
and so I think
we start to establish that red
if you notice in the early ones
red is doing it more than anybody else
red has the most destruction spells
and red seems to be the
mass artifact destruction color
what we eventually decided was that green and white
can have some access to it
but really red was king of it
but anyway
it takes us a while to understand what's going on
and the one through line
that sort of happens in the early days
is you see green, you see white
you see red, you see more red than you see anything else
you do see the
occasional black, like in Mirage
we have Frexian Tribute, two in the black
sorcery, sacrifice two creatures, destroy
target artifact
as an additional cost to cast a spell, sacrifice
two creatures
so I think this is the idea early on that the way you show that something is not good at it
is make a really bad card.
Three mana and sacrifice two creatures, destroy one artifact.
But what we found is making bad cards does not communicate the color doesn't do something
because players, on average, not all players, but most players aren't great at determining
rate. And what they see
when you see it on a card is, oh, it does this.
And the idea is, well, some cards are bad,
some are good. Like, having a bad
card doesn't really communicate the color doesn't do it.
Not having it communicates
the color doesn't doing it. And so one of the things
we've started to be better about is trying to be careful
about when and where and how we represent
stuff.
But anyway,
you definitely
see cool stuff happening. Oh,
and Alliances, a little funny story on Alliances.
So there's three artifact destruction
in Alliances. Gorilla Shaman,
red, it's a 1-1
Ape Shaman, and then
for X-X-1,
destroy target non-creature artifact
with a mana value
of X.
I think the card was made mostly
to destroy Moxes.
They call it Mox Monkey, I think that's his nickname.
And then there's
Primitive Justice, one in red,
and it's a sorcery.
As an additional cost to cast the spell, you may pay
one R and or one green
any number of times,
destroy a target artifact.
For each additional one R you paid,
destroy another target artifact.
For each additional one green you paid,
destroy another target artifact,
and you gain one life.
So this is kind of early kind of kicker stuff
that before kicker was a thing.
In fact, it's kind of multi-kicker,
or it is multi-kicker, essentially.
But anyway, the funny story is, and the is multi-kicker, essentially. But anyway,
the funny story is,
and the set also had pillage, by the way. One red red
destroyed target artifact or land can't be
regenerated.
Two of the three cards in Alliances
were apes, because there's
this little flavor. There's these apes in the set,
and we decided it was funny that the apes
hated technology, and so we made the
two cards that destroyed, or we made two of the cards that destroyed it reference apes.
So there's this little tiny theme.
It pops up from time to time, but that's where it stems from,
if you ever see apes hating things, that comes from there.
Anyway, you start seeing green get more and more artifact removal.
Probably the one that...
So we get to Visions. Visions did two things
that really started putting green on the map.
One is it made Creeping Bold,
two green green
sorcery, destroy target artifact,
land an enchantment, and it made
Octavia Orangutan. Two in red.
When Octavia Orangutan comes into play,
destroy target artifact. Two, two.
So the idea
comes into play
is enter the battlefield.
Sorry.
Old school template.
So Creeping Mold said,
wow,
green can really start
doing some flexibility.
The reason Creeping Mold
was good is,
oh, I have a lot of flexibility.
What do I want to do with it?
And Octavia Rangitang
was just,
hey, it's a creature
with an effect,
you know, Vision was the first set
that had entered the battlefield effects,
and it was pretty efficient.
And so Green, along with Crumble,
Creeping Mold, Green started becoming
much better at dealing with artifacts
and started taking a little bit more
of a slice of the pie.
Also interesting, Hearth Charm, by the way,
is in Visions.
The charm started in Mirage and then they
show up again in Visions. One of the
modes is Destroy Target Artifact Reacher.
It's just the ever-niddling
of like, one mana, just can't destroy
an artifact in red! It took a long time
to do it.
We started teasing that.
I know Goblin Vandal in Weatherlight
R for 1-1
and he spent Red Man, Destroy Target Artifact,
Defending Player Controls.
Sorry.
So,
I'm trying to read the Oracle text to you.
So, whenever
Goblin Vandal attacks and isn't blocked, you may pay Red.
If you do destroy target artifact
depending on player controls
and assigns no damage
so it's like Floral Spasm
but it's a 1-1
at least it costs
one red mana
and can destroy an artifact
although not exactly
an instant
so
there's definitely
so anyway
so
sets go by
we're definitely
making different things
so finally we get to Shattering Pulse.
So Shattering Pulse was in Stronghold.
Shattering Pulse said one and a red, buy back three.
You may pay an additional three when you play the spell.
If you do, put in your hand, set up your graveyard as part of the spell's effect.
Destroy target artifact.
Now this card had a giant fight.
You'll notice it's one R instant destroyed artifact with buy back, right?
It's just better than shatter. And I remember people going, we canback, right? It's just better than shatter.
And I remember people going, we can't do this, it's just
better than shatter. And I remember
being in a room and going, okay, shatter's
horrible! Why can't we make better than shatter?
Why is, like, somehow shatter
this thing we can't make better than?
It's a bad card. We can make better than a bad
card. So, um,
I, I, uh, I mean,
I had some allies in this fight, but we won this guard. So, I mean, I had some allies
in this fight,
but we won this fight.
But I think Shattering Pulse
was the first sort of like,
okay,
we're going to make better
than Shatter.
So anyway,
so one of the things
that's interesting is,
many years go by,
definitely,
I mean,
red becomes the primary
artifact destruction color,
but there's a lot of debate between white
and green, who's supposed to be doing what.
And there's a lot of back and forth on
that. So the interesting thing is
this goes on for
a while until we get
into
Onslaught. So
Onslaught,
when was Onslaught? Onslaught. So Onslaught... When was Onslaught?
Onslaught was...
Onslaught, so I...
Okay, so this is like...
Invasion was 2000.
So Onslaught's like 2002, maybe?
So we're talking
seven-ish years after Magic came out where
I finally said, okay, guys, look, I think we need to be a little
more orderly. Like, we really have been all over the place as far as what was
doing what with artifact destruction. And so I made a pitch. I said, okay, guys,
here's what we need to do.
What if here's a crazy idea.
What if red
had a common artifact removal spell?
What if white had a common
enchantment removal spell
and green had a common
green
had a common
the one that did either.
Because at the time,
naturalized was a white thing,
and I made the pitch to make naturalized,
I'd say disenchant was a white thing,
and I argued to make disenchant green.
That core should be green to be naturalized.
And so,
and it was a big talk at the time,
and basically what I said is,
look, we want to have some balance.
Right now is sort of like,
we didn't have pinpoint enchantment
instruction a lot of the time.
Let's just sort of finalize those.
And the argument I made was,
green was anti-artifice,
and green was...
Well,
because if we made
red... Well, red had to be artifacts.
Red can't destroy enchantments.
And we didn't want black to destroy enchantments.
That was a weakness for black.
Blue wasn't supposed to destroy permanents.
So, like, okay.
Green, white, and red are the right colors.
We like red as being the focus one.
Red can't be the color that destroys artifacts or enchantments.
And it just made a lot more sense to let green have that flexibility
since white, one of white's
things was we liked white
having a lot of answers, but sort of
segregated. Now, interesting
what would happen is we, for years and years,
the common had a white enchantment and
red had a common artifact rule and then green had a common
naturalized. Eventually
what happened was we
started getting to the point where
we were trying to make
more utility cards that have less cyborg
cards. And so one of the things
is we started just putting more modes on cards
as a general thing. And as we started doing
that, there's this desire to bring
disenchant back.
And so we started making
naturalized plus. Started making we started making Naturalize Plus.
Started making cards that do Naturalize, but more.
And our rule right now is that both green and white
have access to it. Both green and white
can make cards destroy either, but we let
green be a little bit stronger at it than white.
So within one set,
I mean, not that any, I guess, in one set,
who knows, but overall, on average,
we want green's effect to be a little
bit better than
white's.
And we finally,
after a few early days,
we solidified that black just wasn't able
to destroy artifacts. We do let black
destroy your own artifacts. You can sacrifice
artifacts, like Rats of
Wrath from Tempest lets you destroy your own artifacts.
That's fine.
But anyway, so one of the things
that's been really interesting is
when you look through the history of sort of
all the different artifact destruction spells,
you know, there's...
We very early on sort of
cemented the idea, okay, there's three colors for removal.
For some reason, it took us a long
time to do that with enchantments. We only recently,
a couple years ago, added black in,
realizing that, you know what, you actually want to have
multiple answers to any one type of threat.
And that for card types, hey, we probably
want to have three colors that can answer it.
And so,
that's why we finally put enchantment removal
into black.
Okay, so I thought what I would do for this
next part is just
talk about some individual stories
from some artifact removal
design cards.
Okay,
so, what do I start with?
Let's talk a little bit
about Crash!
So, Crash is from
Mercadian Masks.
So it costs two and a red. It's an instant.
You may sacrifice
a mountain rather than pay the spell's mana cost.
And you get a destroyed target artifact.
So I remember there was
a theme. I made this card.
There was a theme in Arcadian Masks
of alternate costs.
I think we did more pitch spells.
The things that first showed up in alliances.
And the idea I liked was,
well, one of the things we said is,
okay, we want to make sure
that you're not playing things out of color.
So, hey, I have to discard a card of the right color.
That's how you do pitch spells.
And so I pitched the idea
of what do you sacrifice to land?
And so this was,
okay, well, what's a nice,
what's something that we want to do
that it might be nice that it could be free, but I well, what's a nice, you know, what's something that we want to do that, you know,
it might be nice that it could be free,
but I'm willing to sacrifice a mountain.
And we decided that an artifact destruction spell might work well.
Let's see, what else?
Oh, and then, by the way, in the same set,
so crash is common.
At rare, we made Pulverize.
And Pulverize, you can cast it by just sacrificing two mountains and then destroy all artifacts.
It is interesting looking back at those two cards, being that they're clearly mechanically connected.
It's kind of interesting that flavorfully, they're really not...
Crash and Pulverize, I mean, they're both words to destroy.
But, like, one is, I think,
the weatherlight running into a tree,
and the other is this
giant, I don't know, pink elephant
thing attacking somebody, so.
Okay. Let's see.
Obliterate.
So, Obliterate.
So, Obliterate is six red red, sorcery, Obliterate can't be countered,
and then it destroys all artifacts, creatures, and lands, and they can't be regenerated.
Okay, so what happened was, when I first came to Wizards,
one of the things was, I had this mono green deck,
and I just could not... And I made a mono green deck and a mono blue deck.
And I used, this was in the early days, this was before there were regular tournaments, or the tournaments were very limited.
So I didn't have a lot of people to play with, none of my friends played Magic.
So I made this mono green deck and this mono blue deck, and I used to play them against each other.
And the idea was, I'd play both sides, but I would try to act like I didn't know what the
other side was doing. I would say, well, assuming I know
this and not that, what would I do?
But anyway, one of the problems
I ran into was mono-green
had a real hard time
dealing with mono-blue.
And so
I decided that I wanted to make a card
that answered it. And so the first thing I did is I made to make a card that answered it
and so the first thing I did is I made a creature
with protection from blue
but then I realized that you could
counter it and so like blue had an answer
to it they just countered it
and so I said well what if it couldn't be
countered and so I made
so the card ended up calling Skragnoff
and I just said okay
and they had this crazy template they wanted to put on it,
and I just argued and argued and argued to be Campy Countered.
But anyway, once Campy Countered got into the game,
one of the arguments I made is I thought Campy Countered
should be in both red and green.
Why?
Those are the enemies of blue, and blue's the counterspell color.
So the idea we ended up landing on is that green had
Campy Countered mostly for creatures
and red had it mostly for spells
so
we were making this giant spell
that destroyed everything
and so the idea I liked
was that you couldn't stop it
and that you know so the idea was
it's such a powerful thing that you
can't even counter it that destroys everything except powerful thing that you can't even counter it.
It destroys everything except the lands,
and you can't even counter it.
The other interesting thing about this, by the way,
is one of the saddest stories ever.
Baron is the father of Hannah.
He was the right-hand man to Urza,
and Hannah dies in the story.
This actually is an invasion after Hannah's death,
and Baron is so upset at his daughter having died
that he goes out and he casts a spell
that just obliterates a giant amount of...
I'm not sure where he is when he does obliterate spells.
But anyway, it's showing him in his grief
casting obliterate and...
I don't know, very...
Okay, next up. Artifact mutation. very... Okay.
Next up.
Artifact mutation.
So this was also an invasion.
So it's red and a green instant.
Destroy target artifact.
It can't be regenerated.
Put X, 1, 1 green sapling creature tokens into play where X is its mana value.
So one of the things that I liked the idea was
we were
doing multicolor, because Invasion was multicolor,
and I'm like,
well, red and green can both
destroy artifacts, and red and green
can both make creatures, although red's
a little better at
or I guess red did more
of destroying artifacts, not that green was bad at it.
But anyway, I love this idea. So we made
actually a
well, was it a pair? I'm not that Green was bad at it. But anyway, I love this idea. So we made actually a...
Well, was it a pair? I'm not sure whether it was a pair.
But anyway, we made artifact mutation
and so it sort of blows up
and makes little creatures.
I like when we
can make things that
take you in different directions.
Obviously there's a lot of decks that want
answers, want to destroy artifacts, but this
thing doesn't just destroy them, it produces something. And so if you're going to put it in your deck, like, obviously there's a lot of decks that want answers, want to destroy artifacts. But this thing doesn't just destroy them, it produces something.
And so if you're going to put it in your deck, you're like, well, I'm going to make a lot of 1-1s.
What do I do with that?
And so I like the idea that it forces you to think about something in a slightly different way.
And that's something I always appreciate.
In that, we have to make a lot of cards.
We have to do a lot of artifact destruction cards, for example.
If we can make things that make you think about it in a slightly different way, I think that's always pretty cool.
Oh,
Smash! So Smash is Mercadian
Masks. So Smash
is Tuna Red, Instant Destroy Target Artifact,
Draw a card. So this is another
in my step to try to get us closer
to
a single mana
shatter.
So normally the way it works is
when you make a cantrip spell, you add two mana.
So if we were making a cantrip shatter,
well, shouldn't it be three and a red?
But I argued that shatter shouldn't be one and a red.
It should be red, which means the cantrip of it
should be two and a red.
And I somehow convinced enough people
that they made it.
It is very, very funny as we go through the history
of, I can just slowly see me
like, little by little, trying to get
us where we need to go.
Okay, my last card
here, it'll be Glissa Sunseeker.
It's a fun story.
Then I realize I'm almost out of time. So, Glissa
Sunseeker, two green green. It's a legendary story. Then I realize I'm almost out of time. So Glissa Sunseeker, two green green.
It's a legendary creature.
She's got First Strike, Tap, Destroy Target Artifact.
If its mana value is equal to the amount of unspent mana you have.
So she cares about how much mana is in your great bowl.
She was the main character of the Mirrodin book,
and I really wanted to make a fun card for her.
And so I wanted to do something that was a little bit different.
So I decided that I was going to look
outside the box.
I liked the idea that she could destroy artifacts.
She was a green creature.
And it made some sense with the story.
But I wanted a way that sort of
reigned her in that was different.
And then we came across the idea that we never
really used unspent mana
as sort of
something to monitor
effect size. And I was really
happy with this card, and I'm happy with how it came out.
And she
showed up in Mirrodin. Interestingly,
by the way, in Mirrodin, it's funny that we're ending on
Mirrodin, we brought Shatter back
in Mirrodin because we thought it was
funny that...
We brought back both Shatter and Terror,
which were both in Alpha,
but Terror
can't destroy artifacts.
And obviously
in Alpha, Terror was
way better than Shatter. But in this
set, they were a lot closer. Not that Terror was
bad. He destroyed plenty of things.
But we liked the idea that we brought it back and that
the relative power was very different.
That Shatter was stronger than normal
because of how many artifacts there were.
And Terror was worse than normal
because of how many artifacts there were.
Anyway, we thought that was cool.
Anyway, I hope what today's podcast is sort of showing you
is that even something as simple as artifact destruction
took some time to find its feet.
It took a while to figure out where to do
and what colors and how to do it.
And, you know,
even just in the best way to execute
all the different things.
Anyway, I like going back and looking at history
and sort of seeing how things played out.
So it was sort of,
I find it interesting today.
So I hope you all found it interesting.
But anyway, guys,
I somehow made it through the snow to work
by not leaving my house. But I'm now at my somehow made it through the snow to work by not
leaving my house, but I'm now at my desk, so we all
know what that means. It means instead of
talking magic, it's time for me to be making
magic. So guys, I hope you enjoyed the
history lesson, but it's time for me to go.
I'll see you next time. Bye-bye.