Magic: The Gathering Drive to Work Podcast - #1370: Getting the Banned Together, Part 3
Episode Date: August 7, 2026This is part three of a new series, based on a talk I gave at MagicCon: Amsterdam, where I talk about the design of all the cards I had a major hand in that would later be banned or restricte...d.
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pulling out of my driveway.
We all know what that means.
It's time for their drive to work.
Okay, right now I'm doing this series
called Getting the Band Together
based on a talk I did at MagicCon, Amsterdam,
where I talked about every single card
that I had a major hand in
that has been banned or restricted,
which, as we learned, is a lot of cards.
I currently hold the record.
Many years ago, I surpassed Richard Garfield.
And anyway, so I've been going
through every card that I had a major hand in that was banned restricted, and we are up to June
2004. This was banned in standard and mirroden block. It is skull clamp, a classic. So skull
clamp is an equipment, an artifact equipment that costs one. It gives the equipped creature plus
one plus one. And then when equipped creature dies, you draw two cards, and it is equip one to equip.
So this card, okay, so this card has an interesting origin.
Sorry, it gets a picture of plus one minus one.
When I designed it was plus one plus one.
We'll get to that in a second.
Okay, so in, I don't know what said it was.
I was interested in the idea.
We talk a lot about one of the problems with ORAs is card disadvantage.
And so I decided, what if I made a card, is it undid card disadvantage?
So I made a card called Puethal.
and bequeathal said when enchanted creature dies, you draw two cards.
So the idea was you get a card for the creature itself that's dying to replace it,
and you get to replace this card.
The problem with bequeathals, Bequithel didn't do anything.
Like, yeah, it wasn't a great card to play in the first place
because you didn't get any effect out of playing it.
Like, you didn't get the card you're spelling it back until the creature died.
And even then when the creature died, you still rather have the creature than the creature.
cards. So it just wasn't quite worth it.
But I was intrigued by the idea.
And so in Mirrodin, we had made
equipment. And we made
what was it called? Lean and Cimitar, I think, which was
an equipment for one, equipped one,
equipped one, equipped creature got plus one plus one.
And so I said, okay, well, what if I combined
bequeathal with lean in Cimitar?
So I make an equipment that's plus one, plus one,
and when equipped creature dies, you
draw two cards.
And the idea was I was just trying to make an artifact equipment version of Equithel,
but I was combining with Leighton Cemetery that would do something.
Now, just off the bat, there's a couple huge advantages.
Probably the biggest one is equipment doesn't go away.
So drawing a card when the creature dies for the equipment, well, I'm just going up a card.
Like, the creature dies fine, and drawing card replaces the creature.
But the second card I'm drawing, I mean, maybe the first time it replaces the card I used to play skull clamp.
but the second third it does not.
So off the bat, I was making a little bit better.
But the most interesting thing about it is,
so I turned it in as plus one plus one.
I was just making lean-in-simitar with bequeathal attached.
In development, they decided that it might be more fun
to make it plus one minus one.
They're like, obviously plus one minus one is worse
than plus one plus one.
It turns out it's not.
And so they made that little tiny change right at the end.
And it turns out,
Oh, well, since this card lets you draw two cards when the creature dies,
having it built into the equipment to kill the creature,
meaning all creatures with one toughness with this equipment,
for one mana, you can sack the creature for all intents of purposes and draw two cards.
And that, as a card drawing engine, was quite good.
And so Skull Clap...
I don't know if my version of Skull Clump was inherently broken,
but it was nowhere as inherently...
I mean, it was less broken than plus one minus one,
which is really interesting, because if you said,
we're going to take a plus one, plus one, plus one,
and make it plus one minus one,
99.9% of the time,
you're making the card worse when you say plus one minus one
rather than plus one plus one.
But here's the one example where it's not worse.
It's actually stronger.
So, anyway, skull clamp.
Okay, and in September 2004,
banned and extended, Metalworker.
So Metalworker costs three.
it's a one-two artifact creature
you tap and you reveal
any number of
artifacts from your hand
and then you got two
colorless mana
for each artifact you revealed
so this was in
Erz's Destiny
so Erz's Destiny
I was the design team
for Ers's Destiny
we were kind of pinched
so I was the design team
one of the things I designed
I think they were called
what were they called
the Sense I think they were called
And the idea was, well, there was the scent for spells and there were creatures.
And the cycle of creatures, you could tap and reveal some number of colored
cards of a certain color to generate an effect based on how many cards revealed of that color.
I think there were seers.
I think there are seers and sense is what they are.
The sense did the same thing but as a one-shot spell, and the seers were the creatures that you could do it repeatedly.
Well, I made a cycle of seers, and I thought it might be cool to sort of do an artifact version.
I didn't actually refer to it as a seer.
So it's like a loose part of the cycle.
But the idea was, okay,
well, this is a colorless creature,
so it's going to show you artifacts.
And at the time,
back Iner's Destiny,
it was pretty one-for-one.
Culles things were artifact,
I mean, other than land,
and artifacts were culless.
So if I'm having you show me artifacts,
essentially I'm showing you cullis things.
Two-manna for every card revealed?
Probably was, well, obviously,
card got banned.
Probably should have been one-man.
I do manna.
But anyway, it turns out, also, Erza Saga, for those who don't remember, the Erzosa Saga cycle,
even though technically it was about enchantments.
It was actually called the artifact cycle because of the story.
And there were a lot of broken artifacts in it, and there's Talan Academy and lots of crazy things.
So having a deck full artifacts was not that difficult to do, and lots of people did it.
So anyway, a broken card.
Okay.
I do like the card, though.
Next, October 2004, Band and Commander, Beacon of Immortality,
five white.
So six mana total, one which is white.
It's an instant.
Double your life total and then shuffle it into the library.
A lot of going on in this card.
So first off, when I first started playing magic all the way back in Alpha,
there was a card called Berserk that Richard Garfield made that I was enamored by.
So what Berserk did is it doubled your creature's power.
Now, at the end of the turn, the creature died.
I wasn't happy about that.
But doubling creature's power was pretty exciting.
I actually built a deck.
There's a little weenie blue-green deck that I built back in the day that Berserk was a huge part of.
That I would like turn one, play like Birds of Paradise, and then turn two through shenanigans, like giant growth, giant growth, unsustainable mutation, berserk, regrowth,
berserk, I would just hit you out of nowhere
for a lot of mana. Not a lot of mana,
for a lot of damage.
Anyway, I really like doubling.
It started
me in my path of a love of doubling.
And when I got a wizard, I just started making
doubling cards. And there's a period of time
if the word double was on the card, or even if the card
double things, doubling cards don't always
actually have the word double on them.
Sometimes like plus X, where X is
your power. I made a lot of doubling cards.
I made a lot of cards that double damage,
and I just made a card
because I could double
whatever they could double
I love doubling things
in fact
I believe in Earth's Destiny
oh no no no this isn't Earth's Destiny
this is my last card
this was in Fifth Dawn
this card
in Fifth Dawn I actually had
three cards I believe that doubled things
I had
I remember Solarian I think it was
that doubled plus one plus one
counters I had doubling cube
that doubled mana
and I had the Beacons
so the Beacons by the way
when
And Mike Elliott turned in the original design for OnSlot.
He actually had a mechanic that went on spells where the spells shuffled into your library
at the end of it.
We ended up moving away from that for Onslaught, but we ended up making a cycle in Fifth Dawn
at Rare, because I don't think a Mithic Rare sort of thing yet.
Anyway, we made a rare cycle that had big giant effects that then shuffled in.
And the light effect doubled your life, which was quite exciting.
It got banned a commander just because the card was really designed
assuming you were playing a 20-life, you know, two-person game.
And so it wasn't really balanced against 40 life.
So the ability to get 40 life was just a little bit too good.
So it got banned and commander.
Okay, October 2004, banned and standard.
Oh, a whole bunch of cards.
Disciple of the Vault, Black 1-1,
whenever an artifact creature, I mean, not an artifact creature.
Whenever an artifact enters, I think, the target opponent loses a life.
Arkbound Ravager for two.
It's a zero-zero-zero with modular one, which means it enters with a plus and plus one counter.
And then you can sack an artifact to put a plus one-plus-un plus-one counter on it.
And modular means when it dies, all its counters move to other creatures.
And then we had six artifact lands.
Ancient den.
So these are all lands that are also artifacts, artifact land.
Ancient Den produced white, Cedar the Synod produced blue,
Vault of the Whispers produced black,
Great Furnas produced red, Tree of Tales produced green,
and then Darkstile Citadel tap for Cullus Manor,
but it was also indestructible,
because Dark Steel, indestructible was a thing from...
So the first disciple of the vault and ancient den,
seed of the synod, vaults, great ferns,
and tree of the tails were from Myrdon,
and then Arkburn Ravenger and Darksettel were from Darkstile.
Okay, a couple things about this.
A, this is the most cards I ever had banned at one time.
I think it might be my record, eight at one time.
And it's just weird that of all the cards that got banned,
I actually had a major hand in all the cards.
Although, Mirren was my set,
and I had a lot to do with Dark Steel, too.
So, I guess not completely a surprise.
Okay, so let's walk through these.
Oh, the other thing about this thing is these eight cards.
So Richard...
I try to remember what Richard.
I think Richard had 38 banned cards, I believe, was his record.
and I think I got to 39 with these eight cards getting banned.
I was at 31 and bam.
So it mirrored in, so mirrored in, as we're talking, October of 2004.
That is when I pass Richard.
So Richard takes the lead in 1993, or 1994, I guess.
The first cards that were banned were banned in 1994.
So Richard takes the lead in 1994.
It takes me 10 years to catch up to Richard.
But I do eventually, and then, as you will see, I surpass him by a bit.
Okay, so let's watch.
Let me talk through the lands first.
So, when Alpha came out, there's a card in Alpha called Juggernaut that I loved.
Juggernaut was four mana for five, three must attack every turn.
Can't be blocked by walls, I believe.
But anyway, it was an artifact creature.
The idea that was two different card types together.
In Alpha, that was the only two car types that blurred.
But I was fascinated.
I love the idea that a card could be more than one car type.
And so when we were making Mirrodin, Mirrodin was an artifact set.
I was really intrigued by the idea of can I make a second,
can I make a new card type that blends with artifacts?
Now, at the time, I only had two choices.
We hadn't got to Lorwyn yet, so Plainswalkers hadn't happened yet.
So I had enchantments and I had land.
Now, enchantments and artifacts overlap so much.
Like, mechanically, they're almost the same card.
and so, I mean, I would eventually make artifact enchantments in Thero,
so I would eventually do that.
But I did not do it here.
So instead, I came up the idea of artifact lands.
The thing I was intrigued by was I felt like they were both an upside and an outside.
They were an upside because this was an artifact set with artifact synergies.
And, for example, A-Tog, one of my favorite creatures of all time.
My blog is named after him.
Oh, we put an A-Tog in the set.
So you could set later in the game, if you needed to make your A-Tog,
talk bigger, you could sack your artifact lands to him.
But there's also a downside. The shatter was in the set.
So normally destroy a land, it costs three mana, stone rain at the time.
But you could shatter an artifact land for two mana.
So the idea was there was upside and there was downside.
So I felt it was a wash.
Like there was strong things about it and, you know, they're both good and bad of being an artifact.
And so I made a cycle of cards that, like, it just literally was, I'm a plane's, but I'm an artifact.
It wasn't technically, it didn't have the creature some type.
The land sometimes, I believe.
But the idea was, for all the tense purpose,
I'm a plane, but I'm an artifact.
I tap away. I come and untapped.
And I thought that we could come and untapped
because I thought the negative of being an artifact,
like the fact that you could get shattered,
I thought it was a big deal.
A little less of a deal, I guess, than I thought it was.
So anyway, I put them in the set.
I was very excited by them.
And I think the thing I was most excited
was the Johnny-Gen potential, right?
Okay, what happens if your lands are also artifacts?
What could that mean?
And I was very excited by all the ramifications of what that meant.
And so, now in the set, there's a mechanic called Affinity, Finity for Artifacts,
which makes your spells cost one less for every artifact you have.
Well, kind of turns your artifact lands into soul rings,
meaning that they already tap for one mana, and if they're artifacts,
it makes your Affinity for Artifacts, one less.
So let's say I had something that cost six, that Infinity for Artifacts,
If I had three artifact lands in play, I could cast it because each one of them reduces it by one and taps for one.
So anyway, it came up during early development that, oh, it was pretty good with our, you know, 504 artifacts.
But I really held firm.
I really argued that I thought they were important.
I thought they were super flavorful.
Probably in retrospect, I mean, maybe they should have entered tapped, maybe with 2020 hindsight.
Or maybe we're not supposed to do, I don't know.
They're super fun.
A lot of cool things came from them.
A lot of broken things came from them.
to, obviously, like I said,
when the entire cycle of lands
plus a bonus one gets,
that is very telling.
The Darksteel
we had made Dark Steel, the reason
real quickly, the instructable is
I was working on Darksteel with Bill. Bill led Darksteel.
And Bill said,
Bill asked me the question,
is there anything people wanted to do with
artifacts that we haven't done?
And I said, yeah,
make them not destroy them.
You know, I was like, I was kind of joking around, like, what do people dislike most about their artifacts, getting them destroyed?
And then I sort of said, well, what if we could, what if we made a mechanic who says you can't destroy them?
We came up with indestructible.
Originally indestructible was just vocabulary word, not a key word.
Because the indestructible does, by definition, mean can't be destroyed.
So like, oh, so I pits this idea, Bill liked it.
And so we added indestructible, all the indestructible were dark steel.
That was the metal that they made on Mirroden that was indestructible.
So anyway, and I thought, why not make an artifact land this indestructible?
It felt innocent enough.
Anyway, so obviously all six of those got banned.
The remaining two cards.
Let's talk about Disciple of the Vault.
So I actually made a mirrored pair, Disciple of the Vault.
I forget the other one.
It has to lean in on it.
So one was black where their opponent loses a life whenever an artifact comes into play.
And the other, you gain a life whenever an artifact comes into play.
gain a life whenever an artifact comes into play.
And if you guys, a little lesson in magic,
the early magic had what we called the Boons.
The Boons were an Alpha.
They were a cycle of spells, one in each color.
They each cost a single mana of that color.
And they let you get three things.
White lets you gain life and or prevent damage.
Blue lets you draw three cards.
So prevent three damage, gain three life.
Blue is draw three cards.
Black was add three black mana.
Red was due three damage.
And green was giant growth, plus three plus three.
So lightning bolt and healing sal.
Lightning bolt is so powerful that we are not quite sure
whether it should ever be in standard again.
Healing salve is too weak to print.
So a good example of how doing damage
is just a little more powerful than gaining life.
And so disciple the vault caused some problems.
The other thing I think that was going on was
basically because of Mirrodin and the artifact synergies,
you were playing decks of almost completely artifacts, including your lands.
And so this was just, the sub of the vault was just so punishing.
And then Arkburn Ravenger, so like I said, I like A-Tog.
I really thought it was kind of fun to have a,
I liked the idea of having an A-Tog-like modular creature,
but instead of it being temporary, so A-Tog, the original A-Tog,
you sack an artifact to give it plus two plus two for the turn.
But this had modular, so I, instead of, plus,
plus two plus two for the turn, we made it a plus one plus one counter.
That way, when the creature dies, you get that.
So one of the powerful things about Arkbonne Ravanger is whenever you're going to lose an artifact anyway, it's free to sack it to the...
So like whenever you're going to lose an artifact anyway, you just sack it to your Ravager.
And then when your Ravanger dies, you're a partner finally beats it.
It just moves to something else, right?
So like, just say your Ravanger, you know, Arkburn Ravanger is like a 6-6.
Well, if they destroy it, just...
Now, some new creatures just a sixth, at least an artifact creature.
But your deck probably is full artifact creatures.
And if you happen to have a second Arkburn Ravager, you just put it on that Arkburn Ravirder.
Now you have an even more giant creature that all the corners will move.
So anyway, Mirren, by the way, for those who don't know,
there are certain times where R&D ran into trouble developmentally.
A lot of those times align with artifact sets.
It turns out colorless cards are quite powerful.
and we make really strong cards that absolutely any deck can play, it causes a lot of issues.
Finally, with Kalladash, we said, you know what? We got to start, we have to start solving this problem.
And what we started doing was whenever we push artifacts now, we start making them colored. We don't make them colors.
I mean, we do make some colors artifacts, but we tend, the ones that are colorless that are pushed are very nichey.
They're very specific in what they do. The ones that are more generally useful, we now put a color in this cost.
So colored artifacts are sort of an offspring of all the stuff I'm talking about.
Okay, next up, April 2005, banned in commander, three cards.
So upheaval, four blue-blue sorcery, return all permits its owner's hands.
So one of the things that we like to do, I like to do, when making rairs, is to take cards that I think are fun cards and then just extrapolate.
Like instead of doing it to one thing, do it to all things.
So, for example, there's a card called Boomerang that was in legend, I believe,
which just said, returned target permanent to its owner's hand.
Now, after a while, we stopped bouncing land because it just became land destruction.
I mean, like land destruction.
But I was doing this.
It was six mana.
I'm like, let's just bounce everything.
And it turns out that bouncing everything, it's pretty powerful.
I think we've learned to stop bouncing lands.
Because the problem is, if I bunch all your lands, then everybody kind of has to start the game over and building their mana, and it takes a long time.
But anyway, apparently bouncing everything is quite powerful.
And there's some things like, for example, indestructible that can't be destroyed.
It doesn't stop from being bounced.
And so sometimes things you have answers to, they don't have answers to bounce.
That's why it's so good.
World Gorger Dragon, 3, Red, Red, Red, 7-7.
It's a nightmare dragon.
with flying and trample.
So when it enters,
you have to exile all your other permanence.
But when it goes away, when it dies,
or I think when it leaves the battlefield,
you get all your permanence back.
So Richard Garfield actually created
what we called the nightmare mechanic in Odyssey.
I really liked the mechanic,
but we decided to save it for torment,
and I put it on black creatures.
We ended up putting on creatures
we called nightmares.
The way faceless butcher is a classic.
When faceless butcher's enter,
you exile a creature,
using your opponents,
and then when it leaves play,
they get their creature back.
So now we tend to do this
with oblivion ring,
but the first time we did,
it actually wasn't in white,
it was in black.
And then in torment,
which had more black in it,
we did nightmare creatures in black.
And then in judgment,
in red and blue,
which are black's allies,
we did nightmare creatures
where instead of bouncing your opponent stuff,
or exiling your opponent stuff,
you exile your own thing.
and this was kind of the largest splashes version of that.
What it turned out is six-manor for seven-seven flying trampler
wins a lot of games, so it doesn't matter if you don't have a permanent.
And if they don't deal with it, you get your permanence back,
and if they don't, you win the game, so it ended up being a little stronger than the pendant.
Next, Panoptic Mirror, 5, it's an artifact.
It has imprint X and tap.
Imprint means you take it.
tells you to take, I believe
it's an instant or sorcery with
mana value X or less, and
you want to exile it,
or imprint it, which requires
exiling it. And then, in the beginning of
every upkeep, this spell goes
off. So,
the very first version of this kind of effect
I made in Tempest, and I called
it clone machine.
You guys might know it better as Soul Foundry.
It did not get made in Tempest.
The rules manager of time didn't know how
to make it work. The idea
that I loved was I want to make
an artifact that makes creatures
but there's a lot of memory to it.
I made one called Volesh Stronghold.
A Voresh Laboratory.
Oh, Voresh Laboratory was probably when I couldn't
make this card what I made,
not that I think about it. But anyway,
I like the idea that
because you used a card as a reminder
when it entered, I think you exiled a card
from your hand, and then it's like, okay,
well, I'm making copies of this thing, and it's right
there's a reminder for me.
But it's a little bit complicated.
It requires you exiled on cards.
Brian Tinsman made another card that we ended up not using.
And those two cards gave me an idea from Mirrodin of,
what if we made this into a whole mechanic?
And I made the imprint mechanic.
And the idea of the imprint mechanic is you exile a card from somewhere,
and then the card that imprints it cares about qualities of the card
that are a little more elaborate than just...
I mean, remember something about it.
Remember the color, the man of value, the effect.
It was a creature. Remember power and toughness.
So, anyway, I made a soul foundry for creatures.
I really liked it.
A panoptic mirror was just me doing the same thing for instance and sorceries.
I just was inspired to make the next version of clone machine, but for spells.
Okay, in March of 2007, banned and commander, two cards,
coalition victory, and then Raffellus Landoah emissary was banned as a commander.
Okay, so let's start with Coalition Victories.
It costs three white, blue, black, red, green.
It's a sorcery.
If you control a basic land of each type, all five types.
So plains, islands, swamp, mountain, forest,
and at least one creature of each color, you win the game.
So in antiquities, probably my favorite step before I came to Wizards,
there's a card called Millstone.
So when Richard Garfield first made magic,
he needed an alternate wind condition.
in case you didn't win by damage.
And so I said, okay, well, when someone can't draw a card, they lose.
So that at least answers the game eventually if you get into stalemate.
Millstone said, well, what if we lean into that?
What if we made an artifact that helps you win by running them out of cards?
And so it costs two, two tap, and they mill two cards.
I was enamored.
It was very exciting.
Then in Legends were two cards that made poison counters.
And that was
I could poison my opponent to death
Obviously my love of poison again
But I just love alternate
I love alternate
Win conditions
I'm a big fan of that
And so once I got to Wizards
I just started making them
I think the first one I made was
The Cheath stands alone and unglued
Anyway I think the third one I made
Was Coalition Victory
I made it all five
five colors because in order to play, you had to have all the colors.
And I kind of wanted to make sure you weren't cheating in the color.
So I made you have to have all the colors to play it.
It's actually the second five-color card.
I actually made the first five-color card, which was Sliver Queen,
which I made to go along with our Sliber's.
We ended up making Sliber Queen part of the story.
Anyway, this was the second ever five-color card.
Raffellos Lano or Emissary.
Okay, so one of my many hats that I wore.
is for a while, there's a friend of my name Michael Ryan.
He and I pitched the Weatherlight Saga,
which was a story that ran for four years
involving Gerard and Sissay and Tangarth and Hannah and Orim and Skwee and Karn.
Anyway, lots of characters.
And so anyway, when Michael and I were putting together the crew,
one of our goals was we wanted to hit a lot of staple math,
magic things. And one of the ones we had put on our short list was a landa were
elf. We thought that was pretty cool. So when we were making the story, one of the things
that was important is Gerard and Miri need to leave the weatherlight. That the story
begins for those to know the weather light saga. The captain of the weather light is named
Sissay. She gets kidnapped by Volrath and then the crew goes and finds Gerard and
ask for his help because they need his help finding Sissay. So he reluctantly agrees. But
Anyway, in the story, there's a reason he left the ship.
He and Miri leave the ship.
And the reason was that Gerard and Miri were best friends.
They became best friends because they, along with a third person, studied under Maltani.
Maltani's a Morrow Sorcerer, who sort of trained them, sort of as their mentor figure.
If people know the myth of the epic hero.
So what I said is I needed to have a third person that was important to them.
And then that person ends up dying, and that's the impetus of why Gerard and Mary leave the boat.
And Michael and I realized that that could be our Atlanta war elf.
So we called him Raffellos.
And anyway, when we were, he died before the story begins.
But in the Erza saga block, we went back in time.
So Erz's destiny was the right time period where he was alive.
Now, given he's an elf, so he lives a little bit longer.
So Erz's destiny was a little bit in the past, but he was alive by that point because Elves lived.
for a long time. So anyway,
the idea behind him, so the card
is green
green, he's a
2-1 legendary
elf, and he taps
for one green mana for every forest
you have. The idea was, we were
trying to do a legendary elf. We wanted to be really exciting.
So he said, you know,
land or elves tap for a green mana.
What if he taps for a whole bunch of green mana?
Obviously, he got banned
meaning, okay, there's a lot of green mana.
He really, really can tap for a lot of
Man. If you're playing in a mono green deck,
he taps equal to the number of land you have, basically.
And as the game goes, that gets to be
a lot of land. And because
he's a creature, there's a bunch of ways to untap creatures.
And anyway, he can produce lots and lots of land.
So he ended up getting banned. How'd we do it on time
today? Okay. I just
got to work, but I have a few minutes here.
So we're going to, I'm going to tell you one more story
before we end. So on March
2007, banned and commander.
Let's see. What is banned and commander here?
Oh, no, no, no, sorry.
I just told that story.
October 2002, Bandit Commander.
Test of endurance.
So test of endurance is two white, white enchantment.
At the beginning of your upkeep, you win the game if you have 50 or more life.
Okay, well, this is kind of a continuation of my last story, which is I was very enamored with all at wind conditions.
So much so, when I was leading Odyssey, I came up with a cool idea.
We had done individual wind conditions, but we had never done a cycle of wind conditions.
and that was really intriguing to me.
So I ended up making, so the White was Test of Endurance.
You had a game 50 Life.
The blue was Battle of Witch.
You had to have like 200 cards in your deck.
The black was Mortal Kombat.
You had to have some number of dead creatures in the graveyard.
Red was Chanson Conner.
You had to win so many coin flips.
And the green one was epic struggle.
And you had to have so many creatures in play.
So the idea of each one is if you do the thing,
the color is that really wants you.
to do.
That you can win
the games.
And what we did is I split
them between, so the red and blue one
were in Odyssey.
The black one, so
Battle of Wits and
Chance Encounter
were in Odyssey. The black one
Mortal Kombat was in torment
because that was the black said. And then
epic
struggle and
test of endurance were
in judgment because judgment was well green and white and that was the green and white one.
So we sort of balanced them out.
Probably the one of the cycle that got the most notoriety was actually Battlewits.
Battlewits made people play with giant like 250 card decks, which was, and it was actually
competitive for a while.
So you're actually seeing people in tournaments playing giant decks, which was pretty cool.
The reason Test of Endurance got banned is it was designed for a one-on-one game where you start at 20 life.
Commander, you started 40 life
and it's not that hard to get 10 life.
It's also, it's a slower game.
Like, it just wasn't that hard to get to 50.
Like, getting to 50 from, in a one-on-one game
that's a little more competitive and faster,
is a pretty big deal, it's hard to do.
But in Commander, it was a little bit too easy,
so it had to get banned.
Anyway, guys, so I passed Richard today,
but we have some more podcast to go.
I have a bunch more...
I made a lot of band restricted cards.
So anyway, guys, I hope you're enjoying this series.
There's more to come.
Reminder that at some point,
the video of me
giving this talk will be up
online. You can watch that.
But anyway, guys, I am now at work.
So you all know that means that my end of my drive
to work. So instead of talking magic,
it's up to me... Up to me. It's time
to me making magic. I'll see you all
next time. Bye-bye.
