Magic: The Gathering Drive to Work Podcast - #876: World Enchantments

Episode Date: October 8, 2021

In this podcast, I talk all about World Enchantments (originally called "Enchant Worlds"). ...

Transcript
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Starting point is 00:00:00 I'm not pulling out of the driveway. We all know what that means. It's time for another drive to work. Coronavirus edition. Okay, so today I'm going to go way back into the past, back to 1994, to talk about something called World Enchantments, or as they were originally known, Enchant Worlds. So this is something created in Legends. So the Legends expansion is the third ever Magic expansion. So Magic came out, and then there was Arabian Nights, number one, Antiquities, number two, and number three was Legends. Legends was the first large expansion that wasn't a core set. And in it, there are a lot of cool ideas. Legends introduce multicolor. It introduced the idea of things being legendary.
Starting point is 00:00:52 But another thing they introduced to the world was what was at the time called Enchant World, as I'll explain later to become World Enchantments. So yeah, here's the idea. This was the idea behind them, is you are a planeswalker going from world to world having your magical duels.
Starting point is 00:01:12 Well, what if we could represent that traveling between worlds on a magic card? And those were called enchant worlds. So interestingly, in Legends, there were 12 of them. None of them were white. There were two in blue, two in black, four in red, four in green.
Starting point is 00:01:34 It's interesting that if you go back to Legends, like the idea of cycles. Richard obviously incorporated cycles into Alpha, and there were a lot of cycles in Legends, so it wasn't like the idea of cycles wasn't something. But for some reason, they just made the ones they made, and there were a whole bunch in red and green and none in white. I'm not really sure why. But anyway, so I want to go through today. I want to talk about the Enchant Worlds and talk a little
Starting point is 00:02:01 bit about what happened with them. And they definitely spawned some things. There's some things inspired by Enchant Worlds. So I do want to talk about that as well. So first up, I'm going to talk about the 12 Enchant Worlds that came out in the Legends expansion. Okay, so first up, I'm just going to go in color order here. Field of Dreams. So, Enchant World costs a single blue mana. The top card of each player's library is always face up. So, Field of Dreams, I believe, was the first card ever to reveal the tops of a library. That is an effect we do from time to time now
Starting point is 00:02:42 when we let people sort of cast cards at the top of the library. Usually these days, we let you... We don't make you put it face up. We just let you look at it, and then you reveal it if it's something that you can then cast. But for a while, Field of Dreams
Starting point is 00:02:58 definitely inspired a whole bunch of cards. Once again, so the flavor, by the way... I guess I should talk about the flavor as we get into these. The flavor of Enchant World was it represented where you were fighting the battle. In fact, I didn't even explain how they worked. So I guess maybe let's now explain how
Starting point is 00:03:16 they worked. So the way it was is you would play Enchant World, and it represented where the battle was taking place. And then, if you ever played another Enchant World, which would imply that you were moving now to that new place, the old Enchant World would go away. So you only would ever have one Enchant World at a time.
Starting point is 00:03:35 Now, in Legends, I mean, Limited wasn't a real big thing at the time, but in Legends, the set itself, I think there was no way at common or uncommon to destroy an enchantment. There was boomerang, I guess. You could bounce an enchantment. But there's no way to destroy enchantment
Starting point is 00:03:53 at low rarities. I think there was one remove enchantments was at rare. But anyway, one of the ways, the easiest way to get rid of an enchantment was with another enchantment. Sorry, another enchant world. And so, there was a point in Constructed in the very early days when Legends of Earth came out
Starting point is 00:04:11 where, and I'll get to some of these, that they were so powerful that in order to deal with it, you almost had to play as, you yourself had to play an enchant world. There was this tiny sliver in Constructed Magic where, you know, one of the ways to address some of the other problematic Enchant Worlds,
Starting point is 00:04:29 I'll get to the... The two black ones were the biggest problems. I'll get to them in a second. That you really had to play some in your deck. And so, there was a little time where the metagame... They were part of the metagame. It didn't last very long. And the entire Enchant Worlds, World Enchantment didn't last very long. And the entire world enchantment didn't last very long.
Starting point is 00:04:47 As you will see... How many total are there? There's one, two, three, four, five, six... 26 total. There's 26 total world enchantments. And they start in Legends and they end in Visions. And so Legends is 2004. And Visions...
Starting point is 00:05:03 I'm sorry. Legends is 1994. And Visions is 1996, I believe? Or 97? When was Visions? 97. I think Visions was 97. So anyway, it didn't last very long. But they had a big, as you'll see, they did have a big influence. And some of these effects definitely...
Starting point is 00:05:25 There's a number of memorable Enchant World cards, World Enchantment cards. Okay, next. In the Eyes of Chaos, two and a blue, Enchant World, all instants and interrupts, this is back when interrupts were a thing,
Starting point is 00:05:38 are countered unless their caster pays an additional X, where X is the casting cost of the spell being cast. So right now, it only affects instants. I'm reading you from the original text, but the current Oracle text is whenever a player casts an instant spell, counter it unless that player plays X, where X is its bounty value. So that card just makes all instants twice as expensive to cast. For those who don't know what interrupts were,
Starting point is 00:06:01 I'll spend two seconds on this. When Magic first came out, the timing system worked differently, the way the game worked, and so mostly counter spells were interrupts. Counter spells and things that produce mana were interrupts, so that
Starting point is 00:06:17 only an interrupt could respond to another interrupt. If you know the mechanic split second that was in Time Spiral, interrupts in Split Second were kind of similarly. Split Second was definitely us kind of mimicking what
Starting point is 00:06:33 interrupts were. Anyway, this card mostly just made... I think it was made to sort of shut down I mean, I think it was made to shut down countermagic, and then it had, because it affected instants, it affected some other things, but it definitely made it harder to do things on other players' turns
Starting point is 00:06:52 because, you know, instant interrupts are the only thing you could do on other players' turns. So it really said, hey, on my turn, it's much more expensive for you to mess with me. Okay, next we get to Nethervoid. Gives it height to myself. Okay, Nether Void was three and a black.
Starting point is 00:07:10 Enchant World. All spells cast are countered unless their casters pay an additional three. And the modern text is just, when a player casts a spell, counter it unless the player casts three. So Nether Spells dismayed all spells, not just Instants and Interrupts.
Starting point is 00:07:23 All spells cost three more. So it was very problematic dismayed all spells. Not just Instants and Interrupts. All spells cost three more. So, it was very problematic and a very powerful card. So, for four mana, all of a sudden, you know, let's say on turn four, let's assume you have all your land drops. Okay, I play this. Now, my opponent, you know, maybe they get to play their fifth land drop, but they can only play spells now that cost, you know, two or more, assuming they made their fifth land drop.
Starting point is 00:07:46 And if not, you know, they're casting one. And if they somehow aren't at their fourth land drop yet, they can't even play a spell that maybe zero cost things for three. So it was a very... The funny thing about Nether Void is it's like a... It's kind of like a taxing counterspell,
Starting point is 00:08:02 which once upon a time was a blue thing, and later white would do more proactive taxing, and white became a taxing counterspell, which once upon a time was a blue thing, and later white would do more proactive taxing, and white became the taxing color. It's really weird that it's in black. It wasn't really in the flavor of black back then, and it's for sure not in the flavor back now. But Nether Void was a really powerful spell,
Starting point is 00:08:20 because once you cast it, you really shut down the ability for people to sort of stop what you were doing. So what was very common back in the day was you kind of would get out your threat and then cast Nether Void, and then it just sort of put everything in molasses and made it very hard to deal with. Okay, next is The Abyss. Three and a black, Enchanted World. All players bury one target non-artifact creature under their control if they have any during their upkeep.
Starting point is 00:08:47 So that was how it read originally. The Oracle text is, The beginning of each player's upkeep, destroy target non-artifact creature that player controls at their choice. It can't be regenerated. So the idea of the Abyss, and this was another very powerful card, is every turn, each player destroys one of their creatures. And this is very powerful, right? It's sort of like I put this out,
Starting point is 00:09:10 and obviously if I'm playing this, I have the means, you know, I'm playing something that produces a lot, like there's a card called Singer Autocrat that I think I played with this, so that was a little bit after it. It was a black creature that made 301 tokens. But usually, hey, you're the
Starting point is 00:09:25 black player, you can spit out some smaller things and then just, they're losing a creature every turn. I mean, your deck is built for this, their deck is not built for this. Nether Void and the Abyss were both really powerful cards and during that window I talked about where you kind of had to play
Starting point is 00:09:40 an Enchant World slash World of Enchantment, those were the two cards that were causing the biggest problems. Like, those were very... Those were very common. Things like Field of Dreams and I'll Get to Concord and Crossroads got played in the respective decks because they were really cheap ways. Like, if someone had a Nether Void out,
Starting point is 00:10:02 you needed a cheap way to get rid of it because it's costing the spell to cost three more. Well, I'll get to Concord Crusher in a second. But Field of Dreams in a blue deck was a way for only four mana to get rid of a Nether Void, which was really important. Okay, next up. Now we get
Starting point is 00:10:18 to red. Caverns of Despair. Two red red, Enchant World. All players may attack with no more than two creatures each turn, and block with no more than two creatures each turn and block with no more than two creatures each turn. This was a way in red to sort of shut down attacking. Once again, one of the things you'll notice back in Legends, being the third set, is they did a lot of flavorful things.
Starting point is 00:10:38 The color pie was not something that was nearly as thought of as today, meaning Nethervoid isn't really a black card, Caverns of Spirits isn't really a red card. I mean, some of these make sense, but anyway, there's a lot of pushing and directions. One of the things about the Legends design is the design team,
Starting point is 00:10:58 Steve Conard and all the people who made that team, had a lot of cards that sort of just said flavorful things, and then left it to sort of the developers to like, how do we actually word that? There's a lot of very funny early Legends cards that just sort of say, like, everybody fights or something like that.
Starting point is 00:11:14 You just got to figure out what that means. Okay, next up, Gravity Sphere. Gravity Sphere costs two and a red in Gen World. All creatures lose the flying ability. So it shuts down flying. Red and green, I mean, green's number one, but red's number two at anti-flying. And so this card just sort of, if you wanted to,
Starting point is 00:11:32 you could keep flying from mattering. Next up, Land's Edge, one red red, Enchant World. Any player may discard a card from hand at any time. If that player discards a land, Land's Edge does two damage to target player of the discarded player's choice. This was actually one of the more powerful of
Starting point is 00:11:50 the red enchant worlds. The idea essentially is you could turn land into damage, into shocks, to do damage to any target. I think it says any target now. Oh, it says target player or target planeswalker.
Starting point is 00:12:06 Any player may... So the current way it's templated is discard a card. If the discarded card was a land card, land's edge deals two damage to target player or planeswalker. Any player may activate this ability. Oh, I see. So it said target player or the discarded player's choice.
Starting point is 00:12:23 Okay. Oh, I see. It just hit players, then we let it hit Planeswalkers. Lands Edge. There was a whole deck built around Lands Edge that basically would sort of establish the game and then would kill you by throwing lands
Starting point is 00:12:36 to kill the opponent. That was actually... There was a Nethervoid deck, there was an Abyss deck, there was a Lands Edge deck. A bunch of these cards that had people building around them. Okay, Storm World.
Starting point is 00:12:47 Red. Single red. Enchant World. If any player has less than four cards in his hand at the end of his upkeep, Storm World does one damage to that player for each card less than four. So this is the rack.
Starting point is 00:13:01 Basically, a card in Antiquities. This was Enchant World that punishes people for having empty hand. There was also a deck that used Storm World. Early on, I mean, part of it was Magic didn't have a lot of cards, and part of it was some of these were actually very powerful effects. One mana to sort of rack everybody was actually pretty powerful. Okay, next up.
Starting point is 00:13:23 Arborea, two green green. Enchant World. If a player does not cast a spell or put a card into play on his or her turn, no creatures may attack that player until his or her next attack, next turn. So this was an uncommon. So for those that have never played Legends Sealed, which I have, this is probably the card that is the most painful card in Legends Sealed. It's an uncommon. Basically what it says is, as long as I don't cast a spell, I can't get attacked.
Starting point is 00:13:54 And so one of the strategies is you get this card, you play it out, and then just build up your board, and then once you feel you have enough... Oh, I'm sorry. just build up your board, and then once you feel you have enough... Oh, I'm sorry. You build up your mana, not letting them attack you, and then you can sort of do a bigger spell.
Starting point is 00:14:16 It just really shuts everything down. I don't think I've borrowed or saw tons of Constructed play, but in Limited, it really, really shut down. It was... Like I said, there was no common or uncommon way to destroy enchantments. There were some uncommon enchant worlds, so that was the easiest way to get rid of Arborea was another enchant world. Anyway, I drew not a fond memories of Arborea.
Starting point is 00:14:39 Next, a card I have many fond memories of, Concord and Crossroads. So green, so Enchant World. Creatures may attack or use abilities that include the tap symbol during their turn they're brought into play. Now to say is all creatures have haste. Haste wasn't a thing at the time.
Starting point is 00:14:55 It wasn't a named thing at the time. So for those that know, the deck that I played a lot in the early days of Magic, my competitive deck, was a blue-green weenie deck. I've published this numerous times. Concordant Crossroads was a big part of that deck. Usually I would get Concordant Crossroads out right away, and that allowed me to chain my birds and my elves,
Starting point is 00:15:16 and it allowed me to sometimes attack right away on my very first turn, sometimes for a scary amount of damage. But Concordant Crossroads did two functions. One is it one mana, and then I had given, it made it gave all creature states, not just your creatures. But my deck was optimized for it. It was a weenie deck. So it was very, very
Starting point is 00:15:35 effective in my deck. But also it allowed me to deal, at the time I had to deal with Nether Voids and Abysses. And so it allowed me... It was a one-drop answer, especially for Nether Void. It was a one-drop answer. Or four-drop with a Nether Void out.
Starting point is 00:15:54 But anyway, it was a very... Choreographs was a very popular card. We don't do as much sort of grant abilities to all creatures anymore. Nowadays, like, your creatures gain haste. Interestingly, at the time that it was made, green really wasn't a haste color. Years later, we made it tertiary in haste, and then recently we made it secondary in haste.
Starting point is 00:16:13 So now green can do this. So Congorn Grassroad kind of wasn't a green card, and eventually it's come around to where it could be a green card. Next, Living Plain. Two green green, Enchant World. Treat all lands in play as both lands and 1-1 creatures. They may not be tapped for mana the first turn of the broad into play.
Starting point is 00:16:30 That's just saying... So all lands are 1-1 creatures that are still lands, is the Oracle text. Basically what it did is it just turns everything into a 1-1. There were some Living Plain decks that used that to kill the opponent's land. Like, I would play that, and then I would, you know, cast something that just did one damage.
Starting point is 00:16:48 Usually I would play it, I would somehow protect my lands, a castle or something, and then I would do one to all all, um, to all creatures, and then it would kill all my opponent's lands. That was the Living Plain deck. Not a super fun deck. I think Living Plain was inspired by, um,
Starting point is 00:17:04 there was an artifact in Alpha that made all swamps into 1-1 creatures. And the idea that something should turn all your lands into creatures felt more green. So this is in green, that extra card in green. The fact that you can turn anybody's
Starting point is 00:17:19 definitely made it... The way it ended up getting used was not, oh, I turn my creatures into lands and attack you. My lands into creatures and attack you. It was much more, I turn your lands into creatures and destroy them. So it didn't quite play out the way I think that it was intended by its creators.
Starting point is 00:17:36 So the final from Legends was Revelations. Single green mana. Chant World. All players play with the cards in their hands face up on the table. I have no idea why this is a green card. And everybody having all your hands revealed
Starting point is 00:17:51 we've learned does not lead to good play. Like, hidden information is a really fun part of magic. So, not a big fan. The, I will note that you notice that there are a bunch of cheaps. So, Fields of Dreams, Storm World, Concordant Crossroads, and Revelations were all one-drop enchant worlds.
Starting point is 00:18:08 And with Nethervoid, when Nethervoid became a big thing in Constructed, people played Concordant Crossroads over Revelation usually. But Fields of Dreams, Stormworld, and Concordant Crossroads got played a bunch as ways to fight Nethervoid. Okay, so those were the 12 in Legends.
Starting point is 00:18:23 So, next up was Homelands. So, Homelands was... So, after Legends was The Dark. And after The Dark was Fallen Empires. And after Fallen Empires was... Oh, wait, is this... Hold on a second. Oh, no, this is Homelands. After The Dark was... I guess Homelands was... Okay, Homelands was after The Dark. That's after Fallen Empires. Oh, no, this is Homelands. After the Dark World, I guess
Starting point is 00:18:45 Homelands was after the Dark. That's after Fallen Empire. Fallen Empire is then Homelands. So there were three Enchant Worlds made in Homelands. One in white, finally, the first time there was a white one. So there was a white one, a blue one, and a black one.
Starting point is 00:19:02 Okay, so the white one was Seri Avery. Three in a white, Enchant World. All creatures with flying get plus one a black one. Okay, so the White Woman, Sari Avery, three and a white, Enchant World, all creatures with flying get plus one plus one. I think that was made just to be a positive flying card. I think, for example,
Starting point is 00:19:18 you know, Gravity Sphere, shut down all flying. Well, Sari Avery said the opposite. Like, instead of hurting flyers, I'm going to help flyers. I thought it was sort of a... I think it was a response to Gravity Sphere of sort of a... Instead of having one that's going to host flyers, we're going to make one that's going to help flyers. And Sarah in Homelands,
Starting point is 00:19:34 Sarah the character, played a bigger part, so they tied it to her. Mr. Decree. Two blue blue. All creatures lose flying in Island Walk. So this was a card made to go with the moat, which was a card in Legends that nothing could attack
Starting point is 00:19:50 except flying and island walk creatures. So if you played the moat with Mystic Decree, and white and blue were kind of the control deck colors, it kept anything from attacking you. And I think that was on purpose. I think Mystic Decree specifically was meant to go with the moat. And then finally was Coastkin Falls, 2 black black,
Starting point is 00:20:06 Enchant World. During your upkeep, tap target untapped creature you control or bury Koskyn Falls. No creature can attack you unless its controller pays an additional 2 when that creature attacks. This is another weird one. It's...
Starting point is 00:20:20 I don't know. It's forcing you to tap creatures. It keeps them... It gives them a tax for attacking. I don't know, it's forcing you to tap creatures, it gives them a tax for attacking. I don't know, taxing was never supposed to be a black thing. Maybe they were riffing off of Nethervoid. But anyway, Homeland sort of picked up the ball and said, oh, Enchant Worlds, starting with Homelands became, for a little blink in time, an action evergreen ability.
Starting point is 00:20:45 Because it shows up in Homelands, it shows up in Alliances, it shows up in Mirage, it shows up in Visions, and then it goes away. Okay, so there only was one Alliances card. It was called Winter Night. And it was the...
Starting point is 00:20:58 I think it's the only gold card? The only gold... Yeah, it's the only not mono-colored, the only multi-colored enchant world. So it said, whenever a snow-covered land is tapped for mana, it produces one additional mana of the same type and does not untap during its control
Starting point is 00:21:13 or its next untap phase. So the idea is all of your snow-covered land sort of got mana flared, it produced extra mana, but it also hosed it, so you got two that turn, but it didn't untap the next turn. I do know that this got designed during development
Starting point is 00:21:29 because the Alliance's designers did not put any snow into their design, mostly because when they made it, it was not originally intended to be a follow-up to Ice Age. It was made by the same people, but really was their own. They were doing a completely different set. And when we got it, the idea was
Starting point is 00:21:46 we were starting to think in terms of blocks. And so we actually sold the lines as being part of a continuation of Ice Age. But that meant in development, and that's the first team I was on development of, we actually added in a bunch of snow matter cards. And so
Starting point is 00:22:01 I may or may not have had something to do with the design of this card. I don't remember. I might not have, but I know we spent some time making a bunch of snow-mattered cards. Okay. Then we get to Mirage. Mirage actually did a cycle of rares
Starting point is 00:22:20 with one bonus black card for some reason. So, first up, Null Chamber, three and a white, Chant World. You and target opponent each name any card except a basic land. Those cards can't be played. So this was, I think,
Starting point is 00:22:32 might have been the earliest proactive sort of pithing needle type effect, you know, meddling mage. This effect, I think, was the first time we did this, and it's in white, obviously, but we're... It's sort of proactively countering things, and that's something we let white do. This was the first time that happened.
Starting point is 00:22:52 Bizarre of Wonders, 3 blue blue. When Bizarre of Wonders comes into play, remove all cards in all graveyards from the game. Whenever a spell is played, counter it if a card with the same name is in play or in any graveyard. I actually designed this card. The interesting thing was, I just liked the idea. I wanted a card that said, you can't with the same name is in play or in any graveyard. I actually designed this card. The interesting thing was, I just liked the idea.
Starting point is 00:23:07 I wanted a card that said, you can't play the same spell twice. And just trying to figure out, well, how do we do that? And finally what we said is, okay, well, what if we... I think we removed the graveyard just because we're like, okay, well, from this point forward, you can't do something. Although, obviously, you couldn't play something
Starting point is 00:23:24 that was already in play. I forget why we removed the graveyard and just didn't count the graveyard. But anyway, it was built to be something that just kept you from playing the same card twice with the idea. I didn't build it as Enchant World originally, but I think we were making a cycle. We must have killed the blue one, so we ended up making Enchant World. Okay, there's two black ones. Forsaken Waste. Players cannot gain life during each player's upkeep. That player loses one life.
Starting point is 00:23:44 If Forsaken Waste is the target of a successfully cast spell, that spell's cash or loses five life. I remember we put that rider on because we wanted some punishment for destroying it, but we wanted it to be destroyed. So it's like, well, you can destroy it, but you lose five life to destroy it. And then Tombstone Stairwell, cube of upkeep, one and a black. During each upkeep,
Starting point is 00:24:04 each player puts into play a tomb spawn token for each summon card in his of upkeep, one and a black. During each upkeep, each player puts into play a Tomb Spawn token for each summoned card in his or her graveyard. That's a creature. Two of these tokens is to two black creatures that are unaffected by summoning sickness and counting zombies. At the end of return, or if Tombstone Stairwell leaves play, bury all these tokens.
Starting point is 00:24:19 I think this card was made completely independently. I don't think it was part of our cycle. It ended up actually being a pretty popular card. I'm not sure why we made Enchant World. I don't think it was part of our cycle. It ended up actually being a pretty popular card. I'm not sure why we made Enchant World. I don't think it was part of the cycle. Just we saw an opportunity. Maybe it felt like Enchant World because it affected everybody. That must have been why. It was an enchantment that affected everybody, so we would call it
Starting point is 00:24:36 Enchant World. Chaos Sphere in red. Two in red. Creatures with flying cannot block. Creatures without flying can't block creatures with flying. So it sort of separates the flyers from the not flyers. Kind of what we would later do with Storm and Tempest. They just sort of separate into two groupings. And then haul the gemstones, one green, green.
Starting point is 00:24:54 During each player's upkeep, that player chooses a color. Until end of turn, each mana-producing land produces mana of the chosen color instead of its normal color. So the idea is you sort of shut down trapping certain colors. It was a color-hosing the idea is you sort of shut down tapping certain colors. It was a color hosing card, which is sort of weird. But anyway, those were the cycle. And then there was an almost cycle in Visions,
Starting point is 00:25:13 which is a little bit weird. There was one in every color but green. I'm not quite sure. That says we didn't set out to make a cycle. We went a green one. It's a little weird. I Singularity. When I Singularity comes into play,
Starting point is 00:25:24 bury all permits with the same name except basic lands.ity. When Eye of Singularity comes into play, bury all permanents with the same name except basic lands. Whenever any permanent other than a basic land comes into play, bury any permanent already in play with the same name. So Eye of Singularity and Bizarre Wonders are doing something similar. Although it destroys things.
Starting point is 00:25:40 Where the Bizarre Wonders just stops you from playing others, but Eye of Singularity destroys them. Teferi's Realm, one blue blue. Beginning of each player's upkeep, that player chooses Artifact Creatures, Land, or Global Enchantments. All cards of that type phase out. And so this lets you sort of temporarily get rid of something.
Starting point is 00:25:57 And each turn you get to choose what you get rid of. Pillar Tombs of Aku, two black black. During each player's upkeep, that player sacrifices a creature, or that player loses five life, or you bury Pillar, Tombs of Aku, 2 black, black. During each player's upkeep, that player sacrifices a creature, or that player loses 5 life, or you bury Pillar of Aku. I think we were trying to make a fixed version of the Abyss. That's what that was. So the idea is, well, sacrifice a creature, but if you really need your creature, you can lose 5 life instead.
Starting point is 00:26:18 And then Elk and Lair, 3 and a red. During each player's upkeep, that player chooses a card at random, his or her hand, and sets it aside face-up. That player may play that card as over in his or her hand. If that player does not play the card by the end of the turn, bury that card. There's a card called Elken Bottle, which I think came first, and then Elken Lair.
Starting point is 00:26:36 Both of those are kind of the inspiration for where Impulsive Draw came from. Because Elken Bottle was, look at the top card of your library and you can play it until the remainder of the turn. And I think Elkin was just us riffing off that ability. That's why we named it Elkin.
Starting point is 00:26:51 Elkin Bottle was an anagram for Klein Bottle, which is a mathematical thing. Anyway, so what happened was we decided that we just didn't like the gameplay of Enchant Worlds. Mostly because we felt like the only one at a time, it did a lot of things
Starting point is 00:27:11 that having done with Legends that we didn't like, and that anyway, we decided that we didn't really like the gameplay of it, so we stopped making them as of Visions. So it went from being a thing to an evergreen thing to a thing we really don't do anymore. At some point, we decided that it was weird to call them Enchant Worlds. I think when 6th edition came around and Enchant Blank became Enchantment,
Starting point is 00:27:36 we turned World into a supertype. So it became, instead of Enchant World, it became World Enchantment. People keep asking us, will we ever make more World Enchantments? I don't know. I mean, with things like Modern Masters existing, I don't know if one day, out of entertainment, we would do something like that. But we don't think the gameplay is really good, which is why we haven't made them since then. So I'm not optimistic of us making more.
Starting point is 00:28:01 really good, which is why we haven't made them since then, so I'm not optimistic of us making more. I will explain, though, how this did inspire something in the last few minutes. So, for a while, there was a thing called Enchant World tournaments. And when they first began, we actually
Starting point is 00:28:17 used just Enchant Worlds. And the way it would work is you'd have a stack of some number of Enchant Worlds picked by the person running the tournament, and then every once in a while they would say, they would, they go, stop! And they would change the enchant world and then whatever the enchant world was affected the entire tournament.
Starting point is 00:28:33 So, you know, maybe, oh, Field of Dreams, everybody gets to use the top card of the library. Oh, the Abyss, everyone's sacrificing cards. Oh, it's Concord and Grassroots, all creatures of haste. That it would keep flipping things up. Oh, I didn't point this out before, but something you'd notice. The way all Enchant Worlds were designed is it affects everybody. It is not just
Starting point is 00:28:50 affecting one player. It changes the nature of the world, so it affects all players. That was something that ran through the designs of all of them, you will notice. That it doesn't just affect how one player functions, it affects how all players functions. It grants all players ability, not just one player.
Starting point is 00:29:06 But anyway, we did these tournaments called Enchant World Tournaments where we run this. Eventually, people will start putting in other enchantments and not just Enchant Worlds. There might be, like, oh, it's Manaflare or something. Anyway, the Enchant World Tournaments
Starting point is 00:29:20 were the inspiration for Plane Chase. So if you've ever played Plane Chase, Plane Chase is a product we've made numerous times where there is a card that represents what plane you are on, and then you can change that plane. But the Enchant Worlds and the Enchant World tournaments directly infected it, affected, sorry, inspired Plane Chase. And so when I say that we don't make World Enchantments anymore, I mean, Plane Chase definitely is something that sort of grew out of them, and, you know, past the time of Mirage, in some ways, I would argue that World Enchantments kind of morphed into
Starting point is 00:29:54 Plane Chase. Planes for Plane Chase. And so, their spirit lives on, and it is something, if you've never played Plane Chase, it's a lot of fun. Basically, it's a format where you have these large cards that act like Enchant Worlds, and then you have a die that you can roll, and so you can try to change it. If you don't like the world you're in, you can try to change it.
Starting point is 00:30:17 Also, there's effects that can happen. Not only is there a global effect, but if you roll the die and get a certain effect, you can make a specific effect happen on that world. But anyway, guys, that is the story of Enchant Worlds slash World Enchantments. It was definitely something interesting. There was a moment in time
Starting point is 00:30:34 where it was a big deal in constructed play. And like I said, it went on to inspire a very popular... I mean, it's popular within the group that likes it, but it inspired something that I know has a big following, which is Plane Chase. I mean, it's popular within the group that likes it, but it inspires something that I know has a big following, which is Plane Chase. So anyway, I hope you guys enjoyed our jaunt through
Starting point is 00:30:52 World Enchantments slash Enchant Worlds. And I hope you guys, I'll see you all next time. So I can see my desk. We all know what that means. It's the end of my drive to work. So instead of talking magic, it's time for me to be making magic. I'll see you guys next time. Bye-bye.

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