Magic: The Gathering Drive to Work Podcast - #1324: New Phyrexia
Episode Date: March 20, 2026This podcast is another in my ongoing quest to talk about every Magic expansion. In it, I talk about the third set in the Scars of Mirrodin block, New Phyrexia. ...
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I'm pulling my driveway.
We all know what that means.
It's time for another drive to work.
Okay, so in my ongoing quest to talk about every single expansion,
I'm now up to New Phorexia,
which was the third set in the original Miriden...
I don't know, in the original Scars of Meriden, not the original.
The Scars of Mirrenica block.
Okay, so a quick recap, just to talk about how we got to New Forexia.
So originally, the fall set, Scars of Mirrenon,
was supposed to be new phorexia. The idea was we were just going to show up in new phrexia,
and then at the end of the set, realized, oh my goodness, this was formerly mirroden. I really had a
hard time trying to understand how, like, that was three different sets, and I really struggled
with it. And eventually I came to realize that new phrexia shouldn't be the first set, it should be
the last set. And I pitched this idea to Bill and said, what if we come back to mirroden,
to return to Myrhododon, but we now realize the phrexings are here, which we know from the path.
They're magic's first villain back in antiquities.
And then in the second set, we have a giant war that the set is like half and half,
and that it's a pre-release.
We could actually, you could choose your side.
And then the final set would be the outcome of that war, new phrexia.
And then Bill made one proposal.
Bill said, well, what if we don't tell the players the outcome?
What if we actually pitch the set as one of two sets?
that it could either be mirrored in pure, which means Mirren wins the war,
or it can be new phorexia, which means phorexia wins the war.
Now, it was always going to be new phrexia.
There was no way for us to, like we had to make the set.
But the idea was we didn't have to tell the audience, and we could keep some suspense.
So we did not announce the actual name of the set until a couple weeks before the set came out.
Obviously, once previews started, but just a smithms before previews.
So the idea, meaning stores actually ordered the product, not knowing the name of the product, you're ordering either this or that.
It's going to be one of those two things.
And we told people pretty late.
Although, as we'll get into, this set got leaked.
Somebody in the French office had access and didn't realize.
Anyway, the whole set got leaked before it came out, which was not ideal.
Okay, anyway, so this was code name action.
So the block was lights camera action.
Scars and Mirridon was lights.
What was the middle set before, Newferexia?
Was dark, not dark steel.
That's the, um, was that right?
No, no, it's not Darksteel.
It's Scars and Mirridon.
Oh, Mirrenne besieged.
It was Mirrensen, then Newfrexia.
So Meriden Besiege was camera, and then Newfrexia.
So it came out on May 13th, 2011, had 175 cards,
60 common, 60 uncommonds, 35 wairs, 10 mythic rairs, and 10 lands.
The lead designer with Ken Nagel.
The design team was Dave Guskin, Joe Huber, Matt Place and myself.
And the development team is led by Aaron Forsyth with Dave Guskin, Zach Hill, Tom Lippili, and Eric Lauer.
Jeremy Jarvis did the art direction.
So a lot of what this set did was it carried over things from the first set.
But there was an evolution.
If you remember, in Scarsa, Myrden, or you maybe you don't remember, maybe you didn't play.
Scars of Miriden, the Frexians were about 10% of the set.
And the reason you knew that is we had a Frexian watermark.
We had a Myrden watermark and a Frexian watermark.
So in the first set, um, well, what?
That's that high to me.
Um, in the first set, only 10% of the cards had a watermark of the Frexians.
About 90% had Mirden, though there were a few cards.
that didn't have a watermark.
But in the second set, it was 50-50.
And I think in the third set, it was like 80, 20.
It was set up so that if you took the whole block
and you chopped them in half, you looked at it,
it was roughly half and half.
But the last set, Newfrexia,
100755 cards, is a little bigger.
Normally our small sets were like 143.
So this was a little bit bigger
than a normal small set at the time.
So it was between 80 and 90%.
ferexian.
All the mechanics that had
been introduced earlier in the block
well, sorry,
all the
most mechanics, I should say.
Imprint, living weapon, in fact,
proliferate, and metal craft
all showed up.
Imprint, living weapon, infect and proliferate
were all phrexian mechanics.
Living weapon had shown up in
Meriden beseech. The rest had showed up
in Scars of Mirridon.
metalcraft was sort of the mirrored in mechanic,
although it definitely showed up here.
The idea is the phorexians
kind of take you over when they get you,
so they started absorbing metal craft
to a certain extent.
Now, the new thing in the set,
the one big new thing was phorexian mana.
Forexian mana was mana that was colored,
but had a little ferrexian symbol in it.
And what that meant is you had to either pay
that colored mana,
or you had to pay two life.
So originally, I think one was originally pitched.
So Ken Nagel, for most of the design, was trying to make a mechanic he called Link.
And the way linked work was any two creatures that had Link, when a creature entered, if it had link,
it could link to another creature with Link, and then it became sort of a combined version of the creature.
You would add together all the power and toughness.
You would add together all their abilities, and it would become a larger composite creature.
and then I think if it died,
you just lost one of the linked creatures,
not the whole creature.
And so basically,
I made a card in the original unglued
called BFM,
which was this 99-99 creature
that was so big it had to be on two cards.
And you had to have both the left and the right side
to cast it cost 15 black mana.
And Ken was very enamored with that,
and he was trying to find a way to do that,
although he was trying to find a system where it wasn't always the same left and the same right.
Ken would ultimately find the solution he wanted in Eldridge Moon with Meld.
So Ken did eventually find a version of Link.
Not exactly what he was doing here.
Meld is specific pairs.
The closer to what he was trying to do with Link, I did do somewhat with host and augment in unstable,
where there are a left size and right side sort of.
I mean, the hosts are creatures and augments are kind of like enchantments.
But it did allow you to mix and match.
And we played around with this area.
The actual, trying to do Link is pretty hard, at least the way that Ken wanted to do.
But anyway, I think he actually handed off the file to Aaron with Link.
And then the rules people were like, it just doesn't work.
It just, it doesn't work.
And so Aaron then had to come up with a new mechanic.
I think Aaron first pitched Frexion Manna as colorless.
and then I convinced them to make it colored ironically.
The care of the color pie, ironically.
I thought it being colored just gave you more sort of
more freedom to do different kinds of things.
My original pitchferexing mana was that we costed them at like artifacts,
meaning we costed them as if knowing you weren't going to pay the colored mana
and we only did things that artifacts would do
and we followed the rules of colorless artifacts.
That is not how they did it.
development really added a lot of color things there
so there is a lot of color pie breaking
only because there's things
you get access to things that you're not supposed to have easy access to
in colors you're not supposed to have easy access
and it's not priced because you're paying life
it just gets very cheap manna-wise
and so
anyway Frexian mana is very powerful
showed up in a lot of play
has some problems it's both a play balance problem
and a color pie issue
the set also
had splicer gollums. Splicer gollums were creatures that made three, three golems,
and then usually granted inability to the golems, but to all golems. So each splicer would make
one gollum, but then enhance all the gollums you've made, so you could play them together.
The other big thing about this set was it had color artifacts. So a little tiny story here,
before we get into the, we talked about some cards from the set. In, what was it called?
in FutureSight, which was the third set in the time spiral block,
I was trying to hint at some things to come.
One of the things I hint at, there's a card called cyclomite mirror,
which is a pherxonized mirror.
Now, maybe you didn't realize that from looking at the picture,
but that's what it was.
And I was trying to hint, oh, because when we first visited Mirrodin,
we knew the phrexins were there.
In fact, if you read the book, one of the first things in the book
is the bad guy of the book, like, see some oil and it goes into his skin.
like the idea that the Frexians were there,
we were pretty subtle about it,
but we clearly was planted in original Mirridan.
And the idea was always,
you would come back and see the Miridans.
Originally, they were already taking it over.
We later decided to come back and watch them take it over.
But the Miridon's return was always baked into,
sorry, the Frexin's return was always baked into Mirren.
So in FutureSight, I was trying to give a subtle nod to that.
And when I was hinting at colored artifacts,
because Dr. Mike Mir is the first colored artifact.
I was hinting that that's where we were going to see it.
But then, in between us returning to Mirridan,
we ended up going to Alara for Shards of Alara.
And I was in charge of the Esper mini team.
And the Esper team was all about creatures
who enhanced themselves through Ethereum and artificial means.
And it just made so much sense to start using colored artifacts in Esper.
So we did.
Which meant that when we got to new,
phrexia, it was a little bit challenging.
But what we ended up doing was we made use of phrexian manna.
We did do things that were artifacts, but they were usually, they were artifacts because
phrexians had kind of taken them over.
And so we found things like ferexian mana as a way to show when the artifactness of it was
showing the phrexian sort of taking over something that was inherently mirrored in.
Okay.
Okay, so let's get into talking about some of the cards from the set,
and I can discuss some elements of the set as we get into it.
Beast within, two and a green instant.
Destroy target permanent.
Its controller gets a three, three beast.
So it's interesting.
This is, I think, the most played card in Commander in Newfrexia.
And it hits what I'll call a theme of Newfrexia,
which is messing with the color pie.
That is a color pie break.
Green is not supposed to just be able to kill any creature on an empty board.
That one of Green's weaknesses is supposed to be,
it needs to use creatures to kill creatures.
And the idea that I can just get rid of what...
And this card also gets rid of whatever,
not even just target permanent.
And the idea that I can turn into a creature,
yeah, I'm giving you something,
but it gives green just way...
Green should not be this good at getting rid of everything.
And giving someone a 3-3 creature just isn't nearly
enough to even offset it. A, green shouldn't do it. Green's not the biggest of giving you offsets.
White's more about. So this card, we remade this card in white. It's more of a white card than it is a
green card. White's not supposed to be great at pinpoint land destruction, but it's just so not the
right thing to be doing with this card that it's, we decided it was okay in white, but anyway,
it's a bend. Okay, next, Frexian Metamorph. So it's three and a blue Frexian mana, so four
mana total, one of which is Blue Phrexian, it's an artifact creature shape shifter, and it enters as the copy of
any creature or artifact. So it's a clone. Again, the problem is Blue can do that. Other cards can't
do that. And maybe we can make an artifact that did it, but the artifact that did it would cost more.
This card basically costs three and two life. And for that, anybody can play it. So it is, again,
a little theme of see here, some of the top cards. A lot of the top cards in the set.
are just giving colors access to things
they're not supposed to have access to,
which inherently is a problem.
There's a lot of cool stuff here.
I mean, a lot of what we played around
was trying to get the essence of the Frexian.
We definitely did a lot more paying life
and stuff. That, I don't mind bleeding into other colors.
Obviously, black is king
of paying life, but it's
a resource, and all colors should have some
access to a resource, and in a world in which
is all about life payments as a big
theme, okay, that
one doesn't bug me as much. I mean, we should
into a lot of places.
Okay, next, mental misstep.
This costs a single blue frexia mana.
It's an instant and a counter-spell
with a mana value of exactly one.
And again, this is allowing anybody in any color
for two-life, not even any mana,
to counter a spell that costs one.
That is not something that should be...
I mean, we tend not even to put counterspells in colorless, right?
It's not even like we let you counter-spell
but make it really expensive.
We don't even normally do counter-spells.
under spells and colors. So this is way, way, way out of line.
Okay, next, dispatch, white, instant, tap target creature unless you have metalcraft,
which means you have three or more artifacts on the battlefield. You control three of more
artifacts on the battlefield. And then you exile the creature instead. So it sort of turns into
kind of like a sword. Although swords, it doesn't even cost you life. Or, sorry, doesn't
give your opponent life. Now this one actually is in, um, it means. It means. It's
It's a good card, but it isn't covered.
Some of these early ones are like,
ah, I'm not sure whether this color is supposed to be doing this in this regard.
Okay, next, Gitaxian Probe.
So that costs a single blue Frexian mana.
It's a sorcery.
Look at Tiger Player's hand and draw a card.
Yeah, we do not do look at Target's player hand a lot anymore.
We do it when it's a discard or something because you have to select.
But in general, we found hidden information,
makes the game more fun, just letting you know
what's the opponent's hand. It just
adds a lot of mental attacks to the game
because now I'm trying to track what's going on and remember
what they have. And it's just, you
have less surprise. One of the neat things
is you don't quite know what's going on. You don't have
full information, and neat moments could
happen. But when you sort of learn that
ahead of time, like you're obligated
now to act, and you feel dumb if you
forgot what's in your hand.
So, anyway, we don't do a lot of those effects
anymore. This one being
Frexy Manna, I mean,
Blue is the color supposed to be looking at hand, a black hand, secondarily.
But I'm less worried about the colorpidness of this.
I don't think it's a pretty fun card.
Okay, next, unwinding clock.
It's an artifact that costs four.
And it says you untapped all artifacts you control
during each other's untapped step.
So the idea here is that my artifacts untapped.
This is particularly good in formats with artifact mana,
mocks as being like in vintage and stuff.
But anyway, it just, it allows you.
you to keep reusing your artifact. So in a deck with a lot of artifact
resources, especially mana, artifact mana sources. This can be quite powerful,
especially when played against, I mean, especially when you build around it.
Okay, next, Noxus reveal. This is a green
Frexian mana, so green or two life instant. Put target card in any
graveyard on top of its owner's library. Yeah, the weird way this card got used in a
of cases. I mean, sometimes you use it to put your own thing on top of your library. Like,
sometimes you use it as a means to get back a card you want to get back. Other times, it has
been used as card denial, meaning I give my opponent something they don't care about, a land,
something that someone got in the graveyard that's insignificant. And then I, instead of them
drawing a new card, they get to draw that card instead. Anyway, so. Okay, next. Next,
Pure Steel Paladin.
This costs two white mana, white white.
It's a two-two human knight creature.
So whenever an equipment enters the battlefield under your control, you draw a card.
And equipment, with metal craft, equipment you control costs zero to equip.
Now remember, this is in an equipment deck.
Equipment are artifacts.
So, yeah, you know, you have to get a couple of them out before they start to be costing zero.
But the idea is just start getting out equipment.
and then once you get to three equipment,
now you can start, you know, clicking them all on for free.
So it's really a equipment build-around, but pretty powerful.
It both draws you new cards and it makes it easy to use your equipment.
So a pretty popular card.
Okay, now we get to Shieldred, whispering one.
Five black, black, legend creature, Prater, 6-6.
So one of the things we did, the Prators were the leaders of the Phraxians.
This is the first time the Prager
show up. We actually, they were
created for this set. So
Sheldred and Elish Norn and
the likes, this is where they premiered.
So one of the challenges of doing
phrexia, new phrexia, was
old phrexia was very black-centered.
That all the phrexians,
if you go back to antiquities, for example,
all the
Frexian references are on black cards.
And the problem is, okay,
well, we got to go a little broader
than that if we're going to do a set about Frexians.
So in order to get a full set of
Frexians in all the colors, we ended up
making five praetors. And the idea
is, each praetor
exemplifies the Phorexian
viewpoint from that color.
And the leader, ironically,
wasn't black, was white. Elis Gnorn
ends up being the leader. She's the most
organized one being white. But
anyway, it allowed us to take the Frexians
and start spreading their influence and
sort of show in a cool way how
they can expand and adopt
And so in Miriden, they sort of start spreading
and you start seeing them in all different colors.
So Shieldreder Whispering One has swamp walks.
All the predators have swamp walk.
And then they have two abilities,
one that helps you in a mirrored ability
that hurts the opponent.
Shieldred is, beginning of upkeep,
animate a creature, take a creature card in your graveyard
and put it onto the battlefield.
And beginning of opponent's upkeep,
they have to sacrifice a creature.
They have to creature take from the battlefield
and put it to the graveyard.
So in your turn,
creature goes from graveyard to battlefield,
on your turn,
creature goes from battlefield to graveyard.
That's the opposite.
I actually designed the...
I think I...
Well, I pitched the idea
of mirrored stuff on them.
We'll get to Elish Norn in a second.
I actually designed Elish Nore.
I think I designed most of these.
I think I designed Sheldred as well.
They might have been tweaked a little bit
after I designed them,
but it was my pitch of the idea
of they represent this color,
and then they have a mirrored effect that's positive for you and negative for them,
but a mirrored effect.
Elish Norn Grand Centabyte was five white-whites.
All of them are five, two-colored mana, so seven-mata total.
Legendary creature, Prater, 4-7.
Vigilance, all of them have an evergreen keyword.
All other creatures you control get plus two plus two.
All creatures you don't control get minus two, minus two.
This is another one of us.
Newfrexia definitely was pushing some boundaries.
White does not traditionally...
White can destroy other creatures.
It does not traditionally give them minus two, minus two.
Now, white does do mass creature removal,
so this is a bend and not a break.
But it is a pretty big bend.
White does not traditionally do this.
But one of the things we were trying to do in new phrexia
is get kind of this phrexian feel.
And part of that was sort of...
And I understand that this feel
is probably what later in development
got us to push color.
pie stuff a little more than we should.
We definitely were being a little more aggressive with feel and doing bends a little more
than normal.
Like I said, I think we got some actual breaks, which we shouldn't do.
I'm okay with bends, but the one of the things we were trying to do with new phrexia is
just feel like things that have been off.
The fretsines are sort of messing with things on a core level.
And so a lot of doing things that were not traditionally what the color did, we thought
was a cool feel, as long as we're not breaking things.
Okay, next is Caged Sun.
It's an artifact that costs six.
As you enter, you choose a color.
Then creatures you control of that color get plus one plus one,
and lands that produce that color, produce an extra of that color.
So for those that do not know, I've talked about this before,
one of my all-time favorite cards from the early days before I came to Wizards was a Gauntlet of Might.
Gauntlet of Might was in Alpha.
I think it cost four, I think.
and all your red creatures got plus one plus one, plus one,
all your mountains tap for an extra red.
And I made a lot of decks with that.
I liked it so much that in judgment,
I made Morari's Wake,
which just made all your creatures plus one, plus one,
and all your lands tapped for extra mana.
So we were on, we were back and mirrored in,
we were doing artifacts.
I thought it'd be fun, sort of,
what if we could do a gauntlet of mite
that was customized?
You could choose.
Obviously, you made it a little bit more expensive
because you can choose is pretty powerful.
And gauntlet of mite is a powerful god.
But anyway, so now everybody has an access
to their own gauntlet of mite.
Okay, next, Tesseret's Gamble.
Three and a blue Frexian mana symbol.
It's a sorcery.
Draw two cards, then proliferate.
So this was kind of fun.
One of the things we did as the block evolved
is there are certain things like, in fact, in the first set,
was just in black and green in scars of meridian.
And proliferate, I think, was just in blue and green.
And then as the block elaps,
more colors started getting infect.
More colors started getting proliferate.
The idea is that as the fractions gained ground,
you saw the flexian abilities sort of expand with time.
And I thought that was pretty cool.
The other thing that was kind of neat with proliferate.
Well, poison wasn't means by which you could defeat your opponent.
There were two basic poison strategies.
One was an agro-poison strategy.
It was mostly green or black-green,
where you were just attacking with lots of creatures.
But there was another strategy, more of a control strategy,
where you just got to get one or two poison on your opponent,
and then it's not that you're attacking with creatures so much
as you're proliferating them to death.
So it's a slower controlling.
And this card goes great in that kind of deck.
Okay, next, Spell Kite.
Spell Kite is an artifact creature that costs two.
It's an artifact creature, Hore, 04.
and for blue or Frexian mana,
you can change the target of any spell to spell kite.
Again, I mean, this is the kind of thing where
this one bugs me a little bit less from a cow or pie.
We would make artifact creatures probably that do this to a certain extent.
Although this one's a little bit cheaper,
and if you're stopping kill spells, okay, then it kills spelt kite, right?
It's more that I can mess with you like giant growth thing and stuff,
that's a little, a little, not quite,
this card is more to, like, prevent you from,
I choose what a mind you interact with
rather than I keep you interacting with your own things.
Okay, next, mind crank.
It's an artifact.
When an opponent loses life,
they also mill that many cards.
The interesting thing about this is usually they have more cards
than they have life.
But with other mill strategies,
you can help you mill them out.
We're like, well, I'm damaging you,
but the damage you is also accomplishing some amount of milling.
But without excess milling, other cards that mill,
mind crank itself won't kill them before.
They'll die to damage before they die to decking.
Dismember, one, black fraction symbol, black friction symbol.
So three mana total, two which are black frexin symbols are instant.
Target creature gets minus five, minus five until end of turn.
This is another example of where I think this actually falls into pure break.
For one manna and for life,
we don't want every color to mostly kill.
I mean, it can't kill big things,
but it's a little bit too more universal
of killing things in a way that we like.
Green, for example, should really struggle a bit
with killing, especially on an empty board.
Like, Green kills creatures by using its own creatures.
So it can't handle them if it has enough creatures on play.
But if Green doesn't have any creatures,
it shouldn't be able to get rid of them.
And with this card, it can.
And Green is good at gaining life.
So like the paying life isn't that big a deal.
So anyway.
Next, suit your priest.
Suit your priest is one in a white.
It's a two man in total, one of which is white.
One one is a cleric.
That's a creature.
Whenever another creature you control enters, you gain one life.
Whenever another creature enters under the opponent's control, they lose one life.
So this is another, we were trying to, we did the praetors, which were mirrored, and we did a few other spells.
This one, once again, white doesn't.
directly make people, players lose life.
It's a little bit of stretch.
White can do some damage, but this isn't
quite in what White does. White can
gain life, but white doing
damage. This would be better
maybe as a black card, maybe.
But anyway, it's a popular card.
Okay, Triumph of the
Horde. So this is two
green green, it's a sorcery,
until end of turn, creatures you control get plus
1, plus 1, trample, and
infect. So infect
was our main means of poison.
We connected the poisons to the Frexians.
So poison had been in early magic.
I loved it.
We phased it out, much to my chagrin.
And this was me bringing it back in a big way, sort of tying it to the Frexians.
One of the things that's cool about infect is that it ties to damage.
So granting things, in fact, the idea of this deck is I'm kind of just swarming you.
and then out of the blue,
if I can do 10 infect damage to you,
I win, even if you've zero poison already.
So this card can do that.
Now, it also can be used in an infect deck.
Well, it wants to be in a deck that is not just infect creatures,
I guess, because you're granting infect.
So it's more of a...
I sort of make a swarm strategy
and have a secondary chance of being able to take you out with infect.
Okay.
Burthing Pod.
Three and a green fraction man.
So four mana total, one of which is a green frexion mana.
It's an artifact.
For one green phrexian mana, tap, you get a sack of creature,
and then you get to go in your library and get a creature that can be up to one
manna value higher than the creature you sacrificed, and you get to put it on the battlefield.
And this was a very powerful card.
I think it might have gotten banned in a few places, but a very powerful card and allows you
there was a card
what was the card called?
A health caretaker
where you sacrificed a creature
to reanimate a creature
that I always liked
and this is us playing around
with the idea of
going get access to a creature.
I think Joe Huber made this card
in my memory.
But anyway,
proved to be quite powerful.
Sort of war and peace.
This is an artifact that costs three.
It's an equipment, obviously.
And equipped creature
gets plus two plus
and protection from red and white,
and then when it deals damage to the opponent,
you do damage to that player equal to the number of cards in your hand,
and you gain that much life.
So there were two swords...
Oh, no, sorry.
The first sword, there were two swords back in the original Meriden.
And we didn't intend for them to be a cycle,
but we made two of them, and two dots to make a line,
and so there's been a lot of pressure to make more of them.
us making another one.
And, yeah, the original one
in, where was it?
It was original Maritin?
There was a white, black, light, and shadow,
and there was a blue, red, fire, and ice.
But anyway, this is us doing the red and white one.
But the swords were super popular.
We later did ally color ones.
Anyway, there's a formula to them.
They had the same mana cost and equipped cost.
They always give you plus two, plus protection.
from the two colors they care about, and then we do combat damage.
When the Crypt creature deals combat damage, it does two effects based on the two different
colors.
Okay, so the final card we're going to discuss today, I'm at work, but I can't leave without
talking one of my all-time favorites.
Con Liberated.
Cost seven, he's a plains walker with a loyalty of six, starting a loyalty.
For minus four, Tiger Player exiles a card from their hand.
Or sorry, for plus four.
Tiger Player excels a card from their hand.
minus three, you exile a permanent on the battlefield.
And for plus, or sorry, for minus 14, you restart the game, but you leave everything in exile
that's a non-ora permanent, exiled by Karn.
And then all those items, regardless of who they were originally, start on your side of the
battlefield under your control.
So this is the start the game over card.
We have a bunch of games.
I did a whole podcast on, on, on, uh,
sub-games. That's where you sort of stop the game and go play this other game, but then you come back to the main game.
This is not a sub-game in the sense that you don't come back. But it is starting the game over.
It's one of the few cards that actually erases poison, because when you start the game over, poison goes away.
There's really not a lot of ways to get rid of poison. This is sort of ending the game and starting a new game.
So it's ending the game that maybe you had poison on you.
Anyway, this card, I have a soft spot in my, a soft spot for Carn.
One of the things, he's one of the characters I created with Michael Ryan when we made the Weddolite Saga.
It's one of the few characters from the Weddolite Saga that's still around.
He's still around.
I mean, he's still around.
There's a few.
But anyway, I have a soft spot for Carn.
They did not know whether or not Carn gets infected by the Frexians.
So the reason that Frexia in the first place is, while the, the first place, the, the, the
Frexins are able to take over is Karn
accidentally when he was
brought in Frexian oil when he was building
Mirrored in. And
he gets, in fact, he becomes, the Frexians make him the father of
machines. And the big question was, was he going to break free of their
control or not? If not, he was going to be a Frexian creature
in the set. If he was, he'd be a plainswalker.
And it ends up breaking free, becomes a
plainswalker. And Karn becomes very, if you follow the story,
storyline, Karn is very obsessed with trying to stop the Frexians.
It's been an ongoing problem for him, and he's very
personally connected to it. So that becomes one of the
ongoing storylines that break free of this, is Karn's desire to
stop the Frexians. And he does play a big role later on
in helping to stop the Frexians. Not that they're, I mean,
they're trapped right now. So I'm sure
they're taking care of. Nothing ever will happen with him.
Anyway, that, my friends, is New Porexia.
It definitely was a bold set.
In retrospect, it did a few things that wasn't happy with
because I like the color pie.
But it did do a lot of cool stuff, made a lot of neat cards.
It is a long list of cards that are very impactful
in tournaments and Silci play today.
And it was the big capper.
I mean, one of the goals of the whole block
was we wanted to reintroduce the Frexians as a major new villain.
So having them show up in one of the, you know,
one of the worlds that, one of the, you know,
When we were on original Miridon, it broke magic.
It was so powerful.
So to have Frexians come to this powerful world and take it over, really showed that the
Frexians were a force to be reckoned with.
But they also were trapped on Miriden.
And so that's where we left it.
It's like, well, they're a big villain, but the one Achilles heel is they can't get off
the plane.
Obviously, those that know the future know, one day they will.
And that becomes a big storyline.
But anyway, guys, that is new Frexia.
I hope you enjoyed the jaunt through the set.
But I am now at work.
So we all know what that means.
end 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.
