Magic: The Gathering Drive to Work Podcast - Drive to Work #243 - Avacyn Restored, Part 3
Episode Date: July 10, 2015Mark continues with part 3 of his 4-part series on the design of Avacyn Restored. ...
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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 couple podcasts I've been talking about Avacyn Restored, and I'm not done yet.
So last I left we had gotten up to E. So we're going to start with E.
Okay, so Emancipation Angel. So this costs one white white, so three mana total, two of which is white,
for a 3- three angel that is flying
and when it enters the battlefield, you return
a permanent you control to your hand.
So this is a little thing we do in white
sometimes in blue
where the cost of playing
something is you have to return
something. But
one of the things that's fun to do is
make designs where there's a drawback
but hey, the drawback can be, you know, used positively if you find ways to do it.
And for example, in this set, there's a lot of comes-and-play triggers, there's soulbonds, there's a lot of ways to take advantage of things coming back into play.
And so this allows you to, for example, a real common thing you'll do is you'll play a soulbond early pairing something,
a real common thing you'll do is you'll play a soul bond early,
pairing something, and then when you play this card,
you get to unsummon the soul bond and replay it,
and then now rebond it to something else.
Although I guess that's a poor example,
because soul bond you can... Well, soul bond you could wait to do it
until something else comes into play,
but if you've already bonded it with something,
you could bounce it to rebond it.
And like I said, there's a lot of enter the battlefield effects.
There's a lot of different effects that are designed
to really be useful to be able to bounce something.
And so this is a drawback that is done in white and blue,
which ironically are also the flickering colors.
So white and blue definitely have a strong flickering
and bouncing sort of theme going on in this set.
And in general, just more angels.
One of the things we tried to do
when we did the angels
is we decided
to try to get angels
in all the different rarities.
We took a different approach
with the dragons
in Dragons of Tarkir,
but we wanted to have
common angels
and uncommon angels
and I think actually
one of the things
that made us change our mind
about dragons
had a lot to do
with how we did angels
in Evas and Restored and that one of the things you want to be careful of is dragons had a lot to do with how we did angels in Evison Restored.
And that one of the things you want to be careful of is when you're
taking an iconic and trying to spread it out is
you want it to still feel special.
And it's tricky to make a common version
of it that still feels special yet feels
common. And so
we definitely made some, this one
wasn't common, but we definitely made some common angels.
Was this common?
Maybe it was common. I don't remember. It could be common. It's a 3 Was this common? Maybe it was common. I don't remember.
It could be common.
It's a 3-3, so maybe it was common.
I didn't mark down rarity.
Okay, next, Entreat the Angels.
X, X, white, white, white.
So it has two Xs in its mana cost, three white mana symbols.
It's a sorcery, and you put X, 4, 4 white angel tokens, creature tokens, into play,
and they are flying. They put them on the battlefield. And then Miracle, X, 4, 4 white angel tokens, creature tokens, into play and they are flying.
They put them on the battlefield.
And then miracle, X, white, white.
So it costs one less X and one less white.
So the idea is, normally, let's say, for example,
I have 8 mana, 3 of which is white.
Well, if I have 8, or not 8 mana, sorry, 9 mana, 3 of which is white.
That means I have 6 generic mana.
I could spend 3 each for the Xs. So if I spend nine mana, I get to play three, four, four angels. Now let's say I have the same
thing, but I miracle it out. So with the same nine mana, instead of making three angels, I'm making
seven angels. So miracle really allows you to do a much bigger swing. And notice that it's an expel.
So late in the game, if you draw this late in the game,
it could really turn the game around.
That if you draw the Miracle and you need some help,
all of a sudden you have seven 4-4 Flying Angels
that really, really can help turn the game around.
So this was one of the more popular Miracle cards.
I mean, one of the stronger Miracle cards to boot.
That correlation is probably very much on purpose.
But anyway, it was very popular. Also,
it made angel tokens. I think
we were, um, we knew
we wanted to make some angel tokens, and I
think originally they were making angels
that were a little bit different, and then we decided to match
it with the miracles, because it was kind of fun for the
miracle to make angels.
Okay, next. Evernight Shade. So
it costs three and a black.
It's a one-one shade.
For black,
you can give it plus one, plus one
until end of turn,
and it has Undyne.
So shades,
for those unfamiliar,
are black creatures
that always have
the ability to pump them
with black mana.
Usually, shades start
pretty small,
but the fact that
you can pump them with,
and you can pump them
as many times as you want.
It's not like a root wall
or something you can pump once.
You can pump as much black mana.
And shades really, really encourage you to play mono black
because the more black mana you have, the more powerful it can be.
But it always shrinks back down, so it always has some vulnerability.
So one of the tricks of playing shades is sometimes you leap mana back
so you can protect it if someone tries to do something to it.
If someone tries to bolt it, you have enough mana to protect it.
But if you make it too big on your attack, then you make yourself more vulnerable. Undying
is interesting just because it changes the base stats. And so it was
sort of a cute way to do a shade, try to make a different undying
creature. Shades are interesting, by the way, in that
there's only a handful of creature types that we pretty much
one for one tie to a certain mechanic.
And shades are tied to the black for plus one, plus one.
Every once in a while, we'll do the black plus one, plus one
and not make it a shade.
But I don't think we ever make a shade
without it being the black plus one, plus one.
But anyway, there's certain things.
Specters, I mean, there's a few things where we tie
Trolls Tent of Regeneration.
There's a couple things that we tie mechanically
to something pretty consistently.
I guess Spiders usually
have Reach, stuff like that.
Okay, next. Falcon Wrath Exterminator.
One and a red for a 1-1 Vampire
Archer. When combat...
When Falcon Wrath Exterminator
deals combat damage, you get a plus one, plus one counter.
The Slith ability. All the Vampires have this
in their stride. Or most of them do. And then for 2R, you get a plus one, plus one counter. The Slith ability, all the vampires have this in Innistrad, or most of them do.
And then for 2R, you can deal damage
to a target creature equal to the number
of plus one, plus one counters on it. That's why he's
an archer, by the way. He's a vampire archer.
That's the archer part.
Anyway, the idea is
that as you grow bigger,
there's some other thing that cares about the size
of you growing bigger. And so in this case, for example,
until you hit once, you can't use the ability.
But once you hit once, okay, now you have that sort of a team ability,
prodigal sorcerer, prodigal pyromancer type ability.
But it doesn't require a tap.
And then, as you get bigger and bigger, it just gets more...
And the synergy also is, if I'm trying to hit you and you have things in the way,
the more I'm able to clear the things out of the way to hit you again,
it definitely propagates itself.
Okay, next.
Favorable Winds.
It's an enchantment for one blue, one and a blue, so two mana, one of which is blue.
Creatures you control with flying get plus one, plus one.
So this is kind of a lord, but instead of a lord for a creature type,
it's for an ability, flying.
This is something we do every once in a while, we don't do a lot of, but this is definitely
a card saying, hey, I think white and blue had a flying strategy, and this was trying
to sort of play into that, that if you're playing a white-blue flying strategy, this
helps you. It also kind of can help a spirit deck. You've made a spirit deck. Almost all spirits
fly, or most white and
blue spirits fly, especially in Innistrad.
Okay, next. Fervent
Kassar. Two and a red for
a 2-1 human knight with haste
and it enters the battlefield. Targeted creature
can't block. So this is one of those cards
it's very, very funny that when you ask me the kind
of designs that I'm proud of, I'm proudest of,
this is the kind of card that as a designer, like, when you, I think this is the first time we
did this, and this is a really neat design, where it has the panic ability as an ETB, so when it
enters the battlefield, it keeps something from blocking, but then it itself can attack because
it has haste, and so it has this nice little synergy that if your opponent just has one creature,
you can play this out, prevent them from blocking, and hit them. And one of the things that, like I said, in
design, whenever you can make a nice, cute, elegant design and you haven't made it before,
that is like the greatest moments in design when you've just done magic design for a long
time, is finding the nice, simple things you haven't done yet. Because those are truly,
is finding the nice, simple things you haven't done yet.
Because those are truly, I mean, as time goes on,
as we've made 15,000 cards,
there is not a lot of nice, clean, elegant things out there.
There's some, and when you make new mechanics,
you get to carve new space.
But finding, like, we could have made this card for the last 20 years, but we didn't,
or at the time it wasn't quite 20 years.
But, you know, we could have made the card, but we hadn't.
And go, wow, this is a really good card.
So, you know, it's one of my favorite cards in the set
just from a pure elegance of design standpoint.
And obviously it's something we like enough
that we have done a bunch of it since then.
We really like it.
Okay, next.
Flowering Lumberknot.
Three and a green for five, five tree folk.
And it cannot attack or block unless it is bonded.
Bonded is what Soulbond does. Or, sorry, it's paired. I think it's paired. This is paired. So, the
idea of this card was it is a soul bond enabler. Basically, this card is useless unless there's
soul bond connected to it. But if soul bond is connected to it, it's a 4-mana 5-5. And
if you're connected to it, okay, something about it is better because you get an ability for being paired.
So previously, for example, I was talking about the 3G-2-2.
So imagine I manage to play my 3G-2-2, or I play the Lumbernaut first, let's say, and the next turn I play that.
Then all of a sudden, I have a 4-4 and a
7-7. That's a lot of
two pretty hefty creatures
for eight mana over two turns.
So what we do is every
once in a while, we like to make a card
that we call Floats, which
says, I have a very specific purpose,
I'm trying to enable a certain strategy,
and so I will be
so much more valuable to that strategy than other strategies
that the people who need me will most likely get me.
Now, people can hate this card, but this is not a card you're playing unless you have some soul bond in your deck.
And so the idea is the person who prioritizes soul bond will take this higher.
Now, you want to be careful.
If too many things float, then what happens
is it gets segmented. Like everybody has their deck and only they want the cards for their
deck and then you keep playing the same deck. So you want a lot of overlap. You want a lot
of cards that different decks want so that there's different people fighting over different
cards and that there's different strategies you can use. But you want a few floating cards
just to help sort of convince people to try certain strategies because
if people believe strategies are going to get
eaten up real quickly and they won't be able to get any cards
for it, they're less encouraged to try to do it.
So there's a balance you want to reach.
The Gallows
at Willow Hill.
Okay, so this is an artifact that costs three.
So it's three and tap.
Tap three untapped humans you control,
and you get a destroy target creature.
Its controller gets a one, one white spirit token,
creature token, with flying.
So the idea is, this was a top-down card.
Creative wanted to have a gallows, I guess.
And so we top-downed a gallows.
And the idea is, well, you need to have a bunch of humans
to sort of run the gallows.
That's why you need all the humans.
And the idea is if the humans get together,
they can exact justice,
but they need to sort of get together to do that.
And sort of playing into some of the themes,
the idea is when you kill the thing,
it becomes a spirit,
and the opponent gets a little spirit in exchange.
This is one of those cards, by the way,
we did a lot of top-down design
in Innistrad and Dark Ascension,
and by the time we got to Avacyn Restored,
we had used up a lot of the tropes,
plus we were sort of shifting out of the gothic core
a little bit because, you know,
it was becoming a little sunnier.
But we wanted to make sure that we had some top-down stuff.
So this is one example of some top-down stuff we did.
We were like, okay, you know, we had some top-down stuff. So this is one example of some top-down stuff we did. We're like, okay, we wanted some top-down of humans' retribution sort of things.
And so Gallows made a lot of sense.
Okay, next, Galvanic Alchemist.
So two and a blue, three mana, one of which is blue, for a 1-4 human wizard.
It has Soulbond, and when it pairs, it has two you untap this creature.
So this was definitely a combo piece. So some of Soulbond
just made creatures better. It's like, pair it with
creatures, pair it with your best creature, make your best creature
better. Some of them, though, said, okay,
I'm a little combo-ish.
I allow you to reuse tap
abilities. So what you want to do is
you want to pair me to something with a tap
ability. And this definitely was something
where, in Limited or even Fun Casual Constructed, you could use this card and come up with fun things to something with a tap ability. And this definitely was something where in limited or even fun casual constructed,
you could use this card
and come up with fun things to do with it.
Okay, next.
Gang of Devils.
So Gang of Devils costs five and a red
for a 3-3 Devil.
And when it dies,
it deals three damage divided any way you want
among any number of creatures or players.
So it's kind of like an arc of lightning when it dies.
And the idea is that
this is a tough creature to deal with
because it's a 3-3 creature.
You don't want it to hit you.
But if you kill it, it does a bunch of damage.
And notice that we like to tie...
Whenever something does damage,
we tend to tie it in some way so it's thematic.
Here, if a damage is equal to power,
that's a very normal thing for us to do.
But the idea is, there's a bunch
of devils, I guess three.
Hopefully there's three in the art. And the idea
is, each of the devils has
its last little moment if you manage to get
rid of it. So if you get rid of the devils, each one
gets its own little sting, and there's three of them.
And so it gets to do the three damage.
Okay, next, Ghost Form.
Ghost Form is a sorcery, costs one blue.
Up to two target creatures are unblockable this turn.
So we get into another theme of the set,
which is part of showing teamwork was
we did spells that affected two things.
Sometimes more than two, but at least two.
And the idea is I want to have an army I'm putting together,
and then I have spells that help boost,
that encourage me to play multiple creatures because
I have multiple things.
This was done in contrast to the loner mechanic
where
the creature has to be played
by itself. So these cards say
oh, I'm no useless if you're playing by myself.
Now, loners in black
and these were the other colors, so
they're kept in separate colors,
but just kind of thematically to show the different sides.
And then ghostly flicker, same kind of thing,
two blue, so two and a blue, three mana for an instant,
and you instant flicker up to two target artifacts, creatures, or lands.
So it allows you to reset things, to save things, to re-trigger, enter the battlefield effects.
Because you can do lands, you actually can get mana back out of this.
Although that's, I mean, it allows you if you, it can allow your spells to only cost one mana
if there's some reason you want to untap lands.
And sometimes lands can have things on them,
and there's sometimes reasons.
And I don't know how limited it works,
but with mana-flat-ish effects also,
it allows you to generate mana.
Okay, Gisela, Blade of the Gold Knight.
Four red, white, white for 5-5 Legendary Angel.
So this is Blossom,
I believe, of the
Powerpuff Girls. So she has flying, first
strike, and then all damage she
all damage you do by
any of your sources is doubled.
All damage done to you or any
of your things is halved.
And so the idea is she messes with damage.
And so she doubles your damage, and
she halves your opponent's damage.
One of the things that was fun, I believe I made this card,
was I was trying to mess around with how to make a red angel,
and I wanted an angel to be protective, but how does red get protective?
And I came up with the idea that, well, if she doubles your damage,
it would thematically make sense that she has the opponent's damage.
Now, the red does not
traditionally have opponent's damage. It's not something red
does a lot of. But like, well, it's a
red-white card, so what we'll do is
the red part gets to be the double damage,
the white part gets to be the have thing, and
they somatically tie to each other.
So it feels like a red card, but it also has
the white component. Obviously it's a red-white card, so
I liked the... it had a nice sort of mirroring to it.
Okay, next. Golden Knight Commander. Not Good Knight.
That's a book for little kids in...
Little kids in Innistrad read Good Knight Commander. But anyway, Golden Knight Commander. That's a magic card.
Three and a white for a 2-2 human cleric soldier.
Whenever another creature enters the battlefield,
all creatures you control get plus one, plus one to end the turn.
So the idea is, every time you get a new reinforcement,
your whole company gets charged up.
Yay, another person to help us!
I'm going to fight a little bit harder.
And so this is another card that just sort of says,
hey, it plays into a white weenie type strategy.
It's like, just play a lot of creatures
and then attack with your creatures.
And that really plays into that.
Okay, next, grave exchange.
Four black black sorcery.
You return target creature card from your graveyard to your hand.
And then target player sacrifices a creature.
So this is one of the things, sort of aesthetical thing, aesthetics that I like in design.
Is the idea is, one creature is going to go from the graveyard
out of the graveyard, and one creature is going to go into the graveyard. That you're rescuing
one graveyard, you're rescuing one creature, and you're putting
another one there. And so the grave exchange is sort of like, you're exchanging.
Instead of this creature in the graveyard, that creature will be in the graveyard. It's sort of
the flavor going on.
I think when we originally made this, it might have reanimated,
because that is more of a direct parallel,
but it's possible the development was just too strong,
and they had to weaken it. That's my guess.
Okay, next. Grizzlebrand.
The demon, legendary demon. So Grizzlebrand.
Four. Black, black, black, black. So it's eight mana.
We'll get to that in a second.
Four generic, four black.
Seven, seven, Legendary Demon.
Flying, lifelink.
Pay seven life.
Draw seven cards.
So this card is very powerful. So powerful that, like, it's showing up in Legacy.
Probably even Vintage.
It's a very powerful card.
Because the ability to draw seven
cards for seven life is very powerful.
Especially when it has lifelink,
meaning every time it hits
another player, for essentially
you can draw seven cards, because it gains you
seven life. So every time you hit somebody,
essentially you get to draw seven cards.
If you don't want to gain life,
you can just turn it into cards.
But you don't even need to do that.
You can just, the second you play it, draw the seven cards.
So it's very valuable.
It has a nice little demon feel in that it doesn't let you do one for one.
You sort of have to pay a lot of life, but you get a lot of cards.
So one of the big controversies about this card is it's a 7-7 demon, that you pay seven
life, you draw seven cards, and it's converted.
Man, it costs is eight. So,
this card was turned in
at eight by design. It was not
changed by development. This is not
development's fault. Development did not
take a seven and turn it into an eight.
I don't know why. I mean, the problem
with why is, even with
I mean, the card already has four black
mana. It's not like you could add more black
mana and really make it that much harder to cast.
You're not really playing
Gristlebound outside of a mono-black deck, so
five black, six black, whatever.
At that point, it doesn't really matter, and so
I think the card is strong enough it needed to cost eight
mana and just couldn't cost seven.
It's possible we figured that out during design
and then just got turned over and development was like,
yep, that's right. But anyway,
that is why. So aesthetics, by the way,
I always talk about how important aesthetics are.
The thing I find interesting is how players
really, really bristle when
aesthetics are off. And this card's like
everything's a seven, but one thing,
the amount of mail I've
gotten, people are like, what's going on?
You know, that
the audience objectively sees it as a mistake.
You have made a mistake.
Clearly it's a mistake.
Not even like, why'd you do it?
It's more like, you made a mistake.
I've gotten a lot of letters like that.
And one of the things I explain is, aesthetics are important, but in the end, gameplay is
going to trump everything.
If the card's broken at the wrong cost, we're not going to cost it at the wrong cost, just
for aesthetics.
And that was going on with the Gristle brand.
Okay, next.
Harvester of Souls.
So four black black for five five demon. It is death touch.
Whenever another non-token
creature dies, you may draw a card.
So there's definitely some
suffering toward drawing cards
here. Death touch is not so
much. It's more for flavor. It's a five five
demon. It's not like it can't kill
most things.
Occasionally it matters, but it's more there
for flavor. We wanted our demons
to feel demon-y, and so sometimes
just adding a word that doesn't take a lot of
space, but adds some flavor to it, like,
oh, Harvester of Souls, he's deadly.
It says non-token creature, by the way, because it's just
broken tokens. Whenever we say non-token, there's usually a developmental slash design reason why tokens would cause a problem.
That's why we say non-token.
It's not really a flavor thing.
Tokens are creatures as much as anything.
If a demon wants to eat somebody, I mean, tokens are flavor-wise just as much creature as anybody else.
Okay, Havangul Vampire.
Three and a red, so four mana for a 2-2 vampire.
Whenever it deals combat damage, you get a plus one, plus one counter.
Whenever another creature dies, you get a plus one, plus one counter.
So this is interesting.
It has the slith ability that many of the vampires have.
It also has...
So in Arabian Nights, in black...
What was the name of this creature?
I'm blanking on his name.
El Hajjaj.
There was a creature who, whenever something died,
it got a plus one, plus one counter.
And it's an ability we've mostly done in black.
Because vampires were a black-red thing,
I think we decided it was okay here
to bleed just a little bit.
Normally this ability is done in black.
We have done a cycle of it. In Shards of Lara
we did a cycle. Or not a cycle.
In Grixis, three of the cards in Grixis
did it. So Red's done this once before.
So, I mean, it's a stretch, but it's not a...
I mean, it's something we do
on occasion, although it's much more
black ability. Okay, next.
Herald of War. Hey, Herald.
Herald of War.
Three white, white, three, three angel.
It's flying.
When it attacks, it gets a plus and plus one counter.
And then angel and human spells cost one less for each plus and plus one counter on this.
So you'll see there's another thing we play around a little bit here.
It's the idea of building up counters and caring how many counters there are.
And once again, you'll notice a lot of times where we have human tribal, we'll add in angel tribal.
and once again, you'll notice a lot of times where we have human tribal, we'll add in angel tribal
there's some angel tribal
sitting by itself, but a lot of the angel tribal
is connected to the human tribal
to try to play on the idea that
they're on the same side, that the angel and humans are working
together, that they're a team
holy justicar
holy justicar, Batman
three and a white for a 2-1 human cleric
two white tap, tap target creature
if it's a zombie, you exile it.
So that is us doing clerics straight out
of Dungeons & Dragons.
Turn undead, I believe is the spell.
So one of the things clerics are supposed to be good at
is dealing with the undead. And we're playing
in that trope space. We're like, okay, why don't we have
a cleric that can turn the undead? So that's what's going on here,
which is, essentially it taps things,
but if it's a zombie,
sorry zombie, bye-bye.
Homicidal
Seclusion. So it's an enchantment for four
and a black. If you have
exactly one creature in play,
that creature gets plus three, plus one, and lifelink.
So this card can be pretty potent
in the right place.
Turned out that the loaner strategy was
difficult to do in limited,
not impossible, or I guess in draft.
Not impossible, but definitely hard to do.
But cards like this really made it worth your while.
If you can get a homicidal seclusion out, wow, it really said,
okay, let's play one creature for a while and see what we can do.
Because your opponent has to deal with the creature.
It's like, I put it out, I have a giant, powerful, you know,
even a 1-1 turns into a 4-2, a 4-2 lifelinker,
your opponent can't just not, they can't just ignore that.
You know, they have to deal with it.
And most creatures are going to die to a 4-2 lifelinker, right?
So if it turns your 1-1s into things that kill most creatures,
and if they don't block it, just gets you, you know, tons of life,
it really makes things threatening.
And so the loner strategy, the key to making it work,
is making you want to be aggressive with it
so your opponent goes, okay, I have to deal with this.
And if they kill it, then you get to play your next creature
because you're hoarding creatures to try to only have one at a time.
Okay, next, Hound of Gristlebrand.
Two red red for a 2-2 elemental hound.
It's got double strike and undying
so one of the things you always want to do
with undying creatures is you want to make
it relevant that comes back with a plus one
plus one counter so what you want to do there is
make things where power matters
or toughness matters, power matters
easier to do so double strike is a nice clean
simple way it's a keyword
ability that doesn't take up much space
that very much cares about power.
And so this creature, for example,
normally can do up to four damage if unblocked.
But once it comes back from Undying,
now it does six damage.
So Double Strike and Undying make a nice combo.
Next, Human Frailty.
Black instant.
You destroy target human.
So one of the things you want to do
is find the right place for things.
There's a strong human-centric thing going on here.
Humans are particularly well.
You want to make sure that the other decks have some answers to this.
Black, we say, okay, black does hate humans.
It's flavorful, you know.
And the monsters can still get rid of all human.
Maybe they'll have trouble getting rid of all the humans.
So this was a nice, simple little card that we can make.
In this particular set, where there were so many humans,
and the humans were so strong, it was a nice little card
we can make.
One of the goals I talk about this all the time is,
you want to be able to make cards that you can make here
that you can't normally make in a normal set.
And that would be tricky to make that in a normal set.
Usually there's not enough humans probably to warrant it.
Or the theme of humans
is not strong enough.
But in this set,
it's all about humans.
Human tribal is very strong.
And there's a lot of humans.
So it really,
it's a card that can be made here
that's very flavorful.
And that's the ideal,
that's the kind of card
you really like to have.
It's like,
it's hard to put it elsewhere.
It's really easy to put it here.
Okay, let's put it here.
Next, Infinite Reflection.
Five and a blue for an enchant aura.
When you
enchant this, all other non-token
creatures you control become a copy
of enchanted creature. And that's true.
And when things come into play, they also become copies
of it. So when you play it,
it makes everything, and then when things come in, they also copy.
It says non-tokens because tokens
would break it. The idea
is you can just turn everything
into, you know, pick your best creature and turn
everything into that creature. That is the flavor of this.
And it's pretty cool.
As a man
who loves cloning,
this is the kind of card that I enjoy
making.
I'm not sure I made it, by the way.
It's the kind of card I very, very well
could have made. It's the kind of card that... I definitely have made cards like this in the past. And there's a good chance I made it, by the way. It's the kind of card I very, very well could have made. It's the kind of card that...
I definitely have made cards like this in the past.
And there's a good chance I made this card.
I was on the team.
But I don't...
By the way, when I say I think I made this card,
isn't that people...
Like, I make a lot of cards.
I make a lot of cards.
And so I know the kind of cards I like to make.
And even if I remember making the card,
sometimes I made the card, it went in a different set,
never got made, and somebody different made this
card. Like
Bisho Menace, the Cone of Creatures, makes a
1-1, a 2-2, a 3-3. Perfect example where
I made the card, I tried to get it in, I tried to get it in
multiple times, and when it finally got in,
I didn't even make it that time.
So, this is the kind of card
I could have made, I probably
made, but I don't definitively remember.
Next, Joint Assault. It's an instant for one green.
Target creature gets plus two, plus two.
If paired, the other creature also gets plus two, plus two.
So the idea is, this is a card that you might play.
It's a giant growth. It's a little weaker than giant growth.
But, if you happen to have Soulbind in your deck, if you have a paired creature, it's better.
It does four damage rather than two.
So this is kind of like Flowering Lumberknot, but not quite as...
Like, it'll float a little bit because this card's more valuable to a Soulbond person,
but it's not useless to someone who's not playing.
You know, other people will take this card. Giant Growth is valuable.
And so, you know, if you're playing things, you've got to take this a little bit early
because eventually it will get taken by somebody else.
But maybe you prioritize it. You know, to you it's plus four, plus four, so got to take this a little bit early, because eventually it will get taken by somebody else, but maybe you prioritize it.
To you, it's plus four, plus four, so you might take it a little bit earlier.
Okay, Kessig Malcontents.
Two and a red for a 3-1 human warrior.
When it enters the battlefield, you do damage to target player
equal to the number of humans you control.
So one of the things we tried really hard to do
was we wanted to do a lot of human tribal,
and we wanted the human tribal to be different
in different color combinations.
So one of the things that red does
is red is playing a very aggressive dex
where it uses humans to help it win faster.
And so in red,
one of the reasons you want to spill out
lots of little tiny humans is
red can punish people.
Red tends to do aggressive punishing.
Damage is a very good red way.
So the idea is, in a human dex with red-white, you are going for aggro. You're trying to do aggressive punishing. Damage is a very good red way. So the idea is, in a human deck with
red-white, you are going for aggro.
You're trying to finish them off. And this is a perfect kind of
spell. It's like, oh, I got them pretty low.
I have a lot of humans in play. Oh, this could
be the finisher card. So this definitely
is trying to encourage you to play a more
aggro human strategy if you're going to go...
When I say red-white,
red-white is the most obvious place to go.
It could be red with another color.
Just white has...
Red and white tend to pair up to make aggro.
And white has lots of small, tiny creatures, which play well with the spell.
So this, I think, spell really is made to try and encourage you to play red-white.
Next, Killing Wave, XB Sorcery.
For each creature, its controller must either pay X life or sacrifice it.
So this is kind of a big black kill spell,
but with an out.
The idea here is, once again,
of playing into the loner strategy.
If I have just one creature,
well, maybe I'm willing to pay, you know,
I'm willing to pay my life to save that one creature.
Where if my opponent has lots of little creatures,
wow, it's not particularly easy for them,
it's not worth it while saving anything.
So this is a good example of a spell that, like,
plays into the black theme and against the enemy theme,
which in this case is everybody else.
And it's pretty flavorful.
Okay, next, Lightning Prowess.
It's aura, two and a red, three mana,
for an enchantment that's an aura,
enchanted creature has haste,
and has the prodigal pyromancer ability,
tap, deal one damage to creature or player.
And so the idea is just mixing and matching.
We've done, you know, red gives haste on auras,
red gives the prodigal pyromancer on auras.
Just kind of combine them, make something a little bit different.
One of the things that we're always trying to do is just mix and match things
and make combinations we've never made before.
I don't think we'd ever made this combination before, which is why we made it now.
Okay, next.
Lunar Mystic.
So Lunar Mystic is a blue spell.
It costs two blue blue.
And it is...
What is it?
Hold on one second.
It is a 2-2 human wizard.
Hold on one second.
It is a 2-2 human wizard.
When you cast an instant spell,
you may pay one to draw an extra card,
or to draw a card.
So the idea is that it turns all my instants into cantrips for one.
One of the themes, I think of blue-red is my guess,
that there was an instant sorcery theme
of trying to encourage you to play instants and sorcery.
This particular card encourages you to play instants,
not sorcery necessarily.
But we like mixing it up
and making different cards.
In a limited deck,
this can go in an instant sorcery deck.
But in a constructed,
you can actually build directly
around instance
and not necessarily do sorceries.
Okay, next.
We get up to M.
I've just pulled into work.
So maybe I will stop for today
since for some reason I will stop for today.
For some reason, I like breaking up letters.
It's the aesthetic of me, of the cleanness.
So when we pick up next time, we'll get to M.
So obviously, we're chugging through.
We started today at E.
We got all the way through L.
So each time, I'm doing more letters than the time before.
One of the things you find very interesting, by the way, is the alphabet is not equal.
If you actually look at magic sets,
it is not like halfway through the alphabet. You're halfway through the cards.
The early letters tend to get
a little more
representation. Some of the later letters
just there's a lot less
Q's and X's
and Z's and things at the end of the alphabet.
So the end of the alphabet is not
quite weighted equal to the beginning of the alphabet.
Which is my way of saying that I think I'm about half done,
maybe slightly more than half done.
My predictions will have probably two more podcasts, maybe three.
But we shall see.
Anyway, I hope you guys are enjoying the Avacyn Restored walkthrough
and talk about all the different cards.
It was a fun design, and it's neat looking back.
I forgot how much we played up the two sides,
the loner strategy versus the team strategy.
We clearly did it.
And it's fun when you look back on sets sometimes
that you have themes that are really strong.
And at the time, you made them strong.
And you sort of forgot about how strong you made them.
And then when you're digging in deep, you're like, wow, it's really here.
Oh, yeah, it's screaming from the rooftops.
I've forgotten how strong.
I mean, normally we do that.
With time, things fade.
So anyway, I am now in my
parking spot. So we all know what that means.
It means it's the end of my drive to work. So instead of
talking magic, it's time for me to be making magic.
I'll see you guys next time.