Magic: The Gathering Drive to Work Podcast - Drive to Work #183 - Legions, Part 3
Episode Date: December 12, 2014Mark continues his 4-part series on the design of Legions with part 3. ...
Transcript
Discussion (0)
I'm pulling on my driveway. We all know what that means. It's time for another drive to work.
Okay, so last couple podcasts I've been talking about the set legions.
And as I've only gotten up to G, I am not yet done.
So today, I will continue with that task.
Okay, so I think I left off at G, so we're going to pick up today with H.
And my first card is Havoc Demon.
with H. And my first card is Havoc Demon. So Havoc Demon is a demon for five black and black, so seven mana total, for a 5-5 demon. It is flying, and when it dies, all creatures
get minus five, minus five. So it's interesting. One of the trends we've started doing more
recently is making our demons 6-6.
So this is pre-our 6-6 demons.
So the idea basically is here's a pretty scary demon.
It's a 5-5 flying demon.
And if you happen to kill it,
it kills all your creatures mostly.
And so it's pretty cool.
I definitely think that we were beginning to experiment a little more with death triggers.
I mean, obviously, death triggers have always been part of the game.
But this was something where the idea of,
I have this thing, and either you deal with it,
but if you get rid of it, then it causes problems unto itself.
And this is one of those cards where, like,
some colors, like white and blue, have abilities to get rid of things
without actually getting rid of them, and that was much, much better.
You know, pacifying a Havoc Demon
was much, much better than actually killing it.
Okay, next, Hollow Spectre.
1 BB for a 2-2 Spectre.
It is flying,
and when it does combat damage to a player,
they pay X.
I'm sorry, you pay X,
and that player has to reveal X cards in their hand.
You pick one of the cards, and they have to get rid of it.
So, Spectres, the very first Spectre was an alpha called Hypnotic Spectre.
And Spectres, not a lot of creatures.
There is a few creatures in Magic that we've kind of tied one for one with a mechanic.
Spectres are one of those creatures.
Spectres always hit your opponent
and make them discard in some way.
There are creatures that make you discard
that aren't specters,
but pretty much all our specters make you discard.
And so this one is one where you have
some ability to influence it.
Now, obviously, you have to pay at least one
in order for them to at least show you a card.
But the fact that you can pay more mana
and make them show you more cards
means if you can pay equal to their hand size,
it's a coercion specter if you can do that.
Okay.
Next, Imperial Hellkite.
Five red and a red for a 6-6 dragon.
The demons aren't 6-6, the dragon's 6-6.
It's flying, and it has a morph cost of 6 red and red,
so an 8 morph cost.
But when you unmorph it, when you morph it, turn it face up,
you get a tutor for a dragon.
So Imperial Hellkite went really well in a dragon deck
because what you can do is you could play it as a dragon if you're able to,
but if not, you can play it as a morph creature,
and when you finally get a turn into a dragon,
it gets a buddy to come with it.
It gets another dragon.
And I remember I had a dragon deck in one deck
that used this card,
just because the ability to go get dragons can be useful.
Okay, next.
Infernal Caretaker.
So Infernal Caretaker is a three black,
so four mana, for a 2-2 Cleric.
You can morph it for 3B,
and if you do, you return all zombie cards
in Graveyard to their owner's hands.
So, basically this card is,
like I said, the role of Clerics in this set
were all about doing nasty things.
It's a 2-2 Cleric.
He's nothing special.
You know, even when you un-morph him. Un-morphing him doesn't make him any bigger. He's a 2-2 Cleric. He's nothing special. You know, even when you un-morph him.
Un-morphing him doesn't make him any bigger.
He's still 2-2.
But getting back all your zombies is pretty good.
Now, note, this doesn't get back just your zombies.
It gets back all zombies.
So, now, if you're playing a deck full of zombies,
unless you have a mirror match or something,
odds are it's better for you to get back your zombies than your opponent.
But it did get back your opponent's zombies.
Okay, next.
Keeper of the Nine Gales.
So, it's a blue creature, two in the blue,
three mana, for one, two bird wizards.
So, flying,
tap two untapped birds to
boomerang, to return a permanent to
its owner's hand. Boomerang's a
card from Legends.
One of the things we tend to do sometimes in R&D is,
when we're making cards, sometimes we'll shorthand,
and a real common shorthand is,
you just write the name of the spell that's most famous for doing that thing.
So Bounce the Permanent, oh, first spell they did,
that was Boomerang back in Legends.
So a lot of times, like in my notes, I'll just say Boomerang,
but for those of you that might not have played Legends since it came out in 94,
it was return target permanent to its owner's hand.
Okay, does this card,
is this card familiar? This card is
us riffing off a famous magic card.
And the famous magic card
was called Tradewind Rider
from Tempest. So Tradewind Rider
allowed you to tap it and two creatures
to return anything to their hand.
This requires you to tap two birds.
So the idea is
Tradewind Rider was really, really strong,
so we were making a slightly weaker Tradewind Rider.
But the idea is, in a bird deck,
it's Tradewind Rider. Although,
you've got to play a bird deck, so that's the limitation.
The bird decks were never
particularly strong. Okay, next.
Killmoth Dragon. 5RR,
so 7 mana for 5, 5 dragon. Amplify 3, which
means when you play this dragon, for every dragon you reveal that's in your hand, you get 3 plus 1
plus 1 counters on it. Then, tap to deal damage to target creature or player equal to the number
of counters on it. So essentially, if you have just one dragon in your hand when you play Killmoth Dragon,
it comes out as an 8-8 creature
and can tap every turn to bolt something,
do three damage to a creature or player.
Now, if you happen to have two dragons in your hand,
it is a 11-11 that taps to do six damage.
So anyway, this is one of those cards
that in the right deck can end up being very powerful,
but it is, like, it's one of those cards that, like, in the right deck can end up being very powerful,
but it is, like, it's just a 5-5 Dragon.
So, 7 mana for a 5-5 Dragon, nothing special.
So, you really, really want to have a Dragon in your hand when you play this.
You really need to use the Amplify, because the Amplify is what turns this into something really scary.
Next, Krosan Cloudscraper.
7 green, green, green, so that such ten mana, three of which is green,
for a 13, 13 beast mutant.
It has an upkeep cost of, you have to pay green, green during its upkeep.
Something we used to do a lot, starting in Alpha,
and we did for quite a while and we sort of moved away from, is upkeep costs.
So this creature says that each turn, if you don't pay green green, you have to sack it.
And there's a morph cost of seven green green.
Okay, so this card has a couple stories behind it.
So the biggest is, when Alpha first came out, Richard had made...
There was Lord of the Pit, and there was Force of Nature.
And Force of Nature was an 8-8, and Lord of the Pit was a 7-7.
And so those were the biggest creatures in magic.
And then, in Antiquities,
they made a 9-9.
What was it called?
It was Colossus.
Colossus of Sardia.
It was a 9-9. And then, along comes...
Was it Ice Age?
I think Ice Age
had a 10-10
oh no no
Ice Age had 10-10
there was a 10-10
and then
oh maybe the 10-10 was in
what was the 10-10?
10-10 was in Legends or Dark
and then Ice Age
had an 11-11
we had never seen before an 11-11. We had never seen before
an 11-11.
Then, the first team that I...
I worked on Alliances, but the first team
that I was sort of there for the whole time
was Mirage. And during
the Mirage, I really wanted to continue
this game of one-upmanship. So I wanted to make
a 12-12.
And so Bill Rose, who was
the lead designer and developer of that set, said to me, well, make an interesting 12-12. And so Bill Rose, who was the lead designer and developer of that set,
said to me, well,
make an interesting 12-12, and then
we'll talk. And so I came back with
a one-mana 12-12
trampler that required
you to
sacrifice up to
12 power worth of creatures.
It was called Phyrexian
Dreadnought. Bill liked it and went in.
But anyway, so that was Mirage.
That was a while ago.
So there's a Mirage, then Tempest Block,
then Urza Saga Block, then Mercadian Mass Block,
then Invasion Block, then Odyssey Block.
So we're on slot, right?
It's been a long time.
So I went to, I don't know, Bill or whoever was in charge,
and said, you know, we really haven't
one-upped ourselves in a while.
We decided that we wanted
to slow down the pace,
but I'm like, occasionally
we should be able to do it.
And I go, I think it's time
to make it 1313.
And I said, you know,
what better place to do it?
Morph.
And most of the design team
was all on board on this.
So we made this 1313 Montrossi.
So why does it have an upkeep of green
green? And the answer is
reanimation. Because the 1313
creature, the biggest creature we've ever made
so far, really something you might want
to reanimate.
And the problem with reanimation is
this thing's expensive. But if you use
reanimation, it's not so expensive.
So we made sure that if you
stole it, you actually had to at least be playing green.
And we figured if you're playing green,
you can handle the green, green upkeep. If you're not,
okay, sorry, sorry
black player.
You know,
you necromantic black player.
You cannot take my creature if you cannot pay for its upkeep.
Okay, next.
LavaBorn Mews. Another one
in the Mew cycle. So it was
three and a red for three, three spirit.
During the upkeep of the
opponent, it did three damage
to them if they had two or less cards.
Okay, so this Muse...
So there are a lot of cards in Onslaught that definitely were
not cards of old. So this was a notch
in another old card.
Can you name the card? This was
the Rack. was the Rack.
So the Rack,
there are two cards
in Antiquities.
The Rack and Black Vice.
The Rack did damage to you,
did one damage
for each card
under three you had.
So either it would do
one damage
if you had two cards,
two damage
if you had one card,
or three damage
if you had no cards.
And Black Vice
would do one damage
for every card
you had over four.
So if you had five,
it was one. Six, it was two.
Seven, it was three.
And anyway, those cards, I mean,
Black Vise ended up being a little more powerful, but both cards ended up being pretty good.
A lot of discard decks used the rack.
Anyway, we decided,
while looking for muses to do things,
we thought that it might be
a fine ability to stick in red.
So we made a red rack.
And Lava Worm Muse was that card.
Okay, Lowland Tracker.
4-W for a 2-2 Soldier with First Strike and Provoke.
So the idea behind this card was,
2-2 First Strike Provoke is okay, it kills little things,
but one of White's things is White has auras, and if you can somehow make this a little
bit bigger, just a little bit bigger, you can go to town, because first strike provoke
on a big creature is really powerful.
Like I said previously, it's an abyss.
The abyss being a Legends card
that kills a creature every turn.
Okay, next.
Master of the Veil.
So two blue blue for two three wizards.
It has morphed to you.
Put target morph creature face down.
So this theme shows up in blue a little bit.
The blue was a color that tended to manipulate morphs.
And really, blue, if you wanted to get a morph back face down,
blue was the color to do it.
And there's a couple cards we'll talk about today and next podcast
where blue was able to turn things face down.
This is one of those cards.
So the idea is, I play a morph deck where I have a lot of morph reveals.
Well, this card allows me to reuse a morph reveal.
Because what I can do is I can take something
I've already turned face up,
turn it face down,
and now I can use it again.
And there are a bunch
of morph creatures
where the reveal
is really the cost of the card.
That when the card
comes face up,
it's a tiny creature,
sometimes smaller than 2-2.
But really,
the advantage was
the spell you got out of it.
And this allows you
to reuse those.
If you have enough mana, this even allows you to reuse those. If you have enough mana,
this even allows you to essentially
turn this creature into that creature by,
you know, you turn it face up,
turn someone face down,
and then you get to turn that thing face up.
There are a lot of fun shenanigans
you got with Master of the Veil.
Okay, Mistform Seaswift.
3-1 illusion, flying,
and for one mana,
it can turn into any creature type until
end of turn. Rules
wise, I believe the way this works is it doesn't
overwrite the creature type. It merely
becomes that in addition to.
So this allows you to use
fun tricks where if there's multiple
things in play that care, I believe
that you can turn this, like, let's say you
care about having merfolk and you care about
having elves. You can go, I'm a merfolk. I'm also an elf.
And then you count both as merfolk and as elves.
And there's cards, I mean, there's combinations where it matters and there's individual cards where it can matter.
So I believe this card was, or a card very similar to it.
When I first looked through Onslaught, when Bill had asked me to look at the set,
and I was trying to figure out things we could play up a little more,
this is the card I saw that I said, oh, this card seems to be doing some fun things with tribal.
I think the set probably could up the notch of its tribalness.
And this was the actual card, and this was the mechanic, the Mistform mechanic,
is what really made me see, like, ooh,
I mean, I'd wanted to do Tribal,
something I'd wanted, but when I saw that
Mike was messing around with Tribal, it's like,
because the volume was, like, at one, and I'm like,
let's crank that up to, like, eight or nine.
But anyway, this card
was one of the cards that really inspired me
to help push the idea
of making Tribal
much more of a louder thing in the set.
Next, Mistform Ultimis.
Three and a blue for a 3-3 illusion legend.
It has every creature type, and it can attack as if it were not a wall.
Okay, so let me explain real quickly.
At the time, there were two creature types that had rules baggage,
which meant that having the creature type on your creature type line
actually gave you rules, affected how you functioned.
So one was legend.
Legend at the time was not a super type, but a creature type.
So if you had legend, it's like having legendary now,
which meant that you only could have one of these in play at a time.
There was a point, actually, early on,
where you were only allowed to have one legend
of each legend in your deck, but that got
changed.
Now remember, with the release of
um...
Oh no, National Champs of Camigou. Champs of Camigou, we'll change
how legend rules work for the first time, then we change
them again.
So Mists from Ultimis, obviously, was a very
popular card. In fact, it inspired
an entire mechanic.
So in Lorwyn, there were creatures called Changelings.
And what Changelings were, were basically the Mistform Ultimis.
And that...
Changelings meant you had every creature type.
And so...
Oh, did I explain? Did I jump?
Oh, I didn't finish explaining. Sorry.
There were two... I said there were two creature types that had? Oh, I didn't finish explaining. Sorry. There were two creature types that had rules baggage.
I didn't finish that.
Legendary.
The other one was wall.
Up until sometime after this set,
walls meant that you automatically could not attack.
You had defender built in.
And eventually what we decided was
we disconnected wall from having the rules baggage,
created the defender keyword,
and then put defender.
Everything with a wall had defender,
so there was a one for one.
If you had a wall, you had defender.
But then we put defender on things that weren't walls.
This allowed us creatively,
one of the big issues we've had with walls
is creatively walls are not,
they don't make a lot of sense as a sentient creature.
I mean, they're not really alive.
And so, anyway, I mean, there are living walls.
That's a living wall being an example.
But anyway, for a while, the creative team tried to kill walls.
And so one of the ways to do that was to make defenders to defend against things other than walls.
Players loved walls too much. Walls came back.
But the reason this has
a line that says you can attack as if it were not a wall
was originally,
the original idea, I made this card
and I said it's every creature type. And then we realized
that because it was a wall, it couldn't attack.
And so Randy
had made the suggestion, well, what if it was every creature type
but a wall?
And I said, no, that's lame.
I go, just make it a wall and say it can attack anyway.
And so that's what we did.
It's funny, now, it no longer has that, like in Oracle, it doesn't have that can attack if it's not a wall,
because walls no longer mean you have to be able to attack.
So, for a little bit of trivia, this is the one wall, I believe, in
Magic that does not have
Defender. I think
that is true.
But anyway, it is a wall, and it does not have
Defender.
Another interesting thing about this is
in Oracle, this does not technically have
Changeling.
I mean, it really does. I'm not sure. I guess they decided that, I don't know. I mean, it really does.
I'm not sure.
I guess they decided that...
I don't know.
I don't think it has
changed technically.
But for all intents and purposes,
it does.
I mean, what it does
is what Changeling is.
But I don't think we decided
to give it Changeling.
I might be wrong.
Someone wrote it as
Hi, Chief Oracle.
And it has Changeling.
Okay, next.
Noxious Ghoul.
So Noxious Ghoul was a five mana, three black black, three three zombie.
Whenever it or any other zombie enters the battlefield,
all non-zombies get minus one, minus one until end of turn.
So one of the flavors, I mean, different zombies will do different things.
Nowadays, zombies are a little more graveyard-centric,
but I think during Onslaught, we really were playing up the disease part of zombies.
The idea is zombies are these rotting, you know,
rotting corpses that carry disease.
And so whenever a zombie shows up,
oh, they're spreading disease.
You know, zombies can't catch disease.
Why do they care?
But other creatures can.
And so Noxious Ghoul is playing to the idea
that all zombies are spreading disease, idea that it's kind of spreading,
that all zombies are spreading disease,
and that it makes them extra dangerous.
Next, Patron of the Will.
It's green for a 1-1 elf,
with morph of two and a green, two giant growth.
So this is a good example of a creature where
you can play him turn one if you need it.
There's some decks where you're just trying to get
elves in play, so sometimes you actually play him as a
1-1 elf, but that depends on having other
things. But,
the real fun of this guy is
that he can turn into a giant growth.
Although, it's cool, it's, well, it's interesting
that when he uses a giant growth, he actually
shrinks. Like,
not only, like, he's a 2-2 creature.
One of the neat things about Morph is
sometimes you want him to be a 2-2 creature,
and you don't care about his ability.
And sometimes you want the ability.
You also can do this fun thing, by the way,
where you attack with him
if you're trying to do some extra damage
or you're trying to kill something, you attack with a 2-2
and then it has the ability to turn itself
into a 4-4. See, it shrinks to a 1-1
but it's plus 2 plus 3. Now, it could also affect other things
but anyway, it's definitely
a very versatile card.
Okay, next.
Phage the Untouchable.
3 black, black, black, black.
That's 7 mana, four of which is black.
For a 4-4 minion legend.
When it comes into play, or as we say today, enters the battlefield,
you will lose.
You will lose the game if it was not cast from your hand.
Now, it has two abilities beyond that.
It has essentially Death Touch written out, but Death Touch didn't yet exist as a keyword.
And the most interesting one,
when it deals combat damage to
a player, that player
loses the game.
Okay, so this is one of my babies.
So, I've been toying around
with a Super Basilisk.
In fact, I think I made a card
called Super Basilisk. And what Super Basilisk
did was, it killed
anything it touched,
whether it was a creature or a player.
And I was trying to figure out where to use this,
and then I read about Phage.
So Phage was originally Jeska,
which was Kamal's sister.
Kamal's the main character of both the Odyssey
and the Onslaught story.
By the way, we joke a lot about Jeska
that we thought it would be awesome
in the Conjuring of Tarkir storyline
if Narset pulls off a mask and, you know,
it's called Jeskai because she's Jessica.
But anyway, that is not canon, so don't...
Anyway, so Phage was Kamal Sifter
and got changed by the Cabal Patriarch, I think.
Changed with Dark Magic of the Cabal into Phage.
And now her very touch kills.
She's Phage, the untouchable.
So I always figured that she'd have trouble dating,
you know, on the dating site.
I'm Phage, the untouchable.
Notice she's a minion.
We don't support minion much anymore.
Minions are...
Well, we haven't gotten rid of the creature type,
but we no longer use it.
I'm not sure.
There are some people that didn't like minions.
I like minions.
I would bring minion back, but...
Minion is supported in that there are still minions
that exist in the game,
but we currently don't make new minions.
Why do you lose a game if it enters the battlefield
in front of your hand?
We were very, very worried
about this being reanimated
and doing shenanigans
because there are a lot
of shenanigans you can do
with it that's really,
really powerful.
Obviously, a hit you in your dead
is super powerful.
Oh, anyway,
so I had Super Basilisk.
I'm just jumping around.
See, one of the things
about this podcast
is you really, really get
how my head works
because this is how I think.
This is really how
my brain functions.
I'm just bumping around.
Well, I forgot something.
Go back to it. Anyway, I had the card Super Basilisk. I think. This is really how my brain functions. I just bumping around, well, I forgot something, and go back to it.
Anyway, I had the card Superbascals.
I think it was really cool.
I read about Phage.
She was like Superbacillus,
so I said, I got it.
And so I put this on a card.
Originally, I did not have the rider,
and in playtesting,
there were just shenanigans that came up,
and so we said, okay, well, what if...
We tried to come up with different cut came up, and so we said, okay, well, what if... We tried to come up
with different, like,
cutesy answers,
and finally we're like,
ah, whatever, fine.
You can't play...
You must play from your hand.
You lose.
Now, the fact that
if you play from other places,
you lose
has been used
by some clever players
to do weird things.
And also, by the way,
I was once playing a game
of online
that's called...ir Vig.
And I was playing...
Actually, sorry, I wasn't playing online.
I was playing a live version of it,
Gunslinger, Spellslinging at World,
and playing in somebody, playing a live version of Momir Vig.
Somebody has a live version. I played it.
In fact, I played it multiple times with them, I believe.
Anyway, I was turn 8,
and I had him dead to rights.
Dead to rights, I was going in the game,
there was no way he could stop me,
and for fun, I decided to see what creature
I would get. And I got Phage
and lost the game. Which
really makes me wonder why Phage was there,
since Phage does nothing but say,
hey, do you want to be dumb and roll your eight?
I didn't realize Phage was even an option,
and I did, so. I do like
Phage a lot. I think Phage is pretty cool.
A Chroma and Phage were the two most popular
cards in the set. Interestingly, they were the two
legends, so we did something right.
They would fight
and make Chroma the false god, but that's the next set.
I have some words about Chroma the false
god when we got there in, what's the third set called?
In Scourge.
Okay, next, Plated Sliver.
So Plated Sliver was one mana for white,
one white, one one sliver.
All slivers get plus O, plus one.
Now remember, the red version of this was 2R, 2, 2.
All slivers get plus one 1 plus 0. This is a
1-1 for W.
This one is a little cheaper
because getting toughness is not quite
as strong as getting power.
But this is the other side. I said there was two sides.
Next, Primal
Whisperer. I'm not quite sure
what that means. I must whisper
primally. Anyway,
4 green for a 2-2 elf soldier,
and it gets plus two plus
two for each other face-down card
in play.
And it
has a morph cost of three in the green.
So,
I think blue and green
were the two cards that,
well, blue, green, and red all had a little bit
of shenanigans with sort of interacting with morph as morph.
Here's an example of someone that cares about face-down things
that says, oh, well, I want to play this in a deck
I'll morph, or mostly morph,
because this guy can be very valuable
while other things are face-down.
Also notice, once again, he's five mana to play face-up,
but he's only four mana to morph.
It's also interesting
when you have multiple of these in play
whether you want to keep some morph
or put some up.
There's interesting math.
I've actually played a deck
with multiple of these
and it was very interesting.
Next, Riptide Director.
So remember,
the Riptide Project was the people who brought back
I guess they had found
so when Wrath
was its own separate plane
and then the invasion of Dominaria
in invasion they overlaid the plane of Wrath
so they made Wrath
combine with Dominaria
when that happened
the slivers aren't from Wrath, but were brought to
Wrath by Volwrath, who was fascinated
by them and wanted to study them.
And he made the metallic sliver
as something to study them, but it wasn't a real sliver.
That's why it doesn't grant abilities.
Anyway, so
the Riptide Project were trying to clone the slivers.
It went horribly bad. But anyway, here's the director.
Two blue blue
for two three wizards.
For two blue blue and tap, draw a card
for each wizard you control.
So it's very, very interesting
by the way, that the templating we now
use, which only counts your stuff,
shows up in Onslaught only when
developmentally we need it for control
purposes. Which is, oh, well if this
drew a card for every wizard, even your opponent control,
it'd be too good. Oh, we better make it
U-control. So anyway, it's funny that
the earliest use of U-control
is not a means to make it easier
for players or make them play it more intuitively,
it's for power level reasons.
Very interesting.
Anyway,
in the story, I think the Riptide director
was not particularly smart, but in the game
he draws lots of cards, so.
Okay, Riptide Mangler.
So, 1U for a 0-3 Beast.
For 1 and a blue, you change power of target creature...
I'm sorry, you change...
You change the power of Riptide Mangler to target creature's power forever.
Well, until the game ends.
So, the idea is, let's say it comes out
as a 0-3. Let's say when it first
comes out, there's a 2-2. Well, you spend
1 in the blue, and now
instead of being a 0-3, it's a 2-3. But it's
permanently a 2-3. Okay, let's say
the following turn, there's a 3-2
in play. Well, now you can spend 1-U.
Now it's a 3-3. And so this thing
keeps getting more and more powerful. The top just never goes up.
But it keeps getting more powerful.
There's some memory issues because it's permanent,
but it was a pretty fun card,
and it definitely...
It was neat in that it wanted you to care about power.
It's kind of funny.
If you ever mess around with Evolve,
it sits in a very similar space as Evolve
in that it kind of wants you to keep ramping up
and getting bigger creatures.
And as they get bigger, it gets bigger.
So, I don't know if Ethan
was ever even
in my senses, Ethan got to
evolve in a very different way than from this.
But,
uh,
hold a second, I'm...
Okay.
Next. Rock Shard Elemental.
Five red red for four three elemental
with double strike and morph one red red.
So this was a pretty scary creature.
This was one of the reasons...
I mean, I think this guy's rare, but...
How sometimes when there's a morph creature in Onslaught,
like, crazy things can happen.
Because this thing... So it's a morph creature in Onslaught, like, crazy things can happen. Because this thing, so it's a 4-3 elemental.
So if I attack with my morph and you go, eh, okay, I won't block.
All of a sudden, I spend three mana and I'm like, take eight.
Bam.
Or even if you block, it's still a double strike.
It's still going to do four first strike damage.
And then if that's not enough, four more.
But anyway, that's a pretty powerful card.
Okay, next
was a card I promised I would talk about when I got
to, and I got to it, so it's time to talk.
Cyan of
Darkness. So this is going to be
my final card of the day, the Cyan
of Darkness. So Cyan of Darkness is a
five, black, black, black
6-6 Avatar. Now once again, all the 6-6 creatures Sign of Darkness. So Sign of Darkness is a five, black, black, black, six, six avatar.
Now once again, all the six, six creatures aren't demons.
This seems like it would be a demon.
Sign of Darkness?
Is this turning?
No, we have Havoc demons.
We had demons.
I don't know.
It seems like this would be a demon.
So this was the card, by the way, that if you got the clerics and you got them all together,
they summoned this.
It was a six, six avatar with trample, and
combat damage, when it hits you,
you've got to reanimate a creature from the
player who you damage.
So if I hit my opponent, I then get
to reanimate a creature card out of their
graveyard every time I hit them.
So this guy is pretty good. Oh wait,
but there's even more. He has cycling
three. Now if you remember,
when you used the clerics,
they went and got him wherever he was,
including the graveyard.
So the cool thing about him
is early on when you got him,
it was three mana to draw a card.
Because sending him to the graveyard didn't matter
because the clerics could go get him
if your deck was doing that.
But anyway,
and he is a saucy, saucy...
You know, you might want to sacrifice some clerics
to go get him
because he reanimates
every turn
that you hit
and he's got trample
so
I'll note by the way
um
trample is
primary in green
it is secondary in red
it is tertiary
in black
white
and blue
which means that
on large creatures
black
white
and blue
are allowed to have trample.
White has trample
a lot less than others,
but it still does get
trample.
Black and blue
tend to have larger creatures, so
they more often will have trample,
but it's something that you're allowed to do. If you're a big
black, blue, or white creature,
you are allowed to have trample.
It's allowable in our color pie.
So trample is one of those abilities
that every color can have.
Just kind of like flying shows up in all the colors,
although green doesn't do it much.
Every once in a while, green will do it.
Okay, so I've gotten to S,
but I have a bunch more to do.
I have one more podcast, I can tell, of cards.
So hopefully you guys enjoyed
listening all about it.
And, uh,
it looked like it was going to rain today. I thought
maybe we'd have extra time, but it turned out not to rain.
So my traffic was, you got a normal, average
length podcast. But
I've now parked my car.
So I know that means, it means
it's time to end my drive to work.
And it's time for me to be
making magic. I'll talk to you guys next time.