Mark Rosewater in interviews has mentioned that contraptions were explicitly not planned to exist. With some of Future Sight’s unique mechanics being meant to be just that a weird one off. It was not until a magic designer publicly stated that there was no contraptions that he felt that there would need to be some in an unset
For weird card types I personally would've mentioned "world." It was a subtype of enchantments that always had boardwide effects, and similarly to how Field Spells worked in Yugioh originally, if another World enchantment was played it would remove the other (though it was state based so it did not count as being destroyed). It was retired because the world subtype would only cause more rules confusions, and there was nothing stopping enchantments from having boardwide effects anyways within the rules if it didn't have the world subtype.
@@danielwhite1890 the only ones they can actually reprint though are Concordant Crossroads and Arboria. Every other world enchant is on the reserve list. They haven't made a new world enchant since Visions in 1997 so I highly doubt they're going to revisit it outside of maybe unsets or commander sets.
Treasure's downside actually are somewhat relevant: treasure needing to be tapped also means it can be slowed down by stax pieces that make artifacts enter tapped. There are also more cards that let you tap artifacts for effects that would work with gold but not treasures. While these aren't common occurrences, these still are limitations that make treasures easier to control, which in turn allowed wizards to be more generous in producing them and made cards require less future-proof, leading to current game design which has treasure production as a reasonably common effect (and, in general, having many cards that produce artifact tokens of different kinds).
I disagree with Arcane being narrow, in fact I think its one of the few things that could come back with support. We when went to Strixhaven Arcane would have been a great place for it. You can bring Arcane back using a completely different focus and have it work with new mechanics, there is nothing wrong with that. Lair is one type that could be added more often as flavor for some cards. There could be some minor interactions but its mostly a flavor thing. I'm actually surprised Maze hasn't been a sub-type in the vein of Lair. Traps were an interesting mechanic that could return if they got more support. It really was a missed opportunity when they didn't include any in the DnD set.
It’s funny with arcane it’s too weak as it only works with other arcane cards. But splice onto instant or sorcery is too powerful because it can go into any deck. I too agree we could bring back arcane.
I’m suppressed “Shard” wasn’t on this list. Another subtype of enchantments with only one card having the type. Supposedly to relate cards to the new planeswalker at the time, but never revisited since. Honorable mention to Shrine being another semi-odd appearance, but less so than the rest of the list.
Can't speak to the design but I DO really like Fortifications thematically. Being able to 'fortify' your lands and make them more durable & useful just tickles my strategy game enjoying brain, I love any chance to build castles and forts and I wonder what other concepts it could use.
I feel like this was sort of a weird list, and not in the way it was intended. Obviously, "weird" is an entirely subjective term, but it felt like too much bias was placed towards subtypes that appeared on fewer cards, and on the design of cards with the subtype which are separate from the mechanics of the subtype itself. Even then, there were some glaring omissions, with Licids having 100% the weirdest mechanic tied to a subtype, changing permanent types and attaching to another permanent, which can then be ended as a special action that doesn't use the stack. Only thing I can think of is that the list implicitly barred mechanics centered around creature type, despite that being no different from Trap or Lair, where some convention in the card designs alone gives these subtypes a mechanical identity. If I was trying to make this list, based only on how "weird" the subtypes are in their inherent mechanics (ignoring their popularity/frequency of print), it'd probably be: 1. Attraction - cards start in the command zone, can't be cast or enter any other zone than the battlefield, die rolling turn based action 2. Adventure - two sets of castable characteristics, exile on resolution, cast from exile 3. Siege - must be TDFCs, state based action to cast for free, not controlled by protector (these are Siege-specific rules, not Battle) 4. Saga - triggered ability from lore counters, sacrifice as state based action, lore counter turn based action 5. Basic land types - grant inherent mana abilities, but remove all other abilities if prior typing is lost 6. Aura - very weird if entering without being cast, sacrifice as state based action 7. Class - unique level designation, each level text is both an activated and a static ability 8. Fortification/Equipment - work exactly the same, except which permanent type they attach to 9. Vehicle - noncreature cards that can have power and toughness 10. Role - pseudo-legend rule which only keeps the most recent Role
Prediction: Battle - tornument (beg you pardon if i misspell) All players can attack it, then the player who deals more damage to it after a few turns wins a unfair permanent
I'm surprised Host / Augment didn't make the cut. Shame Nearby Planet didn't get a mention for any of the land subtypes, especially since it turns on Urzatron by itself thanks to its Rangeling ability.
The Tron lands were further referenced in the 'tron' assembly workers in the Brother's war set. Revisiting the urza mines, towers and power plant as minions that have a mediocre effects but when together do more.
I am incredibly fond of lairs in EDH. They don't deserve a spot in every three color mana base but they work well in land fall decks (to get another land to trigger landfall), decks with white based ramp (to trigger your land deficicit effects), or to those terminally addicted to MDFCs all while fixing your mana.
8:45 No, just no. Yes, treasure has more support, however if they gave gold even half of the support it would bend and break formats like commander even more then treasures already do. Improvise is one thing, but a lot of artifact hate that either makes them enter tapped or makes you tap things down is just ignored by gold. Add to that the cards that let tokens or artifacts tap for mana and you get a lot of power treasures by design don't have. Treasures are possibly to strong for the game and to call am better version worse, because they can't print support for it is a little loopy. It's like calling Dragon Rulers worse the Genex because the later got more support.
Shrine is also a subtype ;) that for now can be added to creature or enchantment. And shrine creature have no creature type, you cant use cavern of souls for your goshintai. Thats a second strange subtype caming from og kamigawa
Fortifications are basically equipment for land. You have equipment and auras for creatures and people don't seem to get them confused, so I don't see why something like a Zendikar set or just one based around lands couldn't use fortifications.
The Lairs are the best non-fetchable tri-lands, IMHO. Sure they bounce a land, but they do enter untapped. So you don’t lose mana tempo that turn. They’ve been showing up in some of the Commander precons lately..
@@Merlewhitefire , uh no, "lair" is the correct spelling in this instance. A "layer" is something in which other things of a similar type are above and/or below it. Like layers of sediment in the Earth. A "lair" is an abode for an animal.
Just like Contrapitoins, the Rigger creature subtype has only one legal card : the same one that mentions Contraptions. There are also a few Riggers in Unstable-Unsanctioned.
We now have a second fortification card, so that's...something. It's still awkward and only exists in a Commander precon, but it's definitely a shock for it to be returned to at all.
I think battle is going to have some kind of fortified thing where the opponent has to attack it first and then it will give you a point of boost for beating it but they're forced to attack it
Darksteel Garrison is interesting because it has a 0% chance of being seen in future sets. First because land destruction is so bad that you can just use land auras. Secondly because, flavorwise, Mirrodin (and thus, darksteel) does not exist anymore, phased out.
Unless they originally planned to make another unset with the errated version of R&D’s Secret Lair but then the set bombed n they scrapped the next one n then forgot about it by the time the next Un set came out n again when they started doing Secret Lair products
Eh I don't think Fortication would really qualify here. On the other hand.... -Host/Augment as the silver border precursor to one of the weirdest mechanics, mutate -Hero, a subtype which mostly existed in an alternate game set or something and as promotional material for the Theros block, except that it also was given to a single silver border creature.
Steamflogger Boss actually made me quit magic. I joined the game at possibly the least opportune moment, during Time Spiral etc sets, very referential to past sets I had no attachment or understanding of. I still enjoyed the game a lot, but when I pulled SB from a booster, searched for what it actually does and learned it's meant to be a joke at the people who pulled it, I quit the game. I had some minor brushes with Magic later and still enjoy learning stuff about it sometimes, but I'm never going to get into this game again.
Lairs are so strange. I get that mana fixing was worse back then, but even if you played a lot of them, it would be in your best interest to bounce some other land, because that Lair that bounced to your hand would set you back AGAIN if you played it again. Literally a drawback that only screws you when you're already in a terrible spot.
@@thomaspetrucka9173 No that's what I mean. It's already bad to bounce a Lair. You don't want to do it. But if you HAVE to do it, they don't even let you. Look at this way: if you open a tapland and two Lairs, you could at least play 2-drops on turns two and three, even if you feel about it. But as worded, they don't even give you the option.
As of the current Comprehensive Rules, Tribal is still a card type. WotC has announced that "'Kindred' will replace 'tribal' as a card type" in future sets, but they haven't actually done so yet. Until they do, it's most technically correct to use it here when referring to the "arcane" subtype. It's probably more future-proof to say kindred, but that term has no history or rules meaning as of now.
111.10c A Gold token is a colorless Gold artifact token with “Sacrifice this artifact: Add one mana of any color.” It was functional errata, technically, but while originally it was subtypeless, Gold is an artifact subtype now.
@@tefnutofhoney2832literally all tokens that don’t specifically have “named [whatever]” in the effect creating them work like that, the often created “1/1 green saporling creature token”s for example are 1/1 green tokens with the creature type “saporling” named “saporling token” And food tokens are colorless artifact tokens named “Food token” with the food subtype and “2, tap, sacrifice this artifact: you gain 2 life”
Mark Rosewater in interviews has mentioned that contraptions were explicitly not planned to exist. With some of Future Sight’s unique mechanics being meant to be just that a weird one off. It was not until a magic designer publicly stated that there was no contraptions that he felt that there would need to be some in an unset
Also there has now been another fortification printed in the fallout commander precons.
Still waiting for top 11 basic lands
1-5: Forrest
6-11: Mountain
@@israeldavila27nah number 6 is plains
Waste of a list
@@israeldavila27forest 1-5? Not anymore. Green by far the weakest mono color
@@Bezoldz Gruul is best combo
For weird card types I personally would've mentioned "world." It was a subtype of enchantments that always had boardwide effects, and similarly to how Field Spells worked in Yugioh originally, if another World enchantment was played it would remove the other (though it was state based so it did not count as being destroyed).
It was retired because the world subtype would only cause more rules confusions, and there was nothing stopping enchantments from having boardwide effects anyways within the rules if it didn't have the world subtype.
It's not gone though, "world" enchantments have been printed recently with the reprint of concordant crossroads. Which still has the supertype
@@danielwhite1890 the only ones they can actually reprint though are Concordant Crossroads and Arboria. Every other world enchant is on the reserve list. They haven't made a new world enchant since Visions in 1997 so I highly doubt they're going to revisit it outside of maybe unsets or commander sets.
IIRC, World Enchantment flavor was transferred to Planes from Planechase.
No, it was a SUPERtype. And nothing said it _had_ to be enchantments; they just only ever printed it on such.
@@christopherb501 💀world creatures, just bringin back the old legend rule real quick
Treasure's downside actually are somewhat relevant: treasure needing to be tapped also means it can be slowed down by stax pieces that make artifacts enter tapped. There are also more cards that let you tap artifacts for effects that would work with gold but not treasures. While these aren't common occurrences, these still are limitations that make treasures easier to control, which in turn allowed wizards to be more generous in producing them and made cards require less future-proof, leading to current game design which has treasure production as a reasonably common effect (and, in general, having many cards that produce artifact tokens of different kinds).
The only downside with Most Dangerous Gamer in commander is the fact that only 1 legal attraction has a prize to claim
The recent printing of C.A.M.P. in the Fallout commander precon brought another fortification to the game
I disagree with Arcane being narrow, in fact I think its one of the few things that could come back with support. We when went to Strixhaven Arcane would have been a great place for it. You can bring Arcane back using a completely different focus and have it work with new mechanics, there is nothing wrong with that.
Lair is one type that could be added more often as flavor for some cards. There could be some minor interactions but its mostly a flavor thing. I'm actually surprised Maze hasn't been a sub-type in the vein of Lair.
Traps were an interesting mechanic that could return if they got more support. It really was a missed opportunity when they didn't include any in the DnD set.
It’s funny with arcane it’s too weak as it only works with other arcane cards. But splice onto instant or sorcery is too powerful because it can go into any deck. I too agree we could bring back arcane.
I’m suppressed “Shard” wasn’t on this list. Another subtype of enchantments with only one card having the type. Supposedly to relate cards to the new planeswalker at the time, but never revisited since.
Honorable mention to Shrine being another semi-odd appearance, but less so than the rest of the list.
Can't speak to the design but I DO really like Fortifications thematically. Being able to 'fortify' your lands and make them more durable & useful just tickles my strategy game enjoying brain, I love any chance to build castles and forts and I wonder what other concepts it could use.
i never heard of the fortification subtype before but that seems like a really cool mechanic, that should really come back!
Should have been revisited in ikoria.
Great news! As of the Fallout commander decks just recently, there are now a whole TWO!
17:34 turns out theres the C.A.M.P. fortification thats coming with the fallout set now
Fun fact, you can stack the cartouches for a unique art
8:52 The First Iroan Games from Theros Beyond Death also makes a Gold Token.
I feel like this was sort of a weird list, and not in the way it was intended. Obviously, "weird" is an entirely subjective term, but it felt like too much bias was placed towards subtypes that appeared on fewer cards, and on the design of cards with the subtype which are separate from the mechanics of the subtype itself. Even then, there were some glaring omissions, with Licids having 100% the weirdest mechanic tied to a subtype, changing permanent types and attaching to another permanent, which can then be ended as a special action that doesn't use the stack. Only thing I can think of is that the list implicitly barred mechanics centered around creature type, despite that being no different from Trap or Lair, where some convention in the card designs alone gives these subtypes a mechanical identity.
If I was trying to make this list, based only on how "weird" the subtypes are in their inherent mechanics (ignoring their popularity/frequency of print), it'd probably be:
1. Attraction - cards start in the command zone, can't be cast or enter any other zone than the battlefield, die rolling turn based action
2. Adventure - two sets of castable characteristics, exile on resolution, cast from exile
3. Siege - must be TDFCs, state based action to cast for free, not controlled by protector (these are Siege-specific rules, not Battle)
4. Saga - triggered ability from lore counters, sacrifice as state based action, lore counter turn based action
5. Basic land types - grant inherent mana abilities, but remove all other abilities if prior typing is lost
6. Aura - very weird if entering without being cast, sacrifice as state based action
7. Class - unique level designation, each level text is both an activated and a static ability
8. Fortification/Equipment - work exactly the same, except which permanent type they attach to
9. Vehicle - noncreature cards that can have power and toughness
10. Role - pseudo-legend rule which only keeps the most recent Role
Prediction: Battle - tornument (beg you pardon if i misspell)
All players can attack it, then the player who deals more damage to it after a few turns wins a unfair permanent
I'm surprised Host / Augment didn't make the cut.
Shame Nearby Planet didn't get a mention for any of the land subtypes, especially since it turns on Urzatron by itself thanks to its Rangeling ability.
Host is a supertype, not a subtype
13:56 Maybe one day we'll see a collab with Duel Logs.
I find it hysterical that Magic invented a new subtype largely to reduce card text...meanwhile, Yu-gi-oh exists.
The casual reference to Yu-Gi-Oh had me dying
The Tron lands were further referenced in the 'tron' assembly workers in the Brother's war set. Revisiting the urza mines, towers and power plant as minions that have a mediocre effects but when together do more.
I am incredibly fond of lairs in EDH. They don't deserve a spot in every three color mana base but they work well in land fall decks (to get another land to trigger landfall), decks with white based ramp (to trigger your land deficicit effects), or to those terminally addicted to MDFCs all while fixing your mana.
I actually run dromars cavern and riths grove in commander, so the lairs get at least SOME love
8:45 No, just no. Yes, treasure has more support, however if they gave gold even half of the support it would bend and break formats like commander even more then treasures already do. Improvise is one thing, but a lot of artifact hate that either makes them enter tapped or makes you tap things down is just ignored by gold. Add to that the cards that let tokens or artifacts tap for mana and you get a lot of power treasures by design don't have. Treasures are possibly to strong for the game and to call am better version worse, because they can't print support for it is a little loopy. It's like calling Dragon Rulers worse the Genex because the later got more support.
Shrine is also a subtype ;) that for now can be added to creature or enchantment. And shrine creature have no creature type, you cant use cavern of souls for your goshintai. Thats a second strange subtype caming from og kamigawa
Shrine can only be put on Enchantments, not on creatures. All Shrine creatures that exist are enchantment creatures.
Maybe slow down the pace of production a little bit
Ive neen noticing more and more small errors
“Who owned the territory” 😭
I really wish fortifications come back
Fortifications are basically equipment for land. You have equipment and auras for creatures and people don't seem to get them confused, so I don't see why something like a Zendikar set or just one based around lands couldn't use fortifications.
"broken nut"
I laughed too hard at that error, more than I probably should.
Snow-covered Wastes when
I'd like to see a Top-10 Sliver Cards list and a Top-10 Myr Cards list, please.
The Lairs are the best non-fetchable tri-lands, IMHO.
Sure they bounce a land, but they do enter untapped. So you don’t lose mana tempo that turn.
They’ve been showing up in some of the Commander precons lately..
*"Layers"
@@Merlewhitefireyou're saying crosis's catacombs is a layer?
@@GellyGelbertson I'm not saying it, the guy who does the voiceovers for these videos is saying it
@@Merlewhitefire , uh no, "lair" is the correct spelling in this instance. A "layer" is something in which other things of a similar type are above and/or below it. Like layers of sediment in the Earth.
A "lair" is an abode for an animal.
@@deeterful... It was a joke about his pronunciation, which apparently went over your head
I haven't played since Dragon's Maze.
Having Unfinity's Attractions explained basically gave me terminal brain cancer.
Just like Contrapitoins, the Rigger creature subtype has only one legal card : the same one that mentions Contraptions. There are also a few Riggers in Unstable-Unsanctioned.
Wouldn't "Weird" be definitivy the weirdest subtype?
7:54 when are walnuts being added to the game?
We now have a second fortification card, so that's...something. It's still awkward and only exists in a Commander precon, but it's definitely a shock for it to be returned to at all.
More commander vids 🙏. Love your content. Glad i subbed.
I think battle is going to have some kind of fortified thing where the opponent has to attack it first and then it will give you a point of boost for beating it but they're forced to attack it
Darksteel Garrison is interesting because it has a 0% chance of being seen in future sets. First because land destruction is so bad that you can just use land auras. Secondly because, flavorwise, Mirrodin (and thus, darksteel) does not exist anymore, phased out.
Make a video on the most interesting cards from Future Sight
Fortifications are back with C.A.M.P. from Fallout!!!🎉🎉🎉
We just got another fortification! C.A.M.P. was released in fallout! It was cool to see a new one
Unless they originally planned to make another unset with the errated version of R&D’s Secret Lair but then the set bombed n they scrapped the next one n then forgot about it by the time the next Un set came out n again when they started doing Secret Lair products
I love traps and try to use them where I can. I WANT MORE
Small nitpick but battles don’t transform. You can cast the other half. So it can be countered
Some of the cartouches used to be played in pauper bogles
Can't wait for a MMO themed Universes Beyond where we get "Raid" Battles.
Eh I don't think Fortication would really qualify here. On the other hand....
-Host/Augment as the silver border precursor to one of the weirdest mechanics, mutate
-Hero, a subtype which mostly existed in an alternate game set or something and as promotional material for the Theros block, except that it also was given to a single silver border creature.
What about mono/poly artifacts, mana sources and interrupts?
Mono and Poly are supertypes. Interrupt and Mana Source are Card Types. This is a list of subtypes.
The first thing i literally thought about was arcane that was crazy
i find it strange that you feel WOTC can no longer use the word "lair" without drawing back to the lair subtype. its a word in and of itself, you know
Might wanna check the misspelling on the gold section
The First iroan games from theros beyond death produces gold tokens
7:59 “this interaction wasn’t broken NUT 🌰 🥜 it wasn’t very intuitive”
😂 has anyone else nuticed that spelling mistake?
Amazing!!!!!🎉🎉🎉🎉
Ali from Cairo is my favorite creature type
i hope traps return because i have a commander deck built around them
Steamflogger Boss actually made me quit magic. I joined the game at possibly the least opportune moment, during Time Spiral etc sets, very referential to past sets I had no attachment or understanding of. I still enjoyed the game a lot, but when I pulled SB from a booster, searched for what it actually does and learned it's meant to be a joke at the people who pulled it, I quit the game. I had some minor brushes with Magic later and still enjoy learning stuff about it sometimes, but I'm never going to get into this game again.
Lairs are so strange. I get that mana fixing was worse back then, but even if you played a lot of them, it would be in your best interest to bounce some other land, because that Lair that bounced to your hand would set you back AGAIN if you played it again. Literally a drawback that only screws you when you're already in a terrible spot.
I think they realized that. It explicitly says to bounce a non-lair land.
@@thomaspetrucka9173 No that's what I mean. It's already bad to bounce a Lair. You don't want to do it. But if you HAVE to do it, they don't even let you.
Look at this way: if you open a tapland and two Lairs, you could at least play 2-drops on turns two and three, even if you feel about it. But as worded, they don't even give you the option.
What about runes?
There are a couple of ways to make fortifications more distinct from land auras.
There just isn't much motivation to have something that attaches to different lands, given lands do very few things.
Cartouche is weird as hell
6:30 They suck a lot.
I want my products available for cheap.
13:56 Hehehe...
14:21 Lol
Very funny how Attractions are now banned
wait are you saying I can say "you activated my Trap card" in Magic
I still rule that Contraptions are always viable.
I like your videos
14:27
Incantations!
Tribal isnt called tribal anymore.
As of the current Comprehensive Rules, Tribal is still a card type. WotC has announced that "'Kindred' will replace 'tribal' as a card type" in future sets, but they haven't actually done so yet. Until they do, it's most technically correct to use it here when referring to the "arcane" subtype. It's probably more future-proof to say kindred, but that term has no history or rules meaning as of now.
@@LibertyMonk Yeah, good point.
It also isn’t a subtype
Gold isnt even a type. Its a name.
pls google 111.10c in mtg rulings and stop misinforming people in the comments 😊😊
111.10c A Gold token is a colorless Gold artifact token with “Sacrifice this artifact: Add one mana of any color.”
It was functional errata, technically, but while originally it was subtypeless, Gold is an artifact subtype now.
@@pyrotempestwing thats, dumb and pointless.
@@tefnutofhoney2832literally all tokens that don’t specifically have “named [whatever]” in the effect creating them work like that, the often created “1/1 green saporling creature token”s for example are 1/1 green tokens with the creature type “saporling” named “saporling token”
And food tokens are colorless artifact tokens named “Food token” with the food subtype and “2, tap, sacrifice this artifact: you gain 2 life”