Magic: The Gathering Drive to Work Podcast - Drive to Work #244 - Avacyn Restored, Part 4
Episode Date: July 17, 2015Mark concludes his 4-part series on the design of Avacyn Restored. ...
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I'm pulling my driveway. We don't know what that means. It's time for another drive to work.
Okay, when last I left, we were up to M of Avacyn Restored.
My goal today, to finish the podcast on Avacyn Restored.
So we're going to go to a good clip today. I have a bunch of cards, but I'm going to try to get it all done.
So we start with M with the Malphild Twins.
Five and a black, so that's six mana, one of which is black, for four four zombie.
When it dies, you get 2
2-2 black zombie creature tokens
so it's a 4-4 that dies
into 2 2-2's
now one of the things that's fun is
there's a little status going on there where the idea that it dies
into things that add up to equal what it is
before it dies, and then the card
is representing of 2 zombie twins
so when they die, you get the twins to come back
anyway, very clever. I like it.
Next, Mad Prophet.
Three and a red.
Two to human shame and haste.
Tap discard a card.
Draw a card.
So we were sort of messing around to figure out...
Red was something that just needed a little bit more there,
and we were trying to figure out what we could add,
and actually I talked to my blog,
and I asked people and
something that kept coming up is, could red
maybe get looting? Because that's something red
could do. And so I said,
you know what? That does make some sense.
The issue was red's supposed
to not have really good card advantage.
So the question was, could we give red looting
in a way that wasn't so
card advantage-y? And so the answer we came
up with is, what if red discarded
before it drew? So blue draws
before it discards. So the idea is,
in a vacuum, red would be a little worse,
although red is the
color that runs out of gas.
Red is the color that's trying to beat you,
and at the end, just getting one
extra spell to do damage often can
mean winning the game. So while
in a vacuum it's a little weaker,
the kind of style that red plays,
looting is actually very powerful.
So even though it is not as
strong,
it's not as strong
comparatively, situationally,
it tends to be red decks really, really
need the last few spells to finish
off the opponent. So it turns out that it works
well for red. And it's a little more flavor.
Like, blue is the one that studies and like,
okay, well I'm going to draw first and think about it
and then take time to discard the red, the right
thing. Where red is like, ah, whatever, I need a card
I'll throw something away. And so it's a little more
reckless, which makes sense with red.
Next, Malignant, Malignus,
Malignus, uh, three,
three red red, so
five man, the two of which is red.
For a star, star, elemental spirit.
Where power and toughness is equal to the opponent's life rounded up.
Damage by card name can't be prevented.
So the fun thing about this card name is
it basically halves your life every time it hits you.
And the reason it rounds up is
it couldn't kill you if it rounded down.
That once you had one life, it couldn't kill you. So the idea is, this card will kill you. Essentially, you
have to look out, you know, how many powers of two your life is to figure out how many
times it'll take to kill you. But anyway, it's definitely a fun card, and it has a lot
of cool flavor to it. In general, whenever we make you have things, we have to tell you
whether to round up or down. And depending on the card, different cards will want to do different
things. This card wants to be able to kill you, so
it rounds up.
Next, Mass Appeal.
To you, sorcery, draw cards
equal to the number of humans you control.
So one of the things we're trying to do is we're
trying to make sure that every
we wanted
to make humans something that was viable
in every combination minus
black. Black did not help humans.
And black-white actually had
a human deck in Dark Ascension where
your monsters were eating your humans.
A little different human deck. So this time we wanted
to have three different human decks.
So we wanted to make sure there was a white-green
human deck, a white-blue human deck, and a white-red
human deck. And
there were combinations that didn't even involve white.
But the idea was we wanted each color to care about humans in a way that was more that color.
So blue is a little more control-oriented.
It draws cards off your creatures, you know, the number of humans you have.
So you want to have a lot of humans because it can help you net an advantage.
Where red, as we'll see later, does a lot of damage based on humans.
The red is trying to beat you down.
And so different colors were kind of
taking advantage of humans in different ways,
allowing you to build a lot of different human decks.
Because human tribal was one of the big
themes of the set. There was also angel
tribal and demon tribal were there as well.
But we wanted to make sure that, you know,
you could build a human deck and you could support
it. And there were a lot of humans in both
Innistrad and Dark Ascension,
so we were playing on things we'd already
given you, but really, we wanted to show
that humans were finally shining, so we did a lot of
human tribal. The interesting
story there, by the way, is humans did not
exist as a creature tribe for a long time.
It's not until we came up with the race-class
system, which I think started in
Mirrodin, where we realized
that humans needed, once we
did race-class, a lot of cards are human.
Well, then we have to kind of tell you that, otherwise
race class didn't work.
And there's a lot of
debate at the time whether we'd ever
use humans as a tribal thing.
And early on,
a lot of our ideas were like, no, we're not going to do that.
And back in my head, I'm like, eh, we'll do it.
If you name something,
eventually you'll take advantage of it.
That's just the nature of having things named.
The game is a hungry monster.
Don't go, hey, we've never cared about this thing.
Okay, next, Midnight Duelist.
A single white mana.
It's a 1-2 human soldier with protection from vampires.
So one of the things we definitely wanted to do is,
I think we made one human that was well-versed against each of the monsters,
and this is the anti-vampire card.
It is not particularly strong unless you're facing vampires.
So this is the kind of card that if your opponent has a vampire deck,
you can sideboard this in if you're playing white.
But it's not particularly effective unless there's a threat of vampires,
and a pretty significant threat of vampires.
Next, Miss Raven.
Two blue blue for two two bird.
It is flying.
And when it enters the battlefield, you bounce a creature.
So this is Mana War, for all intents and purposes.
Except it's a flying Mana War.
And Mana War was a card we printed in Visions.
It costs two and a blue, three mana, for a two2 ground creature, not flying, and it bounced the creature.
It was really, really good.
Too good, actually.
I mean, this card is flying, but it adds an extra mana to boot.
I guess it gives you flying to give you a little extra bonus.
But Mana War wasn't really...
Mana War, the bounce was the biggest part of the effect.
But anyway, Miss Raven.
Next, Miss Hollow Griffin.
Two blue blue, three three Griffin flying,
and you can cast it from exile.
Okay, I'm not...
So one of my pet peeves is the exile zone,
which used to be called remove from the game.
And we had to change the name
because things that were removed from the game
apparently weren't removed from the game
because often they mattered in the game.
Sometimes you could bring them back in the game.
As a general rule of thumb, I do not mind exile used as limbo
if the card that removes it brings it back.
That is just exile as limbo.
It's like, well, I need to put it somewhere.
Exile is as fine a place as any.
And I, getting back the thing I put in limbo.
I'm less of a fan of cards to get other things out of limbo.
Meaning, once the card's in limbo, I like to stay.
Once it's in exile, I like to stay in exile.
I do not, generally the idea is,
once you've exiled something,
I don't want you to be able to get the thing back,
is my general sense.
Is that, you have exiled it, it is a cost,
you should not be getting back.
Or if someone else exiled your stuff,
you should not be able to get anything back.
Once they're exiled, they should be gone from you.
Barring, barring, something exiling them
that is bringing them back.
That's okay.
If Oblivion Ring exiles your creature,
well, if you get rid of the Oblivion Ring,
you should get the creature back.
That's okay.
This creature kind of falls in the middle.
I don't like the trend it sets,
so I don't like the card.
It does refer to itself in our other cards,
so it's sort of like, well,
if you exile this creature, it can get itself
back. So in some level, it's
immune to exile.
If the card just said, I cannot be
exiled, I'd be a little happier.
I guess what I dislike is that you pay
ex... Here's what I don't like about this card, is that
sometimes you pay a cost in which you exile something
as a cost, and with this card, it's not
really a cost because you can just get it back.
That I don't like.
I don't like just turning exile costs null and void.
That's what I don't like about this card.
The card's getting itself back.
I'm okay with the card getting itself back,
but anyway, I would have not printed this card.
I definitely fought against it, but I did not win that fight.
Okay, Moonlight Geist, two and a white for two, one spirit with flying.
Three white, prevent all damage to and from it.
So it is a spirit that has
gaseous form,
which is an ability from way back in
Legends or Ice Age.
I think it was Legends.
But anyway, it's a creature that sort of, when you activate
it, it can become hard to hurt, but
if you don't harm it, it doesn't harm
you. So
it can be used to sort of prevent bigger things,
but it doesn't really kill anything.
It just sort of prevents the damage.
But it felt very ghosty.
Okay, next, Necrobite, two black, instant.
Target picture against death touch and regenerate it.
Black is able to gain death touch,
and black is able to regenerate.
This was a neat combination of the two effects.
It really, it is hard to make cool,
in-flavor black combat tricks,
and Necrobyte is a very good one.
I think we had originally done the spell as a green-black hybrid card
in... must have been Eventide, I think.
And we're like, you know what, this is a good effect,
let's just get it into mono-black.
Obviously, a black-green hybrid could be cast by mono-black,
but we liked this spell enough.
And this is a spell we definitely started using a bit,
because it is just a good combat trick.
Next, Nephalia Struggler.
Blue for a 1-1 human rogue, 3U and tap, 2, instant flicker.
So 3U and tap to take a target creature and remove it from the game
and then bring it right back.
I'm not sure what, I didn't write down whether it says you,
it probably says you control, because we don't like
you using it to reset counters and things on your
opponent, so it probably, it just flickers your own things.
But once again, flickering
is an effect of this, this, this,
of the set, so
we, this is a repeatable one.
I assume it's uncommon, it's uncommon or rare.
It's not common.
Nettle Swine, 3 green, 4,
3, boar
that's it
that's all it does
vanilla
it's fun to watch
this vanilla
so I've done
a lot of changes
over time
green gets to have
the most efficient
larger creatures
so really
green's the one
that tends to push
the vanilla envelope
the most
so it's kind of cool
that back in the day
it's like
can you just do
3G3
yeah yeah
you can do 3G3
because you can get
trampled on in alpha.
And we say, I think we have 3-4 for a while.
Probably like, how about 4-3?
We can do 4-3.
So I have fun watching the vanillas.
I know Eric Lauer has a chart of what vanillas we have and haven't done.
And whenever he has opportunities to do new vanillas, he tries to fill in the chart to do vanillas we've never done before.
Not that 4-3 is a vanilla we've never done before.
Other world atlas. 4 for an artifact. Tap. Put a charge counter on it. on the chart to do vanilla as we've never done before. Not that 4-3 is vanilla we've never done before.
Other World Atlas.
4 for an artifact. Tap. Put a charge counter on it. Or, tap.
Each player draws a card equal to a number
of charge counters on it. So, it is
an interesting card, especially interesting in multiplayer
play. It allows you to sort of draw cards,
but it doesn't draw cards just for you.
It draws cards for everybody.
I've seen this used a whole bunch of different ways.
I've seen it used politically
in multiplayer play. I've seen this used a whole bunch of different ways. I've seen it used politically in multiplayer play.
I've seen it used in mill decks
as a means to help mill people out.
It is very,
the funny thing is
when you first start using it,
your opponent's like
not sure what you're up to.
And then you're like,
when the mill stuff starts happening,
you're like, oh, okay.
But anyway, it's a neat card
and it does a couple
different things.
Outwit is an instant
that costs a single blue.
Counter target spell
that targets a player.
So one of the things
that's fun about counter spells
is we make a lot
of counter spells.
We make them every set.
They're always a common
and uncommon
and I mean,
they're all over a set
and we repeat a lot of them.
A lot of good counter spells
we reprint.
But sometimes you want
to come up with new ones and do cool things and one of the neat things is just trying to find A lot of good counter spells we reprint. But sometimes you want to come up with new ones
and do cool things.
And one of the neat things is just trying to find
different ways to make counter spells.
So this one's kind of cute.
It counters a very near subset.
It just counters things that target a player.
But there's a lot of things that target a player.
So once again, this is the kind of thing
that's metagame dependent or a sideboard card.
But I like that it's very efficient
at a very narrow window.
And if that window happens to be something
you have to worry about,
then you can use it.
Peel from reality.
One blue for an instant.
Return target creature you control
and target creature you don't control
to their owner's hands.
So I first made this card in Ravnica.
And it has turned out to be a very useful card.
I just like the parody of it,
the idea being I'm going to unsummon two things,
one of mine and one of yours.
The thing of yours will be something that's beneficial for me,
where the thing that's mine will also be something beneficial for me.
So it's kind of fun that you get to do two effects that are the same effect,
but yet for you it can be very positive,
and your opponent can be very negative.
And it's a fun card.
It's the kind of card that
interestingly, like, shows up in
different environments. It's a very interesting card
in different environments. It definitely proved quite adaptable.
Next, Primal
Surge. Eight green green. Ten
mana, two of which is green. Sorcery.
Exile the top card of your library. If it's
a permanent, you get to put it on the battlefield, and then you
get to do this again. So the idea is
when you cast this, you might miss, you've got to put it on the battlefield, and then you've got to do this again. So the idea is when you cast this, you might miss, you might get a whole bunch of permanents
in play. So there's a lot of, this is a high variance card. It costs 10 mana, you could
get nothing, you could get all sorts of stuff in play. So really, it's super, super high
variance. It is a Timmy card, if ever there was one. And it had to be costed such that
the problem is, if the card is too good, then it just
gets kind of broken in tournaments. So this was
meant to be kind of a wish fulfillment,
dream for big things. A lot of times
it doesn't work, so it's not good enough for
constructed play. But when it works,
you tell some stories.
Okay, Rain of Thorns.
Four green green sorcery. Choose one or
more. Destroy target artifact, destroy target enchantment, destroy target land.
So the key here is one or more.
What that means is you can do all three or you can do a subset.
The reason it's or more is if it was destroy target artifact, enchantment, and land,
if there was not an artifact or an enchantment or a land,
you would not be able to cast a spell.
So the spell is written such that
if you're able to destroy all of them, great,
but you don't have to destroy all of them.
If your opponent has an artifact and a land that's bothersome,
but it doesn't have enchantment,
well, you can just cast it.
You don't have to destroy enchantment.
That's something that is voluntary for you.
And so...
But anyway, it is...
This is one of those cards, by the way,
where I feel bad for creative,
where it's a pretty functional card.
It's a very Melvin card, if you will.
Oh, green can destroy a lot of different permanent types?
Okay, well, let's have green destroy different permanent types,
and you can pick and choose and model it.
Oh, by the way, creative, oh, it's just a spell that can destroy an artifact,
or can destroy an enchantment, or can destroy a land,
or any combination thereof.
You know, just that.
Apparently thorns raining down.
This is tricky. I feel bad
for a creative in that some cards we make
are just, they're there for
more mechanical reasons, but we need
to flavor them because all magic cards have a flavor.
And this is just a tricky card to flavor.
I think they tend to go vague on it,
which is usually the only answer.
Don't try to get too specific because it won't make sense if you really try to work it out.
What actually does destroy an artifact, or can destroy an enchantment, or can destroy a land,
or can do any combination of those?
Okay, Reforge the Soul.
This is a sorcery that costs three red red, five mana, two which is red.
Each player discards their hand and draws seven, and it's a miracle for one R.
So this is Wheel of Fortune.
There's a lot of debate
of whether Wheel of Fortune is a red card.
I fall in the camp of no, it is not.
And the only reason is
is red is not supposed to go to card advantage,
and this really says,
I have an empty hand, now I have a full hand,
and really is, I think,
a bit pushing it on card advantage for red.
It was a fun miracle card in the sense that
one of the things about making good miracles was
you wind up a card that said,
okay, will I be in dire straits,
but if I draw this on the top of my library,
it can just turn things around?
And yeah, yeah, it can.
You know, I can have an empty hand,
and all of a sudden I don't have an empty hand.
I have a full hand.
And especially with the low miracle.
With the high miracle, I've said, without the miracle, you're spending five mana.
Well, how much mana do you have left to capture spells?
With miracle, it's only two mana.
Odds are you have a lot more mana to capture spells.
Oh, also, real quick, I haven't talked too much about the frame.
So when we did miracle, we knew that we wanted to make sure that when you drew it,
it was clear that you were drawing it.
So what we did is we went and we made a special frame
so it just stood out.
We wanted when you pulled it to go,
oh, that's a miracle.
That is a miracle.
And so that is why the frame looks different
because it was important to us that we sort of get that across.
Okay, next, Restoration Angel.
Three white for three, four angel.
Flash flying.
When it enters the battlefield,
you exile target non-angel you control
and return it immediately.
So it's instant flicker for non-angels.
The reason it says non-angel is if it can target itself, it can instantly flicker itself.
I mean, you can get an endless loop.
I target me, I disappear.
I come back.
I target me, I target me.
So what could happen is, let's say you had something that cared about a creature.
You gained a life when a creature came in play.
You did a damage when a creature came in play.
You could essentially get infinite
whatever that is.
And so,
to prevent you
from doing that,
we had a couple options.
We could say
another creature.
You had to target
another creature.
But we thought
it was cute
to say non-angel.
It also meant that
it just,
sometimes,
saying non-angel
was just a little more
flavorful of the set.
You know,
sort of like
it doesn't
it doesn't do its thing
to angels
angels are inside
it does its other things
so
okay
Revenge of the Hunted
four green green sorcery
target creature gets
plus six plus six
and trample to end of turn
miracle
gee
so green
single green
so it costs four green green
and miracle just green
so the idea is
plus six plus six
and trample was really good,
and there are definitely times where,
okay, come on,
I need a Miracle, BAM, and I get it.
Remember also that,
well,
actually, this is a sorcery.
Just remember that when you get two Miracles,
you get to turn it into instant, essentially.
And so, I guess this particular card,
you're going to cast in your turn,
well, you have to cast in your turn, essentially. And so, I guess this particular card you're going to cast in your turn... Well, you have to cast it in your turn,
but there's some combat tricks.
I've seen people do things where
they'll draw cards in other people's turns
and it allows them to have a surprise during combat.
I've seen that happen.
Riot Ringleader, 2 red, 2-2 human warrior.
When it attacks, human creatures you control
get plus one, plus one at the end of turn.
Once again, the way red helps humans usually is damage,
doing more damage, doing direct damage,
help boosting power.
It's like, I'm going to try to be pretty aggressive.
The white-red was a very aggressive deck,
as white-red often is, with humans.
This was actually a monster card.
The idea was
Red had lots of creatures
and the idea is
the monsters tended to have
singular creatures
that were a little bit bigger.
Now, there was Soulbond.
There was ways
to build up creatures.
So, I mean,
it's not that the human decks
couldn't use this,
but it definitely
just playing off the idea
of how to do,
how to boost things.
And essentially
what you were doing
is you were doubling its power.
This is the kind of card
that I'll write double target creature's power
and they'll change it to this.
But that's what it's doing.
Scroll of Avacyn and Scroll of Gristlebrand.
Okay.
They both cost one mana.
They're an artifact.
Scroll of Avacyn is one in sack draw card.
If you control angel, gain five life.
Scroll of Gristlebrand is one in sack.
Tiger player discards a card. If you control Angel, gain five life. Scroll of Bristlebrand is one, and Sack, Tiger of Platter, discards a card.
If you control Demon, they lose three life.
Now, I can guarantee
when we first made this card, the life totals were the same.
The problem we always run into
is
gaining life is just not as good
as making somebody else lose life.
And so, when they were even, either
we had to make white weak or make black
too strong. And so we ended were even, either we had to make white weak or make black too strong.
And so we ended up disconnecting them.
But in general, it's really nice.
They both did the same thing, except white is gaining you something and black is taking away.
So you're gaining a card in life.
They are losing a card in life.
So the parity there is pretty fun.
It's a neat reflection.
And Avacyn and Gristlebrand kind of are the two faces of the set of the angels and the demons second guess
one blue instant
counter second spell cast
targets
so the idea is
you can counter any second spell
this is another chance
of us trying to
make a cheaper counter spell
that's usable
in certain circumstances
but not in others
and so
that was one of the things we did
I think it's sort of cute
Seraph Sanctuary
land
when it enters the battlefield you gain a life whenever. When it enters the battlefield, you gain a life.
Whenever an angel you control enters the battlefield, you gain a life.
And you can tap it for one.
So this was meant to be a land that went in your angel deck that really helped you with angels.
It didn't tap for any color, but it did that so that you didn't have to enter the battlefield tapped or something.
Next, Sigarda, Host of Herons.
Two green, white, white.
So five mana, one green, two white.
5-5 Legendary Angel, flying and hexproof,
and it has spells and abilities,
can't make you sacrifice permanence.
So this is
the Buttercup
of the Powerpuff Girls, green.
So once again, she's a 5-5
Angel for five mana, Legendary Angel.
She is flying hand.
She has an ability.
Each one of them had a second ability that tied into their secondary color.
So, um, green, you got hexproof.
Uh, like red got first strike.
Blue, I don't remember what blue got.
Maybe flash, maybe.
Um, but anyway, this thing protects you.
Angels are protective.
So while this is in play, your opponent can't make you sacrifice things.
Okay.
Somber Wald Sage.
Two green for zero one human druid.
You can tap to add three mana of any color, but you may only use it to play creatures.
So once again, on the good side, hey, play lots of creatures.
Black side, you know, the monster side, no, no, play one creature.
So this was helping you sort of get a lot of creatures out.
And you don't have to spend all of them on the same creature.
You just can only spend them on creatures.
Soul of the Harvest, four green, green, six, six, elemental with trample.
And whenever a non-token creature enters the battlefield under your control, draw a card.
The reason we say non-token on stuff like that is it's just kind of broken with tokens.
It's easy to get a lot of tokens in play. So you say
non-tokens, you actually have to get creature
cards in play. And that's a little harder to do.
It's still not that hard, but it's harder to do.
Spectral Prison, one and a blue.
Enchantment aura.
Enchant creature. Enchant creature
doesn't untap. It's normal.
And if enchanted creature is ever
sacrificed, sorry, is ever the target
of a spell,
not an ability, of a spell, you sacrifice
the card name. You sacrifice Special Prison.
So the idea is I lock you down,
but you can free it if you ever target your creature,
and then you can free your creature from the prison.
Stern Mentor.
Three and a blue for a 2-2 Human Wizard.
It's got Soulbond, and
its Soulbond ability is all the creatures
it and the creature it's Soulbonded with, paired with,
get tap mill to. A target creature
puts the top two cards
of the library into their graveyard.
This was a deck we like involving
mill strategies, so this was a Soulbond
mill deck you could make.
Next, Stolen Goods, three and a blue
for a sorcery. You mill, or
take the top card of your library and put it in the graveyard.
You keep doing that until you get to a non-land, which you exile,
and you may cast it this turn without paying its mana cost.
So it allows you to sort of steal a spell off your opponent's library,
but you don't know which one.
Next, we have Tamiyo, the Moon Sage.
Three blue, blue, Planeswalker.
Comes with a loyalty of four.
For plus one, target permanent doesn't untap this turn.
For minus two, draw
a card equal to the number of tap permanents
target player controls.
And minus eight, you get two emblems,
no maximum hand size, and whenever
a card will be put into a grave from anywhere,
in your grave, from anywhere, instead
return it to your hand. So this allows you to get
cards into your hand, not just by
playing them, but by, they die, you discard them, you know, it gets stuff back. Anyway, she
was fun. Her tap ability tied into the drawing cards off the tap. Also the draw ability tied
into not having a max hand size. So anyway, Tamiyo it's funny.
Originally, she was not
very popular.
And then, as people
realized how good her card was,
kind of the strength of her
card slowly seeped over to people
liking the character.
It was an interesting case where the character wasn't all that liked
up front, but as the card became more powerful,
she gained a little more, a few more fans. Okay, Temporal Mastery, five
blue, blue sorcery. Take an extra turn, and then you exile this card, and you can miracle
it for one and a blue. So the fun thing here is it's Time Walk, and the miracle is exactly
Time Walk, except it exiles itself. The reason we don't exile itself when we draw a card is there's a lot
of abuse that comes from constantly taking
turns. One turn usually isn't too bad,
but if you can keep getting it back and playing
again, you can make locks and things. So anyway,
pretty much now when you take it after a turn, we tend to
exile the card.
Terminus, four white white sorcery.
Put all creature cards on the bottom of their owner's
libraries. Miracle white!
So, we were constantly looking for things that you could draw when you were in trouble
that all of a sudden would be exciting and you would just do something cool.
And that was one of them.
I'm not sure why it's bottom of library instead of just exile them.
Maybe it might have been a commander thing.
Because tucking used to mean something in commander, but I'm not sure.
Okay, next.
Thatcher's Revolt.
Two red sorcery.
Put three 1-1 red human creatures onto the battlefield.
They have haste,
and at the end of turn,
or beginning of the end of turn,
you sacrifice them.
And so,
one of the cool things about this card was,
on the surface, it seems pretty mild.
It seems like,
oh, okay, this is special.
Like, I can try to do some damage.
This card was a linchpin.
This was my favorite card in the set. There's so
many things in the set were enabled by this card.
This was, like, the universal enabler.
It just enabled human decks,
it enabled creature decks, it enabled
um,
death trigger deck. I mean, it all, it just
did all sorts of things. It was amazing how
many fun things you could do with Thatcher Revolt, and I
really, really liked this card.
Thraben Valiant, 1 white,
2-1, Human Soldier, Vigilance. I think
this is the first time we did this card. I just want
to point this out that, like, when you say
2 mana, 2-1, Vigilance, like,
we hadn't done that yet, so
it is neat how every once in a while you
come across, like, a French Vanilla card, meaning a
Vanilla creature that just has one, just has
creature keywords, nothing else. We call it French French vanilla. And that it's fun to have
simple cards, you're like, oh, we just never made a simple card. You know, and it makes
you realize that there's a lot there. That as much as we've made 15,000 cards 22 years
later, there's still stuff we can find, still simple things we can find. Thunderous Wrath,
four red red instant, deal five damage to a creature or player. Miracle R. So it's a Lightning Bolt for 5.
Once again,
we want to do miracles. We really want
miracles that when you look at the miracle, you're like, oh my god,
that's amazing. R, do 5 damage.
I know Lightning Bolt is good. This must be
even better. Do 5 damage.
And it's also the kind of card that can really save you
when you're in trouble.
Okay, next, to Bolt, the Fiend
Blooded. Red, red, Planeswalker,
loyalty of two. For plus one,
you can draw a card and then discard a card at random.
For minus four, you can deal
damage to a player equal to the number of cards in your hand.
And for minus six, you can threaten
all creatures in play, meaning you can gain control of all creatures,
untap them, and then you have control
of them until end of turn, so you can attack with them.
Tibalt
was an experiment to try to make a two-mana
Planeswalker. I would say it's a very
unsuccessful attempt.
His first ability, which is
only plus one, requires randomness, where you
lose stuff out of your hand, which is quite frustrating.
Anyway, this card didn't quite
work out. Can we make a
two-mana Planeswalker?
I don't know if we can or we can't.
I do believe it's quite a challenge.
I don't believe that that box needs to be checked,
meaning I don't believe we're going to keep trying to do it
just to see if we can do it. If we happen to
stumble on something that makes sense, maybe.
But Tibalt really kind of soured us
in that we were trying to sort of make a two mana planeswalker.
I think that was inherently kind of a
bad idea, meaning it just
wasn't something of
boxes to check. It wasn't also necessary
box to check. So, I mean,
not that we shouldn't try things from time to time. I'm all for us
experimenting, but this was a failed
experiment. Okay,
Timberland Guide. 1G for
a 1-1 creature. When it comes to enter the battlefield,
you can put a plus one plus one counter on any
creature. It's a
grizzly bear variant, because you can always put it on itself,
so it's always a 1G2-2,
but it's better than a 1G2-2
because you could put the counter
somewhere else if somewhere else is more valuable to you.
You have a flyer, you have an evasive creature,
you have something that just needs to be a little tougher,
well, this could be a 1-1 instead of being a 2-2,
and in exchange, that could be a little tougher.
I like this card a lot. This is another one of those cards
I think was unique to this set.
I mean, I think this set was the first one to do this card.
But it was a very cool card.
I love little cards that, like,
are very simple, but just in play
they give all sorts of cute little decisions and just
really make for fun gameplay.
Okay, next. Treacherous Pit Dweller.
Black, black for a 4-3
demon with Undying. But
when it came back from the graveyard to the battlefield,
you had to give it to your opponent.
So it was a 4-3 for black, black,
but when it died, your opponent got a 5-4.
So that was the drawback. That's kind of cool.
Ovenwold Tracker, green for a 1-1 Human Shaman,
1 green and tap, target creature you control
fights another target creature.
So this is something that you can make things fight.
The reason it says target creature you control is,
I don't want to make two other things fight.
That's way too powerful.
One of my guys has got to be in on the fight.
But this card is pretty powerful,
because it allows you to pick things off,
which is something that green normally has a problem with,
but fighting is a green thing.
Okay, unhollowed pack.
Two and a black for enchantment aura.
Enchant creature.
When enchantment creature dies,
return to the battlefield under your control.
This card was formerly, I forgot the name of it,
but it used to be in blue.
It makes a little more sense in black.
It's kind of like, we made a deal,
which is I get your zombie when you die,
and so I paid you handsomely or something.
I did something for you.
It's kind of neat because you can put it on your own creatures
as a regeneration sort of thing, where it gets to die once and come back. because you can put it on your own creatures as a regeneration sort of thing,
where it gets to die once and come back.
Or you can put it on your opponent's creatures,
and when you kill it,
and you're kind of invested to kill their creatures,
then you get the creature.
So it's a neat way to do it.
One of the things in general we tend to do is,
blue tends to steal things permanently,
red steals them temporarily,
and black steals things,
blue steals them from the battlefield,
black steals them from the graveyard.
This is a neat way to kind of get a creature from the battlefield. Black steals them from the graveyard. This is a neat way to
kind of get a creature from the battlefield,
but via the graveyard.
Vexing Devil. Red for 4-3 Devil.
When it enters the battlefield, any player may
take 4 damage. If they do, you sacrifice
it. So this is a
what do we call these?
I'm blanking on the name of it.
Not permission.
Something red does where you have a choice
between two things.
Your opponent has a choice between two things, and
both things are powerful for you,
but you lose the choice. Your opponent gets to pick them.
These cards, sometimes
they're very popular players, sometimes they're not.
Depends a lot on the execution. Vexing Devil is very popular.
Vigilante Justice.
Three-hour enchantment. Whenever a human
enters the battlefield under your control, you
deal one damage to a creature or player.
So this turns all your humans into extra
damage. And like I said,
red usually turns humans into damage. So when you're
playing a red human deck, it wants to
do damage to the opponent. That's what it tends to do.
Wild Defiance. I'm almost done
here. I'm almost to work. Two-in-green enchantment.
Creatures you control. Whenever they're the target of
instant or sorcery, it gets plus three, plus three
until end of turn. So this allows you to sort of
target your creatures and then get
a big boost out of them. If what you're
targeting them with is already some sort of giant
growth, it gets to be a super giant growth.
But there's also a lot of other fun things you can do.
And it's definitely the kind of card you
build around. You can do neat things.
Wild Wood Geist. Four green
for a three, three Spirit. On your turn
it gets plus 2, plus 2. So it's kind of a cute card.
It's 5-5 on your turn and 3-3 on the
opponent's turn. This is another card
I like where it's pretty simple,
but just a little twist between
being bigger and smaller means your opponent can
have an easier time getting rid of it on their turn, because
it's smaller. But in your turn,
which is usually when you want it bigger,
and it makes the creature more aggressive, because, hey,
it's a 5-5 in your turn, it's 3-3 in your opponent's
turn, so, yeah, maybe you want to attack with it on your turn.
Okay, next, Wolf Fear
Silverheart. 3 green green for
4-4 Wolf Warrior, because
the werewolves had turned into the Wolf Fear,
so they were wolves now, because of
Abyssin returning. And then Soulbound,
and in Soulbound, you got plus 4, plus 4.
So this creature,
one of the things we definitely do
is we make
constructed versions of our mechanics. Every mechanic,
if possible, development tries to make
a strong version of it to make sure that
it sees constructed play.
This was the Soulbound constructed play
card. Not that there weren't other ones that saw
constructed play, but this was the
if this doesn't see, you know, constructed play, we'll eat our hats sort of card. Not that there weren't other ones that saw Constructed Play, but this was the this doesn't see, you know,
Constructed Play will eat our hat sort of card.
Three green, five mana for a 4-4
that if you are able
to pair it with something, which is not that hard to do,
you just need another creature in play, it's an 8-8
and the other creature is plus 4, plus 4.
So it was really, really powerful and it definitely
got played. Finally, the last
card is Zealous Conscripts, 4 and a red for
3-3. It has haste, and when it enters the battlefield,
you, uh, threaten something, and you
take target creature, your opponent controls,
untap it, bring it to your side, and then you can attack
with it this turn. Um, and that
was a fun card. Uh, I think
that's the kind of thing that we like, of finding neat ways
to, uh, staple cool
spells as it enters the battlefield effects.
This had haste, so not only did it steal it, but kind of like,
hey, come on, let's go attack. And I thought
that was kind of cool.
Let's see how we're doing on time.
Wow. I got to work and just a little
bit extra time, a little bit of traffic. I did it. I got some ammo
all the way through Z. So what basically
I want to say is this was
absolutely for sure was a lot of fun to work on.
There was a lot of takeaways.
I think we had some themes that we pushed
probably a little too hard. And we themes that we pushed probably a little too hard
and we pushed the loner theme
a little too hard
and I think there were some lessons
in limited, this ended up not being the strongest
of limited sets
but the set was actually much beloved
a lot of people really enjoyed the angel themes
and the human themes
and some of the monster stuff
and soul bond and miracles
there was a lot of stuff for people to like.
And so I think this was a
fun set. So I hope you guys enjoyed my little
jaunt through Avacyn Restored.
But anyway,
I'm now in my parking space.
So we all know what that means. It means
this is the end of my drive to work. So instead of talking
magic, it's time for me to be making magic.
So thanks for joining me, guys.