Magic: The Gathering Drive to Work Podcast - Drive to Work #181 - Legions, Part 1
Episode Date: December 5, 2014Mark Rosewater begins a series on the design of Legions. ...
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I'm pulling my driveway. We all know what that means. It's time for another drive to work.
Okay, today is design day. So last time I talked about a set, I talked about Onslaught.
So I'm continuing in the Onslaught block. So today I'm going to talk all about the 100% creature set, Legions.
Legions.
Okay.
So, where to start?
Okay, so, um,
Legions, nicknamed Moe,
this block was Manny, Moe, and Jack,
named after the Pep Boys,
which is an auto parts store in the West,
which many people have never heard of,
so they made poor code names.
Um, so this set came out in January of 2003, and like I said, it was 100% creatures.
So where did that idea come from? So I don't know whether it was Bill's idea or Mike's
idea. I'll give credit to Mike. I think it might have been Mike's idea, although it could
have been Bill's. But anyway, the idea was, what if we did a set with all creatures? Now
it turned out that this set, the major mechanics of the block were tribal, which was all about creatures,
and morph, which only went on creatures.
And so the idea was, what if we could do a set with the gimmick being every single card is a creature?
Now, it turns out there's not a lot of things that every card could be.
Obviously, Allow Reborn, let every card be a gold card.
Hypothetically, we could do every card as an artifact, maybe,
but there's not a lot of things that the entire set can be.
Creatures happens to be one of them.
So, the expansion symbol, for those that care, was a shield with two cross spears.
symbol, for those that care, was a shield with two cross spears.
And so
the set continued
Morph and Cycling and
Tribal from the first set.
It did add a few wrinkles, though.
The biggest thing is,
I tell the story when Morph came around, so
if you remember the Onslaught stories,
the rules team
had gone to Mike and gone to Bill,
and they were sort of lukewarm on the idea,
and they came to me, and I really liked it,
so I had mocked up some cards to play with.
Well, one of the things I had done with morph was
I made a bunch of morph triggers,
which meant when you morphed it,
or when you turned it from face down to face up,
something happened.
And we decided to save those
because we were doing the all-creature set, that would be
a way to sort of introduce some spell-like
effects into an all-creature set.
There would, by the way,
be a big
debate, or
a big... debate's not
quite the word. There was a big argument about
the correct way to make an all-creature set.
So the design team was led by
Mike Elliott, and also included Mike Donais.
They were the same people that did OnSlot.
And the development team was William Jockish.
He was the lead.
And then also the team was Elaine Chase,
who's the current senior brand manager of Magic.
Mike Donais, who was the...
There's always a person who's on both the design team
and the development team. Mike, by the way, was really a developer and not a designer. I
mean, more of a developer than a designer. And Worth Wolpert, who now oversees Magic Online.
So anyway, William really, really believed that if we're going to do all creatures, that we should
shy away from doing creatures that acted like other types of spells.
So one of the things about creatures is,
there's a lot of ways to mimic
spell effects with creatures. For example,
if you do a creature that has
an enter the battlefield effect,
it's a lot like a sorcery.
Especially if the creature is minimal and the effect
is big. If you do a creature
with flash with an ETB, that's a lot like
an instant. You could do a creature that has a globalB, that's a lot like an instant. You could do a creature that
has a global effect. That's a lot like an enchantment.
You can do artifact
creatures, obviously. That was allowable within all creatures.
There are ways to do things
that mimic a lot of stuff.
Mike believed that was important because
we had to fill in for things we were missing.
William believed it was against the whole spirit
of the thing. And the funny thing
is it's not like we don't make those cards.
We make creatures in every set that have
enter the battlefield effects.
We make creatures with global effects.
It's not like Mike was trying to
add something that Magic didn't already do.
But, anyway, there was much, much debate.
I'll get into it a little later, but
there was a big debate between the two of them
of how many creatures that were
functioning as something other
than a creature was the set supposed to have.
The set had
55 cards, 55
commons, 45 uncommons, 45 rares.
Okay, so
I talked about morphs. The morph triggers got introduced.
There was more cycling
and more cycling triggers that had been
introduced in the first set, but it was built upon here
and tribal continued
there were a few new tribes added though
the biggest of which was slivers got added
in the story
there's something called the Riptide Project
and they were trying to clone slivers
and it didn't go well
so for those who don't know Slivers were originally created by Mike Elliott in a set
he made before he came to Wizards.
And in his original set, it was called, what was it called, something spectral, Afterways.
Mike's set was called Afterways.
And in his story, there was a creature that fell from the heavens and broke into many pieces
and the slivers were all slivers of
or pieces of this one greater person
we ended up putting in Tempest
we adapted to the Tempest story
so slivers in magic ended up becoming
they are shape changing creatures
that share a hive mind.
And so the idea is, if one of them has learned how to grow wings,
anybody within a certain radius will learn that from him,
and they too can now grow wings, and thus they can fly.
That's the flavor of what's going on, is as the slivered learn how to grow new appendages and things,
they gain abilities.
And so they can share that knowledge with the hive mind.
But there's a distance in the story.
That's how the Girard and crew manage to beat them,
is realizing that if they separate them by a certain amount of distance,
they lose abilities.
So slivers got added.
We'll talk about it.
There are a bunch of Slivers
in the set
also
there's just a
the third set
Scourge
which we'll get to
next time I talk about
a design
Scourge had a little bit
of a dragon theme
I think retroactively
they put one or two
more dragons in here
when they realized
that Scourge was going to
be a dragon thing
so there's a little tiny bit of dragon things going on here Retroactively, they put one or two more dragons in here when they realized that Scourge was going to be a dragon thing.
So there's a little tiny bit of dragon things going on here.
Also, let's see.
Okay, so the new mechanics was Amplify.
So what Amplify was is when you played this creature,
you were allowed to reveal from your hand any number of creatures that shared a creature type with that creature,
and then for each one that did,
it came into the play,
or came onto the battlefield with a plus one, plus one counter for each creature revealed.
So, for example, I play an elf with Provoke, not Provoke, sorry,
I play an elf with Amplify, I show you three elves in my hand,
it comes into play with three plus one, plus one counters on it.
And the idea for that was that a lot of times with all creatures, you're sitting
with creatures sitting in your hand. And the idea was that you could use those creatures to sort of
have some effect. This is one of the earliest uses, by the way, of revealing as a cost. It's
something we've definitely messed around more with, but this is one of the earliest cases of us doing
that. Okay, next, provoke. Provoke's Provoke's a creature mechanic.
Obviously, they're all creature mechanics.
This whole set's creature.
Although Amplify, in theory... No, Amplify only goes in creatures,
and Provoke only goes in creatures.
Surprise, surprise.
They're all creature mechanics in the all-creature set.
Provoke says, when I attack,
I get to untap target creature,
and then that creature must block my Provoke creature.
So this is the precursor to fight.
The big difference here is it happens during combat
and other creatures could join in.
So when I untap a creature and go,
you must block me,
A, you get to choose,
oh, I think you have to block the provoke creature.
So I untap you and you must block the provoke creature.
But you could have other creatures join in on the fight.
So normally with fight,
you know, two creatures get in a fight.
Here, if I provoke a creature and attack, you could have other creatures join the fight.
So it was a little different than fight, although it's an early precursor to fight.
People keep asking us if we're going to bring provoke back. My answer is, now that we have fight, it's less likely.
I'm not going to say no, but fight does a lot of the role
of what provoke did.
The final new mechanic
was a mechanic called double strike,
which obviously has become evergreen.
In fact, it became evergreen
almost instantaneously.
So I think I mentioned this once before,
but really quickly,
we have done a number of things
called you make the card. We've done four so far, where the audience gets to pick and vote on a card, and they end up, through their votes, making a card that we put into magic.
The very first card was called Forgotten Ancient, aka Mr. Baby Cakes, that was his design name.
Forgotten Ancient, when we were trying to get abilities for it, people sent stuff in.
Somebody, I don't know their name, I wish I did, sent in the double strike ability.
Now, the problem is, green does not get first strike.
So it obviously did not get double strike.
But we liked the ability so much that we held on to it.
And once we found a place for it, which was in the set, we put it in.
We liked it so much, it's become a staple of Magic.
Okay.
So, there are a couple other things going on in the set.
Like I said, we were trying to make sure that
we were hitting some things
we needed for gameplay.
The set had a bunch of saboteurs.
That's what R&D calls creatures that, if they
hit you, manage to do things.
Saboteurs work well with morph
because they'll just hit information. Oh, should I
block it? Ho-ho! It's a saboteur.
So they work well with that. And just
in general, because we didn't have
one of the tricks about
only having creatures, meaning having no
instants or sorceries, is
there is less surprise.
So we resolved
that in a couple ways. One is, we had
morph triggers, which meant
morph things could pop up and do things, so that
had a surprise to it.
We had cycling triggers, so we
could do things in which you cycle cards out of your hands
to produce small effects. That acted a lot
like instants.
We had the saboteurs.
That's more like sorcery, but
you could sort of generate things that you could get through.
So we did a bunch of things to make sure
that while we didn't technically have any
instance of sorceries, there still was lots of hidden
information, because that was very important.
And, by the way, on the tribal front,
here's all the tribes we cared
about sometime during the set, was the tribal front, here's all the tribes we cared about sometime during the set.
It was Beast, Bird, Cleric, Dragon, Elves, Goblins, Illusions, Soldiers, Slivers, Wizards, and Zombies.
Most of those we had cared about in the first set.
Dragons was us trying to set up the next set.
Illusions was part of the story, because Ixador had made Illusions.
Slivers obviously started in this set.
Okay, so what happens in the story?
So if you remember last time, Ixador showed up.
Ixador and his beloved, what was her name, Nevia?
Anyway, they were both pit fighters.
She gets killed, he gets distraught, goes out in the desert,
realizes he has this power to create illusions.
He creates a chroma and starts causing all sorts of havoc.
Kamal has no choice but to band together with his enemies
from the previous Black story, the Cabal,
and to try to stop them.
Meanwhile, the Cabal has turned Kamal's sister, Jessica,
into Phage,
who is a person whose very touch is deadly. has turned Kamal's sister, Jessica, into Phage,
who is a person whose very touch is deadly.
We'll get to that when I get to the card-by-cards.
Anyway, Ixodor gets killed, I think by Phage.
I think Phage kills Ixodor, I believe.
But anyway, Akroma has it out for Phage, I believe, because Phage killed Ixodor.
And there's a major fight between Akroma and Phage.
And then they morph together, along with a third creature called Zagorka,
which I don't know, I'm not quite sure what she has to do with this. But they morph together into Corona the False God, which shows up in the next set, not in this set.
Okay, so like I said,
the design was led by Mike Elliott.
The development was led by William Jockish.
So for those who don't know,
I've talked about William a bit
during our Who's Who,
so I won't get too much into it.
Go listen to the Who's Who Wave 2
if you want to hear more about William or Mike.
They're both Wave 2 people.
William definitely had a very peculiar way
that he would look at things, and
in William's mind, he felt like we
committed to a creature set, and what he
thought that meant was, we
shouldn't have creatures that mimic things that
aren't creatures, even though magic
all the time does that.
It's not like it's odd to see a creature with a
global effect, or a creature with an enter the battlefield
effect, you know, that those are
normal things.
And what Mike understood
and the rest of us understood was
that part of the gimmick of having all
creatures is you just want to say,
look, every single card says,
you know,
creature on it, you know, it's a creature.
The fact that the creatures could do
different things to fill in the void
was the point.
We weren't trying to show that we could the experiment wasn't doing
creatures and not doing other spell type effects
it was trying to mimic a game of magic
but only using creature cards
anyway, in the end
William eventually sort of
got worn down by the rest of R&D
oh by the way
the pre-release card
was Feral Throwback so it was a premium Feral Throwback down by the rest of R&D. Oh, by the way, the pre-release card was
Feral Throwback. So it was a premium
Feral Throwback.
So another little bit of trivia is
Legions was the
first set to have a booster pack
with more than one image.
Up until that time, every single
booster release had a singular image.
Which is, if you think of old
sets, there just wasn't all image
on them.
And this was the first set to
give you three different pictures.
Is that true? I read this,
and I wrote that down, and now I'm thinking about it,
and I'm like, did any of the
large sets ever do multiple pictures?
This might be the first small set with multiple pictures.
My reading said this was the first set
to do that.
Maybe it was the first set.
I'm trying to think back to things like
Ice Age.
I think maybe large sets had multiple pictures.
It might have been the first small set that had multiple pictures.
To correct my little trivia I wrote down.
Okay.
There were a couple cycles. Let's talk about cycles.
There was the Gem Palm Cycle.
So, Gem Palm Avenger, Gem Palm Sorcerer,
Gem Palm Polluter, Gem Palm Incinerator,
and Gem Palm Strider.
When I list them, by the way, it's in a Wooburg order,
white, blue, black, red, green, for those that do not know.
These were all creatures that had cycling,
and when you cycled them,
they had a small triggered tribal effect.
A small triggered tribal effect. That's not easy to say.
So the idea essentially was that you could play them,
but if you cycled them, they would help you, they were tribally connected.
And what that means is they normally counted the number of things
or affected things
that they had a tribal connection.
Next, the invokers.
So the invokers were all creatures
that had decent bodies that you could play,
but for seven mana,
did something big.
So the invokers were
Starlight Invoker,
Glintwing Invoker, Smokespew Invoker, Starlight Invoker, Glintwing Invoker,
Smokespew Invoker, Flamewave Invoker, and Stonewood Invoker.
So the idea of these creatures was we wanted to make sure
that there were some endgame things.
And so what we did is, in fact, invokers have become so popular,
you see them in Magic a lot now.
It's something we just do.
That if you need to get an endgame, what you do is you make commons or uncommons
that have a decent body that you want to
play normally, just that are normally
you would play. They pass the
vanilla test, as they say.
But, late game, and these
they all cost 7. Usually invokers
have to have a large effect but cost a lot
of mana. The idea is later in the game
they click on and start to do stuff.
So the idea is, if you get these in play early on, they're efficient beaters, usually. But later in the game they click on and start to do stuff. So the idea is if you get these in play early on,
they're efficient beaters, usually.
But later in the game, they click on
and become really big finishing cards.
And they tend to do large effects.
That's why they cost a lot of mana,
but they do large effects. And a lot of people
I know, when they first saw these,
would poo-poo them a little bit, because it seems like,
oh, that effect that I could
get for just, like,
let's say it was a card. You know, I want to do
three damage. Well, Lightning Bolt is three damage
for one mana. And even
if you think that's expensive, two mana
for a spell and a card. But this
is a creature you already got that's worth playing
and that's worth putting in your deck in Limited,
and just turns on all of a sudden
late game when you have mana, just starts
creating effects.
And it took people a while to understand the value of that.
Invokers, by the way, have become such an important tool to design and development that we literally refer to these things as invokers.
We'll say, oh, I think that your set needs invokers.
What that means is you need creatures with high activated costs
that can allow you to late game help make you finish.
Next, the Muses.
So the Muses were a rare cycle.
So invokers, by the way, were a common cycle.
The Muses were a rare cycle of creatures that all had an enchantment-like effect.
In fact, this got added in a bit later.
I think it was added in development.
Or maybe they were added in development, taken out by development, and put back in.
These were definitely there to be splashy enchantment-like effects sitting on creatures.
The idea was they did big, rare, splashy enchantment effects.
And these were very, very popular.
The muses were one of the biggest hits of the set.
Okay, and then there were three more cycles. There was a common 1-1 sliver cycle, an uncommon 2-2
sliver cycle, and a rare 3-3 sliver cycle. So there were three sliver cycles, and they
got bigger as you went along. When I go card by card, I will hit some of the slivers and talk about them.
The set had one straight up reprint,
meaning same
name, which was White Knight Came Back.
It's funny, because White Knight
is one of those cards that
seems beloved by R&D, even though
protection is all sorts
of problems.
It just has a great name
it's got a good flavor
it's just like I'm the White Knight
anyway it got reprinted in the set
we did do four pre-constructed decks
so there was
Elvish Rage which was a mono green deck
there was Morph Mayhem which was a white blue deck
there was Sliver Shivers
which was a white blue green deck
and there was Zombies Unleashed
which was a black deck so-green deck. And there was Zombies Unleashed, which was a black deck.
So, no red deck, which seems odd.
Normally, we make sure to cover all the bases.
I don't know if the previous decks had maybe been a little heavy in red,
so they felt it was okay to not have red.
It strikes me as a bit weird that there was no red.
Okay, we've talked about the set.
Let's get into the card-by-cards.
So, we're going to start with
the most popular card in the set is the very collector number one i'm not sure how i said
this is true we're collector number one the first card of the set was the most popular card of the
set so can you name it starts with an a a chroma angel wrath so she costs five white white white
so eight mana for six six, six angel legend, legendary.
Legends were still creature type at the time
and had not yet become a super type.
She had flying, first strike, trample, haste,
protection from black, protection from red,
and essentially vigilance, but it was written out
because vigilance was not yet a keyworded ability.
So flying, first strike, trample haze,
pro black, pro red, vigilant.
Essentially seven abilities.
So, I wrote a whole article about this,
but for those who might not have read this article,
I did not like this card.
Now, let me explain why.
So, this is what we call a kitchen sink card,
which means it's just a creature
that has lots of keywords on it. I'm not against kitchen sink cards. I'm fine. Actually, call a kitchen sink card, which means it's just a creature that has lots of keywords on it.
I'm not against kitchen sink cards.
I'm fine.
Actually, I like kitchen sink cards.
They tend to be very popular with players.
My problem was there was a story to Akroma.
She very much...
There were things that she was supposed to do in the story,
and I felt like we were just giving her, like,
okay, yeah, she does stuff, but where does it match the story?
And I was trying to give her an ability
that I thought would be more story
appropriate. But I got outvoted
and not only was she the most
popular creature in this set, we did
what I call a head-to-head, but
a 64, every day
two players, like a ladder.
A 64 ladder, every day you vote
for two people and you until there's one winner, so 63 days in a ladder, a 64 ladder. Every day you vote for two people until there's one winner.
So 63 days in a row, there's a face-off every day.
And you go from top 64 to top 32 to top 16
to top eight to top four to top two.
And the winner of the, it was 64 to legend,
the winner of the legend-off was Akroma.
She won.
And she got a
couple things. She got her
own theme week. We put her
into legions.
We put
an alternative version of her
into planar chaos.
And then we did a memorial to her.
A little tribute to her in the third set.
So all three sets had an Akroma
nod to them.
So she,
as I said last time,
in the story, she's a creation. The funny thing
is, he makes illusions, he
made her. I don't know why she's not in illusions.
Maybe the illusions are so real
that they're no longer illusions. I don't know.
But she was an angel.
But not an illusion angel.
Not an angel illusion. I guess she'd be an angel illusion, but she was an angel, but not an illusion angel, not an angel illusion.
I guess she'd be an angel illusion,
but she wasn't.
What turned out, I guess, worked well was she just was a beater.
I guess in the story,
she was supposed to be a good fighter.
Oh, the big controversy.
Okay, so she had flying.
White is flying.
She had first strike.
White has first strike.
Detection black, detection red, vigilance,
all things white has.
Trample, well,
white gets trampled every once in a while
on big things. That's acceptable.
But haste,
that was the controversy.
Red is primary in haste.
Black is secondary in haste.
Actually, when I mentioned it, black is secondary in haste
and green is tertiary in haste, not really
even all that legit at the time.
But anyway, red is first, black is second,
green is third. Even blue
in future sight, I think, had one haste creature.
White normally does not get haste. It's not
a white thing. White, um,
used to get flash, but
white really isn't the
haste color.
White creatures get a little
something. They have to focus. They're not
wild, unabandoned creatures.
Um, but we decided it's
a special one-of-a-time thing,
and I think this might be the only card in the game,
I think.
Well, I take that back.
There are some...
All of these suspend cards have haste,
so there's some white suspend cards that have haste,
but that is less of true haste
and more of you finally got it, let's attack with it.
But anyway, Akroma just delivered.
People loved Ak Chroma.
And Chroma and Phage were the two most popular. I'll get the Phage when I get to pee. But
anyway, a Chroma was, I talk about all my victories. Here's what I was wrong. I was
wrong. I mean, let me stress again. I wasn't against the card, and I thought we could put
the card somewhere. I was against the card being a Chroma. But anyway, I was wrong. It
should be a Chroma. Super popular. Made me realize that we could put the card somewhere. I was against the card being a Chroma. But anyway, I was wrong. It should be a Chroma. It's super popular.
It made me realize that we could use Kitchen Sink on Legendary stuff.
I think I was trying to get more flavor through it, but...
Okay.
Next, Bane of the Living.
So it's two black black for a 4-3 insect.
It's Morph.
For Morph, XBB.
You've got to turn the face up, and then all creatures
get minus x, minus x, until end of turn
so the idea
of this card was it did affect itself
the cutesy thing about it was, it's a 4-3
for 2bb
which is the cost of playing it, you can
essentially destroy everything
with toughness 2 or less
and that allows you to do that and keep
your 4-3, keeps them surviving but. And that allows you to do that and keep your 4 or 3. It keeps them surviving.
But, if you want,
you could do stuff that's more than that,
but then you're going to kill the creature.
So part of the trade-off of trying to kill
bigger things is you kill the creature and that thing.
But, being that this creature kind of morphed
into a spell that could just kill things, and
if you had enough mana, it could kill everything, it was a very
useful card.
Next,
Blade Sliver. So two and a red
for a 2-2 Sliver. All Slivers
get plus one, plus oh. So to show
you a little bit how we were deviated,
this is an uncommon. So this is an uncommon.
In Tempest, at common,
for one and a green,
you got Muscle Sliver, which was
a 2-2.
All your creatures, all your Slivers, sorry, all your Slivers get plus 1, plus 1.
So this costs one more for the same size creature at Uncommon and only boosts power and not toughness.
Hopefully that shows you that Muscle Sliver was a little powerful.
And so when we divvied up this time, red got to Power Pump
and I believe white got to toughness pump.
Or, uh, you know, red gave plus one, plus two, plus oh, plus one, plus oh?
Um, uh, yeah, plus one, plus oh.
And, uh, white gave plus oh, plus one, I believe.
Um, the slivers, by the way, I don't know if I mentioned this.
So, Mike Elliott made the slivers and put them into Tempest.
Mike was the one that wanted to bring them back.
Um, he was doing an all-creature set, and the slivers and put them into Tempest. Mike was the one that wanted to bring them back. He was doing an all-creature set, and the slivers
were his babies. He really wanted to bring them back.
He felt like it's an all-slivers,
it's an all-creature tribal set.
It's all about, you know,
tribal to boot. Slivers are all about
tribal, and so he convinced
the powers that be to bring them back.
He put in three cycles to make sure there were enough that you could play
with them.
I don't believe that the slivers were not intended to come back.
That was not originally part of the plan when we had made Odyssey.
I think Mike...
Well, Mike did Odyssey.
Not Odyssey, sorry. Mike did Onslaught.
I'm not sure when Mike got the idea of doing slivers,
but I know the slivers weren't here because of Mike.
And then the creative...
This is one of the ones where design says, there's slivers. Hey, creative team, there's lots of slivers, but I know the slivers weren't here because of Mike. And then the creative, this is one of the ones where
design says, there's slivers. Hey, creative team,
there's lots of slivers. And then they came up
with the Riptide project to figure out where the slivers
came from.
Next, Blood Celebrant. Black,
a single black for a 1-1 cleric.
Black, pay one life
and tap, add one mana of any color to your mana pool.
So, one of the side effects,
probably one of the biggest side effects
when you do all of something,
is if that something doesn't include land,
you don't have lands to help you color fix.
And so, you've got to get a little more creative
to help you with the color fixing.
And this is a good example of something that black does a little bit.
If black pays enough enough it can get stuff
so it does have access to other colors for life
it's something we allow it to do
also notice by the way when I say cleric
we did not start the race class system
until Mirrodin the next block
which is kind of crazy when this was the tribal block
but I think that we realized during doing this
block that really race class made sense
and so we instituted it as soon as we could.
It would come to pay off later
in Lorwyn, although added some complexity
in Lorwyn, but it would come back, we would see
it in Lorwyn.
Okay, next. Bloodstoke
Howler. Five and a red for
a 3-4 creature, a beast.
For more, for six and a red for a 3-4 creature, a beast. For morph, for
6 and a red, you could
turn the face up, and all beasts
got plus 3, plus 0 until end of turn.
So this is a good example of
that morph cards can function in different
ways. Some of them
can be very fast, some of them can be slow.
This is meant as a
more of a finisher card, where I get it out,
and late in the game, I can reveal. So early in the game, I can play it as a morph, Iisher card where I get it out and late in the
game I can reveal. So early in the game
I can play it as a morph, I can be pretty aggressive with it
but later in the game
this essentially can help me win.
For all intents and purposes it's very similar to
an overrun. I mean there's no trample but
you know, and you have to
be playing a beast deck in order to
effectively use it.
But
it was something very effective
that if you got a bunch of beasts,
and the beasts tended to come out later,
so this was something you didn't want to use until later
because your beasts tended to be bigger.
Okay.
Next, Brantotherium.
So four green green for five three beasts
that had trample and provoke.
So remember,
so what this creature did,
this is five three creature, when it attacks,
it untaps target creature. That creature
must block this creature.
So 5-3 is pretty big.
5-3 is going to kill most things
that block it. Now notice
we gave it a 3 toughness, so it's not
it's not
we refer to them as Abysses
based on the card from Legends, but
if you make a card that every turn just kills a creature,
it's really daunting.
It's what Abyss did.
The Abyss did.
And so we're trying to be careful
when we have things that have the possibility to do that.
That's why this was given a 3 toughness, which is,
okay, look, maybe I kill some of your creatures,
but it's bigger.
By the time I get this out,
odds are you have a 3-powered creature.
But it's also a trample,
so whatever you block,
it can blow through.
So this creature essentially,
and this, like I said,
provokes kind of a precursor to fight.
This creature can essentially
pick a fight with something
and pretty much being guaranteed
to kill the thing
that it picks the fight with,
often trampling over.
Okay.
Well, I am pulling up
two wizards right now.
So obviously, as is the plan
I will continue
for as many podcasts
as it takes
to get through
the card by cards
um
I'm up to B
so
I predict we have
a few podcasts left
um
so legions is very interesting
oh I didn't even talk about
here's something
I did talk about
which I will have to pick up
on future podcasts
which is
legions has a very
weird reputation.
It was for a long time,
one of the best,
in fact,
it was the best selling small set,
for quite a while,
for many, many years.
Yet,
because of not having a high percentage,
of tournament cards,
it was considered a dud,
by a lot of the advanced players.
So it was a set that,
kind of had a reputation for being
a dud, but was a really, really good
seller, and really taught
Wizards a lot about
the audience, because it's
very easy to see who the loud vocal
minority is,
but the non-vocal majority
are really important. They are
a big consumer of the game, and so we have to
make sure that we address them.
And so this was one of the first things that really made us see,
at a time called the Invisibles,
the people we couldn't easily track,
because the set sold so well,
even though all the vocal people didn't like the set.
So anyway, I'll talk more about that in future podcasts.
But I've now parked my car,
so you know what that means.
So it's time for me to end my drive to work
and start me making magic
okay I'll work on that ending
that needs a little
I'm still trying to fine tune it
we'll get there
we'll get there
anyway guys thank you very much
for joining me
for part one of
what is it
legions
part one of legions
and remember next time I'll have to talk about the legions legends debate of, um, what is this? Legions. Part one of Legions.
And remember next time I'll have to talk about
the Legions-Legions debate.
So, um,
there was a big debate
when we got,
okay, real quickly.
There was a big debate
on the name
because Legion
sounds a lot like Legends
and a bunch of us,
including me,
felt that they were too close
and we should name it
something different.
And then eventually
they go, eh,
whatever,
it was a long time ago
and so they named it Legions.
Okay, let me try the ending one more time, since I failed so miserably.
Okay, I parked my car.
It means it's time for me to end my drive to work and go be making magic.
I'm trying!
Okay, let's forget that I messed this ending up, and I had such a lovely podcast.
So, anyway guys, I hope you enjoyed this.
I promise to work on my ending, and I'll talk to you guys soon.