Rod of Spanking
Unhinged uncommon. See, because the card requires a target player to “give thanks”. Get it?
Mausoleum Turnkey
Ravnica: City of Guilds uncommon. Cards like Mausoleum Turnkey really shine in multiplayer Magic, because it involves an opponent’s choice… but you get to choose the opponent!
Horn of Plenty
Mercadian Masques rare. A “horn of plenty” is a real thing: it’s “a goat’s horn overflowing with fruit, flowers, and grain, signifying prosperity,” according to Answers.com. It symbolizes the horn of the goat that suckled Zeus, which broke off and became filled with fruit.
Puppet Conjurer
Shards of Alara uncommon. The homunculi created by the Puppet Conjurers perform a valuable role in Esper society. They’re clerks, scribes, and in some cases, testaments to their owners’ majesty.
Arcane Sanctum
Shards of Alara uncommon. It’s never cloudy at the Sanctum Arcanum; the Vedalken that live and study there have enchanted the clouds to create an area of permanently clear sky so that they can study the Filigree Texts more clearly.
Courier’s Capsule
Shards of Alara common. The Esper control of winds is so powerful, they send messages composed of compacted wind! The art for Courier’s Capsule shows what the recipient sees moments after opening the capsule.
Mindlock Orb
Shards of Alara rare. At first glance, a card that just keeps players from doing something they might not do anyway seems pretty narrow. But that didn’t stop From the Lab columnist Noel deCordova from breaking it eight ways to Sunday when he previewed it!
Macabre Waltz
Dissension common. Originally designed with the discard as an additional cost, Macabre Waltz was changed upon final printing. The concern was that having the discard as a part of the cost was confusing; would players try to return the card they had discarded? Ultimately the final version solved that problem and was better against counters to boot!
Time Warp
Tempest rare. One of the most popular and well-received cards from the Tempest set, Time Warp harkened back to the legendary power cards of Alpha/Beta. Specifically, providing players with an extra turn was identical to the Power 9 favorite Time Walk. The Tempest version proved to be far less volatile, though it did see play in the Turbo Land decks of Extended.
Wild Swing
Shadowmoor uncommon. The templating for Wild Swing was originally very complex. Versions were discussed that countered the spell if a target was made illegal, required players to roll a die to determine the winning target, and/or could hit enchantments. Ultimately this final version was adopted, a perfect fit for the color red!











