Magic: The Gathering Drive to Work Podcast - Drive to Work #230 - Dark Ascension, Part 2
Episode Date: May 29, 2015Mark continues with Part 2 of his 4-part series on the design of Dark Ascension. ...
Transcript
Discussion (0)
I'm pulling out of the parking lot. We all know what that means. It's time for another drive to work.
And man, I took my daughter to camp. It's spring break for me. Although for you guys, I'm sure it's later.
Anyway, last we talked, I started talking about Dark Ascension.
And I got to the cards, and as we left, I think we were in the seas.
But we're not quite done. We have more seas to go.
Okay, so time to talk about Curse of Bloodletting.
So Curse of Bloodletting is 3RR.
It's an enchant player.
It's an enchantment aura enchant player.
So all the curses are enchantments, enchant players.
And it says all damage to enchanted player is doubled.
So it took the card Furnace of Wrath,
and it said it's a curse in which
damage to you is doubled.
Furnace of Wrath doubled all damage from Tempest.
So this is kind of a personalized Furnace of Wrath,
only against the enchanted person.
And so,
the,
as I explained last time,
that the curses were definitely something we had done.
We were trying to get the flavor
of horror, and so we went to the idea of
people can get cursed.
We used enchantments.
I explain all this in my Innistrad things.
But anyway, one of the
fun things of trying to find curses
was trying to figure out something
where, like, what is a neat
negative you can give somebody?
Normally when you make enchantments,
you make positive enchantments.
They're good things for you.
And these were fun because they were, like,
strictly downside for your opponent.
I mean, we definitely make enchantments
that affect everybody the same way,
and sometimes they're negative.
And usually the idea is the person who plays them
is building their deck to deal with it.
But here, it's like, okay, curses are just
nothing but negative because it's just for your opponent.
And they were definitely fun to make.
I know we kept
sort of thinking of different kinds of curses you can make
just to differentiate them.
Okay, so the next is Curse of Exhaustion,
which is two white-white
enchant player, obviously.
And it says,
enchant player can cast more than one spell a turn.
So this is Rule of Law.
So Rule of Law
is an enchantment, a normal magic
enchantment that you can
play and just infect your opponent.
I think it doesn't infect everybody or just
your opponent. It might infect everybody.
Everybody might only be able to cast one spell a turn.
Anyway, this is a curse. Only affects your opponent.
The unique thing about this is it's a
white curse. As I explained, I think, during my Innistrad card talk,
this was supposed to be a big deal that white got a curse.
It was supposed to be like, oh my god, the times are bad.
You know, because one of the things we had tried to do really hard was
to separate kind of the evilness in Innistrad
so that white was kind of the bastion of the good holding out
and that all the monsters and everything around were the other four colors.
But because I didn't explain this well enough to Eric Lauer,
he took away the green curse.
The idea of curses in every color but white didn't get conveyed very well
since green didn't have a curse.
So here I was trying to convey, like,
the idea that white got a curse was supposed to be this very symbolic thing,
and because of me not explaining the messaging properly, it ended up not being nearly as impactful as the intent was.
Okay, next.
Curse of Misfortunes.
So four black, enchantment, aura, obviously enchant player.
At the beginning of the upkeep, you tutor for a curse that that player doesn't have and attach it to them.
So one of the things we were trying to do is, in order for Curse to have a subtype,
Mark Gottlieb was the rules manager at the time,
he demanded that we cared about it.
That in order to have a subtype, you had to have a mechanical reason for having it.
It couldn't just be there for flavoring.
There had to be a reason.
So we made a card in Innistrad that did.
We made a couple
of card cards here.
One of the ideas we liked
was the idea of making
a fun, casual curse deck.
And the idea of a curse deck
is, well, you know what's fun
to make a curse deck?
Let's spread out the curses.
Let's make curses.
You know, let's not keep
doing the same curse
as the person.
A lot of times
it wasn't even necessary.
I mean, a few of them stack,
but some of them,
like Curse of Exhaustion
doesn't stack.
They can cast one spell.
Why do you want a second one?
They can only cast one spell.
So the idea of Cursed Miss Fortune was
you put this in your curse deck,
and then it allowed you,
once you got this out,
to keep go getting other curses to put on them.
That was the idea.
And then the companion, Cursed of Thirst,
for being an enchantment aura,
enchantment player,
beginning of upkeep, you do
damage equal to the number of curses.
So the idea is these work together. What I do
basically is I first get on Curse of Misfortunes,
then I go get the Curse of Thirst,
then I go get other curses, and meanwhile
as you're getting more and more gummed up by curses,
you're taking damage every turn from Curse of Thirst
until you eventually die.
That's kind of the master curse
plan.
So I'm not sure if anyone's out there.
Somebody must have made a curse deck.
One of the things we try to do in all sets is we want to have different kinds of things you can do.
I mean, we definitely think standard.
We think about limited.
We think about different formats.
But one of the things we also think about
is what we call casual constructed,
which is just, you know what?
This will be fun for me and my friends.
Is it going to see a tournament play?
No.
Is it going to be a major limited archetype?
Not necessarily.
But it's something that's fun.
In general, casual players tend to like, what can I do?
Oh, here's a neat little theme, and here's some cards that go on the theme.
Ooh, I can build this deck.
And the curse is definitely, there was a curse deck theme, and here's some cards that go on the theme. Ooh, I can build this deck. And the Curses definitely, there was a
Curse deck you could build. We gave you some
tools, and Curse of Misfortunes and Curse of
Thirst were definitely playing into that theme
of here's some tools to build this deck.
And I know a lot of people,
I know we brought Curses back in one of the
Commander products, and people were very excited.
So Curses definitely had
an audience. There was definitely a casual audience
that enjoyed Curses.
Okay, next.
Deadly Allure.
So it's a sorcery for single black.
It says target creature gains death touch and must be blocked.
And for flashback, it was green.
So I explained once before, or last podcast,
how Eric Lauer, as a means to start creating some archetypes between colors,
made a cycle of flashback cards.
And I think the way it worked is
that one cycle went one way
and one cycle went the other way,
I think, between Innistrad and Dark Ascension.
The idea being that if Innistrad,
for example, this is a black card
that has a green flashback.
That meant that Innistrad was the green card
that had the black flashback.
In fact, it's a very famous card,
but I'm blanking on the name.
Was it Spider Spawning?
I think it was Spider Spawning.
Anyway, the idea was that we did
one rotation in Innistrad to the
opposite rotation in Dark Ascension,
and definitely one of the things we tried
to do is make sure that it
played into the themes that they were, you know, the decks were trying to do. So, one of the things about seeing them do is make sure that it played into the themes that the decks were trying to do.
So one of the things about seeing them is that you see this card and go, oh, it goes in my green-black deck.
Well, what is my green-black going to do?
It's like, oh, this fits in the kind of deck that I want.
Okay, next. Death's Caress.
A sorcery for three black blacks or five mana for a sorcery.
Destroy a target creature.
And then, if it's human,
you gain life equal to its toughness.
Okay, so now we start getting into another
big theme of Dark Ascension, which is
beat up on the humans!
There is a flavor
here of
the monsters are rewarded for
hurting the humans. Destroying humans is
good, sacrificing humans is good, just
you know, causing death of humans in general is a good good. Sacrificing humans is good. Just, you know,
causing death of humans in general is a good thing. Or just misfortune, I guess. And so the idea is that there definitely is this flavor of the humans are in trouble, and you
see mechanically all these monsters and stuff are being rewarded for hurting the humans.
And Duskcrest is a good example. And now, the idea, by the way, of Duskcrest, you play it in limited no matter what.
It's a kill spell. But,
you know, you're a little more inclined
to want to kill humans with it. Not that you can't
kill other things than you do,
but there's definitely that flavor in there
of the idea of the humans are
definitely something the monsters are going
after. Okay,
next. Deranged Outcast.
One green for a 2-1 human rogue.
For one green,
you could sac a human to put two
plus one plus one counters on target creature.
So, one of the things is
that we definitely
were trying... Human Tribal was a thing.
White-green was where Human
Tribal happened in Innistrad. So we were
trying to continue that here, but we're trying to put
a little twist on it. Human tribal
in this set, well,
green might be sacrificing
some humans, so
this could go in your human deck, but
it's used a little differently.
One of the neat things about doing a second set
is you take existing themes and you
can tweak them a little bit. Like, white and green
is still a human deck. You can make a human deck and play with
them, but when Dark Ascension is involved, all of a and you can tweak them a little bit. Like, white and green is still a human deck. You can make a human deck and play with them.
But when Dark Ascension is involved,
all of a sudden humans have a little bit of a different value than they did.
There also, by the way, is a black-white deck that really preys on humans as well,
because the vampires love to prey on the humans.
But we did give tools to the green-white human deck.
Just not the tools you had in Innistrad.
And that's one of the fun things, by the way,
about trying to do an expansion to an existing product in a block
is that you can take existing themes and existing decks that exist
and then add a few things that stay in the theme that go in the deck
but just start shifting the deck in a slightly different direction.
Because one of the goals is,
if you've drafted Innistrad for many months
and now Dark Ascension comes out, we want it to fit into what you've drafted Innistrad for many months and now Dark Ascension comes out,
we want it to fit into
what you're doing.
We want it to be part
of Dark Ascension.
Sorry, part of Innistrad.
But we also want to sort of
give you some new things
so that the deck
you've been playing
is not quite the same deck.
It's a little bit different.
Sometimes it can change
a lot more
based on new mechanics
and things.
But also sometimes
it's similar,
it's just smaller twists.
Okay, next.
Diagraph Captain.
So that's one blue black.
It's a gold card.
It's a multicolor card.
It's a 2-2.
So it is a human rogue.
I'm sorry, not a human rogue.
It's a zombie soldier.
It's a zombie soldier with death touch.
Your other zombies get plus one plus one.
And whenever another zombie you control dies,
target opponent loses one life.
Okay, so let's talk about the captains,
although only three of the four are called captains.
So we decided we wanted the monsters to have lords,
not the humans, because the humans were the ones in trouble,
so they didn't get lord.
So this is another cycle where there's four of them,
and we leave one out.
The funny thing is we ended up putting a human lord
in Avacyn Restored,
but I think it's in mono-white.
And so people felt like
we'd never give them
the white-green human lord.
And so all these people
were like,
you have to go back
to Innistrad
so you can make
the white-green human lord.
So that's one of the cards
that people feel we left out.
Anyway,
one of the things
with this cycle of lords
was we were trying to say,
okay,
so we made them so they all pumped.
They're gold cards.
They're in the two colors that the tribes are in.
They gave all of them plus one, plus one.
And they did something that fit in the style of play.
Well, zombies is an attrition deck where I'm just throwing zombies at you,
and you're killing them, and I'm going to overwhelm you.
I'm going to swarm you with the zombies.
But a lot of zombies die. So if every zombie that dies did one to the opponent, oh, that's really helping get you there. Because the zombie deck is
zombies are constantly dying. Zombies are not, they tend to be small
you know, the zombie deck just keeps pumping out more zombies. But your
opponent is just killing them left and right. So this sort of plays in and says, oh
this is a pretty good ability to have for a zombie deck
because of the way the zombie deck plays.
So one of the things about this cycle, by the way,
is we stuck them in uncommon.
I mean, I stuck them in uncommon.
Tom Pilly, who was the developer, I think kept them in uncommon.
The idea originally was we really wanted them to be a limited thing.
Turned out they were so good that they warped limited a little bit
that when you opened up one of them,
you really,
the goal of tribal in the whole block
was meant to be
that you were never on rails,
meaning you never had to draft the tribe.
That you could,
you could opt in to draft the tribe
if you wanted to,
but you didn't feel forced to.
And the problem with the cycle of the captains
is when you open one in your pack, it's
really strong, and so you really
encourage to take it. And once you took it,
it really puts you on the path of doing that tribe
and it's a little more in rails than we meant.
I think Tom and I agreed after the fact
that probably rare would have been better for this.
So it happened and limited a little
less every once in a while, but not quite
as often as it happened in the current draft.
Okay, next. Divination.
Two-use sorcery.
Draw two cards.
This is the Tom Lepilli special. I think
Divination is in just about every
set that Tom developed, I believe.
I said, by the way, last time that this
was Tom's, or, yeah, last time, last podcast,
that this was Tom's first lead.
Little incorrect. I believe this was Tom's
first expansion lead.
He had led one or two core sets.
So this wasn't his first lead ever,
but it was his first lead with an expansion.
Anyway, Tom loved having divination in the sets.
I will bring up that my pet peeve with divination is
I think the card draw is supposed to be targeted.
I wrote a whole article about this.
I believe that a target player draws two cards is not something that confuses people too much,
just like deal damage to a target player.
Yes, you could choose me to damage myself or choose my opponent to draw cards,
but most of the time you don't want to do that.
I think the player understands, oh, I want to draw the cards.
Why would my opponent draw the cards?
But it allows you to deck your opponent and do cute things
where making your opponent draw
every once in a while matters.
Anyway, it's up to me!
Card drove and targeted, but it is not.
So I lost that fight.
Okay, next. Drogskull Captain.
One white-blue, 2-2
spirit soldier. It does flying.
Other spirits have plus one, plus one, and hexproof.
Okay, so
like I said, all the captains,
actually, I explained a little poorly how they worked.
All of them were, I think, three mana,
one CD, meaning
one color mana of one, and then
the second color mana of the other color.
All of them were soldiers. They were
the right creature type of soldiers.
All of them had a keyword.
So, the zombie had Death Touch,
the drug school captain,
which is the spirit,
has flying because of the spirit.
And this one is tricky.
All of them granted plus one, plus one
to the creatures
and then did something else.
This one grants a keyword,
which is hexproof.
So it's just included on one line.
But it's two abilities.
It grants plus one, plus one
and it grants hexproof
since Innistrad
we backed a little bit away
from how aggressive we are
with hexproof
this is definitely one of those
being a little more aggressive
with hexproof
than we would nowadays
because once I get this out
you know
I mean
given it says other spirits
you can't target this
so there's a way to deal with it
but
if you get two of them out though
they protect each other and then yes you know it becomes very hard to deal with it. But if you get two of them out, though, they protect each other.
And then, yes, you know, it becomes very hard to deal with.
Okay, next.
Drog Skull Reaver.
Five white blue for three five spirit.
It is flying, double strike, and lifelink.
And whenever you gain life, draw a card.
Okay, so this card is definitely doing some fun things.
Triggered card drawing is normally a blue thing.
But life gain is normally a white thing.
Okay, well, here's kind of a neat thing.
What if we mix them up so that the life gain triggered the card drawing?
And there's a neat thing here where the creature has flying, obviously, for invasion.
It's making it easier to hit your opponent.
It has lifelink, so every time it hits them, you get to draw a card because it's gaining life.
Notice every batch of life gained,
not every individual single life you gain.
So if you gain three life,
you get one card and three cards.
But this picture is double strike,
and double strike is very synergistic
because instead of gaining one batch of life,
you gain two batches of life.
Because with double strike,
you hit during first strike damage,
you gain some life, so you would get a card. And then during normal damage, you would do some more damage, gain of life, you gain two batches of life. Because with Double Strike, you hit, during first strike damage, you gain some life.
So you would get a card.
And then during normal damage, you would do some more damage, gain some life, and draw another card.
So this card definitely has a lot of pieces all working together.
This is a very Melvin-y card, or Mel-ish card,
in that it has a lot of pieces that work together.
Like Flying and Double Strike, oh, well, Double Strike's good on Invasion.
Well, Double Strike and Lifelink,
well, Lifelink cares about damage,
and Double Strike doubles the damage.
That's good.
Lifelink and Flying, well, Invasion works well with Lifelink.
Oh, you know, Card Drunk based on Lifelink.
Well, that's good.
But Double Strike means that you get two batches,
so you get to draw two cards.
So, like, it all works together.
It's a very clean card,
and all the different abilities kind of come together
to create something that's a little better
than the sum of the parts.
Okay, next.
Dungeon Geist. Two blue
blue spirit, three three. When it enters
the battlefield, tap and lock down
a target creature.
And then as long as it stays in play, that creature is locked down
and it is flying.
So the idea is... So one of the... Let me talk about
spirits a little bit. Is in the first
set, we gave... Werewolves had a very strong identity.
They were these weaker creatures that when the moon came out, all turned, and all of
a sudden, bam, you had giant werewolves.
Vampires were fast and blood hungry, and they were the speedy droop, and they were just
eating, and they had a slith ability, and they were, you know, they were very aggressive
in draining your blood where it could.
And then we had zombies.
Zombies were black and blue and slow and plodding.
And it sort of slowly overwhelmed you with its wave of zombies.
Spirits had a little more of an identity problem.
Innistrad had a little bit of a flavor of humans dying into spirits.
But what did spirits do?
So Dark Ascension spent a little more time trying to give some identity to spirits.
And we definitely played up a little more of their tricksterist sort of quality to them.
And that they're manipulating and messing with you.
I mean, they already had a flying strategy.
They were the flying colors.
But you see things like Dungeon Geist where they start messing with you a little more.
They start sort of interacting with you.
And there's a lot more ghost tropes.
We realized when I started doing Dark Ascension that because there were so many balls in the air,
I kind of had let spirits drop a little bit, and I wanted to do some more tropes with them.
So Dark Ascension has a lot more ghost tropes, if you will.
Okay, Elbrus, the Binding Blade, a legendary artifact for seven.
Equipped creature gets plus one, plus all. Equip one to equip.
for seven. Equipped creature gets plus one plus all. Equip one to equip. And when equipped creature deals combat damage to a player, unequip it and then transform it. And when
it transforms, it becomes Weissengar Unbound, a 13-13 demon with flying, intimidate, trample.
And whenever a player loses the game, I think, I didn't write this down, but I think when it loses the game
to this creature, I think it maybe just loses
the game. Actually, it might just be when they lose the game.
But anyway, it gets 13 plus one plus one counters.
So every time a player loses, this is meant...
And this was kind of controversial, because this mechanic
means nothing in a two-player game.
Why do I care if my creature gets bigger when I kill you? You're dead.
The game's over. So this is an interesting
card where we clearly put a dynamic on
that was meant for multiplayer.
And clearly, I mean, oftentimes we do things
for multiplayer, but we hide it. Meaning that
well, you can play the card
in two-player. It's not as good in two-player, but
it's playable. This card really
has an ability that doesn't mean anything in two-player play.
I mean, not that you won't play the card. The rest of the card is fine.
It's a 13-13
flying,
crazy, intimidating trample creature.
So the fun thing of this is the idea that
the demon's been trapped inside the blade,
but when the blade knows blood,
then the demon comes out.
I forget who my team came up with this.
This is turned in.
I thought this was super flavorful,
told a neat story.
We hadn't done...
All our double-faced cards
were creatures or one Planeswalker.
This was an artifact that turned into a creature.
There's a big debate. Actually, I don't even know the answer
whether this is allowed to be a commander. I think it doesn't
start as a legendary creature,
so it can't, but I'm not sure.
But anyway,
also, it's 1313.
We have our 13 theme.
So, um... Anyway, this card is just doing a lot of fun things.
I think it's super flavorful.
It's expensive to get out, but the idea is once I get it out,
okay, don't let that blade hit you.
And I've seen players do some crazy things to prevent the blade from hitting them.
And it's just kind of neat.
One of the neat things
about double-faced cards
in general is
you can tell
very cool stories.
One of the problems
that happens all the time,
and this is something
that Jeremy,
our art director,
talks about is
it is very hard
when you have
one static single image
to tell a story
because you have to
pick a point in time
to tell the story.
And if you want
a cool before and after
or a cool metamorphosis, it's tough because you don't get to see, you got either you see before you see after.
Maybe, maybe you see mid change, but that's often hard to show and it doesn't necessarily convey
what's going on. So it's tricky with a singular image to tell a story. We get to double-faced
cards, it gets two pictures. You can clearly tell a story. And one of the fun things about
our double-faced cards was most of them really do tell a story.
And they have a neat story to tell.
You know?
I mean, it might just be something as simple as, like,
here's a shepherd supposed to watch the sheep,
and uh-oh, the shepherd's a werewolf,
so he eats his own sheep, you know?
Stuff like that.
It's a cute little story that's just a little tiny touch.
You know?
Or just like with Elbrus the Binding Blade,
it's like, here's his blade,
there's a demon trapped inside, and once it knows blood, or just like with, um, Elbrus the Binding Blade. It's like, here's his blade, there's a demon trapped inside,
and once it knows blood, the demon gets released, and...
Yeah, I don't know, I think that's really cool.
One of the reasons I'm a huge fan of double-faced guards.
Okay.
Moving on.
Next is Faceless Looting.
So Faceless Looting is a sorcery that costs R, one mana
you draw two cards and then you discard two cards
and you can flash it back for two
and a red
so we decided at one point
that we wanted
red's always had issues of what extra things
it can do
in the color pie for a long time it just had the least number of things
it could do with the smallest piece of the color pie
and so one of the things that we were talking about is how looting made a lot of sense in red.
Looting is the other spell color.
Now what would happen is we'd eventually realize that we wanted to differentiate red from blue.
And that we ended up doing what we call rummaging.
Where red now, it discards before it draws.
It's a little more reckless than blue.
Blue sort of thinks things through.
It draws cards, it can think what it wants and then get rid of it.
Red has to kind of throw something away before he knows
what it's getting.
And one of the things that's important is, when
we have colors that do similar things, we do want
to make them function just a little bit differently
so that different colors have different flavors
in how you play them. And we like the flavors
to play up into the philosophy of what the color
is. Now, the reason I bring this all up
is, Faithless Looting is in this
small window where we figured out we
wanted to start doing looting in red, but
we hadn't yet figured out the rummaging technology.
So this is red doing straight
up normal, what I would call blue
looting, as opposed to rummaging, which is red
looting. But anyway,
this is, I think,
the first card where we're like, you know what?
Maybe we should be putting looting in red.
And this was us dipping our toe into that
pond,
if you will.
Obviously, it's going over really well. Rummaging's
just a standard part of red now, and so
you see it all the time. But
back in the day,
this is the first
really use of us doing it. This is kind of for those that like their history, this was, I mean, this is the first really use of us doing it.
This is kind of, for those that like their history, this is us sort of bringing looting to red.
Okay, let's see.
Next.
Okay, next we have Falcon Wrath Aristocrat.
Two black red.
It's a 4-1 vampire.
It's flying in haste.
You can sacrifice a creature to make it indestructible to end of turn.
But if it's a human creature, it gets plus one, plus one.
So this is another fun card.
The idea essentially is it's a vampire that can fly.
It's 4-1.
It's 4-1 haste.
And it's hard to kill because you can sacrifice creatures to save it,
to make it indestructible to the end of the turn.
And the neat thing about this is the vampire, well, he needs to survive. He'll eat
what he can eat, but you know what? He loves
humans. They're yummy. Us humans
are tasty to the vampires.
And so, if you
sacrifice a human to it... So this is another example
of just making... We
really wanted to reinforce mechanically
the idea of the humans in
great jeopardy. And so, all these
things sort of wanting to kill or eat the humans definitely plays into that.
Next, Falcon Wrath Torturer.
Two and a black, so three mana for two, one vampire.
You can sac a creature to give it flying to end of turn.
But if it's a human, it gets a plus and plus one counter.
So you can see this again.
The idea that if they feed on humans, they get bigger beyond just getting the ability.
And so eating a creature gives you a temporary ability.
Eating a human has a permanent ability
that goes along with it.
Feed the pack, five green enchantment.
At the beginning of your end step,
you may sacrifice a non-token creature.
If you do, you get X, two, two green wolf tokens,
where X is equal to the toughness of the sacrificed creature.
So this is one of those Johnny cards
where you're like, okay, well, what can I do with this? I can
sacrifice creatures and make more creatures. Now, it says
non-token because we don't want you sacrificing
the wolves to get more wolves.
We don't want to say, once I have a wolf, then I can sacrifice
the wolves to get two wolves.
We want to say, you get the wolves,
but you have to get real, you know,
not token creatures to be able to get the
wolves from.
And the idea, by the way, is one of the things that we're definitely trying to do,
and this was made to go into werewolf.
I mean, it makes wolves, there's a trick.
So there's a lot of cards that care about wolves, so it makes wolves.
But the second thing is, it allows you, if you need to, to turn in werewolves.
If you get your werewolf to the bigger side side and then you turn them over, then you get
all these wolves and the moon's
not going to bother you anymore. They're not going to turn back to pesky humans.
You've turned your werewolf to a whole bunch of wolves
and then you can attack with the wolves.
Next.
Fiend of the Shadows. So Fiend of the Shadows
is a 3-3 vampire wizard with flying.
Whenever you deal combat damage
to a player, you exile a card from their
hand and then you can a card from their hand, and then
you can play it from exile.
And, because we love humans
here, you can sacrifice a human
to regenerate. So this one's a little different.
It just has an extra ability if you have humans.
If you don't have humans, you can't use that ability.
Although its first ability of, because it's a flyer
and hits you, you get essentially steel cards
that you get to cast. So in some ways
the way to think of it is, it's kind of like a control magic for the hand. Control magic is,
I can kill your creatures, but if I steal your creature, you both don't have it and I gain it.
And so this is kind of a control magic for the hand that I'm stealing. One of the tricks,
by the way, we've learned is, so word of command was the first spell ever to try to cast spells
out of your opponent's hand. And it had a lot of problems because I go to do it
and you cast an instant in response to me casting it
so this is sort of like I'm nabbing a card
and then once I've nabbed it
it's in exile, you have no more access to it
but now I can cast it
so we've learned a little bit how to do those kind of steel
spell effects
okay
fires of undeath to our instant deal 2 damage to target creature or player Okay. Fires of Undeath.
Two are instant.
Deal two damage to target creature or player.
Flashback.
Five and a black.
So six mana for the flashback.
So it's a three mana instant in red
that you can flashback for six mana in black.
So this is one of the cards that crosses over.
One of the things that's tricky
when you're trying to do a flashback
is a lot like doing a hybrid.
You're trying to get an effect that makes sense
in both colors. The idea,
by the way, is, which is a little bit different from
hybrid, when you're doing an effect for
flashback, it's more important that it
fits in the main color, and that the
flashback color needs to
fit, but if you're forcing it a little bit more, that's
more acceptable. In a hybrid card,
because it can just, like,
you're not going to play this card in a deck
that just has black. I mean,
very rarely are you going to go,
I'm just going to play Fires of Undeath in a black deck,
somehow discard it, and then play for 5B.
It's just not worth it. You really need to play
this in a red-black deck. What that means
is, look, you're playing red,
the black thing can lean a little bit more toward
red. Where in hybrid, if it's a
black-red hybrid,
well, if you just have mono-red,
you don't need any swamps.
So if you're doing things, or vice versa,
if you have black swamps, you don't need any red.
You need no mountains.
So you don't want to do something in mono-black that's kind of leaning toward red.
We don't tend to do that in hybrid.
We try not to.
I know in Shadowmoor we made so many hybrid cards
that we bled a little more than we meant to.
Okay.
So Black doesn't...
Black...
The only way Black does damage, by the way,
is through draining.
So if this card did two damage to a target creature or a player
and you gain two life,
that is exactly how Black would do it.
People are like, well, Black...
Yeah, normally Black gets the life off.
That's normally how Black does it.
But it can do damage to creatures or players.
It has a spell that does it.
We're taking the life part off,
but it's not as if it's something that black just can't do.
It's just we're taking the rider off.
The flavor's off,
but this is a black flashback on a red card,
so that was okay.
Okay, next.
Flayer of the Hatebound.
That's an awesome name.
Five and a red, six mana for a 4-2 devil with Undying.
Whenever a card name or another creature returns from your graveyard to the battlefield,
you deal damage equal to the power to target a creature or player.
So this thing is pretty cool.
So the idea is it's a 4-2.
So when it comes into play, it gets to do four damage.
Oh, no, it returns from grave, so it doesn't do that when you prefer to play it.
So you play it as a 4-2.
It dies.
It's got Undying, so it comes back as a 5-3.
So when it comes back, it does 5 damage to a creature or player.
And the neat thing we did on this card is sometimes the card just references itself.
It could have said, when I come from the graveyard to play, I do damage.
But no, no, no. It said, when any creature you control comes to the graveyard to play.
So this card you can build around. You can do some neat things with.
So clearly it works with itself. That's normally the trick is.
We make sure the card works with itself so you can, like in limited, play it by itself.
But if you have a deck built around it,
or even in draft, you start taking other cards,
all of a sudden, cards can somehow come back from the graveyard.
Obviously Undying is the thing this can play with,
but there's a bunch of different ways to get creatures back from the graveyard in this set.
I'll talk about a few of them upcoming,
or maybe not this podcast, but in future podcasts.
Anyway,
the other thing about Undying was we wanted
to make sure that when, at least at higher
rarities, that when the things came back from Undying,
the fact that it got a little bit bigger meant
something, so we definitely played around with stuff
like Power Matters and things like that.
So this is a good example where Flare of the Hapon makes use of that
technology.
Okay, so I actually got here early because my So this is a good example where Flare the Hapon makes use of that technology. Okay.
So I actually got here early because my daughter's camp was a little closer than home.
But I've been sitting in the parking...
If you were astute, you could have heard me put on my parking brake.
I've been sitting in my spot.
But I've just got to the half hour mark.
So I want to make sure I got you a full ride to work worth of info.
So I got up to F.
So I got a few more podcasts probably on Dark Ascension.
But it's fun. I like looking back and seeing kind of what we did and how we did it. And I got a few more podcasts probably on Dark Ascension. But it's fun.
I like looking back and seeing kind of what we did and how we did it.
And hope you guys are enjoying it.
But I am in my parking space and I've been for a while now.
So we know what that means.
It means it's the end of my drive to work.
Instead of talking magic, it's time for me to be making magic.
So I'll see you guys next time.