Magic: The Gathering Drive to Work Podcast - Drive to Work #205 - Arabian Nights, Part 2
Episode Date: February 27, 2015Mark continues his 3-part series on the design of Arabian Nights. ...
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I'm pulling on my driveway. We all know what that means. It's time for another drive to work.
Okay, so last time I started talking about the design of the very first expansion, Arabian Nights.
But I only got through B in my cards, through Bird Maiden, so I'm going to continue.
There's 78 cards. I'm going to try to talk about all 78 cards because there's not that many cards.
Also, by the way, every day I record
my podcast on the way to work and the way home
I listen to it. And I liked last
podcast but I made one mistake
and so I didn't, it wasn't a big enough mistake to
re-record it but I do want to correct myself.
I said last time that the first set I worked
on was Antiquities. What I meant was
the first set I worked on was Alliances.
Alliances. That's the first set I worked on.
I did not work on Antiquities.
Antiquities was before my time.
One of my favorite sets, in fact, my favorite
set before I got to Wizards. And one of these days
I'll talk all about Antiquities because that's an awesome set.
But today, we're talking about Arabian Nights.
So I left off in B after
Bird Maiden, which is Bottle of
Suleiman. So Bottle of Suleiman
is
one of the things that they love
in A Thousand
and One Raven Knights is
gins. In fact, gins and frites
were a theme in the set.
We'll get to some of those soon.
But the first gin actually shows up as an artifact
creature. So, what happens is
this artifact costs four
and then I think it's five.
You spend five mana and you flip a coin.
And then I, no, it's ten, hold on a second.
What do you do, how much mana do you spend?
I'm not sure how much you spend on this.
But the point is, you spend some mana, you flip a coin, and then one of two things happens.
If you win the coin, you get a 5-5 gin, artifact creature, a token.
And if you lose, it does 5 damage to you.
So this set has the very first coin flipping in it.
Coin flipping did not exist in Magic.
And there's a few coin flipping cards in this set, but this is one of them.
This card is interesting in that it was very exciting when it first came out,
just because the upside potential is so good.
The problem is the downside is so bad that it really is a super swinging card.
Because having a 5-5 flyer will win you the game,
and taking 5 damage will make you most often lose the game.
So, you know, and plus, spending all the mana and not getting a 5-5 flyer
instead of getting damage, it just was very harsh.
This is not the first card to make artifact creatures, or make token creatures.
The Hive from Alpha actually did that.
But this was
one of the earlier ones. Artifact creatures...
Hive was a very popular early
card, and
this
Foul Suit, this was also...
For as swinging a card as it was, it was very popular.
People definitely had fun
with this card, and it was definitely
a casual fan favorite. It never was a particularly strong card this card. And it was definitely a casual fan favorite.
It never was a particularly strong card.
But anyway, it was much beloved just because it was super flavorful.
Like, I had the bottle while I got the gin out of it.
Okay, next, Brassman.
So Brassman costs one man that's an artifact creature for a 1-3.
And Brassman does not untap his normal unless you pay 1 to untap him, because he's resty.
And the idea of the Brassman is that he has an upkeep
to require you to untap him.
So it turns out Brassman actually did see constructed play.
There was a period in time where what we call the Pump Knights
from Fallen Empires, which were these 2-1 creatures
that had activated First Strike. And it turns out that as a good early defense against stuff like that, the
Brassman in certain decks ended up being a good early defense. And so it saw some tournament
play. Anyway, Brassman is actually a story. All this stuff ties to different stories.
I don't know the story of the Brassman, but I do know it's connected.
There's a story about it.
A lot of these come directly from stories.
I don't know a thousand more Raven Knights well enough to know all the stories,
but I do know it comes from a story.
Next is Camel.
A 0-1 for one white.
It has bands.
And all creatures attacking in a band with Camel are immune to damage done by Deserts.
So we haven't got to Desert yet. We'll get to that soon.
But Desert was a land that's capable of doing damage.
So Camel first let you band, and it protected you from Deserts.
A little narrow. The flavor was good.
The set has lots and lots and lots of awesome flavor.
Sometimes mechanically it's relevant, sometimes it's less so.
Having a 0-1
Bander is very good on defense,
but not particularly strong on attacking.
And Deserts only work
when you're attacking.
The funny thing is, I saw Campbell's play,
and they were used defensively.
They weren't used nearly as much offensively.
Partly because
Deserts weren't as big a play,
and partly because just a 0-1 bander on offense
is not particularly that good.
Next, City in a Bottle costs two mana,
and while it's in play,
all cards from Arabian Nights are destroyed,
except for City in a Bottle,
and no cards can be played.
So what Richard... This is the first of its kind, what we call a set hoser,
where Richard said, well, I'm going to make some cards,
but just in case you don't like this set, or you can't, I don't know,
for whatever reason, this card trumps the set.
If you play this card, you can't play any cards from this set.
You can't play any cards from this set.
This card, by the way,
I talked about how the entire expansion was inspired by a comic,
a Sandman 50.
This card in particular was specifically...
Because in the story,
there's a city and a bottle.
Anyway, this card was specifically
inspired by that comic.
So the idea of a set hoser,
early sets would have one.
There was one
in Arabian Nights, there was one in
Antiquities, there was one in Homelands.
Quickly decided that just really wasn't
play-wise wasn't the best thing.
This card also did
some quirky things. One of the funniest things was
it destroyed anything for a while that had the expansion symbol on it. So if you played a normal mountain,
you were fine, but if you played a mountain that had the expansion symbol on it, you weren't.
We later changed the rules to say that all cards with the same name are treated equally,
so there's certain aspects like expansion symbol that no longer are tracked in Black
Border Magic. Silver Border Magic will track it.
In Silver Border Magic, each card cares about what it itself does.
So you can go after individual things.
You can care about the artist or the expansion symbol or the name
or all sorts of things that Black Border has trouble with.
This card was errata relatively recently.
The way they finally solved the card, since it can't look like an expansion symbol,
is it named every card uniquely
in the set. So it didn't name Mountain, so
if you have an Arabian Nights Mountain
and you play City of Brass, it does not destroy
an Arabian Nights Mountain.
But in the errata, it names
every card in the set, and so it does
effectively do what it did before, minus the sense
that it doesn't affect the...
it does not affect the Mountain.
Next, City of Brass.
So City of Brass is a land.
You can tap to add one mana of any color to your mana pool,
and then you suffer one damage whenever it becomes tapped.
So City of Brass turned into a staple for a long time.
It was a very popular card.
It's just very powerful.
It allowed you access to other colors.
I mean, it did it at a cost, but it was very efficient.
This was one of those cards
that saw a lot of reprints and play
after it came out.
In fact, and in Unhinged,
in the Donkey-themed set,
there was a parody of this card
called City of Ass,
for as in donkey.
And there was a fun parody of it. I think I'll say City of Ass, as in donkey. And there was a fun parody of it.
Anything else about City of Brass?
It's definitely one of those cards,
I think if you're talking about the cards from
Arabian Nights that have had the most influence
as far as just showing off and meaning something,
City of Brass has seen a lot of play.
Kumbaj Witches.
So Kumbaj Witches is a 1-3 Witch
for black-black.
So you can tap it to do one damage to any target,
but opponent may also do one damage to any target.
And you choose your target first.
So this, we're in early Magic.
We're definitely trying to figure out where mechanics go exactly.
This is something that nowadays would be more red. Black does do a little bit of damage,
but usually when it's related to drain,
when it's on players,
loss of life, it will do like minus
one, minus one, and stuff like that.
It has a lot of similar areas, but just to
try to clean up and make it crystal clear what's
black and what's red. Most direct damage
barring draining is in red.
Next, Cyclone.
Two green green.
It's an enchantment.
You put a Cyclone counter,
or it says on the card you put a chip on it.
I think it's been retroactively changed
to a wind counter, I think.
And then you have to pay one green
for each counter on it or discard it.
So this is the first card with cumulative upkeep.
So cumulative upkeep by name doesn't actually show up until Ice Age.
But this card, for all intents and purposes, functions a lot like cumulative upkeep.
One could argue that Stasis from Alpha also is cumulative up- like in that it grows over time.
It's a little bit different because as you tap mana
it doesn't unlock, so it's not
quite the same. But if you play a stasis and do
nothing but pay for the stasis, it's
similar. But Cyclone is directly
you pay green, then you pay green green, then you pay
green green. So it essentially
has a cumulative upkeep of one green mana.
Oh, by the way,
so what does it do?
Cyclone does one damage per chip or per counter
to each player and each creature.
So Cyclone
is another example of a card that's not
really in green anymore.
Green, early
magic, green did a lot more damage to
things, and we realized that
we liked green doing a little bit of damage to players and stuff,
but that we wanted green...
Green would deal with creatures with its own creatures.
So this is a little more destructive than we...
The current green pie does not just do damage to creatures like this.
Okay, next. Dancing Scimitar.
So for four mana, you get a 1-5 Flying Artifact Creature.
So notice, by the way, back in the day, up until, I think, 6th edition, creatures said summon blank.
If you were an artifact, though, you would just be an artifact creature. That was enough to limit what you are.
Because under artifacts, you could be a Mino Artifact, a Poly Artifact, a poly-artifact, a continuous artifact, or an
artifact creature.
So the artifact creatures are the only
creatures in the game when the game first started
that said creature on its type line.
A little trivia there.
Or as it went on, creatures would say
enchant creatures. Actually there were other card type
lights that said creature on them and they weren't even creatures.
But
what I was going to say is, because of that,
there was no creature types
on artifact creatures originally.
So, Dancing Scimitar
at the time was just an artifact creature. It wasn't,
there was no, so we
went back in the great
creature type update
and gave some of the ones that were obvious creature types,
but there are definitely some artifact creatures
that even now in Oracle, I think maybe we gave that were obvious creature types. But there are definitely some artifact creatures that even now in Oracle,
maybe we gave them all artifact creature types.
But it's something we didn't do in early days.
Okay.
Oh, and what can I say?
So Dancing Simjerk is another card that proved to be...
I know it's a little bit of play in tournaments
because 1-5 is a pretty good body, and there were decks
that needed to play stuff like that because
an artifact was able to play it.
It wasn't nearly as good as Brassman, which saw
more play, but I do know
I remember seeing a little tiny bit of play with Dancing Scimitar.
Also, another
thing to remember is
right now in Magic,
Limited play is a huge part of Magic.
When Magic first began, limited really wasn't play.
I mean, there was some sealed deck play, but there wasn't a lot of limited play.
Especially, there wasn't draft yet.
Draft was something that Wizards was aware of.
I mean, I know Bill Rose and some of the other playtesters were drafting before the set even came out.
But it wasn't something we introduced really,
really until the Pro Tour happened
and we really started being aggressive
about introducing it.
And I think it was the Pro Tour
that really started bringing draft
as a mainstay for people to start thinking about.
Okay, so let's get on to Dan Dan.
So Dan Dan, it's blue in a blue.
It is, what is this
creature? One of my problems is I, I, uh, I sometimes cannot read my own writing. Okay,
Dan Dan is a four one, uh. And it can't attack or block,
sorry, it can't attack
unless the opponent has islands in play,
has what we call island home,
or half island home.
Oh no, it has island home.
So what island home is,
it just says that you must have islands
or it is destroyed,
and you can't attack
unless the opponent has islands.
So the flavor of this card,
or of island home is,
it lives in the ocean.
So if you don't have water, well, it'll die.
And if your opponent doesn't have water, it can't get to them.
But Blue, Blue for 4-1 is pretty aggressive.
So if you're playing Blue and they're playing Blue...
Now, the sneaky thing for Blue is Blue has the ability to change, especially early on,
to change the land type of the opponent from whatever they had into an island.
So one of the tricks with some of the island home creatures is you're playing blue, and
then you turn one of your opponent's things into blue, and then you can attack.
So Dandan, by the way, so the picture of Dandan shows two boats, and then underneath the water
is this giant fish.
But one of the things about the picture is the focus of the picture, Drew Tucker drew
it, the boats just really grab your attention just because the water is dark and the fish is kind of dark.
So a lot of people, and I'm not kidding about this, thought Dan Dan was a boat.
And I'm like, no, but Dan Dan is the thing under the water, not the boat.
But I know people who for years thought like Dan Dan was a boat.
I attack you with my boat, but it is not.
And if you didn't know that now, see, people listen to my podcast, you can learn
things.
Okay, next we get to desert.
So desert was the land, so desert was the most commonly opened card because it was a
C11, meaning it was 11 times on the common sheet versus most of them were like five.
So it was almost twice as common as a lot of the other comments. So you
could tap to add a Coalesce,
or you could tap to do one damage
to an attacking creature
after it deals damage. So it doesn't
kill the creature. It deals damage to a creature,
but not before it deals the damage. So it
doesn't kill the creature. It doesn't stop
the damage. So if you attack with
a Dandan, let's say, a 4-1,
you would take four damage, but then you'd use the desert
to kill. Now I'm not sure why the
sandstorm kills the creature that must be in the water,
but it does.
So desert, you can have up to 4 deserts, obviously,
and so desert proved to be pretty
potent in that if you have 4 deserts
in play, the ability to do 4 damage
to every attacking creature really
would make it hard to get through.
I mean, obviously
you've got your Camel and things like that, but
it turned out to be
the only reason that I think
deserts weren't as powerful as maybe they could be
was it was so
horrible early in Magic to play creatures
that a lot of the early Magic decks
didn't have a lot of creatures in competitive play.
It would get worse.
It wasn't quite as bad.
During Arabian Nights, there were...
You did see Juzem Jins and
Ifbififreets and things, or Serendipifreets.
I mean, there were...
There were cards creatures played.
It would get worse during Legends.
Legends actually had some cards that
Abyss and things that just made it so brutal
to play creatures that for a while creatures
went away.
Okay, next.
Desert Nomads. Speaking of, so they have Desert Walk
and they're immune to damage done by deserts.
So Desert Nomads are
two and a red for a 2-2
and the idea essentially was
if your opponent had a desert, they both
couldn't be harmed by the desert and couldn't be stopped by the desert.
Yeah, there were a couple.
The desert, I think there were three cards that cared about deserts.
There's the Camel, there's the Desert Nomad, and there's one more coming.
Okay, speaking of deserts, Desert Twifter.
So for four green and green, for six mana, destroy any card in play.
This was the bane. For a long time, this was my least favorite card in play. This was the
bane. For a long time, this was
my least favorite card in the game.
So what happened
was, when I first got there, we were
working on making 5th edition.
And at the time,
early green,
and you go to stuff like Arabian Nights,
green is just killing creatures left and right.
It's got cyclones, it's got drabahani,
it's got desert twifter,
and eventually we sort of said,
look, we need to have,
the colors have vulnerabilities,
and look, green, green is creatures,
it's the creature color,
but let green deal with the other creatures
with its creatures.
You know, the reason that green,
green shouldn't just be killing things from afar,
green should be attacking with its creatures,
and, you know, The green got the most...
One of the things that green gets over
the other colors is it gets more...
Its creatures are bigger for less.
Part of the reason for that is
it has a creature advantage, but it has a disadvantage.
The disadvantage is, well, it needs to
use its creatures to deal with other creatures.
Anyway, we were doing a fifth edition
and we had a real trouble coming up
with green cards that made sense.
And so they wanted to put Desert Twister in.
And I said, okay, no, guys, green doesn't do that anymore.
That's out of flavor.
We should not be making this card.
And they're like, no, we don't have a lot of other good choices.
Here's what.
We'll make the following promise to you.
We'll put it in, but it won't be a precedent.
So we won't use this card to dictate doing other things. We understand that green's not supposed to do this, but just for this one set, we'll put it in, but it won't be a precedent. So we won't use this card to dictate doing other things.
We understand that green's not supposed to do this,
but just for this one set, we'll put it in.
I naively said, okay.
And then it was a precedent from then on.
Then I was fighting for years and years and years.
They're like, but we put it in Desert Twister.
I'm like, you said it wouldn't be a precedent.
Anyway, the lesson I learned from Desert Twister
is it's a slippery slope.
That when you let one card, when you just make one exception once,
that it just becomes, wow, we did it this one time, we can do it again.
And then you're fighting a lesson of magic development.
It's a slippery slope.
Okay, next is Diamond Valley.
It is a land.
You tap and sacrifice one of your creatures,
and you get life equal to the toughness
of that creature
this does not tap for any mana so it breaks the current rules
of lands
but it was a powerful land
it could get you a lot of life
I have a lot of diamond valleys in my deck
I like diamond valley
it was actually a very good means
to stay alive in a creature based deck
that you could sort of do your thing
and then
as things were dying,
you would just
get life out of them, essentially.
So, like, if you ever
chump-locked, or a lot of times you could
generate tokens and things. But anyway,
Diamond Valley definitely was one of the
interesting ways
to sort of help stay alive in a very cheap
and it was, because it was a land, your opponent couldn't even counter it. I stay alive in a very cheap and it was
because it was a land
your opponent couldn't even counter it
I mean
other than destroying it
it was very hard to deal with
and
other than decks
that were about land destruction
people didn't tend to run
a lot of land destruction
unless they were about land destruction
okay
drop of honey
enchantment
costs one green mana
during your upkeep
the creature in play
with the lowest power
is destroyed
and cannot be regenerated.
And then if there's a tie, you get to choose.
So I joke that for some reason
throughout the history of Magic,
there are a lot of Wasp, Hornet, Bee-flavored cards
that are out of flavor for green.
I like to say, this is the granddaddy.
This is the beginning.
This is the first Bee-flavored theme card
that did something green is not supposed to do.
Now, I admit, at the time it was made,
the color pie was a little looser in this one area.
I think green was much more destructive,
and it was later as we sort of were refining things,
we realized that green needed to have an offset
to the fact that its creatures were just better,
that it just got more,
got better creatures for the value.
Next,
Ebony Horse costs three,
and then for, I think it's two,
you remove one of your attacking
creatures, and then it never
attacks. So what it lets you do is, I get
on my Ebony Horse and I attack, and then I go,
oh, that's a bad attack. Yeah, yeah, this didn't attack.
This card was a precursor of a mechanic that would show up in Tempest Block.
What was it called? It was on white cards that could pull themselves out of, what's the name of that mechanic? It was a mechanic where you could attack. It was this mechanic,
but on individual cards. Like, I attack the creature. No, I don't. And this allows you to do that with whatever creature you wanted.
Next is
Elephant Graveyard.
So you can tap to add one color
to your mana pool, or you can
regenerate an elephant or a mammoth.
And the reason it said
mammoth, by the way, basically was because
War Mammoth was a card in
early magic
in Alpha. And I think it was a
Mammoth and not an Elephant. It might even be
I think it might even be eroded
now to be an Elephant. But anyway,
Elephant Graveyard, I
think Rachel, this is a top-down
card, which was like, oh, let's make
an Elephant Graveyard, because that's flavorful,
and what would an Elephant Graveyard do?
Well, apparently, help Elephants.
Although, the thing I find funny about Elephant Graveyard is, it keeps Elephants and what would an elephant graveyard do? Well, apparently, help elephants. So, uh...
Oh, the thing I find funny about elephant graveyard is
it keeps elephants out of the graveyard.
Is that what an elephant graveyard does?
Is it...
Next, El Hajaj.
So, it is one black black for a 1-1 creature
and you gain one life for every point of damage.
El Hajaj inflicts, it says.
I like that, inflicts.
There's some flavorful wording
early on.
So this is
the very first,
essentially,
lifelink creature.
So I know when we
lifelink,
the lifelink became
most popular,
there's a card in
Legends called
Spirit Link,
and it was
essentially granted your creature something lifelink, it was your creature, although if you put it on your opponent's creature something life-life-linked
it was your creature, although if you put it on your opponent's creature
you still gained life regardless of whose creature it was
so it wasn't exactly lifelink
but for a long time that got people thinking
of lifelink as being more of a white thing
but it started in black, obviously lifelink is in white and black
it makes a lot of sense
in black because it definitely feels like
kind of a walking drain life
that you're doing damage and sucking damage out of them.
So this card was a little on the weak side,
but it definitely introduced lifelink to the game.
Urg Raiders.
Urg Raiders cost one and a black for a 2-3 creature.
And if you don't attack with them,
they do two damage to you at end of turn.
But they don't damage you the turn of your summons
so when you can't, basically any turn you can
attack with them and you don't they do 2 damage to you
later on
once again as we were refining things we made
for a little in the early game
both black and red kind of had this thing about how
you kind of have to attack with these things
and eventually to make a little differentiation between them Black and red kind of have this thing about how you kind of have to attack with these things.
And eventually they make a little differentiation between them.
We made red the must-attack color and black the can't-block color.
But anyway, this is definitely like they like attacking,
but two, three for one and a black is pretty good.
But, oh, we have to attack with them. The funny thing about them is it doesn't actually keep you from blocking with them.
It just punishes you if they don't attack, which is a little bit different.
Next, Urnum Djinn.
So Urnum Djinn is one of the most famous cards from this set.
So it's three and a green for a four or five creature.
And during your upkeep, you have to choose one of your opponent's creatures.
for a 4 or 5 creature,
and during your upkeep,
you have to choose one of your opponent's creatures,
and that creature has Forest Walk until the beginning of your next turn, I believe.
And so the idea is,
for 4 mana, I get a 4 or 5 creature,
but I allow you to make one of your creatures unblockable.
Now, the trick around this is,
I have to have a Forest for you to have Forest Walk.
So if I have sources of mana that aren't forest,
then I can play this card to get the benefit of it,
and there's no real downside.
Now, remember when this was made,
there wasn't a lot of...
In fact, when the card was made,
there was no way.
Both dual lands and basic lands had land types on it.
So the only way to get green mana when this card was first made
was you had to accept the negative.
But as time went on, as we started making other cards
to produce green mana that weren't themselves forest,
this card got a little bit better.
This card was actually almost won a Pro Tour,
almost won the very first Pro Tour.
Bertrand Lestray was defeated by Michael Lacanto,
and Bertrand Lestray's deck
was what we called Urnum Armageddon,
which was a green-white deck where you played
big creatures, Urnum Djinn being one of them,
and then you get Armageddon out and destroy all
the land, and then your opponent couldn't do anything
because you overran them with big green creatures.
But anyway, so like I said, there was a Djinn and a
Freight theme throughout. There's a cycle
of Djins and a cycle of freets through all five colors.
Okay, next.
Eye for an eye.
So it's white, white for an instant.
And the way it worked is for every damage that was done to you...
Let's see.
is for every damage that was done to you... Let's see.
So whenever a creature or spell does damage to you,
it does equal amount of damage to them.
So the flavor of Eye for an Eye is
you hurt me, I hurt you.
This card...
A lot of the Ravennape cards would later show up
in the base of the core set.
Eye for an Eye was in for a bunch of years.
And
definitely one of the flavors here is
that if white wanted to damage something, it had to be
in response. That white
sort of had to like, you know, you've damaged me
then I damage you. Definitely one of the things
that we played more into the idea
of white being the color that says, you know,
you have to strike first, but once you strike, I will strike back.
Okay, next, fish liver oil.
Fish liver oil costs one and a blue.
It's an aura enchant creature and target creature.
Oh, sorry, it says target creature,
but what it really means is enchanted creature gains island walk.
So you put it on a creature, then they have island walk.
There was a lot of island walking early on.
I think the flavor was a lot of the water-based creatures needed water to function,
and so there just was a lot of island walk early on.
Okay, flying carpet costs four mana.
For two, you can give one of your creatures flying until end of turn,
but if that creature is destroyed, so too is the flying carpet.
So this is Richard trying to top down a flying carpet.
So the idea is, I get a flying carpet, I can help a creature fly,
oh, but if the creature is destroyed, then the carpet is destroyed.
So there are a bunch of cards that in, I think, 4th edition,
got some errata that changed how they work.
I think this card now works the way it worked in 4th edition,
which is, I think it locks onto the creature.
Like, I tap it, and the creature is flying as long as I leave this tap.
I think that's how it works now.
Not 100%.
But I know this is one of those cards that's functionally changed.
We don't do that anymore, but we functionally changed it,
then printed new cards,
and there were more of the new cards than the old cards,
so instead of changing it back, we just left it as it was, I believe.
Flying Men. Flying Men.
Flying Men cost one blue. They're a 1-1
flying creature. I had
a deck... During the period
during Legends when nobody played creatures, I played a
weenie blue-green deck, and Flying Men
were my deck. It's funny. For a long time,
this was considered too good.
Then we made the card, and I'm like, what are we doing? That's way too good.
And we backed away from it, and now it's
like, meh.
A blue 1-1, it can have some other bonus.
Okay, Gazban Ogre.
Gazban Ogre costs one green mana.
And then during its controller's upkeep,
the player with the highest life total takes control of it.
So it goes whoever's ahead.
So this card actually saw some turn in play. There was a period of time where there was a deck called Stompy,
which was a mono green deck. It was very blisteringly fast mono green deck.
And a Gossaman Ogre played really well in that deck,
because as long as I'm doing damage to you quick, this negative is never going to apply.
But every once in a while it did, and it was actually pretty cool.
Okay, Giant Tortoise. Giant Tortoise costs one in the blue.
It is a 1-1 creature,
but when untapped, it gets plus zero plus three.
So essentially it's a 1-4 when untapped and a 1-1.
So it's a very good defensive creature,
but not so good an attacking creature.
Not much else to say about the giant tortoise
other than it is a tortoise.
At some point, we try to figure out the difference
between turtles and tortoises and stuff.
I think nowadays we just use turtle.
In fact, this card probably is a rodent to a turtle, is my guess.
Okay, next, Guardian Beast.
Three and a black for a 2-4 creature.
And as long as it's in play...
I'm trying to remember how Guardian Beast works.
This is one of those cards that has a lot of text on it,
so it's particularly hard to...
Ah!
Hold on one second.
So Guardian Beast...
Let's see if I can remember how this works.
You pick an artifact when it comes into play,
and I believe the way it works is as long as this is in play,
you can't destroy the artifact.
It protects the artifact.
The idea is it protects...
Let's see.
As long as it's on tap, your non-creature artifact or non-creature cannot be...
Oh, I see.
It lists a whole bunch of things that can't be done to it.
It can't be enchanted or destroyed or taken by someone else.
It lists a whole bunch of things that can't be done to it.
It can't be enchanted or destroyed or taken by someone else.
And so the idea is as long as this thing is in play and names that, it protects it.
And you can't hurt it while it's in play.
This card actually was played some because there's some very powerful artifacts.
And it was a good answer to people who are trying to destroy artifacts.
And so sometimes people would play this to protect things.
It didn't get played tons, but it definitely was,
it was a popular card back in the day.
Next, Hasbun Ogris is two black, black.
You can tell today my,
sometimes it's hard to read some stuff. I write notes so I can see them.
This card costs...
It's a 3-2.
I think it's one black black.
But you have to pay two each time it attacks
or it does three damage to you.
So she doesn't like attacking.
You've got to bribe her to attack.
And if you bribe her to attack,
then she will attack.
And she's a 3-2 for three mana,
which is pretty good.
And... Is it three mana? Two mana? Maybe it's just black black. she will attack. And she's a 3-2 for 3 mana, which is pretty good. And,
is she 3 mana?
2 mana?
Maybe she's just
black-black.
Maybe she's just
black-black for a 3-2.
So maybe,
now that I think about the card,
it must be black-black
for a 3-2.
So it's black-black
for a 3-2,
but when you attack
whether you have to spend 2
or else she does
3 damage to you.
Note, by the way,
what Richard did
a lot of those,
it's not that the
Urg Raiders couldn't block,
it's not that
Hassan Ogres couldn't attack, it was just, there was did a lot, it's not that the Urg Raiders couldn't block, it's not that the Hassan Ogres couldn't attack,
it was just, there was a cost to do it.
If you wanted her to attack, you had to pay them.
You wanted the Urg Raiders to block,
essentially you had to pay them.
And there's a cost to be paid.
Her Jackal.
So Her Jackal's a 1-1 for red,
and you could tap it to prevent target creature from regenerating.
Our first regeneration hoser. Well, take that back, Disintegrate probably was from regenerating. Our first regeneration hoser.
Well, take that back. Disintegrate probably was a regeneration hoser.
Another regeneration hoser.
So this card is interesting in that one of the things that happened was
this was a common card when it was printed.
And then we made the reserve list and said we would not print any of the uncommon or rare cards from this set.
And so what happened was there were cards that later got reprinted, but because some of the
common cards were so infrequent, we would print them at higher rarities. So Her Jackal is one of
the few cards, not the only card though, that has been printed at both common and rare. It was common
originally and it was rare in, I don't know, the course that we brought it back in.
Okay, next, If Biff of Freet.
So two green green for a 3-3 flying creature,
and it had the ability that anybody could pay green mana to have it do one damage to each player in each flying creature.
It made a little hurricane.
So the idea is, it was a creature,
a 3-3 flying creature for 4 mana
that allowed anybody to
hurricane, yourself included.
Now being that it was a flying creature,
if 3 mana total was spent, it would destroy
this creature.
So If Biff of Freed was definitely
pretty powerful.
I'm trying to remember the...
Is this the one?
So, if...
I'm trying to think which one had the...
So, one of the things that happened during...
I guess it was...
Yeah, so, Sarah and Deborah...
There was a card in...
Was it 3rd edition?
That they were trying to print one of the Afrits, one of the blue Afrits.
What was it? Was it Serendip Afrit? I think it was Serendip Afrit.
And they accidentally put the frame for Ifbefrit on it.
So this picture and the green frame were on that card.
And so it was a very, very famous misprint. I think
the text was all correct for the Serendipity
but the
visuals and
the
card frame and the art
was from If Biffa Freed. So anyway, that's a
famous, famous misprint.
Next, Island Fish Jesconis.
So four blue, blue, blue
for a, I think,
eight, eight, six, eight, for a six, eight creature.
And you had to pay blue, blue, blue during your upkeep
or you had to tap it.
And it had Island Home, which it said
you had to have Islands in play or it was destroyed
and you could only attack if they had Islands.
So,
it's kind of funny that it took us a while.
A lot of the creatures in Arabian Nights that were considered powerful creatures,
by today's standards, are nothing special.
But back then, creatures were pretty weak.
And this is a good example.
For, like, a 6-8, and you have to, what?
You have to pay all this mana, and then you have to, you know, have an upkeep every turn,
and then you have to have island home, and, like, this was a hard card to use effectively,
and it was just not particularly powerful.
Okay, next, we have Island of Wok Wok.
So it's another one of the powerful lands.
So you could tap it to reduce any flying creature's power to zero.
So this, in turn, I think it was a sideboard card, that it was a good answer to like Dragons or Mahamori Djinn or something.
If your opponent had a flying creature that was problematic, it's like, you just bring this card in, it can't be countered,
and it just essentially nullifies their biggest flying creature.
Mostly sideboard, because not all decks have flying creatures,
but my favorite part about this is,
we used to joke that when you make land walk,
you could choose whatever land walk, like this desert walk in the set,
because it can walk across deserts,
much like this forest walk or mountain walk. And so we kept wanting to make a card that could give you land walk, like this desert walk in the set, because it can walk across deserts, much like this forest walk or mountain walk.
And so we kept wanting to make a card
that could give you land walk
if your opponent had this card, which would
be called Island of Walk, Walk, Walk.
Anyway, we thought that was funny.
Next is
Jandor's Ring.
So it costs six mana, and
I think it's two
and discard a card you just drew,
and draw another card to replace it.
So what it would let you do is you would draw a card, look at it,
and then you could choose to spend two and discard the card you just drew
to draw a different card.
So it allowed you essentially to pay a little bit of mana
to reject a card and get a different one in its place.
Jandor Saddlebag, speaking of other Jandor,
was an artifact that cost two.
For three mana,
you can untap a creature.
So it could be your creature,
be an opponent's creature,
be a teammate's creature.
For three, you can untap a creature.
Oh, and both, by the way,
both Jandor's Ring
and Jandor's Saddlebags
were mono artifacts,
which meant that they tapped
to use their ability.
Keeps throwing,
keeps looking for the tap symbol,
but a mono artifact didn't have
a tap symbol. It just said minor artifact.
So, everything else told you
it tapped. There weren't tap symbols yet, but
it told you it tapped. And minor artifacts,
no, it's baked in the rules. You just had to know
that it could tap.
Now, both genders
I'm going to show you what genders were. General Saddleback
showed up in the core set, so there exists
plenty of them that have a tap symbol on it.
Okay, Jeweled Bird.
So Jeweled Bird is one of the anti-cards.
So remember, for those that didn't play early Magic,
when you originally played Magic under the rules of the game,
not alternate rules, the default rules originally,
you drew seven cards, your eighth card was placed,
I think, face up off to the side.
It might have been face down.
But anyway, if you lost the game, your opponent forever, forever got that card.
It was like marbles. You would lose a card.
And that was a big part of when Richard first made the game.
Now, part of the reason, by the way, that Antti was there
was Richard believed that people were going to buy a lot less cards.
It was one of the ways to sort of help change the environment,
that if me and my friends had a small number of cards,
this would create flux in what was going on and how the decks would play.
So Jeweled Bird, you drew a card and you played it.
So that made it the very first cantrip, by the way.
So you exchange Jeweled Bird with your contribution to the ante.
So the idea is what Jeweled Bird does is it says,
okay, instead of losing the thing that
you're going to lose if you lose,
you'll lose me instead.
And jewel bird,
the idea was that if you
didn't want to lose the card that was your ante,
you could exchange it and instead lose the jewel bird.
So jewel bird is most famous
probably in all of history.
The most famous jewel bird was cast by
Kai Buda at the Cape Town Magic Invitational.
We were playing a format called 250, and part of the scoring for it had to do with the value of each of the cards.
And so they were in the third game, and by swapping his anti-card for the Jeweled Bird,
no matter what, even if his opponent won,
they couldn't match because he had gotten head-on value
and Kai had won one game
and his opponent had won the other game.
He Jeweled Bird for the win was the quote,
which is like,
I will use Jeweled Bird to exchange my card for Jeweled Bird.
Jeweled Bird's value is low enough that even if you win the game,
under the constraints of how this format's working, you can't win.
And so by using Jeweled Bird, he won the Magic Invitational.
So, okay.
So I can tell, since I got up to J, that I have a podcast or two left to go here.
But anyway, I'm at work.
How have we been doing on time today?
Oh, today was a little longer day, I'm at work. How did we do on time today? Oh!
Today was a little longer day. A little extra traffic.
So you got a little extra bonus time of me talking
about Arabian Nights. But I'm now
parked in the parking space.
So we know what that means. It's time to end
my drive to work. So instead of me
talking magic, it's time for me to be making magic.
So I'll talk to you guys next time about
more Arabian Nights.