Magic: The Gathering Drive to Work Podcast - Drive to Work #312 - Limited Edition, Part 5
Episode Date: March 11, 2016Mark continues with part 5 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 from the curb.
We all know what that means.
It's time for another drive to work.
And I had to take my daughter to the bus stop.
Okay, so we are in the middle of a series talking all about Alpha Beta Unlimited.
So we can continue.
Last we left, we were in the K's.
So we'll start off with Keldon Warlord.
So Keldon Warlord costs two red red.
So four mana, two of which must be red.
It was a summon lord, and it was a star star creature.
So its power and toughness is equal to the number of creatures you control.
Or as it said on the card, on your side.
I talked a lot about how most of the effects that Richard had done in Alpha were global.
Like, you know, all your goblins get plus one, plus one.
But in this particular card, this card was very much about how many creatures do you have.
This is as big as the number of creatures you have on your side.
So, a couple things about Kells and Warlords.
First off, this card was a pretty popular card.
The funny thing is, as time went on, we kept changing what, where this went.
Uh, I'm not sure why Richard put it in red.
Uh, I, I think he was just trying to make cool cards.
And I don't think, probably he was thinking about larger color pie mechanical issues quite as,
he, he sort of just put things where they logically made sense to him or felt right.
Um, we later put this ability in green,
as green was the creature color,
and then we shifted it to white
because white was the small creature color,
the army color.
And so right now this ability sits in white.
Also notice there's a summon lord.
Lord is a creature type that we've since...
I mean, they still exist, I think.
I think his cards still say lord on them.
But we no longer make new new Lords. Not sure why. Um, I, I, like I said last time, we, we used to do
King and we don't really have any creature types that sort of imply I, I'm a ruler or I have some
sort of, you know, I'm a monarch or something. Anyway, I'm, I'm not quite sure what happened
to Lord, but I know Lord went away.
But anyway, this was definitely one of those cards that was very appreciated.
Oh, the other neat thing about this design, just as a designer, I guess I have to point out,
is one of the cool things is it's a star-star design,
but because it gets to count itself, you don't have to do, like, star, star plus one, or do a one-one that gets a bonus whenever there's something, because it just gets to count itself. You don't have to do like star, star plus one, or do a one one that gets a bonus whenever
there's something, because it just gets its count itself.
So if it's the only creature in play,
it doesn't die. It's a one one because it
counts itself. So anyway, that's pretty cool.
Next,
Leidruid. So Leidruid costs
two and a green, so three mana total,
one of which is green. Summon Cleric,
one one, and
then you can tap it to untap a land.
And then it had the little rider play as an interrupt.
Basically, anything that produced mana had to have a line that said,
hey, I can be done like an interrupt,
because otherwise you couldn't actually use your mana to do things.
For those that are unfamiliar, I'll talk about this a little bit.
The way magic worked before 6th edition rules
is
if I cast an instant
interrupts happen
you couldn't respond to interrupts except with interrupts
so instants can be cast at any time
except
you couldn't cast instants in response to interrupts
so if I
cast an instant and you cast an interrupt
I could cast an interrupt to stop your interrupt or mess with your interrupt but I if I cast an instant and you cast an interrupt, I could cast an interrupt
to stop your interrupt
or mess with your interrupt,
but I couldn't cast an instant
to do it.
And it definitely had
a lot of quirky things
that went on.
But one of the things
that was important was
because we wanted to make sure
that cards that got you
access to mana
had the ability
to get the mana
when you needed it,
it created this weird thing
where, like,
Leidrew is a good example
where, okay, a lot of
times this is going to untap land, land's going to get
you mana, so the reason that this
is an interrupt is because we wanted to get you
mana. But,
there are effects on lands.
And so, the fact that this was
an interrupt meant sometimes you could untap lands
at interrupt speed, which was quirky.
Like, the idea that you can't stop me
getting my mana made sense, but the idea that
sometimes you can't stop me doing
things that normally would be
instanced, but they just happen to be tied to something
in which one component of it
couldn't be getting mana.
Or Gil Conrongafell or something.
Anyway, one of the big reasons we changed
over from the instant interrupt system
to the current stack system
was there was a lot of non-intuitive things that would happen.
There's a lot of times where, like, I want to do something.
Nope, you can't. Why can't I?
Well, this is technically an interrupt, and that's not an interrupt, so you can't interact.
Okay, so Leia Druid has an interesting history.
Leia Druid is thought of as being a pretty, um, not so powerful spell, but it actually
showed up in one copy in the winning deck of Zach Dolan of the very first winning, uh,
world's deck, 1994.
And a lot of people at the time, I know, laughed at it.
Like, what was Zach Dolan doing?
lot of people at the time, I know, laughed at.
Like, what was Zach Dolan doing?
But remember, I had an interesting chat with John Finkel.
So, at the
Invitational in
Sydney, we did what we called
Contest of the Champions.
Or, no,
that's right.
Well, the idea was
we took winning decks.
We took 16 or 17 Pro Tour slash World winning decks,
and we let players draft them.
Oh, it was Auction of the Champions is what it was called,
because later it would be Auction of the People when the people made the decks.
And John Finkel ended up getting Zach Dolan's original World deck,
and he got it at a really good price.
Because everybody...
The interpretation is that a lot of people think that Zach's deck was kind of a wacky deck.
Because he had, like, one Lager and things like that.
And what John said is, when he played it, he goes,
One, look, it has powerful cards from a time where Magic just had really powerful cards.
And second, it works together.
All these cards do, second, it works together. All these cards
do, in fact,
combo together.
Like, one of the reasons
I think Leidruid
was in the deck
was, like,
he had a Library of Alexandria,
which I believe
you can untap with.
So Library of Alexandria
allowed you to,
if you have,
I think,
seven cards in your hand,
it lets you draw a card.
Well,
if you had Library of Alexandria,
you could draw a card,
and then you could play
one of your cards,
and then untap it
with Leidruid, and then draw another card.
So there's a lot of combinations that...
The Ley Druid wasn't quite...
It's a little more potent than you realize
when you actually watch how the deck came together.
There were a lot of combos in the deck,
and so I think Ley Druid's got a bad rap.
The other thing Ley Druid does, by the way,
is we don't tend to talk too much about mana
and how mana works and the Leylines.
It's the kind of thing that everyone wants a little blue moon we mentioned,
but I like that Leidruid is right there, sort of bringing to your face the idea that he taps into the Leylines to get the mana.
Also, notice, by the way, that he's a cleric and not a druid.
Druid's now a supported type, and probably in the update creature type update change, he became a
druid, since druid's in his name.
But at the time, we didn't have druids. We just had
clerics. Okay, next,
Lightning Bolt. Lightning Bolt is
an instant for a single red mana
that deals three damage to target creature
or player. So this is
the boon for red.
This is actually, I guess, alphabetically the final
boon. We've already seen Ancestral
Recall, Dark Ritual,
Giant Growth, Healing Salve,
and now Lightning Bolt. So, Lightning
Bolt is...
I guess it's an interesting argument.
In my mind, it's the third most powerful
of the boons. Clearly, Ancestral Recall is first.
I think Dark Ritual is second.
And the reason I say that is
we were willing to bring back Lightning Bolt for a small amount of time, and I don't think we're willing to bring back Dark Ritual is second. And the reason I say that is we were willing to bring back Lightning Bolt for a small amount of time,
and I don't think we're willing to bring back Dark Ritual.
So that's my guess of why Lightning Bolt.
So what happened with Lightning Bolt is we had it for a while.
It's really, really good.
We ended up turning it.
We made Shock, which was for a single red do two damage.
And even Shock, there's a big question of we've made cards worse than shock
we did bring lightning bolt back
for a little while
we surprised everybody
it was in Magic 2010
as kind of it
no one expected it to return
it really
as a designer
I'm not a big fan of lightning bolt
because it just really warps
what you can do
it really bends the environment around it
and it makes it hard
to make cheap
direct damage it really makes it hard to make cheap direct damage.
It really makes it hard to make direct damage. It just doesn't
look horrible.
Because it's so top, top tier.
And a lot of your cards can't be top tier.
But man, it makes the low cost stuff
just look, I don't know,
pretty, pretty, it makes it
hard to design around.
Lightning Bolt's pretty iconic.
It's,
I remember one of my coworkers,
Michael Donay,
Mike Donay,
who worked in R&D for a long time,
collected Lightning Bolts and he had every copy of,
every different version
of Lightning Bolt
you've ever seen.
It's actually quite impressive.
Every language,
every promotional thing we've done,
everything,
every version of Lightning Bolt.
But anyway,
that was his collection. He had a collection of Lightning Bolts.
So that was pretty cool.
Okay, we move on to Land of War Elves.
So Land of War Elves costs a single green
mana. Summon Elves. It's a
1-1, and it can tap for one
green mana. So the interesting
question is,
when you go back,
one of the things about Alpha that I
always talk about is,
um, how the creatures, creatures when the game began were just a lot weaker than creatures are now. And one of the ways of that is, there are many, many cards, there are many non-creature
cards that we could never reprint in a standard legal set. It would just cause all sorts of
problems. Um, and the idea is, there's really not too much we can't bring back from Alpha.
I mean, the fact that Llanowar Elves is one of the cards right now that's kind of like,
you know, we've pushed away from the one-drop mana production.
It just, I know that one of the things that Eric and all the developers are working on
is trying to get the right, make Standard have the right timing to it,
that things happen around the, you know, that if anything is too fast, it just accelerates
the whole environment. And then people, you know,
if the threat
ends up being a turn three or turn four or whatever,
it warps the environment. So
right now, Llanowar Elves isn't
in standard.
Kind of like Lightning Bolt. It's the kind of thing that
may be in the right environment if we
work around it. But once again, Light Lightning Bolt,
it really does warp the environment around it.
That having Llanowar Elves really, you have to,
the environment has to take into account that it exists.
So Llanowar Elves, once again, had a wonderful picture by Antimatics.
It was definitely an early,
it was one of the cards that people sort of latched on early,
and it really was a staple card for a long time.
It
went away only, well, we originally
changed it because it was quirky
that it was plural elves when we don't do a
lot of plural and so we changed it to
a non-plural elf.
That change wasn't,
one of the things in general you discover is when we
take cards and we're trying to change things,
people have a lot of, you know, belovedness for old things that have been around forever.
And so I know when we switched over to Lateral Elves, that didn't go particularly well.
And then the one drop right now is not in Standard.
This is a good example of a card that is a lot more powerful than people realize
because it seems kind of innocuous.
Like, oh, just has for one mana.
What does that mean?
And it's like, well, why is a Mox valuable?
Like, it speeds up your mana production.
And, okay, Land of Worlds isn't as good as a Mox.
It requires mana to cast.
It can be killed as a creature, you know.
But it just, you know,
when you have things that allow you to sort of skip ahead
of when you can play things, that is pretty potent.
The mana system is a pretty important part of what keeps magic balanced.
And things that allow you to sort of hopfrog it, you know, leapfrog stuff and just get there quicker, you know, definitely is a lot more potent than you realize.
And Lanra Elves is a, when you talk about strong creatures from alpha, I don't think people list
land or elves near the top, but
I believe it actually is.
Okay, Lord of Atlantis!
So Lord of Atlantis is blue, blue, so two
mana, both of which are blue, for summon
Lord of Atlantis.
It's a 2-2, and all
merfolk in play gain Island Walk
and plus one, plus one, while this
card is in play. That's what it says. So basically what it did is it was a lord for merfolk. All merfolk in play, gain island walk, and plus one plus one while this card is in play. That's what it says.
So basically what it did is it was a lord
for merfolk. All merfolk, not just
your merfolk.
And it was very popular.
This card is quirky for a couple things. One is
it has a real world reference in it.
Atlantis. Atlantis
is an earth thing.
We've been very hand-wavy about what Atlantis
means in Dominaria
and sort of like...
It's one of the reasons
that the card is kind of tricky
is that early on,
Richard was a little more...
He made a little more
sort of Earth references
in general,
and since then,
we've kind of retrofitted them,
so most of them are retro...
Retro...
Recon to them, I guess.
So they're not quite...
They're referencing
the Dominaria things
or in-plane things and not actual Earth
things. The other quirky
thing about this card is technically,
well, I think for a long time it wasn't a merfolk. It was a
lord and not a merfolk. Although if you look at the picture,
it's got a tail. It's a merfolk.
So I think we eventually eroded these
to be of the creature type,
like Goblin King and Lord Atlantis,
to be of the creature type, but not
to affect themselves.
So, like, I think the card now in Oracle says all other merfolk, all other merfolk yet.
We've also shifted away from the global, for lords that are global, and now the lords affect
your stuff and not everybody's stuff.
Next, Lord of the Pit.
Four.
Black, black, black.
Seven mana. Three of which is black. Summon Demon. Seven, Lord of the Pit. Four. Black, black, black. Seven mana.
Three which is black. Summon Demon.
Seven, seven. Flying Trample.
So, uh,
so the card says, sacrifice one of your own creatures during your upkeep
or Lord of the Pit
deals seven damage to you.
Um, it's still allowed to attack
if it does damage. As long as
either you have to feed it one of your creatures or it's going to do damage to you, it still is allowed to attack. If it does damage, as long as either you have to feed it one of your creatures,
or it's going to do damage to you, it still is allowed to attack.
Some creatures sometimes, if you don't pay the upkeep, it sort of locks itself down and you can't use it.
You can still use Lord of the Pit.
Um, so this card was interesting.
It was a very flavorful card and pretty popular for being not that powerful a card.
Having to feed it a creature every turn is actually a pretty big deal.
I know there are some decks
that instead of feeding it,
what they would do is
they would use Circle of Protection
in black or something.
They would make a deck in which
they'd protect itself
from the damage of the Lord
rather than feeding the Lord.
It's another way to do it.
But Lord of the Pit was...
Well, actually the biggest creature in Alpha
was a creature called Force of Nature that was an 8-8. Lord of the Pit was the well, actually the biggest creature in Alpha was a creature called Force of Nature.
It was an 8-8.
Lord of the Pit was the second largest as a 7-7.
And in Antiquities, we would get to a 9-9 Colossus Zardia, that I've actually talked about a couple times.
There's a little game we played for a while where we kept one upgrade of stuff, making it a little bit bigger.
We haven't actually played that game in a little while.
But for a while, I was like, there's a 7-7.
There's an 8-8. There's a 9-9. There's a 10-10. for a while I was like, there's a 7-7, there's an 8-8,
there's a 9-9, there's a 10-10, there's an 11-11, there's a 12-12.
But anyway, Lord of the Pit is definitely, I think,
a good example of how you can use a downside in a way that people like.
Because in general, players don't like downsides.
But if the downside is just really flavorful,
the audience is much more
accepting of it.
It's like, oh, it's a demon
and you've got to feed
the demon creatures.
And like, oh, it's kind of cool.
You've got to feed
the demon creatures.
Okay, next.
Magical hack.
Okay, so magical hack
is an interrupt.
You can change the text
of any card being played
or already in play
by replacing land,
by replacing a land type
with another.
For example, change Swamp Walk to Planeswalk.
The thing that's funny about that is Swamp Walk was pretty prevalent,
and Planeswalk, I don't even think existed.
Like, their example uses, I think the first Planeswalk showed up in Legends.
So it's kind of funny that its example is like Swamp Walk,
you know, Bogwrith existed,
to Planeswalk, which does, like, it's kind of, maybe they were trying to say,
hey, look at the neat things you can do.
Planeswalk, that doesn't even exist, but you can make it.
So Magical Hack, the idea was, there's a card called Sleight of Mind and Magical Hack.
They were two sort of companion cards.
Both of them were interrupts.
And they were interrupts so you could affect spells getting cast and stuff.
Like, the idea of this spell was, let's say someone casts a spell to, like, destroy all islands or something.
You could change islands to whatever lands they were playing and destroy their lands.
That was the idea of why it was an interrupt.
It definitely did some quirky things because, once again, because it's an interrupt, it couldn't be replied to or responded to, except with other interrupts. And so it could do some quirky things because once again because it's an interrupt it couldn't be replied to or responded to except with other interrupts and so it could do some quirky things um the other
thing was there are a lot of hosers out there and so it allowed you to either um fine-tune your own
hosers or turn off your opponents hosers like a very common thing you would do with this thing is
imagine for example you are playing a blue black deck and so you have swamps and you're playing
someone who's playing white and so they play
karma. And you're like, okay,
well instead of me taking, instead of
you know, swamps damaging
people, how about planes
damage people? And so
it was an interesting answer for a lot of the color
hosers. It was one of blue's answers
is that you could use slight and magical,
slight of mind and magical hack to sort of take
things that are supposed to be hosers
and change them.
It was one of, like, Blue's answers,
or Sleight of Mind was, to Circle Protections.
But anyway, it definitely was something that was very,
I mean, one of the things Richard really liked
was a lot of meta stuff.
Blue definitely had a lot of what I call meta spells
in that it's kind of the color that kind of understands
it's a game
and that there's text and you can change the text,
which is very meta into the awareness.
Like this card's like, oh, that says Swamp Walk.
Well, I can change Swamp to Planes, and now it says Planes Walk.
But I think Magical Hack was, I don't know, it was a pretty cool spell.
And definitely, I think Richard loved the idea of just exploration and customization
and that this card, this in Slate of Mind, And definitely, I think Richard loved the idea of just exploration and customization.
And that this card, this Enslaved of Mine, really let you sort of customize what, you know,
I could take a spell I had and then change it so it did something different than even what it said on the card it did.
Okay, moving on.
Mana Flare.
So, Tuna Red is an enchantment.
Whenever either player taps land for mana,
each land produces one extra mana of the appropriate type.
What is that?
So essentially what it does is,
so it has three mana, one of which is red,
and then whenever you tap a land,
you get an additional mana of whatever that land could produce. If a land could produce...
I think what happened was...
I think whatever you
produced, it produced another one.
I think. Meaning, I think if I have a
city of brass, we could tap for any color, and I tap
it for red, I think Mana Flare produces
another red. I don't think it produces
any color it could produce. I think it matches
the color it produces, how it works.
Anyway, Mana Flare is very interesting.
I think the existence of Mana Flare
is what sort of got the idea of Mana Burn into Richard's head, I think.
Because without something like Mana Flare,
there really was no way to Mana Burn yourself.
In fact, I remember the first time I saw Mana Flare was...
I didn't understand Mana Burn until I saw Mana Flare.
Because I didn't understand how you could have mana in your pool and not have spent it on the spell.
Like, why would you tap mana and put mana in your pool if you were going to then right away use it?
And Mana Flare, like, I saw it and I go,
Oh! Now I get it! Now I see what's going on!
Ah, you could have extra mana because you don't mean to have extra mana.
Now, this is interesting.
This spell, this effect ended up getting put in green.
There are a lot of spells.
For some reason,
I think Richard was just sort of trying to make flavorful spells,
and this spell mechanically likes to go in a,
you know, in a red direct damage deck
that has a lot of X spells and stuff.
So it mechanically sort of fits with it,
but it doesn't thematically fit. Red's not really the, you know, the deck that has a lot of X spells and stuff. So it mechanically sort of fits with it, but it doesn't thematically fit.
Red's not really the, you know,
the mana production card,
at least especially at the time.
And it's not permanent.
This is permanent mana production.
Red, we since gave it sort of temporary stuff.
But this, every turn is producing mana for you.
So anyway, we moved it to green.
It ended up being a little too strong in green,
so we haven't reprinted the green card yet.
One day...
I like Mana Flare effects.
Like I said, I also like Gauntlet of Might,
which essentially had a Mana Flare into it.
Once again, I talked about it the last time
I was trying to do infinite, not infinite,
but lots and lots of damage.
And so it had its four Mana Flares
and four Gauntlets of Might
and its four Forks and stuff.
Okay, next, Merfolk of the Pearl
Trident. So it's a 1-1
summon Merfolk for blue, for single blue
mana. One of the things
about, it's funny
when people talk about magic and we
make sure to put some number of vanilla creatures
in. And usually in modern day
magic, we put in about
five vanilla creatures usually, about one per color.
And then we do a bunch of what I call French vanilla,
which is like creatures that have like one
keyword, usually evergreen,
like it flies, it's first strike.
But anyway, if you look
at Alpha, and people
are always like, why all these vanillas? And I'm like, look
at Alpha. There's a lot of vanillas.
I mean, last time I talked about Grey Ogre and
Grizzly Bear and Hill Giant. Now I'm
talking about Murfog of the Pearl Trident.
I'll get to Mines of the Goblin Raiders in a second.
So this was pretty generic.
I mean, all it really did was it was a Merfolk.
And in fact, it was the only Merfolk.
Remember, Lord of Atlantis was not a Merfolk.
So if you wanted to make a Merfolk deck, the only Merfolk you had was this card.
And the funny thing, the compelling thing of how strong tribal stuff is
as just a strategy is
a lot of people made merfolk decks back in Alpha
when, I mean, remember, there wasn't a four of rule yet,
which essentially was I played a whole bunch of
Lord of Atlantis' and a whole bunch of merfolk,
you know, one-one merfolk for single mana, and that was my merfolk deck. I mean, maybe I had a few other of merfolk, you know, 1-1 merfolk for single mana,
and that was my merfolk deck.
I mean, maybe I had a few other spells in it,
but, like, my creatures were this 1-1
and a 1-drop, and then a 2-drop
that made the 1-drops better.
Usually what would happen also in the merfolk deck
is you had some means to turn one of their lands
into an island.
Fantismal Terrain, I guess, was probably the most commonly used one.
It was just a spell that literally turned their land into a land of your choice,
a basic land of your choice.
And so what you would do is you'd take a land, maybe color-screw them if you could,
turn it into an island, and then all of a sudden, all of my creatures couldn't be blocked.
And then I had an army of creatures that kept getting bigger and bigger.
And because it was blue,
it could have countermagic in it, so.
Oh, the one other trick at the time, by the way,
was blue had clones.
It had a clone and an assuming doppelganger.
So one of the other tricks that would happen is
you would actually have your Lord Atlantis'
and you'd have your merfolk,
and then you'd have your clones and your assuming doppelgangers,
which could double as clones.
Not double as clones, double as merfolk, then you have your clones and you assume doppelgangers which could double as clones. Not double as clones.
Double as merfolk
or double as Lord Atlantis'
and so that was another way
to kind of sneak in
some extra merfolk
into the deck.
Okay, next.
Mind Twist.
Mind Twist costs X and a black.
It's a sorcery.
Opponent must discard
X cards at random.
So this is a famous card
because it got restricted.
It was banned for a while and now it's restricted. It was banned for a while, and now it's restricted.
It's restricted to vintage, and I think it's banned in Legacy.
It is a potent, potent card.
The funny thing is, this card, for some reason, a lot of it was at random back in the early days.
I'm not a big fan of random discard, but this one was a little silly in the random because it was an expel.
Because the joke usually with this card was discard random hand.
It was like, usually I'm casting Mind Trust.
I'm making you lose all your cards.
I'm not making you lose some of your cards.
It's like, oh, okay, you now have three cards and I have four mana.
Well, guess what?
Randomly discard your hand.
So the random thing was kind of funny.
I mean, sometimes you did it hand. So the random thing was kind of funny.
I mean, sometimes you did it and not do the whole thing
and random did allow you
to hit lands and things,
you know,
allowed you to sort of
sometimes wreck their hand
just because you got lucky
what you hit.
My interest is pretty brutal,
not beloved.
I mean, beloved in people
who love powerful spells,
but it was a pretty potent spell, and
it was a cornerstone. Early magic,
black had two very
strong and very annoying strategies.
One was land destruction, because
it had a two mana
sinkhole land destruction spell,
and also because
it had discard, and it had some aggressive
discard stuff, especially mind twists.
Okay, next.
Mons' Goblin Raiders.
So this is a Red Mana 1-1.
It's a Goblin.
In fact, it and Goblin Balloon Brigade were the two Goblins.
Then Goblin King could boost them up.
The reason I bring this card up is,
who is Mons?
Mons' Goblin Raiders.
Mons is a guy named Mons Johnson, who is a
friend of Richard's, who loves goblins.
And Mons has worked at Wizards for the vast
majority of the time I've worked at Wizards.
He left for a little while to go off to some other stuff, but he's back.
And Mons,
Mons' love for goblins knows
no bounds. That whenever he builds a deck,
like, I've just
seen him build, take any theme
you can think of and then add goblins to that theme.
You know, Goblin
Ageddon or whatever. He's
Goblin Stasis. Pick your thing.
He's figured out a way how to play that deck
but with goblins.
Next, the Moxes.
Mox Emerald, Mox Jet, Mox Pearl, Mox
Ruby, Mox Sapphire. Okay, so
Mox
Pearl is the white one. Mox Sapphire is. Okay, so Mox Pearl is the white one.
Mox Sapphire is the blue one.
Mox Jet is the black one.
Mox Ruby is the red one.
Mox Emerald is the green one.
You can remember this because those are all precious stones,
the color of the thing in question.
So Mox is all were mono artifacts.
You could cast for zero, and they tap for a mana of the color.
So for example, Mox Sapphire taps for blue.
Mox Pearl taps for white.
So one of the things that's interesting about this is
the Moxes, when the game
first came out,
people didn't quite get them. I didn't get them.
I remember the first time I saw it,
I told the story of trading it for a fungosaur.
And I
I'm swearing that I honestly believe I was giving my dad I told the story of trading it for a fungasaur.
I'm swearing that I honestly believe I was giving my dad
the better end of the bargain, because I thought
fungasaur was awesome. I thought I was giving him a really
cool card for a card that I hadn't seen.
So anyway,
people didn't quite get it.
I remember I spent a lot of time when I saw
the Mox Emerald, like, why isn't this just
a forest? And it took
me a while to get to the, oh, because I can only play one forest a turn, but I can play as many Mox Emerald, like, why isn't this just a forest? And it took me a while to get to the, oh,
because I can only play one forest a turn,
but I can play as many Mox Emeralds as I have.
And like I said when I was talking
with Landor Elf earlier today, the ability
to sort of leap ahead in mana
is so powerful and so potent.
I mean, this card is
not vulnerable to
creature destruction, because it's not a creature.
It's zero, so you can just play it for free.
Because it's an artifact,
there's a lot of positive interactions you can have with it.
I mean, there's some negative
because they can destroy it as an artifact,
but there are a lot of positive things
you can do with an artifact.
But anyway, these five cards
are part of what we know as the Power Nine.
So the Power Nine are the five moxes,
Black Lotus, Time Walk, Time Twifter, and then
Structural Recall, which are
considered by many to be the 9 most
powerful cards from Alpha.
There's some discrepancies between
the power level of even those 9 cards, but
pretty powerful cards. You see those
cards played in Vintage Tournaments.
They're all restricted.
But anyway, the Moxes are much beloved.
We've definitely, on occasion, made some more Moxes.
The rule for us is a Mox is an artifact that costs zero that taps for mana.
There's additional costs we've stuck on them, but usually that's the rule to become a Mox.
You have to be a zero-drop artifact that can tap for mana.
Okay, next.
Nether Shadow. So, Nether
Shadow was a creature, a shadow,
summon shadow,
black, black. So, two mana, both of which
were black. And it's a 1-1
creature.
And the thing about it was, A,
it can attack the turn it enters
the battlefield. So, it's the first creature really
to have haste.
When people ask where haste started, people think of haste as being a red thing.
But actually the very first card to have haste was Nether Shadow.
And there was a green card I talked about last time called Instill Energy that kind of gave pseudo haste.
So it's funny that green and black, which are the secondary or tertiary and secondary colors,
are the ones that actually first showed up in alpha. So what
Nethershadow did was, it was a one-on-one creature,
and at any point in time, if there were three
creatures above it in your graveyard,
you could spend its casting cost, its mana cost,
black-black, to bring it back into play.
So it was a creature that would die, but as
other creatures die, it would come back.
So it did something that we did for a while,
which is it cares about graveyard, the graveyard order.
And I mean, there was neat space there to think,
oh, what happens if things die?
And, you know, Nether Shadow can do some cool things
where I would sacrifice this creature
so I can get my Nether Shadow back
so I can, you know, use it for whatever.
There's a lot of neat sort of interactions there.
But it came at a cost.
And the cost is people having to care about their graveyard
and their graveyard order.
And that can be problematic. And it's just people having to care about their graveyard and their graveyard order. And that can be
problematic and it's just a lot of extra busyness.
And there wasn't so much design
space that was worth it. So after Mirage
block, or actually after Tempest block,
we abandoned graveyard order. I think
Stronghold might be the last card where the graveyard order
matters. And so we no longer do that.
So, um,
Vintage and Legacy still have graveyard order
matter, but, um, Modern and Forward don't.
And so you can rearrange your graveyard and look at your graveyard,
and you don't have to keep it all in the exact same order because there's no game relevance to it.
Okay, next, Nevenrall's Disc.
Okay, so Nevenrall's Disc is an artifact that costs four, enters the battlefield tapped,
and then for one, I guess it's a mono-artifact,
so one and tap, you
sacrifice it, it destroys all creatures, enchantments,
and artifacts in play. So at the time, it destroyed
every permanent but lands.
It interestingly doesn't destroy
planeswalkers now, only because it names
what it destroys.
So, flavorfully it should,
but it mechanically doesn't.
It also said on the card that it destroyed itself,
even though clearly it's an artifact.
So, it did destroy itself.
So, this was a very, very powerful card in early Magic,
and the reason was one of Blue's vulnerabilities
is supposed to be it's bad at destroying things, permanents.
It can steal them and bounce them,
and there's things it can do,
but it's not supposed to easily be able to just get rid of permanents.
And Nez Dis does that.
And so one of the reasons that it was so powerful was it filled in a major weakness of blue.
And blue is a very powerful color with very powerful spells.
I just talked about the Power 9.
The Power 9 were three blue cards and six artifacts,
all of which the blue decks could play.
You know, mono blue decks could play all of the power nine.
And that was quite potent.
And the fact that the one thing it had trouble doing,
Neverall's Diss just came in and solved the problem for it,
was quite problematic.
Neverall's Diss, by the way, for those who don't know it,
is based on a story by Larry Niven.
In fact, Neverall, backwards, is Larry Niven.
That's an Easter egg. Richard was a big fan of Larry Niven. In fact, Nevenrall backwards is Larry Niven. That's an Easter egg.
Richard was a big fan of Larry Niven
and was inspired.
There's a story,
I don't know that Tom had the name of the story,
but there's a story about an object
that can destroy the world, essentially.
And so that was,
Richard came up with that
as a nod to that story.
And so Nevenrall's just definitely,
it is a very powerful potent spell
because it sort of lets you circumvent
some weaknesses of some other colors,
blue especially.
But also very popular,
very much beloved
because, I mean,
it got played a lot.
Okay, next is Nightmare.
Nightmare is five
and a black
for a star, star creature.
Summon Nightmare.
It is flying
and its power
and toughness
are equal to the number
of swamps you control.
So this was a pretty
cool card. One of the early
things about Alpha
was Richard really liked
the idea that black magic encouraged you
to play more black magic. That black
magic was the color that kind of sucked you
into wanting to play a lot of itself.
And Nightmare
was one of the cards that really helped get you there.
Nightmare was a very popular early card.
And one of the reasons was, it just
gave red... I mean, you had Lord of Atlantis,
which was a 7-7 flyer, but that came
at a real cost. Nightmare didn't come
at any cost. I mean, once you were playing Mino Black,
it's like, okay, it's just a really big flyer.
And other colors had big flyers.
So, this was Black's big flyer
that didn't, you know, require
you sacrificing half your team to keep it in play.
And as such, it was very, very popular. This was one of the cards I talked flyer that didn't require you sacrificing half your team to keep it in play.
And as such, it was very, very popular. This was one of the cards
I talked about earlier, when they originally put out
three shirts, the very, very
first three shirts that Magic put out.
And they were trying to put out things that they thought people liked.
And the three cards were Super Doppelganger,
Armageddon Clock, and Nightmare.
And Nightmare was, the art was very popular
by Melissa Benson, and the card was very popular.
So it definitely was an early sort of fan favorite.
And it's one of those cards that
kept popping up in the core set.
It's just a fun card.
The name is cute.
It's a very cute name.
It has a nice little pun in the name.
But anyway, that, my friends, is Nightmare.
Okay, I've gotten through N.
So I'm chugging along
we got up to
oh so I'm hoping
one or two more
podcasts we'll get
through this
but anyway
that my friends
is
today's podcast
all about alpha
and beta unlimited
I hope you guys
are enjoying this
it's fun looking back
at age old magic
so but anyway
I'm not in my
parking space
we all know what
that means
means 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.