Magic: The Gathering Drive to Work Podcast - Drive to Work #184 - Legions, Part 4
Episode Date: December 12, 2014Mark concludes his 4-part series on the design of Legions. ...
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I'm pulling out of my driveway. We all know what that means. It's time for another drive to work.
Okay, so the last three podcasts, I've been talking all about legions.
And so today I will continue. In fact, the plan is, today's the last day since I'm up to S.
Although I have a decent amount to talk about being that I'm up to S.
Okay, last time I ended with Scion of Darkness.
So this time I'm picking up with Seedborn Muse, a very popular card from this.
So Seedborn Muse is one of the Muse cycle.
It's the rare cycle of spirits that all had enchantment-like effects on them.
So Seedborn Muse is three green green, five mana total for two four spirit
that you get to untap your permanents during your opponent's
during other players' untap steps.
So this was a
rejigger of a card called Awakening
from Stronghold.
Awakening just untapped your creatures
and lands during other people's upkeeps
or untaps.
This one does all permanents, so
it also does your artifacts and
enchantments if somehow they got tapped.
Really, I guess artifacts is the main thing there. This was a very popular card. The Muses in general were added because it was all creatures. We wanted to make sure
that we were mimicking other elements of cards, and so the Muses were stuck in definitely definitely to have things to build around and have, you know, an enchantment sensibility
on some of the cards. Like I mentioned before, they were pretty popular. The Muses were definitely
one of the big hits. And a lot of them saw play. Seaborn Muse for sure saw play. But
a lot of them definitely saw some constructive play. Next, Skin Thinner. So Skin Thinner is
a one and a black, two mana,
two one zombie,
and then for more three black
black, you got to tear something.
So tear means you destroy target creature,
target non-black creature,
non-artifact, non-black creature,
and it cannot be regenerated.
What we use is called bury.
So real quick, a little side here.
So every once in a while, we create terminology and realize we don't need it.
So a while back, when Richard Garfield first made the game, he made terror.
So terror, yeah, terror, the idea of terror was it scares you to death.
And so, but it didn't work on black creatures and it didn't work on black creatures, and it didn't work on artifact creatures,
the flavor of which...
Black creatures, they're used to scary things,
and artifact creatures, they don't have a lot of emotions
that much, and so
you can't scare
a golem to death.
And then,
it had a rider on that kept you from
regenerating if...
A target creature cannot regenerate.
And for a while, a lot of our kill spells had that little rider of
target creature cannot regenerate.
I think Terra had that on it.
I know most of early Magic, the kill spells had it on it.
And at some point, we realized that...
Well, so what happened was, it got written out so much
that they decided, oh, why don't we just shorthand it and put a vocabulary word,
so instead of having to say, destroy target creature, that creature can't be regenerated,
it got changed to bury target creature.
Bury as in put in the ground, B-U-R-Y.
But eventually what we realized is, A, that we were kind of just hosing regeneration for no great reason.
Like, the whole point of regeneration is to survive things, like perhaps kill spells.
So we stopped putting that rider on and said, you know what?
Destroy target creature.
You can regenerate.
Well, that's one of the answers to terror-like effects is regeneration.
So when we stopped doing that, we're like, oh, since we're not really saying you can't regenerate,
we don't need Barry anymore.
And we stopped using Barry.
The weird thing is that players to this day
still bug me to bring Barry back,
even though we don't functionally
do what the word Barry
did. I don't know if they just love the word or something,
or just not...
Maybe people don't realize exactly
one for one what the word meant.
But the reason we don't use Barry is we don't stop...
Mostly, we don't stop regeneration
anymore. Kill spells are
one of their weaknesses is if you have
mana for regeneration. And the reason
we didn't feel we needed to host regeneration
is regeneration already
has a mana cost, meaning
they're already moments down where if they
can't pay to regenerate, you can kill them then
and then you can get by it. So because
regeneration had the mana to activate it,
look, it had a weakness.
There's windows where it was down
that we just didn't need to hose it in every spell.
And there was a period, really,
where we hosed all sorts of spells.
Okay.
Back to Skinthender.
So, Skinthender is very interesting in that
it shows kind of one of
the neat things about morph so the idea was it's a 2-1 zombie so when it's face down as a morph
it's actually more powerful than it is face up i mean it is a zombie uh one of the things that
was neat one of the reasons that putting morph in the same set as a tribal set actually worked
out interestingly is sometimes the reason you were a morph something
was because you needed the creature
type.
There's definitely times where, for example,
there's times with Skinthinner,
Skinthinner you usually play face down because killing something
is so important and limited, but
there are definitely cards where
you sometimes would play them face up because
the need to get the creature type was important
enough, or you would turn them face up,
was important enough
because you needed to be able to count them.
And the fact that this was a zombie,
there definitely was some zombie effects
that helped you get zombies back from the graveyard.
Well, this was an awesome card
to get back from the graveyard.
It's a kill spell.
The other thing that's very interesting is,
and this is a good examination of this,
is how Morph provides...
I keep talking about how a lot of cards are kind of split cards in some way, and this card kind of is a good examination of this, is how Morph provides... I keep talking about how
a lot of cards are kind of split cards in some way.
And this card kind of is a split card.
In that it can do a couple different things.
For two mana, for 1B, it's a 2-1 zombie.
Now, most of the time,
I mean, if you're trying to beat someone down
early with the deck,
maybe it's something you would consider.
Especially if you have the ability to get back zombies.
Now, for three mana, it's a colorless 2-2 creature.
And for five mana, if you play the 2-2,
five mana, it can turn into a terror effect.
And then essentially what it does is it makes it
from a 2-2 colorless creature to a 2-1 zombie,
and you get a terror for five mana.
And it's a good example of, there's a lot of different play
that comes out of Skinthinner
and knowing what you do
and how to use it best.
Morph is definitely,
I mean, people are seeing that now
in Conjure Tarkir
and that Morph is an interesting mechanic.
There's a lot of neat decisions
that go into it.
The other thing, by the way,
the people,
one of the big arguments we have is
aren't Morphs,
because Morphs are, in R&D terminology, what we call gray ogre.
So in early alpha, Richard made a card called gray ogre, which was two and a red, so three
mana for a 2-2 creature, an ogre, obviously.
And that is not particularly a good creature in a vacuum.
And that is not a particularly good creature in a vacuum.
You know, a gray ogre, like a grizzly bear, is two mana for a 2-2, in our needs to speak.
And a gray ogre is three mana for a 2-2. Well, clearly, two mana for a 2-2 is much more efficient than three mana for a 2-2.
And when I finally end up doing the Concepts Archeer podcast,
there's a big, big story about us messing around with morph,
and we actually tried doing Morph
for two men rather than three men.
But anyway, story for another day.
But the interesting thing is, one of the big
arguments people bring up is,
well, isn't Morph kind of outclassed? Isn't a Grey Ogre
weak? And what I say is,
is that Morph actually
has something that a Grey Ogre does not.
And what that is, is
a Grey Ogre is a 2-2.
You know what that is.
Under no circumstances do you have to do any math
to reevaluate anything about it.
It's a 2-2.
Where a morph creature has potential,
especially if you have a bunch of mana open,
especially if you have five or more mana open in cons.
So when you play a 2-2, even, for example,
let's say I play a face-down 2-2 of a color I can't even turn up.
I can't turn it up. Okay? Even that is more powerful
than a gray ogre because although you know it's nothing but a 2-2,
your opponent doesn't and they have to act as if it might be something. So for example,
if you have five mana open and you have a 2-2, even if you know you can't turn it up, for all intents and purposes, for you it's a
Grey Ogre. For your opponent, because
they don't know, they might not block it.
You can bluff with it.
You can't bluff with a Grey Ogre. I mean, you can.
You can pretend you have a Jagdgorf or something, but
it's much, much easier to bluff with a
Morph creature. And,
part of what Morph brings with it is the
sense of mystery. And that not knowing
what it is really is unnerving to the other player,
and that there is value in it being face-down.
And that's why sometimes when you're filling out stuff in drafts,
occasionally people will put an off-color morph in
just because they need the extra creature.
And if you have a few morph creatures,
meaning you have some true threats that are morph creatures,
it allows you to put in an off-color too every once in a while,
with your opponent, you know, having to act like it's one of your other Morphs.
Anyway, a bunch of Morph.
More than you ever wanted to know about Morph.
Okay, one of these days, by the way, maybe one of these days I'll do a podcast on Morph.
Morph is a very fascinating thing.
Okay, next, Skirk Alarmist.
So Skirk Alarmist costs one and a red,
two mana total, for a 1-2 Wizard.
It has Haste
and Tap, turn face down
card face up, and then sacrifice
it at end of turn.
So this is playing in a space
that Red has moved a little bit away from that I'd like
to move back, actually, which is the idea
of getting effects but getting them temporarily.
Red has always done this,
and it's kind of ebb and flowed.
You know, red definitely has, you know,
things where I throw you,
and you gain flying,
but then you hit the ground, and you're dead.
And so the idea of, I sort of get value,
but I get value immediately and right now.
So the idea of this card is,
I can play it with morph cards.
Essentially, what it does is,
it turns for free, or tap this creature,
you essentially get the morph cost.
It turns it face up. You don't have to pay the morph cost.
The downside is that you lose the creature at the end of the turn.
But for a lot of morph creatures, the spell is the crux of what it's doing anyway.
You know, that it's, the creature that remains is nothing special,
and that it's the cost of the, you know, it's the morph effect that remains is nothing special, and that it's the cost of the...
You know, it's the morph effect
that really is the value of the card.
And so this card allows you to get that.
It also allows you to pay off-color morphs in a deck
that can't necessarily even play them upright.
And that's dangerous because they get trapped in your hand.
But the card does allow you to do some neat things,
especially in Limited, where you're more likely to run off Karamors.
Okay.
Skirk Marauder.
So Skirk Marauder is one and a red, two mana, for a 2-1 Goblin.
And for two-arm morph, you get to shock something.
You get to do two damage to target a creature or player.
This is like Skin Thinner.
This actually...
So what happened
when Onslaught came out
was a few of the tribes
really, really took off.
The two biggest, I believe,
were Goblins and Elves.
In fact, both Goblins and Elves
still show up in Modern
in that the power of Onslaught...
Actually, Onslaught...
Take that back.
Onslaught's not in Modern.
Maybe I'm thinking of Legacy.
But the goblins in the set were really, really good,
and this card actually saw a tournament play.
And once again, it's one of those things where sometimes
you just want a goblin, 1R, 2, 1 goblin,
and a deck that cares about goblins is fine.
The fact that I can turn this into a shock for not that much mana,
two are, you know, three mana is not really,
being that I still get the creature out of it,
I mean, my 2-2 becomes a 2-1, but a 2-1 goblin,
which in the deck that I was running, those goblins are mighty, mighty important.
But, and like I said, the thing about Morph that's very interesting to me is
once you understand Morph, and Morph is complex, so make no mistake,
I'm not saying that Morph isn't a complex mechanic,
but once you get the basics of it,
something like a card like this is a pretty simple card,
given the context of you understand Morph,
but it has a lot of neat and interesting play values,
a lot of things you can do.
The fact that this creature, for example, can take out four toughness
creatures all on its own.
Or you can do a lot of combo tricks
where you're chomping one thing
and using its damage to help kill something else.
There's a lot of neat things you can do with this card.
Okay, next. Skirk Outrider.
Skirk Outrider is a
four mana card, three and a red,
for a 2-2 Goblin, and
it gets plus two, plus two, and trample if you control a beast.
So this is what I refer to as a threshold one card.
The idea, what a threshold one card means is I need you to have something,
but just, you only need one of it.
As long as you have one of it, you're good.
A count me is something, I've talked about this in previous podcasts,
in previous, uh, Legion's comment.
So count me is when I get an effect based on how many I have. So I want to, if I have a about this in previous podcasts, in previous, uh, Legion's combat. So, count me is when I
get an effect based on how many I have. So, I want
to, if I have a count me in my deck, you know,
if I'm doing damage equal to the number of,
you know, goblins I have, oh, well,
I want every goblin I can get my hand on. I'll play
goblins that are suboptimal goblins, because I want every
goblin I can get. If I have a threshold
thing, what I want is, I need
enough that I can make it matter.
And this card's a good example where
4-mana for a 2-2,
nothing special. 4-mana for
a 4-4 trampler is pretty
special. It's pretty good. That's a good, that is a good
value proposition.
But in order for that to happen, you need to
have a beast. So, let's talk,
there's another little theme that goes on in
this block.
Is cross-t cross tribal stuff.
Now, we did it a little bit here.
You would see it a lot more in lore when we went back to tribal.
And what that means is, we try to make a few cards that say,
Hey, this card might say to you,
Hey, rather than just make a goblin deck or just make a beast deck, you
have the possibility of maybe making a goblin beast deck. That you could have some cards
that care about goblins and some cards that care about beasts and go in the same deck.
So we call those crossover cards, where the idea is, a crossover card is when you take
something that fits in two different decks and position them so there's a possibility that the
two decks can merge and be played together. Usually those go at uncommon because you want
them to be powerful enough that they're worth the risk. And it's the kind of thing that if you get
early, it can sort of affect how you draft. But you don't want it too low because, I mean,
actually I don't know if this is a common or uncommon
but nowadays we tend to cross over to
uncommon just for drafting. It's a
better situation when they sit. Every once in a while
we'll do them in common depending on how big the
themes are.
Next, Spoke, Spew, Invoker.
So two and a
black for 3-1. So three mana
for a 3-1 zombie mutant.
I believe all the invokers were mutants. And then for seven and a black for 3-1, so 3 mana for a 3-1 zombie mutant. I believe all the invokers
were mutants.
And then for 7 and a black for 8 mana,
target creature gets minus 3, minus 3
until end of turn. So for
8 mana, you get to start killing things.
So this is
another one of the invokers. In fact, the one right after this.
Let me bring up that one too, and I'll talk about both invokers at the same time.
So Stonewood Invoker was
1 and a green for a 2-2 Elf Mutant.
For seven and a green, card name gets plus plus five, plus five to end your turn.
Okay, so let's look at these cards.
One of them is a 2-B-3-1.
One of them is a 1-G-2-2.
Both of those cards are playable and limited.
Neither is an amazing card, but more, I mean, if those were vanilla creatures, you would often play them in limited.
Not always.
I'm not saying they're near the top of your deck.
But they're the kind of thing that, you know, push comes to shove.
Like, okay.
Especially, by the way, since one is a zombie, one is an elf.
That not only are they creatures that are, you know, you would probably run anyway.
But the fact that they are the right creature type means you're more than likely to run them.
You know, if I'm running a deck that cares about elves,
I'm going to play a grizzly bear elf.
You know, a 2-2 elf.
Now people go, ooh, grizzly bear elf.
It's like a little elf, little bear with little pointed ears.
Okay, so the black one, I have a 3-1.
At 8 mana, I get to start killing creatures.
You know, now minus 3, minus 3 won't kill everything, but it kills a lot of things, and odds-1, at 8 mana, I get to start killing creatures. You know, now, minus 3-1 won't kill everything,
but it kills a lot of things, and odds are
once you get 8 mana, you're going to be killing
things. So
Invoker, when you get 8 mana, goes from being
a 2-2 to being a 7-7.
Now, remember, it only grows itself.
It becomes 7-7.
Now, both of those are pretty potent.
You know, when you get to
later in the game, so you need eight mana.
So that's, we're talking pretty late in the game.
You all of a sudden take a card that was an okay common that you'd most likely play and turn it into, you know, a game changer.
Something that really will start affecting the game.
And so invokers do this neat thing where they get to be kind of simple creatures
early, and only in the late game do they turn into something. So I talk a lot about lenticular design,
about how you want things that seem simple to players. And this is not quite lenticular,
because the second version of the card is sitting on the card. But it is something where,
because it's such a high thing, the way,
your brain can kind of shut off until you get close to it.
You know, for eight men, I can do this.
Well, until I start getting
to six, I'm not really even
worrying about it, you know.
I mean, maybe you do a little bit of math
when you're figuring out whether to block with it or not,
going, oh, if I can easily throw away
something of equal value, maybe I save this because later in the game
it's so valuable.
But pretty much, you tend to treat,
it's a 3-1 and a 2-2 vanilla,
in the early part of the game,
that you treat like you would treat any card you would.
And then later in the game, when you start getting close,
you're like, okay, now I've got to start protecting this.
This is valuable.
But it's not valuable until later in the game.
So earlier in the game, you kind of can just treat it like
it was just a vanilla version of that card.
Invokers have become very popular.
They're a really good tool developmentally.
Because one of the things we want to make sure...
So one of the things about Magic is that the mana system is set up that it can punish you from time to time.
And one of the things we want to do is we want to allow people
to do some things to offset the mana.
I think the mana system is very important.
It's one of my, what I consider the
three genius ideas of Richard. But
one of the things about the game is
because the game is flexible and you get to control
things, we do want to give you tools
to lessen mana screw.
Mana screw is an unnecessary
byproduct. It's not that we want people to get mana screwed.
I do want people to not always have the mana they need.
I do want your flow of mana to be inconsistent
so you don't quite know what's going to happen.
I believe that makes a better game state.
And, you know, one of the problems about games,
like, for example, I worked on one,
Duel Masters, where we try to fix the mana system.
And the problem there is, when you know that turn one you have a one drop, and you know that turn two you have a two drop, and you know that turn three you have a three drop, it takes a lot of the drama away.
And one of the things that Magic is going for is, well, it might be frustrating when you're stuck at two and you want to draw your third, or you're stuck at three and you want to draw your third, you know, or you're stuck at three, want to draw your fourth. The things you do to try to survive and try to make it work
until you get what you need is a lot of the most interesting parts of Magic of scratching to get
by and trying to figure out what you can do. You know, I've had some amazing games where I got
stuck at three and, like, I cast all the stuff I could cast and, you know, and I knew that if I
could get to four that I had a different gameplay and so a lot of what I did is I had adapted to figure out how to get to four because once I get to four I could get to four, that I had a different gameplay. And so a lot of what I did is I had to adapt to figure out how to get to four.
Because once I get to four, I could do some things that I needed to do.
And I needed to survive to get there.
And so I changed my play so that could happen.
And that's one of the dynamic parts of Magic.
The invokers are really nice because they allow...
One of the things that we like, that development really likes,
and design works hard to make sure it gets in sets,
is things to do with extra mana.
One of the things we want to do is we want to say to players,
it's okay to sort of err on the side of having enough mana
so that late in the game when you have excess of mana,
we will give you some things to do with it.
That it's okay to give excess of mana.
And sometimes it's stuff like Invoker,
sometimes it's mechanics like Kicker. We it's Mechanic-like Kicker.
We just want to make sure there's things to do with extra mana
so that you can play the mana and
not be punished by having too much mana
too much of the time.
Okay, next.
Sunstrike Legionnaire.
So, one and a white, two mana for a 1-2
soldier. It doesn't untap.
Whenever another creature enters the battlefield
you get to untap it and tap target
creature with converted mana costs three
or less. Okay, a lot going on
here. So the base of the card is
I tap small things,
but I don't get to
untap normally. I only get to untap when the
creature is played. So what that means
is
that
the card kind of says, every time you play a creature, the little rider is,
you get to tap a small creature. That every creature spell, and not just, sorry, when
I say every creature spell, I don't just mean your creature spells, I also mean your opponent's
creature spells. And so this is one of those cards, for players that were fans of things
that affected everything, this is the kind of card that was interesting when that happened
because your opponent had this decision about
oh when I play a creature
one of my creatures is going to get tapped
which means you have to be careful in the order you play things
and oh well if I'm going to play a creature
I might want to attack first before I play my creature
if I had something to say
I had a 2-2 flyer that if I play my creature first
you can tap my flyer
I have to sort of know the order of things.
And there are some interesting things there.
My comment to that, by the way, for people that like, whenever we change things and we
make things easier for people to understand because they're more intuitive, sometimes
in the change, we take away options.
And I understand there are people there that just love having every option available to
them and it's not a problem for them and and they get it, and they can read the card.
And my answer is that there's a lot of decision-making that already goes in magic.
I believe that magic has the ability to put decisions where they, you know,
I would rather have the decision-making focus where it matters more and less, you know,
there's a point where people just get overwhelmed.
And I don't believe that magic
I believe when we make some changes
that lessen some things so it's more clear what's going on
that just means you have more
ability to focus. I think magic
has more decisions to make per game than most
games have. A lot of decisions
I have what I call
the perfect game which is imagine you were playing
and you were playing in front of a two-way mirror,
and the top ten pros in the world
were sitting in the room watching you play,
and every time you made a move,
they either went thumbs up or thumbs down.
You know, you made the right play
or you made the wrong play.
How many games does a player play
in their lifetime where the pro players
would thumbs up every move they made,
meaning no mistakes.
You had a perfect game.
Now, I'm not talking about mana screw games
where you really didn't get a chance to play,
but a game where you got your mana and you had a real game.
How many of those games did you play that you never made a mistake?
And my belief is that for the average player,
they've never played a game like that.
They've never played a perfect game.
That there always was a game,
that there were decisions that they could have done differently
that would have improved their odds. Even if they won,
there's things they could have done that would have been
the optimal play that they didn't do.
And that's not even
also getting into a lot of stuff Mike Turian talks
about, that when you start getting really good,
it's not even about what
cards you play, it's about
showing intent. Are you looking at things
at different times? Are you
giving clues to your opponent what you're doing and not doing? You know, part of playing really
good at the high level is if you want your opponent to believe something, you have to act as if that
thing were true. And so you have to take actions and do things that lead your opponent to believe
things that might not be what is really the case because you want them to act in a certain way.
Likewise, you want to be able to read your opponent.
When they look at something or think about something
or have a pause, you want to read what that means
so you can understand what they have.
And the real good players are very, very good
at reading the opponent so that they play around
with what the opponent has because, you know,
you just pausing for a second and go, wait a second.
They go, oh, he's thinking about this.
He must have that.
Oh, if he has that, I got to play this way.
Anyway, this was a really interesting card, by the way,
in that I like the fact that this card
sort of changed how the board state works
and how things happen,
and it really made you think about
what order you wanted to play things,
and it's just a very neat card.
Okay, next is Timberwatch Elf.
Two and a green for a 1-2 Elf.
Tap. Target creature gets plus six, plus six, until end of turn. X is the number Timberwatch Elf. Two and a green for a 1-2 Elf. Tap. Target creature gets
plus X, plus X until end of turn. X is
the number of Elves in play. Not that you control, by the
way. Elves in play. So this,
um, this was one of the two
most broken cards in the Limited, I believe.
Um, this
was just kind of crazy.
Like I talked about, sometimes you would play
a card that's suboptimal just because
it was the right creature type.
This was the kind of deck where you did that.
Did you have a one-drop or a two-drop or a three-drop that was an elf?
That's all that mattered.
You know, and Timberwatch elves, I think, was common.
I think.
I mean, I remember people had multiple Timberwatch elves in their decks, and that's just crazy.
Like, if I have a Timberwatch elf, it's like, I'm just getting elves out there.
Because if I ever get this Timberwatch elf out, and you can't immediately deal with it,
you are in deep, deep trouble.
And that's an example of where I think the set did a lot of fun.
I think the design's pretty cool.
Developmentally, we were still getting a handle on...
I mean, one of the things I think about the development of Limited is we were constantly learning.
And this set, I think, made a lot of strides from sets before it,
but it clearly left
some room to, you know...
There were some cards that were just really
warped the limited environment, and I think we've gotten a lot better
of being careful not to make comments
that, like, right, you would just get Timberwatch
Alfauden, like, what are they going to do?
It's really, really hard to deal with.
Okay, next, Totem Speaker.
Four and a green for a 3-3
elf druid. Whenever a beast enters the battlefield, Totem Speaker. Four and a green for a 3-3 elf druid.
Whenever a beast enters the battlefield, gain three life.
So before I talked about there was a goblin,
there was a crossover between goblins and beasts.
This is the crossover between elves and beasts.
So beasts were mostly a red and green thing.
So one crossover's in red, and one crossover's in green.
And one of the things, elves had this thing of mana generation,
so sometimes what would happen is you'd have an elf deck,
the early game was elf,
and the late game was beasts.
Usually the way it worked
is more of your deck was elves,
you had a lot of elf synergy,
but there were a few big beasts
that the elves could help you get out.
And this is one of those cards
that if you were playing beasts,
sometimes was very valuable,
depending on the kind of deck you were doing.
I mean, Elves had a couple different ways it could go.
Next, Unstable Hulk.
Hulk smash!
One red red for a 2-2 Goblin Mutant.
For more 3 RR, so 5 mana, it gets plus 6, plus 6 in Trample, but you skip your next turn.
So basically what happens is, it's a face down 2-2.
For 3 mana
you can turn into an 8-8 trampler,
but the cost of it isn't really
the mana. 3 mana is not that much.
The cost of it is you give up a turn.
So this is definitely an interesting card.
Like I said,
you can definitely see some influence here of
red. Like, one of the things that we haven, you can definitely see some influence here of Red, like, one of the things
that we ebb and flow a little bit on Red is
Red has this flavor of going all out,
like, all short term,
no long term, and we're trying to get a balance between
having Red do some things that have that feel,
but making sure there's some gameplay so that
Red has not just a speed,
but also has a little bit of control elements.
We're working hard on that.
Red, in its very nature wants to be all-in,
and we want enough of that to get that flavor of red,
but we want to make sure there's some stuff in red
that if you want to play a more controlling deck with red,
that there's the ability to do that.
Okay, next, Wall of Deceit.
So Wall of Deceit is a 0-5 wall, costs one and a blue,
so two mana.
For three mana, you can turn its face down, and it's more for a blue.
So this existed for a couple reasons.
So one is, the idea is, I can play, 3 mana, I can play a 2-2 creature,
or for 2 mana, I can play a 0-5 wall.
I have the ability to go back and forth between them.
So the idea is, if I need it as a defensive thing, it's defensive.
0-5, good wall. If I want to attack with it, oh, well, for three mana, I can always turn
into a 2-2. And then for one mana, I can always turn it back into a 0-5. So, for example,
let's say I take this, you see it's a 0-5, I turn into a 2-2 and attack with it. Really,
really, it's kind of like a 2-5. As long as
I have one blue mana open, I can
do two damage to you,
and then I can, I mean, this is,
sorry, I'm talking about how that card worked
when we printed it.
Back in Damage on the Stack days, so it's a little different here.
But back in the days,
you could attack, do the two damage, and then you could
turn it up, and it would have five toughness.
So, it was the kind of card where your opponent knew when you were attacking with it
that it essentially had five toughness if you had a blue open.
Now that's, okay, as a side note, the damage on the stack.
I'm talking about all sorts of changes we made today.
So damage on the stack, the reason it was changed was, A,
it never made any intuitive sense to people who didn't understand the nuance of what it was.
And just intuitively, it didn't make a lot of sense.
We had a few things we would talk about how we would call them the that's lying parts of the game,
where when you explain it to someone who didn't know, they go, you're lying.
That's not true.
That doesn't make any sense.
And we wanted to remove those from the game.
The other thing that's very interesting, and this is a good example here, is I think the card is much more interesting that it's a 2-2 that comes with 0-5.
Not that I can...
Like, before, it's like, it's a 2-2.
For everything that matters, it's a 2-power creature.
And for everything that matters to me of the 1-mana, it's a 5-toughness creature.
So it's like, I just have a 2-5.
It's like, well, now I've got to decide.
If I attack with a 2-2 and you block with your 2-2 I'm like what do I want?
do I want to kill your creature
at the loss of my creature
or do I want to bounce
and not kill either creature
that is a much more
interesting decision
that I just kill it
and get to save it
you know
one of the things you want
in a game
is to make sure
that decisions are interesting
and that the player
has to really weigh them
if you're always
going to do something
every time you do it
that's much less interesting
for a game
because, well, what's the point?
What's the decision?
There is no decision making.
There's an optimal way to play it.
Always play it the optimal way.
Okay, next.
Warbreak Trumpeter.
So Warbreak Trumpeter is a goblin
for one red mana.
Morph XXR.
And you get X11 red goblin tokens
when you turn it up.
So this is definitely one of those ones where it's a one-drop goblin,
so sometimes in goblin decks that need to count goblins, you'll do that.
But most of the time, you'll play it face down,
and then, you know, for three mana, I get a 1-1.
For five mana, I get two 1-1s, you know, and so on and so on.
It definitely allowed you...
We talked about making later red cards.
This is a good card that allows me to have a later game, you know.
If I have this in play and then it's, you know, turns 9, for example,
all of a sudden I can...
Or, not turn 9, but if I have 9 mana,
all of a sudden I can have 4-1-1s.
It could really change the later game.
One of the things also was
in this, in a tribal set,
token making takes on,
especially when you have counties,
token making takes on extra value here,
which is all of a sudden,
let's say I want to do damage to you
and I do damage based on goblins,
you know, by using this,
for example, let's say I have my nine mana.
All of a sudden,
I have five extra goblins in play.
I have this guy and the four tokens he makes.
And so this not only got to make one ones, which could be very powerful,
but in this environment, them being goblins was super valuable.
Next, Weaver of Lies.
I'm sorry.
No, next is Warped Researcher.
For you, for a 3-4 Wizard Mutant
anyone who cycles
if anybody cycles, you or your opponent
this creature gets Flying and Shroud
Shroud is written out, but essentially Flying and Shroud
so this was definitely
we wanted cards that cared about cycling
happen, we had cards like
Lightning Rift and Astral Slide
and Onslaught, this is another card
this was more meant for Limited,
but the idea essentially is,
as you cycle things,
this creature can, you know, has value.
And that you can...
This allows you to sort of
maybe prioritize putting some cycling things in your deck
because, you know,
you could cycle to either make this have evasion
or cycle to protect it,
which is kind of cool.
Next, Weaver of Lies, 5 blue blue for a 4-4 Beast.
I think Beast showed up in all the colors, maybe not white.
Beast was mostly red and green,
but I think there was some Beast in black and Beast in blue.
Anyway, for Morph for you,
turn any number of Morph cards face down.
So this is another card.
So one of the things, actually,
I didn't mention this with Wall of Deceit,
one of the things that, I think
it was Blue-Green, there was a deck that definitely
cared about morphing and had
cards that manipulated off morphing.
So for example,
I just talked about Warp Researcher,
which every time you cycled
would gain flying. Well, Blue also had
some cards and stuff that cared about when things
got morphed.
Now, you could turn it face down because you could get the morph reveals,
or sometimes there were a few cards
that cared about when things were face down.
Like, there's a green card that I talked about last time
that got plus two, plus two for every face down card.
Well, for example, let's say this is a morphed creature,
and I attack.
All of a sudden, I could put this face up,
turn a whole bunch of things face down, which could be this one as well,
and then my guy that might just be
like a 4-4 or something, all of a sudden
becomes an 8-8 or a 10-10.
So, one of the things
we'd like to do whenever we're doing any sort of mechanic
is make sure that there's some means to manipulate the mechanic.
And Weaver Lies is that
kind of card.
Okay, next, White Knight!
WW22 Knight.
First strike protection from black.
It's funny.
I'm trying to think
why White Knight went in here.
It's interesting in that
it wasn't really Knight tribal,
so the tribal itself
was not a huge thing.
I think it just kind of fit
in a lot of the swarms
that there were the Soldier decks
that were White Weenie decks
and so it fit efficiently in there.
I also think at the time
what might have been
going on was
it might be the time
we made this set
the core set
stopped doing protection.
Here's my guess
what happened.
The core set
probably stopped
doing protection
and the team
liked white knight
and wanted white knight
in the environment.
They thought it was good
for the standard environment
but we couldn't put
white knight in the core set
because of protection so they were looking for a place to put White Knight in the core set because of protection,
so they were looking for a place to put it.
That logically makes sense,
because it's not a super smooth fit in the tribal thing.
Next, Willbender.
Willbender is one and a blue for a 1-2 wizard
with morph, one U,
and when you morph it, you get to redirect a spell,
which means you get to choose a new target.
So we definitely tried to make...
One of the things about blue triggers
was blue did a lot of
sneaky things.
Counterspelling and redirecting and
turning things face up and face down.
Definitely the idea when you're playing blue morphs is that
if they had mana open, shenanigans
could happen if they had the ability to unmorph.
And Willbender was a very popular card.
And
the ability to move things really means that
all of a sudden, you know,
your opponent thinks
they're doing something
and you really could shift it.
You know, they're going to kill
your creature,
not they're going to kill
their own creature.
That really changes things
significantly.
So this Willbender
is a pretty cool card.
Next is Windborn Muse.
I talked about all this
for the last Muse.
So this is the white Muse
for 300 W, so four mana.
It's a 2-3 Spirit
and it says creatures
cannot attack unless
they pay two
for each attacking creature. So there's a card in Tempest called Propaganda. It's a 2-3 spirit. And it says creatures cannot attack unless they pay two for each attacking creature.
So there's a card in Tempest called Propaganda.
It's in blue.
Basically, this is Propaganda. I think Propaganda was three
mana. This is two mana.
But also, it's in white. One of the things we
realized is when we were trying to figure out
what needed to be where, we came
to the conclusion that white was supposed to be the taxing
color. And this really was a taxing effect.
So instead of being a blue thing, it's now
a white thing. And the idea is, hey,
you want to do your thing you want to do? Well, just
pay me my taxes. You gotta
pay the piper. And then white's
the one who makes the rules, so sometimes
white's rules work in white's favor.
Next,
Wirewood Channeler. Three in the green for
a 2-2 elf. Tap at X mana
of one color where X is the number of elves.
This is another.
It's not quite as good as Timberwatch Elf,
but still none too shabby.
This was one of the cards
that was made to allow the elf-beast combos
because this allows you to get out bigger creatures.
The elves didn't tend to be all that big,
but the beasts were big.
So what happened is,
if you got a deck that used elves to get
a lot of bigger things, you'd stick some beasts in your
deck, because the
biggest beasts were in green.
Next, Wirewood
Hivemaster. So Wirewood Hivemaster
is a two mana card, one in a green,
for a 1-1 elf. Whenever
a non-token elf enters
the battlefield, you get a 1-1
green inset token.
Now, you might ask why we have the...
Often we have the rider so it doesn't feed itself.
This makes insects, so it doesn't feed itself.
But the reason we say non-token is there's a whole bunch of ways to get elf tokens
that we thought was a little on the degenerate side.
So often when we're doing shenanigans, counting things,
sometimes we do count tokens, sometimes we don't.
Depends on the card.
But this is one of the times
where we decided not.
So this is definitely
one of those cards that
we...
As much as this was about tribal,
there also was a very strong
creature theme.
I mean, obviously,
Legion was all creatures.
So this was the card
that sort of said,
hey, I'm really good
in a heavy creature deck.
Not necessarily a tribal deck,
not that it couldn't also be a tribal deck.
Tribal decks have creatures in them.
But it really was trying to say,
hey, there's some breadth of what you can do,
and this card is more about care about creatures
rather than a specific tribe.
Finally, my final card of the day,
final card of my podcast,
and final card of legions that I'm going to talk about
is Withered Wretch. So W withered wretch was a zombie cleric of black black for uh i think it's a one one
zombie cleric i didn't write that down um and it has the ability one exile card name and target
graveyard um so what is this doing here and the answer is one of the things we tend to do is we make sure that sets,
sometimes it's within the set and sometimes it's a set after.
The previous year's block was Odyssey. It was all about playing in the graveyard.
Well, we wanted people to have their fun, but now we're doing some different stuff,
and usually we give you answers to the previous year's stuff
to make sure that if it gets out of control, that there's some answers.
And Withered Wretch was designed as an answer to deal with shenanigans from Graveyard.
Turned out it's a really good card.
It's proved very, very valuable in formats
where you need to deal with Graveyard stuff.
It's cheap, and it allows you a lot of control
because you get a target when it gets removed.
And so Withered Wretch has become a pretty valuable go-to tool
to protect people from Gra graveyard shenanigans.
Anyway, that, many, many cards later.
Ooh, I'm looking at my clock.
I had a long podcast today.
It was good.
I had a lot to talk about.
It wasn't even raining today, just lots of traffic.
Anyway, that, my friends, is Legion.
So Legion's, like I I said I mentioned this briefly
the thing about legions was at the time
it was much derided by most of the
experienced players because the number of
constructed cards was a little lower than average
but just the gimmick of all
creatures played really well and like
I said for many many years legions
was the best selling small set of all time
and it was very very telling to us
because the vocal, I guess,
vocal minority on the Internet,
the people that were the loudest with their voice
really, really did not like Legion.
They were very vocally against it.
But then we'd look and we'd see,
and it kept selling so well.
And it was one of the early things
that made us realize
that there was a portion of the audience, like I said,
we called them the invisibles at the time, that we didn't
understand, and Legion's really was
something that opened our eyes and said, there's a lot
of people playing Magic, and you
have to, we had to be aware
of who all the people were. We want to make every,
you know, our goal is to make every player happy.
Now, obviously, the stuff Legion's did that didn't
make the pros happy, I think the
biggest reason was they just needed more constructed cards,
and that's something obviously we constantly work on,
to make sure that every set has stuff that affects and means something constructed.
And Eric and his team are working really hard to make sure that happens.
Anyway, that my friends is all there is to say about Legion.
So, I parked my car, and we all know what that means.
That means this is the end of my drive to work.
It's time for me to be going and making magic.
Talk to you guys next time.