Magic: The Gathering Drive to Work Podcast - Drive to Work #258 - Khans of Tarkir, Part 4
Episode Date: September 4, 2015Mark continues with part 4 of his seven-part series on the design of Khans of Tarkir. ...
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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 the last three podcasts, I've begun talking about the design of Khans of Tarkir.
And last time I started talking about the card-by-card stories, and I got all the way through A.
So I don't want to have 26 of these, so we're going to have to pick up the pace a little bit.
So we start with B today. We begin with
Bear's Companion.
So two green, blue, red.
So five mana, green, blue, red. This is a teamer.
For a 2-2 human warrior,
when it enters the battlefield,
you get a 4-4
bear token.
And I think the bear token...
I think it's green. I didn't write what color it was.
But...
So this card originally, by the way,
made a 4-4 that came with a 4-4.
Actually, enough said.
Originally, it made a 3-3 that came with a 3-3
because at the time of design,
Ferocious cared about power 3.
So we're like, okay,
what would a Ferocious deck want?
How about 2-3-3?
Just to really cement home that you can't do it
so when it got changed from 3 to 4 in development
making 244s they thought was a bit much
so they said okay well what if we make a small guy
that comes with the token
the reason they made it a 4-4
sorry a 2-2 they made a 4-4 token
rather than the 4-4 they made a 2-2 token
was twofold
one, in this world bears are 4-4 that made a 2-2 token, was twofold. One, in this world, bears are 4-4.
Bears are at least 4 power.
We set that up.
Bears are bigger, as they should be.
Second is, there's more shenanigans that you could do
if the enter the battlefield is the bigger effect.
So it's just a more splashy, cool card
if it makes a bigger token.
So we had it make the 4-4.
But anyway, it's definitely...
For some reason, when we did Teemer, it's funny. some reason when we did Teamer
it's funny, if you had asked me before the set came out
what clan would get the most
love from the audience, I wouldn't have said Teamer
that wouldn't have been my guess
but then I hadn't yet seen the bear punching
card and anyway
I didn't quite know all that Teamer
had to offer and one of the things was bears
one of the most
frequent requests
I get on my blog and in social media
in general, when people ask for legendary
creatures that we've never done, is a
legendary bear. And had
I known, had I realized
how much bear-ness there would be
in Timur, I didn't really understand until the
art was in, at which point I'd passed the point where I
could do this. If I'd realized how much
bear quality, bear-ness there was, I would have pushed for a legendary point where I could do this. If I'd realized how much bear quality,
bear-ness there was, I would have pushed for a legendary bear. I would have made a legendary
bear. That would have been our opportunity. In fact, the bear
that Surak punched could have been a legendary bear.
So anyway, I feel bad. I apologize to all the legendary bear
wanters out there that really wanted a legendary
bear. I let you down. When I see future opportunity,
I will try to make a Legendary Bear.
Okay, next, Become Immense.
It's an instant that costs five in green,
so six mana.
It's a Delve card.
Target creature gets plus six, plus six
until end of turn.
So Delve, for those who don't remember,
was in Future Sight.
It's a mechanic that says,
for every card I remove from my graveyard,
I make my spell one cheaper.
Delve originally was in black and blue in Future Sight.
It was on two black cards and one blue card.
And so it felt neat to put it in soul tie, since soul tie was black and blue and green.
So we got to make green delve cards for the first time.
So one of the things that's fun is trying, one of the
tricks to delve is you need
expensive cards. It's not a lot of
fun making super cheap delve spells
since the neat part about it is you have
the ability to really change it
if you have enough cards in your graveyard. So
the idea here was let's make a giant growth
but a little bigger because giant growth isn't that
expensive. So instead of plus three plus three, let's
do plus six plus plus six, double
Giant Growth.
And then, the way Delve tends to work is
you add a certain amount of mana because it has Delve.
So, this spell probably
would be, I don't
know, two
G, three G, two in green, three in green,
somewhere around that. So,
that is up to five green, but you have the potential for it to be
as low as green. That you have the potential for it to be as low as green.
You have the potential for a giant growth,
that costs giant growth costs, but
double the giant growth. So that's exciting.
Okay, next.
Bellowing Saddlebrute. It's a black card.
Three and a black for a four, five
orc warrior.
And it has raid.
And if you've raided, meaning if you've attacked
this turn, then you don't lose four life when it comes into play.
So this is a little quirky.
A couple things.
First off, it's an orc.
Magic, in the early days, we had lots of orcs.
And we really have sort of not done tons of orcs recently.
And so Khans managed to bring the orcs back.
The orcs showed up in Mardu.
So, I don't think we made any white orcs, but there were red and black orcs.
Traditionally, orcs have been a red thing.
But here you get some black orcs, finally.
Orcs can be a little mean and selfish, and they also make sense in black.
Okay, so, the other interesting thing about this card is that as a rate effect,
that doesn't give you a bonus, it takes away a negative.
Which is a positive thing.
So the idea is, if you play this card,
it's a 4-5 creature for
4 mana. If you haven't
attacked this turn, well then it costs you
4 life when you play it. So it's 4
mana and 4 life for a 4-5
creature. Not the best of bargains.
I mean, not horrible, but
nothing great, nothing special.
But the idea is, oh, well, if you've
attacked, if you have raid, then guess
what? You can avoid paying the four to life.
So it's a little bit different. We do that from
time to time. We do mechanics.
It's always difficult to do it only
because it gets complicated. The idea that
if you've done this, then the bonus you get
is a lack of a negative. So it's
like the way it's worded. I mean, it still says rate on it,
rate's an ability word.
The fact that it's an ability word allows us to word things.
The way ability words work, for those that don't know,
keywords mean this represents something.
It specifically means this exact text.
So you can't, you know, if something is keyworded, it means that thing.
You can't twist it too much.
An ability word means, well, I could not have this word here.
The card tells you what it does.
I'm just kind of reminding you that this is similar to other cards.
And so ability words, we can be a little more loose.
Because this card's text does not read exactly the same as most raid cards.
Because it says, this doesn't happen if you didn't attack.
Or this does happen if you didn't attack.
But the idea is
it's like raid. It rewards you for attacking.
There's a gain for
not attacking, which is a removal of a negative.
So we were allowed to put raid on it, even though
the text is slightly different. And the reason we
can do that is because it's an ability word.
I know from time to time I bring
up ability word versus key word. That's the kind of thing in design that's important because they are different.
For example, one of the biggest things is you can't reference an ability word. Let's say I
wanted to make a card that cared about when raid happened, when raid triggered. I couldn't.
Raid is not a keyword. I can't reference it. I can't reference ability words. The best way to
think of ability words because they're in italics and they're before it, is it's kind of invisible. It's just,
it's kind of reminder text in some ways. It's telling you something and helping you,
but that text doesn't need to be there. It's not supporting anything. And because of that,
we can't reference it. Anyway, probably more than you need to know about ability words.
Next, blood-filled caves. It's a land. Enters a battlefield tapped, and when it enters
a battlefield, you gain one life, and it taps for black or red. So this was a cycle from
Zendikar. The idea was when we knew we were doing a tri-color wedge set, we wanted to
make sure we had enough mana for you. We knew at higher rarities we were doing the fetch
lands, but at lower rarities, what were we
doing? And we decided this was
pretty good. It was from Zendikar.
It does a nice job of
being an enter-the-battlefield-tap land,
but having enough of a bonus that people
like them.
Zendikar definitely messed around with
having more lands with ETB abilities.
And so anyway, this is one of them.
And so we decided to add this in.
This is an allied cycle
because we knew we were giving you...
The fetches were allied.
One of the things I think that we did a lot of
is the reason we gave a lot of allied cycles here
was that they specifically went with one clan.
That if you did enemy cycles,
they branched over two clans,
and it was tricky to know where they went creatively.
So when you have allied stuff like this does,
it's like, well, black-red, well, it's Mardu.
Flavored as Mardu. It has to be Mardu.
Mardu's the only wedge that has black and red in it.
Okay, next, Bloodfire Mentor.
Two and a red for 0-5.
I did not know what the creature type was.
This is from JustGuy, so it's probably a monk, is my guess.
So two blue and tap, draw a card, and discard a card.
Okay, so this was a controversial card for me.
One of my pet peeves is this card was stuck in
because they wanted to make sure that,
I believe this is an uncommon, that there were cards that supported enemy color pairings.
And the reason is that we wanted you to draft enemy color first,
and then you had options to go into one of two different wedge colors.
So one of the things to encourage you to draft correctly is we made sure to put in cards that sort of encourage enemy
color. There's very little ally encouragement. There's a little bit of land, but there's
no spells that encourage ally stuff. We encourage you to do enemy, and
then you can branch in and do wedge.
The problem with this card, it's a subtle design thing, is
one of my pet peeves as a designer is
when you do an off-color activation,
meaning when a color has another color to activate,
what you want to do is give that color access to something
that that off-color color has access to that you don't.
And there were two cards.
When I went through the file,
one of the things I do once it's in development
is I'll occasionally go through the file and make notes.
This was one of my big notes. It ended up not getting changed.
I think only because I caught this a little later than I should have.
But anyway, this card does looting in blue.
And red can do looting.
So I wasn't super fond.
It's like, hey, red can go to blue to do something it can do in red.
Now given blue looting is slightly better in red. Now given blue looting
is slightly better than red looting, blue looting
you discard then draw, where red
looting, I'm sorry, blue looting you draw
then discard, where red looting you
discard then draw. So this is blue looting
which is slightly better than red looting.
That's in the end why I said, okay, I guess, because
technically it's doing something red
can't quite do, which is
blue looting, but it annoyed me a little bit,
and just like,
there's all sorts of things blue can do that red can't do.
Let red do something with the blue activations
that red can't do that blue can do.
So this one irks me a little.
So there's one that comes,
I'll be talking,
I don't know if I'll get into it today or in a later podcast,
but there were two cars that did this.
This one, I was like,
okay, at least it's blue looting.
It's slightly better. The other one really bugged me. I wasn't able to change the other one. I one, I was like, okay, at least it's blue looting. It's slightly better.
The other one really bugged me.
I wasn't able to change the other one.
I tried, but I wasn't able to.
But we'll get to that one.
And this is, by the way, one of the things.
There's a lot of aesthetics to design.
There's a lot of little things that matter.
And when I look at a file to give notes, a lot of things I care is,
I'm not worried about balance.
I'm not worried about a lot of developmental issues. Developmental
I'm not worried about those issues. Those aren't my issues.
My issue is there's just a lot of nice aesthetics
to design. One of which is like
if I'm going to another color, give me
access to something I don't already have.
It's like I don't want a red card.
It's for white men. I can gain first strike.
You know, I don't want a
black card that's green. I can regenerate.
You know, I don't need to go to another color
to get the thing I already have in this color.
Anyway, so that's a little insight
into kind of some design-ish type of things.
Okay, next, Bloodsoaked Champion.
Black for a 2-1 human warrior.
Can't block.
And for raid, so if you attack with a creature this turn,
you can have, there's an activated ability for one and a black
and you can return it from the graveyard to play
so this is a creature that keeps coming back
but it only comes back if you've attacked for the turn
and the neat thing about it is, the reason it says can't block is
a lot of times we have things that keep coming back from the graveyard
if we want to use offensive, we have to do something to make it offensive
and not defensive, well if it can something to make it offensive and not defensive.
Well, if it can't block, it can't be defensive.
So guess what? Attack with this.
The neat thing about this card is
it also enables itself, which means
if I have two of these,
I can attack with one. If you kill it,
the next turn I can attack with the other,
and when that one attacks, I can bring back
the first one.
And so once I have two in play, I can sort of keep them coming out,
because even if you block and kill them,
they can attack and trigger the other one to come back.
And this was definitely one of those...
One of the neat things when you're trying to do a mechanic like raid
is try to find, at higher rarities, kind of cooler things you can do.
And the idea of...
Rather than enter the battlefield effect,
which most of them do, is this is a triggered ability.
Not triggered, this is an activated ability.
That's not something we did at Common, but it was
a neat way to use Raid, and just
somebody to up it a little bit.
Okay, next, Briber's Purse.
An artifact, cost X.
So this is called
Bag of Gold in
design. So when it enters the battlefield, you get X gem counters.
X is the cost of the card.
You pay X.
And then one, remove a gem counter.
Target creature can attack or block this turn.
So this was completely top-down.
We were in Warlord World,
and we wanted the clans to definitely have this quality
of it's a rough world.
So we made a card, it was called Bag of Gold in Design,
and the idea was, I can just bribe
people. If I get in trouble,
I don't want you to attack, I don't want you to block,
here, don't attack or block me, will ya?
Anyway, it was very flavorful.
It went from, other than the name change,
we originally had gold counters,
got changed to gem counters.
But other than
a little bit of creative changes,
it pretty much stayed as is. It cost X
in the thing.
I'm not sure. For a while, it
might have been just tap and remove.
I think maybe,
I forget whether we added the one in design
or development. We might have added it in design.
But anyway, this card, pretty much as we designed it,
showed up in print, so that's pretty cool.
Okay, next, Butcher of the Horde.
One red, white, black, so four mana,
red, white, black, so it's Mardu,
for a 5-4 Demon with Flying.
Sacrifice another creature.
You can gain Vigilance, Lifelink, or Haste until end of turn.
So one of the cool things is it's giving you abilities.
It almost did it perfectly.
So Vigilance is in
white, Lifelink is
in white or black, and Haste is in red or
black.
I think when we first made this card,
instead of Vigilance, it was First Strike.
The reason I believe that is, First Strike
overlaps red and white, Lifelink
overlaps white and black,elink overlaps white and black
Haste overlaps red and black
I believe it got changed to Vigilance
because First Strike was too good
Vigilance overlaps green and white
so it's not quite, like once again
you tell the little designer aesthetic in me
it's like oh it was so perfect
but one of the things I've learned
is aesthetics are great but if gameplay is bad
gameplay will trump aesthetics.
So that original card was a little cuter and a little neater design,
but I'm sure if development took out First Strike,
it was because First Strike was causing problems,
and I can imagine that.
One of the problems with First Strike is the threat of First Strike
is usually very potent.
If you know I have a 5-4 creature,
I never even have to sacrifice a creature.
You just know I can have First Strike, so you tend not to block.
So it just kind of makes them unblockable.
The other story about Butcher the Horde that's interesting is
we were trying to bring back a delve card.
So one of the delve cards we wanted to bring back was the demon.
And at first, we were told by creative we couldn't bring it back
because there wasn't demons here.
Because at the time, there weren't demons.
Then, later on, there was a note that happened during development
that they felt
we were kind of low
on iconics.
So, dragons, sphinx,
angel, angel, sphinx,
demon, dragon, hydra
are the five iconics.
And we were just
kind of low on them.
We had hydras.
There were no dragons
because the dragons
were all dead.
I think there weren't
any angels.
There weren't demons
originally.
And I don't think
there were sphinxes
because we didn't want
big flying things.
So hydra was the only
creature,
the only iconic there.
I'm like,
wow,
we're low on iconic.
Could we get
something else in?
I'm like,
oh,
well,
demons don't have to fly.
We're trying to avoid
having big giant flyers
because we're trying
to make the feel
of dragons being gone.
Oh,
this actually does fly.
But anyway, they decided that, okay, I guess we could have demons,
and they later added demons in.
But we forgot to sort of mention back that the reason we didn't do the delve card
was because there were no demons, but then that decision changed.
So no one sort of circled back around and said,
oh, wait a minute, if there are demons, then we could have that card.
So I apologize for those that wanted a
returning Delve card.
In retrospect, if we had figured it out,
we could have done the demon.
Tombstalker demon, I think.
Because the other question
is, are there tombs? Yeah, there's...
We see tombs of the dragons.
So, anyway.
That is the story. Okay, next.
Up to C. Oh my my God, up to C.
Chief of the Edge.
White, black for a 3-2.
Human warrior.
Other warriors you control get plus 1, plus 0.
Then there's Chief of the Scale.
White, black.
2-3 human warrior.
Other warrior creatures you get plus 0, plus 1.
So, note, it's essentially a base 2-2.
It has the ability to pre-apply to it, and then it says other.
We do that a lot.
So 1 is a 3-2 because all warriors get plus 1.
The other is a 2-3 because all other warriors get plus 0 or plus 1.
These were a pair made together.
One of the things we try to do is we do not do heavy tribal in all sets,
but we try to do at least a little bit of tribal in all sets.
And one of the things that... Players like tribal stuff.
It's fun.
It's easy to figure out,
oh, care about this word,
this creature type.
And we normally will do, in a block,
we normally will do one tribal
if it's not a major thing.
We don't always do it,
but usually we do one.
This time we ended up being warrior.
We were trying to play up
all the different clans.
We were trying to find a creature type
that would cross over clans.
Warrior worked pretty well.
One of the weird things that happened,
so those that are wondering
why it ended up in white and black,
because traditionally the way it works
in normal magic is
white and blue have soldiers,
red and green have warriors,
and black will go between the two
depending on more of the flavor of the set.
So white traditionally doesn't have warriors,
it has soldiers.
So why is warriors a white and black thing?
And the answer had to do with they were trying, development,
design had tagged warriors as being a thing.
And then when development was trying to fix the set,
they were having trouble finding a white-black theme.
For those that don't know, certain colors tend to lean in certain directions,
and so it's very clear what they're doing.
White-black is one of the trouble childs.
If you look at white-black, white-black bounces around a lot.
It doesn't quite have the clean archetype that's like red-white, for example,
is going to be aggressive.
Small, weeny, aggro. It's pretty much what red-white does.
So whatever set you stick it in, red-white's going to be doing that.
White-black, it's not fast, it's not slow.
It has a little bit
less of an identity, and white black
really needed an identity, so the idea
was there was going to be warrior tribal
could we use that?
and the idea was, well in this world, sure
everybody can be a warrior, it's pretty wild
there's not a lot of soldiers
there's more a plane of warriors than a plane of soldiers
so the idea
of making warriors matter was
we had moved everybody to warrior
anyway for flavor purposes.
And they're like, well, the whites are
warriors, why don't we just make the warrior
a white-black thing? Which is fine
in the draft. The problem it caused
outside of draft is most of
white's cards that would want to go
in a warrior deck aren't warriors, they're soldiers.
Usually white is soldiers. So we made something
that worked within block, but was troublesome
looking backwards, and a lot of people were frustrated
because, like, historically, red and green
are a lot more of the warrior colors. But the
reason it was chosen this way had to do with
limited archetype and trying to build something within the set
that was advancing
other agendas, so that's why it ended up being white-black.
I get the
frustration in a big meta way,
but that's why it went here.
Okay, next. Clever
Impersonator. Two blue
blue for a 0-0
shapeshifter. It enters the
battlefield as a copy of
any non-land permanent.
So this card is weird because it copies
not just creatures. We do that all the time.
It can copy a planeswalker.
Not completely weird. At least that's kind of a creature
it can copy an enchantment, that's weird
it can copy an artifact, even
a non-creature, that's weird
so it does, it's very clever
this impersonator
it's a lamp
I don't know, I'm not quite sure
let's believe he's using magic
he or she is using magic
and the reason you can't tell
is it's an illusion or something.
But, uh, very clever impersonator.
Um,
this is one of those cards, by the way, that when you make it
you expect the creator to come back and go,
okay, what is this thing? He comes in
and he's, look, he's a ring!
He's a boot! He's, I don't know.
I like the card,
mechanically. This is one of those cards where
the Melvin in me goes, oh, that's an awesome card.
There's so many cool things you can do with that card.
And the Vorthos in me goes,
come on, what? What?
So, sometimes Melvin
gets to win. We make cards that are just
really awesome to play with, and creatively
he's got to go, okay,
he's using magic.
Okay, D, D, D, D.
Death Frenzy.
Death Frenzy is three black, green sorceries.
So it's five mana, one black, one green.
All creatures get minus two, minus two until end of turn.
And you gain one life for each creature that dies this turn.
So the idea is I kill a lot of things,
and then I gain life off the things that die.
This is definitely set up so that you can have combat first,
and then after everybody's done their combat math,
you go, ha-ha, messed up your combat math,
and then kill a lot of things, and then you gain life off them.
It does gain life off your things dying,
because the idea is, hey, sometimes I've got to sacrifice
some of my own things to gain things.
So it does cut your creatures,
especially because a lot of times when things die,
especially in combat, well, yours are does cut your creatures. Especially because a lot of times when things die, especially in combat,
well, yours are going to die too.
But at least in this way, you can kill a lot of
things off and then get some
benefit for the things dying.
Deflecting Palm. Red,
white, instant.
The next time a source of your
choice would deal damage, prevent it,
then deal that much damage to the source's
controller.
So one of the things that we were messing around with
in Jeskai was
they were the
Shaolin
monks, right? They were the, they
studied and they know martial arts and, you know.
So one of the things we wanted to do is, we definitely
wanted to capture a couple of the tropes.
Well, one of the ideas, you know, the
what's it called?
Aikido?
Where you turn your enemy's strength
against themselves.
Where they do something
and you take their own strength
and you put it back in.
So it's like,
you've thrown a punch at me.
Aha!
But I've deflected that to you.
It's a deflecting palm.
So this definitely has
sort of a kung fu sort of feeling to it.
Is Aikido right?
If I had that wrong, I'm sure I'm messing up the word.
But those who know what I'm talking about hopefully know what I mean.
Okay, next.
Despise.
So Despise is a sorcery for black.
Target player reveals his or her hand,
and you get to choose a creature or planeswalker from it.
So you might recognize this card as Ostracize,
which did the same thing, except it was just
a creature. And now that Planeswalkers
are in the game, we decided, I talked about this
in another podcast, that black was going
to be one of the creatures that had answers for Planeswalkers.
So we're like, okay, not only can it destroy Planeswalkers,
but okay, how about
it also can force discards in it? So we decided
to upgrade Ostracize
to make it a little more tournament playable.
Being able to go after Planeswalkers definitely did that. And so Ostracize to make it a little more tournament playable. Being able to go after Planeswalkers definitely did that.
And so Ostracize became
Despise. You can see the creative team
kept the name similar.
Okay, next. Dig Through
Time. Okay.
So, uh,
every set has a few cards that people go,
what? What were you thinking?
Um, so this card turned out to be,
well, I mean,
to be fair to development, I don't think this card was a problem
in standard. It just was a problem
in older formats. And one of the things
is we can't cost things
to match older formats.
We need to cost them for the current format
and if they cause problems in older formats
then we'll deal with them in older formats.
I always like to say we don't want to hold the present hostage to the past.
That if cards of the past or environments of the past do things, well then, you know,
we'll deal with them in that format.
Like, if this card causes a problem in an older format, let the older format deal with
it.
I mean, if it causes a problem in standard, okay, it's a problem.
Cost it correctly.
But Dink for Time, by the way, is an instant for six blue blue, eight mana with delve.
Look at the top seven cards of your library, put two in your hand, and the rest on the bottom of your library in any order.
So essentially it's draw two, but draw two with some choices.
Um, you know, draw the best two of your top seven.
Um, and this has proven to be a mighty, mighty fine card.
Now one of the problems, by the way, is in older formats, um, for those that might not be aware of this, blue problems by the way is in older formats for those who might not be aware
of this, blue is a little nutty in older
formats. When
Magic first came out, the colors from
a power level were not remotely balanced.
One only needs to look at the
power nine. The power nine
is the Black Lotus,
five
moxes,
and three blue cards
the three broken non-artifact things
and note that blue could play all the artifact things
were blue cards
ancestral recall, time walk, time twister
so blue
started the game with a leg up
and then there are some very powerful
tools given to blue early
beyond just the stuff given in alpha
anyway, blue early on was
definitely a powerhouse.
In older formats, especially in vintage,
that's just still true. Blue just has
a lot of things that we... Once we
tried to fix the game and sort of took out the
broken stuff, we didn't make more broken stuff
in the other colors. I mean, not on purpose.
So there's just a little more broken things in blue
than there are in the other colors. So older
formats, especially in vintage, will skew toward blue.
So when we make a really good card,
also the older formats are able to cast more spells
and get more things in the graveyard quicker,
so delve is just naturally stronger in older formats.
It's just easier to fill up your graveyard.
It's just easier to get mana and cast spells and stuff.
So anyway, Dix of Time ended up being mighty good.
It had to be dealt with in older formats. But a
fun card. Okay,
Dragon Throne of Tarkir.
It's an artifact equipment that costs four.
Equipped creature has
Defender and two and tap.
Other creatures you control get plus X plus X until end of
turn and trample where X is
the creature of the
equipped, the power of the equipped creature.
So the idea is if you sit in the throne, the power of the equipped creature. So the idea is, if you sit in the throne,
you power all those around you.
So one of the things
that we did early on,
the creative team did early on,
was when concepting the world,
they had the idea
that one of the dragons,
I forget which dragon it was.
It's the black red dragon.
Which one is the black red dragon?
Ah!
I forgot off the top of my head.
Kologon? Whatever the black red dragon is Which one is the black red dragon? Ah! I forgot off the top of my head. Um... Kolagon? I know. Whatever the black red dragon
is. One of the dragons that
his, um...
skull would be a throne
for the leader of one of the clans.
And it ended up being, um...
Um...
See, this is
my problem. I'm not good with names. I get in the car
and I have to remember names.
Zergo,
the orc clan leader.
And he
was in Mardu, and so we decided
that we wanted to make one of the dragon skulls
a throne, just to sort of like
not only are the dragons dead, but
really hammer home. Because we wanted you to see
the dragons in Khan's of Tarkir. It was very
important that you got the essence of the dragons, and that the just really hammer home. Because we wanted you to see the dragons in Khan's Tarkir. It was very important that you got the essence of the dragons.
And that the dragons were being dead,
one of the great ways to do that is show the remains of the dragons in use.
Well, one of the dragons, literally, their skull is an artifact in this set.
How do I more confer the dragons are dead
than the skull of the dragon is the throne of Zergo, right?
So, anyway.
That was one of those cards where we had the image. We knew
there was going to be a dragon throne. We knew it was the skull.
It was just a matter of, okay, we have to make that.
I think when they did the concept art for Zergo
he was sitting in the throne, I believe.
But anyway, that's what we knew we were going to make.
Okay, Dragon
Scale Boon. Three and a green for an instant.
Put two plus and plus counters on target creature and untap it.
A couple things going on here.
One is, plus and plus counters is something that green and white tend to do the most of.
Any color can stick plus and plus counters on themselves.
That's just a growth mechanic, and all colors can get bigger for things.
Green and white are the two colors that most often put it on other creatures.
I think green is
number one and white is number two.
Usually when white does, it's in smaller amounts and green will put
multiples on.
Anyway, one of the themes in
Abzan
was plus and plus one counters.
Obviously the outcast mechanic put plus and plus one counters
on. And so one of the ideas
was there were, in order, like I said,
one of the things that we had done
was we wanted to make sure that there was some synergy
for having plus one counters.
We did a little of it in design,
development way doubled down on it in development.
And so putting plus one counters on creatures,
A, is always good.
We do it normally.
It just makes them bigger.
But in this set,
there's advantage to having plus and plus encounters. So this
spell sort of tied things together
and made, you know, help
it like, it would go in any deck, but
in an Abzan deck, even an extra value.
The other interesting thing is it untaps a creature.
So for a long time, that was in white's part
of the pie, that white would untap creatures and surprise
them. Ha ha, you know it's blocking you and not
blocking you. One of the
things we do from time to time is when we're having trouble somewhere
and we realize that a color needs something,
we'll look at a color that maybe is overstuffed somewhere.
So green needed a little bit of help.
Green needed some means to be a little bit more defensive.
And I'm like, you know what?
White has lots of ways to be defensive.
It's got vigilance.
I think it's green has vigilance too, but white has more vigilance.
And it has lots of tricks and things it can do to stop...
There's lots of spells it can do and things it can do if you have damage getting through that isn't blocked, for example.
Where green doesn't.
And green tends to want to use its creatures.
So we're like, well, what if we took untapping, like untap a single creature.
I think white still has untap all creatures, but a singular combat trick to block.
Let's put that in green. Let's make that a green thing
instead of a white thing. We talked about it in card crafting,
and the idea was, look, green
could just use it more than white. White has
duplication. There's other ways for white to sort of
fill in the gap here. Green doesn't
have that, and green could really use it, and
we like green to use as
creatures to solve its problems wherever we can.
So it just seemed like a perfect fit, so we did that.
Okay, next. I'm almost
done. I'm, uh, let me finish
up D, and then we'll end for the day.
Dragon-style twins. Three red-red,
three-three human monk, double-strike
prowess. So one of the fun things
about prowess was finding ways to combine with
it. It was in red, blue, and white, so
we liked to combine it with abilities
that made sense where getting bigger
mattered. Double-st strike, very much so.
And so, progress is sort of cool because in some level for double strike,
it means for every non-creature spell I cast, I do two additional damage.
Which is pretty cool.
So, anyway.
And then, the idea of twins.
We didn't actually plan this.
Did we?
I'm not sure whether we named this the Twins or not.
But I like the idea also that one of the themes you see a lot
in sort of the martial arts stuff
is the idea of twins fighting together.
So anyway, that played in here.
And the double strike is because there's two of them.
I thought that was cute.
Finally, Dune Blast, the final card for today.
Four white, black, green.
So seven mana.
Abzan, white, black, green. Sor seven mana, Abzan, white, black, green, sorcery.
Choose one creature, destroy the rest.
So the way this card came about
was
Gavin was making
From the Vault.
And From the Vault was
like From the Vault Annihilation, I think it was
called. It was just things that blew
everything up. And one
of his problems was he was trying hard to get
representatives from all the colors. So he came to me and said,
look, we're going to do a preview card.
Can you,
I don't even know if the card ended up, I don't know if it
ended up being a preview card, but at the time it was going
to be a preview card. I don't know whether,
maybe it made it in the set. But he came to me and said,
we're going to do a preview card. I have no green cards
that blow things up. Green doesn't blow things up.
Could you, I know you are making, you know, I want to put in a preview card. I have no green cards that blow things up. Green doesn't blow things up. Could you, I know you are making,
you know,
I want to put in a wedge card.
Could you make a wedge card
that's black, white, and green?
Black and white
do destroy creatures.
Could you make
a black, white, green card
so you're,
or I think you just said,
could you give us
a green card
that can destroy things?
I don't care
if there's other colors in it.
Could you do that?
And I said,
oh yeah, I can.
I knew we were doing Wedge.
I wanted to put a Wedge preview card in.
And green with black and white was beautiful
because black and white are the colors that do this.
So the idea is, well, what if green kind of protects something?
That's what green does.
Green says, I'm going to save a creature.
And white and black do what white and black does,
which is I'm going to destroy everything.
And you put them together, you got a pretty cool card.
I forget who my team made this.
I want to say Gottlieb, but one of my team
members, I said to them, guys,
I want an Abzan
creature kill card,
but I want it in Abzan.
And I want it to feel black, white,
and green. And somebody came back with this
card, and like I said, I think it was Gottlieb.
And it was perfect.
Awesome. It went in the set. It was one of the earliest things we
did, and it stayed all the way through. And it's just an, perfect. Like, awesome. It went in the set. It was one of the earliest things we did. And it stayed all the way through.
And it's just an awesome card, so.
Okay, I made it all the way to D.
So I did three letters today.
Maybe if I'm on this pattern, I will finish before the end of time.
But we are done for today, because I'm in my parking space.
And what we all know that means, means it's the end of my drive to work.
So instead of talking magic, it's time for me to be making magic
so I'll see you next time for more
cons of Tarkir