Magic: The Gathering Drive to Work Podcast - Drive to Work #163 - Onslaught, Part 1
Episode Date: October 3, 2014Mark starts a multi-part series on the design of Onslaught. ...
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I'm put on my driveway. We all know what that means. It's time for another drive to work.
Okay, it's time for another design story, another series on design.
So what I've been doing now is I will pick a block and then I will do the design stories for each block in a row.
So I'm now going to start talking about onslaught block.
So today I will begin talking about the set onslaught itself.
And the next time I do a design series, it'll be on legions. and the one after that will be on Skirt. They won't all be in
a row, but just as I did last time with, what did I do last time? I did the Zendikar last time.
So, okay, so now let's talk all about the Onslaught. The Onslaught block has an interesting story, and it's not
something I've actually talked a lot about. In some ways, the Onslaught Block. The Onslaught Block has an interesting story, and it's not something I've actually talked a lot about.
In some ways, the Onslaught Block is a little bit of a precursor to me becoming head designer, but before I became head designer.
So let me explain.
So Onslaught Block came out in 2002.
It was part of, obviously, the Onslaught Block.
Manny, Moe, and Jack were the codenames, Manny being Onslaught.
Those are the pep boys. I've talked about
this many times before. Anyway,
the set had 350 cards,
110 commons, 110 uncommons, 110 rares,
20 basic lands. This is
back in a time when mythic rares didn't exist yet.
And the sheets all had
110 cards.
So one of the things about printing
is the size of the card sheets is
varied over the life of Magic.
Back then, the sets were 110.
They're now 121, for those that care.
Okay.
So the set was led by Mike Elliott, and the other person on the team was Mike Donais,
and then the lead developer was Randy Buehler.
So let me talk a little bit about Mike Elliott and Mike Donais.
So Mike Elliott started working at Wizards.
I talked about him in my second wave podcast.
He started working at Wizards in January of 1996,
shortly after I and Bill Rose and William Jockish started.
He was definitely a big, big part of the second wave.
In fact, Mike, the only person to lead more designs than Mike Elliott is me.
Mike has
led a whole mess of designs and, uh, Mike, Mike is a very, very talented designer. Um,
and if you go and look at the game stores, you will find lots of games designed by him.
Um, he has since leaving wizards has become, I mean, he was prolific at wizards, but even
more prolific outside of wizards. Uh, and he, he's been freelancing and doing work for
lots of different companies.
So the thing about Mike that you remember is that Mike is super talented,
but Mike definitely, much like myself, is a little stubborn.
And he and I, because we're two stubborn people, we would bat heads a lot.
And that was definitely, there was a period of time where he and I were doing most of the lead designs.
And so there was a little bit of a rivalry.
I mean, a healthy rivalry, but...
Okay, Mike Donais is, for a long time,
he was a judge.
In fact, the story about Mike Donais is,
I tried, we were at one of the Origins,
it's a game convention
put on by
the people who
I'm blanking on their name
it's a organization that runs
gaming stuff, why am I blanking on their name
Gamma, it's Gamma's convention
and at it
one year we were running the US Nationals
and Bill Rose was going to be there
and he said to me, is there anybody you think would be a good fit for R&D?
Let's set up some interviews.
I said, fine.
I set up three interviews.
One was with Brian Weissman,
one was with Randy Buehler,
and one was with Mike Donais.
And the only person to show up for the interview
was Randy Buehler,
who obviously would later get hired by Wizards.
Mike Donais, because he was head judging the U.S. Nationals,
wasn't able to get away.
And so I managed to get Mike an interview
when I
when I
Mike came out to visit his brother who worked at Wizards at the time
and I set up an interview at my house
between him and Bill
anyway, Mike Darnay was
for a long time was a developer
he would later go on to work
for Dungeon Dragons for a while
and then he left the company and was working some other places
Mike did not do
tons of design, this might have been the only design
team that Mike was on, I mean maybe he was on one other
but, and the design team was
small, it was just Elliot and Dornay
it was a two person design team
so, let me get, or I
get involved in this story, so
what had happened was
as of Ravnica,
sorry, in Kamigawa,
as of, what's the middle set in Kamigawa?
Betrayers of Kamigawa.
In the middle of that
is when I officially became head designer.
So Onslaught is back about a year and a half.
So before Chimpa Kamigawa,
it was Mirrodin Black.
Before Mirrodin Black,
it was Onslaught Black.
And so one of the things I think was going on,
sort of looking back with 2020 Vision the things I think was going on,
I mean, sort of looking back with 2020 Vision,
was I think Bill was trying to groom me,
because Bill at the time was head designer,
but he was also the VP of R&D.
And so for a while, Bill was trying to do both,
and it was clear it was just too much work for him.
And so I think Bill was trying to groom me to become head designer.
So what happened was,
the team had been working on some stuff,
and it was just, there were interesting individual mechanics,
but the set as a whole wasn't really clicking.
And so Bill came to me and said, can you take a look at this set?
And so I did, and he said, what do you think? And I gave him the note that I've sort of just explained,
which was, I think there were neat things going on but they weren't
it wasn't really coalescing
and that some of the mechanics that had been
used I thought didn't
play as well in the volume they were being used
at so what I said to Bill is I go
you know
in the set there was these one of the
little mini mechanics Mike had put in the set
was these creatures that
could change their own creature type.
That you spent one mana and changed the creature type.
And I said, you know what,
for a long time I've been thinking that we should be doing
a tribal-themed
block.
And the argument I made to Bill is I said, look,
you know, whenever
people try to do something when it's bad
but they try really hard,
there's a sign there's something good there. Because, for example,
people were building goblin decks, or
merfolk decks, they were building tribal
decks, and they were horrible, because there just wasn't
the tools to do it. But they were still
trying. The same argument I made with poison,
where people make poison decks, and they were horrible,
but people kept doing it. And what that
says to me, when people are constantly
trying to take something that just doesn't work,
and is kind of low power level, but they won't
give up on it, it says, you know, there's something fun here.
Like, people are fighting against,
you know, the decks are telling them, don't do this, but they
just keep trying to do it. And I
said, you know, I think tribal would be a fun theme.
And Mike had had this thing of creatures
that changed the tribe, but there wasn't a lot in the set
that really cared about it. You know, it had
these things that cared a little bit. And so, it was
a theme that was in Mike's set
at a really low level.
And I said, you know what?
Let's say it was at a level one in the set.
I go, let's go to 10.
Let's ramp it up.
And so I gave an example.
So Bill's like, well, what do you mean?
So I went back and I redid some of the comments.
I said, okay, imagine this.
It's like common cards were cared about goblins
and cared about elves and, you know, just the
core stapled races that we cared about.
They were just common cards that said, you want to
have this card. You know, this creature type.
Oh, this is good with goblins. Well, you better get some
goblins.
And Bill liked the idea and I
talked with Mike and Mike took a little convincing
but Mike eventually got on board.
And so then we started adding a tribal theme,
which, like I said, it was kind of there.
It was there at a very, very low level.
Really, my influence was to take it from a 1 to a 10.
In fact, I don't even know if it ever got to a 10.
I was trying to get it to a 10.
I think it got to, like, an 8, you know.
I kept trying to up the amount of tribal in it.
Like, they would do a little bit of, no, we can do more, and they'd do a little bit, no no we can do more
oh the other thing that happened
by the way, and this one was my fault
was the
previous year had been the Odyssey block
and I
on a whim, just decided
it would be fun if we just tried some different creature types
so I didn't have goblins
and I didn't have elves
I sort of took all the staples and I didn't have goblins and I didn't have elves and I, you know, I sort of took all the staples
and I didn't use them.
Now, now we plan ahead.
Now we know what blocks we're doing.
But the problem we had is
Odyssey had this theme
and then Onslaught had this
creature tribal theme
and we hadn't really set it up.
And so one of the problems
we would end up with a block was
because we didn't have enough stuff before it
because there were no goblins
and no elves other than the core set.
We had this what we call block monster problem
where all the cards that made the deck really good were all from the same block.
So when rotation happened, it didn't knock things out of it.
Anyway, something we've learned and we've gotten much better at is
one of the things we'll do now is when we're building a block,
we know what our themes of the upcoming block are, so we make sure
that the set, you know, the block before
the block has some cards that play into
the theme, so when the set comes out, it's very
strong, but that things
will change upon rotation, so that
the new set after that has some
stuff that you can focus on, and it's not the
same, you don't want the same deck being standard
for the entire run of standard.
You want some ebb and flow.
And so part of that is making sure that all
the cool things that go in any one deck
aren't from the same block. You want kind of a mix.
So anyway, I managed
to convince Mike that we should
up the amount of tribal in it.
Okay. Meanwhile,
the rules team
was trying to solve two cards.
One was camouflage and the other was illusionary mask.
Both these cards are from Alpha.
And both of them make you take a card and put it face down
and then play around with the fact that you don't know what the card is.
And, I mean, Alpha has a lot of really neat cool cards
Richard definitely
where Richard thrives is just finding
neat space to play in
the area that Alpha had the most problem
is Richard didn't always worry
about the rules like he's like well
the rules will figure it out and he would just make cool cards
and there were a bunch of
cards from Alpha that were like how does this work
you know and Camouflage and Illusionary Mask were one of those.
So the rules team, at the time, it worked a little differently than that,
but at the time there was like a set group that met, I think like once a week,
of people that were all rule officials, like the rule manager and a bunch of people,
and they would meet and they would have issues every week
and they would have these meetings.
So one of the things on their agenda was solving camouflage and illusionary masks.
So they finally came up with an idea, and their solution was,
okay, what we need to do is, we need to define what a face-down card is.
We just need to define it.
And if it's defined, then when someone gets turned face-down,
okay, well, while it's face-down, it's this thing.
And if you have the way to turn it back up, then it'll turn back into the thing it normally
is. And while
they were figuring this out, they realized
they go, oh, well, if
face down cards have a value,
maybe there's something neat you could do
where you could play cards face down
and then have the ability to turn them up, and they
would turn into whatever they are.
So, the rules team, I think,
went to Mike, because Mike was leading the set, and said, we into whatever they are. So the rules team, I think, went to Mike,
because Mike was leading the set,
and said, we have a neat idea.
The neat idea is he has a mechanic,
and you can play cards face down,
and then for a certain cost, you can play them face up,
and they become what they are.
And Mike was like, eh.
So then they went to Bill, and they said to Bill,
we have a neat idea for a mechanic.
Here's what you do.
You play things face down,
and then you can dispense a man and turn it face up.
And Bill was like, eh. And so they came to me, and they said, Mark, here's what you do. You play it face down, and you dispense a man, and
you turn it face up. And I went, ooh, that sounds awesome. I was very excited. And I
knew that both Mike and Bill had just not been really cool to the idea at first blush.
And part of it was, I said, okay, what I learned is it's one thing to sort of say something in passing.
It's another thing to actually play with it.
So I said, let me work with you to make some cards
and actually what I want to do is not explain it to them.
I want to play with them.
And I go, before we go back to Mike and Bill,
let me make a deck, let me put other members of R&D
that haven't seen this yet, sort of build up a little bit of momentum
and then I will go to Mike and Bill.
The one change I suggested is, what they had wanted to do was,
they wanted the face-down creature to be a 1-1.
And I think the idea was, you spent two mana to get a 1-1.
I think of what it was.
And I said, well, I just don't think 1-1 is substantial enough.
What if we made it a 2-2?
And so I suggested they change it from a two-mana 1-1 to a three-mana 2-2.
Because at the time, by the way, a Grey Ogre was...
I mean, when I get to do the Concertar Kier podcast,
there's a lot of interesting questions about what morphs should cost.
But anyway, I convinced them at the time to do 3-mana 2-2.
And then I made some designs.
So while doing designs, first of all,
I made a bunch of vanilla morph cards where you play it face down as a 2-2,
spend some mana, turn face up.
I then started playing them on some other things.
The thing that I came up with is the idea of,
well, what if when you reveal it,
not only does it change into another creature,
but what if there was a spell effect?
So, you know, not only could they function
as maybe the creature changes size,
but maybe it does something.
And so I made a deck that had a bunch of cards.
It was two colors.
I forget.
One of the colors was blue, I believe.
But anyway, I made a deck.
I made two decks.
One deck that had the mechanic
and one deck that didn't so you could play against it.
And the idea was, okay, let's come play.
And then I sat down and I played with R&D.
And little by little, as I played with people,
I really started to win R&D over.
As I played with it, it was interesting. It had a lot of neat decisions to it. People
really sort of, I mean, Morph is a very cool mechanic. Obviously, we've brought it back
twice now. It's something we consider to be fun, players like. And it's a very neat mechanic.
It's very interesting. There's a lot of bluffing elements to it. So what I
did was I played it, I built up consensus, and enough people really liked it that I then
went to Bill. So what I've learned about Bill is Bill is very receptive to the feeling of
R&D, meaning if Bill doesn't like something, but the majority of R&D does like it, Bill
will sit up and go, okay, well, maybe I'm misjudging something. Or, you know, a lot of people, you know. So Bill very much listens to the general consensus.
And so I had done a pretty good job of getting most of R&D on board.
I showed to Bill.
I explained.
I played with him.
And Bill, once he played with it, he's like, okay, you're right.
He likes the change to the 2-2.
He felt like just a lot of things had been very oblique in the explanation.
Once you played with it, it was a little more spelled out,
Bill really liked how it played.
And so Bill was on board.
And then Bill and I together went to Mike and explained to Mike.
Mike, like I said, a little more stubborn, but Mike also came around.
Once again, I think as we played with it,
it went from being sort of this random weird idea that the rules team pitched
to actual cards you were playing with.
So anyway, after a little bit of playing,
I managed to convince Bill and Mike
that Morph was a good idea.
The other thing I liked about Morph
is it played with Tribal in a way that
when you were Morph, you didn't have any qualities to,
but when you turned up, you did,
and that because we cared about Tribal in the set,
that the Morph card being of a certain tribe
could matter.
That I could have some effect that cared about the number of goblins
I had, and maybe I un-morphed something
just to get another goblin.
So those two things actually played well
together.
Meanwhile, so what happened was
a bunch of different mechanics that Mike and Mike had come up
with, we realized this weren't working
in the volume we needed.
And so we were missing a mechanic.
Meanwhile, one of the ongoing discussions we'd been having
was about returning mechanics.
So I've talked about this a lot, but this was an important moment.
So let me explain.
At the time, we had brought back mechanics in sets,
but we had never brought back a non-Evergreen mechanic.
And what that meant was, if you had a name,
either you were Evergreen, something we did on regularity,
or we used you once and we didn't use you again.
And originally in Magic, like I said,
I've talked about this in the podcast a lot of times,
that we had this quality of, or this thought process that, like,
mechanics were disposable.
Like, you used them, and then it was gone. And then, and we started to realize that as we were
designing, like, you know what? There's good mechanics. And cycling was a good example
of mechanics that we hadn't even used at all up. Like, we knew that we could cycle for
other costs, but we only cycled for two. And I'm like, why did we do that? Like, down deep,
we must have known that maybe one day we wanted to revisit it
and why spend more
than we needed to.
So I had it in my head
that we could bring
a mechanic back.
And we spent a lot of time
trying to find,
it's funny,
because we were trying
to find a mechanic
that was, you know,
filled a similar void
to cycling.
And I just,
one day I'm like,
why are we trying to find
a car similar to cycling?
You're going to be
really good here,
cycling.
And so I went back
to Bill and Mike
and I'm like,
guys,
maybe the correct answer here
is just do cycling
instead of doing something
like cycling.
And the response was,
well,
they didn't know.
You know,
if you're just going to
bring a mechanic back
and not do anything with it,
you know,
maybe players will be unhappy.
It's like, no, no, we can do something with it.
So I said, okay, first off, we could have different cycling costs.
And I pitched the idea of the land cycle,
not basic lands, but the land cycle,
where the idea was it came into play tapped,
and tapped for a certain color, and then for one color.
Because originally when we first did cycling,
it cost two to cycle the lands. And I said, well, instead of two, it costs one for one color. Because originally when we first did cycling, it cost two to cycle
the lands. And I said, well, instead of two, it costs one of that color. The idea is if I already
have this color, if I don't need it anymore, then I'll have the color I can cycle away for one.
And so Bill's take on it was, or maybe actually Bill and Mike, was, well, is that enough? I don't
know if that's enough. So I said, okay, okay.
So I fiddled around a little more,
and I came up with a couple other things we could do with cycling.
Probably the most successful thing I came up with
was the idea of things that cared about cycling.
So I think the card I made was Lightning Rift was my card.
I didn't have mana on it at the time.
The development would have mana on it.
But I'm like, okay, every time you cycle, you can do damage.
Okay, well now you can set up a deck in which,
oh, I want a bunch of cycling cards.
Like before, you didn't have any encouragement
to want a lot of cycling cards.
So I said, well, what if we make some cards
that care about cycling,
to sort of make cycling a little more linear,
to make you want to play a bunch of cycling cards?
And I go, that's a very different deck.
No one was doing that before.
I also did some stuff with cycling
as generating effects,
where the idea is that I could play this card
or I could cycle it and get a smaller version
or some effect that thematically
was a smaller version of the big thing.
So, like, for example, I could...
I don't remember off the top of my head,
but, you know, I could do so much damage,
or I could cycle and do a little bit of damage.
And the idea was, when you cycle,
that you always got to draw a card, because it's cycling.
So the idea, essentially, is,
do I want a big version of the spell,
or a small cantrip version of the spell?
So what I did is I made a bunch of different cycling things,
just sort of...
And once again,
one of the lessons that Onslaught really, really taught me,
and this is important to understand,
is when you're designing a game,
talk only gets you so far.
And one of the biggest problems I actually see,
especially with newer designers,
is they want to explain everything
through explaining it.
It's like, here's what I want to do,
and here's this idea,
and they try to convince you
whether it's good or not by talking to you about it.
And my lesson to them is, look, at some level, talk is cheap.
You know, what you need to do is, you have a neat idea?
Make cards.
Make them, play them.
And the way you convince somebody something is awesome is play it with them
and have them play it, and they'll go, ooh, this is pretty cool.
That's how you convince somebody that something will work,
is, you know, make it functional.
It's one thing to say, hey, I have a neat idea for a new car.
It's another idea to build a new car and let someone drive it.
And that's basically what you want to do with your game mechanics, which is don't talk about them.
Make them, you know, don't have people listen about them.
Have people play and experience them.
Okay.
So, I managed to talk. and experience them. Okay, so,
I managed to talk,
I mean, like I said,
I made some cards,
I demonstrated,
I think I made a little lightning rift deck
where I'm like,
look, I have lightning rifts
and I get this out
and now I'm using cycling
in a whole new manner.
So what happened was,
once all this played out,
we decided that
we had a lot of evolutions
that we should save some stuff.
And so what we did is, for example, with Morph.
Everybody liked the idea of the Morph triggers, but you know what?
Let's introduce Morph, not have the triggers yet, and then in Legions we could have some triggers.
Now another thing to be aware of is a little bit of a precursor to Legions.
Legions, for those who don't know,
had a gimmick that it was all creatures. And so one of the things that affected the Onslaught
design was you don't just do something like all creatures without setting it up. And so
part of Onslaught's design was trying to get to the gimmick. I think the all creature gimmick
was Mike's. It was either Mike or Bill all-creature gimmick was Mike's.
It was either Mike or Bill's, but I think it was Mike's.
And Mike would go on to design Legions.
So one of the things that we were trying to do is when making Onslaught,
because we knew that Legions was all creatures,
is we were trying to make sure that we set ourselves up.
So one of the neat things about the cycling triggers
was they allowed creatures to have a spell-like feel to them.
Because I could play it face down,
and when I needed it, I could do reactive stuff.
One of the things that's really tricky
about an all-creature set is
you want to have tricks that can happen
at any time in your hand.
That hidden information is very important.
Oh, I'm going to attack. Oh, I'm going to block.
Oh, what's going to happen?
And the nice thing about having morphed creatures with reveal triggers
is that it allows you to have hidden information
but still be a creature sitting on the board.
The other thing we did with cycling is
some of the cycling ideas get introduced right away,
and then we save some of the cycling ideas for the second and third set.
Well, actually, we saved it for the second set.
Third set, when I get discouraged, that was the Brian Tins third set. Well, actually, we saved it for the second set. Third set,
when I get discouraged,
that was the Brian Tinsman set.
That was definitely Brian sort of really deviating from what the Black was doing so far.
So, when I got there, like I said,
the plan is I will do these sequentially.
So, okay.
So, what happened is
we...
Tribal gets in the set. we managed to up Tribal.
Like I said, we kept putting it in, I kept sort of getting Mike to turn it up.
Like, they would put it in, like, okay, louder.
I felt like it was at a one, and I got them to, like,
I was like, okay, we're going to make a big theme out of this.
And they did it to a four.
I'm like, come on, they did it to a five.
I'm like, come on, six.
And I think we finally got it about an eight.
I never quite got to the ten that I wanted, though. At some level, Lorwyn would go to twelve and probably
teach us that you have to be careful how high that you turn the knob. Okay, so
tribal got in at a decent level. Morph got in. Cycling got
in. And so the set started to come
together. And like I said, it's a very interesting set in that
it definitely was
a little bit of a precursor of my head designer days where I'm not credited on the set. I'm
not listed as a designer. And really my role was I was sort of, Bill was helping me learn
my wings and learn to fly. And so I like to think in a lot of ways it was my precursor to being head designer,
that a lot of the work I did on this set
was me helping the team sort of figure out, you know,
things they needed and tools that helped make the set work.
So the interesting thing, by the way, was...
So Randy Buehler was the lead developer.
So Randy had just come...
Randy's first set had been in Invasion, which was the previous year. Randy Randy had just come. Randy's first set had been Invasion, which was
the previous year. Randy had been on the
Invasion development team. And I think Onslaught
was his first development lead, I believe.
Or maybe Odyssey.
No, no, no. I'm sorry. Odyssey was his first.
So he came for Invasion. Odyssey
was his first development lead. Onslaught was
his second development lead.
And
Randy was really, really gung-ho on
Morph. And as far as
Randy was concerned, it was the Morph set.
That's how Randy saw it.
And it's funny, because we went to the
pre-release, and we came back. Randy was
blown away. I mean, people liked Morph,
but Randy was blown away how much love the tribal
component had. And he's like,
it's not even like a Morph set. People
treat it more like it's a tribal set.
Which is funny, because you have to imagine all these
meetings which I was trying to get people to turn up the volume.
And they're like, really, Randy? Really? Yeah,
that's what they see it as.
So it was funny. That was definitely
one of the things that took a little
bit of time for Randy and I, in that
Randy was one of the people that really ended up
sort of making the head designer thing happen for me.
I think Bill had done some grooming,
but Randy's the one that finally...
Bill had advanced up to become VP of R&D,
and Randy was the director.
And Bill, for a while, had been director and head designer,
but once he became VP, it was just too much stuff.
And Randy knew he needed to get re...
We needed a head designer,
and so Randy really sort of pushed the ball
to get me to officially get the job.
But anyway, it is very interesting in that
I think that's one of those times
where I started to get Randy to see
that I was good at big picture stuff.
That I got it was the tribal set
before he went and watched all the players play it.
For those that don't know, by the way,
real quickly, a little rundown on the story.
And then what'll happen is,
on my future podcast, I'll go through the cards.
That's normally how I do it.
I do a podcast where I sort of talk
the basic structure of it,
and then I will do some card-by-card stuff
and talk about it.
There's lots of fun stories about the cards,
which I will do in my next few podcasts.
Okay, so for those that don't know the story,
this actually was a continuation.
This story started the year
before in Odyssey, which
took place on the continent of Oteria.
So
what had happened was, during
invasion, things had gotten really
really bad in the war, because there was a war,
because there was an invasion by the Phyrexians,
which was stopped, thanks to the Weatherlight Saga
and the master plan of Urza and Gerard.
But anyway, we went to a distant continent
that was far away from the invasion itself,
called Oteria.
And there, there was pit fighting,
and there was Kamal, who was a pit fighter.
And the pit fights were run by the Cabal.
So it was Kamal and the Cabal.
So it's like an animated special.
So there was a whole story in the first Odyssey,
but the story starts
in the onslaught part
was about, there's a guy named Ixador.
So Ixador and his
lover, Nevia,
who was a sorceress, I believe
they were fighting in the pit fights,
and Nevia got
killed by Phage. So Phage,
by the way, was part of the
previous year's story, where
Kamal had a sister named Jessica,
and he had a mentor
named Balthor,
and bad things happened to
people that knew Kamal. His sister got
turned into Phage, Balthor
got killed and became a zombie,
but anyway, Phage killed Balthor got killed and became a zombie. But anyway,
Phage killed
Nivea, and
Ixador was
mighty sad, and so he
wandered the deserts, and
somehow he had these powers
that, in his grief, he realized
where he had the ability to shape reality,
sculpt reality.
And so, he ended up making an angel
named Avacyn.
I said not Avacyn, named Akroma.
Sorry, Avacyn's a different angel.
He made an angel named Akroma
who looked just like Nevia.
And she was his tool for revenge.
And so you get farther into the story,
Phage and Akromo will actually fight,
but that doesn't happen yet.
But anyway,
so Ixador,
Ixador is the bad guy
in the story,
although he's a bad guy
that, you know,
kind of gets there
from a place of grief.
He starts out a good guy,
and in his grief
he kind of does some stuff
that he probably shouldn't have done.
But the funny thing about the story is, in the previous story,
Kamal was
fighting against the Cabal, that they were enemies.
And in this story,
they get a shared enemy.
And so Kamal and the Cabal have to
team up to fight against Exedor,
the reality sculptor.
But anyway, for those that are
interested, I try whenever I do this to get a little bit of a hint of the story
so that people that are interested can go back and read.
There's actually, this is the period of time where we have books,
so you can go read books all about Akroma and Kamal
and the Cabal and Phage and Ixador and such.
So anyway, like I said,
this is just part one of the podcast on OnSlot.
So I will do some future podcasts where I go card by card.
Like I said, there's lots of fun card stories.
But that is all there is in the overview today.
And I'm now in my parking spot.
So that means that this is the end of Drive to Work.
So thank you very much for listening to me today.
And I will talk to you next time with more on OnSlot.
See you guys.