Magic: The Gathering Drive to Work Podcast - Drive to Work #311 - Limited Edition, Part 4
Episode Date: March 4, 2016Mark continues with part 4 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 away driveway.
We all know what that means.
It's time for another drive to work.
Okay, so recently, I've been talking all about limited edition.
Or alpha, beta, which is limited and unlimited edition,
which are all the same cards, mostly, as I've been talking about.
But anyway, we're going through the cards.
And last we left, how far did we get?
We got through F, so we're up to G.
So Gauntlet of Might.
So this is an artifact, a continuous artifact.
It costs four mana.
All red creatures get plus one, plus one.
All mountains tap for an additional red mana.
Now, once again, early alpha,
Richard tended to make effects very global.
More often than not,
like, so for example, this card
rewarded red creatures. Maybe
you had them, maybe your opponent had them, well
obviously you had them because you're playing the card.
But, you know, the card might be really, really
good against some decks and not as good against
other decks because they too had red creatures.
We definitely
moved away from that.
Not that we don't make effects that affect everybody,
but our default is things usually affect your side of the board,
and then we opt in.
It's not kind of the default.
I think a lot of Richard's stuff is a little more of the default.
And the reason I think we made the fundamental change is
that players tended to assume
that their positive effects affected them and that it's one thing when you do something that
it's sort of altered the board altogether like oh the rule of the game is somehow different
that feels like it should affect everybody you know i um you know normally you do a but now you
do b well it kind of looks like you're changing the environment that's not that you affect everybody
but i reward my guys feels more like, you know,
it feels more like it's supposed to affect me and not affect everybody.
This was one of my favorite cards way, way back in the day.
I actually built a deck with this card to see how much damage I could do in a single game.
card to see how much damage I could do in a single game. One of the things I used to do,
that Johnny and me, is I used to build decks with a goal in mind, with some purpose in mind.
And so the goal of this deck, I mean, I wanted to win, but that wasn't really the point.
The goal of this deck is to see how much damage I could do. And I would get out Gauntlet of Mights,
and I would get out Mana Flares, and I would fork things,
and I would just see how much, when my opponent lost, how much damage had I done.
And so really the question is like in one giant burst, because back in the day, I think at this point in early, early in the day, I think you just lost when you lost, I think.
Now it's like you don't lose to the end of phase,
but I believe for a while early on,
just like if you lost mid something, you lost.
The game was just over.
And now there's chances to respond,
so you don't quite lose quite as immediately
as you did once upon a time.
Okay.
Next is Giant Growth.
This is the green boon.
So this was for one green mana, instant,
target creature gets plus three, plus three.
So Giant Growth and Giant Spider,
so let me talk about these two.
Giant Spider is three and a green,
so four mana, one of which is green,
summons spider, two, four, it has reach,
although that was written out at the time.
It said it can block as if it is flying or whatever.
I didn't write down the actual text of this card.
So the reason Giant Growth and Giant Spider are interesting is
I wrote an article at one point where I took the core set.
I think it was like, I don't know, 8th edition or something.
And I made an article where I called Core Set Survivor.
So Survivor is a reality show, an American show,
where people get sent
to an island and have to survive, and they vote
each other off. And in the end, there's one
survivor who's the last person who's not voted off.
And
so we,
I had realized that there were certain cards
that had been in every Core Set.
And then every time we did a new Core Set,
that list would shrink.
Early on, there were 300 cards.
And then the next set,
actually, there were 290-some cards, obviously.
And then the next set,
revised,
when we changed the card pool, it's like,
oh, well, not all the cards made it.
Some of the cards got taken out. So that pool would shrink
and shrink and shrink. So finally,
I forget what set we got down to,
but the final two cards
in
Core Set Survivor
were Giant Growth
and Giant Spider.
And there was a big question about which one
we were very conscious of. We decided
we could make a conscious effort
that one of them would go.
And in the end, Giant Spider won. No one saw that one of them would go. And in the end,
giant spider won.
No one saw that one coming.
Giant spider actually was the set.
Giant growth didn't get used for a set.
Giant spider got used.
The thing we then did
is the next set
didn't have giant spider in it
because we liked the message of
magic has continuity,
but that we can exist
without any one card.
That magic can exist without,
I mean, maybe it needs the basic lands, but that we can exist without any one card. That magic can exist without, I mean, maybe it needs the basic lands.
But, you know, that magic, you know, the standard magic has,
there's no one card that's always been in standard.
And that standard is constantly in flux and changing.
And there's definitely cards that have been there a lot.
And there's definitely cards that get reprinted that you've seen a lot.
But, anyway, so Giant Growth and Giant Spider were the winners there.
Giant Growth is definitely one of those cards on the cusp where in certain environments,
Giant Growth can push things a little bit.
I know when Infector was around, there were some concerns of, was Giant Growth a little too good?
Normally it's okay.
It's the kind of card we will print, but it is of the boons.
It's funny, of the boons.
Ancestral Recall, clearly, clearly over the line.
Dark Ritual is more than we will normally print.
Lightning Bolt is more than we will normally print.
Even Giant Growth
in the right environment sometimes is a little
aggressive. It depends on the
environment. It's not that we'll never print Giant Growth, but
there are places in which we have to be careful with Giant Growth.
Healing Sav's problem
is more of a, we'll get to Healing Sav
in a second. Healing Sav is more of a... We'll get to Healing Stab in a second. Healing Stab is more of
a templating
thing, meaning it's a modal
card, and it kind of does a few things
that we... If it would just gain life or
just prevent damage, it would have been a little cleaner.
But anyway, I think I get there in a second.
Okay, so next is
Gloom. Gloom is two and a
black for an enchantment.
White spells cost three more to cast.
Silica protection costs three more to use.
Okay, so one of the things Richard did a lot of is what we call color hosers,
which is, okay, I'm going to show that this color hates that color
by making a card that just punishes you for playing that color.
Gloom is pretty famous because it really, really hosts white.
It taxes...
I'm sorry.
Yeah, it's a black card that taxes white,
which is funny because black...
Early Magic, black did a bunch of taxing.
We eventually moved that to white.
So this is an ability that hosts white
with an ability that really is a white ability
in the modern color pie.
But it was also pretty brutal
because on turn three, if I play this,
it costs three extra mana.
Even if you went first and you drop land every turn,
that means, okay, in your next turn,
you can play one drops.
And, like, Disenchant,
which is a card you had to destroy this with,
costs five mana because it's two plus three.
So, like, if I play this on turn three,
you know, if you went first and you drew a land and you had exactly what you needed,
you know, in two turns you could dream of getting rid of this. And often, and you know,
the following turn you can play a second gloom. You're going to shut people out. One of the
things that happened early on is the color hoses were just a little too loud. I think the thought at the time
was Richard liked people diversifying
a little bit, and so the idea was, well,
if you play an all-white deck,
gloom's going to be really hard to beat. You might want
a second color, and I think Richard's
thought at the time was
that
one of the ways to address dealing with color
hosers was to spread out to other colors,
and that was another way.
The game already, the mana system pushes you toward other colors
because of functionality.
You can't do everything in a singular color.
And I think, I'm hypothesizing here,
I think one of the thoughts that Richard was going for
is another way to push people into other colors
was say, hey, you're very vulnerable
if you just play a single color.
And then the color hosers were definitely, I mean,
it's something that we continued for a while,
of making just really powerful color hosers.
And eventually what we realized was it just really made it hard to play.
It really shut down strategies.
It made it almost impossible to play monocolor.
And it just, it really cut into a lot of different decks
and made it hard to play certain kinds of decks.
it really cut into a lot of different decks and made it hard to play certain kinds of decks.
And in fact, it pushed a very...
In the end, it pushed very narrow strategies
because you had to be able to beat these things.
And so, you know, if you were playing white,
you had to have answers to gloom.
If you were playing black, you had to have an answer to karma.
You had to figure out how to solve that problem.
And it was very... It was hard to do.
In fact, in some ways
it did what Richard wanted of diversifying
but it also cut down on archetypes
and it made less options available.
Okay, next.
Goblin King. One red
red. Summon Goblin King.
Goblins in play gain
Mountain Walk and plus one plus one
while Goblin King is in play.
So this card was later ruled to not be a Goblin.
It says Summon Goblin King.
It's ironic that we didn't just change it to Creature, Goblin, King, although I'm not sure King is supported anymore.
It was supported early on. There's some early Kings.
But anyway, it was later ruled that this wasn't a goblin, although it's counterintuitive to
me, to the creative, since it clearly
was a goblin in the picture.
I think we made a decision that
the three lords, or three
lords in Alpha,
that none of them, we wanted to be consistent in how they worked.
And so
we ruled that they weren't the creature type
they were, which is a little weird, because they,
in two of the three cases, seemed like they were the creature types that they weren't the creature type they were, which is a little weird, because they, in two of the three cases,
seemed like they were the creature types
that they were the king of.
Well, we'll get to Lord Atlantis soon enough,
and Lord Atlantis also really did feel like a merfolk.
It's got a picture, and it looks like a merfolk.
But Goblin King was another...
One of the things that Richard definitely did,
which is very interesting,
is there weren't a lot of goblins in Alpha.
You know, Goblin King existed. I think there was
Mons Goblin Raiders, which was a single red
1-1 goblin, vanilla
goblin. You know, it didn't
do anything.
And there's Goblin Balloon Brigade,
Goblin Balloon Brigade,
which was a red, a 1-1 for
a single red mana that you could activate
with red to give flying. Not particularly a red ability, but-1 for a single red mana that you could activate with red to give flying.
Not particularly a red ability, but alpha pushed things a little bit.
And then you had Goblin King, so really it had two 1-drops.
You know, it didn't really, but what Richard realized,
and this is proof of very true, is linear cards,
cards that say, hey, you want to do this thing.
And remember, when the game first came out, there was no card restrictions. You weren't limited to a certain number of cards. And so what Richard wanted to say is, hey, you want to do this thing. And remember, when the game first came out, there was no card restrictions. You weren't limited to a certain number of cards.
And so what Richard wanted to say is,
hey, here's a fun card.
Hey, you know these goblins
that you probably don't have anything else to do with?
Well, put a bunch of goblin kings in a deck
and a bunch of goblins,
and now you have a deck.
And so Goblin King was a pretty popular card
for all the lords, all the early lords
were very popular
one of the things we
picked up pretty quickly is
the popularity of tribal mechanics
and you can see
in early Magic there's a little dabbling
the toe is dipped
in the pool
but there's not a lot of support But there's not a lot of support.
There's not a lot of goblins.
I mean, with the four of restriction, you can't even play a goblin deck really
until at least a year later.
You know, there's just a while before there's enough goblins that you can,
you can in a four of environment play, you know, all your creatures being goblins
and have enough creatures that could possibly make it even have a chance.
And even then, remember, you're playing
red 1-1s, you know, one mana
1-1, so it wasn't
even a strong deck, but people really, really liked
it, and I think that was very instructional.
A lot of what Alpha did is
Richard did a lot of sampling. I mean,
one of Richard's ideas was he wanted a world
exploration, so he made lots and lots of cards.
Something that Alpha did really well is he made a lot of cards that just pushed in different directions.
So you had a lot of different kind of decks you could build.
That was, I mean, true, the core of Magic.
But Magic now has, you know, 13,000, 14,000 cards.
You know, we can take current sets and push more directly in a direction and have those sets add those cards.
We can take current sets and push more directly in a direction and have those sets add those cards.
Because there's so many cards from the past that you can use that we don't, you know,
we can dedicate our energies in giving you stuff for the newer strategies,
knowing that there's lots of stuff for the older strategies out there.
There's a lot of things you can do when you have 13,000 plus cards.
But Richard did not.
There were 200 and whatever cards.
This is what you had to work with.
And so he definitely went out of his way to make cards to sort of push in different directions.
But the success of Goblin King
really was something that put tribal on the map
and really made us think about tribal.
And I know when I pushed the tribal theme in Onslaught,
for example, which is the first set,
to have a really, really strong tribal theme.
A lot of my impetus was watching people
play goblin decks and things like that.
Okay, next, Granite Gargoyle.
Granite Gargoyle is two and a red,
so three mana, one of which is red,
summon Gargoyle, flying.
It's a 2-2,
and it has what we now call fire breathing,
which is red.
For every red mana you spend,
you get plus one, plus zero until end of turn.
Now, interesting, in the same set was
Grey Ogre, which was also a 2-2
Summon Ogre, Vanilla
2-2. So, for
two and a red mana at common,
you can get a 2-2 Ogre.
At Granite Gargoyle, I think it was
Rare. At Rare, you could get a 2-2 Ogre. At Granite Gargoyle, I think it was Rare. At Rare, you could get a 2-2 Flyer with Fire Breathing.
So one of the things Richard definitely introduced is the idea of strictly betters.
People sometimes go, oh my god, I can't believe you made a card.
This card is strictly worse than this other card.
And you're like, well, we've been doing that since Alpha.
In fact, there was a card
in Uncommon called Sedge Troll,
which was two and a red
for two, two,
that had a black activation.
Oh, no, not Sedge Troll.
Sedge Troll.
There's a two, two
for two and a red
that you can,
for one black,
you can regenerate the creature.
Is that right?
Is that sure the right?
I might be naming the wrong card.
But anyway, there was a common
in which there was an uncommon
strictly better,
and then a rare strictly better
than that.
And I think Richard was really
trying to say,
hey, we'll have strictly betters.
And Richard did it within
the same set, you know,
between rarities.
We're a little more cautious
about that.
We tend not to make strictly betters within the same set. Like,ities. We're a little more cautious about that. We tend not to make
strictly betters
within the same set.
Like if we make
a 2R 2-2,
then we usually
don't make a 2R 2-2
just with more abilities.
We might make a 2R
better than a 2-2,
meaning we'll definitely
make cards that are
better than cards,
but not strictly better.
This is a case where
other than caring
about the creature type
and neither Ogren or Gargo
had any support,
it's like, it's just,
I'm adding abilities.
It's just basically better.
And while we do that
between sets, Richard did it in sets.
I think he was trying to educate people and saying,
this is just something that will happen.
Speaking of Vanillas,
another very popular Vanilla. Oh, Grey Ogre,
by the way, is very famous because it became an R&D.
It cemented in R&D the term for a 2R22.
So when we talk in R&D about making a gray ogre, we mean a 2R22 that usually does something.
Because 2R22 is a little below the curve.
And grizzly bear.
Or actually, technically, it was grizzly bears, which is plural.
So one in a green man and two two mana total, one which is green.
Summon Bears for 2-2.
We also turn to a 1G 2-2, one and a green,
so one green 2-2 as a Bear and a 2R 2-2 as a Ogre, Gray Ogre.
There's just some certain cards that become iconic, I guess, for purposes of R&D.
They're just like, when we're talking about it, like we, we so often do a 1G22 and a 2R22
that we just have words to go, oh, it's one of those.
And it happened to be the vanilla creatures from Alpha.
Uh, Grizzly Bears, one of the things I want to point out, because one of my pet peeves
of Alpha is it's called Grizzly Bears, plural.
There is both one in the art, there's not even multiple
in the art, and I don't know if you know anything about Grizzly Bears, but if a 1-1 is kind of a
human, like, like I, you know, Ben Willis Hero, or some sort of like, I'm a, I'm a hero, I'm a human
hero, okay, I'm trained, I'm, you know, I know what I'm doing, but I, I'm a 1-1, and it's like, okay,
two humans in the peak of their physical
you know, two humans that are
well-versed in the ability to fighting and whatever
two of them cannot take a
grizzly bear. I don't know if people know
what a grizzly bear is, but grizzly bears are pretty tough.
So it's funny, we have since
like I know in Kansatarkir, we made
some 4-4 bears and people
were all, oh my goodness, how dare the bears
be 4-4? Bears are 2-2. my goodness, how dare the bears be 4-4?
Bears are 2-2.
But it's like, really bears?
I mean, I know sometimes the power toughness system, you know, it's not, there's some odd
matchup just because it's not as fine-tuned as a system could be for granularity.
But by any stretch of the imagination, if we're actually trying to match what grizzly bears do,
they're not 2-2.
They're more 4-4, if you ask me.
Okay, Healing Sav, we now get to the white version of the boon.
So Healing Sav costs a single white mana,
so all the boons cost a single colored mana,
and it is the only modal boon.
So what it can do is it can either gain you three life
or prevent three damage. I think the reason it can do is it can either gain you three life or prevent three damage.
I think the reason it was modal is that one mana gained three life just wasn't particularly good.
And so Richard, I think, was just trying to make it a little bit more useful.
So the idea was I heal and, okay, there's a couple different ways to heal.
I could take you, you're sick and I can heal you and get you better.
Or you're about to be damaged and I can heal you right away.
Healing salve is the weakest
of the five boons.
It's something that we
stopped doing at Common
mostly because we didn't like
the modal thing at Common being too different.
We don't mind modal in which
destroy this or destroy that, but
it's two very different effects.
And the effects are related thematically,
but I definitely, it's often caused confusion.
That players, for example, will think they're gaining three life.
Anyway, they'll confuse things in combat sometimes.
Okay, next, Hill Giant, speaking of vanilla creatures.
Hill Giant is another creature.
Funny that they're all very close
alphabetically. It's another creature. When we talk about
a 3R33, we call
that a Hill Giant.
So, Summon Giant.
3R33.
It's definitely...
It's interesting. Richard decided to put
Giants... I guess he put them in a couple different colors,
but this was the first Giant, and it was in red.
I think we'd put a lot of giants in red.
They have a nice red sensibility,
and, yeah, sure, they live in the mountains.
It makes sense.
Next, continuing our vanilla talk here,
Hurloon Minotaur.
One red red, so three mana,
two of which is red, for a 2-3 Minotaur.
So the interesting story, known as Hurley,
he became the unofficial, or somewhat official,
Wizards of the Coast mascot.
Like, when I first came to Wizards of the Coast,
there were three jean jackets,
or three t-shirts, sorry.
There were three t-shirts that they sold
that you could buy that had Magic the Gathering
art on it.
And let's see
if I can remember them.
There was Vesuvian Doppelganger,
there was Armageddon Clock,
and there was Nightmare,
I believe.
Those were the three shirts
you can buy.
But there was a Secret Fourth shirt
that only employees had
and that had a Herloon Minotaur
on it,
which I eventually,
eventually when I came to work
for Wizards got.
Also at one point
we made jean jackets.
Wizards of the Coast jean jackets.
These black jean jackets.
And who was on the back?
Herloon Minotaur.
The funny thing was,
there were people who worked in the company
who didn't really play Magic,
who, because we had put a lot of energy
as a company on it,
thought that the players were as fond of it
as we were.
Because Wizards, I mean, it had a beautiful picture by Anson Maddox.
It was very pretty.
But it was a weak card.
You know, one red red for two, three.
And Alpha had weak creatures.
In the context of weak creatures that were Alpha, it was weak.
Like, it was weak when things were weak, when creatures were weak.
And so what happened was
that the people in the building
who didn't understand magic really
had a false sense of
what people thought of Herlu and Minotaur.
In fact, there was a famous, famous ad
that
I don't think, hopefully it didn't run, it might have run.
It was 5th edition
and they were trying
to talk about, there was a shake-up in 5th edition.
So they had Sarah Angel
write a letter to the Hurling Minotaur
like, Dear Hurly,
I have to go do other stuff
but as I leave you behind,
hold the fort and fight the good fight
or something like that.
And I remember in the meeting
saying to them, I go,
okay, let me just translate this into player ease for you, how the players will read this.
Because Sarah Angel was a much beloved card.
So I said, it's, hey, guess what?
The card you love, we consider too good.
And the card that we think you like, that you don't like, that really sucks, is staying.
So the card that's good is leaving,'t like that really sucks is staying. So the card that's good is leaving
and the card that sucks is staying.
That's not a really strong message.
By this set, the good cards are going,
but the bad cards are staying.
Anyway, I think I convinced them to change that ad.
I hope I did.
Okay.
Next.
Icy Manipulator.
Four for a mono artifact.
For one and tap.
Once again, mono, it didn't say tap on it, but it did tap.
One and tap.
Tap a land, a creature, or an artifact.
This is one of those cards that in the day was a little bit more powerful for a couple reasons.
One is there's a rule when magic started that artifacts shut off when tapped.
And that costs
all sorts. So there's a card
called Winner Orb, for example. Winner Orb
said only one land untaps each turn.
So when the Winner Orb
was untapped, it would slow
people down and really slow down
the mana. Like if you tap to do something,
you know, I tap four mana to cast something,
well my next turn only one mana it taps.
So it takes me four turns to get all
my mana back. So it really, really slows down.
It was very good in decks that were
controlling and just trying to slow
the pace of your opponent playing things.
So Icy Manipulator with Winter Orb is like,
oh, what I do is I make it
work on your turn, and at the end of your
turn, I tap it, so for my turn,
it's shut off, and then all my stuff untaps.
And so Icy, in the day,
was a bit powerful because of the interaction with
that rule. During the 6th edition
rules, I lobbied hard to get rid of that
rule, because R&D was constantly forgetting
about it, and making broken cards and broken
things. Also,
it's hard to make artifacts when any artifact
could be shut off. It really
is tricky.
So it's funny that Ice Manipulator,
it had this flavor early on as being a really powerful card.
In retrospect, in the right circumstances, it could be powerful.
And definitely with this rule I'm talking about,
there were decks where you would play like Winter Orb that was good.
But I think it had a little higher... One of my themes here about looking back at the early days
is how the general thought of cards
was a little warped by the inexperience of the audience.
And that there were cards that were really, really powerful
that players...
Like Black Lotus, which by a modern sensibility
is crazy powerful. There were a lot of people like, well, yeah by a modern sensibility is crazy powerful.
There are a lot of people who are like, well, I know it's okay.
It's not a bad card.
But you're like, no, it's a great card.
No, I wouldn't call it a great card.
You have to sacrifice it.
You only use it once.
It's just funny how having inexperienced players,
everybody being inexperienced,
just caused some interesting warping
of what was considered to be good and bad.
Okay, next, Illusionary Mask.
It costs two.
And then you can spend X.
Oh, it's a...
I didn't write this,
but I believe it's a multi-artifact.
You can spend X,
and then you can cast a card in your hand face down
as...
Well, cast it face down,
and then whenever it assigns or deals damage,
you turn it face up.
And you can only use this ability as a sorcery.
It's only on your turn.
So the idea was, I had to spend X mana.
I could put any creature that was X mana or less,
convert a mana cost of X or less from my hand into play.
Now, originally, it just was unknown.
And the way Illusionary used the mask was weird.
So let's say I play it, and then I cast Terror on it.
So Terror destroys target non-black, non-artifact creature.
The way back in the day you would play it is you would look at the card,
and you'd go, yeah, my creature doesn't die.
Not, here's what my creature is.
Just my creature.
So you're like, oh, okay,
I guess it's a black or an artifact creature.
Like, you would just have to kind of, like,
figure it out because, you know,
and all the person who owned it would do is just,
when you interacted with it,
would just have to say, did it do something?
You know, if you killed it,
it goes, okay, you killed it.
And then I think when we went to the graveyard,
you'd see it.
But anyway, it caused all sorts of rules headaches, because this is an undefined thing.
There also was a card called Camouflage that did something similar, where you could sort of turn things face down.
And so Camouflage and Illusionary Mask needed answers, and they never really worked in the rules.
But as I said once again, Richard was very fond of making cards that just did cool, fun, neat things.
And as far as he was concerned, people could argue it out at home.
When you're playing your games, you know, use common sense.
And if a rules issue comes up, we'll figure it out.
But as Magic got big and there were tournaments and people were playing cards,
you know, we made a rules team and decided we wanted the rules to be a little more concrete and a little less fuzzy.
And this card was a doozy of a problem.
It really played around in space that the game did not normally play around in.
But then the rules team came up with a brilliant solution.
What if when a card's face down, we just define it?
We define it as something.
And then if any card turns the card face down,
well, until it is turned face up,
that's the definition of what it was.
Because this card was really weird
in that it did have a power and toughness,
just it was undefined
and the opponent didn't know it
and couldn't react to it.
So, here's,
I Lightning Bolt it.
Okay.
I guess it doesn't have toughness three or less
or has protection from red
or has some ability to heal,
or, who knows?
Why didn't it die? I don't know why it didn't die.
So anyway, for those that know their history,
the solution to Illusionary Mask originally was
to make a face-down creature a 1-1.
That was the original solution.
And then the rules team said,
you know, with this technology,
we can make a mechanic that allows you to play
cards face down
and then using
the ability
you could then
at your leisure
spending a certain amount of mana
turn it face up
yes
this became morph
this is what led to morph
I told this story
during my onslaught
podcast
but the real quick version is
the rules team
really loved this idea
they went to Bill
and Bill wasn't
excited by it.
They went to Mike Elliott.
Mike Elliott wasn't
excited by it.
So they eventually
came to me.
I was excited by it.
And so what I did was
first off,
I worked with them.
I convinced them
to make some changes
from a 1-1 to 2-2
because I think
originally it was like
two mana for a 1-1
but no one would ever
play that
unless the creature
was really, really good.
So I convinced them
to change it to a
three mana 2-2.
That 2-2 had a little more, you know, it was a great ogre,
had a little more heft to it.
And creatures, remember, were a bit weaker back in the day.
And then I made a whole bunch of cards and playtested with it.
I came up with the idea of having revealing triggers.
I messed around with it, and then I designed a bunch
of cards and then I made a deck, two decks actually, and then I played people with the
two decks and just give a chance for people to see it. And if people played more, if they
really really liked it and ended up going into Onslaught, we needed a mechanic so it
filled the gap.
Okay next, Instill Energy. So Instill Energy is a green enchant creature.
You could untap the creature, the enchanted creature, both during untap, so it untapped as normal, and then one other time during your turn.
Also, the creature that was enchanted by this was allowed to attack the turn this was played on it.
So it had a limited haste.
You couldn't use
activated abilities.
But this is one of the
earliest versions of
giving a creature
sort of a pseudo haste.
In Alpha,
this was the closest it came,
I think.
There's a creature,
there's Nether Shadow
that had haste,
meaning when it came into play
it could attack the turn
it came into play.
But even then,
I mean, it had haste.
It was able to do anything you could do if it had haste.
It doesn't have any tap abilities on it.
And I think early haste was mostly thought about you could attack the turn you were played.
Later it was like, oh, well, if you had haste, you could tap the turn you were played as well.
But anyway, and still energy was pretty famous for doing a lot of crazy,
just a lot of crazy combos.
I talked earlier, in an earlier podcast,
about how I've been Karina at the World Championships in 95.
Just used Colossus and Sardia to do crazy, crazy things.
Oh, it was Colossus and Sardia.
I now realize that I think I called it Frex and Colossus.
It was Colossus and Sardia.
But anyway, and still energy was part of that thing that allowed
him to... Colossus Asardia
you have to pay 9 mana, I think, to untap
it, but Instill Energy lets you untap it for free.
And it also lets you attack the turn you play
it, and channel lodge you get it out.
It's a good combo. Next,
JMD Tome.
4 mana mana artifact for 4 untap
draw card. So this one,
one of the things that Richard did when he made Magic
was he liked making little Easter eggs about people he knew.
And so if you've ever heard the story,
and I told it in the very first of this podcast series,
about him coming to Seattle to try to sell Robo Rally to Wizards of the Coast,
he came with his friend, Mike Davis,
who actually is J, Mike's his middle name,
so his full name is J. Mike Davis.
I don't know what the J stands for.
But anyway, so JMD Tome is J. Michael Davis' Tome.
It was a nod to his friend.
There's a bunch of different tomes, by the way.
J. Lem Tome was J.L.M.
or Joel L. Mick.
We made MSC Tome. MSC is
Michael Scott Elliott, Mike Elliott.
So we've made a bunch of tomes
over the years that are sort of
rewarding different R&D folk.
So, anyway,
JMD Tome was the first one to do that.
This was also a card that I think in the early days
there were not tons and tons of ways
to repeatedly draw cards
and so this card got used in the early days
not because it was a great card
but it really was the best card that did it at the time
and definitely went in control decks early on
Juggernaut 4
Artifact Creature 5-3
must attack each turn if able,
and can't be blocked by walls.
So this is one of those things where you see...
Richard definitely enjoyed his Trinket Text.
It can't be blocked by walls.
I mean, it wasn't completely Trinket Text.
There were a decent number of walls,
and this was the flavor of, you know,
he kind of busts through walls, so...
Juggernaut was another very popular early card.
Unlike some of the other ones like Clockwork Beast,
it actually was a little bit more powerful in the early days.
Creatures were just not quite as good.
And four mana for a 5-3.
The Muzzle Attack drawback wasn't particularly bad.
Most decks wanted to play it.
Usually if you wanted to play it, the goal of your deck was attacking every turn.
So the drawback wasn't too big a deal.
Walls actually did matter because walls were used sometimes in defensive
decks. They were the best creatures for defensive.
So it actually ended up
helping aggressive decks
or mid-range-y aggressive decks, obviously
it's a four mana card,
that wanted to have some issues against
control. It also was comboed
with invisibility, which was an enchantment
that kept you from being blocked by anything but
walls. And so when you put invisibility
on it, they sort of
fix the gap. Like, you know, he can be
blocked by anything but walls. Invisibility
lets you be blocked by anything but walls. I'm sorry. He can
be blocked by everything. Only walls can block
him. Did I say that backwards?
I'm sorry. He can't
be blocked by walls. And the only thing that can block
invisibility is walls, so you
combine them, and then all of a sudden you have a creature that's
truly unblockable. That was the first
truly unblockable creature in Magic
was a Juggernaut with invisibility on it.
Okay. So I'm
almost at work. So my last card for today is Karma.
I talked about
Gloom earlier. Karma was kind of the mirror.
I mean, not complete mirror, but it was a
white enchantment. It cost two
white white, so it was
four mana, two of which was white.
And it said each,
at the beginning of each player's turn,
they took one damage for
each swamp they had.
And so that is pretty vicious.
So if you're playing mono black,
let's say you're playing a mono black deck.
So I, you know, turn four, for example,
I've had a swamp every turn.
Then my opponent plays karma.
Like, okay, now my next turn I take four damage.
And I'm going to take four damage every turn.
And it's an enchantment.
And black doesn't have a lot of answers to enchantments.
You know, and now obviously you could drain the opponent.
You could try, and there's ways to get life.
Black has some life gains. But just, that's a could drain the opponent. You could try, and there's ways to get life, like get some life gains.
But Jess,
that's a beating.
We're losing four life
every single turn.
And so anyway,
it's a good example
of just how the
color hoses
were just aggressive
and stuff at the time.
But anyway,
obviously we'll continue on.
I only got to K.
Hope you guys are enjoying
hearing all about
Alpha Beta Unlimited.
But, I'm in my parking space. So we all know what that means. It means it's the end I only got to K. Hope you guys are enjoying hearing all about Alpha Beta Unlimited. But,
I'm in my parking space.
So we all know what that means.
That means it's the end
of my drive to work.
So instead of talking magic,
it's time for me
to be making magic.
I'll see you guys next time.