Magic: The Gathering Drive to Work Podcast - Drive to Work #309 - Limited Edition, Part 3
Episode Date: February 26, 2016Mark continues with part 3 of his six-part series on the design of Limited Edition (Alpha), Limited Edition (Beta), and Unlimited Edition. ...
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I'm pulling up my driveway. We all know what that means. It's time for him to drive to work.
Okay. Today is the third part in us talking about, or me talking about, the limited edition.
Alpha, Beta, Unlimited. Okay. So I'm talking card by cards. I'm up to C.
And we got up to Circle of Protection Black. It's an enchantment
costs one and a white and then for
one mana I can prevent all damage
from a black source.
So there are five Circles of Protection
I should say. In Alpha
there were four Circles of Protection
and in Beta there were five.
So the reason I listed Circle of Protection
Black is it got left off
the sheet. So what happened was early, Wizards early on was not super proficient at printing and made some mistakes.
For example, there were two cards left off the Alpha Press Sheet, meaning they meant to have the cards.
They had the art and the cards were supposed to be on the sheets, but just accidentally got left off.
And those two cards were Circle Protection Black and Volcanic
Island. Both of which are part of Cycles,
so they were very glaring in their
omission. The funny thing
is I remember when Alpha came out and there was no
Circle Protection Black, because I played during
Alpha, I thought that was, like, on purpose.
Like, black is so evil
that you can't, that white can't
stop black. Black is just too evil to protect against or something.
Now, the volcanic island was a rare, and so, I mean, I think I'd seen one or two of the dual lands,
but I know, I couldn't understand that there was one missing.
I just didn't have enough cards to be able to see that.
But the circle protections, they were common.
You noticed it right away.
And so, when beta came out, in fact, what beta did
is it corrected a bunch of mistakes.
There were a lot of misprints on the alpha sheet.
I'm going to talk about a bunch of them during this
series of podcasts.
But beta fixed a lot of the
mistakes, not all the mistakes, but a lot of the mistakes,
the blatant ones especially.
And then
added in the two cards they got left out,
which were Circle Protection Black and Volcanic Island,
and then added a new piece of art for each of the five basic lands.
I believe they did that because they wanted to say there was over 300 cards,
and by adding those extra five arts, you got from 290-something to 300-something.
But anyway, so if people
ask you the difference between Alpha and Beta,
there are five
cards that are in, or sorry, there are seven
cards that are in Beta that aren't in Alpha,
which is COP Black,
people refer to
Circle Protection as COP, but I've never heard
that before. Circle Protection Black,
Boketic Island, and then one new art of each of the
basic lands. Okay, next.
Clockwork Beast. Cost
six. It was
an artifact creature.
A 0-4 artifact creature.
Although, I'll get to...
It wasn't really a 0-4.
Note, by the way, that the artifact creatures did not
have a subtype. You did not have a creature
type if you were an artifact creature. You were just an artifact
creature. We would later change that, but that would be years later. Now all creatures
have to have a creature type. So whenever you make a token or wherever you have an artifact
creature, whatever things before that didn't always label the creature now do in fact label
the creature. Okay, anyway, this creature comes into play with seven plus one
plus O counters. Yes, plus
one plus O counters. We'll get to that in a second.
Whenever you attack or block
with it, you remove a counter
and then instead of untapping it,
instead of
untapping it, you may pay X
and you may pay X and put X plus one plus zero counters on it. And it taps
if it's untapped. So the act of refilling it either keeps it from untapping or taps
it. So the idea essentially is I have a 7-4 creature. Every time I use it, it clicks down,
which makes its power go down, and at some point
I can sort of take a turn off to refill it.
Okay, so there's a whole bunch
of things about this card. First off,
it makes use of plus one, plus
zero counters. Early Magic
just went to town on the
different kinds of counters that enhance things.
Plus zero, plus one,
plus two, plus oh,
plus two, plus one, plus one, plus two. plus 2, plus 1, plus 1, plus 2.
All sorts of stuff would show up in early Magic.
We now have decided that the staple counter is a plus 1, plus 1 counter,
and then every once in a while we'll do a block that instead of plus 1, plus 1 counters,
if we don't do them in that block, we'll have minus 1, minus 1 counters.
But what we learned is having too many different counters that mean too many different things,
we just want you to be able
to look at a card,
especially in limited,
and know what that card
stats are.
But, you know,
if I, oh, I see a creature
that has two counters on it,
I can go, oh, oh,
those are plus one,
plus one counters.
Okay, I know what stats
there are.
Back when there was a time
when just different things
could have different counters,
like, you know,
there was ways to put
plus one, plus one counters
on a Clockwork Beast.
And so you have to remember, like, well, these counters are plus one, plus oh counters, and that counter to put plus one, plus one counters on a clockwork beast and so you have to remember like, well
these counters are plus one, plus oh counters and that counter
was a plus one, plus one counter and it just could get
confusing.
So this thing
definitely was the first of the clockwork
creatures. This is something that we did for a little
while. We haven't done a lot. The clockwork creatures
all essentially got some kind of
boost, plus one, plus oh, plus one, plus one
some sort of counters that would tick off as they got used, and then usually there's a way to refill it back
up. And the idea being, it was a Clockwork Beast, you know, it could run, but it would wind down,
and then you had to wind it back up, and then it could run again. That was the flavor.
So the interesting thing about Clockwork Beast, I think I've mentioned this once before, but
since we're going through Alpha, Clockwork Beast was one of the most popular at the time.
Like, there were certain cards at the time that you could not trade for.
No one would trade you the card.
Like, the card was so desirable that nobody would trade it to you.
You had to open it.
Like, I talked about this, that Clockwork Beast was one of those cards.
And the funny thing is, there were cards out there like Black Lotus
and the Moxes and things that
you could kind of trade for in the early days.
Like, those weren't the hot cards.
Clockwork Beast was the hot card.
One of the things to remember about Alpha,
which is very interesting, is
right now there are experienced players
and inexperienced players.
When Alpha came out,
everybody was an inexperienced player.
So, sort of, the players at large would misunderstand things.
It wasn't like, oh, just the newer players would, you know.
There are definitely certain things we've learned that, like,
less experienced players think are more powerful than they are
and get really attracted to, and they learn they aren't as good.
Early Magic, everybody was like that,
and so there are cards like Clockwork Beast that really are not particularly good
cards, but just in people's minds,
they thought they were really
good, they seemed better than they were,
and anyway, Clockwork Beast was just
this super popular card once
upon a time. Okay,
Clone. Clone costs
three and a blue, four mana total, one of which is blue.
Summon, Clone. Remember, these are
back in the day, they were summoned
creatures. And it was a
star, star.
So what a clone did is when it
entered the battlefield, you picked a creature in play
and then it became a
copy of that creature.
This was a very, very popular creature
early on, but
it definitely was one of those cards.
One of the things that happened in early Alpha, i've explained is they kind of just made cool cards and then like oh like
i think richard richard is a big fan of people figuring out what to do and so richard would
make cards that were just cool and flavorful and i don't think richard really worried so much about
like like his thought process because once again,
the game becomes a different thing
when it hits the level that it did.
When it's just like,
here's the game and you and your friends play,
Richard's like, look, you'll figure it out.
Okay, this creature becomes other creatures.
What does that mean?
Well, it copies them, you know.
And it turns out the clone was very complicated.
In fact, for a while, we stopped,
we didn't make clone fraud. Like, uh, the Suvin, uh, not the Suvin D complicated. In fact, for a while, we stopped, we didn't make clones for a while.
Like, uh, the Suvin,
uh, not the Suvin Duplicator,
I'm sorry, um,
from Urza's Saga, I'm looking on the card,
Morphling. Morphling was us
bringing back clone. We were going to bring clone back,
and then the rules team decided
that just they couldn't make clone work.
And so we ended up changing it and became Morphling.
Um, so clone was one of those cards that like for...
It's very complicated.
And the clone rules, the copy rules, very complicated.
But it's a fun card.
It's always been a very popular card.
And I remember one of the reasons
that I played blue pretty early on
was not because of the card drawing,
not because of Time Walker
and Special Recall.
It was because of Clone
and Vesuvian Doppelganger.
I just loved copying things.
I thought that was really cool.
Okay, next.
Contract from Below.
So it's a sorcery
for a single black mana.
You discard your hand
and draw eight cards,
and then you add the first card
to your ante.
So remember,
when Limited Edition came out,
there was ante. And ante was
you
drew eight cards, and
I'm not sure whether it was your first card or your eighth card, but
one of the cards originally, like, you would always
ante a card. And the idea was,
and I talked about how this came from Richard's Love of Marbles,
was that you would ante up
the card. I talked about this in the first,
okay, I believe I talked about this in the first series.
But anyway, this is an ante card.
And this is a pretty broken bust.
In fact, if you ask me what is the most broken card in Magic,
the most powerful card in Magic,
my answer is, assuming you are playing with all the rules,
it is this card.
I mean, this assumes you're playing with anti.
This card is banned in most formats
because there is no anti.
But in any format that allows
this card to be played,
this is a busted, busted card.
Basically, the card is for
one mana, I get to
refill my hand.
I get to basically draw up to
seven cards
and it costs me a single mana
yeah yeah yeah I have to anti a card
if I don't lose the game it doesn't matter
and so that card is
super powerful
it actually was one of the reasons that
helped black
so for those that have never
played anti
if you play with anti and are allowed to use anti that helps black get... So, for those who have never played ante,
if you play with ante and are allowed to use ante cards,
black ends up being king of ante.
Black has a bunch of different cards that allow you to mess around with ante.
This is by far...
This is a strong, quite no question asked.
But there are other also powerful black cards for ante.
And so, when you are playing ante,
I mean, I guess one would argue if you're playing
for ante, you want to play the most powerful deck.
So then you're playing blue.
But if you are playing with cards that manipulate
the ante, black had the best ones.
I'm not sure if that's thematic
to black.
Black is the one most willing to mess with the ante?
I'm not sure.
But black had the strongest ante cards.
Okay, next, copy artifact.
One and a blue for an enchantment.
Select an artifact from the battlefield, and this becomes a copy of it.
This card was weird in that it wasn't an artifact.
We would later make an artifact that did this,
which was just a lot cleaner and clearer.
So this card was an enchantment,
yet it almost instantaneously became an artifact and not an enchantment. And so this card
was very confusing, because you had something
sitting on the battlefield that said enchantment on it
that, for all intents and purposes,
was never really an enchantment on the battlefield.
And that was confusing.
And this card definitely caused a lot
of...
So we eventually made an artifact version called Sculpting
Steel, which just wasn't a cleaner version. It's like, I'm an
artifact, I can be any artifact. You understand I'm an artifact. I'm at all made an artifact version called Sculpting Steel, which just was a cleaner version. Like, I'm an artifact, I can be any artifact.
You understand I'm an artifact.
I'm at all times an artifact.
But anyway, now that said, I love copy artifacts.
Another reason I played blue, I love copy effects.
And so I played copy artifacts.
There are a lot of powerful artifacts in Alpha.
We'll get to some of them.
But the ability to copy artifacts is pretty potent.
There's a lot of very powerful artifacts.
Okay, next, Counterspell.
Blue, blue, so two mana, both of which are blue.
It's an interrupt.
Remember, back in the day,
there were seven card types,
and Planeswalkers didn't exist,
and Planeswalker's Place was interrupt.
I guess right now, technically, there's eight card types,
because Tribal still exists as a card type,
but seven that are supported.
Okay, so this spell counters target spell.
This is the original counter spell.
This is where counter spell gets its name.
And so what most people don't realize is in alpha,
counter spell actually wasn't common.
It was uncommon.
There were ways that counter spells were common,
but the cleanest version actually wasn't common
I assume it was done for
I'm not sure why it was done
I mean, Counterspell is pretty powerful
maybe it was done for power reasons
we eventually stuck it back down to common
because the thought was
look, it's the most basic version of it
why is the most basic version at uncommon?
so, Counterspell is one of those cards that got printed
at a rarity different than where
most of the time it got printed.
Interestingly, if we ever brought Counterspell back,
I doubt it would be a common
only cause
it's very powerful.
It's above the line of where we do Counterspells.
It is interesting that
sometimes when you have a name, like name they refer to it as Counterspell
this is THE Counterspell
but then Counterspell
because we decided they were too good
and we sort of pulled back a little bit
and made Cancel kind of the default
Counterspell fell by the wayside
okay, Cyclopean Tomb
4 mana for a mono artifact
so mono means you had to tap
so 2 and tap.
Turn a non-swamp into a swamp.
It says mark change with tokens.
And then you remove one token each upkeep.
Oh, I'm sorry, I'm sorry.
That's a mono artifact?
You remove one token each.
Okay, mana had a tap in it.
It's a mono artifact.
That's interesting. It says, maybe I wrote it, maybe it was a multi. Oh, that had a tap in it. It's a mono artifact. That's interesting.
It says,
maybe I wrote it,
maybe it was a multi.
Oh,
that's a different,
by the way.
I remember,
and the first thing,
there's mono artifacts,
there's multi artifacts,
there's continuous artifacts,
and artifact creatures.
This must be a multi artifact.
I must have written this down wrong.
So,
the idea is,
for every two mana you spend,
you get to turn something
into a swamp,
but,
every turn, one of them comes something into a swamp, but every
turn, one of them comes back. And so what you're trying to do is spend enough mana to
make enough of their stuff swamps that you can keep it swamp. And by turning it swamps,
you make them so they only tap for black mana. This card is famous in alpha because it got
printed without a mana cost. I think eventually what happened was,
there was just a Rada saying it was supposed to be four.
Technically speaking, you couldn't cast the alpha version,
because it doesn't have a mana cost,
and you can't cast a card without a mana cost.
I'm not sure what happens if you actually have an alpha version,
whether or not it has a Rada that you can play it for four,
or whether you technically can't play it.
I mean, it had a Rada that you could play it for four for a long time.
I guess that's what's going on. I don't know.
There's not a lot of them out there. But anyway, it's a pretty cool
misprint, in that
there's not a lot of Magic cards that we
intended to have a mana cost that just don't have a
mana cost.
This is the kind of thing we moved away from
just because it really just
was a device to color screw the opponent
because, you know, you just
turn all their lands into swamp and they weren't playing
black. They could play their artifacts, but they couldn't
play their spells and just
it became, black already had the best
land destruction spell because
synco only cost two mana, where
ice storm and stone
rain cost three.
Okay, next, Dark Ritual.
So this was one of the boons.
So I talked about Ancestral Recall.
This is the black boon.
So for one black mana, it's an interrupt.
It adds black, black, black.
So three black mana to your mana pool.
So back in the day, black was the color of short-term mana production,
which we've shifted to red.
What happened was we had this big meeting many years ago where we realized that the
color was imbalanced, that certain colors just had more of the color pie.
So what we did is we shifted some stuff around, and we ended up taking short-term mana production
out of black and stuck it mostly in red.
Black can still do a little bit of pay life to get mana, so it's a little bit of mana production out of black and stuck it mostly in red. Black can still do a little bit of
pay life to get mana,
so it's a little bit of mana production.
But the ritual-type things have now moved to red.
One of the things in general is
we have found this kind of effect
to be a little too powerful.
It's funny, of all the boons,
how many of them are above the line
of what we'd print today?
We would not make a dark...
Even in red, we would not make a dark ritual today, just a little too strong.
In fact, it's funny,
there's a card called Hypnotic Specter
that costs one black black for a 2-2 flyer.
The winner hit the opponent, they had to discard a random
card. And there's
a lot of people, like, the ability
to dark ritual out of Hypnotic Specter,
that card was so disruptive that all
these people assumed that Hypnotic Specter
was a troublesome card. But we later rep assumed that Hypnotic Specter was a troublesome card.
But we later reprinted Hypnotic Specter and realized that it wasn't Hypnotic Specter that was the problem.
It was having Hypnotic Specter on turn one.
Dark Ritual was the problem.
Dark Ritual, by the way, got reprinted a whole bunch of sets, including a lot of block sets,
because it took us a while to realize how really good Dark Ritual was.
Okay, Demonic Attorney.
Here's another black ante card.
One black, black, three mana, two witches, black.
It's a sorcery.
The opponent must either concede the game or both players ante again.
So this is modeled after a doubling cube in Backgammon.
backgammon. So the idea is at any time I can
when the game starts
either player can double
the value
of the game. Let's say the game is worth one point.
Either player can say, okay,
this game is now worth two points.
The opponent can either concede the game
and say, no, no, it's only worth one, but I concede.
Or go, okay, now it's worth
two points. And in a
doubling cube, whoever doubles, the
other person now has to die, and now they have the ability to double again. It's a very
interesting game mechanic. Richard, as a fan of games, was well aware of it. I think Demonic
Turning was his version of an anti-doubling cube. Not exactly a doubling cube, but it's
similar. Demonic Tutor. One and a black for a sorcery. You search the library for
any card and put it in your hand and shuffle your library.
So this was
one of the really strong cards that showed up
in Alpha. Once again,
this card would be reprinted in a bunch
of core sets. I think it was
all the way through 4th edition, I think.
There's some powerful cards that showed up for a
bunch of sets.
Now, Demonic Tutor wasn't as powerful as Black Lotus or anything,
but still a pretty potent card.
The ability to go get whatever you want for two mana is really good.
And it's especially good in formats where you're restricted,
where you only have one copy of a card.
In Vintage, we do this thing where instead of banning cards,
because it's the format where you get to play all the cards,
most of the cards are where instead of banning cards, because it's the format where you get to play all the cards, most of the cards are restricted
instead of banned.
And Demonic Tutor is particularly good
when I only have one of them in my deck
to go get the one I need.
Dingus Egg.
Dingus Egg costs four.
It's a continuous artifact.
Whenever anyone loses land,
Dingus Egg deals two damage to that player
for each land lost.
So this card's interesting.
It's one of the cards, when we first had a restricted list,
this card was on the restricted list.
And the reason was, interestingly,
land destruction was really good.
And a lot of land destruction decks would use this card as their kill card.
Because, like, I'm going to keep you from playing any land,
so I'm going to keep destroying your land,
and, well, if I just dedicate my deck to doing that, these cards will just kill you.
And so, you know, you're going to have trouble, you're going to have trouble because I'm going
to kill all your land.
I don't have to kill you quickly.
I just get one or two of these out, keep destroying your land, and then you lose.
It is funny that Dingus Egg got restricted because Dingus Egg wasn't really the problem.
This is a good example of the early
organized play, the DCI early on, where people that were not as invested in the tournament scene
and did not understand magic at a higher level. And so some of the early decisions were just a
misunderstanding. Like, yeah, I mean, yes, land destruction decks were a problem. Yes, this card
was often used as a kill spell in the land destruction decks,
but it wasn't really the problem.
If you get rid of Dingus Egg,
there's other ways to win with a land destruction deck
when my opponent can't play any land.
Dingus Egg didn't really keep them from playing land.
If they needed a land, they'd play the land.
It just was a way to kill them.
So Dingus Egg kind of took the fall
really when it wasn't the problem child of the deck by far.
Like, I find it funny that, like, you know, the deck has a two mana spell that can destroy land.
That's not the problem.
Ding Zay's little artifact, it deals damage when you lose a land.
Okay, next.
Disenchant.
Disenchant costs one and a white, two mana, one of which is white.
Instant.
Uh, it said target enchantment or artifact must
be discarded.
So once again, a couple things.
We now, now it would say
destroy target artifact or enchantment.
For those that don't know, when we list card types
we put them alphabetically. This one,
the alpha card actually puts enchantment first, but
we now would say artifact or enchantment because
it's alphabetical. So for example,
artifact or creature, creature or enchantment. Creature orchantment because it's alphabetical so for example artifact or creature creature or enchantment
creature or planeswalker it's alphabetical
must be discarded
is how they used to say
sometimes they would use it in place of destroy
sometimes they would use it in place of must be sacrificed
this is a destroy effect
good example of how they just had a lot of
cards that worked really similar
but like some cards
would say destroy and this card says discard and just it has a lot of different words that mean
like this card was supposed to mean the same thing as destroy target artifact or enchantment
yet it had different words and what we found is players assume when the words are different that
it works differently my other card says destroy well this must not be destroy it would say destroy
if it was destroy.
And that was one of the problems of,
I think, the biggest problem of limited edition was
each card in a
vacuum tells you what it did, but when you start
comparing to each other, it would be confusing,
because the terminology would not quite be the same.
Okay, next.
Elvish Archers. One and a green for a
2-1 elf.
It's elves on the card.
We don't do plural anymore.
We tend to do singular.
Even if the card has plural on its name,
we tend to do singular now.
Because elves and elf were the same.
Like, if I gave plus one, plus one to an elf,
I gave plus one, plus one to elves,
but it just caused confusion.
Anyway, the creature has first strike.
First off, this card was printed in alpha.
Instead of being a 2-1 First Striker,
it was a 1-2 First Striker.
The other thing that's interesting about this card is
First Strike, that's not a green thing.
So what Richard did in the first set
is he would take abilities
that were not supposed to be in the color
and he would do them, but then do them at rare.
So a 2-1 First Striker
in white would just be a common card. But in green,
the color that didn't get first strike, it was a
rare card. You also see a
Timberwolves with a Bander in green.
And banding wasn't a green thing.
So, Richard
likes to play around with the idea of
I'm going to do things that you're not supposed to do
and then I'll stick them in a higher rarity
to demonstrate you're not supposed to do them.
We definitely have things that are tertiary now.
But if you're not a first rank in color,
you just don't tend to get first rank.
Green's not a first rank color.
Well, it doesn't get first rank.
Not it gets it at higher rarities.
It just doesn't get first rank.
Fast Bond.
This is an enchantment that costs a single green mana.
It says,
play as many lands as you want.
Lose one life
for each land past the first.
So the idea here was
that it allowed you
to play extra land,
but it punished you.
So this card was problematic,
and most of the reason is
early Magic,
a lot of the mistakes
that were made developmentally,
I would say, is
Richard liked breaking rules, so he gave you all, so Richard would allow you to break whatever
rule, and he would just find a rule and go, okay, let's break that rule, and he'd give
it a cost to it, but sometimes the cost didn't really line up.
So for example, this thing says, okay, you can develop your mana faster than you normally
could.
You can play as many lands as you want on a turn.
So this card, a lot of times on turn one,
if I had a bunch of land in my hand,
I'd play this and play all the land I got.
And usually there are other ways to get extra lands,
and the ability to play them all at once
was just pretty broken.
Paying one life just didn't offset it.
It just didn't offset me jumping multiple turns in mana.
Normally, I'm not supposed to have three mana until the
third turn, assuming I had
three in my opening hand. And this card says
nope! For two life, you can have it
two turns early. Well, that's
pretty potent. Having mana
two turns early is well worth paying
the one life. So the card ended up
being really, really good.
Okay, next. Fireball.
So Fireball was
probably the most complex
common card.
I think it was common.
I think it was common. It might have been uncommon.
I think it was common. So it was an X spell.
So what it said is...
So it had it, by the way, it had Fireball,
Just Spin, deal X damage to target creature
or player. You know, X and a red. deal X damage to a creature or player, what Blaze ended up being,
it would have been the perfect card.
In fact, it would have been a card you would see a silver print all the time, because it
just, like, the Fireball, the flavor of Fireball is so awesome, and it's the kind of creative
that you just want to do, who doesn't want a Fireball?
But here's what the card actually does, is you can divide the damage any way you want, but
for every target beyond the first, you must pay
one. So what that means is
if I want
to do damage to one target,
I just spend X and do X.
So essentially, it can just be Blaze.
I can't just spend, you know, let's say I have
four mana available. I can take that
four mana, do four damage to
target creature or player. Easy.
Now, let's say I want to hit more than one creature. Okay, if that's the case, then it's X and R. So,
if I have four mana, and I have the, I can do three damage, sorry, to creature or player,
because I have to spend one on the red mana. Let's say I have four mana, and I want to hit more than
one creature. Okay, well, I have to spend one for the red. I have to spend one to hit a second creature,
leaving me two damage left.
I have two targets, I have two damage.
Okay, each get damage one.
So for four mana, I can do one damage to two creatures,
to a creature and a player,
to two players in a multiplayer game.
So the idea is you can add targets,
but it requires more mana.
So if I have lots and lots and lots of mana, I can hit lots and lots and lots of targets.
But it definitely got confusing.
Also, I think you round the damage, meaning...
I'm not sure, can you...
Actually, now that I'm talking about the card, it's how complex it is.
Like, I've played this card many times.
I'm trying to think.
I think that you have to have the damage
be roughly the same between
things. Meaning, I don't think you can go
okay, five to this, one to that. I don't think it lets you
do that.
But anyway, it's an iconic card.
We definitely brought it back. At one point, for example,
to try to template it, there's a template
and there's a version that was printed, I think,
that actually uses X and Y, which was
even more confusing.
Okay.
Let's see if I can get through F before I get...
I'm almost at work.
Fork.
Red, red instant.
You could double an instant or sorcery.
And the copy was the same, except it was red.
And you can choose new targets.
So this is another popular card of mine.
I love copying.
So this is sort of copying a spell.
It's interesting that Richard put this spell in red
because all the other copying is in blue.
And for a while, we actually changed this effect to blue,
and then finally said, you know what?
Red needs stuff.
Both blue and red can do it now,
but we definitely let red have access to it.
Um, anyway, this was a fun card.
The, uh, I know there was some confusion originally about this card because, um, if you wanted...
Anyway, there's some timing things that happened early on that caused confusion for this card.
Um, but anyway, it was a fun card. It was a very popular card.
People really liked it, and it is...
The idea was that in red,
you're more likely to use it to double your own stuff.
Although you were allowed to occasionally use it to be tricky,
to mess with your opponent's stuff,
and red likes to mess with your opponent's stuff.
But flavor-wise, that was fine.
Okay, the final F.
Fungusaur. Three and a green. Four mana total.
One which is green. It's a Fungusaur.
Two, two.
Whenever it's damaged but not destroyed,
put a plus one, plus one counter on it.
So this card has an interesting
history in that...
So the idea is, whenever it's damaged but doesn't
die, it gets bigger.
And for a while...
That's what Alpha said.
For a while,
they changed it
so that it got
the countered end of turn.
I don't know why
they made that change.
It's a functional change.
It makes the card weaker.
And I know at one point I convinced, during one of the core sets,
we were bringing back Fungasaur, and I convinced him just to put it back to its normal functionality,
and we did, and so now Fungasaur works the way he did in Alpha, so he's an interesting card in that
he got functional routed change, it got printed in print with functional routed change, and then it
got put back to its original in print. And so
I like Fungusaur. Fungusaur was
one of my favorite cards when I first started playing.
My first deck was a green deck because I opened a Crawl Worm
and how do you not play a Crawl Worm if you open
a Crawl Worm?
My Fungusaur story
is my dad,
I got my dad in the game and I
bought him a whole bunch of alpha packs, like sealed
alpha packs, and when he opened them up, he opened up a Mox Emerald.
And I'd never seen a Mox Emerald before.
And I actually didn't even think it was good.
I spent a lot of time going, why is this better than a Force?
I didn't quite get the, you can play it, you know,
on a turn without restriction to land.
And anyway, I decided to trade my dad for it, mostly because
I didn't own it. I was just trying to get as many different cards
and I was collecting them. And I gave my
dad my extra fungosaur.
And I, at the time, felt like
wow, I was being really generous because I was giving him
a fungosaur, which I really liked
for this card that I wasn't even convinced
was better than a forest.
Turned out to be a pretty good trade.
I don't feel bad in the sense that
my dad was very, very good about giving me
cards that I wanted, and I
honestly didn't realize how good the card was.
Also, I've been
pretty good with my dad in Magic over the years,
so I can
live with the trade, even though at the time, looking back
on it, it's a crazy trade.
Okay, I got through F, but I'm now at work.
I'm now in my parking spot. So we're going to continue on.
I'll still do some more podcasts,
but this is fun.
I like talking about Alpha.
But anyway, I'm in my parking spot,
so we all know what that means.
It means it's my 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 soon.