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“Creative Energy” Precon Upgrade | Modern Horizons 3 | 610

“Creative Energy” Precon Upgrade | Modern Horizons 3 | 610

Released Friday, 31st May 2024
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“Creative Energy” Precon Upgrade | Modern Horizons 3 | 610

“Creative Energy” Precon Upgrade | Modern Horizons 3 | 610

“Creative Energy” Precon Upgrade | Modern Horizons 3 | 610

“Creative Energy” Precon Upgrade | Modern Horizons 3 | 610

Friday, 31st May 2024
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Episode Transcript

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0:00

This episode is brought to you by Bombus.

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zone and use code command zone

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for 20% off your first

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purchase. Greetings,

0:33

humans. You have entered

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the command zone, your destination

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for all aspects of Elder

0:40

Dragon Highlander. Enjoy your

0:42

stay. Hello,

0:45

and welcome back to another episode of

0:47

the Command Zone podcast. I'm your host,

0:49

Rachel Weeks. And we have

0:51

a special guest upgrade here today. It's Gaurav Galati.

0:54

Hello, I'm Gaurav Galati. How's it going? We're

0:56

talking about, we're starting

0:58

to talk about, this is the

1:00

very first episode we're upgrading the

1:02

Modern Horizon 3 Commander precon starting

1:04

with the Jeskai Energy deck. It's

1:06

blue, it's red, and white. It

1:09

cares all about energy counters. I'm

1:11

a little confused. You said

1:13

Modern Horizons Commander deck? Oh! What

1:15

is it? I don't

1:17

understand how that could be possible. We get all the

1:19

toys all the time. That's the rules. Yeah. That's

1:22

true. We do. We get every toy all the

1:24

time from wherever we want

1:26

it. All right, incredibly spoiled. Even

1:28

the modern sets. They're for

1:30

us, baby. Yeah, everything's for us. Yum,

1:33

yum, yum, yum. Today we're going to talk about

1:35

this precon. We're going to talk about what comes in the box

1:37

when you buy it off the shelf. And we're

1:39

going to give you 10 cards you can add

1:41

to it and 10 cards to take out to

1:44

get it in peak fighting shape. We've played this

1:46

deck. We've done our research. We'll break it all

1:48

the way down. But first, if

1:50

you want to pick up any of the cards that we talk about today, if you want the

1:53

pre-cons or the sealed product for Modern Horizons

1:56

3, you can do so and support the

1:58

show by going to cardkingdom.com. slash

2:00

command. Card Kingdom has a

2:02

huge selection of Magic Singles and sealed

2:04

products. They've got all of the Modern

2:07

Horizons 3 stuff. Especially

2:10

when I'm shopping for a set that I know

2:12

I'm gonna buy a lot of singles from.

2:14

I love shopping at Card Kingdom because

2:16

I know I'm gonna need five of this

2:18

and three of that and I'm gonna want

2:20

to buy as many as possible in one

2:23

place. So when they arrive on my doorstep,

2:25

they're all in one safe package. I trust

2:27

Card Kingdom to package cards correctly and to

2:31

make sure that the cards that I buy

2:33

on the website are the ones that show

2:35

up on my doorstep. There's a huge level

2:37

of professionalism that just makes shopping for Magic

2:39

cards online way easier. Yeah,

2:41

I also love their card grading accurately. Like if

2:43

it's near mint, it is near mint. Like that

2:45

is what you're paying for which is fantastic. Yeah,

2:47

we're commander players. We're picky about what cards we

2:49

get. You want the right version. You want it

2:51

in foil. You want it in the correct foil.

2:54

There's a lot of foil. In

2:56

Card Kingdom knows their stuff and you can pick

2:58

up cards there while supporting the show at cardkingdom.com

3:01

slash command. And once those cards are

3:03

in your hand, you're gonna need to protect them, put them in sleeves,

3:06

then in deck boxes, on top of play

3:08

mats, into binders. There's a lot of different

3:10

ways to store cards. Go to

3:12

ultrapro.com/command for the highest quality Magic

3:15

accessories in the business. For these

3:17

huge sets like Modern Horizons 3,

3:19

they have a ton of product.

3:21

There's new like little binders and there's big

3:23

binders and there's a ton of different play

3:25

mats that you can get in cute

3:27

including this really cute little puppy one in

3:30

front of a carab. Look at this puppy. He's

3:32

sparkly and cute. Look at that puppy. There's

3:37

also a pre-con for all, excuse

3:39

me, there's also play mats for all of

3:41

the pre-con commanders. So today we're gonna be

3:43

talking about Satya. There is a play mat

3:45

for Satya and for all of the other

3:47

ones if you're into that. If you're a

3:50

matchy matchy commander player like

3:52

me, we love Ultra Pro

3:54

over here and you can pick up their

3:56

products while supporting the show at ultrapro.com/ command.

4:00

Finally, you can support us directly

4:02

by going to patreon.com/command zone. All of

4:04

our patrons get access to game nights,

4:06

extra turns a day early. You get

4:08

access to exclusive content at certain tiers

4:10

like turn talk, where we just talk

4:12

about the game we just played. The turn

4:15

talk, the extra turns game that we

4:17

just played specifically. Not just a random game at

4:19

the office. Every game I've ever played. I don't

4:21

see what 20 minute conversation I have. We sit

4:23

down and record it. We record

4:25

extra turns and then immediately after have a

4:27

conversation about how it went. What we would

4:29

have done if we had drawn one more

4:31

card. If you hadn't killed me then I

4:33

could have got you. Two

4:36

more cards deep. That's where I was going to. It's

4:38

that kind of conversation. So you get to hear people

4:41

talk frankly about their deck and how it went and

4:43

maybe any changes they're going to make after this game.

4:45

It's a ton of fun and it's

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only available to our patrons. Plus, we

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shout out one lucky patron every single podcast episode

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and this one is dedicated to...

4:55

Rubble. Lee Buckner. Lee

4:58

Buckner. You rock. You rock

5:00

Lee. Thanks for supporting the show. Oh,

5:02

okay. Here we go. Let's get

5:04

into it. Let's upgrade a pre-con. Let's upgrade a pre-con.

5:06

Yeah. Today we're talking

5:08

about the creative energy pre-con. Creative

5:11

energy. We're going to add 10 cards. We're going to take 10 cards

5:13

out. We're going to use a budget of $50. But

5:16

first we're going to learn about this deck

5:18

because you can't upgrade a deck. You don't

5:20

know. So let's

5:22

meet the phase commander. The

5:25

phase commander Satya. Aetherflux Genius

5:28

is a legendary creature, human artificer

5:30

for one and a blue and a

5:33

red and a white. That's just

5:35

guy for a 3.5 with menace and

5:37

haste. And the text also

5:40

includes whatever Satya, Aetherflux Genius attacks,

5:42

create a tapped and attacking token

5:44

that's a copy of up to

5:47

one other target non-token creature

5:49

you control. You get two

5:51

energy and then at the beginning

5:53

of the next end step, sacrifice that token

5:55

unless you pay an amount of energy equal

5:57

to its mana value. Okay,

6:00

so when you attack with your commander,

6:02

you can make a copy of any

6:04

non-token creature you control and

6:07

it enters attacking. Yes, now that creature, this

6:09

is sort of a pseudo haste, that creature

6:11

does not need to be attacking with your

6:13

commander. So that means the

6:15

turn you play your commander, if you

6:17

have a creature already on the battlefield or

6:19

if you play a creature afterwards, your commander, you

6:21

can just immediately make a copy of it. The

6:24

menace haste, which usually means you can get through

6:26

earlier on at least, and we'll talk about

6:29

the issues that the commander has with that,

6:31

but that's generally what

6:33

it wants to do, is make copies

6:35

of valuable creatures. Right, and normally with

6:37

this kind of effect, we've seen similar

6:39

kinds of effects on commanders before you

6:42

lose the tokens at end of combat.

6:44

Usually yes. But Satya gives you a

6:46

way to spend energy to keep those

6:48

tokens around. You gotta protect your non-token

6:51

versions though because you can't copy the

6:53

token versions. Yeah, exactly. So

6:56

this is cool. I

6:58

think if I was building Satya from the ground up, I

7:01

would be building with a lot of ETBs like how

7:03

these decks mostly are. Value

7:05

creatures, strong ETBs may be decent in

7:07

combat too, so you can get some

7:09

combat damage triggers in. And

7:13

then you have some incidental energy stuff

7:16

to keep the stuff that's really valuable. Exactly,

7:18

yes. And

7:20

yeah, so basically Satya

7:23

is just an Aether Flux genius that is

7:25

basically making filigree versions of other creatures, and

7:27

then if they don't power that creature, they

7:29

just kind of fall apart. That's what's happening.

7:31

I kind of like to picture that when

7:33

I'm building a deck. Like, what is this

7:36

commander actually doing in the world of magic?

7:38

He's slapping together a model in hopes it

7:40

survives combat. Yeah, exactly. Yeah, exactly. Most

7:42

of the time your token is going to die in

7:45

combat if it's a value creature anyway, so

7:47

he only pays for it if it survives the

7:49

first combat. Yeah, exactly. This one's been tried

7:51

and tested. And now we can put some energy into it. Exactly.

7:54

A rough draft is what it

7:57

is. Yes. Cool, okay, so that's

7:59

the face commander. Energy focused but

8:01

very aggressive. Yes, very aggressive for Jessica.

8:03

Yeah The backup

8:05

commander is case famed mechanist.

8:07

It's one blue red white

8:09

So again for mana just guy

8:11

free dwarf artificer. She's a 3-3

8:14

with fabricate one Fabricate

8:16

means when this creature enters the battlefield you either

8:18

put a plus one plus encounter on it or

8:20

create a 1-1 Servo artifact

8:22

creature token so fabricate one. It's

8:24

one counter or one servo if

8:26

it's fabricate two It's two

8:28

counters or two servos And

8:31

then it says other non token creatures

8:33

you control have fabricate one So

8:35

everybody gets a choice of getting a counter or a

8:38

friend. Oh always friend

8:40

blow robot friends definitely friend Then

8:43

she's an activated ability that says to

8:46

tap choose one populate or proliferate

8:50

Okay, very working on like two different axes

8:52

where it's like you can either make tokens

8:55

Or you can do counters or you

8:57

can do a little of both Yeah,

8:59

now namely this commander or this card

9:01

doesn't have any energy printed on it.

9:03

It's like make energy It does proliferate

9:05

energy, which is something but you could

9:07

build a completely different deck That doesn't

9:10

even involve energy with this command at

9:12

all. Yeah So that's

9:14

interesting. It's a very much a toolbox commander is how I

9:16

feel like you can do a lot of things with it

9:18

You can build a lot of different ways it

9:21

This commander does support the main commander

9:24

this car does yeah, you can definitely

9:26

see this energy between the two commanders,

9:28

right? But the 99

9:30

does look very different Like I

9:32

would picture case as more of like

9:34

a blink deck That's like trying

9:37

to get creatures to enter the battlefield multiple times

9:39

or even a deck that cares about plus and

9:41

plus encounters. Yeah Whereas

9:44

Satya wants like likes the

9:46

ETB stuff that case likes

9:49

But wants to sit you know is

9:52

a little bit more aggressive Yeah, there's

9:54

a version of Kate Kate where I

9:56

was thinking about making like one that

9:58

has impact tremors the perforate that deal

10:00

damage on ETB and then you'll go wide and

10:02

attack for a bunch after you've done all this

10:04

incidental damage. So it's a very different version of

10:06

the deck. You could build very different versions of

10:08

a deck with this commander in very different ways.

10:11

The populate is very, very good with the face

10:13

commander. You can populate those tokens that Satya makes

10:15

before they die and you get to keep those

10:17

ones whether you pay for them or not. That's

10:20

very good. So doing some similar things

10:22

but definitely look very

10:24

different from the command zone.

10:26

Yeah. So those are the

10:28

face and backup commanders. We're

10:31

going to move on to the notable reprints in

10:33

the deck. These are the ones worth $5 or

10:35

more, the ones that you go, yes. Thank you.

10:37

I didn't want to buy that again. And

10:40

there's some very good ones in this

10:43

deck. Eight specifically.

10:46

Starting with a humdinger, it's a

10:48

Chroma's Will. Woo wee, a Chroma's Will. All the

10:50

way up to $24. This

10:53

is great and it's a very aggressive card so

10:55

clearly goes along with Satya very well. Up

10:59

next, sitting at $20 is Goldspan Dragon. When

11:03

it attacks, it makes treasures. Whenever it

11:06

becomes targeted, it makes treasures. He's a

11:08

treasure boy and then he doubles your

11:10

treasure abilities. This is

11:13

a very powerful card and

11:16

making a copy of it is okay.

11:18

You don't get that attack trigger with

11:20

treasures if you copy it with Satya

11:22

but you could, nope, you

11:24

can't even populate it because you can't populate

11:26

treasure tokens. It's a

11:28

very good reprint. A little weird in this

11:30

deck. Up next

11:33

is Gonti's Aether Heart. This

11:35

is probably a card that should be in

11:38

every energy deck if you're building an energy

11:40

deck. Definitely. This is a card that spiked

11:42

in price recently with the Jeskai Energy deck

11:44

from Fallout. It

11:46

wasn't in that deck obviously because it says

11:49

Gonti in it. It doesn't fit into Fallout

11:51

very well. It's

11:53

all the way up to $17. Glad

11:55

to see it got a reprint in this deck. Up

11:59

next is Professional Face. breaker, a friend

12:01

of the office. Yeah, absolutely. We love

12:03

that. The professional vase breaker,

12:05

it shows up a lot in game

12:07

nights and is quite good in aggressive

12:09

decks. Makes sense with the acromas well

12:12

type of stuff that's going on. This is sitting

12:14

at $12. Then

12:18

the board wipe of the hour. Yeah,

12:23

farewell is a reprint

12:25

and it is $9 now, which I

12:27

think people have said this might be

12:29

the best board wipe that White has

12:31

currently. Yeah, I mean it is certainly

12:33

an extremely powerful effect and if you're

12:35

playing farewells, you're going to need one

12:37

for every deck. So it's nice to

12:39

have a reprint here. The

12:43

next one is Addercar Waste. This

12:45

is the blue-white painland. Nice to

12:47

see a spendie on Taftland getting

12:49

reprinted. It's currently at $7.50. Aetherworks

12:52

Marvel again had a spike with

12:54

the fallout deck and

12:57

is reprinted here. It said

12:59

$7.50, so hopefully we'll come down

13:01

and there'll be plenty for all of you

13:03

energy builders from MH3. Finally,

13:06

there's a $5 card in Legion Loyalty.

13:08

This is the one that gives all your

13:10

creatures myriad. Definitely

13:14

a good include for a deck that's trying to

13:17

make copies of its creatures. Yes. Those

13:19

are the reprints. There are eight of them. Some

13:22

very sweet cards that are good for your

13:25

collection plus some of the energy ones that

13:27

if you're building energy, you do not want

13:29

to buy individually. It's good that

13:31

Aetherworks Marvel and Gonti's Aetherheart come in this

13:33

deck because if you're building energy, it's probably

13:35

at the top of your list to put those cards in the deck. Glad

13:38

they're in here. For sure. We're

13:41

going to move on to the total reprint value of

13:43

the deck. A caveat that we often do is

13:46

that the reprints that we're saying right now,

13:48

the values that we're saying right now are

13:50

taken before this deck has

13:52

been released. All

13:54

of those numbers, of course, will go down,

13:56

which is what happens when reprints are announced.

14:00

compare the reprint value of this deck to

14:02

other decks that we've done at the

14:04

same time. So it's not a literal

14:06

reprint value. This is something that you

14:08

can compare to previous precon. One

14:11

more thing, these decks are more

14:14

expensive than precon are often for

14:16

sets. It makes sense for a

14:19

big fancy set like this one. They're

14:22

sitting at $65, a

14:24

little bit more expensive, so we expect to see better

14:26

value in it. And

14:30

we're going to tell you what the value is in

14:32

just a moment. The total refund value of this

14:34

deck is... Okay.

14:40

That seems a bit low. Yeah!

14:46

Huh. Especially for

14:48

a deck that's pre-ordering at $65. Yeah,

14:51

that's the thing. It's like 148 is

14:53

fine. It's fine. It's

14:56

fine. It's modern horizons though.

14:58

I know. That's like fireworks

15:01

and champagne glasses, the big stuff.

15:03

Yeah, I mean there's some stuff

15:05

to note about this number is

15:07

this is only taking into account the

15:09

value of the reprints at the time

15:11

of recording. So there's only 57 reprints in this

15:14

deck. So

15:16

it's only accounting for like 57% of the deck.

15:20

Basically, yeah. And then there's 20 basic lands on

15:22

the list, so it's like 77% of the deck.

15:26

But there are eight main set cards and

15:28

15 new cards in this

15:30

deck. So a good portion of the

15:32

value is coming from modern

15:34

horizons 3 new cards. And

15:38

then of course the brand new commander cards which we

15:40

never know the value of by when we're recording. Right.

15:43

Still, it is a

15:45

fairly disappointing number considering the price

15:47

of the pre-con. If

15:51

you pick up this pre-con at

15:53

$65, your bang for your buck

15:55

value will be $2.29. So

15:59

you're getting $2.29. 129 cents

16:01

worth of reprint for your one dollar

16:03

like a one American dollar spent Which

16:07

is fine, but it's it's certainly below what

16:09

we've had in the last year and a

16:11

half Yeah, that that doesn't feel

16:13

great especially when you're paying an upcharge for

16:15

this deck, too, right? So

16:18

it's it's a bit. It's a bit disappointing

16:20

like especially in it You know when

16:23

I heard modern horizons are getting pre-cons. I was like

16:25

oh cool fetches in every deck, right? We'll put fetches

16:27

in every way wouldn't that be something why are they

16:29

in here? Yeah,

16:32

it's a little frustrating I mean 2023 is

16:34

like average bang for your buck value was

16:36

two dollars and sixty cents, and that's across

16:38

the whole year and

16:42

It's just like It's

16:45

lower than OTJ. It's significantly

16:47

lower than MKM and these

16:49

are boxes that are priced at $40 So

16:51

it's definitely disappointing that you're not

16:53

getting the same like value quotient. Yeah

16:56

that you're getting in these cheaper Products

17:00

I do like to give a little context for

17:02

the set This is the second lowest reprint value

17:04

in MH3 it averages around

17:06

two dollars and twenty six cents for

17:08

bang for your buck So a pretty

17:10

low bang for your buck across All

17:13

four of the pre-cons and it

17:15

averages a hundred and sixty seven dollars

17:18

and sixty nine cents in total

17:20

reprint value So we're below that

17:22

average right for sure But

17:25

it also has the least reprints out of all of them right

17:28

so we're juggling a lot of things here Yeah,

17:30

a lot of asterisks next to the money stuff

17:33

for this deck at least generally I

17:35

think this is worth it if you're building the

17:37

energy deck It's right like if you want

17:39

a ton of energy pieces all in one

17:41

place This is a great deck

17:43

for you now there was

17:46

another literal Jess guy energy

17:48

deck Econ this year, so

17:50

it's like true Yeah,

17:54

so you know compare the two and

17:56

I think they play very differently like

17:58

we're talking with a fallout energy

18:01

deck that came out a few months ago and

18:04

science yes science yes so

18:07

compare the decks and there may be a version

18:09

where you combine them to and make the best

18:11

version of an energy deck but as

18:13

we'll talk about a little bit this deck

18:15

plays very differently with energy than that previous

18:17

one so I agree yeah and let's get

18:19

into it we've talked about the deck financially

18:21

we're gonna break down the deck mechanically which

18:23

means it's time about the... All

18:35

right we're gonna talk about the nuts and

18:37

bolts the categories that go into every single

18:39

commander deck get help you get to know

18:41

what the deck is trying to do starting

18:43

with 16 pieces of ramp

18:46

on the high side especially for an

18:48

aggressive deck that feels good especially for Jeff's guy

18:50

mm-hmm I know all three of the talismans in

18:52

here which like fantastic yeah do that especially for

18:54

Texas have green and with a four mana commander

18:56

it's like you really want the talisman to get

18:59

your commander down a turn early yes there are

19:01

15 pieces of card draw this is great fantastic

19:03

not all of its repeatable but that's totally fine

19:05

you got lots of ways to see new cards into

19:07

your hand there are only five

19:09

pieces of targeted interaction what we're

19:11

gonna be low especially for Jeff's

19:14

guy yeah not a lot

19:16

of interactions though I think that's telling

19:18

you how aggressive this deck really wants

19:20

to be yeah it does contrast with

19:22

the next number which is three board

19:25

wipe hmm yeah higher than all the

19:27

other ones yeah which is

19:29

interesting because of the combat focus deck you'd figure

19:31

you wouldn't want as many but now they are

19:33

modal like I'll see your command is in here

19:35

and farewell so the maybe it is like you

19:37

remove the things that is most problematic to you

19:39

and not everything on the board but still

19:42

it maybe a little much but well it's

19:44

fine I don't know when I'm being that

19:46

aggressive it's I don't really want to spend

19:48

my turns wiping the board yeah that's someone

19:51

else's problem yeah exactly you wipe my board

19:53

yeah up next is there's 38

19:55

lands in the deck I think that's a

19:57

perfectly solid number for what I'm building these days I

19:59

want to make sure I'm hitting every single land

20:01

drop, and 38 helps you do that. Then

20:04

there are 20 basic lands in the

20:06

deck, so 18 non-basics, and

20:09

with the Adderkar waste reprint, you can

20:11

see that there's some lands that are

20:13

untapped and valuable. Next

20:16

we're gonna break down the deck

20:18

specific stats. These are the ones

20:20

that just tell you how it's using energy and

20:22

what sort of things the deck is doing

20:24

intentionally. The first

20:26

one is making energy. There are

20:28

32 cards that make energy in

20:31

this deck. That's really good. That's

20:33

awesome. It's so much. It's almost

20:35

unexpected and it's a lot. So

20:38

you would assume that they have a lot of

20:40

payoffs or something, which we'll get into, but you

20:42

know that the energy generation is there, which is

20:44

fantastic. That's a huge amount of

20:46

your regular spells are adding energy, and that's

20:48

not even including some cards that don't make

20:50

energy themselves, but enhance how much energy you're

20:53

making. Yes, they double it or add one

20:55

more of each, or so on. You

20:58

can make energy. Whatever you're making with Satya, you

21:00

can keep it if you want it. There

21:04

are 11 cards that make tokens. This

21:07

we were looking more at what synergies are

21:09

there with Kait and what are the

21:11

strategies to go over the top. 11

21:15

is interesting. It's not enough to really be

21:17

committed to being a token deck. Not

21:19

really, feels incidental to the deck, really. But

21:21

it is clearly a thing that comes up

21:23

a few times. We

21:25

said at the beginning that we expected this

21:27

deck to be full of creature ETBs. You

21:30

immediately get that value when you make a

21:32

token with Satya. There are

21:34

11 creature ETBs, so these

21:36

are creatures with enter the battlefield triggers.

21:39

Of those 11, two are vehicles. Yeah,

21:42

now that's not a wombo combo.

21:44

That's the opposite of wombo combo, because if

21:47

you're a commander, once

21:49

that vehicle is crewed and your commander, hey, makes

21:51

a copy of it, It enters

21:53

a battlefield and is no longer a creature because

21:55

it becomes a vehicle, which means it's no longer

21:58

crewed and it's already tapped. The

22:00

kid recruit again and is already in the

22:02

middle of combat. Yeah so doesn't do anything

22:04

yet. You still get the easy be of

22:06

generating energy which usually what those vehicles do

22:08

but it is kind of just like nothing.

22:10

it's a big nothing. It's very weird. like

22:13

the vehicles with a d be the only

22:15

make energy and they come in they make

22:17

like there's one this with soon wonder for

22:19

yes and then you pay that energy to

22:21

keep the vehicle is sad Owner said sit

22:23

associates. It's very strange. We really expected the

22:26

summer to be higher. I doubt if like

22:28

the Sec was built from scratch there would.

22:30

Be. Twenty. Five or thirty dai

22:32

ichi be ability that you're copying. So

22:34

at that was a sort of shockingly

22:37

low number, especially considering that both case

22:39

and thought the out like would like

22:41

that. Yeah, absolutely. The other than that with curiously

22:43

hi that I just wanted. To mention his. There's

22:45

a lot of attacked her years in the

22:47

Sex. Including goaltender I was

22:49

we mentioned already it's adapters don't

22:52

work very well with Satya because.

22:54

Secrets. The token tapped and attacking

22:57

Just it's not declared as an attacker.

22:59

See, you don't get. Attacked triggers they

23:01

can be copy a good friend dragon.

23:03

It's a for for flyer right? Yes,

23:05

I'm so the best friends. Is it

23:07

a strange? Don't know why the built

23:09

it this way but as in execution

23:11

when we played it doesn't feel great

23:13

as you want to be talking with

23:16

your commander as much as possible fright

23:18

as because hartwell a waiter by your

23:20

commanders aggressive menace and he's get in

23:22

there right. It definitely says that The sec. Wants

23:24

to be attacking? Yeah, like all of the

23:26

nine attack triggers for sure your commanders an

23:28

attack trigger. It's as as as as an

23:31

aggro deck, you were turning creature sideways. Yes,

23:33

but it just they just don't quite work

23:35

together he said. let's talk about the best

23:37

cards and the deck. These are the ones

23:39

that like when they're in your hand you

23:41

know exactly what you're doing. For really I've

23:44

got a real plan and there's a pay

23:46

off coming up for it. And the thoughts

23:48

on the of his his first one is

23:50

a familiar face for energy. Yes, Famous Hall

23:52

of Famer a whirl or virtuoso. member

23:55

that cars assist just an uncommon just

23:57

a just a lowly on no one

23:59

ever thought about But anyways, this

24:01

is a creature of a dalkan artifice It's

24:04

a two three four one a blue and

24:06

a red that reads when this

24:08

card enters a battlefield you get three energy Hey

24:10

pretty good pay three get three. Yeah, but and

24:13

it also has the ability pay three energy create

24:15

a 1-1 colorless doctor artifact creature

24:18

token with flying and Nothing

24:20

else after that doesn't say once per turn

24:22

doesn't know as a sorcery just anytime you

24:24

can sink energy into this to make Octopters

24:27

and that that is a awesome card Yeah

24:29

Now you you always are looking for ways

24:32

to sink energy into cards and this is

24:34

one of the best ways to do it

24:37

You make one one's Whatever

24:39

you feel like it, which is fantastic. It's

24:41

also really great with being copied, right? Oh,

24:43

no, you pay three but it like

24:45

you get the ETB Yeah, you get the ETB

24:47

you get more energy and you can you

24:50

can sink it in and make blockers This

24:52

is very aggressive deck. So being able to

24:54

be like, oh, I'm being attacked by a huge thing I'll

24:56

just pay three energy make a chump locker and block with

24:58

it I tell you it's great defense or on

25:01

end step you think you're 12 energy into

25:03

it make four four four flyer They were one

25:05

one flyers and then you can

25:07

attack with in the sky for all your

25:09

like your professional facebreaker triggers or You

25:12

know various other attack triggers that are in the

25:14

deck. Yep. Absolutely. This has very clearly what you're

25:16

what you're doing with the deck Yeah, and plus

25:19

it curves under your commander. I like that a

25:21

lot. Yes, we love that. We love that We

25:23

also mentioned that there's 32 energy creators in

25:26

the deck. So this is a great place to

25:28

put it. Yeah. Yeah, absolutely The

25:30

next card is a new card. It's

25:33

localized destruction It's three

25:35

white white for his sorcery you get

25:37

one energy Then you may pay one

25:39

or more energy if you do each

25:41

creature you control with power Equal

25:44

to the amount of energy spent this

25:46

way gains indestructible until end of

25:48

turn then destroy all creatures Yeah,

25:50

so this is a great

25:52

board wipe for an aggressive deck Yeah, I

25:55

think most of the time you're gonna be

25:57

paying to to to his satya's power to

25:59

such actually has a three five. A three five?

26:01

Yeah. Oh, you're gonna be paying three because you really

26:03

want to keep your commander on the board. Yeah. And

26:06

then if you can copy something with three

26:08

power, then you're in

26:10

business? Yeah, that's gonna feel good.

26:13

So this is one of the three board wipes in the deck,

26:15

but this is obviously a great one because like we said, the

26:17

other two are also modal and selective, which is why I think

26:19

why they put these in here and made this a new one.

26:22

So this one's great. Yeah, Kate's also a three,

26:24

three. If you

26:27

can pick one that lets you

26:29

keep attacking, or if you

26:31

can cast it before your commander even comes down and

26:33

then slam your commander, it

26:36

just keeps the board clean for you to be able to

26:38

attack with your three five with menace because menace

26:41

ain't flying. You

26:44

gotta keep the board cleared up as

26:46

much as possible. Yes. The

26:49

third card we want to talk about in this is

26:51

Stone Idol Generator. This is a new card as well.

26:53

It is a five-minute artifact that reads, whenever

26:56

a creature you control attacks, you get an

26:58

energy. Fantastic. Then it

27:00

has a tap ability. Tap and pay six energy

27:02

create a 6-12 colorless

27:05

construct artifact token with

27:07

trample. All right, activate only

27:10

as a sorcery. So

27:12

this basically reads pay five mana for an

27:14

artifact that tap makes you a 6-12. Pay

27:16

five mana, 6-12 with trample. Yeah. Pretty

27:18

cool. Plus it makes energy on top

27:21

of that. Yeah. When

27:23

I played this deck, I looked at this card and

27:25

was like, I don't know, it's like one 6-12. But

27:28

this is a great way to push

27:30

yourself over the top, especially if you

27:32

have like case where you can populate

27:35

these giant creatures. It gives

27:37

you a ton of defense while you're attacking.

27:39

You can't copy it with Satya because you

27:41

won't copy tokens. But these

27:44

are real threats on

27:47

an energy generator. Absolutely. Yeah.

27:49

An awesome card. Great way to think that

27:52

no response to energy, which you will be making while playing this

27:54

deck. All right. So let's talk

27:56

about this. This deck definitely fights

27:59

itself a little. I

28:01

want to talk about what your goals

28:03

were going into this upgrade to kind

28:06

of tie up this Satya deck. We

28:09

did go with Satya as the commander. Yes,

28:12

we did. So looking at the

28:14

deck, originally I actually had a

28:16

lot of trouble upgrading this because there was a

28:18

lot of ways to go with it because they

28:20

had just printed another energy pre-con. So

28:23

I could go back and look just a few months ago, like what

28:25

were they doing then? And a lot of those

28:27

cards could just literally slot into this deck and make

28:29

it a better energy deck. But

28:32

I just didn't find that interesting,

28:34

especially because the commander doesn't really

28:36

care that much about energy. It

28:39

makes an attacking copy of

28:42

a creature that you control and then you can have

28:44

energy to keep it around, but sometimes you don't care

28:46

about it sticking around. Sometimes

28:48

it's fine that it dies because creatures

28:50

famously have very good death triggers. So

28:54

I instead chose to build it in a way

28:56

that it doesn't matter if

28:58

the creature dies in combat or

29:00

you just want to get the value of making those

29:02

tokens. And the other way you want to think about

29:04

this deck is your commander is going to be attacking

29:06

every combat. You want them to live

29:09

through those combats because they are

29:11

F-35 with menace, which is not

29:14

the biggest thing on the board. And then probably

29:16

after like turn four or five, we'll probably have a little

29:19

trouble getting through the gummed up board. So then

29:22

you'll just stop making copies and you'll stop doing

29:24

things. Your deck just kind of falls apart after

29:26

that. Yeah, if they have two four

29:28

fours or if they have like even like

29:31

a one five like Omo and a three three, you're

29:34

like, it's a stone wall. I'm

29:37

done for. I'm ruined. That

29:39

doesn't feel good. Yeah, I think just

29:41

making this deck feel more natural and having

29:43

fewer cards in your hands that you're like, if

29:45

I copy this, it doesn't do anything. Yeah.

29:48

Yeah. So the way I

29:50

thought about this is That the

29:53

deck already generates energy at a very great

29:55

rate. Like You'll be stuck with tons of

29:57

energy and not know what to do with

29:59

it. So You can. begin to making those

30:01

tokens. But ah, You.

30:04

Each I think the way to build

30:06

this is to pick creatures that benefit

30:09

you from attacking for earth from a

30:11

making you T B's and then also

30:13

maybe having dealing time that triggers and

30:15

also having death trigger So all of

30:17

things combined into making a very aggressive

30:19

deck but also making creatures that sort

30:22

of. Double as interaction

30:24

because it's like is very low on interacts

30:26

yes and needs to be attacking a

30:28

lot And so getting rid of blockers is

30:30

something I also focused on because it it

30:33

doesn't really have a good way to win.

30:35

Currently energy energy sector don't really have their

30:37

big thing that. Wins the

30:39

game. Yeah, I

30:42

think this one wants to

30:44

win with combat. But

30:46

he doesn't have a lot of great

30:48

ways to push that combat it to

30:50

a lethal point. like it has a

30:52

chrome as well. but we don't draw

30:55

the a groom as well. You're gonna

30:57

have a little bit of trouble getting

30:59

one hundred and twenty life to zero.

31:01

Yes, it's a lot of six twelve.

31:03

yeah tig, get them dead from ah,

31:05

forty. So what's the matter? Has this

31:07

has a huge figure out what am

31:09

I going on. The computers manner isn't

31:11

that big and making copies of big

31:13

things have kind of hard because paying

31:15

for them with. Energy. His eats A lot

31:17

of energy. Citizen. I love

31:19

the focus. On making sure that you

31:21

can just get blockers other the way to

31:24

push and damage as soon as you start

31:26

attacking with thought. Yes, Yes, Yes, You don't

31:28

want that to just be a value attack.

31:30

You want it to be doing damage. You

31:32

want your opponents to be not blocking the

31:34

tokens you're making so you can pay to

31:36

keep them and make your board actually grow.

31:38

Yes, Yes, Ah,

31:40

okay, a business we deck and we've got

31:42

them. Very cool changes to had to make

31:45

it feel more aggressive and a little less

31:47

energy. Dirt Elites and we're going to get

31:49

to those ten ads and the ten cards

31:51

that we're cutting from the deck. After a

31:54

few words from our sponsors. Hills

31:56

crazy magic on answer damn is right around

31:58

the corner. Yeah I mean. The her backing

32:00

way. It's not that soon is it? Oh no.

32:02

What is it? Just Rip Van Winkle myself know.

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you do that without going through a million boxes oh

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I just use architect they make it super easy

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ID E K T comm slash command

37:13

zone welcome back everybody we are talking

37:15

about the creative energy mh3 pre-con

37:17

we are adding 10 cards and

37:19

taking 10 cards out to get

37:21

this deck in fighting shape for your

37:23

next game night we talked about what our

37:26

goals were for this upgrade so we're going

37:28

to get right into the upgrade but just

37:30

a reminder we use a budget of $50

37:32

at the time of recording to make these upgrades

37:34

so hopefully all of these still fit in a

37:37

$50 budget by the time you're seeing it

37:40

but we're gonna add 10 cards and

37:42

they're all gonna be less than $50 here

37:44

we go all right so

37:46

let's start with the a be actually

37:49

the only energy generator card that I

37:51

actually added to this deck right and

37:53

it wasn't actually for the energy generation

37:55

I just think this deck needed a

37:58

finisher that was kind of tricky so

38:00

the first card is electro step Pummler,

38:02

this is a 1-1-4-3 called Lothmana, an

38:04

artifact creature construct. When this card

38:06

enters the battlefield, you get three energy. So for

38:09

pay three, you get three again. It

38:11

also has pay three, so it looks like

38:13

Pummler gets plus X plus X until end

38:15

of turn, where X is its power. So

38:19

this basically means it doubles its power every

38:21

time you pay three energy. The

38:23

thinking here is that if you get one

38:25

of these on board and start attacking with

38:28

it near when you have, say, 20 to

38:30

30 energy, your opponent needs to either

38:32

block this creature or just have removal ready

38:34

because at a certain point after so many

38:37

activations of this ability, because you can do it multiple times, they

38:40

will just be dead out of nowhere because one power

38:43

becomes two, then four, then eight, then

38:45

16, and then 32, which they're probably

38:49

lower than that at that point. So and

38:51

then... Also so annoying to block. Yes, so

38:53

annoying to block. It's so scary to leave

38:55

on block. You're like, I guess I have

38:57

to block this one one that could just

38:59

kill my creature or me. Yeah.

39:02

But even better with your commander is that it will generate a

39:05

copy, give you three energy, and then they have to block two

39:07

of them. That's

39:09

gonna feel bad. That's gonna be like, I gotta block both of

39:11

these or one of them will kill me, maybe.

39:14

That's the funny thing about it is like once they're blocked, you're

39:16

like, all right, I'll pay like six

39:18

and I'll kill the thing that blocked it. Yeah.

39:21

And I'll pay three energy. Yeah. How many

39:23

times are you gonna do that? You can make

39:25

more and more of these? Do you have an

39:27

army of electrostatic pummelers? That's so annoying. That would

39:29

be really annoying. I like that it's a threat in

39:31

a box. It's also such an aggressive energy card.

39:33

It's surprising that it's not in the deck already.

39:35

Yeah, it feels like an easy end to the deck,

39:38

but I don't know. It's only 50 cents

39:40

right now. Yeah, it's a lady-bitty

39:42

card. Yeah. I think this is

39:44

very cool on flavor add. Yeah.

39:47

This next category that we were talking about is

39:49

to make sure that your three five with

39:51

menace can safely attack. You can get that

39:53

attack trigger and you have a lot of

39:55

creatures with attack triggers in the deck. You

39:58

wanna make sure that you get that value with without losing

40:01

them in combat. Absolutely. Or

40:03

you're like, I made a token copy

40:05

of Solomon's Similacrum, he's gonna die for

40:08

sure. I'm gonna save him. Yes, would

40:10

love to save him. Or

40:12

get value out of him. Exactly. So,

40:14

protection is what we're talking about.

40:17

Protection. So, the first card here

40:19

is an oldie but a goodie,

40:21

reconnaissance. For one white

40:23

mana, you get an enchantment that

40:26

reads, pay zero mana,

40:29

remove target attacking creature you control

40:31

from combat and untap it. Nice.

40:34

A very simple card. But it

40:36

is fantastic. This is an expensive one based

40:38

on the rest of the cards and it

40:40

was $17 at the time of recording. But

40:43

yeah, basically your commander wants to attack

40:45

every combat. And when this card is

40:47

out, this says you will attack every

40:49

combat no matter what because you don't

40:52

care if you can actually get

40:54

through their blockers because you'll get the attack

40:56

trigger then you can pay zero mana, remove

40:58

that creature from combat and your commander is

41:00

safe. It can also remove any of

41:02

your other creatures that might die in combat and just

41:04

keep them safe and untap them which means you have

41:06

blockers. Yeah, reconnaissance is the kind

41:09

of card that you can use in really tricksy

41:11

ways. We just addressed this

41:13

in the level up your combat episode

41:16

but you can use reconnaissance at any point

41:18

in combat. So after blockers when you know a

41:20

creature is gonna die, before blockers if you're just

41:22

like I don't even want to give them blocking

41:24

triggers or whatever they have. Or

41:27

even after damage you can remove them from

41:29

combat and now they just tap it to

41:31

length. There's some cool

41:34

stuff that you can do here especially when

41:36

your commander has such an important attack

41:38

trigger on him. Yes, exactly. And all

41:40

for one white mana. Fantastic.

41:43

Great. It would be

41:45

so good to print in one of these decks.

41:47

Really powerful. You should absolutely put it into

41:49

this deck if you build it. The

41:51

next protection card I tossed in here was Bruteborn

41:53

Defenses. This one's great. For 25

41:55

cents you get an instant that reads for

41:58

two colorless and one you get

42:00

an instant that reads populate. Creatures you

42:03

control gain indestructible until end of turn.

42:06

Very simple, very clean. You make a

42:08

token copy of a token you already

42:10

control, which usually will be something threatening

42:12

that Satya has put on the board.

42:15

And then you protect all your creatures

42:17

from bad combat, board wipe, what have

42:19

you. It's

42:21

great. It's fantastic. Yeah, not to mention

42:23

just casting this in response to a

42:25

board wipe and protecting your board from

42:28

your opponent's attacks. Rootborne

42:30

Defenses does great double

42:32

duty in this deck. Anytime you can

42:34

have one card that does two things

42:36

in your deck, so,

42:38

so valuable. Yes, that's very efficient. You

42:41

want to do that as much as possible because you have

42:43

100 slots and you want to just cram as much stuff

42:45

as you can into those slots. And

42:48

this does good work. This

42:51

next section we talked about

42:53

ETBs, powerful ETBs

42:55

that feel very good when you copy

42:57

them with Satya. Whether you pay to

42:59

keep them or not. Yes. And

43:03

this first one is one of my favorite cards

43:05

that they printed in the last couple of years.

43:07

It's so, so good in this deck. It's Aerial

43:10

Extortionist. Yes. This is three white for a bird

43:12

soldier with flying. It's a four three. When

43:14

it enters the battlefield or deals combat

43:16

damage to a player, exile up to

43:18

one target non-land permanence. For as long

43:21

as that card remains exiled, its owner

43:23

may cast it. Whenever another player casts

43:25

a spell from anywhere other than their

43:27

hand, draw a card. That's

43:30

so good. You make a copy of it. You

43:33

get that ETB and it's attacking

43:35

already. And it is flying. So

43:37

if it connects, it just kills two things.

43:39

And you didn't even have to pay to

43:41

keep it at that point. Yeah. So by

43:43

playing this creature once and attacking the commander,

43:46

you get three triggers of this ability, which

43:48

is nuts. Pretty good. That's

43:50

removing three blockers or three problematic non-land permanence.

43:52

And then they can recast them. So you

43:54

get to draw a card for each one

43:56

of those? When you're an aggressive deck, those

43:59

kind of tempo are so important. You're

44:01

like they don't have to be gone forever.

44:03

They just have to be slower. Yes. So

44:05

if you can get rid of things that

44:07

are going to like big ramp pieces like

44:09

three in dynamo is a great thing to

44:11

hit with this kind of stuff. You

44:14

don't really want to remove a gilded lotus but

44:16

if you can get rid of it and let

44:19

them back a turn, hugely powerful. Yes. Very good.

44:21

Not to mention it's a four three fire which

44:23

is just hurt. And non-legendary. Just keep making more

44:25

of them. Just keep doing it and you'll just

44:27

keep on doing more and more. Salt. It's awesome.

44:29

It's a great card. Bird lawyer.

44:31

Bird lawyer. 50

44:33

cent bird lawyer. The cheapest lawyer you can sign. I

44:35

can't believe this card is still this cheap. Yeah. That

44:37

is surprising. It's very surprising actually. The

44:39

next one is your idea and it's very

44:42

clever. Yeah. This is a weird one because

44:44

it is a legendary creature. This is Aragorn

44:46

King of Gondor. This is a one blue

44:49

and a red and a white for a legendary

44:51

creature, human noble. It is a

44:53

four four with vigilance lifelink that reads when this

44:56

card enters the battlefield you become the monarch. You're

44:58

the king now. It also

45:00

reads when this card attacks up to

45:02

one target creature can't block this turn.

45:04

If you're the monarch, creatures can't block

45:06

this turn. So the

45:09

way I see this happening and obviously

45:11

your opponents will probably understand what's going

45:13

on here. But when

45:16

this card at ETBs you become a monarch and

45:20

if you make a copy of that turn you don't

45:22

really get much because the copy will die immediately presuming

45:24

from the legendary you're going to choose your copy which

45:26

you should. You don't need to copy this card. Copy

45:28

some other card that turn. But the next turn that

45:30

you have this card whether someone has taken monarch from

45:32

you or not because they probably will because your creature

45:34

is going to be unblockable. Basically

45:37

during combat when you attack if you make a copy

45:39

of this creature this copy enters

45:42

you will become monarch because of the ETB and

45:45

it'll die immediately. You don't care. You became

45:47

monarch. All your creatures are now unblockable

45:49

for that combat. That's great.

45:51

You're getting through. Yeah. Not to mention

45:53

just the the monarch is a great

45:55

way to just keep refilling your hand.

45:58

Make sure you're drawing extra cards. And

46:00

Aragorn is such a furious body.

46:03

Like, this is an attack trigger, so you

46:05

do have to attack with the original non-token

46:08

one. But

46:10

it's a 4-4 with vigilance and

46:13

lifelink and they can't block it.

46:16

So it's okay, you can be attacking with

46:18

this. Go nuts with it, yeah. Yeah, I

46:20

think this is really fun and it's exactly

46:22

the kind of pressure that this deck wants,

46:24

which is just steady combat, every turn hit

46:26

you for 6 to 10

46:28

damage. Yeah, exactly. Gain some life, draw some

46:30

cards off of Monard, get the table to fight

46:32

over the king as well. It just

46:35

gets things going and I love this card. Yeah.

46:37

And if you played against him in 1v1, oh my god. Yeah.

46:41

It's a nightmare. Scary. He's

46:43

another 25 to get Aragorn King of Gondor.

46:45

Yes. The next one is

46:47

similar and we're going

46:49

all over the place with the universes

46:51

beyond. This one's a swooping Tyranodon. Every

46:55

red white for a dinosaur,

46:57

a Jurassic Park dinosaur specifically.

47:00

It's a three-threeth flying and haste.

47:02

Wind-scooping Tyranodon or another dinosaur with

47:04

flying enters the battlefield under your

47:06

control. Gain control of target, creature,

47:08

and opponent controls until end of turn. Untap

47:10

that creature, it gains flying and haste until

47:13

end of turn. At the beginning of the

47:15

next end step, target land deals 3 damage

47:17

to that creature. Yeah.

47:20

This is so

47:22

good in this deck. So good. It's

47:24

ridiculous. It's not legendary. So

47:27

the turn you play this card, it has haste.

47:29

You will play it, steal a creature immediately. Then

47:31

make a copy of it with your commander. You

47:34

will steal another creature immediately and then it will

47:36

see itself. The token will see itself. They

47:38

will see each other basically. You will steal a

47:40

third creature. So good. That was conscript on steroids

47:43

in the best way possible. But it steals it

47:45

and then removes it. Yeah. It's

47:47

so powerful. It's really good in this deck. It's

47:50

very good. Anytime you're

47:53

like making token copies, I

47:55

do think you should look at this card

47:57

because it scales so well.

48:00

But the next copy you make

48:02

you steal three things. It's nuts.

48:04

It's crazy and and start doing

48:06

nine damage Yeah It's

48:10

so cool. It's pretty mean. Oh,

48:12

I mean this is a four

48:14

dollar card It's really

48:16

really powerful in the deck and I honestly it's the kind

48:18

of thing that like if you play it after your commander

48:21

People are gonna look at you and be like What

48:24

is this card? What are you

48:26

doing with dinosaurs? This is terrible. This isn't

48:28

a dinosaur deck. This did not go well.

48:30

Yeah. Yeah Up

48:33

next another big flying threat with

48:35

a good ETV. Yeah I

48:38

focused a lot on flies because again you want to get in

48:40

that damage like you want to fly over

48:42

and get that stuff So the next flyer

48:45

on the list is vengeful ancestor for two

48:47

and two red you get a creature spirit

48:49

dragon It's a four four that reads flying

48:52

and whenever this card enters a

48:54

battlefield or attacks go target creature

48:57

Whenever a go to creature attacks it

48:59

deals one damage to its controller So

49:03

now this card does have an attacks trigger, which

49:06

That sucks, but still has an ETV trigger It has

49:08

a good ETV Which means as soon

49:10

as it enters a battlefield it get you get to go to

49:12

one creature already pretty good get them to fight Each other yeah,

49:14

then you make a copy of it you go to another creature

49:17

now next turn you'll start coding even more if

49:20

you start making copies and then the The

49:22

other second ability where it deals one damage the

49:24

go to creature deals one damage to its controller

49:27

It's gonna start stacking it the more copies of

49:29

this you have right so you're getting a three

49:32

four that does some damage But you're also

49:34

making your opponents fight each other and they're gonna

49:36

want to fight you when you're making copies of

49:38

Aragorn and aerial Historicist and swooping Tarragon like they're

49:40

gonna be aiming for you So this is

49:42

gonna make them fight each other and hopefully not

49:45

you but this is exactly the kind of snowballing

49:47

Value that you expect to get out of this

49:50

deck like you want to keep keep these copies

49:52

and you want them to get better The more

49:54

copies that you have and your board gets scarier

49:56

and but you at this point You've only committed

49:58

your commander in the eventual answer And

50:01

you're like, I have two cards on the board and

50:03

they're already super scary. And

50:05

you have all of these energy engines

50:09

in the deck already that you can kind of be

50:11

using in the meantime, spending energy

50:13

to get cards or to make

50:15

defensive tokens or to scry or

50:20

there's a lot of card draw. That's

50:23

where you can put your energy resources

50:25

or you can use them to keep

50:27

these copies around, of course. You

50:30

really want this deck to feel snowball-y. Like

50:33

the longer you have your commander, the longer

50:35

you have these tokens in play, the scarier

50:37

things are. Yes. Yes.

50:39

It's a good one. I like it. It's

50:42

only 50 cents. Easy peasy. What's

50:44

next? Next one's a dragon as well. This

50:46

is a big chunk of the budget, but it's

50:49

really important for what this deck needs, which

50:51

is reach. Making

50:53

sure that you can deal 40 damage. And

50:56

Terror of the Peaks is really good at dealing

50:58

damage. He was also just reprinted, so

51:01

he's all the way down to $18, which means he fits in

51:03

our budget and hopefully he fits

51:05

in yours because he's going to get more expensive again.

51:08

Terror of the Peaks is a five-mana-dragon,

51:10

three-red-red, for a five-fourths flying. It says,

51:12

spells your opponent's cast that target Terror

51:14

of the Peaks cost an additional three

51:16

life to cast. And whenever another creature

51:18

enters the battlefield under your control, Terror

51:20

of the Peaks steals damage equal to

51:22

that creature's power to any

51:24

target. Any target. Ooh, that

51:27

feels good. It's so good

51:29

in copy decks because you

51:31

can cast Terror of the Peaks and normally you want to

51:33

follow it up with another creature. You

51:35

have to pay more mana. But

51:37

in this deck, all you have to do is attack

51:39

with your commander, make a copy of Terror of the

51:41

Peaks, and you immediately have five damage. So you can

51:43

cast Terror of the Peaks on curve where normally you're

51:45

afraid to commit it to the board. Yeah.

51:48

That early. That's very good. You're

51:52

the Terror of the Peaks at that point.

51:54

Good lord. You have enough energy

51:56

to keep that thing around. They're in big trouble.

51:58

They're in big trouble. This one you keep

52:00

around. This one for sure. Save your pennies. Pick

52:03

your energy counters. This

52:05

baby can fit so much terror in it. Keep

52:08

this one. Yeah, I think

52:10

terror of the peaks or this kind of effect

52:13

is exactly what this deck needs to make sure

52:15

that your combat damage is moving you

52:17

toward the

52:19

goal of death. Of course, their death, not yours.

52:22

Yeah, you survived. You've got

52:24

the dragon. 18

52:28

box for terror of the peaks and worth every penny.

52:30

Yes. All right, next up

52:32

is Port Razor. This is

52:34

three and red red for a creature or

52:36

a pirate. It's a four four that reads

52:39

when Port Razor deals combat damage to a

52:41

player, untap each creature you control. After

52:44

this combat phase, there's an additional

52:46

combat phase. Port Razor

52:48

can't attack a player. It has already

52:50

attacked this turn. Oh. Now,

52:53

this has a lot of weird restrictions that

52:56

don't seem good at first glance. But think

52:58

about this. You play this card on curve. It

53:01

actually fits really well with your commander. It's a five drop. Yeah.

53:04

Find a player that's open. Find someone that has

53:07

not a blocker or probably won't block. They probably will

53:09

because it's a four four. But

53:11

you'll make a copy of it that's tapped and attacking

53:13

immediately. When you do, you'll get

53:15

another combat, which means that you can attack

53:17

with your commander again, which means you make another

53:20

copy of this. As long as they can deal

53:22

this or can deal damage, you will keep attacking.

53:24

Yeah. Now, obviously that, you

53:26

know, when you make another copy, it says it can't

53:29

attack a player. It has already attacked this turn.

53:32

But when you make a copy,

53:34

it enters, tapped and attacking, which

53:36

just completely goes over this

53:38

rule. You can attack that player again and

53:41

again until you just have nonstop

53:43

combat until they're probably dead at that point.

53:45

How? When does your commander sacrifice?

53:47

Is that an end of turn? It's an end

53:49

of turn. Yeah, you just keep making it work

53:51

that whole time. I mean, yeah, as long as

53:53

and then the other orcs can attack the other

53:56

players. Yeah, exactly. So I got to work this

53:58

fair. Don't worry. Yeah, exactly. So you'll

54:00

just make a bunch of four fours that

54:02

keep attacking and hopefully you can also obviously

54:04

play this card when you have your other

54:06

cards that you know either Aragorn or

54:08

I mean if Aragorn you just kind of win the game

54:10

at that point because you will un-stoppable the

54:14

attack or the aerial extortionist or

54:16

Suun Teradon that will just remove

54:18

the blockers every combat which is

54:20

fantastic. So yeah I mean this is definitely

54:23

a way to take infinite combat if you can

54:25

if you're in the right situation. Yes.

54:29

And you know if they remove it before you go

54:31

to combat then great but that's a very small window.

54:34

Yeah. This kind

54:36

of thing is very

54:38

very powerful but in a deck

54:40

that is so reliant on attacking

54:42

and is so aggressive I think

54:46

this kind of combo is super

54:48

valuable. Yeah. Yeah. This

54:51

is the kind of stuff you need that energy just doesn't really

54:53

have a I win most of the

54:55

time with this or this card. Right. Yes.

54:58

And so you have to think outside the box and

55:01

this is one of those ways. Yeah. This

55:03

is how you do it. I love that. Portraiser is

55:05

only a dollar twenty five at this point. So

55:08

pick them up. Yeah. Go get

55:10

them. There's one more

55:12

extra combat effect that I

55:14

didn't I looked at this and was like what? You

55:17

meant the other one right? No. No.

55:20

No. It's A.M.R. Marshall

55:22

of Rohan. This is too red red for

55:25

a legendary creature human knight. Easy for

55:28

for with haste. Whenever one or more

55:30

other attacking legendary creatures you control

55:32

die untap all creatures you control.

55:34

After this phase there is an

55:37

additional combat phase this ability triggers only

55:39

once each turn. Yes. This

55:42

is another weird one in that is legendary. So as

55:44

soon as this comes down if you

55:46

make a copy with it it will die. Now

55:48

if you're making a copy with

55:50

your commander it's entering combat attacking

55:53

which means that the original will

55:55

see the copy die during

55:57

attacking during combat which means it will

56:00

Immediately trigger its ability and give

56:02

you an extra combat. Yeah, so with

56:04

this you will get two combats every

56:06

combat You can also choose at any

56:09

point to basically make it a third

56:11

combat because you can just sack This

56:13

one instead of the copy right because it

56:16

the ability only triggers once per card But

56:18

as soon as you make a copy that's a new instance of

56:20

it And then obviously you can't

56:22

copy it anymore because you can't copy the

56:25

token version, right? But you can get two

56:27

combats every turn or one turn

56:29

of three combats, right? Which with

56:31

the other cards that we've already talked about terror the

56:33

peaks or swooping terror dawn Like

56:35

you're gonna be doing a lot during those

56:38

combats. Yeah extra combats is so so valuable

56:41

Because eventually yeah, you don't want to copy him or

56:43

anymore. It's not gonna work So you can copy something

56:45

else you can push through for more damage on that

56:47

second combat Because you've

56:49

already gotten that extra combat. Yeah

56:53

Yeah, I it's just a nice

56:55

way to steadily have your extra

56:58

combats and Keep

57:00

making tokens and keep applying pressure and

57:03

making sure you can do all this as

57:05

fast as possible Yeah, one

57:07

thing before we move on I forgot to mention

57:09

swooping terror dawn also has the ability The

57:12

same thing as else concert does where when you

57:14

can steal someone's creature You can

57:16

take their commander and then you can actually

57:18

copy that commander with your with Satya Which

57:20

means you make a copy of it and

57:22

then you can just legend rule that to

57:24

kill their original Which means they'll never get

57:26

their commander back. It's commander removal in a

57:28

very mean way But it's it's a

57:31

way to get rid of their commander like it's cool It's

57:33

in this deck is so low an interaction

57:35

something that can apply pressure and interact with

57:37

scary things that are happening on the board

57:39

is Super important. It's

57:41

very good. I mean, this is a

57:44

lot of interaction swooping terror dawn Will

57:46

will steal blockers here the peaks can

57:48

shoot them vengeful ancestor is goading

57:50

aerial extortionist is effectively bounce

57:54

And then Aragorn is what blocker? You

57:58

were safe. You're

58:00

never safe. Yeah, Ah, this is great.

58:03

I mean these cards? Really? me and

58:05

like who I am. an aggressive deck.

58:07

I'm winning in combat and I'm using

58:10

these really powerful effects to push combat

58:12

over the top to be able to

58:14

win in a commander situations and were

58:17

plenty under budget. The total for these

58:19

ten cards or adding to the dagger?

58:21

Forty three dollars and seventy five cents.

58:24

Gotham room to spare for some fancy

58:26

versions to pick up, some simply land

58:28

that are no agree. The land based.

58:30

That's definitely what I would yeah percent seven bucks

58:33

on. I'm on another. Cool.

58:35

Do this. Before

58:38

we go into the cards to cut, we

58:40

did want to talk about some additional adds

58:42

that you could put into this deck from

58:44

the Mh three. The mass at the other

58:46

means that is yeah. Dinosaurs is really good

58:48

options. This is the new soul sister that

58:51

says whenever another creature enters the battlefield under

58:53

control. Again when life and get one energy

58:55

so it's gonna give you like making a token

58:57

copy of this gives you. The energy to

58:59

keep it and irremediable. His life gain

59:01

for your attack the deck but then

59:04

it also says whenever you attacks you

59:06

may pay air three. Energy. When you

59:08

do you may put two percent of encounters

59:10

and a flying counter on target attacking creature.

59:12

It becomes an angel in addition to it's

59:14

other types. Oh my gosh that our commander

59:16

into this guy that's awesome It in a

59:19

file seven of Flies that's awesome and you

59:21

could do a multiple times yesterday. and I

59:23

mean that. That. I that it's worth

59:25

a guide of souls you play a d player. Commander it

59:27

gives you the energy for that with then when

59:29

you attack with your matter which has has to

59:31

give you the to energy back see. You get

59:34

to energy to spend into the three. Immediately

59:36

soda to creatures so good. Bomb.

59:39

As you sir making copies of this as you

59:41

can always the only do this up to counters

59:43

thing or once per turn were you're more than

59:45

one copy of it as only start going to

59:47

make a big emitters of vote on. Satya.

59:49

That point where that's awesome. That sums up with

59:52

a one minute bird. Yeah, of great. I mean

59:54

I that curve is is pretty unstoppable. I feel

59:56

like if you're if you're. Building.

59:58

the secular the first thing you need to do is

1:00:00

find a guide of souls to get into the deck. What

1:00:02

I really liked to do was Emissary of

1:00:05

Soulfire. This is a three mana one. It's

1:00:07

a one white blue, so

1:00:09

Azorius. When it enters

1:00:11

the battlefield, you get three energy. And

1:00:13

then it says pay energy energy. So

1:00:15

pay two energy. Put an exalted counter

1:00:17

on target creature you control. Activate

1:00:19

only as a sorcery. So

1:00:22

this isn't quite as efficient as Guide

1:00:25

of Souls. But it's a great thing to copy.

1:00:27

And it's a great place to put energy

1:00:29

that you're not using to buff Satya big

1:00:31

enough so they always have a safe attack.

1:00:33

Yeah. Namely doing exalted because if Satya is

1:00:35

the only one that you declare as an

1:00:37

attacker, exalted will trigger. And you will still

1:00:40

get a copy that is attacking of another

1:00:42

creature, which is great. That's fantastic. And then

1:00:44

you can start putting exalted counters on that

1:00:46

creature if you keep it around and so

1:00:48

forth and so on. So this is the

1:00:50

great card. Great card to have in this

1:00:52

deck. There's a lot to mention. There's

1:00:54

a lot of cards in this deck that in

1:00:57

this set, in the main set that just make energy

1:00:59

incidentally. And if you're going more of an

1:01:01

energy direction, then those

1:01:04

are all good cards to look at twice.

1:01:06

We're going to mention one more that gives

1:01:08

you the reach that this deck really wants.

1:01:10

And that's Aether Revolt. Do you want to

1:01:12

read this one? Yeah. Aether Revolt is an

1:01:14

enchantment for two and red red. It

1:01:17

reads revolt. As long as a permanent

1:01:19

you controlled left the battlefield is turned,

1:01:21

if a source you control would deal

1:01:23

non-combat damage to an opponent or permanent

1:01:25

an opponent controls, it deals damage plus

1:01:28

two instead. And then it reads, whenever

1:01:30

you get one or more energy, Aether

1:01:32

Revolt deals damage to any target.

1:01:34

So that's your non-combat damage,

1:01:37

is the damage

1:01:39

this enchantment does. Any time you

1:01:41

gain energy, zap them. And

1:01:44

then it's plus two, as long as a

1:01:46

permanent you control left the battlefield this turn.

1:01:48

Yeah. So one of your tokens or a

1:01:50

treasure or any number of things. Things are

1:01:52

always in the battlefield, especially if you're making

1:01:54

copies of stuff, which is fantastic.

1:01:56

Now, obviously, this can trigger with terror of the peaks

1:01:58

as well, if you're doing non-con- damage but just

1:02:00

by itself as an enchantment this is the kind

1:02:02

of card you want to get that reach. Right.

1:02:06

That actually plays with energy as well. Very good. It

1:02:09

puts all that energy, it turns all the

1:02:11

energy production and it turns it into something

1:02:13

aggressive which is what you really really want.

1:02:16

There's a lot of ways to make energy

1:02:19

in this deck and not a lot of

1:02:21

them necessarily further the plan of doing more

1:02:23

damage right now and Aether of all definitely

1:02:25

does. Yeah and it's not even spending that

1:02:27

energy just when you generate that damage. It's

1:02:29

wild. It's great. It's fantastic.

1:02:31

So yeah this is another one and like

1:02:33

Rachel said there are a bunch of other

1:02:36

energy cards in the main set as well

1:02:38

but these are the ones we thought were

1:02:40

worth mentioning that actually synergize very well with

1:02:42

the Satya. And that didn't already come in

1:02:44

the deck. There's a number of main set

1:02:46

cards in the deck already. These are just

1:02:48

not included. Yeah. So take a look

1:02:50

at those as well. Yes. Of course we've

1:02:52

added 10 cards to the deck. That means we have to take

1:02:54

10 cards out to make room for them.

1:02:58

Yes. And we've alluded

1:03:00

to a few of these already but

1:03:02

let's talk about these 10 cards we

1:03:04

are cutting. Yes. First

1:03:06

one as we mentioned before is Filigree

1:03:09

Racer. This

1:03:11

is an artifact vehicle for three

1:03:14

and a red. It

1:03:18

reads when it enters the battlefield you get four energy. So

1:03:20

a pretty good rate. Whenever

1:03:22

it attacks you may pay two energy. When you

1:03:24

do target instant or sorcery card in your graveyard

1:03:27

it gains a jump turn to crew

1:03:29

one and it is a five-five vehicle. Sorry I

1:03:31

mentioned that before. As

1:03:34

we mentioned before it's sort of a non-bow

1:03:36

with your commander because even if

1:03:38

you crew this and attack with your commander you

1:03:42

will make a copy of it but as soon as it enters the

1:03:44

battlefield you're going to get that energy but then it will stop being

1:03:46

a creature as soon

1:03:48

as it hits because it's no longer crewed. And

1:03:51

this deck doesn't do instant or sorcery. It's like

1:03:53

it has a few but that's not its thing.

1:03:56

Probably not the primary mode that the deck is doing.

1:03:58

It works a lot in creatures and in artifacts

1:04:00

so it's a little bizarre that it

1:04:02

gives you the ability to jumpstart something

1:04:04

even though that's clearly a car joke.

1:04:06

Yeah, yeah, that's true. Yeah.

1:04:09

Yeah, it's just hard to make all of

1:04:12

the parts of this that are weird work.

1:04:14

Yeah, it doesn't feel like it belongs here.

1:04:17

The next one we cut is also a new card. It's

1:04:19

Aether Refinery for Red Red for an artifact.

1:04:21

It says if you would get one or

1:04:23

more energy counters, you get twice as many

1:04:25

energy counters as instead. And

1:04:29

then it says tap, you get an

1:04:31

energy and then you may pay one

1:04:33

or more energy. If you do, create

1:04:35

an XX black Aetherborn creature token where

1:04:37

X is the amount of energy paid

1:04:40

this way. So I know we

1:04:42

said that like the five-man artifact that makes

1:04:44

big tokens is one of the better cards

1:04:46

in the deck and this

1:04:48

one we're taking out. Yeah. There's

1:04:50

a number of differences. Yeah. This

1:04:53

one makes two energy when you tap it,

1:04:55

but you have to sink like

1:04:59

so much energy into it

1:05:01

to be good. Yeah. It

1:05:05

also just comes out way too late for it

1:05:07

to be worth it. For Red Red is a

1:05:09

ton of mana and we put a lot of

1:05:11

five drops into this deck, four and five drops

1:05:13

where it's just like we'd rather be casting one

1:05:15

of those than this big artifact

1:05:18

that doesn't necessarily further the plan

1:05:20

that Satya has. Yeah. The

1:05:23

tokens don't have any sort of evasion or anything.

1:05:25

He had copy them. They're just generic

1:05:28

big dudes. Maybe they're big anyways. You

1:05:30

can make lots of blockers, but it

1:05:32

just doesn't do what we want. Yeah.

1:05:36

It doesn't give you the threats for as cheap as

1:05:38

we want them. And the fact that they don't have

1:05:40

trample or flying or menace or anything that makes them

1:05:42

actually good in combat means this

1:05:44

card is not as good as we want it to

1:05:47

be. Yes. This one's

1:05:49

new too. Yeah. So we're

1:05:51

a little puzzled as to why it's in

1:05:53

the deck. Silver

1:05:55

Quill Lecturer is

1:05:57

a creature, a core wizard for four and a

1:05:59

wife. It's a 3-3 that

1:06:02

reads, creature spells you cast have

1:06:04

demonstrate, which if you don't

1:06:06

remember, which I didn't remember, demonstrate is whenever you

1:06:08

cast a creature spell, you may copy it. If

1:06:11

you do, choose an opponent to also

1:06:13

copy it. Each copy becomes a

1:06:15

token. So this is making

1:06:17

tokens of creatures that you're casting, but they're

1:06:20

also giving your opponent the chance to

1:06:22

do the same. I

1:06:25

don't think it's very good. Not at an

1:06:27

aggressive deck where you're trying to recruit. Don't

1:06:29

give them free blockers. Don't give them free

1:06:31

blockers or things that also steal creatures away,

1:06:33

like swooping pterodons. It's

1:06:36

going to be so weird if you give everybody an

1:06:38

Aragorn. It's

1:06:41

a strange card that's in this deck. I don't

1:06:43

know why. I think it makes more sense with

1:06:45

Case and the command zone. It gives you a

1:06:47

big token to populate. If

1:06:49

you're doing Case and you're doing populating copies

1:06:53

of creatures, that makes sense. But the

1:06:55

deck doesn't naturally have a ton of populate in it.

1:06:58

So it's really hard to take advantage of

1:07:01

this, especially when your commander explicitly

1:07:03

wants to attack and isn't very good

1:07:05

at getting through, especially when they have

1:07:08

creatures they do not care about keeping

1:07:10

around. So

1:07:13

it's just not quite good enough. Not to mention it's

1:07:15

just a 3-3 on the ground. It's really terrible for

1:07:17

a copy. Yeah, exactly. It does nothing

1:07:19

for a copy. I guess if you have a copy,

1:07:21

then you could demonstrate a thing. Don't

1:07:24

demonstrate? Yeah? Okay.

1:07:26

That's interesting. You're making a lot of copies, but

1:07:29

you're also giving away a lot of copies. Creature

1:07:31

spells you have cast have demonstrate. Can a creature

1:07:33

spell have double demonstrate? Is that a thing? I

1:07:35

don't know. I

1:07:38

mean, they're cast triggers. I think you could have two.

1:07:41

I guess so. Whenever you cast a creature, you just want to make a copy

1:07:43

of it. Yeah, I guess.

1:07:45

Oh. I don't know. I

1:07:48

think this is a really cool card. I do not

1:07:50

think it makes sense in an aggressive deck. No. It's

1:07:53

kind of a card that I would play to throw

1:07:56

a weird wrench into a game. If

1:07:59

I'm trying to attack... I'm not giving you stuff. Yeah,

1:08:01

I need to get through your stuff It feels like a

1:08:03

car that goes in like a group hug deck or something

1:08:05

where yeah I got a value creature and I got two

1:08:07

of them you want one of you want one. It's not

1:08:09

cool Yeah, so

1:08:16

Okay, the next card we are cutting is scurry

1:08:18

of gremlins. This is from the main set It's

1:08:20

an enchantment for two red white when it enters

1:08:22

it makes two red gremlin creature tokens Then

1:08:24

you get an amount of energy equal to the

1:08:26

number of creatures you control So it makes a

1:08:28

lot of energy then it has pay

1:08:30

for energy creatures You control get plus 1 plus

1:08:32

0 and gain haste until end of turn. This

1:08:35

is okay. It's um gives you

1:08:37

some energy I will say that when

1:08:39

I played this deck. I didn't have like tons

1:08:42

of creatures Yeah, like I had

1:08:44

three or four. Yeah, it's like

1:08:46

four mana get four energy buff

1:08:48

things once So I guess

1:08:50

it gives you two creatures. I'd make six energy sure

1:08:53

But it's just not enough of an anthem.

1:08:55

It's not enough of an energy generator. It's

1:08:58

not enough of a token maker Yeah, and the

1:09:00

deck just doesn't want to go wide that bad.

1:09:02

Yes Next one is

1:09:04

a third geode miner. This is a creature

1:09:06

dwarf scout for one on a white It

1:09:09

is a three one that reads when a

1:09:11

third geode miner attacks You gain two energy

1:09:13

when it attacks you get two energy and

1:09:15

you can pay to energy to exile a

1:09:18

third A third geode miner

1:09:20

then return it to the battlefield under its owners

1:09:22

control so you can blink it So

1:09:26

you get that energy back when you blink it, but you just paid

1:09:28

to energy Let's say that and you

1:09:30

also only get the energy on attacks triggers, which

1:09:32

means if you make a copy of it It's

1:09:35

already entering the battlefield attacking you don't get that

1:09:37

energy and it's also a three one with no

1:09:39

evasion Which you'll probably never have a chance to

1:09:41

do anything with it It just feels weird if

1:09:43

this thing flew if this is a one to

1:09:45

that flew and now we're talking

1:09:48

But it's really on the ground that makes two

1:09:50

energy Yeah, never gonna have a safe attack and

1:09:52

you don't want to pay like if you're just

1:09:54

paying the two energy you just made Yeah blink

1:09:56

this thing it then it doesn't need to be

1:09:58

there. Yeah It's

1:10:00

done absolutely nothing. It's

1:10:02

made a creature into the battlefield twice.

1:10:05

Yeah, exactly. It's a strange one. Yeah.

1:10:09

Up next is Aether Sphere Harvester. This is

1:10:11

another vehicle that when it enters you get

1:10:13

two energy and you can pay energy to

1:10:15

give it life length. Otherwise, it's a three-five

1:10:17

with line. Cool. Yeah,

1:10:19

again, you make a token copy

1:10:22

of this and it's not attacking. You

1:10:24

get two more energy, but I

1:10:26

don't think this snowball is the way you want it

1:10:28

to. You need creatures to crew vehicles. Having a lot

1:10:30

of vehicles doesn't mean you have a lot of

1:10:33

attackers. It means you have a lot of things you need to crew. It's

1:10:36

really sad when a really, really rich guy

1:10:38

just has a bunch of cars in his garage.

1:10:40

Yeah, you can only drive one. I got

1:10:42

no one to drive my car. This is Jay

1:10:44

Leno's tech. He just keeps making copies of

1:10:46

cars. Do you like my cars? Yeah,

1:10:49

who drives these? I paid someone to drive these.

1:10:52

Oh, Jay. Oh. All

1:10:55

right. What's next? Mere

1:10:59

Battlespear. Another oldie. Not

1:11:02

a goodie in this sense, but

1:11:04

it is a seven-mana artifact creature,

1:11:07

Mere Construct. It is a four-seven

1:11:09

that reads, when Mere Battlespear enters

1:11:11

the battlefield, create four, one, one

1:11:13

colorless Mere Artifact Creature tokens. Okay,

1:11:15

pretty good. When Mere

1:11:18

Battlespear attacks, you may tap X untapped

1:11:20

Mere you control. If you do this

1:11:22

card, you get plus X plus O until

1:11:25

end of turn and deals X damage

1:11:27

to the player or Planeswalker it's attacking.

1:11:30

The idea here is that you can make

1:11:32

a Mere Battlespear and make four Mears, and

1:11:34

then you could start attacking with the Mere

1:11:36

Battlespear and start

1:11:38

doing damage directly to the player or Planeswalker.

1:11:40

It's a four-seven, so it usually will survive

1:11:43

a combat maybe. Yeah. Then

1:11:45

if you make a copy of this, it'll enter the battlespear

1:11:47

tapped and attacking, which means it can't do

1:11:51

it. It's like laser guns. Yeah, it can't

1:11:53

do the attack trigger, because it's already attacking.

1:11:56

So Mere hits a seven drop that just

1:11:59

doesn't do it. much in our deck. I

1:12:01

think Mere Battle Sphere is best when you're doing

1:12:03

welder things and you can like put it onto

1:12:05

the battlefield and second and put it back onto

1:12:07

the battlefield and second. So you're not just spending

1:12:09

seven mana to cast this thing. You

1:12:12

make a token copy of it, make a

1:12:14

ton of mirrors and that's okay. Like honestly

1:12:16

this card's probably fine in the deck but

1:12:18

we're trying to lower the curve and make

1:12:21

it much more aggressive so you can get

1:12:23

under the decks you're playing against. And Battle

1:12:25

Sphere is more of a top end than

1:12:27

the deck needs probably. Up

1:12:30

next we are cutting coveted jewel.

1:12:33

I love this card. It's also great in welder decks.

1:12:37

When it enters you draw three cards and

1:12:39

it taps to add three mana of any one

1:12:41

color. It's six mana. It says

1:12:44

whenever one or more creatures and opponent controls attacks

1:12:46

you and aren't blocked that player draws three cards

1:12:48

and gains control of coveted jewel. Untap it. Giving

1:12:51

cards to opponents is usually pretty bad. Very

1:12:54

dangerous. The best way to

1:12:56

use coveted jewel is to play coveted jewel

1:12:58

and either copy it a whole bunch and

1:13:00

sack them all or to again

1:13:02

welder it, put it on the battlefield, draw three cards, tap

1:13:05

it for mana, sack it, bring it back. That's

1:13:08

where this card is maximum power level. Otherwise

1:13:10

this is a very, very risky thing to

1:13:12

put on the battlefield especially in a deck

1:13:15

that is not designed to defend itself. Yeah,

1:13:17

no. You're going to be attacking all

1:13:19

the time sideways most creatures. So it

1:13:21

feels like this won't do anything for you. Your

1:13:23

commander can't copy it. It doesn't really gain a

1:13:25

benefit from having it in the deck so we're

1:13:27

chucking it. We're chucking it. Alright

1:13:30

next up is Aether Squall Ancient.

1:13:33

This is a creature Leviathan

1:13:35

for five and two blue,

1:13:37

a seven drop, that's a six

1:13:39

six. It has flying and

1:13:42

at the beginning of your upkeep you

1:13:44

gain three energy and then you

1:13:46

can pay eight energy, return all

1:13:48

other creatures to their owner's hands, activate

1:13:50

only as a sorcery. So

1:13:53

this is a seven drop that probably by the

1:13:55

time it comes down you'll fourth boardwipe. Why did

1:13:57

I not notice that? That's true. This is another

1:13:59

boardwipe. This is another boardwipe that's tacked onto a

1:14:01

creature. That's weird. That is weird.

1:14:03

We didn't consider that. Yeah. We

1:14:06

don't need four boardwipes. We don't need four boardwipes.

1:14:08

And this is on a creature that you'll play.

1:14:10

If you pay seven, you'll probably have the energy

1:14:13

to do the thing. And then you'll have a

1:14:15

six-six flyer. But that's not going to kill three

1:14:17

people who are always going to start rebuilding and

1:14:19

get their ETBs again. And I

1:14:22

don't know. It doesn't do anything in this deck. And

1:14:24

getting energy on your upkeep is like meh. It

1:14:27

doesn't snowball the way that you want this kind of

1:14:29

stuff to do. What, seven mana?

1:14:31

It's seven. Yeah, it's very expensive. But

1:14:34

copying this just gives you another big flyer, which

1:14:36

is OK. You will eventually win the game that

1:14:38

way. But I

1:14:40

think we've got better ways to use our energy.

1:14:44

And we have better ways to use our mana. Yes. Playing

1:14:47

a five-mana creature that interacts with our

1:14:49

opponents is just going to be better

1:14:51

than playing a seven-mana thing that also

1:14:53

forces us to rebuild. Right. Absolutely. Yeah.

1:14:57

One more. Era of innovation. One

1:14:59

in a blue for an enchantment. Whenever an

1:15:01

artifact or artificer enters the battlefield under your

1:15:04

control, you may pay one. If you do, you get

1:15:06

energy, energy. Then pay six energy.

1:15:08

Sacrifice. Era of innovation. Draw

1:15:10

three cards. There are

1:15:13

not enough artifacts to regularly trigger this.

1:15:15

The tokens that you make aren't artifacts.

1:15:17

Your commander isn't an artifact. There's

1:15:19

some in the deck. But not

1:15:22

enough to really rely on this being an

1:15:25

energy generator. And you have plenty of

1:15:27

those. Yes. Yeah.

1:15:30

Cool. That's the cuts. Those are the 10

1:15:32

that we're taking out, mostly lowering the curve

1:15:34

and just cutting some things that

1:15:36

feel weird in your hand. Yeah. Where

1:15:40

you're like, I'm not sure what exactly I'm supposed

1:15:42

to do. It wasn't really synergizing, Satya. So that's

1:15:44

good. And

1:15:47

let's, OK. So we've added 10 cards. We've

1:15:50

taken 10 cards out. Let's

1:15:52

talk about what the deck looks like now that

1:15:56

we've done the upgrade. How do you expect this

1:15:58

game plan to play out? So

1:16:01

basically you want to be attacking as much as

1:16:03

possible with your commander, especially if you have any

1:16:05

good creatures you can copy. Now that

1:16:08

means usually by turn four where you're playing commander,

1:16:10

maybe turn three, you want at least one value

1:16:12

hit you if you can get it. And

1:16:15

that could be, if you get your commander on turn three,

1:16:17

you could do a solemn similar acrimon turn four, which if

1:16:19

you don't small value, it'll probably die, you'll draw a card,

1:16:22

you'll ramp a little bit. Fantastic. Now

1:16:24

turn five is when you start playing those bigger cards and

1:16:26

you want to start really making a

1:16:28

play for dealing some damage to people, doing

1:16:30

some shenanigans where you take their creatures and

1:16:33

attack them with them or go creatures. And

1:16:37

once you have something to copy, you just want to milk it for all it's worth.

1:16:40

If you've got a good creature on the

1:16:42

board, start making copies, start paying the energy

1:16:44

to keep around because you'll have the incidental

1:16:46

energy from attacking with your commander and all

1:16:48

the other small energy stuff that is in

1:16:50

the deck. I

1:16:52

don't think I would play my commander unless

1:16:55

I had something to copy on it. I agree. There's

1:16:57

no reason to. It has haste, it has menace. Unless

1:17:00

you can one, make sure your

1:17:02

commander doesn't die during the attack and get the

1:17:05

value from that copy, I don't think there's a

1:17:07

reason to play your commander until it's just ready

1:17:09

to go. There's actually a board set up for

1:17:11

it. I would probably, yeah, I really would want

1:17:13

a creature on the battlefield, the turn that I

1:17:15

play my commander. I think if you do one

1:17:17

man and nothing, two mana, turn

1:17:20

two, talisman, turn three, I

1:17:22

would do solemn first and

1:17:25

then follow it up with my commander, copy

1:17:27

solemn rather than play my commander,

1:17:29

attack for three, then play solemn next turn

1:17:31

and get a copy. It's just

1:17:33

too risky. But

1:17:36

having those early drops like solemn feels really

1:17:38

synergistic in the deck. It feels like exactly

1:17:40

what you want to be doing with that,

1:17:42

with solemn because you sacrifice them to draw

1:17:44

cards even if they don't survive combat or

1:17:47

if they don't survive combat. Then

1:17:50

you want to attack just every turn and hopefully

1:17:52

if you can multiple times a turn with the

1:17:54

cards we've added. There also is another multiple combat

1:17:56

card in the deck, so it seems like they

1:17:58

did have some idea in the deck. deck like,

1:18:00

oh, multiple combats might be a way for this

1:18:02

deck to win. So we just added more of

1:18:05

those and added more creatures that benefit from you

1:18:07

entering that combat and removing the blockers and getting

1:18:09

into it. Yeah, making sure you're punching through for

1:18:11

that damage. Exactly. Yeah.

1:18:14

Cool. I mean, there's an

1:18:16

interesting conversation to be had here because this

1:18:18

is the second energy, Jeff Guy energy pre-con

1:18:21

that has come out inside of a few

1:18:23

months of each other. Yeah.

1:18:26

And they look very different. They

1:18:28

do. Yeah. And

1:18:30

so the science was, the

1:18:32

main commander was Liberty Prime, I believe.

1:18:34

Madison Lee. Madison Lee was

1:18:36

the main commander, which actually, Madison

1:18:39

Lee's a very different commander. Almost the

1:18:41

flip side of this, which is she's sort of

1:18:43

the toolbox energy commander. So

1:18:46

Madison Lee could go in this deck because

1:18:48

she has a lot of activated abilities that

1:18:50

let you pay energy to draw cards and

1:18:52

do other things. But

1:18:55

you wouldn't make a copy of Madison Lee. Like

1:18:57

that doesn't do anything. So she doesn't

1:18:59

really belong in this deck if you're building it the way

1:19:01

that we've built it here. Right. But

1:19:03

I think if you're interested

1:19:05

in building sort of like the dirtily,

1:19:09

like assemble a machine energy deck, I

1:19:11

think Madison Lee or Liberty Prime are

1:19:13

much better engines for all of this

1:19:15

energy than the two commanders that are

1:19:18

the commander of this pre-con. Right. Because

1:19:21

like while Satya does really neat

1:19:23

stuff, it doesn't really rely on

1:19:25

energy. It

1:19:28

makes its own energy and like you don't really need

1:19:30

to keep the tokens all the time. You can. And

1:19:33

this deck is designed to keep the tokens all

1:19:35

the time. But it's

1:19:37

not exactly going to give you

1:19:39

the feeling of like a value

1:19:41

energy pile. This is an

1:19:44

aggressive deck and it wants to be attacking and

1:19:46

it needs your blockers out of the way and

1:19:48

it doesn't care about what you're doing as

1:19:52

long as it can't block. Yes.

1:19:55

So I think if you're looking for a

1:19:57

like. a

1:20:02

welder-y

1:20:04

energy deck, I

1:20:07

would take some of the pieces from this deck,

1:20:09

some of the new cards and put it into

1:20:11

Madison Lee or put it into Liberty Prime. Because

1:20:16

I don't know if these are the

1:20:18

energy droids we've been looking

1:20:20

for. Yeah, like I said, the only

1:20:22

energy card I added was one electrostatic

1:20:25

pomular, which I

1:20:28

pulled out a few from the cuts we

1:20:30

made and it can still generate

1:20:32

quite a bit of energy. But it just doesn't

1:20:34

need that much to do what it's doing and

1:20:36

what it needs to do is attack and get

1:20:39

those value ETBs and death triggers and multiple combats

1:20:41

to actually win the game. So this is a

1:20:43

sort of, it's an energy deck but it

1:20:45

is sort of the secondary thing of the

1:20:47

deck, really. It wants to be attacking

1:20:49

as much as possible. Yeah. Honestly,

1:20:52

it's a token deck before it's

1:20:54

even an energy deck,

1:20:56

which is very interesting. Yeah.

1:21:00

I don't know. I don't even know if I'd include any

1:21:02

energy in a case deck. Yeah, that's

1:21:05

true. Like we said, it could

1:21:07

just be a value artifact deck that

1:21:09

doesn't have energy at all. Anyway,

1:21:12

the world's your oyster. You got lots of

1:21:14

energy options at this point. If you want

1:21:16

to do an aggro energy strategy, Satya, your

1:21:18

guy. If you want

1:21:21

to hang out and assemble a

1:21:23

machine, look to Madison Lee.

1:21:25

And if you want to bonk with a robot,

1:21:29

who's Liberty Prime? Liberty Prime. I'm

1:21:32

sure Bloomberg is going to have a third Jeff

1:21:34

Sky energy deck. There's robots on there too. Wait

1:21:37

for that one. No, it's hamsters

1:21:39

and wheels. Yeah, there you go.

1:21:41

Ooh, that'd be so cool, actually. All right, now

1:21:43

I'm into that. Now I want that. I kind of

1:21:45

want that. No, no. It'd be

1:21:48

super cute. Two of the listeners. I'm going to

1:21:50

freak out. Any cards we missed to add to

1:21:52

it? Any cards we suggested to take out or

1:21:54

even add that you disagree with?

1:21:56

We're always curious about your opinions. How

1:22:00

are you building it? Because there's a lot

1:22:02

of changes that could be made if you're

1:22:04

building Satya from the ground up, or

1:22:06

maybe you're building Kate and making a

1:22:09

few more changes yourself. Cool

1:22:11

things abound. If you want to buy any of the

1:22:13

cards that we talked about today, we talked about a

1:22:15

ton of very cool ones, including some new ones

1:22:18

from MH3. Go to cardkingdom.com/command.

1:22:20

They have a huge selection of singles

1:22:22

and sealed product for MH3 and all

1:22:24

the sets. If

1:22:26

you're like me and you tend to shop a little

1:22:28

late, you can get Year of Thunder Junction singles. What

1:22:32

happened, Rachel? I just don't

1:22:34

sit down and put my list together

1:22:36

for a few weeks after a set

1:22:38

has really settled. And

1:22:40

I just don't get there. But

1:22:44

MH3 is gonna have a ton of sweet new

1:22:46

cards for your commander deck. So if you're like

1:22:48

me and you want to buy five of this

1:22:51

and three of that and two of those, then

1:22:53

just throw them all into one big card. CardKingdom

1:22:55

has got you covered and they have the professionalism

1:22:57

to make sure that the cards that you order

1:22:59

are the ones that arrive in your mailbox safe

1:23:02

taped in a little plastic container with

1:23:04

a token and a single packing peanut.

1:23:06

I love it. Aww. You

1:23:10

know what, it's cute. I eat it every time.

1:23:13

I was gonna say. cardkingdom.com/command.

1:23:17

Don't eat the packing

1:23:19

peanuts. Don't do that.

1:23:22

Oh no, we're gonna get a lot of emails about

1:23:24

that. And once those

1:23:26

cards are in your hand, you're gonna need to

1:23:28

protect them. Go to ultrapro.com/command. Pick up the

1:23:30

highest quality magic accessories in the business.

1:23:33

All these super cool MH3 commanders. Many,

1:23:35

many of them have play mats. There's

1:23:37

even the play mat that has all

1:23:39

of the portraits again which

1:23:42

they did for the commander masters,

1:23:44

I believe. I think so, yeah.

1:23:47

They're super cool and it's this cool

1:23:49

like pop art feeling.

1:23:52

So if you're into that, go

1:23:54

check out, there's like a binder and I think there's

1:23:56

sleeves that have the portrait arts. And then there's a

1:23:58

play mat that has a ton of. them. So there's

1:24:00

cool stuff going on at UltraPro. Sign up for the

1:24:02

newsletters here. Always on the up and up with what's

1:24:05

going on on their website. Get those deals and

1:24:07

all of the products that

1:24:10

go out of stock very, very

1:24:12

quickly. So ultrapro.com/command.

1:24:15

Nice. Before we go, we

1:24:17

wanted to move to the end step and

1:24:19

have, you know, normally we'll talk about something

1:24:22

outside the world of magic. But today we're

1:24:24

going to talk about something outside the world

1:24:26

of Commander that we've been doing at the

1:24:28

office. Yeah, outside the world of America, actually.

1:24:30

It is. All the way from

1:24:32

up north in Canada, Canadian Highlander. We've

1:24:34

been doing it. Yeah. Yeah,

1:24:37

we've been playing Canadian Highlander at lunch. And

1:24:39

loving it. In the office, there's like

1:24:42

five or six of us that have decks

1:24:44

at this point. Dozens. There's dozens of us.

1:24:46

And there's dozens of us. And

1:24:48

growing all the time. Canadian Highlander, if you don't

1:24:50

know, is a format. It's a 1v1 format,

1:24:53

but it is a 100 card singleton

1:24:55

format with no commander. And

1:24:58

there is a basically a pseudo band list,

1:25:01

which is a point list, which means the

1:25:04

cards that are super powerful, say,

1:25:06

ancestral recall, has a pointed value

1:25:08

and your deck can have up to 10

1:25:10

points. So ancestral recall is eight points, which

1:25:12

is a large chunk of any deck that

1:25:14

has it. But you know, a Mox Emerald

1:25:16

is only three points. So using

1:25:19

that sort of deck building restriction, you can

1:25:21

make all sorts of very cool decks. And

1:25:23

we've been building our own

1:25:25

and looking at the lists that have been played

1:25:28

on North 100, which is the Learning Ready Run podcast

1:25:31

that they do, which is we love.

1:25:34

We're big fans. And yeah, so me,

1:25:36

Rachel, and a bunch of people here

1:25:38

have built decks and we've been doing 1v1. And it's

1:25:40

a very different energy than commander because... It's

1:25:43

better for lunch. It's shorter. Yeah. 100% better

1:25:45

for lunch. We only get an hour break

1:25:47

just like everybody else for lunch. And oftentimes

1:25:49

a commander game has only gotten to like

1:25:51

turn five or six. And we're nowhere near

1:25:53

the end. It's like, all right, we gotta

1:25:55

go back to work. And that's, that just

1:25:57

doesn't feel good. Yeah. I've

1:26:00

been playing Canadian Highlighter at lunch. I

1:26:02

have a Death and Taxes list and...

1:26:04

Monowhite. Monowhite Death and Taxes

1:26:06

and then I have a mono-red goblins list

1:26:08

that's very aggressive. He's been beating us with

1:26:11

mono colors where most of the powerful decks

1:26:13

are like four colors. It's cheap, baby. And

1:26:15

Rachel, like whatever. I get to play Manocrypt

1:26:17

and 1v1 which is fun. That's true, yeah.

1:26:19

And then I've been playing my partner's Fastbond

1:26:22

Time Walk list which has been really

1:26:24

fun. It's like Wheels and Hull Breacher

1:26:27

and Fastbond and Scrapbond. Hull Breacher. It's

1:26:30

a big pile of mean cards and it's really

1:26:32

fun. Yeah, yeah. I've been playing a Jeskai

1:26:35

deck. Jeskai has been, as you can tell,

1:26:37

one of my favorite color

1:26:39

triumphs since the Convera. And

1:26:42

so this is a deck that just plays all the

1:26:44

good value stuff from Jeskai, including Aragorn King of Gondor.

1:26:47

It's a very good card as we mentioned in 1v1.

1:26:50

But it plays Snapcaster Mage and just

1:26:53

about all the good counterspells and basically wins

1:26:55

through tempo plays. Yeah, it's pretty mid-rangey as

1:26:57

far as like... It is. ...the

1:27:00

blue control deck goes. Yeah, yeah.

1:27:02

It has a few planeswalkers and

1:27:05

really has to... It probably takes a few beatings,

1:27:07

gets to like five life and then stabilizes and

1:27:09

then goes for the win then. But

1:27:12

that was my first deck and I love

1:27:14

it. And my second deck that I just

1:27:16

built is an Abzan food deck

1:27:18

which has a bunch of the new Hobbits. It's

1:27:21

so good. Yeah. And

1:27:23

like some random stuff from Doctor Who. Yes, yeah. Astrid

1:27:26

Peth I believe is the card that... It's really

1:27:28

good. That's a really good card. But

1:27:31

it's a food-based deck and this one isn't like a very good

1:27:34

meta list but I think Serge built it from Longer anyone which

1:27:36

I saw and I was like, oh, very cool. Yeah. I

1:27:39

wanted an Abzan deck because it was another one

1:27:41

of my favorite tri-color pairings from Conzera. And, you

1:27:43

know, I included like Siege Rhino because I love

1:27:45

my weird boomer card that's in the back then.

1:27:47

But it does... I wanna play

1:27:49

Siege Rhino. I wanna play Siege Rhino. I'm gonna do

1:27:51

it. Yeah. And that's kind of the

1:27:53

fun thing about Canadian Highlander is it is Singleton so you do

1:27:55

get to like...there are slots that you get to make personal

1:27:57

or meta choices where you're like, I don't know if this

1:27:59

is... This is necessarily the best card in

1:28:01

the slot, but it's quite good and it's

1:28:03

good in my meta. So, you

1:28:06

know, you get to a little bit more

1:28:08

creative control than you would in other competitive

1:28:11

formats. And it's

1:28:13

been a ton of fun. It really makes you

1:28:16

flex your muscles and think through

1:28:18

things and it gets very complicated.

1:28:20

And we've been having a ton

1:28:22

of fun. We really enjoy it. I've been really

1:28:24

enjoying 1v1 as a change from Commander just because

1:28:26

you get to really flex your, you know, skill

1:28:30

muscles that are different from politicking and other

1:28:32

things you have to consider. So many things

1:28:34

in the Commander game, where it's just 1v1,

1:28:36

it's a much more narrow view. The margins

1:28:38

are so much thinner when you're playing one.

1:28:41

Yeah. And also like it's way less consistent.

1:28:43

There's no Commander that you're playing from. So

1:28:45

basically every game could be very different and

1:28:47

usually is a best of three format most of

1:28:49

the time. So you will play three games and

1:28:52

whoever wins two, wins that set. And yeah,

1:28:54

we've been loving it. Go

1:28:56

out and check out Loading Ready Runs. Yeah, watch North

1:28:58

100. It's so good. I

1:29:01

think they put up like a game every couple

1:29:03

weeks. Yeah, that sounds right. They use that reviews

1:29:05

as well for Canadian Highlander type stuff. Yeah,

1:29:08

and the way we started our meta

1:29:10

is just, Eric was like, hey, we're

1:29:13

doing this. And we were like, I

1:29:15

guess, all right, we'll do it. And he was like, tomorrow? So

1:29:18

it was just one person that took, like,

1:29:20

had steady pressure and now there's like a

1:29:22

bunch of us that have decks and we've

1:29:24

been playing a lot. So if you're into

1:29:26

Canadian Highlander, ask your friends. High level pressure,

1:29:28

see if they're into it. Yeah, it's super

1:29:30

fun. Give it a shot. Before we

1:29:32

go, we're going to say thank you to our

1:29:34

amazing team here at the command zone. Thank you

1:29:36

to Damon Lentz, Eric Lem, Megan Yip, Gaurav Galati,

1:29:39

who's here. You just normally go

1:29:41

in that slot. Y'all take my name out there.

1:29:44

Jordan Bridget, Jamie Block, Arthur Metaircraft,

1:29:46

Manson Long, Josh Murphy, Jake Bost,

1:29:49

Sam Waldo, Evan Lemberger, Katie Colmidge,

1:29:51

Trafford, Josh LeQuai, Jimmy Wong, and

1:29:53

Gaurav Galati, who goes at the end because you're

1:29:55

a special house for this. I

1:29:59

really appreciate the time that you're here. to make this upgrade.

1:30:01

Absolutely, so much fun. Thank you for having me. I

1:30:03

went into the rhythm of the poker app and just

1:30:05

put your name in. Wow, impressive. Go you. Thanks

1:30:07

for watching everybody. We'll see you next time. And

1:30:30

now to command cast at rocketjohn.com

1:30:33

or active on Twitter

1:30:35

at JS1 and at

1:30:37

joshweeclo. See you later, any

1:30:39

day. Greetings

1:30:41

humans. Angie

1:30:47

has made it easier than ever to

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1:31:59

delicious ice cold. taste of Dr. Pepper has a

1:32:01

lasting effect on people. Lindsay from Sacramento said,

1:32:03

Pro tip, 40 degrees is the perfect temperature

1:32:05

for an ice cold Dr. Pepper. Why is

1:32:07

40 degrees the perfect temperature for Dr. Pepper?

1:32:10

We brought in Sue from Duluth, Minnesota to

1:32:12

tell us. Oh yeah, I know a thing or two

1:32:14

about cold. Oh, that right there is the

1:32:16

perfect kind of ice cold for Dr. Pepper. I'd

1:32:19

share that with my friend Nancy. She likes Dr.

1:32:21

Pepper too, you know. My cold. All right,

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that'll be all Sue. Having a perfect temperature

1:32:25

for your Dr. Pepper? It's a Pepper thing.

1:32:27

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