Magic: The Gathering Drive to Work Podcast - #1348: High Mana Value Spells, Part 2
Episode Date: June 5, 2026This episode is part two of a two-part series where I talk about the designs of all the cards that have a mana value of 11 or higher. ...
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I'm not pulling on my driveway.
We all know what that means.
It's time to rather drive to work at home edition.
So from time to time, I like to do what I call a card-by-card episode,
where I walk through cards that fit a certain criteria and talk about how they got designed.
So this is part two of my one on expensive spells.
So my guideline is these are all spells that cost 11 or more.
And so we have a lot of expensive spells and magic.
In fact, we have 47 of them.
And I talked about a bunch in part one.
I'm going to talk about the rest of them in part two.
So we're going to be kin in Eldridge Moon with Emmercule, the Promise End.
So last year, last time I talked about the previous Emmercool, which was Emmercule,
the aeons torn.
But in Eldridge Moon, so it costs 13 generic mana for a 1313, legendary creature Eldrazi.
This spell costs one less to cast for each card type among cards in your graveyard.
When you cast this spell, you gain control of target opponent during the
players next turn, after that turn, that player takes an extra turn.
Flying trample protection from instance.
Okay, so the first thing we wanted to do, we were doing Emmercool again.
The last Emmercule had been 1550.
We made this one a little bit smaller, but it mineslavers your opponent.
We thought that was pretty cool.
So what happened was the El Drazi Titans.
In Rise of Odrazi, all three of them were there.
When we came back in Battle for Zendikar, we put one in each of those blocks.
and then Emmercool had been lured away by...
Who, Lurred him away?
The...
I'm blinking on names today.
He got lured away and lured to Innestrade.
And he was causing havoc there.
So we needed to show him here.
We like the idea that he's causing havoc,
that mind control fun.
He costs one less for him.
He's kind of like...
From FutureSight.
Tarmogoyth.
That he costs one less
for every different card type
in your graveyard.
And he's a big, scary thing.
So we thought that was fun.
Okay, next.
Brazella, voice of nightmare.
So this actually is not...
This is the backside.
It's a melded version of a card.
So there's two cards.
So Bruna of a fading light
was five white-white.
It's a five-seven legendary creature,
angel horror.
When you cast Bruna of the Fading Light,
you may return to target
angel or human creature card from your grave venture to the battlefield that is flying in vigilance.
Then Gisela costs two white-white. It's a four-three legendary angel, flying first-strike
lifelink at beginning of your end step. If you both own and control Gisela the broken blade
and a creature named Brunna of the fading light, exile them, and they melded into Brzella
the Voice of Nightmares. So Brazella's Voice of Nightmares is a 9-10, so that's the 5-7 and the
four-three, so the combination of the power and toughness of Bruna and Gisela.
Legendary creature, Odrozzi Angel.
So she's an angel like both of them, but Aldrazi, because they've got mutated.
It's got flying first-trace, and lifelink.
So flying and vigilance was from Brunha.
First strike and lifelink.
Both of them had flying, I guess.
It was from Gisela.
And then your opponents can't get spells with manna value three or less.
It stops small spells.
That's something unique to Brazella.
But anyway, this was a mythic rare.
so it did not come up and limited all that much.
There were meld cards in limited.
There was one common and one uncommon, I think,
and the common one happened every once in a while.
Uncommon one happened infrequently.
The mythic one, I mean, maybe one time once it happened
in limited, but very unlikely that it happened
because they're both mythic rairs.
But anyway, this card is quite freaky.
The art is very freaky.
One of the freaky art magic arts.
Next work, next is Kaladesh.
Metalwork Colossus.
It costs 11 generic mana.
It's an artifact creature construct.
a 10-10. Metalwork Colossus costs X-Less to cast where X is the total confirmed a
mana cost of non-creature artifacts you control. And then it has sacrificed two artifacts for turned
metal-metalware colossus from your graveyard to your hand. So once again, one of the themes that you've
been seeing in the expensive spells is oftentimes you don't really spend that much for them.
The idea here is as you get more artifacts in a play, Metalwork Colossus gets cheaper and cheaper.
And then later in the game, after you lose him, you can use your artifacts to get him back.
And so the idea is he really wants to go into heavy artifact deck.
This was Kaladesh, which was an artifact set.
So anyway, pretty cool card.
Okay, next up is from Commander 2016,
Primeval Protector, 10 generic and a green mana.
So 11 total, one man that's green.
It's a 10-10 avatar.
The spell costs one less for each creature your opponent controls.
And when this creature enters,
put a plus one, plus one counter on each other creature you control.
So the idea here is
the more creatures your opponent has,
the cheaper it is to get out,
and the more creatures you have, the bigger it is.
So obviously, this was made for Commander.
It made for Commander 2016.
So it cares about your opponent.
So obviously, in a Commander game
with three other people, most of the time,
it allows you to get this giant creature
a lot cheaper.
And so it's a pretty good card in that format.
Okay, next up.
Rags to Rage.
riches. This is from Aminket. So this is a aftermath card. So last time in part one, I had a
split card from Unhinged, who what, why, where, when, and how. Or is no, how, who what, why,
win, and where. And so one of the rules about split cards. Now, uh, an aftermath is kind of a
split card. The way it works is you can only cast one part from your hand and one part from the
graveyard. So it's like a split card that kind of has flashback, except you can only cast the first part
from your hand and the second part from the graveyard.
And then one of the main spells upright,
but the one in your graveyard is sideways.
People weren't really thrilled with this layout,
although it was functional, I guess.
So real quickly, oh, and the reason I bring this up is
the way man of values work for cards that have two cards in them
is you add them together,
at least for split cards.
So rags cost two black-black sorcery.
All creatures get minus two, minus two until end of turn.
Riches cost five blue-blue-blue sorcery,
aftermath, mean you can only cast it from your graveyard, each opponent chooses the creature they
control, you gain control of those creatures. So basically what it does is it destroys things,
and then later on in the game, it steals things. And it's called Rags, two riches. So the way we used to do,
the way we did split cards in the beginning was they were blank and blank. So hit and run,
and the idea of the names went together as an and. When we named these, we did them with two. So it's Rags,
two riches because it starts with rags and it comes riches.
And this was in Aminket.
Aftermath was in Aminket, Mechanic and Amman Cat.
Okay, next up is from Rivals of Ixelon,
Galta, Primal Hunger,
10, green, green, 12 man of total, two witches green.
It's a legendary creature, elder dinosaur.
That's a 12-12.
So this is the first,
I think this is the first elder creature
that's not a dragon, I believe.
The Spell Cuts X-X is the total power
of creatures you control.
and it has trample.
So this, I just talked about in,
Caledash, we did Metalwork Colossus.
This is the kind of creature version of Metalwork Colossus.
There was a dragon theme in X-Lon,
and so I think this is the biggest dragon,
at least at the time.
And so it was Primal Hunger or Galta,
so it was a pretty fun card.
But you got to cheat it out by getting a lot of creatures out,
which was fun.
Okay, next up, from Throne of Eldrain,
the Cauldron of Eternity,
10 generic black black.
So 12 mana total, two which is black,
legendary artifact. The spell costs two
lusted cats for each creature card in your graveyard,
as is the theme of these expensive cards.
Whenever a creature you control dies,
put it on the bottom of its owner's library,
so it keeps things from going to the graveyard.
Two black tap, pay two life,
return target of creature card from your graveyard
to the battlefield, activate only as a sorcery.
So the idea here is
it reanimates your dead things,
because it's the cauldron of eternity.
But when things die,
they go to the bottom of your library,
man, your opponents too.
So it just keeps, like,
once you cast this card,
you only get back things you already have.
Things that die,
you can't get back again, is the idea.
This was a cycle of mythic rare.
Each of the courts in Thorne of Eldrain
had a mystical, magical item,
and this was the black quartz item.
Something that raises the dead was the idea,
which was pretty cool.
Okay, next up is
from Insanctioned,
Infernius Sponnington the Third, Esquire, 10 and a black.
For a 9-9 creature, it is a creature, demon, beast, grandchild.
It is flying, first-trade, trample, and haste.
The spell costs three left to catch for each card you reveal this turn.
And whenever this creature enters, you may say, I'm here.
If you do this, it deals three damage to target player.
Okay, so this card is based on a card called an infernal spawn of evil.
that first showed up in unglued.
It was a six black, black, black, verse 7-7.
Creature, it said demon, but was crossed off
and beast was ridden.
We were making fun of the time we stopped doing demons for a while.
Flying First Reich, in one black,
reveal infernal spawn of evil from your hand,
say it's coming.
Infernal spot of evil deals one damage-target opponent or a plainswalker.
Act for this build, the only during your upkeep,
only once each turn.
So this card came about because Ron Spencer,
who was an artist, had to turn in a card for some scary creature,
in his sketch form he turned in this mouse-drinking cocoa
with an idea of how high this is funny
he later drew the real picture.
I liked the mouse-driken cocoa, so I made a card of it.
And the obvious joke that I thought was,
it was, it looked cute, but it really was scary!
And so he made infernal spawn of evil.
Because it's so expensive, I gave it an ability
that you could use from your hand.
You could reveal it from your hand.
This would later spawn the mechanic in dissension,
the mechanic for the Azoresis.
So anyway, I then,
unhinged, made an infernious...
Sorry.
I made...
Sorry, infernal...
What was it called?
It's...
Infernal spawn of
infernal spawn of evil.
And that one...
Let's look real quickly.
So that one...
Was infernal spawn of evil.
Eight black-black.
Creature, beast child,
but beast was cropped off for demon.
Because the joke is that now demon came back.
It's an eight-eight.
flying first right trample. So the first one had flying first right. This had we had trample,
but it costs more mana. The previous one cost six black black, so this costs eight black black.
So that was nine mana. This is ten man. It's one more expensive, but with one less black.
Once each turn while you're searching your library, you may pay one black reveal infernal spot of evil
from your hand saying, I'm coming to, I'm coming too. If you do infernal spotting evil,
deals two damage to play of your choice. So this one did the same gimmick except it revealed it when
you search your library rather than from your hand, and it did two damage rather than one.
So if you watch the pattern here, Infernal Spawn of Evil was six black black, was nine
manna with three black. Infernal Spawn of Furnal Spawn of Evil was eight black black black, so
10, but with two. So we kind of know where we're going. Infernespon of Evil has to be 11 and
it has to have one black man in it. We knew that. The challenge was when we did Infernal Spawn
and Furrenspot of Evil, we shrunk it down. The name's actually two lines on the card.
We didn't have that ability to mess around like that. We mess around. We mess
throw on frames in a way and unglued and unhinged that we could in unstable.
In fact, this wasn't unstable. This was un-sanctioned.
But, in fact, I couldn't figure out how to solve this in unstable, so I didn't make it.
But we figured out in sanction. I think Ari Neat came up with this idea.
That it called Fernis Sponnington the third.
So the idea that it was, and the first card shows the creature.
The second card shows the creature with its son.
The searcher-arcour, the creature with his son and with his grandson is the idea.
All they all have Coco.
And this one, the idea is it adds haste because each time it adds an extra ability.
And now it gets cheaper for how many cards you reveal because the other two cards reveal cards.
And when it enters, the first one did one damage.
The second one did two damage.
So, of course, this does three damage.
So there's a lot where, there are a lot of moving pieces.
This really had to deliver.
Being the third card in a cycle, there's a lot you have to deliver on.
So this card was able to do all that.
Unsanction, by the way, was a box set that had selected cards from the first
three unsets, including I think 10, 10, 14, maybe 14.
We had a bunch of original, a handful of original cards that we designed, one of us,
which was in Ferningham, Sponnington, the Third, because we really wanted to finish our cycle.
Okay, next up is from Magic Corset 2021, Volcanic Selvo.
10 red red, so 12 man a total, two of which is red.
It's a sorcery.
The spell costs X less to cast, where X is the total power of creatures you control.
Volcanic Salvo deals six damage to each of up to two target creatures,
and or plainswalkers.
So this is using the same technology
we saw on Galtta Priable Hunger
and Metalwork Colossus.
This one particularly, like Galta,
cares about creatures.
The only difference here is the spell.
It wants you to get a lot of giant creatures
out, and then when you do it,
now you can cast a giant spell,
but you need to have creatures
to cast this giant spell,
at least relatively cheaper.
It does spell out that you can divide
six damage up to two things.
The things can be creatures of planeswalkers,
not players, though.
We decided not to do that.
Okay.
The next one shows up,
in Caldheim.
Caldheim was our
sort of our Nordic,
North mythology set
inspired by Norse mythology.
Icebreaker, Cracken,
it costs 10 blue-blue,
so 12 man a total,
10 of which is generic,
two of which is blue.
Snow creature,
Cracken, 8,8.
It has affinity for snowlands.
It costs one less favorite
snowland you control.
When this creature enters,
artifacts and creatures target
opponent control,
don't have tap to the players
next on Sapsap,
so it locks them down.
Return to three snowlands
you control to the owner's hand.
return this creature's owner's hand.
So the idea of Icebreaker Cracken is you want to play mostly with a deck full of Snowlands.
The idea essentially is for six mana, assuming they're all Snowland, two of which have to be blue,
you can cast Icebreaker Cracken.
And then, once you have it, you are able to get it bunched in by returning land.
So this is meant to be a really effective card in a snow deck.
And Call Time had a small snow theme.
Originally snow showed up in Ice Age and a little tiny bit in alliances.
We brought it back for cold snap.
And then call time was really the big return of snow, I think.
Oh, no, no, sorry.
Snow first showed up in Modern Horizons 2, I believe.
And then it showed up in Cold Time.
Okay, next.
Oh, sorry, in Modern Horizons 1.
Which brings that to Modern Horizons 2.
So this is Thrashta, Tempest Roar.
So it's 10 green green.
So 10, sorry, 12 mana total.
10 which is generic, two which is green.
For a 7-7 legendary creature dinosaur,
the spell costs three elastic hats
for each other spell castes' turn.
It's got trample and haste,
and it's got a ability called trample over plainswalkers.
This creature can deal excess combat damage
to the controller of the plainswalkers attacking.
So normally when you attack a planeswalker,
you don't get to attack a player,
but this allows you to do as much damage to planeswalker
and the rest of the player.
And Thrasda has hex-proof
as long as it's entered this turn.
So you can't kill the turn it enters,
but you can get it on future turns.
So you can tell this is Modern Horizons.
It's messing over with a bunch of things.
It's tweaking trample.
But anyway, it's just trying to make a cool dinosaur,
cool, legendary dinosaur.
Next, Sion of Draco, Modern Horizons 2.
So this is making a nod.
I talked about Draco in part one.
So if you remember, Draco was one of the first cards.
It was from original plane shift.
It cost 16 for a 9-9.
And so this card,
Sion of Dracon cost 12 for a 4-4.
So, Sion of Draco, 12-12, artifact creature, dragon.
Domain.
This spell costs two lest to cast for each basic land among lands you control.
Drakeo did the same thing.
Flying, Drake also flew.
Each creature you control has vigilance if it's white.
Hex-prefids blue.
Lifeline of it's black.
First track of it's red and trample of its green.
So this was playing in the same space as Draco.
It gets cheaper for Domain.
But instead of what Draco did
was
you had to pay extra cost to keep it.
We didn't need to do that anymore.
So instead, it's giving them extra abilities.
But those extra abilities are based upon
what things you have.
So it is pretty cool.
Okay.
So next is Neon Dynasty Commander.
And it has Prime Evil Protector.
So it costs 10 in the green,
so 11 men a total,
one of which is green, 10 of which is generic, one of which is green,
is a 10-10 avatar creature.
The spell calls one less the cats for each creature your opponent controls.
When this creature enters, put a post-be counter on each other creature you control.
So this is a lot like...
I just...
What I just read?
Oh, is this the...
Oh, wait a second.
I just realized something.
I read this card already.
Hold on a little bit.
I just realized I accidentally changed the order.
So I've read this card already, so I apologize for that.
Okay, so that was...
Oh, we'd read that already.
That was back...
So, Primal Protector originally was in Commander 2016.
It came back.
Sorry, I repeated a card.
Let's get to Shadow of Mortality
from Streets of New Campena.
13 black-black.
So it's 15-mana, 13 generic, 2-black.
It's a 7-7 avatar.
If your life total is less than your starting life total,
this spell costs X less the cast,
where X is the difference.
So the idea is...
is that you're,
the lower you are in life,
the easier it is to play this thing,
playing around something a little bit fun.
Obviously,
this car's a little bit different in Commander
because you start with a higher life total.
But the cool thing about it is,
if you're low enough in life,
it's a 7-7 for two-manna,
black-black, which is pretty cool.
Okay, next is Commander Legends
Battle for Baldur's Gate.
Earthquake Dragon.
So Earthquake Dragon is a 15-man,
14 generic, and one green.
So 15 total.
it's a 10-10 elemental dragon.
The spell costs eclectic hats
where actually the total amount of value of dragons you control.
So this is the doing same thing we've seen
on Galta and volcanic salvo,
except this time it's just dragons.
It's got flying and trample,
and Fortuna Green and sacrifice the land,
return this card from your graveyard to your hand.
So the idea is this comes out.
It can be cheaper, the more dragon...
This kind of wants to go in a dragon deck.
I assume this was made to be
is play with a lot of other dragons
and it gets cheaper,
it out. Okay, next up is from Warhammer 40,000 commander, Hierophant Biotitan, 10-Green,
it's a 12-12 tyrannid, a creature. It's got the flavorability, frenzied metabolism. As an additional
cost to cast a spell. You remove any number of plus-uniform counters from among creatures you control.
This bill costs two less to catch each counter removed that way. It's got vigilance, reach,
and Ward 2, and it has a very Titanic, which is a flavor word as well. This creature can't be
blocked by creatures with power two or less.
R&D calls that daunt.
So the idea is it's a creature that eats other counters to become cheaper.
Like I said, one of the through lines you see in all these cards is they're expensive,
but usually there's some way to get it cheaper.
Okay, next up, also for Morehammer 40,000.
Blood for the Blood God, exclamation point.
Eight black, black, red.
So it's 11 total, eight of a witches generic, two black, one red.
It's an instant.
This spell costs one less to cast for each creature that died this turn.
Discred your hand, then draw eight cards.
Blood for the God deals eight damage to each.
each opponent, exile blood from the blood god.
So this is one of the things we love to do,
where it costs eight generic and does eight damage and drives you eight cards,
so it's kind of fun.
And the idea is this is really, really good on a turn where lots of things die.
And that's kind of the fun of this card.
Okay, next up, Rise of the Odryazi.
This is from Commander Mafters.
We love naming cards after set names.
It is something we are obsessed with doing.
And so this was nodding after the set,
Rise of the Odryzi.
It's a sorcery.
Nine, colorless, colorless, colorless.
So this is colorless mana,
something that was introduced in Oath of the Gatewatch
and somewhat connected to the Aldrazi.
So it's a sorcery.
The spell can't be countered.
Destroy target permanent.
Target player draws four cards,
take an extra turn after this one.
X-L-Razzi-O-Drazi.
So this is pretty powerful.
It's a spell they can't stop,
and you get to destroy something,
draw four cards,
and take an extra turn.
So it's pretty powerful.
And so anyway, it is definitely...
One of the things you could see
is playing around in just space.
I mean, it's not exactly the boons
because the boons didn't destroy things.
Although there was a lightning bolt.
But it does draw cars, an extra turn.
So it's nodding at some of the big popular things
that people like to do.
Next up, Nix-born behemoth from Commander Mafters.
So the Nixiromahehmus is 10 generic green,
12-man-a-total, two-witches green.
It's a 10-10-enchantment creature beast.
I think this is the first enchantment creature
that we've had.
In fact, let me go back and look.
I don't think.
I think this is the first enchantment.
We've had artifacts.
We've had incidents.
We've had sorceries.
We've had creatures.
But yes, I'm pretty sure
this is the very first
enchantment to show up in
the 11 or more expensive club.
That's interesting.
I didn't...
That's kind of cool.
Anyway, this spell costs
X-Leste cats where X is the total
mana of non-creature enchantments you control.
So it's doing the gault of 3.
but for enchantments.
Trample.
1G sacrifice another enchantment.
This creature gains indestructible end of turn.
So the idea of this thing,
it's really meant to go into your enchantment deck.
It gets cheaper based on enchantments,
and it can use enchantments.
You can tell, by the way,
when we find something we like,
we originally did it with metal collapses with artifacts,
then did Galtos with primal hunger,
volcanic salvo did creatures,
then earthquake dragon did dragons,
and now we're doing enchantments.
So, anyway, it's a shape we like.
so we're doing a bunch of it.
Next shows up in murders at Karloff Manor,
the pride of whole clade.
So 10 in the green, 11 total, 10 generic, one green.
It's a 215, legendary creature, crocodile elk turtle.
The spell costs X less to cast where X is the total toughness
of creatures you control.
So the same thing you saw with Golta,
but now cares about toughness rather than power.
It's a defender.
Two blue-blue-blue until end of turn,
target creature you control gets plus 1-0,
games. Whenever this creature deals combat damage to a player, draw cards equal to its toughness,
and an attack a though it didn't have defender. So this card was clearly made to go, it's a blue,
green commander. And the idea is, it really takes advantage of things with high toughness.
And the idea is it lets you, normally in green, we tend to do card drawing and tie it to high power.
But greener big creature, so this is kind of fun to tie it to high toughness. It has a blue activation,
so it can be a green blue commander.
I do believe the way they did the art for these is they had the artist just draw cool things,
and then they made the creature types match whatever the cool things the artist did.
So I think that was fun.
Okay, next up, this is from Fallout.
Lumbering Megasloth, 10 Green Green Green.
You'll notice, by the way, a lot of the things in this category green cards,
because Green has the biggest cards.
12 man of total, two inches green.
It's an 8-8-sloth mutant.
It's a creature.
The spell costs one less of cats for each counter among players in permanence.
Trample, this creature enters town.
So we saw before we had a card that cared about tokens, or not tokens,
cared about counters on creatures.
And this cares about counters on players and permanent.
So it's taking what we did before, but building on it a little bit.
So Hierophant, BioTitan got you removed counters from creatures.
This lets you use counters from creatures or players.
So pretty cool.
So Rumbleweed from Outlaws of Thunder Junction.
So this is another green card, a lot of green cards in the expensive category.
Rumbleweed is 10 generic and one green.
So 11 man in total, one of which is green.
It's an 8-8 plant elemental.
This spell costs one last to cast for each land card in your graveyard.
Vigilance, reach, and trample.
When this creature enters, other creatures you control gets plus worth three and grain trample to end of turn.
So that's a spell we overrun, if we call it.
So this is the thing that enters and does overrun.
And it's an 8-8 that can do lots of cool things.
Vigilance, reach, and trample.
And the idea essentially is it will.
wants to go into deck where you're getting a lot of land into your graveyard.
Whether that's discarding, whether that's milling, you want to find someone to do that.
And there's some ways, I'm sure, to do that in the set.
Okay, so now we get to Modern Horizons 3, and it's our third Emmercule.
All the Emmercoles.
Emmercule apparently needs to cost more than 10.
So Emmercule, the world anew, cost 12 generic mana.
It's a legendary creature Eldrazi, 1212.
When you cast this spell, gain control of all creatures, target player,
controls. Flying protection from spells and from permanence that were cast this turn.
When Emberkull leaves the battlefield, sacrifice all creatures you control.
Madness, pay six colorless mana.
So a lot going on. This is Modern Horizons where we can mix and match all sorts of abilities.
So it is.
Modern Horizons 3 had a Eldrazi theme.
So this is part of the Aldrazi theme.
Aldrazi tend to do some, especially the Titans, do some big classic giant effect when you cast them.
This takes control of all creatures.
but if you answer the creature,
it answers that problem
because it sacrifices all the creatures you control.
So if you get to steal a lot of things
when it dies, you lose it all.
The coolest part about this,
Emmercool, in part of Emmercule's powers
that abuse madness in others.
You saw that in Eldridge Moon,
and so the idea that it has a madness ability
is actually pretty fun.
Very flavorful, thumbs up.
So anyway, it has madness,
and it has generic mana,
or not generic mana,
coward manner is something
we had tied to the Adrosi and Osse of the Gatewatch.
So it is madness.
So if somehow you can discard it,
then you can play it for only six, six mana.
I'll call it so.
Okay, next up is from Assassin's Creed,
X-Calibur, Sword of Eden.
So it costs 12 generic mana.
It's a legendary artifact of equipment.
This spell costs X-Leste-Caths,
where X is a total mana value
of historic permanency control.
The Golta mechanic continues on.
I keep calling the GOLTA mechanic,
although ironically, the first card to actually do it
wasn't GOLTA was metalware colossus.
but Galteson's cool word to say, I guess.
So anyway, this cares about historic permanence,
which are artifacts, legendary, and sivas.
So this is the kind of thing that if you play with lots of those,
you can get Excalibra out really quickly.
And it does, equip creature, gets plus 10, plus 10,
and adds vigilance.
And it says equip legendary creature.
Only a legendary creature can carry it.
You have to be legendary to carry Excalber.
So that flavor is pretty cool.
Okay, the last three cards we ever talk about
are all from Dustmourn House of Holes.
horror. And they are all rooms. So rooms have the same issue that we do with split cards,
which is the way mana value works is you add together the mana value of both sides. So neither
of these, I think, has one that's over 10, but combined they're over 10. So cramped vent,
cramped vents, three in a block, enchantment room. When you unlock this door, this room deals six
damage target creature and opponent controls. You gain life equal to the excess damage delta's way.
You may cast either half, the door unlocks on the battlefield. As a sorcery, you may pay the
mana of a cost of a locked door to unlock it.
That's how rooms worked.
Access maize, five black, black, and champion room.
Once during each of your turns, you may cast a spell from your hand by paying life equal
to its mana value rather than paying its mana cost.
The idea of rooms is that when you play them, you can play either side.
Normally there's a cheaper side and more expensive side.
This one, even the cheaper side is still four.
But the idea is you normally play the cheaper side, then play more expensive side.
You can't play the more expensive sides first if you're able to do it.
You can play both of them in the same turn if you're able to do it.
The idea was that Dusk Morn
The entire set took place in a giant house
And we really, really wanted to represent rooms
And the set had a huge enchantment theme
So from very early on, we were trying to figure
Rooms as an enchantment subtype.
We tried a lot of crazy things.
We had a separate deck at one point.
But in the end, we liked kind of this split-permanent approach
That ended up being actually pretty fun.
Next up, a funeral home and awakening hall.
Funeral Home 2 in a block Enchantment Room
whenever a creature you control dies, each opponent loses one life and you gain one life.
Awakening Hall sticks black-black.
Enchantment Room. When you unlock this door,
return all a creature cards from your graveyard to the battlefield.
So one of the things that we like about this is they usually have a thematic sense.
So the funeral room likes creatures dying.
The Awakening Hall brings them back.
And so the idea is you get funeral home out early for two in a black.
You know, do lots of things, maybe even sacrifice creatures.
And then later in the game, we get eight mana.
You can open up the Awakening Hall.
and that brings back all the creatures that you lost.
And so the synergy there is pretty cool.
Okay, the final card of today, another room.
This one's a multicolored room.
Restricted office and lecture hall.
Restricted office is two white-white, so enchantment room.
When you enlack this door,
when you enlack this door, destroy all creatures with power three or greater.
Lecture hall, five blue-blue, enchantment room,
other permits you control of hexproof.
So one of the things we did, this was rare.
I think the other two.
Framp vents and access maze was also rare,
but it was all black.
And funeral home and awakening hall was mythic rare.
So these are all across the board.
This was multicolour.
The idea essentially is a white deck could just play restricted office.
A blue deck could just say lecture hall if it's so desired.
But a white blue deck most likely would like this
and so became much more valuable to play both.
And again, you can see restricted office is two mana.
Letcher Hall is seven mana.
So the idea is you probably put restricted off as early,
but both of these go well in a control deck.
So anyway, guys, that in just two short episodes covered all 47 cards,
all 47 expensive cards that cost 11 or more.
Will we make more of these?
We will.
I assume we will.
We don't make them that often.
The fact that in 33 years we made 47 means we make slightly,
just a smid more than one a year.
So I assume every year we'll make.
make probably one or two more.
But anyway, that, my friends, is expensive spells.
So I hope you enjoyed this two-parter.
I like doing card-by-card episodes.
I have done one in a while.
So I hope you guys had a good time, but I can see my desk.
So we all know what this 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.
