meta_pixel
Tapesearch Logo
Log in
Magic: The Gathering Drive to Work Podcast

Drive to Work #389 - Urza's Destiny, Part 3

Magic: The Gathering Drive to Work Podcast

Wizards of the Coast

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

4.8743 Ratings

🗓️ 2 December 2016

⏱️ 43 minutes

🧾️ Download transcript

Summary

Part three (of four) of Mark's series on the design of Urza's Destiny.

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.

0:06.4

Okay, last couple of podcasts, I've been talking all about the design of Erza's Destiny.

0:11.5

But I've not finished yet. So we will continue on with Erz's Destiny. Okay, I think we were up to H.

0:16.9

Hartwarden. So Hartwarden is a creature that costs one in a green, so two mana, one of

0:21.4

which is green, for a one-one elf druid, tap, add green man to your mannipole, or second ability,

0:28.1

two in sack, draw a card. Okay, so this is a good example of a cycling from play creature.

0:33.1

So the idea was, I want to give you a creature that had some utility, but there would come a point where you just didn't need it anymore.

0:39.5

So an elf that produces men is a good example, because early on it helps you get your things

0:44.7

out.

0:45.7

But there comes a point in the game where I have enough land, I don't really need it, it's small

0:49.9

so I'm not going to attack with it, where I'm happy to trade it in. And one of the tricks to finding neat things to do for cycling from play is trying to find

0:58.4

stuff in which there was a use for it.

1:01.0

There was something in which you know when and where you wanted it and at some point

1:04.4

you would want to trade it in.

1:05.9

And this was a good example of a card where it's very valuable in the early game.

1:09.9

You know, turn two, you drop it. It lets you get out your four drop or turn earlier and such.

1:14.6

But once you have enough land, then you don't need it, you can cycle it away.

1:18.6

So, anyway, this was a good example of where I think cycling from play works as best,

1:22.6

where there's a reason that you would, there's a reason that the card would eventually become obsolete,

1:26.6

and you'd be happy to trade it in.

1:29.7

Next, hunting Moa.

1:31.6

So it's two in a green, three mana total, one of which is green, for a three-two bird beast.

...

Please login to see the full transcript.

Disclaimer: The podcast and artwork embedded on this page are from Wizards of the Coast, and are the property of its owner and not affiliated with or endorsed by Tapesearch.

Generated transcripts are the property of Wizards of the Coast and are distributed freely under the Fair Use doctrine. Transcripts generated by Tapesearch are not guaranteed to be accurate.

Copyright © Tapesearch 2025.