Magic: The Gathering Drive to Work Podcast - #1281: Early One-Drop Creatures
Episode Date: October 3, 2025This podcast is a look back at the early creatures that only cost one mana. ...
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I'm pulling on my driveway. We all know what that means. It's time for their drive to work.
Okay, I realized I haven't done a card podcast in a while where I just go, I pick some subject, and then I go through and talk for the cards in that subject.
So for today, I've chosen early one-drops. That's my theme today. So I'm going to start with Alpha, and I'm going to go chronologically in order for as long as I can until I get to work.
And I'm going to talk about, so the category today is one-drop creatures, which is creature.
that costs one single mana.
And we're going to talk all about early one drops.
That's our theme.
So we're going to start with Alpha.
Alpha had 12 one drops,
six of which were in green.
So let's start there.
Okay, so first off, we'll start in white.
So the classic Benelish hero,
white for a one-one with banding.
For those that might not know what banding is,
because banding has not been part of magic for a while,
it was an ability of very complicated ability,
It basically allowed you to combine banding creatures with non-banding creatures
to make what's called a band where they sort of all attacked or blocked together.
And then you, the control of the band, decided, like, how damage went to the band.
Anyway, it was complicated.
But Ben-Rish Hero was the very first banding creature.
In fact, it wasn't even called band.
I think it said bands on it.
It later got changed to banding, but it's like, it originally says Ben-Rish-hero,
summon hero, bands.
the one other white one drop in alpha
at rare was Savannah Lion
W for 2-1 that's it
that I believe is the only
two-power one drop in alpha
is Savannah Lion
and at the time it was considered
like a rare you know now we do it a common
so one of the things that's really interesting
is early magic kind of
underestimated the power
level of spells and some permanence like artifacts and really overestimated creatures.
I mean, I get it. Creatures get to keep attacking turn over turn. So Richard was a lot more
conservative of the creatures. It turns out all the one drops I'm talking about today.
With one or two exceptions, all of them are just printable today. I mean, some of them we wouldn't
print because they're out of color pie or stuff. But from a power level standpoint, I think
there's actually only one card here that I don't think we'll print standard. So the power level
in general of cards were much lower, of creatures were much lower. Okay, next, blues
one-one drop was the Murphoke of the Pearl Trident. So 1-1, and it does nothing. I mean,
it's a Murphoke, is the real answer. So in Alpha, there were three lords. There was a
lord for Murfolk, one for Goblins, and one for zombies. So the idea here is Lord of Atlantis
was the Lord, although he wasn't a Murphoke. And there was one Murfolk in the set. But remember,
in early Magic, you'd play as many cards of the same card if you wanted. So, you
you could play a bunch of Lord of Atlantis and as many Murpholk
as the Pearl Trident as you desired.
That was the one Murphoke.
But being a Murpholk was enough, so it didn't do anything else.
Next, Black's only one drop in Alpha.
This is a good trivia question.
Ask people, what was the only one drop black creature in Alpha?
This is a hard one.
Like, people will get Murpho and Pearl Trident and Benelichita and stuff like that.
What is it in black?
It is.
Will owe the Whisp.
Will, all with hyphens.
It's a 0-1.
It is flying.
and for one black man, it can regenerate.
So it's a very defensive creature.
Unless you pump it up some way,
put orders on it or something,
it wasn't very aggressive
because it has zero power.
In fact, it's interesting.
There are three flying creatures in Alpha, at one drop,
and only one of them has power.
Only one of them could actually deal damage to the opponent.
We'll get to that in green.
Okay, next we get to red.
Red has two one drops.
One is Mons's Goblin Raiders at Common, which is a 1-1 vanilla, much like Murpho and Pro Trident, it's a goblin to go with the Goblin King.
And then at Uncommon, there's Goblin Balloon Brigade, 1-1, for Red Mani, you can make it fly till end of turn.
So it's interesting to note, one of the things that Richard purposely did in Alpha was strictly betters at higher rarities.
Goblin Balloon Brigade is for one red mana, a 1-1-goblin, just like Monz Goblin Raiders, but it has activated flying.
So it's strictly better.
Meaning, if you were going to make a deck
and you can play as many copies of things as you wanted,
well, you would play Gobblins Blue Brigade
over Mondes of Goblin Raiders if you had them.
I mean, it's an uncommon, not a common.
But Richard was definitely demonstrating
that things could get strictly better.
And he does that a bunch of other times, too.
But this is one good example.
Okay, green actually has six of the one drops.
Half the one drops aren't green.
So one of the things early on is,
in alpha, green is really the creature color
and green is good at all levels of all creatures
that's the most creatures, that's the biggest creatures.
Eventually we realized that we wanted to divvy that up
and white becomes the color of volume of creatures
and small creatures and green becomes bigger creatures.
So white ends up, nowadays white has more creatures
in, you know, more actual cards that are creatures than green does.
And they tend to be smaller.
But in Alpha, that wasn't too,
Green was the creature color, and it had the most creatures, the biggest creatures.
It had everything creature-related.
We later realized creatures are so important, we could divvy that up some.
Okay, first, birds of paradise.
This was rare.
Green for a zero-one that flies, and you can tap it for any manna of color.
So birds of paradise, I think, is the only one where I don't think we'll print in standard right now.
And I'm not even 100% sure standard couldn't handle it.
It makes splashing colors a little easy, and flying really isn't a green thing.
but it's probably the card
that's the power level of the
most question. I mean, Elves of
Lano where Elves will get to in a second, but
that's in the standard right, not this in, but we'll
get to that in second. Birds of Paradise
has an interesting story.
Mark Poole, I believe,
who illustrated this card, originally illustrated
the card for one of the dual lands.
Volcanic Island, I want to say, but it's one of the,
maybe tropical island or mechanic island.
And then in the front was
this bird that had all this focus.
and Richard liked the bird so much
they ended up making a card for the bird
and they had a new piece of art commissioned
for the dual land.
Anyway, the Birds of Paradise
is pretty iconic.
Bolt to the bird.
Do you bolt to the bird?
Yes, you always bolt the bird.
Or most of the time, he bolt the bird.
Okay.
Lano War elves, green for a one-one,
tap for green.
This is about as iconic as
one drops get.
We purposely chose to put it into foundations.
Even though it is a very powerful card,
and it defines and warps the environment.
But we decided in a way we liked,
and it is super, super iconic for green.
Green is the color of ramping.
It has been since day one.
It is still the color of ramping.
So, Lanowar Elves.
Interesting thing is the other thing that we don't do anymore
is we tend not to do plurals and names.
More like we make...
Nowadays we make it Lanow or Elf, not Lanowar Elves,
but it's iconic, and it's one of the cards
that really has been grandfathered in
just because it's such...
a core memorable magic card from the very beginning.
Next, Scrib Sprites.
It was common.
Green 1-1 flying.
Yes, the first one-drop flyer that had power, 1-1, was in green.
I guess also, I mean, it's funny.
The three flying one-drops in the set are two green creatures and a black creature.
No blue one-drop flyer, no white one-drop flyer.
Those will come, but it's funny.
Now, it is blue and white are sort of the flying colors.
But in Alpha, they didn't get one-drawn flyers.
What happened with Scrib Sprites is I think Richard was like, oh, they're fairies.
Ferrys are woodland creatures, and he put them in green.
But eventually we realized that green really wasn't the flying color.
And so we shifted fairies to be corred to blue because blue could have flying.
So while you occasionally see fairies in green, you see them a lot less than you see them in blue and black and a little bit in white.
Shannon and Dryad, Green 1-1 Forest Walk.
There's another ability that people might not know.
So Forest Walk said, if your opponent has...
a forest, this creature is unblockable.
The idea being is, I'm so sneaky in the forest that if my opponent is forced, I sneak through
their forest and they can't stop me.
We got rid of land walk because it was a little too situational, meaning if I'm playing
as a creature playing green, my creature is unblockable and there's no way for you to stop it.
And I'm playing with someone who's not playing green, it's just a dunk-dinky one-one.
Like the variance was a little too high, so we ended up moving to something like menace,
where your opponent has things they can do to interact with it rather than just well.
I guess I chose to play for us.
What can I do?
Next, Timberwolves.
So Timberwolves cost one green mana for a one-one.
It had banding.
So it literally is the exact same card as Benelish Hero, but it's at rare.
So this is again showing Richard showing that, oh, banding is a white thing, and green gets it a little bit.
Now, green ended up not, other than Timberwolves.
I don't even have green got another banding card.
So banding was never really a green thing.
It stayed in white.
White mostly had the banders.
But it's interesting to show Richard sort of saying,
Well, you got the same card, but this color is better at it, so you get at a lower rarity.
There's a lot of sort of educational things in Alpha trying to teach you the idea of how certain colors did certain things.
So part of that can be shown in rarity as well.
And finally, the final creature, one-drop creature in Alpha is Wall of Wood.
So Wall of Wood was a zero-three defender.
Well, sorry, it was a zero-three wall.
At the time of Alpha, Wall came with rules text of Can't Attack.
later decided we didn't want creature types having
rules text. Legend got moved
to legendary for creatures. It was legend for a while.
And then we made wall,
we added the defender
ability, added it to all walls, so all walls
gained defender. And even now
I don't think we make walls that don't have
defender. Pretty much, if it's a wall, it has
defender. Some walls have the ability
to attack under certain circumstances, but
pretty much all walls are defender by
by, you know, default.
Okay, so
that is Alpha.
Alpha has 12 one-drops.
So now we move ahead to Arabian Nights.
So Alpha came out in August of 1993.
So the first new expansion, I mean the first set with new content, was Arabian Nights came
out in the December of 93, January of 94, depending where you were.
It came out around that period.
So it had a number, it had a decent number of one drops.
We'll start with in white.
Abu Jafar.
It's a white 0-1, but it came.
kills any creature blocked or blocking it, blocked by or blocking it.
So the idea is, it sort of was a leper, I guess.
Like, the idea is that it's sick, and if you block it, then you get sick and you die too.
Now, the interesting thing about it is a zero-one.
Now, it is way too good defensively because it just says, oh, I kill any creature that attack.
So it kind of has death-touch in a way.
I mean, that's not too good, but Defender is very good defensively.
It was 0-1, so the idea was if I attack with it, there's no reason to block it,
so you want to pump it up or put an aura on it.
There's a lot of early magic, by the way, of like, oh, I'm not useful unless you enchant me with aura.
Like, there was a lot of early designs that really pushed you to want to play oras,
and obviously Jafar was one of those.
Next is Camel, another 0-1 for one white mana.
So all the white cards, all the one-drop white cards in Arabian nights are 0-1.
This has banding
and it has
what I would call
immunity to deserts.
What it means is
there's a card to call
desert in the set.
Deserts tap for
Colos Manor
or you could tap
to do one damage
to target attacking
creature.
That's pretty strong.
Even though we've done
other desert cards,
we don't tend to reprint
desert.
I mean, we're allowed to
but it's just kind of too good.
But anyway,
if you're in a band
with a camel,
it protects you from damage to deserts,
which is super flavorful.
I do appreciate that.
Okay.
Okay, next, a card I played a lot of.
Flying Man.
So Flying Man is just a blue Scripps rights.
It's Blue 1-1 Flying.
I played, I had a little blue-green weenie deck
that played Scripps in Flying Man.
And the idea was I would use giant gross
and unstable mutations and berserk.
And I would just have this little weenie deck
that out of the blue would deal 20 damage to you
like before you could blink.
It was very fast in dealing damage.
Merchant ship, our first O2 one drive.
So, Blue Manna, O2, it has sort of what we called Old Saboteur.
Nowadays Saboteur means when you deal combat damage, this effect happens.
In the olden days, Saboteur was, if you deal combat damage,
if you are unblocked and deal combat damage,
you may not deal damage and instead do this effect.
Now, it was a zero-two, so they didn't say you can prevent the damage.
But the idea is if this creature is unblocked, attacking and unblocked,
you get to gain two life.
And the fact that it's an O2, you know, part of my go, well, it's not going to damage me,
but it's like if they don't block it, you gain life.
And so it's an interesting sort of design of, it's not that I'm going to damage you,
but it does do something for me.
So do I want to block or not block?
Which is kind of interesting.
It also had what was called Island Home.
We've since no longer called an Island Home.
And also, originally in Alpha, when it first showed up on Sea Serpent,
it wasn't ridden as Island Home.
Eventually, we called it Island Home, and then we went back.
stop calling an I own home.
I own home just means you sack me if I don't have an island and I can't attack you unless
you have an island.
And the idea essentially is, oh, I'm a ship.
Well, I can't exist unless there's water and I can't attack unless you have water.
Much like landfall island home and forest home and while it was flavorful, it just made
the car really unusable and it really sort of punished an opponent if they happen to playing
island.
So we stopped doing that ability.
Next, we get to red.
There's no black one drop in Arabian Nights.
Alibaba!
Note, Alibaba is not legendary,
even though he's referencing a very specific character.
Legends don't happen until legendary creatures do not...
or legendary anything.
It doesn't happen until the legend set,
which is the third expansion.
We're in the first expansion.
So, Alibaba is red.
R&Tap, tap target wall.
Red really has his hatred for walls in early magic.
Tunnel, for example,
which is a car that destroys walls.
There's an alpha.
So, anyway, red has this thing out for walls.
I'm not sure why has the thing out for walls, but it doesn't like walls.
Also, the idea of tapping walls.
One of the things you'll notice in early is that the color pie is still finding his feet.
Red is not a tapping color.
But he does tap walls here.
Her Jackal Red 1-1.
Tap to prevent regeneration.
Another trend in early magic is there's a bunch of cards that regenerate,
meaning you could usually spend mana, and then instead of going to the graveyard,
the card sort of returns to play tapped.
and it was a way to sort of save your creature.
With the Sixth Edition rules, with the stack,
it sort of changed how it functioned,
and it became a little less intuitive.
Basically, you would sort of set up a shield ahead of time,
and then if you took damage,
instead of going to the creature,
the shield would sort of disappear.
But anyway, there's this early trend of hosing regeneration,
as if regeneration was just running wild.
Most of the kill spells in black,
not just kill creatures, but didn't let them regenerate.
And there's just, was a lot of anti-regeneration clauses.
I'm not quite sure why.
Regeneration was never very powerful.
But anyway, there's a lot of anti-generation stuff, regeneration stuff.
The final red one drop is the most powerful.
Actually, I think it was banned or restricted for a little while.
Kurtape.
Kurt ape is red for a 1-1, but it gets plus 1-2, so it becomes a 2-3 if you control a forest.
So early magic, red green decks, I mean, you had to be playing red and green,
but in red green decks, this was very effective and very powerful
and actually saw a decent amount of play.
Okay, then we get to the green cards.
There's a couple green cards.
Gosbon-Ogur is a green card.
A 2-2!
The first 2-2-1 drop.
But at the beginning of your upkeep, it goes to the player who has the most life.
It can betray you.
This card actually saw a bunch of play back in the day.
And the idea was, if I'm playing a really aggressive green deck,
I can play these early because I'm going to do damage fast enough
that you're not going to be able to catch up to me.
And the idea is you can put them out, you could giant growth them,
like, you would do enough damage with them early
that your opponent had trouble catching up.
They used to call these deck stompy,
which was a mono green deck that was like very, very aggressive and fast.
Okay, next, NASP, green for a 1-1.
if it deals damage to the opponent
before the opponent's next draw
step, or before they draw hard,
they have to spend one mana or they
lose an additional life.
So this is kind of like a green
2-1, except your opponent has
an out, which means they can spend
mana to rent one of the damage, essentially.
The flavor here is that it's poison
and you have to treat the poison.
The poison mechanic itself doesn't
happen to legends, but this is clearly playing
in, you know, poison-ish flavor space.
And then finally, the very first
artifact one drop happens in Arabian Nights, Brassman.
And it's the first one drop that's a one-three.
But it doesn't un-tap it as normal.
You must pay one to untapping.
So the idea is you get a little more than normal,
but there's a cost to using it.
Now you're not forced to untapped,
so it's not like an upkeep cost we have to pay one.
But if you want to keep it untapped
or attack with it again, you have to spend that.
A lot of time was spent with Brassman
And I know people would, like, give vigilance and things.
Okay. Antiquities.
Antiquities had a single one drop.
Goblin artisans.
It's a quirky one.
It's a red one drop.
So when you cast an artifact, you can flip, you can tap this card.
If you do, you flip a coin.
If you win the coin, you draw an extra card.
If you lose the coin flip, you counter the artifact you just cast.
So, once again,
one of the, this is one of the very early
coin flip cards. The very first
one, which was the Arabian Nights,
which was the lamp, where you either
did five damage to you or you got a five-five flying
creature. So early coin flips
were a little too severe.
We have since learned that like,
you know, let's say you have a
big effect and a small effect, but
both are positive. One is just a smaller positive
effect. The smaller positive effect feels
negative. You didn't get the bigger positive
effect. You don't have to have an actual
negative effect.
I think they were a bit harsh.
I mean, now, I know people that used this back in the day,
they would, like, really, really cheap artifacts.
So the idea is I would use them early.
And later on, I would trade them in and try to get cards,
but it was never, there's never a good card.
It was just people trying really hard
to see if they can make it work.
Okay, next is Legends.
So Legends, we started in White.
Clergy of the Holy Nimbus,
white for a 1-1 that regenerates when it dies
unless your opponent pays one.
This card caused a lot of problem
because what happens if I get in the state,
where my opponent can't pay one but it keeps coming back if you does it like it regenerates
unless they pay one so there's states in which it keeps dying over and over again for
example let's say there's something that gives minus one minus one and so the idea is it
regenerates but then the stat the state-based effect kills it again so it it causes the game
to go to a draw so that card has some problems Tunderwolves w one white man
for a one-one, first strike.
This card shape we've done many, many times,
but Tundra Wool's was the first one.
Vampire bats, black for a zero-one flying creature.
For one black manor, you gave a plus-1 plus-0,
but you can only use it two times.
So you can pump it to be a two-one creature.
Primordial ooze in red.
So this is a one-one.
It must attack each turn.
And the beginning of your upkeep,
you have to put a plus-1-1 counter on it.
And then you must spend X.
and x is the number of plus one plus one counters on it
or it deals damage to you
equal to the number of counters
this is one of those things that I look back
first I think it might be the first ooze
I like oozes it's odd that's in red
has a chaotic feel I guess
this is the kind of thing today
it would be a zero zero that comes with a plus one plus one
counter so that when you're counting counters
it's not like it's weird that x is the number of counters
not the power of the creature
nowadays we would line those up so they would be the same thing
Very chaotic.
I did play with Primera Ooz's, so
I'm not sure if this really
was the thing that got off my love of Oozes, but I did
play Primari Ouse. Finally,
ailing leprechaun
for how many cards magic has
in existence? I think this is the
only leprechaun? So green
for a one-one creature. If any
creature is blocked or blocks
this creature, it turns
green permanently
for the rest of the game.
There's a lot of permanent color changing
in early magic? I'm not quite sure. I mean,
color mattered a lot more
in early magic. There were more effects. Protection was a lot more rampant.
And there were just more effects that cared about color, but
there was a surprising amount of permanent color
changing early magic. Okay, now we get to the dark. Miracle
worker is a white 1-1.
You tap it to
destroy target aura
on a creature you control.
It's just hosing negative aura.
So if your opponent, I mean, passive isn't exist yet.
But if you put something like pacifism, a weakness or whatever, something that was...
Back in the day, I guess weakness existed.
You could use it to get rid of things on you.
I'm not sure quite.
Ores were already not that great, so hosting Ores specifically.
Okay, Electric Eel, it's a blue 1-1.
When it enters, it does one damage to you.
And for red, red, you can give it plus 2 plus O and do one damage to you, the controller.
I think this is the first off-color activate...
The activation is off-collar. Alpha had some off-collar, but they were ally, I believe.
This is the first enemy one.
Anyway, this card was very flavorful in the sense it's an electric yield and it damages you.
Not really particularly a blue thing to do, but I get the flavor.
Next is waterworm, a 1-1 worm for blue.
We don't do a lot of 1-1-1-brop worms.
It has plus 0, plus 1 if the opponent has an island.
Sort of, once again, it's kind of like, oh, it's good a ward if my opponent's playing a particular
type of...
It's a bit of color.
Okay, bug rats, black
1-1. Can't be blocked
except by walls.
Oh, legends, by the way,
had this major wall theme.
There are all these walls
and glyphs that helped walls.
Anyway, so, of course,
why not can't be blacked by...
The flavor's good,
the rats can be blocked by walls.
Okay, goblin digging team,
red for 1-1,
tap sack.
Destroy target wall.
Reds...
Wall hate continues.
This one,
Alibaba, you tap it.
but you don't lose alibaba.
So this one, you can destroy it, but then it goes away.
That did see a...
In my day, I played some goblin digging team.
Goblins of the flarg.
That is red for a one-one.
It has mountain walk, meaning it can't be blocked
if your opponent has mountains.
And you sack it if you ever control the dwarf.
The goblins and the dwarves don't like each other.
The harder thing was,
it was already bad enough that gobs were eating dwarf slots
just because dwarfs and go into the same slot,
which are small red creatures.
So Goblin was already beating up dwarves there.
And now you want to play a goblin deck.
It's like, well, don't play dwarves in your goblin deck.
So not that you tend to play dwarves in your goblin deck, but...
Okay, elves of deep shadow.
So this is green for a one-one.
It taps for a black mana, but it does one damage to you.
So this is sort of a lander or elf for black,
although because it's black and not green, it does one damage to you.
I believe, so when I did, I did a card call,
look at me at the DCI,
read the distinction of I was the person
who designed the card,
who named the card,
who wrote the flavor text to the card,
and who illustrated the card.
I believe Elsa Deep Shadow
was the only card I know that I believe
Yesper Rear Force was the lead designer
of the dark.
I believe he made this card.
I know he illustrated this card.
And I think he did most of the names
in flavor text.
So I believe he did all the pieces.
of this card. Unless he says otherwise, I believe he did. So for the trivia question,
I believe there's two cards where one person did all component pieces. Look at me at the DCI
from unglued is the other one. Okay, um, Savan elves, green for a one-one, uh, for green,
green, green, green tap, destroy target enchanted land. So the idea here is green can destroy
lands. So what this card did is if you put lands on your opponent's lands, because there's
enchant lands, you then can destroy them.
Now, it's a lot of hoops to jump through
to destroy lands,
but, and also repeatable
artifact, land destruction. It's not always something we do much of, but
I guess we did it then.
Scavenger Folk, Green 1-1,
green and tap, sack, destroy target artifact.
This guy saw a lot of play in early magic. We
ended up making better artifact destruction than green.
But he was a sideboard in my green deck
that if I was worried about an artifact or things, I
sometimes side them in so that I could deal with artifacts.
But anyway, it was, he was, it's one of the better early green anti-artifact cards.
Okay, next.
Scavenger Folk.
Oh, no, I just said scavenger folk.
Whipper Wool.
So Whippoor wool is a weird card.
It's a green one.
First off, it's a bird shown in flight that does not fly.
It's one of the things that got us to change the rules in art saying, okay, if you are shown flying, you must have flying.
And if you are flying, it must look as if you fly.
You could have wings and things, but it must be clear that you are a flying creature.
Okay, so Whippoor Will has a very bizarre ability.
So it's green, green tap.
Target creature can't be regenerated, can't have damage prevented,
and if it dies, this turn, it gets exiled.
I'm not sure why this little bird does all that, but it does.
So, corky, I know.
Okay, I'm almost done here
My goal was to get through
all the one drops of the first two years of 93-94
So that leaves fallen empires
So we will quickly go through foreign empires
So I cation infantry
It's a one
For one white man
It's a one-one
It has two activated abilities
For one manna it can gain banding till end of turn
And for one mana it can gain first right to end of turn
Banding by the way
is very complicated so having a creature
that can opt into having banding for the turn.
Just an extra level of complexity, but it wasn't a bad card.
If you actually ever played Fallen Empress Limited, which I did,
actually it was a very good card, but that's because banding is quite good in defense.
Okay, Ication javelinier.
It's a 1-1 creature for one-white mana.
It enters with a javelin counter,
and then you can tap it and remove the javelin counter
to do one damage to any target.
Now, isn't that white's color pie?
No.
I mean, like, White can do damage, like attack our blockers and things,
but White just doesn't do universal damage.
It is a cool effect.
We would later make a card similar to it in red.
But anyway, the idea that I have a one use of ability,
they have an ability for one turn,
this card had a lot of influence in getting other magic cards like that.
The idea that I have an ability, but I only get to use it once,
is actually pretty cool.
And was one of the things that in my mind
that help kind of inspire energy at a certain extent.
The idea that I have abilities, but I only get so many uses of them.
I had fond members of Ication javelinier, so that definitely had an influence on that ability.
Okay, next up is Ication Money Changer.
This is a weird one.
Okay, so it's white for a one-one.
It comes with three, what kind of counters were they?
Was it money counters?
What was it?
It was, it comes, oh, credit counters.
Yeah, I wouldn't have remember that.
It comes with three credit counters.
When it enters, you lose three life.
Or it does three damage to you.
But then every upkeep, you get a counter on it.
And when it dies, you get life equal to the counter.
So the idea is I lose life up front, but I get life back when it gets sacrificed
because you can sacrifice to gain life.
So the idea is I lose life up front.
Now, one of the problems was if you cast in response to casting it, they blow it up.
I'm not sure whether you get the life
when that happens
but anyway, it was a weird card
Ication priest
white for a 1-1
1-1, 1-white
target creature
gets first-right till end of turn
so you can grant first right.
A lot of the thing they were doing
in Fallen Empire's is the white creatures were making an army
that came together and it's really showing
white sort of, you're starting to see early
white getting lots of small creatures that work together.
I mean, obviously banding already existed, but
next
Initiate of the Ebb and Hand
Oh, sorry, Ication Scout
1-1 for white, 1-and-tap
Tiger Creature... Oh, I said it gets first straight, oh, sorry.
Ication Priest was one-white,
Tiger Creature gets plus 1 plus 1-1 to end of turn.
Ication Scout was 1-1-1-tap.
Tiger Creature gets first strike to end of turn.
So the idea of Ication Priest,
it was... I'm not sure whether it was uncommon or rare.
It might have been rare.
But the idea is you can pump your team with it.
Okay, now we get into black.
Initiate of the Ebb-in-hand,
black for a 1-1.
one add B so it can convert manna from any color into black except if you did it four times you had to destroy the ebb in hand so usually can only do it three times a turn Dwarven armor red one one one one one for one red and tap and you can discard a card to put a plus zero plus one or a plus zero counter this is early times many counters one card is two different counters neither which is a plus one plus one counter so you could boost power you can boost toughness but you had to give up a card to do that the idea is
It's a dwarf, it's crafting you, you know, a weapon or something.
Goblin Churgeon, red-1-1, sack a goblin, regenerate target goblin.
And so, once again, the color pie is a little fuzzy in the early days, but the idea is if you sacrifice a goblin...
Oh, I'm sorry, I think you can regenerate a creature, but you're in a sack a goblin to do it.
If you sack a goblin, you can regenerate any creature.
So the idea is the church will give you goblin parts, I guess.
Orkish captain, red for a one-one.
For one manor, you could flip a coin.
Oh, choose an orc.
Then you flip a coin.
If you win, that orc is plus two plus O.
But if you lose, that orc, it's minus O minus two.
Still having quite coin flips of, make them positive.
Next, orcish spy.
Red for a one-one.
Tap, look at the top three cards of Target Players Library.
Okay, not really a readability.
But the idea is he...
Oh, does he just look at your library?
I think it's Target Flater's library, but anyway, the joke is that he looks at your library because he's a bad spy.
Okay, finally, we get to green.
Elvis Scott, green for a one-one.
Green and tap, untapped target attacking creature, and then all damage to it and from it is prevented.
So the idea is if your opponent makes a block you don't like, you can kind of like mini-fog it because green was the color of fog, preventing damage.
And then finally, the final green one drop in Fallen Empires.
Fallid.
So it's a 1-1 in green.
every upkeep you put a spore counter on it,
and then zero colon, or zero comma,
remove three spore counters,
you can make a one-one green sapperling.
That's where saparlings first appeared.
They were part of the fallid theme in Fallen Empires.
So anyway, guys, that is all the one drops
in the first two years of magic.
So anyway, I hope you found this jaunched through old magic,
interesting, but I'm now at work.
So we all know what that means.
It 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 all next time.
Bye-bye.