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Magic: The Gathering Drive to Work Podcast

#431: Guildpact, Part 2

Magic: The Gathering Drive to Work Podcast

Wizards of the Coast

Game Design, Duels Of The Planeswalkers, Mtg, Leisure, Magic The Gathering, Ccg, Games, Mark Rosewater

4.7802 Ratings

🗓️ 28 April 2017

⏱️ 38 minutes

🧾️ Download transcript

Summary

This is second part of a three-part series on the design of Guildpact.

Transcript

Click on a timestamp to play from that location

0:00.0

I'm pulling on my driveway. We all know what that means. It's time for the drive to work.

0:06.1

Okay, so last time I started talking all about the design of Guild Pact. And I got up through, I think, gee, so I'm far from done.

0:13.6

So we'll continue on. Okay, Gilletrode. One blue-red. So three mana, one of which is blue blue, one which is red. It's a zero-one weird.

0:22.2

Tap to deal one damage to target creature or player.

0:25.4

And whenever you cast an instant or sorcery, you untapped to electrode.

0:29.8

So one of the themes of Isit.

0:33.0

I talked last time about Isit was an instant sorcery-based deck, has sort of a tempo-e deck.

0:42.5

So one of the things we definitely tried to do was sort of make instant sorcery matter type stuff,

0:48.8

make spell matter things.

0:50.0

And so here's a good example.

0:52.4

Essentially what this does is it does one damage for every instant or sorcery you cast

0:57.0

because you can always untape this.

0:58.0

You can always do damage before you cast instant sorcery and then untap it.

1:02.0

And so essentially it allows you to get one extra damage in.

1:06.0

The nice thing about it is, you know, it's a little more useful than merely an enchantment

1:10.0

that just did one damage every time you cast it because it can do damage every turn regardless. The nice thing about it is, you know, it's a little more useful than merely an enchantment that

1:10.8

just did one damage every time you cast it, because it can do damage every turn regardless

1:15.3

of it.

1:16.3

So it sort of, it has a function and then on top of that function and helps your instance

1:19.6

and sorceries.

1:20.6

Okay, next, Gore clan blood scale.

1:24.6

That's three and a red, so four mana, one of which is red, for a 3-1, sorry, 2-1,

...

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