Magic: The Gathering Drive to Work Podcast - Drive to Work #217 - Innistrad Cards, Part 2
Episode Date: April 10, 2015Mark continues telling the stories behind the cards of Innistrad in part 2. ...
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I'm pulling my driveway. We all know what that means. It's time for the drive to work.
Okay, so yesterday, I'm sorry, last podcast, I started talking about the cards of Innistrad.
So today I'm going to continue. When we left off, I was in C, and I'm going to continue in C.
So I'm up to Cloister Youth. So Cloister Youth is one and a white,
so two mana for a 1-1 human.
At the beginning of your upkeep,
you could choose to transform it.
And if you do, it becomes the Unholy Fiend,
which is a black card.
It's a 3-3 horror.
And at the beginning of your end step,
you lose a life.
So this is a very interesting transform card.
So it's inspired by The Exorcist,
the idea of a little girl possessed by a demon.
And so the fun thing about this
card is, you can choose
to transform it whenever you want.
It's just, during your turn, you can choose
to transform it. But, it comes at a cost.
So instead of having a little 1-1 creature,
you get a
3-3 creature, but something that's going to
damage you every turn. And it does damage
you at the end of the turn, so the turn you transform but something that's going to damage you every turn. And it does damage you at the end of the turn, so
the turn you transform it, it's going to damage
you. And so it's an interesting
little choice. I have lost
the game numerous times
to having an
unholy fiend when I
didn't want the unholy fiend.
I mean, in the beginning I wanted it, but
like black things. So this is another
example of a card that starts one color and goes the other color.
White does not traditionally get stuff like lose life.
So the black side is a black side and isn't white.
But it's not undermining anything that white can't do.
So we allowed that bleed.
Okay.
Next, Cobbled Wings.
Cost two.
It's an artifact equipment.
Enchanted creature has flying.
Equip one.
The reason I brought this up was
this card in design was Broomstick.
And then we were informed that
in this gothic horror world,
there were witches,
because we've seen witches,
but they don't ride broomsticks.
I guess that's too fairytale-ish.
I'm not sure, but it turned out that no broomstick riding, so the broomstick turned into cobbled wings.
Next, Creepy Doll.
It's an artifact creature that costs five.
It's a 1-1 construct.
It is indestructible, and when it deals damage to a creature, you flip a coin.
And if you win the coin flip, the creature's destroyed.
Okay, so let me explain what's going on here.
So, I'm a fan of a singer named Jonathan Colton,
and he sings all sorts of fun songs,
but one of his songs is a song called Creepy Doll.
That's a song all about, you know, it's just a staple of horror,
of the doll that sort of comes to life and usually ends up killing its owner.
Anyway, we were doing gothic horror.
I'm like, oh, that's a perfect trope.
And I wanted to make a little nod to Jonathan Coulton, so I made Creepy Doll.
And it was a tricky card to make, because what we wanted was something that kind of
scared you, but it couldn't be too consistent.
Otherwise, it just sort of shut things down. So we ended up doing this thing. Okay, it's indestructible. You can't destroy
the doll. That's the trope, by the way. That you have this doll, and the owner will burn
it, and will do whatever they can to try to destroy it. It cannot be destroyed. So, okay,
it had to be indestructible. Let's just follow the trope. And then, I said, okay, originally
it had death touch, and it just killed whatever it fought.
Well, it's a little too powerful. You can't destroy it. It kills everything.
So instead, I made this thing where it kills
it half the time. You never know.
And what I found was, once I made it random
and you didn't know, there was so
much more tension. Because when it has death touch,
your opponent's just like, well, it's got
death touch. I'm probably not going to attack. I don't want
to die. But now it's like, well,
I can't not attack and it doesn't always kill things,
and so there's a chance it won't kill things.
So every time you get involved with the Creepy Doll,
you just don't know what's going to happen,
and it made it actually a lot scarier.
That always knowing it's going to kill you
is way less scary than sometimes it's going to kill you.
And it ended up being a really fun card.
No, that's not the end of the story.
So it turns out that when we made the card,
Jonathan Colton, his fans and stuff,
obviously heard about it and let him know.
And we heard from him, and so we made a deck.
Tom Lapilli and I were the masterminds behind making Creepy Doll.
I had come up with the idea of doing Creepy Doll.
Tom was on board.
I designed the card.
But Tom and I were partners in
crime here. We're both fans of Jonathan Coulton.
So I got Tom. Tom made a deck
for Jonathan Coulton. We mailed to Jonathan Coulton,
who at the time did not play Magic, I believe.
And he now does!
This whole incident, we sent him
a deck, and he played with it. And he had some
other people he worked with who played. So there were other people
on tour with him who played. But anyway, he started playing. And
so a weird thing, one of the things that ever happened to me is I signed for the creepy
dolls that were in his deck, I signed. And then we had him sign creepy dolls for me.
So it's the only time I ever signed a card for someone and they signed the card for me.
So I have, someone my desk. I have four
creepy dolls signed by Jonathan Coulton, and
Jonathan Coulton has four creepy dolls signed by me.
And then I had fun on Twitter. We actually
had a chance to interact on Twitter a little bit,
and he thanked me for the card,
and so he's much
welcome. I'm always glad when we
can make a few nods
to pop culture. There's another one coming up. I'm not sure
if we'll get to it today, but it's...
Innistrad has another very fun little Easter egg,
pop culture Easter egg.
Okay, next.
Curse of the Stalked Prey.
So this is a red enchantment.
It's a curse.
It's an aura, but it's an enchant player.
And when a creature deals damage to you,
that creature gets a plus one, plus one counter.
So remember, you put a curse on a player,
usually on your opponent.
And so the idea is, every time something damages them, plus one counter. So remember, you put a curse on a player, usually on your opponent. And so the idea is every time something damages them,
it gets bigger.
So a couple things.
First off, let me talk about where curses came from.
So in Unglued, I had a couple cards
where you were doing something directly to your opponent.
Like one of them was called Handcuffs,
where they had to keep their wrists together.
And anyway, I came up with the idea of, since it literally was affecting your opponent,
I said, well, can I just say enchant player?
We have enchant creature and enchant enchantment.
And it was unglued, so no one could tell me I couldn't do it, so I did it.
So there was an enchant player.
So when we were doing curses, it dawned on me that there's a perfect player here.
I'm not just enchanting anything. I'm enchanting my opponent.
So I went to the rules team. I go, look, I know we did this in Unglued,
which does not mean we can do it in Blackboard of Magic,
but could we do Enchant Player?
And they thought it over like, yeah, why not? Sure.
And so we made it in Enchant Player.
A little nod of the unsets influencing Blackboarder.
Now this curse originally was made, I think, by Richard Garfield.
And it was originally a green curse, not a red curse.
And it was called Curse of Tastiness, I think it was.
Because the creatures are just so tasty.
Oh, I'm sorry.
It makes you so tasty.
And so when the creatures eat upon you, it strengthens them.
They get stronger.
That was Richard's.
It got changed to red because during development, development added in what we call the Slith
ability, that the vampires, when they deal damage to you, some of them, get plus one,
plus one counters.
And so essentially this curse was granting that ability to your opponent's creatures
until they moved it to red.
One of the downsides of this is, one of the things that was supposed to happen in Innistrad
was I was trying to isolate
the humans, and one of the ways I did that is
I made a few cycles where there were cycles in all the
colors but white. So white sort of stood
out as not being part of the cycle.
There were supposed to be curses in all the colors
except white. And then in Dark Ascension,
when white finally got a curse, it was
showing that darkness had finally hit the humans.
Except, I didn't really explain this well to Eric,
who was Eric Lauer,
who was the lead developer.
And so he didn't know that it was important
that all the colors but white have a curse.
So when he took Tastiness Curse,
or Curse of Tastiness,
and he changed it from green to red,
he didn't make another green curse.
So there's not a green curse.
And so if you're ever wondering why there's no green curse,
there was supposed to be. When this card
got changed, they should have made one,
but my fault, though. I didn't
do a good enough job explaining it. I don't think I put
it in a document that we hand off, and so
Eric just didn't know something that I had done
that was clever. But when I wrote down in my...
When you design design after development, you write
a document called the Philosophy Handoff Document.
And you explain all the stuff you're doing.
And there's a lot of stuff going on.
It's one of the things I neglected to mention because there's so many moving pieces.
Hold a second.
My throat is scratched.
I'm going to take a quick drink of water.
For those that listen to this podcast,
I drink water all the time.
And one of the reasons is,
when you're talking nonstop,
this is true for radio or anything when you're talking a lot,
you need to keep your throat moisturized.
Otherwise, you strain your cords.
Anyway, I'm just trying to do a good job here
of talking
without getting all rusty on you.
Okay, next is Curse of the
Bloody Tome. It costs two and a blue,
so three mana for an enchantment, an aura,
or a curse,
enchant player, obviously. At the beginning
of your upkeep, you have to mill
the top two cards of your library.
And by mill, what I mean is, take the top two
cards of your library and put them into your graveyard.
Mill is our slang for that.
Comes from millstone, the first card
they ever did in antiquities.
This is an interesting curse, because
it's one of the few curses that you quite often
want to put on yourself. Most of the curses
are pretty bad, you don't want to do it yourself.
But it turns out that blue,
both in blue-black and in blue-green,
has a reason to want to mill itself.
And so sometimes people use this curse and enchant themselves.
That's the reason, by the way, that we made it enchant player and not enchant opponent,
was we realized there's some fun opportunities where maybe you could enchant yourself.
So anyway, we did do that.
And then this was the biggest one where we knew you might want to do it on yourself.
Okay, next.
Dark Thickened Wolf.
So Dark Thickened Wolf is one and a green
for a 2-2 creature, a wolf.
And for two and a green,
it gets plus two, plus two until end of turn.
You may only use that ability once per turn.
Okay, so it has the ability
we call the Root Walla ability,
named after a Tempest card called Root Walla.
And so the idea is,
it has a giant growth kind
of built in, that you can spend mana and make
it temporarily bigger, but you can only boost
it once per turn.
So this basically is,
fills a slot of what we call a
Grizzly Bear, a bear. Grizzly Bear
in Alpha was one and a green,
two mana for a 2-2 creature. Now,
on the weak side, green constantly gets you
better than that, and every set, there's at least one green 2-2 creature. Now, on the weak side, green constantly gets you to do better than that. And every set,
there's at least one green 2-2,
usually with some extra ability.
Sometimes there's more than one.
In fact, in this set,
there's more than one.
So one of the things,
this is a wolf.
So one of the things
we were doing with the werewolf,
so we were doing tribal.
Werewolves had a problem,
which was every single werewolf
is double-sided.
And what that means is, in order to have a werewolf,
you need a double-sided card.
Well, and maybe you see the problem here,
we were limited in how many
double-sided cards we had. Plus, we wanted
double-sided cards not just in green and red, which
were werewolves were, but in black, white, and blue.
So, all,
I think almost all, or all
the green-red cards are,
well, Garak is it, I guess. Other than Garak, I think all the green-red cards are... Well, Garruk is it, I guess.
Other than Garruk, I think all the green-red cards are werewolves.
So everything that could be a werewolf was a werewolf.
We even made a few more red and green cards just because we wanted more werewolves.
But there was just a limit.
There's only so many werewolves we can make based on the limitations of double-faced cards.
And be aware, double-faced cards had to be on their own sheet.
The way we ended up doing them, each pack got one double-faced card. Anyway, we only had so many werewolves we could do, but we wanted
werewolf tribal to be a thing. So what do you do? There's not enough werewolves unto
itself to support werewolf tribal. And the answer was wolves. Okay, well, werewolves
are a kind of wolf. Werewolves. Although, that's interesting. So one of the big debates,
by the way, when we were talking about the creature type line of werewolves was what were we supposed
to put on them? Were they supposed to be wolf? You know, was it a wolf beast or something?
Or were we supposed to use werewolf? I fought very, very hard for werewolf because I feel
like I'm a big, I'm a word person. I believe there's a lot of power in words. And so I
believe the word werewolf,
we had had a werewolf before,
but they were always in the title.
And I wanted to bring werewolves to the game,
as I said in my podcast on Innistrad.
I told my team, if we can nail werewolves,
if we can sell werewolves,
if werewolves can be something amazing,
the set is going to do great.
Because werewolves were the things
that we hadn't really done before
that I just wanted to show off
and do in a cool new way.
And we did.
I mean, about as splashy as you can get.
But anyway, I wanted the word.
And so we had a big argument.
Brady, who was the head of the creative team,
really wanted wolf and did not want werewolf.
I really wanted werewolf.
So we had a big fight over it.
In the end, I managed to convince enough people
that Werewolf was correct,
and so we went with Werewolf.
The one thing we ended up having to do
was originally Werewolves were just human on front
and then Werewolf on back.
But we had cards and stuff
where we wanted to reference Werewolves
in zones outside of in play,
outside of the battlefield.
And so we put Werewolf on them so you could search for a werewolf.
We could reference werewolves in means outside of the card.
So what it meant was, on the front side, they were human werewolf.
On the back side, they were just werewolf.
I mean, sometimes they had a class in addition to their race.
Like they were human something, werewolf.
But anyway, that's the story.
Anyway, so we decided that in order
to make werewolves viable as a
tribal thing, we needed to have
a little more support. So we came up with the idea of
wolves and said, you know what? The werewolves,
they run with the wolves. And so we made
a bunch of wolves to go with the werewolf deck.
So one of the things we learned
is what the werewolf deck really
wanted was it wanted
the ability to use mana but not cast spells
because the way you turned the humans into the werewolves was by not casting a spell. So by
making supporting cards that were wolves that use mana it allowed you to sort of get the you know
get something out of your mana yet also have the ability not to cast anything and turn them into
werewolves. So Dark Thinning Wolf is a good example of something
where I played on turn two, and maybe on turn
three or four, after I've played some werewolves,
I might use the mana for this ability
rather than casting a spell.
And so you'll see, we have a few other wolves coming up,
but the werewolves and the wolves both
try to, often on the front, give you means
to use your mana.
The reason it was often done on the wolves, by the
way, and not the werewolves, is the werewolves
already had a lot of text, because they had to have
the conversion text, how to transform
a human into a werewolf.
And so because they had to do that text,
there was just less space on them.
And so the wolves didn't have
any job other than being wolves, so
we had a little more room to play
and to do activations there.
Okay, next. Daybreak Ranger.
Two and a green for 2-2.
Human Archer Werewolf.
There's my example.
So he's a human archer.
And you can tap to do two damage to a flying creature.
And then beginning of any upkeep,
you transform it if there are no Spell to Cast.
Because it's a werewolf.
Then when it turns, it becomes a Nightfall Predator,
which is still green.
It's a 4-4 werewolf. But it has the ability, it becomes a Nightfall Predator, which is still green. It's a 4-4 werewolf,
but it has the ability, R and tap, fight
target creature. And then, obviously, it has
the convert back if you cast two or more
spells, or if anybody cast two or more spells.
So,
the idea here, so this was an interesting one.
So, the idea was, on the front,
it was
an archer, and it could kill flying creatures, something
green can do. On the back, it could fight.
So the idea was, early on, it could only hurt a subset of things.
And on the back, it could fight anybody, and it got bigger.
Now, the card was made by design to be mono-green, because green can do both those things.
Green can kill flyers. Green can fight.
But they wanted to make one or two more cards
that encouraged you to play red and green
in your werewolf deck.
And so this was
they changed the backside activatability
development did from green to red
to start encouraging in drafting
to play a little more of a red green deck
and just encourage having some red in your werewolf.
And the idea being is
it was a werewolf where
you might take it if you're just playing green,
but you're a little more excited to take it if you're playing red.
It's just a much stronger card if you're playing red in addition to green.
Okay, next, Deadly Departed.
Four white whites, so six mana for a 5-5 spirit.
It is flying, and if it's in your graveyard,
your humans enter the battlefield with a plus one, plus one counter.
So, like I said, there's an interesting relationship
between the humans and the spirits.
As we were trying to craft something,
the spirits were the ones trying to help the humans.
They're the only...
So one of the things we did is,
the monsters were in red, green, blue, and black,
and the good guys were in white, right?
The humans were in white.
But what we found was there was one other tribe in white, which was the ghosts.
So what we decided was the blue ghosts were the mischiefists, the poltergeists, and the
mean ghosts, if you will, and the white were the benevolent ones, the ones that were trying
to help their ancestors.
And so what we did is we made it so the blue and white deck can play together, the spirits
work together, but we also tried to make this flavor of the white ghost would be the kind of,
the things in white were the good things.
We don't normally make white good and black evil quite as crisply as we did in the set,
but we were playing into tropes of horror,
and so horror has a very strong good-evil dichotomy,
so we played up with it, and white-black was a pivotal point.
Like I said, it's not something we normally do.
It's something we did here because it made sense in the top-down what we were trying to do.
And so we decided that the white ghosts were good ghosts.
And this is a good example of, oh, you know.
And the funny thing is a ghost has to be dead.
The spirit has to be in your graveyard to do its thing.
Now, by the way, in Odyssey, we introduced a little graveyard symbol that said things were active in the graveyard.
Now, we didn't continue to use that symbol, but this would have a little tombstone on it.
It is a card active in the graveyard.
This set has a bunch of things because it has flashback, obviously,
and then it has a few other cards that actually do things well in the graveyard.
Okay, Delver of Secrets.
It is blue for a 1-1 creature, a human wizard.
Beginning of your upkeep, you look at the top card of your library.
You may reveal it if you choose.
If it's an instant or a sorcery,
you transform the creature.
If you transform it, it becomes Insectile Abomination,
a 3-2 human insect
with flying.
For those who don't recognize this trope,
almost all the double-faced cards are me doing
me and my team doing
classic horror tropes.
So this is The Fly.
It's a 50s horror film.
It got remade in the 70s or early 80s with Jeff Goldblum.
It's about a man who experiments, a scientist who experiments with teleportation
and accidentally gets his DNA mixed with a fly.
I don't know who I'm ruining it for yet.
Anyway, this is telling the story.
So be aware, when I made this card, I was trying
to make a goofy card that was
the fly. I was not trying to make a
tournament staple.
Now be aware, in design, I'm never
trying to make a powerful card. I'm just
trying to make a fun card, and then design
hands over development, and development decides
what they want to push and what they don't. So when
I made this card, it was just a goofy
fly joke. I mean,
I was trying to make a reference to the fly.
And I like the idea of, just thematically,
you know, a scientist, and in our
world, scientists are wizards, but you have scientists
messing with things they shouldn't mess with, and he gets
transformed. And all that's there,
I mean, he's a wizard, he becomes a human insect,
like, the whole
thing is there. This is one of those cards, he becomes a human insect, like, the whole thing is there.
This is one of those cards when I made it
that you're like, like, I thought
Jekyll and Hyde was going to get through. I wasn't
100% sure whether or not the fly was, but it did.
Originally, by the way,
in design, for a while
you were looking for a creature, rather
than instant or sorcery, and it both
was too easy to do and
didn't feel blue enough. One of the
arguments I get about this card all the time is it turns into a
3-2 flyer, and it costs blue on the front side.
So people are like, that's an efficient flyer.
Blue's not supposed to have efficient, cheap creatures like that.
I'm like, well, you do have
to build your entire deck around the fact that it
cares about instants and sorceries.
This card's not good in a deck full
of creatures. It's good in a deck that
has a few creatures and mostly has lots of instants and sorceries. That's what blue's all about. a deck full of creatures. It's good in a deck that has a few creatures
and mostly has lots of instant sorcery.
That's what blue's all about.
Blue's the spell color.
So this is an efficient creature
in a deck dedicated to spells.
So, and like I said,
blue's weakness has to be
that it needs a certain style of play.
This card requires that style of play.
It doesn't let you just have a little weenie
beat down all creature deck. It doesn't let you just have a little weenie beat down
all creature deck. It's not what it lets you do,
which is something that Blue is supposed to be bad at,
but that's not what this card is.
Okay, next. Demon
Mail Halberk.
Four mana for an artifact. It's
equipment. Equipped creature gets plus four
plus two, but the equip cost
is sacrificing a creature.
So this was sort of cool. It was a piece of equipment
where the idea was
it required sacrifice to use.
And it's a pretty cool card.
It's very efficient. In fact, it's a pretty good
card limited, because limited
often you have a creature you don't care that much about.
And you know what? Plus four, plus two is pretty good.
But this definitely played
in the sense of
we wanted some sacrifice outlets
it helped with morbid
it just helped the general tone of things
the flavor of this card is dead on
this is just one of the nice things
about when you do top-down design
is this card is pretty simple
but it really
because of the flavor
it just shines so much
that it really just
I don't know
takes on another level
of just coolness to me
anyway it is an example of just coolness to me.
Anyway, it is an example of just a nice, clean design that's just spot-on on the top down.
Okay, next, Deranged Assistant.
It costs one and a blue, two mana for a 1-1 Human Wizard.
Tap, you mill the top card of your library,
and once again, take the top card of your library, put it in your graveyard,
and you add one mana to your mana pool.
So this does a couple things.
So blue, obviously,
is the self-milling color.
Blue also has access
to colorless mana.
A lot of people forget
that blue can do that.
One of the reasons
that blue does that
is blue's number one artifacts.
So often,
where there's artifacts involved,
we give blue access
to colorless mana
so it can play artifacts.
It's not blue mana.
It can't cast its own spells,
but it can cast artifacts, or it can
help cast its spells, but it can't cast the blue part.
And so this card kind of
combined with me that it did something that was
like, one of those fun things where you do something that's
a cost, and then the player feels smart
because they're like, I'm using the cost as a
positive thing.
And this card was a very beloved card.
Used a lot in Limited.
Okay, next. Desperate Ravings. Costs one and a very beloved card. Used a lot in Limited. Okay, next.
Desperate Ravings. Costs one and a red, two mana
to draw two cards and then discard
a card at random. And you could flashback
it for two and a blue.
Okay, so something that happened during development is
we put flashback in the set.
Flashback was obviously added by design.
But development realized it was a valuable
tool to do something. One of the things that development likes is having some cards that really push you toward two-color combinations.
In recent times, we've been doing a lot more of just two-color cards.
But one of the tricks you can do, other than multicolor, is you can do something like this,
where I cast a card and I flashback in another color.
And so one of the neat things about that is that you get a card that
really to maximize it, you want it in a red and
blue deck, because you can't use it twice
unless you're playing red-blue.
So anybody who's playing red,
maybe they'll take it. It's possible. Blue is
not useful at all, or not very
useful. You've got to get it in your graveyard.
But red-blue is very useful. You can use it twice.
And so the development team
came up with effects that a lot of ways were hybrid effects, things use it twice. And so the development team came up with effects.
A lot of these were hybrid effects, things that made sense.
And this one was
skirting the lines. Interesting. We hadn't yet
brought rubbing or
red-looting into red yet.
And so the reason this was red was
the random discard. And the reason it was
blue is you're drawing cards.
And so we sort of did this thing where red didn't go up in
card advantage because you had to use the card
to get, you had to cast this card and to lose a card.
So you were spending two cards
to get two cards.
So that allowed it to be red. And then blue
it's like, well, it's a little more red than blue.
Blue doesn't tend to discard randomly
but it thematically fits. And like, okay,
blue can draw cards. And so we were able to make
that the flashback card.
Okay, speaking of flashback cards, the next one is
Devil's Play. So Devil's Play costs
X and a red. So X being
a variable cost. It's a
sorcery. You get to deal X damage
to target creature or player.
And you can flash it back for X
RRR.
A little side note, by the way.
R is red.
Whenever we cost things, we always cost things using the letter.
So W, U, B, R, and G.
And so we often in R&D refer to cost by the letter,
just because that's what we read all the time.
So if something costs two and a blue, we just read it as 2U,
because that's just literally what you're seeing.
So numerous times in files I'll make
a card that costs RRR
so red red red and I'll call it like
rascally pirate or something because
the card's RRR.
And then at some point I realize that the audience will never
see R's, they'll just see a red band symbol
and it'll make no sense and so
I keep making that joke and then realize it'll never carry
to the actual card. But anyway
so this card the idea we wanted was a flashback fireball,
or a blaze, technically. Can't split it.
And just a red X spell that you could flashback.
And one of the things that was fun was trying to figure out,
well, what's the right cost?
Because we have X in it, so we kind of wanted, you know,
we wanted X to be the only color thing, and so we had to use red mana.
And so the question was, okay, well, we know XR is Blaze, and Blaze has a little extra
room on it, so what does the flashback version cost?
And there's a lot of debate.
I think they went back and forth between XRR and XRR, but it turned out to be so good that
it ended up going XRR.
Okay, next.
Diagraph Ghoul.
Black for a 2-2 zombie and enters the battlefield tapped.
So this was an interesting debate.
Back during Tempest,
I had a bad habit of making zombies,
2-2 zombies that cost one black.
I made two of them.
One of them did one damage to you every turn,
sort of, unless you had a zombie.
And one of them...
What did the other one do?
There were two of them. And because they made two of them and What was the other one? There were two of them.
And because they made two of them
and there was hatred,
there was this really fast zombie deck
that used hatred in Tempest Block
because of my love of making 2-2s.
So somehow I got another 2-2 zombie.
This one's a little fair
because it comes to play tapped
and we've made creatures better since back then.
So this card's not quite as overpowered
as those old ones were.
But anyway, I like...
We did a shtick with zombies of...
A lot of times, coming in to play tapped,
we were really trying to get the flavor of just...
They lumber in.
They're not particularly fast.
You know, I...
I think I explained during the Innistrad podcast
that I'm a big believer of slow zombies.
I don't like fast zombies.
I know video games have made a lot of fast zombies.
I think slow zombies, to me, are the cool thing.
I just love...
I love the fact that, like, an average person,
anybody should be able to kill a zombie.
Any one zombie's not that hard.
They're slow, they're dumb,
but you get a bunch of zombies,
it gets scary pretty quickly, so...
Okay, next, dissipate.
Dissipate costs one blue blue.
It's an instant,
and you get a counter-target
spell and exile it. So this is a
reprint. And
the reason we brought it back was because of Flashback.
That we wanted to be able to counter a Flashback
spell and not have them be able to flash
it back. And so, this was
a good reprint. One of the things we always look for
is trying to find things that can come back in a place
where they can just do interesting work.
And so Dissipate is a neat card.
I mean, the reason Exiled, when it first got made,
was for other shenanigans in the graveyard.
But it works really well as an answer to flashbacks,
so we put it in.
Next, Doom Traveler.
Doom Traveler is a 1-1 for one white mana.
It's a human soldier.
When it dies, you get a 1-1 flying white spirit
token, creature token.
So once again, I said that we
did this tie between humans and spirits. Mostly it's done
in white. And the idea that humans can
die and become spirits.
And so that's one of the little flavors that
goes on in white. White generally has a token
theme. It has a go-wide theme. And this is
part of that. That I have a creature that I can somehow
make use of and still get a creature out
of it. This card definitely was
a very interesting card, and
got used in a bunch of different ways.
Next, Elder Cathar.
Two and a white for a 2-2 human
soldier. When it
enters the battlefield, you put a plus one, plus one counter
on target creature, or if that
creature's human, you put two plus one, plus one counters.
So this was one of ours
trying to help the humans.
One of our big flavors
in all of the tribes was,
and this is generally true
in tribal stuff,
is the tribe likes itself.
Tribe wants to help itself.
So humans,
humans are trying to help out other humans,
and this guy will help out
whoever he can,
but you know what?
He's more willing to help other humans.
He's a little more helpful
if he helps a human.
Okay, next.
Elite Inquisitor.
White, white for a 2-2
human soldier. It's got first-strike
vigilance and protection from
vampires, werewolves, and zombies.
So one of the things we were trying to do
is we wanted to get the sense of some monster hunters,
of people that fight the monsters
and are particularly good at it.
And so the idea of this one was, how do we reference
a monster hunter? And eventually we came
up with the idea of, well, what if we give him protection from the monster races?
Four ended up being a little too many to write on the card.
Three ended up being the right amount.
And because the spirits were split between half being good and half being bad,
and White also interacting with spirits in a positive way,
said, okay, our monster template will be vampire, werewolf, zombie.
So when we want to sort of say monster, either we say non-human sometimes, or we spell out vampire, werewolf, zombie. So when we want to say monster, either we say non-human sometimes,
or we spell out vampire, werewolf, and zombie.
And that's, by the way, when you realize that they're all at the end of the alphabet.
It's V, W, and Z.
It's funny that we go alphabetically, and vampire comes first, and it's V.
I find that funny.
Apparently, monsters like to be at the end of the alphabet.
Anyway, this was definitely made a card to be very strong,
something that could fight the monsters.
And Development, I know in Design we first made it,
I know we had all the protections on it.
I think Development sort of made it cheaper and added extra abilities
and just made it a little more aggressive.
That was Development's doing and not Design's.
Okay.
Next is my favorite card, doing and not designs. Okay. Next
is my favorite card,
which I'm going to end on
my favorite card in the set.
That'll be my final card of the day today for you.
And I'll almost be done with E.
I actually have one E next time.
But I'll begin next time. I'll tell you in a sec.
Okay, so, my favorite card in the set.
Endless Ranks of the Dead.
Two black black as an enchantment.
At the beginning of your upkeep, you make X to two black zombie tokens,
where X is the number of zombies you have in play, rounded down.
And so the idea was you wanted to get some zombies in play,
and then you play Endless Ranks of the Dead.
And what it does is it does what I want you to do with zombies,
which is it turns your zombies into a horde of zombies.
Then if I get this down,
my opponent's like,
I better start killing zombies quickly,
because there's going to be,
a lot of zombies really soon,
and the idea is,
you know,
you are going to overrun those zombies,
unless they kill you first,
because this is just going to make,
an endless rank,
of the dead,
and so,
anyway,
I,
this was my favorite card,
then,
mechanically, was my favorite card, and then, they put on my favorite card. Then, mechanically, it was my favorite card.
And then they put on my favorite piece of art in the whole set on it,
which is this stained glass window.
It's actually Avacyn in stained glass.
And you see the zombies poking through from the other side.
It might be my most favorite piece, other than maybe Maro.
My favorite piece in all of Magic.
It's a beautiful, beautiful piece.
And if you've never seen it blown up, it's like, it's prettier on the card
and even prettier when it's blown up
because there's so much detail on it.
Anyway, this is my favorite card
because, like, this just embodied,
I love making a card that just, like,
this is what the set is about.
It's horror, it's zombies, it's, it just,
I don't know, it just, it rang true.
It hit every note correctly
and it just made me super, super
excited, so
okay, so I'm going to wrap up for today
the beginning of next podcast
will be another one of my favorites, which by the way
got made in the, I think in the same
meeting, or very close to the same meeting
both of these got made in meetings, which is
Evil Twin, I'll take it back
Endless Runs to the Dead I made outside of a meeting
but Evil Twin, which is what I'll start with next
time, I made, my team made it
together, our whole team made it, a combined
effort in a meeting. I'll talk about it next time.
But for right now, I've
just parked my car, so we all know what that means.
It means it's time to end my drive to
work. Instead of talking magic, it's
time for me to be making magic. See you next time.