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Every Card You Need to Know from Fallout | 594

Every Card You Need to Know from Fallout | 594

Released Tuesday, 5th March 2024
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Every Card You Need to Know from Fallout | 594

Every Card You Need to Know from Fallout | 594

Every Card You Need to Know from Fallout | 594

Every Card You Need to Know from Fallout | 594

Tuesday, 5th March 2024
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Episode Transcript

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0:01

Greetings He means. You have

0:03

entered the coming and your destination

0:06

for all aspects of our to

0:08

retry Can Hydrant. Enjoy!

0:10

Stay! Don't

0:18

wanna be. By.

0:24

But. I am. What's up everybody? How's it

0:26

going? My name is Jimmy while you

0:28

are listening/watching the Command Zone Podcast here

0:30

on the Command Zone youtube channel or

0:32

maybe on a podcast Shallow. Regardless, there's

0:34

only one voice in the room today

0:36

in it's mine all by myself. There

0:38

has been some sickness, there's been some

0:40

out of town issue, so I'm coming

0:42

in to do something that no one

0:44

has ever done before. survive the nuclear

0:47

fallout by himself to do. and in

0:49

the Ninety Nine about the cards that

0:51

you need to know from fallout. so

0:53

universe is beyond. Follow. Is now upon us.

0:55

Just like the protagonist in the in the

0:57

games, I wake up a lonely and by myself

0:59

inside the vault in this case, the Pie

1:01

guestroom. So we've covered all of the precautions

1:03

for the set and the upgrades are going to

1:05

zoom in a little bit using our that

1:07

system on the cards that are going to fit

1:10

into the ninety nine of those decks as well

1:12

as some of the commanders that are notable

1:14

from the set. So when the cover, the legendary

1:16

creatures and the cards that you need to

1:18

know. From. Fallout. But before we get

1:20

into it, let's talk. About our sponsors First that

1:22

we got card came in.com/command That's a pleasure going

1:24

to go going to buy any of these cards.

1:27

In fact, that there's a ton of new cards

1:29

coming out. Beyond just this universe is beyond. We

1:31

got a great taste of it at Magical in

1:33

Chicago, but we've got some amazing cards from oh

1:35

I don't know, Assassin's Creed am Bloomberg. There's a

1:38

lot of great stuff on the horizon if you

1:40

wanna pick up any of it. Got a card

1:42

kingdom.com/command You can get your cards there as well

1:44

sealed product, singles and more and shipped directly to

1:46

your house in one convenient package. It's the place

1:49

to go of yours One support the show carting

1:51

them.com slash. Command others wanted for the show

1:53

is Ultra Pro You can go the Ultra

1:55

pro.com/command Of is our affiliate link. Their Audible

1:57

is the game accessories brand that Josh, myself

1:59

and others. this office had. Trust our own collections

2:01

too. All of my cards are in their amazing

2:03

binders. They also have wall scrolls, play mats, deck

2:06

boxes, sleeves, you name it. Ultra Pro has it

2:08

for nearly every single collectible hobby. So if you

2:10

go to ultrapro.com/command, you can see some of the

2:12

incredible deals they have there as well as just

2:14

shop for the products that you need to outfit

2:17

your battlefield to look super duper cool, especially with

2:19

Fallout on the way. They're going to have some

2:21

exclusive Fallout themed stuff that only they have the

2:23

license to. And that's the best part about Ultra

2:26

Pro is they got all of that amazing magic

2:28

art printed at high quality on their play

2:30

mats. They've been doing this for decades. So

2:32

you know the quality is top tier. You're

2:34

going to get a great product also sometimes

2:37

at a great deal. So go to ultrapro.com/command

2:39

if you want to support the show that

2:41

way. Finally, the last way to support the

2:43

show is directly at patreon.com/command zone. There

2:46

you can join our discord at the lowest

2:48

tier. At higher tiers, you'll also get access

2:50

to exclusive content. Every single patron however, gets

2:52

access to stuff like extra turns and game

2:54

nights a day early. So if you want

2:56

to check out any of that stuff before

2:58

the general public and support our show directly

3:00

help keep the lights on around here

3:02

and maybe find me a new co-host

3:04

because everyone is gone today. patreon.com/command zone.

3:06

We also shout out one lucky patron

3:09

every single episode. So this episode is

3:11

dedicated to Caleb

3:13

Hayes. Caleb, you

3:15

rock. All right, let's get

3:18

into it. Cards that you need to

3:20

know from Fallout. We got a lot

3:22

to cover today. So I'm going to get right into it.

3:24

We'll be speaking for about a

3:26

couple of hours here. So I got to drink some

3:28

Wattas. So

3:31

if you ever see me take a break for that, that's why.

3:33

All right, here we go. First up,

3:35

we have the Battle of Hoover

3:37

Dam. So this is three in

3:39

the white for an enchantment as Battle of Hoover

3:42

Dam enters the battlefield. Choose NCR or Legion, which

3:44

are the two forces fighting each other in the

3:46

game. NCR says at the beginning

3:48

of your end step, return target creature card

3:50

with mana value three or less from your

3:52

graveyard to the battlefield with a finality counter

3:54

on him. And Legion says whenever

3:57

creature you control dies, put two plus

3:59

one plus one. encounters on target

4:01

creature you control. Alright,

4:03

so Finality counters are a special type of counter

4:05

that I introduced recently. If a creature has

4:07

a Finality counter and it would die, instead exile

4:10

it. So this is like, oh

4:12

you've reanimated something, but it can only come back

4:15

one time so you can't repeat those shenanigans. This

4:18

card is also very similar to the cons

4:21

and dragons siege enchantments. If you guys remember

4:23

Citadel Siege, Outpost Siege and all of those

4:25

back from those days. So

4:27

it's very similar to those where you also choose a mode

4:30

as it comes in and they all usually sit around 4

4:32

mana as well. However this is

4:34

a battle, but I guess a battle technically

4:36

counts as a siege, right Jimmy? Haha, wow

4:38

that was a great joke Jimmy, I agree.

4:41

A battle can be a siege, but as a siege

4:43

of battle it's like a square is a rectangle, but

4:45

the rectangle isn't a square, right Jimmy? Haha,

4:47

oh Jimmy you're so smart. Alright so

4:49

let's talk about the top section first which

4:52

is NCR. This is by far the

4:54

more powerful of the two. It's one time per turn at

4:56

the beginning of your end step, but returning a creature card

4:59

with mana value 3 or less from your graveyard to the

5:01

battlefield is pretty powerful because it reminds

5:03

us of other really powerful cards. Cards like

5:05

Abiding Grace. This is an enchantment that

5:07

you get to choose one each time, one of them

5:09

is gain one life, but the other is returning a

5:11

creature card with mana value 1 from your graveyard to

5:13

the battlefield. So a lot more narrow,

5:15

however that doesn't come with a finality counter. This

5:18

is also really similar to Celestine the living saint,

5:20

but less sort of finicky in terms of how

5:22

you can activate him. Celestine you're returning creature cards

5:24

with mana value X or less where X is

5:26

the amount of life you've gained this turn and

5:28

again at the beginning of your end step. And

5:32

of course if you're a fan of SUN TITAN

5:34

this is similar in a way. Sun Titan can grab

5:37

permanents, this is creatures only with a battle of Hoover

5:39

Dam, but I believe that in general

5:41

if you're looking to reanimate stuff, especially in mono

5:43

white decks that are looking to eke out a

5:45

little bit of extra value that other colors provide,

5:47

this is going to be a pretty solid card.

5:50

It's also really good with creatures

5:52

that sacrifice themselves, especially that have

5:54

three mana value or less, because

5:56

it means that you can sacrifice it, go to your

5:58

end step, bring it back. and then

6:01

use that sacrifice or enter the battlefield ability again.

6:03

So the top one that comes to mind for

6:05

this is the Ranger Captain of Eos. This

6:08

is a very powerful card. You see it in

6:10

high-end CEDH tables. You also see it, I believe,

6:12

in some legacy formats. But it is 1-1-1 for

6:14

a 3-3. When it enters the battlefield, you may

6:16

search your library for a creature card with CMC

6:18

1 or less, man value 1 or less, reveal

6:20

it and put it into your hand and shuffle your

6:22

library. So that's a great ETB to get two of.

6:25

You can grab an S% null with this. You can

6:27

grab a lot of different stuff, Mother of Runes. You

6:30

can also sacrifice Ranger Captain of Eos

6:32

and your opponent can't cast non-creature spells

6:34

this turn. So whether you're

6:36

doing it on your turn to pop off or you're

6:38

waiting for your opponent's turn to go to their untap

6:40

and then you do it then during their upkeep, it's

6:43

really powerful because it basically shuts down the rest of

6:45

their non-creature spells for that turn. So for someone that's

6:47

looking to storm off or win the game, Ranger Captain

6:49

is really good at them. And the fact that you

6:51

now get two looks at it with Battle of Hoover

6:54

Dam makes this even better. So this means for one

6:56

white white in Battle of Hoover Dam, you

6:58

get a to search for two creatures

7:00

and stop basically two turns from happening

7:02

or protect your own turn from

7:04

any counter spells and stuff like that. The creatures

7:06

that you can sacrifice would be like Saffla Spirit.

7:09

This is a flying spirit cleric that you can

7:11

sacrifice to give your creatures indestructible intel end of

7:13

turn. So you can use a dodge of

7:15

board wipe or even just one for one removal. Sometimes it

7:17

feels really bad. Someone goes to destroy one thing that you

7:19

have and of course you sacrifice a Saffla

7:21

Spirit normally to protect your whole board, but in this

7:23

case just to protect one thing. But with

7:25

Battle of Hoover Dam and other ways to reanimate

7:27

stuff in white, there's plenty. Now you get

7:29

multiple uses of it. So you feel less bad

7:32

about using it for it to serve that one-off

7:34

scenario sometimes. Cather Commando is a

7:36

creature that you can pay one to Saffla to

7:38

destroy an artifact or enchantment. And

7:40

Saffla Savior is similar to Saffla Spirit, but

7:42

it is only for one creature getting indestructible.

7:45

Similar to Benevolent Bodyguard. There's a bunch of

7:47

creatures that do this in white. But

7:50

we don't want to talk about this card just for

7:52

mono-white. This card goes well in other decks as well.

7:54

Other decks with more colors. Notably, I

7:56

will mention a card like Uro, Titan

7:58

of Nieker's Wrath. The call is

8:00

just disgusting with Battle of Hoover Dam so

8:02

url will enter the battlefield. Guinea Three lived.

8:04

are you calling for the land on the

8:06

battlefield from your hand but it will automatically

8:09

sacrifice herself unless it escaped the goats, your

8:11

graveyard and a campaign escape Costa Rica later.

8:13

But this is a three drop and you

8:15

views read by it with the ballot. Hoover

8:17

Dam I will get the finale Council Won't

8:19

go back to the grave or the next

8:21

time but this is again when you're getting

8:23

multiple activations of creatures and you're not basing

8:25

your whole strategy around just and or oh

8:27

then you're okay. If potentially does, go ahead

8:29

and get finale. Countered. Another really mean way

8:31

to go about this is playing cards

8:33

like Suspect Marauder or play Crafter to.

8:36

these are Edict Effects and the bellfield.

8:38

Each player must sacrifice a creature. so

8:40

normally you sacrifice the flesh bag or

8:42

the play crapper to itself or be

8:44

abs more dinky creature and conseque that

8:46

to buy in the case a ballad

8:48

hoover Dam to play the flesh bag.

8:50

sex itself everyone sacked something and attorney

8:52

bring the flashback everyone sacks another creature

8:54

double edicson. A single turn can sometimes

8:57

is be game over for certain types

8:59

of decks and. This deadly on the mean

9:01

or side by. Usually you know I don't mind

9:03

seeing flight back on the table. It means that

9:05

things are going to happen and if your deck

9:07

is being super affected by it might be something

9:09

that you might want to consider to are in

9:11

a build around a little bit next time. So.

9:14

The finale. Can we mention the serve? A

9:16

downside in certain scenarios: maybe want to keep

9:18

bringing url back over and over again. So

9:21

there are ways to flicker in white as

9:23

was other colors but we just hang my

9:25

white here. You have a samurai cloud shift

9:27

are both instance feed and best part about

9:29

this is that you can really really go

9:31

nuts a this so imagine you have your

9:34

flesh bag in as of Alfio the dies

9:36

you good and to turn the battle brings

9:38

it back. Another edict effect. And then

9:40

in response to the edict the fact that you

9:42

can a separate the flesh bag to bounce it,

9:45

return it so no longer has the finale counter.

9:47

You will have to have to have something else

9:49

sacrifice because I target was. so be on the

9:51

facts. But s three edicts in a single turn

9:54

Or three arose in a single turned Or three

9:56

ranger tapped into the single turning sir. See what

9:58

we're going on here? And so having

10:00

that finale countered taken off means that you

10:02

can use it once again the next time

10:04

they are battle triggers, liquor whispers. Also super

10:07

good in the scenario because it is itself

10:09

a three man a creature that when answer

10:11

is it will exile another target pregnant so

10:13

you can use this to flicker the major

10:15

captain you just got back to get another

10:17

one. seems he spell out your deck right?

10:19

So there's a lotta different way to do

10:21

some pretty nasty things here that with Hoover

10:23

Dam and finally if you watched the game,

10:25

that's up. so we're I played Bernard was

10:27

hacked by that more the second a card

10:29

card power conduit. Is really great news decks

10:31

you can tap. It's remove a town or from

10:33

a from the you control a the other put

10:36

a charge count on and are fact or one

10:38

Montana on target creature. So when the creature comes

10:40

back now you have the finale counter that is

10:42

a regular town or that power conduits can remove.

10:44

It's really fun Los Angles but the creatures up

10:47

and seems just like the kind of values are

10:49

you looking for. So other commanders that this my

10:51

go well with We've got Carmen, Cruel Sky March

10:53

or this is a three white black to to

10:55

Fly or whenever a player sacks a permanent play

10:58

one one count on Carmen and them Whenever Carmona.

11:00

Tax return up to one target from the car

11:02

with may have a less than or equal to

11:04

com his power from me revert to the battlefield.

11:06

So you play the flashbacks sakic current become the

11:09

three three and then you basically have the same

11:11

effect as Balance Hoover Dam of I think if

11:13

you're playing battle of Hoover Dam in this deck

11:15

to don't want to build to high on the

11:18

seems he scale of going for above even if

11:20

you're playing with Carmen I think just having a

11:22

reliable three to always bring back is good in

11:24

also means that your men curves i can be

11:27

too high could have manners of hydrant Louis of

11:29

the Dream Dennis. another potential this is a

11:31

companion card that itself to says dirty she

11:33

turns him he cast one from this follow

11:35

the same seats you are less mcgregory are

11:37

many valley sorry and a companion for this

11:40

is is permitted you're sorry nick has made

11:42

about two or less so this wheelers as

11:44

commander ballot hoover dam would be just another

11:46

way to get stuff back and then finally

11:48

bernard ginger sculpture is probably where i would

11:50

thought this in almost immediately this as whenever

11:52

non choking a creature control die to me

11:55

exile it if you do create a token

11:57

a copy of that creature accepted to one

11:59

one sued are the fact and

12:01

you would use this with like for instance

12:03

yourself with every symbol of the bodyguards but

12:05

in this sort of deck Bernard I think

12:07

is a target for removal so

12:10

having a battle of Hoover Dam is really important

12:12

because you it says you may exile it with

12:14

Bernard so if you had Bernard out and you

12:16

manage to get battled down and you have a

12:18

reindeer captain you could sacrifice it bring it back

12:21

with that finality counter find a way to flicker

12:23

it or whatever power conduit and then you could

12:25

Bernard it for the second time so you're just

12:27

getting extra duper super duper value out of all

12:30

of it the Legion side is a lot more

12:32

simple I think this deck this card can only really

12:34

go in decks that have sacrifice outlets either

12:36

on their commander or is just all about sacking

12:38

stuff so like a Linda the Dusk Rose wants

12:41

creatures to die and you also want to sacrifice

12:43

a Linda itself to make a bunch of one

12:45

one white vampire creature tokens you

12:47

got like Nadier agent of the Dusk Canal which has partners

12:49

you'd have to find a commander with white and partner to

12:51

partner with this but it says whenever a

12:54

token you control leaves the battlefield you put a one-one counter

12:56

and then whenever Nadier leaves the battlefield it's similar to a

12:58

Linda you make a bunch of one one green elf warrior

13:00

tokens equal to its power so that's a deck that wants

13:02

to sack a bunch of stuff has a bunch of tokens

13:04

to sack and then obviously we have

13:06

some valid pieces to bring back so Boz

13:08

the Glimmer Wasp is a modular deck

13:11

there's again all about sacrificing things modular

13:14

creatures specifically so being able to bring those backs

13:16

powerful and then you got like Reihan last of

13:18

the Abzan which also has partners so you'd have

13:20

to find a white partner with that and

13:22

this basically lets you move one one counters

13:24

around when creatures get sacrificed so

13:26

I think it's like pretty simple when it comes to

13:28

looking at the Legion side I would like to know from

13:31

the audience what do you enjoy more

13:33

in your deck building are you looking to put

13:35

a bunch of one one counters on stuff make

13:37

a really big commander or have it care about

13:39

one one counters or are you

13:42

more about the Sun Titan cellist

13:44

in living Saint sort of reanimation value

13:47

part of battle I don't really think there's a

13:49

deck that's going to want to play both sides

13:52

so I think if you this is in

13:54

your deck you're sort of going with one

13:56

over the other that's page one done of

13:59

oh goodness so many others. Let's keep

14:01

going. Let's talk about the Bobbleheads

14:03

next. So this

14:05

is a really interesting series of cards that

14:08

are across all of the Fallout precon. They

14:10

are the Bobbleheads, which are sort of collectibles

14:12

that you find in game, but they all

14:14

have different flavorful names to them that also

14:16

affect sort of like the stats that you

14:19

boost in game. So by themselves,

14:21

they're not really making much of a

14:23

splash, but they care about how many

14:25

other quote-unquote Bobbleheads are on the battlefield.

14:27

So let's go through them really quick here. I'm going

14:30

to read them out. They all are a three-mana artifact

14:32

that has the first ability to tap to add for

14:34

one mana of any color. So that

14:36

by itself is just a three-mana rock any color

14:38

fixing. The first one is the

14:40

Strength Bobblehead. This is an activated ability that

14:42

is three and tap. Put X1

14:44

when counter is on target creature where X is the

14:47

number of Bobbleheads you control. Activate only as a sorcery.

14:49

We'll find that only a few of these have activate

14:51

only as a sorcery on them. You

14:54

have the Perception Bobblehead, which has the activated ability

14:56

three and tap. Look at the top X cards

14:58

of your library where X is the number of Bobbleheads

15:00

you control. You may cast a spell with mana

15:02

value three or less from among them without paying

15:04

its mana cost, but the rest on the bottom of

15:06

your library in a random order. So this is a

15:08

great way to cast other Bobbleheads off the Bobbleheads you

15:11

already have. The Endurance Bobblehead is

15:13

three, tap, up to X target creature as

15:15

you control, get plus one plus O and

15:17

gain indestructible until end of term, where X

15:19

is the number of Bobbleheads you control as

15:22

you activate this ability. Activate only as

15:24

a sorcery. So it looks pretty cool at

15:26

first. You might be able to give a creature indestructible. This

15:28

is only at sorcery speed, so it sort

15:30

of has to be on your turn. The

15:33

Charisma Bobblehead has four, tap, create X one

15:35

one white soldier tokens, where X is the

15:38

number of Bobbleheads you control, again only as

15:40

a sorcery. Intelligence Bobblehead has

15:42

five, tap, draw X cards where X is

15:44

the number of Bobbleheads you control. That one's

15:46

pretty pricey. And then Agility Bobblehead

15:48

is three, tap, up to X target creature as

15:51

you control, each gain haste until end of term

15:53

and can't be blocked to this turn except by

15:55

creatures with haste, where X is the number of Bobbleheads you

15:57

control. Activate this ability. This

16:00

one doesn't need to say i can only a sorcery

16:02

speed but it kind of. Only works on

16:04

your turn. And then

16:06

finally of the luck bobblehead which

16:08

is one tap role x six

16:10

sided dice were exes: number bobbleheads

16:12

you control create a tap shredder

16:15

token for each even result in

16:17

if you rolled six exactly seven

16:19

times you win the game so

16:21

that is by itself. One. Oh.

16:24

One divide by six times seven Extremely

16:26

low odds I think that's what it

16:29

is at least. Or one six times

16:31

when. Six them from. and six. Yeah,

16:33

Basically, let's see. those are the five

16:36

or sorry. Six seven different bobbleheads. Together.

16:40

They are very strong so they get

16:42

exponential one an excellent big incrementally more

16:44

powerful the more that you have. And

16:46

obviously some of them are better than

16:48

the others. So if we didn't want

16:50

to search these out, there's a bunch

16:52

of ways to do so in mono

16:54

blue as was white and other colors

16:56

of course have natural tutors, fabricate signs,

16:58

artifacts, trophy major find artifacts of manpower

17:00

Three specifically Moon Silver T does the

17:02

same thing and Oswald settle Bender as

17:04

a way to serve, sacrifice something and

17:06

and find something bigger from that sell

17:08

the lot differently. The To jerseys out betting.

17:11

The thing that you're actually looking for is

17:13

to care about how many bobbleheads you control

17:15

when it comes to our that synergy. So

17:17

it doesn't matter if you have all the

17:20

different ones out. In fact, you may not

17:22

even want to play some of these in

17:24

your deck if you don't need the effect.

17:26

But if you can actually duplicate the bobblehead

17:29

and make another one user artifact-bobble head and

17:31

so doesn't care about differently named bobbleheads is

17:33

how many bobblehead you control sell. a

17:36

commander like aws gear the reconstruct her is pretty

17:38

good here it lies his sack artifacts to give

17:40

creatures plus two plus so and then from your

17:42

graveyard you can pay x in exile and where

17:45

x as he was a member of the artifact

17:47

and you gonna treat to tokens that are copies

17:49

of the exiled card so in that way you

17:51

can double up the number bubble has been get

17:54

that bubble headcount going while i'm in terms of

17:56

his had bobblehead at this time other way to

17:58

do so or mechanized produce This

18:00

is a enchantment aura that at the beginning of your

18:03

upkeep you create a token that's a copy of enchanted

18:05

artifact Then if you control eight or more artifacts of

18:07

the same name as in one another you win the

18:09

game So that is like a very

18:11

slow win con There are some decks out there that are

18:13

built to just get mechanized production wins But

18:16

this seems pretty good in the bobblehead deck and

18:18

then of course if you're gonna use all these

18:20

bobbleheads You know that that all the activated abilities

18:22

are three mana four mana or five except for

18:24

the luck bobblehead So you're gonna want

18:26

to find ways to reduce the mana cost of this

18:29

a new card that just came out in MKM

18:31

is forensic gadget here It

18:33

allows you to investigate whenever you cast an artifact

18:35

spell which is great already But then it also

18:37

says activated abilities are our facts you control cost

18:39

one less to activate and it can't reduce the

18:41

mana And that cost to less than one mana

18:43

so now your clues cost one but more importantly

18:45

all your bobbleheads are also going to cost one less and

18:48

then you've also got the Zirda the

18:50

Dawn Waker deck this just says abilities you

18:52

activate that aren't mana abilities cost two less

18:55

to activate This effect can't reduce the mana

18:57

in that cost to less than one mana

19:00

So this is super good because you have

19:02

a bunch of three cost bobbleheads. It's gonna

19:04

reduce reduce them all to one Notably

19:07

training grounds is creature only so Zirda

19:09

is an effect They'd rather want in

19:11

this deck and they also has

19:13

the companion of each permanent card and your starting deck

19:15

has an activated ability So you might

19:17

be able to build a deck with Zirda that

19:19

just has full activated abilities and have this as

19:21

the companion Zirda notably also

19:23

goes infinite with Basalt Monolith And

19:25

I think something that's really important in this deck is

19:27

you need to have as much mana as possible Both

19:30

to cast the bobbleheads to activate them to also

19:32

untap them which we'll talk about in a second

19:34

here But having as much mana as

19:37

possible means that you can activate them a bunch and

19:39

really have the important powerful effects for

19:41

instance You're gonna want to use the charisma bobblehead to make

19:43

a bunch of white soldier tokens And then

19:45

the agility bobblehead to give them all haste Followed

19:48

by the strength bobblehead or the endurance

19:50

bobblehead to basically make sure that you're

19:52

cracking for a ton of damage So

19:55

that's sort of like the wincon if you're going for the

19:57

bobblehead deck If you

19:59

can untap the head that means you can

20:01

activate them more than once, which is pretty powerful

20:03

when it cuts to the stuff like the endurance

20:05

bobble head or strength or even luck

20:07

I guess if you really want to go for that

20:09

win. So unwinding clock seems like an

20:12

amazing card in this deck. Untap all rfx you

20:14

control during each player's untap step. So this allows

20:16

you to untap them a bunch. Again, if you

20:18

have ways to make a ton of mana then

20:20

this is obviously very powerful. And

20:22

notably, I think three of them say activate only as

20:24

a sorcery and one of them doesn't really matter. So

20:27

for what it's worth, it's good

20:29

but it's not amazing. I

20:31

think you're actually probably better off using single

20:34

untap abilities. So cards like countly guide,

20:36

fate stitcher, iorinth of the healing house,

20:39

kiaura, behemoth beckoner or a fedo

20:41

alchemist or even nimbleclaw adept which

20:44

allows you to tap two target permanents but of

20:46

course only as a sorcery. It

20:48

seems pretty powerful because you're going to want to use

20:50

the abilities on your turn for the most part. This

20:52

deck kind of shows the players where you're going and

20:54

what you're going to do because your bobble heads say

20:56

activate only as a sorcery and it's pretty clear when

20:58

you make a bunch of tokens and give them plus

21:00

one plus oh, you're going to be swinging at

21:02

someone. Okay, so

21:04

that's sort of the bottle bobble bobble

21:06

bobble. Finding a commander for the bobble

21:08

head deck isn't so easy. I think

21:10

ultimately you're going to want jeskai colors

21:13

but the energy commanders don't really do

21:15

the trick that are in the deck

21:17

that we'll talk about later like mass

21:19

and lee. So maybe you

21:21

could try something like a jeskai commander that

21:23

can play a dina

21:26

hair, invoker adept. This is interesting. This is one

21:28

in jeskai for a haste creature. You may activate

21:31

abilities of other creatures you control as though those

21:33

creatures had haste and tap

21:35

when you next activate an ability this turn by

21:37

spending four or more man to activate it, copy

21:39

that ability. You may choose new targets for the

21:41

copy. So there are one,

21:44

two abilities which are the charisma bobble

21:46

head and the intelligence bobble head. Intelligence

21:48

is drawing cards and charisma is creating

21:50

one ones that are affected by that

21:53

but dina hair is great because you can build

21:55

a whole deck with zerda as the companion because

21:57

you just want to have a bunch of activated abilities. on

22:00

all of your permanents. You

22:02

also have stuff like Commander Liara ports here, which

22:04

is interesting, allows you to exile whenever you attack

22:06

spells you cash from exile, this turn costs X

22:08

less to cast where X is the number of

22:11

players being attacked, so you're going to want to

22:13

go wide. And this is exile the

22:15

top X cards of your library until end up trying to

22:17

make cast spells from among those exiled cards. So

22:19

if you attack three opponents with three tokens or

22:21

one ones, you get to look at the top

22:24

three cards of your deck and then bam, you

22:26

can cast anything three or less, which would be

22:28

all the bobbleheads. Bruteclad, Telcore

22:30

Engineer, it's interesting because it allows you

22:32

to create a two one blue

22:35

mirror artifact creature token at the beginning of combat,

22:37

but then you may choose a token you control,

22:39

including the one you just made, and then each

22:41

other token you control becomes a copy of that

22:43

token. So this is a

22:45

great way to potentially use

22:47

the Bruteclad to make

22:49

copies of tokens and then those tokens, you know,

22:52

there's just stuff you can do there. I'm

22:55

not a huge Bruteclad fan. It takes my brain too

22:57

much power to actually know what's going on. You

22:59

also have Tano's Solemn Survivor. This is not

23:01

just guy, this is Esper, but

23:04

it allows you to create tokens that are a copy

23:06

of one target artifact token you control and you can

23:08

pay one in Esper to sack two artifact tokens to

23:10

exile an artifact creature card from your graveyard and then

23:12

you make a token that's a copy of the exiled

23:15

card. So you just have to find ways to

23:17

make tokens in the beginning and then you can sort of get it going

23:19

by just making more copies of your bobbleheads. And

23:21

then you can maybe do the

23:23

Stranger Things reskins. There's Bjorna and

23:25

Hargilda. Hargilda allows you to

23:28

tap two mana to spend this mana to

23:30

cast artifact spells or activate abilities of artifacts

23:32

and then Bjorna allows you to sack artifacts,

23:34

damage your creatures and goad them. So

23:36

a lot of ways to do this, honestly the

23:38

bobbleheads I think are just a fun experiment. It

23:41

definitely is a lower power deck for sure and

23:43

you're probably going to want to find wincons that are

23:46

not the luck bobblehead as well as

23:48

not just straight up the charisma bobblehead either, just to make

23:50

a bunch of won-wins because a mass

23:52

artifact removal spell is really going to get in your way.

23:55

So if anything it's kind of more of a just

23:58

a fun deck for what it's worth. So

24:01

I would say not really possible to

24:04

build this one super competitively unless you're

24:06

going again for infinite mana and infinite

24:08

abilities to untap everything so you can

24:10

just go that way. But

24:12

that might not be up here, Allie, as well. All

24:15

right, moving on, let's talk about Kate. Cage

24:17

Brawler. This is in the Scrappy

24:19

Survivors deck. Kate is a

24:21

red, green, legendary creature, human warrior. Let's say

24:24

1-1. As long as you return,

24:26

Kate has Indestructible. Whenever Kate

24:28

attacks you and defending player, each draw a

24:30

card, then discard the card. Put

24:33

2-1-1 counters on Kate if you discard the

24:35

card with the highest mana value among those

24:37

cards or tied for highest. So

24:39

Kate comes in, punches another 1-1. You and an opponent both

24:42

get to draw and discard. It doesn't need to be the

24:44

opponent, by the way, that... No, no, sorry. It is the

24:46

opponent that you are attacking. And

24:48

then if you discard the card with higher mana

24:50

value, put 2-1-1 counters on Kate who is Indestructible.

24:53

So she can definitely get big fast, and she's also

24:55

a 2-drop commander, so she will be on the battlefield

24:57

pretty quickly. So you're going to

24:59

want to discard real spells so you can get those counters on

25:01

her. But what are ways to

25:03

get around this downside? The first would be

25:05

madness. So a card like Alchemist

25:08

Greeting, you would discard, and it's a 5

25:10

mana value spell, but you can madness it for

25:12

1 in a red, and then you can deal 4 damage to her creature, maybe

25:14

the creature that they're going to use to block. You

25:18

also have the brand new Emrakul, the World

25:20

Aneu. This is a new card

25:22

that is not out quite yet. It's going to be out

25:25

later this year. And this

25:27

is a 12 mana, 12-12, but it does have

25:29

madness on it where you can pay 6 colorless mana.

25:31

So you'd really have to build your mana in

25:34

your deck to be able to do that, but this

25:36

is an option. You've also

25:38

got violent eruption, which is 1 red, red, red,

25:40

that can madness for 1 red, red, and it

25:42

deals 4 damage divided as you choose among any

25:45

number of targets. So I really like the

25:47

removal spells here because, again, Kate is a card that wants to

25:49

just hit you, a bunch of times. So

25:52

having madness is a way to get around that, as well as

25:54

having a higher mana value than what your opponent might discard. You

25:57

also have cards that are just good in the graveyard. So

26:00

scavenged brawler is a six mana vigilance

26:02

flying trample lifelink that you can pay

26:04

five to exit from a graveyard and

26:06

you can choose a creature to put

26:08

basically the scavenged brawler on top. So

26:10

four woman counters, flying counter, vigilance counter,

26:12

trample counter, any lifelink counter, activate

26:15

only as a sorcery. So I would

26:17

imagine if you threw this on Kate, you

26:19

now have your flying vigilance trample lifelink

26:21

indestructible on your turn, minimum size 5'5

26:24

up to 7'7. That

26:27

thing is going to start murdering people. So that's pretty good. You

26:30

can also throw an anger into the graveyard or a

26:32

squee, goblin, the bob, squee, the immortal. These

26:34

cards are basically going to allow you to cast them from

26:36

the graveyard. So if you're going

26:38

to be discarding a bunch, you want to have extra

26:41

value from the draw discard. So currency

26:43

converter is a great way to do so. Whenever you discard

26:45

a card, you may exile that card from your graveyard

26:47

and then you can basically tap to put a card exiled

26:49

with it into your graveyard. If it's a land, you

26:51

make a treasure. If it's a nonland, you create a 2'2

26:53

black rogue. So this just basically takes

26:56

something you discard into it and then it once

26:58

per turn or once per tap, you tap it,

27:00

throw that into the graveyard for real and

27:02

then allow that to basically become something else.

27:05

Inti, Sinishal of the Sun, is a

27:07

new commander from Ixalan

27:10

recently. This says whenever you discard

27:12

one of more cards, exile the top card of your library.

27:14

You may play that card until your next end step. So

27:17

that's just great value for red-green with this commander.

27:19

You also have Jorail, Moan, Voli, Recluse. Whenever you

27:21

dry your second card, you make a 2'2 green

27:23

cat creature token. This is counting

27:25

as a second card draw every single turn where you

27:28

do attack with Kate. And then you

27:30

have like Alhammer's Archive, which allows you to draw

27:32

twice as much. So that's

27:34

sort of the draw, discard part of it. Let's

27:37

talk about the fact that your commander is

27:39

just straight up indestructible. Cheap, aggressive, indestructible. You

27:41

might want to go aggro with this deck. So

27:44

you've got cards like the Reaver Cleaver, which gives

27:46

very importantly trample. Two in

27:48

a red for a three equip cost. Artifact

27:50

equipment. Equip creature gets plus one plus one

27:52

that has trample. And whenever this creature deals,

27:54

Comet damage to a player or planeswalker, create

27:57

that many treasure tokens. So very

27:59

good to make a bunch of money. treasure tokens keep

28:01

the pain train rolling you got your zenegoses and type

28:03

in this deck you also have like

28:05

swords of light and shadow which is the black and

28:07

white sword and it says whenever

28:09

quip creature deals combat damage to a player you gain

28:12

through life and you can turn up to one target

28:14

creature card from your graveyard to your hand so it's

28:16

a slower regrow but it allows you to do so

28:19

you're in red green though your story are you

28:21

probably going to be playing your noxious revivals and

28:23

valigator recoveries and all that this is a new

28:25

fun one gimli's reckless might creatures

28:27

control have haste three in red formidable

28:29

whenever you attack if creatures you control have

28:32

total power eight or greater target attacking creature

28:34

you control fights up to one target creature

28:36

you don't control really good when your commander

28:38

is indestructible because it's not going to die

28:40

from that fight outside of that

28:42

you can also be casting board wipes in this deck

28:44

so let's say that kate is one of your only

28:46

creatures then a fiery confluence or

28:48

chandra's ignition are all ways to basically wipe

28:50

the board once your creature gets big enough

28:52

or you just want to do some damage

28:54

and then from there you can have free

28:56

swings free value and sort of can keep

28:58

that pain coming and then stuff

29:01

like arc bond as well choose certain creature

29:03

whenever that creature is dealt damage this term

29:05

it deals that much damage to each other

29:07

creature and each player including itself when it

29:09

gets hit originally and then it like an

29:11

arc of lightning shoots out and hits

29:13

everything else on the board so great way to get

29:15

someone if they decide to block and then wipe out

29:17

a lot of other stuff on the board because it's

29:19

each creature on the board not just the opponent all

29:22

right let's move on to

29:24

dr. madison lee so

29:27

the main character is in the game very

29:29

important character and the return of energy notably

29:31

those of you that have been around since

29:33

caladesh are probably ruten and hooten and tolerant

29:36

tolerant i don't know those of you that

29:38

played standard during this time probably not hooten

29:40

and ruten so much dr.

29:42

madison lee is red white and blue

29:45

jess guy for a 2-3 human scientist

29:47

whenever you cast an rfx spell you

29:49

get one energy or an

29:51

energy counter these are tracked outside of the

29:53

game you can pay tap and

29:55

pay one energy and give a creature plus one

29:57

plus oh and gain trample and haste until end

29:59

of term So it can also be your opponent's

30:01

creatures, notably. If you tap and pay

30:03

three energy, you draw a card. And

30:05

if you tap and pay five energy, you

30:08

return target artifact cards from your graveyard to

30:10

the battlefield tapped. So

30:12

a lot of sweet

30:14

abilities here, drawing cards, giving creatures trample

30:16

haste, and more importantly, returning artifacts from

30:18

the graveyard to the battlefield. Now

30:21

the pre-con itself has a lot of different

30:23

ways to generate energy. So before

30:25

you build Madison Lee, I highly recommend looking through

30:27

the pre-con, even just buying the pre-con, because a

30:29

lot of the cards in there do care about

30:31

energy and are going to be new additions to

30:33

the energy world. Back during Kaladesh, I

30:35

would say they didn't really design as much. There

30:37

wasn't like a commander deck for Kaladesh that was

30:39

all about energy. If Kaladesh came out again today,

30:42

there definitely would be. But until

30:44

then, you have the fallout pre-con instead. But

30:47

the cards that do produce energy from the past

30:49

are cards like Electrostatic Pummeler, which is a three

30:51

mana construct that gives you three energy when you

30:53

enter the battlefield. And of course, you

30:55

can pay three energy to sort of pump it up real, real big.

30:58

The Caution module, two mana artifacts whenever a

31:00

creature enters the battlefield under the control, you

31:02

get an energy. So that's really powerful. And

31:05

then a brand new card coming out again, same

31:07

time the new Emmerkul is, is Scurry of Gremlins.

31:10

Two, a red and a white for an enchantment. One

31:12

Scurry of Gremlins enters the battlefield, create two, one,

31:14

one red Gremlin creature tokens. Then

31:16

you get an amount of energy equal to the number of

31:18

creatures you control. And then you

31:20

can use this to pay energy to give basically

31:22

the exact same effect as Madison Lee, but four

31:25

energy instead. So a lot of

31:27

different ways to gain energy. I would just look

31:29

through again the list. You can go on Scryfall

31:31

as well and just look up energy counter and

31:33

any card that has that will show up. You

31:35

can also restrict it to the Jeskai colors. When

31:39

you generate energy, there are ways to

31:41

generate more energy because these are counters.

31:44

So Laezel, Vlakith's champion, says if one or more, if

31:46

you would put one or more counters on a creature

31:48

or planes of arc you control, or

31:50

on yourself, notably that's the key

31:52

word player. Put that many plus one

31:55

of each of those kinds of counters on that permanent or

31:57

player instead. So very, very good

31:59

with your Dukkari. module as well as

32:01

Dr. Madison Lee. Flex channel

32:03

just says when you're casting non-creature spell proliferate, you're

32:06

looking to cast a bunch of artifacts, so

32:08

that's gonna be really good as well. So

32:10

those are both ways to make your energy

32:12

production even higher. Okay, now let's talk about

32:14

the fact that Madison Lee's best ability is

32:16

the ability to return artifacts from the graveyard

32:19

to the battlefield. So you're gonna wanna find

32:21

ways to both draw a bunch of cards

32:23

and get cards into your graveyard. So

32:25

you're gonna need a really strong draw engine. Joyra,

32:28

Weatherlight Captain's a great one. Whenever you cast

32:30

a historic spell, draw a card. Artifacts are

32:32

included in historic spells. Riddle Smith,

32:34

whenever you cast an artifact, you may draw a card if

32:36

you do discard a card. And

32:38

then you also have other looters like Smuggler's

32:40

Copter or Doretti's Scrap Savant. Because

32:43

what you're gonna wanna do in

32:45

this deck is reanimate really huge,

32:47

fat, and scary artifacts. Gonti's

32:50

Aether Heart is the big one. This allows you

32:52

to pay a bunch of energy, I think it's

32:54

one, two, three, four, five, six, seven, eight, to

32:56

exile to take an extra turn. But this also

32:58

just says whenever it or another artifact enters the

33:00

battlefield under your control, you get two energy counters.

33:03

Pretty good. Portal to Phyrexia seems like

33:06

a pretty good artifact to reanimate from the

33:08

graveyard. As well as a card

33:10

like Angel of the Ruins. So a lot

33:12

of different ways to help loop those enter

33:14

the battlefield effects, have more artifacts

33:16

enter the battlefield, and just get

33:18

a bunch of stuff going on. Notably, Dr. Madison

33:21

really wants you to cast artifacts, so reanimating them

33:23

with their last ability won't get you an energy,

33:25

but it's still a pretty powerful effect to get,

33:28

you know, Portal to Phyrexia back. That

33:30

will take over again pretty quickly. You

33:33

also have cards that are gonna be able to

33:35

get you your artifacts back without having to use

33:37

Dr. Madison's feasibility. I highly recommend

33:39

having these in the deck anyway. Goblin Welder

33:41

allows you to switch artifacts out, both on

33:43

your battlefield and other battlefields. Goblin

33:45

Engineer allows you to tutor something into your

33:47

graveyard, so it could be a huge artifact,

33:50

any artifact. And you can also use the

33:52

Goblin Engineer for a similar effect, for a

33:55

red tap at Sakan artifact, and

33:57

you return the artifact with Man of the Valley III or less from your

33:59

graveyard to the battlefield. So again another way to

34:01

loop stuff. Iron Soul Enforcer. This is

34:03

4 in the white, 4 for Artifact

34:05

creature notably. Whenever Iron

34:07

Soul Forcer or a commander you control

34:10

attacks alone, return the artifact card from

34:12

your graveyard to the battlefield. So

34:14

again, very powerful with all the other abilities

34:16

going on. Typically it's gonna be the Iron

34:18

Soul Enforcer playing, but you could play Iron

34:21

Soul Enforcer and then just swing with Madison

34:23

Lee that turn, bring back a portal to

34:25

Frexx here, whatever it is. So pretty powerful

34:27

stuff there. So I

34:29

like Dr. Madison Lee quite a bit. It's a

34:31

fun return to energy. Just because you have

34:33

to deal with energy as a whole means that's

34:35

not going to be as powerful because you have

34:37

to sort of manage this whole other thing. You're

34:40

playing not as optimal cards in the deck to

34:42

just get to use the energy synergies,

34:45

but it's a lot of fun. And if you haven't built

34:47

an energy deck before this could be your calling to do

34:49

one now. I'll also look inside

34:51

the pre-con. There are backup commanders that are also

34:53

viable for this. Alright, I

34:55

will untap. I'll draw a card. Hey, have

34:57

you guys seen Jimmy in like, I don't

34:59

know, the past two weeks? I

35:01

think he left with a big backpack and said he

35:04

had important company business. Bad

35:06

news guys. I went door to door in

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one automotive podcast in the world. All

37:47

right. Next up, we have inventory

37:49

management. This has had a lot of people

37:51

talk about it online. This is

37:53

a red and a white for an instant with

37:56

split second. And it's, that means that as long

37:58

as this spell is on the stack, play. players

38:00

can't cast spells or activate abilities that

38:02

aren't mana abilities. This is

38:04

sort of similar to Ranger Captain of Eos in

38:06

a way in that when you play this, everything

38:09

just freezes. No one can respond, there's no counter

38:11

spells that can happen. It basically ends the stack

38:13

where it is and guarantees that that'll basically happen.

38:16

We used to play Croson Gripen a lot back in the

38:18

day because of the same thing. So

38:20

Inventory Management's real ability says, for each

38:22

aura and equipment you control, you may

38:25

attach it to a creature you control.

38:27

So great thematic here, theme here

38:30

with the Inventory Management thing that we

38:32

do in most games like Fallout. But

38:35

this is a very powerful effect, but a

38:37

bit narrow because it cares just about auras

38:39

and equipment. So we've

38:41

seen this before with cards like Magnetic Theft, which

38:43

is an instant that allows you to attach just

38:45

one target equipment to target creature. And

38:49

that's good, but it's not amazing compared

38:51

to what Inventory Management does. Now

38:54

Inventory Management specifically cannot choose just a

38:56

few of your auras and enchantments or

38:58

equipment. Every single thing is going to

39:00

be going on to another creature. But it's

39:02

really powerful because it basically allows you to be

39:04

a protection spell as well. Cards

39:06

like Sejiri Shelter give your cards protection from

39:08

a certain color and usually allow that card

39:11

to then smack in or stop a

39:13

removal spell. So imagine you're

39:15

swinging and a creature has a Sword of Feast of Famine attached

39:17

to it, but you have another creature that's going to be unblocked.

39:20

Your opponent goes to block the Sword of Feast

39:22

of Famine creature and then you can at instant

39:24

speed cast Inventory Management and switch the Feast of

39:26

Famine off to something else and then have that

39:28

hit, deal the combat damage, do all those

39:30

triggers and then you're off to the races. You

39:33

can also move a Lightning Greaves as instant

39:35

speed protection. There's a lot of things that

39:37

you can do here. They blocked to maybe

39:40

avoid losing a creature they thought they were chomping, now

39:42

you can get rid of it. It

39:44

is still sort of like a removal spell ultimately,

39:46

like a one shot removal spell with occasional upside

39:48

of like, hey I get a damage trigger that

39:50

I wouldn't have gotten otherwise. But

39:52

you might lose the other creature that you're attacking with.

39:55

So it's a really interesting card for

39:57

that reason. I think when it comes to comm...

40:00

that work with it, you're gonna wanna find decks

40:02

that really only are equipment aura strategies

40:04

in this deck. And

40:07

you're gonna wanna be very specific

40:09

too about whether or not your

40:11

deck is all equipment or

40:14

all auras, because again, this

40:16

does move each equipment and aura, but

40:18

you may have decks that you wanna

40:20

go wide. So for instance, like

40:22

Wyllith, Soul of Steel is great, but it doesn't

40:24

wanna go wide. So

40:26

inventory management would go really well on this deck

40:29

because you could bring it all onto your commander

40:31

and attack. And then let's say Wyllith has done

40:33

this thing, you've drawn seven cards off it, and

40:36

now you need to put it on the flyer. Well, you

40:38

haven't wasted all your auras by sticking them on just Wyllith.

40:40

You can use inventory management to move it off. Okay,

40:44

moving on, we have Kellogg, not

40:46

the serial, dangerous mind.

40:48

So Kellogg is a

40:50

human mercenary, one red and a black, right at my alley, by

40:52

the way, I love this kind of card. It's

40:55

a 3-2 with First Strike and Haste. Whenever

40:58

Kellogg attacks, create a treasure token,

41:00

and then you can sacrifice five

41:02

treasures, gain control of target creature

41:04

for as long as you control

41:06

Kellogg, activate only as a sorcery.

41:09

So this is from the Hail Cesar

41:11

deck or Khazar deck. It's really

41:13

similar to like Jolene, the Plunder Queen, that also

41:15

wants you to sack five treasures or like Magda,

41:18

Brazen Outlaw. But however, this

41:20

is in Rakdos and cares

41:22

specifically about doing something that Rakdos loves, which

41:24

is stealing other creatures. So

41:27

there's a few, but really kind of

41:29

two reliable ways to make treasures in

41:31

Rakdos. The first is in combat. So

41:34

Grim Hireling says, whenever one of more

41:36

creatures you control deal combat to a

41:38

player, create two treasure tokens. So

41:40

very good, obviously with a First Strike, Haste, 3-2,

41:43

a lot of people won't be able to block this. You

41:46

also have the Reaver Cleaver, which we talked about earlier, and

41:48

it's gonna create that many treasure tokens. So on

41:50

your commander, this could create, you know, four treasure

41:53

tokens if people

41:55

don't wanna block it. You also have Professional Face

41:57

Breaker, Whenever one of more creatures

41:59

you control deal combat damage. they're create a

42:01

tiger token and in the big bad ancient

42:03

copper dragon which is a six manner artifact

42:05

or six minutes Reagan Elder Dragon Whenever a

42:07

deal com a damsel player you roll a

42:09

d to one he and he make is

42:11

that many treasure tokens so you could potentially

42:13

make twenty. usually you're at around between like

42:15

a in fifteen is what it feels like

42:17

to me while me beloved lot of has

42:19

into law high but still you making a

42:21

ton treasures and then you'll have the five

42:23

treasures to use for tell his ability. The.

42:26

Other way that Raptors makes treasures is

42:28

by supervising creatures which is what you

42:30

want to do when you steal a

42:32

creature with Kellogg. So peerless plunderer. Whenever

42:34

creature you control die the creators okay

42:36

in my Hadi Emporium, master Adam, Eve

42:38

and separately try to token for each

42:41

creature that died this turn and an

42:43

at Sushi the blazing Sky when it

42:45

dies you can choose one and one

42:47

of them is to create three treasured

42:49

tokens and then of course you also

42:51

have rebel enriches which have never seen

42:53

anyone when with. But whenever creatures opponent

42:55

controls dies, create a treasure. And then

42:57

at the behavior upkeep. If you control ten

42:59

or more treasures, you win the game. Hoof.

43:02

And then a couple other way to do it.

43:05

There's Reckless Endeavor which is a sorcery for seven

43:07

Math a lot euro two to twelve would choose

43:09

one result a deal damage equal to that resulted

43:11

each creature and then you create a number of

43:13

producer with equal to the other results. So kind

43:15

of a board wipe we might friend since role

43:17

of one or a to and then like a

43:19

seven or a on the other. Seventy two damaged

43:21

everything and they treat a treasures so that sir

43:23

like another road you can go there and then

43:26

this act. I think Zoran is an auto include

43:28

it's a three man elemental that says if it

43:30

would create one more try to tokens use a

43:32

cretin. Southern's plus an additional treasure

43:34

token. No, I didn't want to

43:36

know that Insurrection, which is a

43:38

car that steals every creature on

43:40

the battlefield costs eight man out.

43:43

So. When. You compare that to

43:45

play agonising copper dragon either having haste

43:47

somehow and the turn it comes down

43:49

or waiting a whole turn cycle, maybe

43:51

hitting with it as then rolling a

43:53

d twenty which might hit one. Means.

43:56

that you can be able to steal know

43:58

creatures if you hit twenty negative you're

44:00

going to be able to steal four creatures with Kellogg. So

44:03

I think insurrection is a card you want to compare

44:06

to what you're trying to do in this deck because

44:08

it's like, oh, I'm doing this really fun, cute stuff.

44:11

But it's actually like really, really slow and

44:13

underrate compared to the massively powerful things that

44:15

you can do with just an insurrection or

44:17

another mass steel spell. So I would

44:19

just sort of forewarn you that it's easy to get caught in

44:21

the like, oh, I'm going to do this and then make two

44:23

treasures here and then three there to add to the five, blah,

44:26

blah, blah. But there are other really efficient ways to

44:29

steal creatures in Ractos. So I would say the ability

44:31

on Kellogg feels better if you're just holding up five

44:33

treasures that you

44:35

can use when it comes back to your turn. And so

44:38

you don't have to necessarily be spending it every single turn.

44:40

But you know that like, as long as I have five

44:42

on my turn, I'll be able to steal something impactful because

44:45

you're going to want to have impactful turns.

44:47

When you use all those treasures, you want

44:50

to find other ways to make them powerful

44:52

because you're sacrificing them. So crime novelist is

44:54

a new card from murders at Karlob Manor.

44:56

And then whenever you stack a artifact, put

44:58

a one-one counter on crime novelist and add

45:00

a red mana. So you can get double

45:02

the mana off your treasures. Mayhem Devil

45:04

is just going to ping anything whenever a player

45:06

sacrifices a permanent and deals one damage to any

45:08

target. So that's a great way

45:10

to sacrifice treasures to Kellogg and also kill something.

45:13

Native Year's Nightblade, whenever a token you control leaves the

45:15

battlefield, each opponent loses one life and you gain one

45:18

life. And then similar to

45:20

like, Mirkwood Bats, but it's whenever you create or

45:22

sacrifice a token, each opponent loses one life. And

45:25

then Marionette Master might be a win-con in this deck.

45:27

You can fabricate three when this comes down so it

45:29

could become a four-five. And then whenever an artifact you

45:31

control is put into a graveyard from the battlefield, target

45:34

opponent loses life equal to Marionette Master's

45:36

power. So I think that's sort

45:38

of how you're going to win the deck that way,

45:40

is by draining people or pinging them with Mayhem Devil

45:42

or having a huge turn with crime novelist and then playing

45:45

a bunch of stuff out. Of course,

45:47

in this deck, you're making treasures. You're also going to want

45:49

to put Academy, Manufacture in there. No problem. Now

45:51

let's look at sort of the two versions of this deck

45:54

you can build. The first one is the sort of get

45:56

in with combat, control the combat step, hit hard and fast

45:58

and make sure your opponents can't do it. anything. So

46:00

in this case the ancient carpet dragon looks a

46:02

lot better when you have a sneak attack in

46:05

play or you are playing with a dolmen gate.

46:07

So it doesn't matter who your commander attacks because

46:10

it's just one in attack to create a treasure token.

46:13

You also have a great way to rough up

46:15

the rest of the table by casting disrupt decorum

46:17

or Carter doomscourge which is going to basically go

46:20

everything you don't control and that

46:22

allows you in this case to basically be like

46:24

cool now I'm just straight up making everyone

46:26

attack they're all going to be tapped out from

46:28

there I can now have much more free attacks

46:31

or bringing the big whammies with what I'm doing

46:33

there and an extra combat team

46:35

pretty good in this deck as well sees

46:37

the day relentless assault especially if you're stealing

46:39

something that's really powerful from your opponent I

46:42

will note though that when you

46:44

take a creature with Kellogg it does

46:46

not give that creature haste which is

46:48

normally something that happens with

46:51

steel effects in decks like this. So the other

46:53

way to build this deck and there can be

46:55

an element of both of these decks in each

46:58

of them if that makes sense is

47:00

the sacrifice and stealing stuff. So cards

47:03

like the beast deathless prince it's going to gain

47:05

control of the target creature until end of turn

47:07

when you cast it to untap and it gains

47:09

menace and haste. Furnace reigns allows you

47:12

to do the same thing but also allows the creatures

47:14

to give you a treasure token if you deal combat

47:16

damage. Taptivating crew is really

47:19

awesome because it's a repeatable steel effect as

47:21

an activatability on a creature and then

47:23

mass mutiny as well steals up to

47:25

one creature that each opponent controls until

47:27

end of turn and then

47:30

stuff like mob rule will allow you to steal

47:32

either all creatures power four or greater or creatures

47:34

power three or less. So those

47:36

are the mass steel ways to grab a bunch of stuff

47:38

notably all of these ways do give the creatures haste when

47:40

you get them so you can swing with them. So

47:43

just note that about Kellogg. Kellogg is better if you want

47:45

to steal it and then sacrifice it to something but not

47:47

if you want to steal it and attack with it that

47:49

turn unless you go of course you have like an anger

47:51

in the graveyard. And

47:53

then you have all your regular sacrifice outlets in red

47:55

and black you're going to play the altar is your

47:57

sister is here is I also really like cards like

48:00

deadly Debut and Nasty end in this deck. Deadly

48:02

dispute and Nasty end both make you

48:05

sacrifice a creature as an additional cost.

48:08

Deadly dispute is going to dry you two cards and create a treasure token. Nasty

48:11

end will dry you two cards, but if

48:13

you sacrifice a legendary creature, which seems pretty

48:15

likely, given how Commander is shaping up these

48:17

days, you either drop three cards instead. And

48:21

then you're going to get some extra value from those creatures

48:23

dying. So I like stuff like Jury, Master

48:25

of the Review. Whenever you stack a

48:27

permanent, put a one-one counter on Jury, and then when

48:29

Jury itself dies it deals damage equal to its power

48:31

to any target. So if you're stealing

48:33

a lot of stuff or sacrificing a lot of stuff, Jury just

48:35

gets bigger and bigger. Obviously all the treasures

48:37

you're creating are stacking stuff. And

48:40

again, I think in this deck you're not necessarily

48:42

going to want to use the treasures to steal

48:44

unless there's a really juicy target. But you'd rather

48:46

just use that to pump up your Juries, trigger

48:49

your Mayhem Devils, and then cast more impactful spells.

48:52

Another one sort of in this category is Kinzu of the

48:54

Bleak Coven, which I really like in this deck. If

48:57

you're a non-token creature, you control dies, you may Pay 2

48:59

Life and exile it. If you do create the token that's

49:01

a copy of that creature, accept its one-one and has Toxic

49:03

1. So you can

49:05

steal your opponent's creature, you can sacrifice it, and then

49:07

Pay 2 Life, and then you exile it, which is

49:09

great because now they're never going to see it back.

49:11

They can't even get it back from their graveyard. And

49:14

you get to keep a copy of that creature, especially if it has

49:16

a neat Enter's Bowfield ability.

49:19

So that is the Kellogg

49:21

Dangerous Mind deck. Early

49:24

up my alley, this is a card I might consider putting

49:26

into my Marchese deck, but I love stealing stuff, and this

49:28

lets you do it with treasures, which is a first. Alright,

49:32

let's move on to Macready,

49:34

Lemblight Mayor. So how about

49:36

small boys? And

49:38

big kids do. So

49:40

this is Black in the White for a Legend of the Creature

49:42

Human Advisor, so 1-3. Whenever a

49:44

creature you control with power 2 or less attacks, it

49:46

gains Skulk until end of term, so

49:48

it can't be blocked by creatures with greater power. Haven't

49:50

seen that in a while. And

49:52

then whenever a creature with power 4 or

49:55

greater attacks you, its controller loses to life,

49:57

and you gain to life. Okay.

52:00

The like welcoming vampire which is pretty good

52:02

in a deck like this that allows you

52:04

to draw cards whenever other way more creatures

52:06

factual as and about his or new control

52:08

and then you can also play board wipes

52:11

like dusk to dawn dusk is to I

52:13

white destroy all creatures power three or greater

52:15

and then done his return. All credit cards

52:17

that are to realism agree with your hands.

52:19

Had to tell my head that one assemble

52:22

the players of brand new in chairman from

52:24

Mkm, one in a white and sham enemy

52:26

look at the top Carvey elaborate any time

52:28

once each turn you may. Cast a creature

52:30

card power tool as from the top

52:32

of your library so I like that

52:34

a bunch of now. Course of now

52:37

you have a small army the way

52:39

that you sir make this when his

52:41

are getting and for big damage. Celts

52:43

is an interesting toughness build matter with

52:45

like balding century heard master says he

52:47

zero seven at as long as it's

52:49

your turn each creatures and car damage

52:51

equal to it's toughness rather than it's

52:53

power and then whenever balding attacks up

52:55

to one hundred target creature is you

52:57

heard that rights each get plus oh

52:59

plus x until. End of term were acts

53:01

as the number of cards in your hand

53:03

sell. This allows your creatures to keep the

53:06

small power for the scope ability and also

53:08

would dealt with double trigger with the down

53:10

the and then swing for a time I've

53:12

you're building a token build than you got

53:15

like proverb the Steel Legion which says a

53:17

sausage return creature tokens you target plus one

53:19

plus for most of us are one ones

53:21

to submit them up to six. This balding

53:24

is like that say when the game and

53:26

of course because this mod they want to

53:28

deal more damage. So true conviction. Is Cari

53:30

my plane to stack for using troll, a

53:33

double strike and life link. There's also serve

53:35

a version of this deck such as build

53:37

the big board up getting for a lot

53:39

more damage and then on the turn that

53:41

it matters because you have such a wide

53:44

board you have your fellow you are a

53:46

tree out you made a bunch of to

53:48

choose and now you saved the couple of

53:50

fetch lands and now you can create a

53:52

bunch of lamp or trigger superwoman kind of

53:54

each creature you control and give them all

53:57

vigilance. see don't care now that they're for

53:59

for whatever but you can swinging with a

54:01

huge army since it goes with a shattered

54:03

silver quell which wow you to on the

54:05

camera each player you control the beginning and

54:07

combat. It also is just the two five

54:10

which is great because it also at wool

54:12

a trigger Mccready top ability so mixes unwalkable.

54:14

Pretty much pretty cool stuff Mccready is I

54:16

think a pretty narrow commander. I think he's

54:18

better off probably in other decks like your

54:20

commissar. oh tim know. Or

54:23

a lender by by itself. I think the

54:25

build is a little narrow so if you

54:27

do love to do this sort of thing

54:29

build a small creatures married decks. I think

54:31

we're privacy more more emphasis on that in

54:33

the future to serve based on was seen

54:35

card wise recently with down the and all

54:38

that so there is. I think a lot

54:40

more potential here to grow so this could

54:42

be deck that gig gets more and more

54:44

in the future. More more tools or it.

54:47

And Zoc about one of the funniest name's ever to

54:49

put beeper magic card. It's

54:52

Mr. House President. And.

54:55

Ceo. This is in the Hail

54:57

Caesar. Zach This be back up

54:59

commander. It is Marty. Red, White

55:01

and black for a zero for

55:03

legendary Our factories are human. whenever.

55:06

You roll a four or higher three

55:08

three three colorless robot are fat creature

55:10

token if he rolled a six or

55:12

higher instead creed that token and a

55:15

treasure dogan and he could pay for

55:17

tap. Mr. House Roa six sided die

55:19

plus an additional six sided there for

55:21

each manna from treasures spent to activate

55:24

this ability. So. You're.

55:27

Probably not going to be doing the second part

55:29

of this ability to often because this is that

55:31

the dice rolling deck out there is a die

55:33

hard and car that allowed to roll dice and

55:35

not just that you get a role deed one

55:38

he which means you have a really good chance

55:40

of rolling a six or higher to make a

55:42

treasure token and a through three colorless robot are

55:44

fat creature so the first place you should look

55:46

is obviously the dungeons and dragons set the deed

55:49

twenty cards are really good with that for civility

55:51

him see got vexing puzzle box when if you

55:53

roll in a more days you put a number

55:55

of tried current on vexing puzzle. bought the authors results

55:57

and this topic for three as a three Man of the artifact,

55:59

you tap it to add one Man of any card and then

56:01

just roll a d20. And then

56:03

you can remove 100 charge counters from the puzzle

56:05

box to search your library for an artifact, put it

56:07

on the battlefield and shuffle. That not

56:09

as likely to happen. More importantly, this is just a

56:12

way to roll a d20 every single turn. You

56:14

have Delino Wild Mage. When it attacks, you roll a d20. One

56:17

through 14, you make a tapped and attacking token that's a

56:19

copy of a creature. You control it except

56:21

it's not legendary and it gets exiled at the end of

56:24

combat. If you roll a 15 through 20,

56:26

you get to do that again. You're going to roll one

56:28

more time and also still make that same token copy.

56:31

Let's see here. The second place you should look

56:33

for dice rolling is Infinity. So

56:35

this is like basically the Rachel Weeks commander if

56:37

you think about it. There's cards like

56:39

attractions. The attractions roll a dice each turn and there

56:41

are a few cards that even roll a little bit

56:43

more. So like clown car is

56:45

an X11. When it enters the battlefield,

56:48

you roll X six sided dice. So you can just pay

56:50

five and roll 6d6. For

56:52

each odd result, you make a 1-1 clown robot

56:55

artifact creature token and for each even result, you

56:57

put a 1-1 counter on clown car and then

56:59

you have Comet Stellar pup, which

57:01

is a four mana planeswalker. Happens to be red and

57:04

white so it fits in this deck and

57:06

you pay zero loyalty to roll a six sided die and

57:08

there's a bunch of stuff that happens. I will not going

57:10

to read them all here because my voice won't take it.

57:13

I'm not gonna take it. No,

57:16

we ain't gonna take it. Okay,

57:18

stop the lyrics. Okay,

57:20

now you have the ability to of

57:23

course make treasures. So if you do want to find

57:25

a way to fuel that second ability to roll a

57:27

bunch of die and make a bunch of 3 threes,

57:29

you've got a lot of stuff that can do it.

57:32

And this is also going to really dominate the board in terms

57:34

of making a bunch of six sided die. Now

57:37

you do need to roll a four or higher to

57:39

make a three three colorless robot. So it's four, five

57:41

and six that's a 50-50 chance. So

57:43

if you do use treasures to activate this ability,

57:46

you can roll up to I think 5d6 here

57:49

and on average, you're gonna make two to three robots. So

57:52

you got Jan Jan's and Chaos Crafter, which has a

57:54

haste, a Mardu creature that

57:56

you can tap to sacrifice an artifact creature

57:58

to create two treasure. tokens, which is pretty

58:01

good. And then if you sacrifice a non-creature

58:03

artifact, you make two, one, one colorless constructs.

58:05

So this sort of powers itself out. Reckless

58:07

endeavor we talked about earlier, you're going to

58:09

roll two d12. You can deal

58:11

a bunch of damage to everyone, as well as

58:13

create treasure equal to the other result. You

58:16

don't want to go above four, though, because Mr. House is

58:18

a four toughness creature. Piddlest Plunderer is going

58:20

to make you a bunch, and then you got Treasure Chest,

58:22

which is a artifact you pay for to sack it to

58:24

roll a d20. And if

58:26

you roll two through nine, you make five treasure

58:29

tokens. Actually, this is actually pretty good with Kellogg, now

58:31

that I think about it. If you roll

58:33

a 10 through 19, you gain three life and draw

58:35

three cards. If you roll a 20, you basically detutor,

58:37

but in our fact, it goes on the battlefield. So

58:41

I like Mr. House a lot. It's

58:44

definitely a funny, funky card. And

58:47

there aren't that many dice rolling commanders or commands

58:49

that care about dice rolling. The fact that it's

58:51

worded, as well, that it won't differentiate between d6

58:53

and a d20 is awesome. Because

58:56

it means you're definitely going to be making treasures and

58:58

definitely going to be making little

59:00

artifact dudes. Little

59:04

artifact dudes. OK. Moving

59:07

on to the last card before the mid-roll

59:09

break and before I faint, of course. Mutational

59:14

Advantage. This one's

59:16

a pretty simple one. We're not going to spend too much time

59:18

talking about it, but I will read the text, because that's important,

59:20

my friends. One to green and blue for

59:22

an instant of a dude. I

59:25

think he's clocking a guy in the head or something. Permanence

59:28

you control with counters on them, gain hexproof

59:31

and indestructible until end of turn, prevent all

59:33

damage that will be dealt to those permanents

59:35

this turn, proliferate. So this

59:38

reminds us a lot of heroic

59:41

intervention to give your permanents indestructible

59:43

and hexproof. Now, notably, this also

59:45

prevents all damage that will be dealt to those

59:47

permanents this turn. Not

59:49

that really matters with indestructible.

59:52

But this is a powerful card, but it's kind

59:54

of like a one-sided fog, because you can attack

59:56

with other creatures. If they block, then you get

59:58

to do this. and they're going to

1:00:01

still deal that damage. If

1:00:03

you're playing a deck with a bunch of 1-1 counters

1:00:06

and other counters on it, this seems like

1:00:08

a great card to have. So

1:00:11

only for certain decks, but it does do it all.

1:00:13

So it proliferates, which is really

1:00:15

important. I mean, in

1:00:17

decks like this, you're also going to be playing

1:00:19

inspiring call to draw cards and just

1:00:22

have a ton of different ways now. In that

1:00:24

deck, you have inspiring call heroic and wrenching and

1:00:26

mutational advantage to just give your creatures indestructible at

1:00:28

instant speed. Pretty powerful stuff.

1:00:31

Inspiring call, notably, is also, I believe, in the

1:00:33

same deck that mutational advantage comes from. So

1:00:37

it's a narrow card, but this is

1:00:39

also great because super friends do count

1:00:41

as a permanent with counters on them.

1:00:44

So it allows

1:00:46

them to be indestructible, and

1:00:48

I guess that's important about the preventing the damage because

1:00:50

they're not going to lose loyalty there. So

1:00:53

if you're going to be playing super friends in green and blue, this

1:00:56

is a slam dunk. And

1:00:59

with that, my friends, we are going to be

1:01:01

taking a break and hearing from our mid-roll sponsors.

1:01:04

But when we come back, we're going to be

1:01:06

talking about perhaps the most powerful card in the

1:01:08

entire set. It's a big

1:01:10

one. It's also named after sort of the name

1:01:12

of the game itself. But first, let's

1:01:15

take a quick break. Let me take a breath and

1:01:17

let's hear from our mid-roll sponsors. I

1:01:20

think you might need more card draw. Who are

1:01:22

you talking to? Or is that just something you

1:01:24

say? Oh, no. I'm on a call with Jimmy.

1:01:27

We're building a chatter thing deck. Ooh, I just

1:01:29

added toast. That should help, right? Whoa, the card

1:01:31

just showed up. Yeah. With Archidex, you can collaborate

1:01:33

in real time from anywhere in the world. Changes

1:01:35

show up immediately. You don't even have to reload

1:01:37

the page. So it's perfect for brewing with a

1:01:39

friend. This is cool,

1:01:41

but isn't Jimmy just upstairs? Yeah, but I'm

1:01:44

downstairs right now. I ain't coming downstairs. Archidex

1:01:46

is the best place to browse, brew, and

1:01:48

play test Commander Decks. Just go to archidex.com/Command

1:01:50

Zones to get started. That's archidekt.com/Command

1:01:53

Zone. All right. Welcome back, everyone,

1:01:55

from our mid-roll break. I'm still

1:01:57

here. I'll buy my stuff. myself

1:02:00

from my transcendent

1:04:02

which is going to give player red counters

1:04:04

but more importantly again likes to have cards

1:04:06

in other players decks. So I

1:04:08

love myself a good X-X-X

1:04:10

board wipe. Nuclear fallout

1:04:12

seems like it's going to see a lot of

1:04:14

play especially a lot of different decks. So this

1:04:17

seems pretty good. Let me know in

1:04:19

the comments what you think. Obviously black

1:04:21

has no shortage of board wipes so

1:04:23

this is something that has a lot

1:04:25

of potential but do you

1:04:27

think that the fact that it mills other

1:04:30

players is too powerful? Let me know. Okay.

1:04:34

Nuka Kola vending machine is our next card

1:04:36

up here. A three-man artifact. It's a pretty

1:04:38

interesting one. We won't spend too

1:04:40

much time on it though. One tap, create a

1:04:43

food token and then it says whenever you sacrifice

1:04:45

a food create a tapped treasure token. So

1:04:48

very cool. It changes your sacrificed

1:04:50

foods into treasures. I

1:04:53

for one will be automatically playing this in

1:04:55

my Sam loyal attendant and Frodo deck because

1:04:57

you're gonna be making foods every single turn

1:04:59

and making those into mana because you're always

1:05:01

gonna be stacking them to get Frodo's ability

1:05:03

is pretty darn good. This is in the

1:05:05

science deck by the way and this gets

1:05:07

even better when you sacrifice food without

1:05:09

needing to necessarily pay the two mana for their

1:05:11

activation. So Sam loyal attendant is great

1:05:13

because it makes the activated abilities of foods one less

1:05:16

to activate so only cost one but

1:05:18

if you're in an artifact deck

1:05:20

like Krakk clan ironworks.deck or grinding

1:05:22

station it doesn't actually care that

1:05:24

you're actually sacrificing the food in a different

1:05:26

way just as whenever you sacrifice a food.

1:05:29

So Krakk clan ironworks will allow you to sacrifice to

1:05:31

add two your mana pool. Grinding

1:05:33

station allows you to sacrifice to mill players

1:05:36

and then there's also commanders like Bartolome del

1:05:38

Presidio. It just says sacrifice in our creature

1:05:40

artifact to put a woman counter on him.

1:05:42

So that's pretty good

1:05:44

there you're gonna make a bunch of treasures as well and

1:05:46

then forensic gadgets here that we talked about earlier

1:05:48

also reduces the activated abilities in our

1:05:51

effects down by one. So I

1:05:53

could see Nuka Kole of any machine serving like one

1:05:55

of those under the radar cards that you don't see

1:05:58

much of but when a deck one Once

1:06:00

it, it is pretty sweet, pretty

1:06:02

darn good, especially like the Sam

1:06:04

attendant decks and the Bartolome

1:06:06

decks. They just want to have artifacts to sacrifice.

1:06:10

Of course, in this deck you're also playing Academy,

1:06:12

manufacturer. Why would you not? Okay,

1:06:14

that was a quick one, thank goodness. Let's move

1:06:16

on to one of my favorite cards in the

1:06:18

set. It is the Pip-Boy 3000, yay! So

1:06:25

Pip-Boy 3000 is the thing that you wear in

1:06:27

your gauntlet during the Fallout games. It

1:06:29

is extremely useful, it's like the

1:06:32

main character of the game in a lot of ways. The

1:06:35

Pip-Boy in this case is a one-mana artifact

1:06:37

equipment, awesome, with

1:06:39

equip cost two, and it says whenever a quick

1:06:42

creature attacks, choose one. The first

1:06:44

is sort inventory, draw a card, then discard

1:06:46

a card. The second

1:06:48

is pick a perk, put a one-one

1:06:50

counter on that creature, and then the

1:06:52

third one is check map, untap up

1:06:54

to two target lands. So this

1:06:57

is in the Scrappy Survivors deck. I think

1:06:59

this is generically just a very strong equipment

1:07:01

because it does a lot of different things,

1:07:04

and a lot of different decks are going

1:07:06

to want to have these abilities. So

1:07:09

if you're in the deck, the main thing is that you want

1:07:11

to care about attacking. So

1:07:13

if you care about attacking, then the Pip-Boy 3000 seems like

1:07:15

it's going to be pretty good. You can put on a

1:07:18

lot of different creatures and just get a ton of value

1:07:20

off it. So let's talk

1:07:22

about them one at a time. So sort inventory, every

1:07:25

deck can benefit from looting some more

1:07:27

than others. So a card like Oscar,

1:07:29

Rubbish, Reclaimer. Three

1:07:31

blue, black, three three, cost one less to cast for

1:07:33

each different mana value among cards in your graveyard. And

1:07:36

then whenever you discard an online card, you may cast it

1:07:38

from your graveyard. So pretty good with the

1:07:40

Pip-Boy because you're going to be drawing, discarding, and then

1:07:42

casting those cards, as well as earlier on it can

1:07:45

fuel your graveyard to cast Oscar. As

1:07:47

Miranda Mardukadys and Nicole the car cannot be

1:07:50

cast unless you've discarded the card this turn.

1:07:53

So that seems potentially useful there. I

1:07:55

think this really shines in the Inti, the

1:07:58

Seneschal of the Sun deck. Whenever

1:08:00

you attack, you may discard your card. When you do put

1:08:02

a 1-1 counter on target attacking creature, it gains trample. And

1:08:04

then when you discard one or more cards, exile the top

1:08:06

card of your library, you may play the card until your

1:08:08

next end step. So this

1:08:11

both gives 1-1 counters, which is something Inti's already

1:08:13

doing, and it also allows you to get that

1:08:15

double discard if you want to go that route

1:08:17

as well. And of course,

1:08:20

the Bralyn Shabraz deck. Bralyn cares about

1:08:22

discarding cards to deal damage. And

1:08:24

it has Shabraz, which is a flying

1:08:26

creature, which allows you to get

1:08:28

in for that damage. For Pick a

1:08:31

Perk to put a 1-1 counter on that

1:08:33

creature, you've got a

1:08:35

lot of options here. Wireless Soul of

1:08:37

Steel, Slicer, Hired Muscle seems pretty sweet,

1:08:40

because when Slicer attacks on someone else's

1:08:42

battlefield, you get the abilities that are

1:08:44

on it. You

1:08:46

also have cards that care about the 1-1 counters

1:08:49

like Marchesa, the Black Rose. Really

1:08:51

awesome in that deck, as well as

1:08:53

Shilai and Halar. Whenever one or

1:08:55

more 1-1 counters are put on the creature you control, Shilai

1:08:57

and Halar deal that much damage to target opponent. And

1:09:00

then if you're playing a Hamza deck, it costs one

1:09:02

less to cast for each creature with a 1-1 counter

1:09:04

on it, but also creature spells, you cast one less

1:09:06

to cast for each creature you control with a 1-1

1:09:08

counter on it. So a

1:09:11

lot of usefulness here. It's again, an equipment,

1:09:13

so it's not going to be as great as just

1:09:15

like a card that

1:09:17

is purely synergistic with your deck, because you do

1:09:19

have to attack. But I think the

1:09:21

most important part on this is the fact that

1:09:23

you can untap lands. So if you

1:09:26

do equip this and attack the same turn, you

1:09:28

kind of get your mana value back immediately, because

1:09:30

you're untapping two lands and it costs two to

1:09:32

equip. So Fertile Ground is

1:09:35

a card that you can put onto a land that

1:09:37

allows you to tap for more mana. There's a bunch

1:09:40

of cards like this, Wild Growth and all that. Marari's

1:09:42

Wake allows all your lands to be tapped for even

1:09:44

more mana. You have Lotus Fields, which are lands that

1:09:46

tap for a bunch of mana. And

1:09:49

then you also have the Sholatoya deck. This

1:09:52

is a deck that one of our office mates joined

1:09:54

built recently that tries to stick as

1:09:56

many different sort of like Wild Growth and stuff

1:09:58

on their lands, because one... of Alfeora

1:10:00

attacks, you put a flood counter on the land and

1:10:02

then that land is an island, and then also at

1:10:04

the beginning of your end step you untap each permanent

1:10:06

you control with a counter on it. So

1:10:09

this deck has the ability to make a ton of mana,

1:10:12

and with a card like the Pip-Boy you get to

1:10:14

untap those special lands and do even more on your

1:10:16

turn, and then untap them again because they have the

1:10:18

flood counters. So overall, I like

1:10:20

the Pip-Boy a lot. I think it's just

1:10:22

one of those really fun, not super competitive,

1:10:24

but powerful enough cards I think that it

1:10:26

will see play in a lot of different

1:10:28

decks that just like one, two, or even

1:10:31

all three of the abilities. At the very

1:10:33

least, it's a looter, and that is a

1:10:35

good enough card sometimes in some decks, and

1:10:38

it only gets better in decks that really

1:10:40

enjoy the other parts of its effects. So

1:10:42

cheers to you Pip-Boy 3000. Moving

1:10:48

onwards, we have Preston Garvey,

1:10:50

Minute Man. It's

1:10:52

been about 67 minutes since I started this podcast,

1:10:54

which is making me feel the Minute Man, man.

1:10:58

Alright, Preston Garvey is two, red, green, and the

1:11:00

white for a 4-4 Human Soldier. At

1:11:03

the beginning of combat, on your turn,

1:11:05

create a green aura enchantment token named

1:11:07

Settlement, attached to up to one target

1:11:09

land you control. It has Enchant Land,

1:11:11

and Enchant Land has Tap as one

1:11:13

mana of any color. And

1:11:15

then whenever Preston attacks, untap each enchanted permanent

1:11:18

you control. So a little similar to what

1:11:20

we just talked about with Shul'a Toyak and

1:11:22

the Wild Growth stuff, because that is what

1:11:24

this deck is doing. It is making your

1:11:27

lands very special and allows it to tap

1:11:29

for any color, but most importantly allows it

1:11:31

to untap whenever he attacks,

1:11:33

which is kind of like Sword of Feast and Famine.

1:11:35

So you're going to

1:11:38

want to put other enchantments on your lands that allow them

1:11:40

to be even more powerful. Wild Growth,

1:11:42

Fertile Ground, Abundant Growth, all that stuff is

1:11:44

going to make these lands more powerful, and

1:11:46

so when Preston attacks and untaps, you have all

1:11:48

these enchanted lands that are outside of the ones

1:11:50

that say Settlement on them, and

1:11:52

then Bamo, Blamo, my favorite word, you're

1:11:54

going to get a ton of mana

1:11:57

to basically do a lot with that

1:11:59

next turn. have really explosive turns

1:12:01

in this deck. Buried

1:12:04

in the garden is a new enchantment aura that exiles

1:12:06

a creature as well when it comes in, so it's

1:12:08

not just making your lands tap for more mana, it's

1:12:11

also, you can play on thin ice or whatever and

1:12:13

then that way you get extra value. You

1:12:15

can also put like squirrel nest in this deck and so

1:12:17

your lands can always just keep pumping out one-ones. A lot

1:12:20

of fun stuff. If you're going

1:12:22

to be playing the enchantment route and you

1:12:24

care about having enchantments, there are a lot

1:12:26

of creatures that like to enchant stuff because

1:12:28

again, Preston says untap

1:12:30

each enchanted permanent you control, so

1:12:32

that includes creatures as well. Elavir

1:12:35

of the wild court and Gilwain casting director

1:12:38

played very well and famously by Rachel

1:12:40

Weeks on her game next episode are

1:12:42

creatures that are going to create different

1:12:44

roles like the virtuous royal sorcerer or

1:12:46

monster role. Elavir allows

1:12:49

the enchanted creatures dealing common damage to draw

1:12:51

you a card and Gilwain just throws a

1:12:53

ton of tokens, enchantment aura tokens on the

1:12:55

creatures. So this is going to allow you

1:12:58

to attack, untap those creatures. If

1:13:00

you happen to be mana dorks as well because you're

1:13:02

in the colors, those creatures can then tap for more

1:13:04

mana. If they have activated abilities, you can do it

1:13:06

again. You can also play

1:13:08

very notably Ural, the mist stalker in

1:13:11

this deck, which seems very

1:13:13

powerful. This is a

1:13:15

five mana, five five hex proof that gets plus two

1:13:18

plus two for each aura attached to it. You're

1:13:21

just going to have a huge hero that

1:13:23

is going to untap as well. And

1:13:25

of course, if you're playing enchantment, you

1:13:27

have all the classics. So

1:13:30

sit this harvest hand is very

1:13:32

good. Enchantress is present.

1:13:36

Winds of wrap is going to be able to destroy

1:13:38

all creatures that aren't enchanted. Sanctum

1:13:41

weaver taps for a bunch of mana. Jukai

1:13:44

naturalist allow your enchantment spell to be cast

1:13:46

for less mana. And then here's a

1:13:48

really new fun one from Fallout.

1:13:51

It's called Strongback. So this is two and

1:13:53

a green for enchantment aura enchant creature. Equip

1:13:56

abilities to activate that target enchant creature cost

1:13:58

three less to activate. spells you

1:14:00

cast that target in Shaman Creature costs three less to

1:14:02

cast and you're gonna

1:14:09

make your enchantment auras cost almost nothing.

1:14:13

It's gonna make equipment's cost basically zero unless

1:14:15

they're above equip cost three which is really

1:14:17

awesome. This is just an overall very strong

1:14:20

card I would expect to see a lot

1:14:22

of strong back in any

1:14:24

deck that has enchantment auras or

1:14:27

equipment. So yeah that is Preston

1:14:29

Garvey. I'm sure you in the

1:14:31

check can find other broken ways to do

1:14:33

cool things with tap untap abilities because again

1:14:35

having extra times to activate

1:14:38

your creatures is pretty powerful but

1:14:40

Preston's pretty cool by himself. The only downside

1:14:42

is that he does himself need to attack

1:14:45

to untap the enchantment permits you control. At the

1:14:47

beginning of combat you automatically make the settlements. So

1:14:49

at the very least you don't need to worry

1:14:51

about man-fixing so much but I don't think that's

1:14:53

really what you're worried about. You're really building around

1:14:55

that second part because it's pretty powerful. Alright

1:14:59

my voice is hurting but I'm having

1:15:01

a great time. I hope you are

1:15:03

too. www.youtube.com/at command cast. I don't know

1:15:05

why I just said that. Just more

1:15:07

words that I don't need to say.

1:15:09

Alright next up we got Sean father

1:15:11

of synth kraftvok.

1:15:14

Three blue and a red for a three

1:15:16

four human scientist and it says whenever you

1:15:18

attack you may create a tapped and attacking

1:15:20

token. That's a copy of target attacking legendary

1:15:23

creature you control other than Sean except it's

1:15:25

not legendary and it's a synth artifact Wow

1:15:28

creature in addition to its other types and

1:15:30

then when Sean leaves the battlefield

1:15:33

exile all synth tokens you control.

1:15:35

Sean is powerful this is in

1:15:37

the science deck. There

1:15:39

are a lot of commanders out there that like

1:15:42

to attack and have very powerful effects that you

1:15:44

want to double. Notably Sean

1:15:46

says that whenever you attack so

1:15:48

if you have a locust god either as the

1:15:51

commander or in the deck you

1:15:53

can just swing with your red and blue

1:15:55

insects and locust god of course and then

1:15:57

you can create a token copy of the

1:15:59

locust god. That's not legendary. So you

1:16:01

get two locust gods, draw a single card and make

1:16:03

two 1-1s. Whoo! Pretty

1:16:06

powerful. Magnus the red is also very

1:16:08

powerful because when Magnus deals combat damage, it makes

1:16:10

a 3-3 red spawn creature token. So

1:16:12

this creature already wants to attack, but more importantly,

1:16:14

you're doubling the effect of instant and sorcery spells.

1:16:16

Cast one less to cast for each creature token

1:16:19

you control. With Magnus out, you're

1:16:21

going to have twice that effect, doubling

1:16:23

the amount of mana reduction. That's

1:16:26

kind of like a win the game effect on the spot

1:16:28

usually because you can just cast some ridiculously powerful spell. Notably

1:16:31

also, Gandalf the Grey has

1:16:34

an ability that you have to choose one that hasn't

1:16:36

been chosen. So if you have two

1:16:38

Gandalf the Greys on the battlefield, you can basically double

1:16:40

up on all of those effects over and over again.

1:16:43

The long and short of it is, if

1:16:45

you're playing Irenicus's Vile duplication in a deck,

1:16:48

you're probably going to want to see if Shaun, Father

1:16:50

of Sins, can fit in there. Again,

1:16:52

if you're not attacking, then it's a little bit

1:16:54

different, but it's pretty sweet. Brudaclat

1:16:57

is really good here because you're making

1:16:59

synth artifact creature tokens that are copies.

1:17:01

And then Brudaclat allows you to make

1:17:03

a token you control become... have each

1:17:06

other token you control become a copy

1:17:08

of a token that you control. So

1:17:11

if you have Brudaclat out and you make a double

1:17:13

of Brudaclat or whatever else, then you have every token

1:17:15

become a copy of that. One, good luck with the

1:17:17

math, but two, good luck opponents.

1:17:21

Hahaha. Okay, so if you're

1:17:23

playing this as a commander, you're going to want to

1:17:25

have creatures that can attack and survive combat and are

1:17:27

likely cheaper than Shaun, because I think Shaun comes out

1:17:29

at the top end, and then that

1:17:31

same turn your swing with the creatures that are on the

1:17:33

board already. So like Torbran, Thane,

1:17:35

or Redfell is very powerful in this

1:17:37

situation. Delino, Wild Mage is really good

1:17:39

because you can make even more Shons.

1:17:42

Yikes. Malcolm, Keen-Eyed Navigator, whenever

1:17:44

one or more party control deal combat damage

1:17:46

to your opponent, you create a treasure token

1:17:48

for each opponent, dealt damage this way. So

1:17:51

again, it's a great card that you can copy with Shaun here. You're

1:17:53

going to want to have all these cards being copied. Multiple

1:17:55

Torbrans on the battlefield and combat. Ooo

1:17:58

wee, see you later. alligator. And then

1:18:02

of course you're going to want to just make

1:18:04

even more clones. Why not have two Shons on

1:18:06

the battlefield and get double the effect? Get

1:18:08

out of town. Sakashima the imposter, Sakashima

1:18:10

of a thousand faces. Notably, if you

1:18:12

do create spark double copies of another

1:18:14

legendary creature to control, it's not making

1:18:16

a legendary creature so that Shawn won't

1:18:19

be able to see it if it's

1:18:21

attacking. But you can just spark double

1:18:23

your commander instead. You know, I think

1:18:26

this deck is really powerful when you add a

1:18:28

couple of extra combat. It's

1:18:30

kind of the deck that when you do this one

1:18:32

time, every single player is going to stop,

1:18:34

look at you and go, Oh, you

1:18:37

are not barely the problem. You are 100%

1:18:39

200% 5 billion percent

1:18:44

the problem. You got to die.

1:18:46

So I think if you're going to try and go off

1:18:48

with Shawn, you're going to want to do so in one

1:18:50

big turn. You want to cast Shawn, find

1:18:52

a way to get more manual like a Jessica's will

1:18:54

or whatever, create some extra combat. And

1:18:56

then from there, whatever it is, you know, do it

1:18:59

if it's a bunch of tour brands, if it's a

1:19:01

much Magnus, the Reds and then the burn spell. There's

1:19:04

a lot of different ways to go about it, but I

1:19:06

feel like Shawn is kind of a glass cannon in that

1:19:08

way. But at the same time,

1:19:11

if Shawn doesn't work, you can just cast

1:19:13

the locust God and still be

1:19:15

pretty good in your position and then cash on

1:19:17

later or I ran a cause of a duplication

1:19:19

it. So it's cool because this is

1:19:21

kind of like legendary

1:19:23

red, blue cards dot deck.

1:19:26

In fact, I might even convert my Magnus, the

1:19:28

red deck into a Shawn father of since deck

1:19:31

because that way it allows me to just have

1:19:33

a ton of value with all these different awesome

1:19:35

cards like locust God, Magnus, the red and Gandalf,

1:19:37

the gray all work really well together. So

1:19:40

with Shawn there being the father of since then I guess

1:19:42

legendary creatures in this case, there's a lot of fun stuff

1:19:44

you can do. Okay, that

1:19:46

Shawn, he's pretty sweet. Let's move on and let's talk

1:19:48

about one of my favorite commands from the set. It

1:19:51

is the master transcendence. All right.

1:19:54

This is one insult time, black, green and

1:19:56

blue for a two, four legendary artifact creature

1:19:58

mutant. When the

1:20:00

master enters the battlefield, target player gets two

1:20:02

rad counters. So we talked about those earlier.

1:20:04

They're going to make a player mill at

1:20:07

their pre-commit main phase. You

1:20:09

can tap, put target creature in a graveyard that

1:20:11

was milled this turn onto the battlefield under your

1:20:14

control. It's a green mutant with base power and

1:20:16

toughness 3-3. So

1:20:18

this is a creature that you can tap. So

1:20:21

it has to be milled this turn. So when your opponent

1:20:23

goes and they use the rad counters or whatever else and

1:20:25

they mill some cards, if they mill

1:20:27

a creature card, you can tap the master transcendent

1:20:29

and put that creature onto the battlefield under your

1:20:31

control. And it's a green mutant with base power,

1:20:33

toughness 3-3. So in some

1:20:35

cases, it'll make the creature bigger. Usually,

1:20:37

I think it'll keep it a little bit smaller because you

1:20:40

want to hit some sweet big creatures off of

1:20:42

this. And you're basically stealing cards from

1:20:44

other people's graveyards. And boy, oh boy, if you

1:20:46

know me at all, you know I love to

1:20:48

do that. So the

1:20:51

first thing you can do, by the way, this is in

1:20:53

the mutant menace deck. It's the backup

1:20:55

commander. The first thing you can

1:20:57

do is just fill up your own graveyard

1:20:59

and just graveyards in general and just do

1:21:01

the mill thing and the reanimation thing. So

1:21:04

if you play a breach the multiver, every

1:21:06

single person is going to mill. You're going to get

1:21:09

a creature of planeswalker from that. But you can also

1:21:11

use the master to take another creature at that same

1:21:13

time, which is really exciting. Maddening

1:21:15

cacophony is going to make everyone mill eight cards.

1:21:17

If you kick it, you're going to make everyone

1:21:20

mill half their library. And in that case, you're

1:21:22

definitely going to hit something sweet. Incarnation

1:21:24

technique is a way to mill five cards and then

1:21:26

return the creature card from your graveyard to the battlefield.

1:21:28

But you can demonstrate it. So another

1:21:31

opponent would do the same thing. Fractured

1:21:33

sanity is a way to mill a bunch

1:21:35

of cards. Mesmeric orb is really good in

1:21:37

this case because it's going to mill on

1:21:39

everyone's untapped step so that you

1:21:41

don't actually have to do it on your turn. You can wait for

1:21:43

them to untap. And then they're going to mill from the mesmeric orb.

1:21:46

Now, of course, sultai ascendancy has been

1:21:48

eroded kind of. Now it just says at the

1:21:50

beginning of your upkeep, you're going to be putting

1:21:52

rag counters on stuff. Nuclear fallout is going to

1:21:54

be a lot easier to read. And then, of

1:21:56

course, nuclear fallout. You're already going

1:21:58

to be putting rag counters on stuff. to make sure everyone

1:22:00

mills on each of their turns, and that

1:22:03

way you can get multiple looks at different

1:22:05

graveyards. Now, there are a bunch

1:22:07

of value creatures that aren't necessarily powerful because

1:22:09

of their power, which is great. Like, Mimioplasm

1:22:11

is a zero-zero, so you

1:22:13

can instead have it become a three-three with

1:22:15

Master Transcendent, which I do love. Cards

1:22:18

like Shieldread, the Whispering One, it's a six-six, but

1:22:20

you don't care if it's a three-three. It's an

1:22:22

insanely powerful creature. Same thing goes

1:22:24

for like a consecrated sphinx, or even a crater-hoof

1:22:26

behemoth. If you're able to mill a crater-hoof and

1:22:28

then bring it back, who cares if it's a three-three,

1:22:31

right? So those are an interesting way

1:22:33

to look at other creatures to put in your

1:22:35

deck that you want to bring onto

1:22:37

the battlefield because the Master Transcendent only cares about

1:22:39

creatures that were milled this turn onto the battlefield.

1:22:41

So it can be from your deck or other

1:22:43

players' decks. And

1:22:46

a funny way, you can also make a mole-drifter bigger if

1:22:48

you return it. Same with like

1:22:50

a guilt feeder, which is a zero-four, but as

1:22:52

a three-three, it's way better because it says whenever

1:22:54

it attacks and isn't blocked, defending player loses one

1:22:56

life for each card in their graveyard. And

1:22:58

it's a three-three now. Heh, heh, heh. A

1:23:01

doomweaver, which is a one-eight, normally

1:23:03

says that when it's paired with another creature, each of

1:23:05

those creatures has, when this creature dies, draw cards equal

1:23:07

to its power. Now it's a three-three, so you're going

1:23:09

to draw even more cards. I

1:23:12

think the thing, though, that you really want to do in

1:23:14

this deck, and the reason I like it so much, and

1:23:16

it reminds me of like my Beamtown bullies deck, is that

1:23:18

you can use the Master multiple times if you can untap

1:23:20

it. So let's say you have a

1:23:22

turn out and you have on your side of

1:23:24

the battlefield a way to untap it like a

1:23:27

curious follower, and then you man in

1:23:29

cacophony and make everyone mill half their deck. Now

1:23:31

you can use the Master transcendent a couple of different

1:23:33

times. There's also cards that

1:23:35

will double up your activatability when you

1:23:37

activate it and you choose new targets. But I think

1:23:39

the really sweet thing to do is give everyone rad

1:23:41

counters, or a Mesmeric Orb, and then

1:23:43

pass the turn with a Seedborn Muse Up, which

1:23:46

untaps all permanency control during each player's untap

1:23:48

step. Or an Intruder Alarm, which whenever a

1:23:50

creature enters the battlefield, untap all creatures. Intruder

1:23:53

Alarm? Oh my goodness. Intruder Alarm, Master

1:23:55

Transcendent, Man in Cacophony. You're going to

1:23:58

have a lot of fun. because

1:24:00

the creature is going to enter, it's going to untap the

1:24:02

master, you're going to tap to bring another creature back, untap

1:24:04

the master, right? You can just go nuts with this combo

1:24:06

right here. Murkfiend Leech

1:24:09

is also similar to Seaborn Muse, and so

1:24:11

is Sting the Glinting Dagger, which is an

1:24:13

equipment that will untap the creature at the

1:24:15

beginning of each combat. So, a

1:24:17

lot of really exciting things you can do with Master Transcendent.

1:24:20

I believe of all the commanders in the

1:24:22

Fallout pre-cons, this is the one that I

1:24:24

am most likely to build, because, again, I

1:24:26

just love playing stuff out of my opponent's

1:24:28

library, and the Master Transcendent being able to

1:24:31

do that for me is just a cherry

1:24:33

on top. Also, a great tech

1:24:35

for me to play Concordant Crossroads in, because you can

1:24:37

animate all those things out, and then they get

1:24:39

haste the same turn! Oh! So

1:24:42

sweet, so beautiful, so awesome. Thank

1:24:44

you Master Transcendent. Alright,

1:24:46

that does it for Master Transcendent, let's move

1:24:48

on to the next card. It is Three

1:24:50

Dog, Galaxy Muse!

1:24:53

D-d-d-d-d-d-d-d-D-d! DJ! This

1:24:56

is one, a red and white for a 1, 5 human bard,

1:24:58

whenever you attack you may pay, too, and sacrifice

1:25:01

an aura attached to Three Dog. When you sacrifice

1:25:03

an aura this way, for each other attacking creature,

1:25:05

you control and create a token that's a copy

1:25:07

of that aura attached to that creature! What?! So,

1:25:12

whenever you pay, whenever you attack, doesn't need to be

1:25:14

Three Dog, by the way, you can hang out and

1:25:16

DJ in the background, pay, too, sack an aura attached

1:25:18

to Three Dog, and all of your other attacking creatures

1:25:20

get a copy of that aura attached to them. So,

1:25:23

very cool, this is in the Scrappy Survivors deck.

1:25:25

First off, let's just talk about aura synergy. You're gonna play

1:25:28

Sram in this deck to draw a bunch of cards. Core

1:25:30

Spirit Dancer to draw a bunch of cards. If

1:25:33

you have an Ardyn Intrepid Archaeologist, you get

1:25:35

to actually move your auras and equipment to

1:25:37

control the target permanent or player at the

1:25:39

beginning of combat. So you can put all

1:25:41

these auras on other creatures, and the

1:25:43

next time you go to combat, you can move them back on the

1:25:46

Three Dog, which is kind of funny, or just any

1:25:48

number of them. Archon of the

1:25:50

Wild Rose, we're gonna turn all of

1:25:52

your creatures into 4-4 base toughness, power

1:25:54

and toughness flyers, so now they're just

1:25:56

completely unblockable. Yikes! Um,

1:25:59

Ekki Battle. Wired whenever want to more

1:26:01

my side creatures you control a tap on tap

1:26:03

all my dreams you control at his commentators additional

1:26:05

combat phase cel flight number that them the first

1:26:08

attack that when you never creatures have examined or

1:26:10

is actually based cause what works for the second

1:26:12

time he do it it will and and it's

1:26:14

a six man a card so there's a good

1:26:17

chance you play three dog and you have a

1:26:19

couple of comments have so for the Aqib our

1:26:21

squad comes down and then you're getting a lot

1:26:23

of combat. Now or

1:26:25

as that have, eighty bees are gonna

1:26:28

be really powerful because you're treating. Copy

1:26:30

of them and like let's say three or

1:26:32

four divorce come down who we some Serious

1:26:34

reverie Really sweet or three in a way

1:26:37

enchant creature when as about your drawcard for

1:26:39

each or you control that attached to a

1:26:41

creature so is this is again like a

1:26:43

third or fourth combat with Dj out going

1:26:45

to get plenty draws offer that chain of

1:26:48

custody to in a white when it airs

1:26:50

about field exile, target norm and permanent an

1:26:52

opponent controls and tell tins of cause the

1:26:54

leaves the battlefield. Oh.

1:26:57

Imagine. A. Bunch of

1:26:59

chains of custody. Ease off. Your

1:27:02

someone cheap, disposable or as that have a

1:27:05

D T B's because you know is is

1:27:07

a man intensive deck rights or as are

1:27:09

already kind of scary to play because of

1:27:11

some remove your creature in response to it

1:27:13

it's gonna be a feel bad so. Cheap

1:27:17

disposal or as of greedy be the be

1:27:19

like dragons mantle when as about who draw

1:27:21

cards so ganges and be of the draw

1:27:23

been to cards with a severe enchanting logitech

1:27:25

creatures at all his favorite in a discover

1:27:28

three one enters the battlefield which is pretty

1:27:30

good to and then of course now that

1:27:32

have already north energy even on a lot

1:27:34

a creatures fortunately luckily i examined and tokens

1:27:36

the kind of go hand in hand so

1:27:39

a johnny shows in his whenever it and

1:27:41

seminaries about it or new control you create

1:27:43

to to white crack creature token if then

1:27:45

chairman is already. Me: attach it to

1:27:47

the token. Whoa.

1:27:50

so that we this was a d j's you attack

1:27:52

you haven't examined com nfc sacrifice the or at you

1:27:54

make a to to and then the or can now

1:27:56

go on that cats so it's you're sitting a bunch

1:27:58

a woman's to their do The aura

1:28:01

can now jump onto a cat that can attack with it

1:28:03

next turn, and you know that one-one or whatever is going

1:28:05

to die anyway. Archon

1:28:07

of Sun's Grace, whenever enchantment enters the battlefield under

1:28:09

control, creates a 2-2 white pegasus creature token with

1:28:11

flying. Valduk says at

1:28:13

the beginning of combat, for each aura and equipment attached

1:28:15

to it, you create a 3-1 red elemental creature token

1:28:18

with trample and haste. Hoo boy!

1:28:20

And then you also got like mirror

1:28:22

style master. Whenever this creature attacks

1:28:24

for each attacking modified creature you control, create a tapped

1:28:26

and attacking token that's a copy of that creature. So,

1:28:30

there's a lot of ways to go wide in this deck. You

1:28:32

can stack triggers in the way that all the enchantment auras are going

1:28:34

to go under new creatures. And you're basically

1:28:36

just going to smack a ton of face. So I

1:28:39

like this a lot. Seems like it has a lot

1:28:41

of build around potential. And I love decks like this

1:28:43

as well because in the future it's not like they're

1:28:45

going to stop printing enchantment auras. They're

1:28:47

always going to be in limited sets.

1:28:49

In this case we saw how powerful

1:28:51

Tully's Favor is. It's a common from

1:28:54

Ixalan. But it's

1:28:56

a great fit into this deck. So, you

1:28:58

don't need to wait around for like rare

1:29:00

mythic slots on commons to basically give you

1:29:02

new playables. Dragon's mantle notably is a common.

1:29:05

So, it's a great deck that I

1:29:07

think I can get slowly upgraded over time. It kind

1:29:09

of reminds me of like Stang, the new Stang. That

1:29:11

is kind of similar in that, you know, it's just

1:29:13

a cool deck that's going to have more and more

1:29:16

toys to play with as you go along. In

1:29:18

this case, DJ is red and

1:29:20

white instead of red and green. So you do have a little

1:29:22

bit of stuff that you have to deal with in

1:29:25

terms of color restrictions there. But still a lot of

1:29:27

really fun stuff you can do in that deck. Alright,

1:29:31

we are nearing the end here, thank goodness. Let's

1:29:35

talk about vats very quickly. So this card

1:29:37

got a lot of attention. It was one

1:29:39

of the earlier cards spoiled for Fallout. This

1:29:42

is 2 black black for an instant with split second. So once

1:29:44

again we have split second on an instant here. It

1:29:47

says choose any number of

1:29:49

target creatures with equal toughness.

1:29:52

Destroy the target, the chosen

1:29:54

creatures. So, this is an

1:29:56

interesting semi board wipe. It

1:29:58

is going to be pretty cool. because it's got

1:30:01

split second so that your opponent can't like

1:30:03

pump their creatures in response to make

1:30:05

them bigger But it's gonna be

1:30:07

limited in how many creatures it can hit on any

1:30:09

given battlefield We're only gonna talk

1:30:11

about this for a little bit, but I think in

1:30:14

a token heavy meta This is very good

1:30:17

You got a bunch of 1-1s or 2-2s that are

1:30:19

all gonna get taken out and also just

1:30:21

because you have a 1-1 or a 2-2 You

1:30:24

don't actually have to get rid of your own

1:30:26

creatures because you're choosing any number of target creatures

1:30:28

with equal toughness So this could just

1:30:31

go around the table and delete a bunch of x1s

1:30:33

as well or delete a bunch of x2s Or maybe

1:30:35

three is the toughness that matters and

1:30:38

honestly It's two black black for an instant that

1:30:40

removes even just one creature Because

1:30:43

technically you could use this as just an instant

1:30:45

split second spell that gets rid of one thing

1:30:47

because it just needs to Choose one toughness, but

1:30:49

for the most part, I think you're always

1:30:52

gonna have at least one other target So

1:30:54

minimum I'd say this usually hits like two

1:30:56

creatures Maximum it could

1:30:58

be upwards of like 20 30

1:31:00

if a bunch of tokens on the

1:31:03

battlefield the question I want to ask you chat

1:31:05

or commenters is how many

1:31:08

creatures? Do you have to kill with vats

1:31:10

to be happy and to include it into

1:31:12

your deck? For

1:31:14

me, I think I'm actually happy if this

1:31:16

gets rid of three things I'm

1:31:18

very happy if it gets rid of like four or five

1:31:21

or six and Even happier if

1:31:23

those creatures that are getting removing removing

1:31:25

removed are very impactful powerful ones So

1:31:28

let me know in the comments below what you think

1:31:30

is sort of like the ideal sweet spot for how

1:31:32

many creatures you need to remove with vats before it

1:31:35

becomes an auto include in your deck and Whether

1:31:38

or not your meta even is supportive of a

1:31:40

card like this Okay. Now

1:31:42

we are on to what I believe is the

1:31:45

last card of this set review. Oh my goodness.

1:31:47

I'm so happy to be here Drink

1:31:51

a little more water soothe the throat Some

1:31:55

people do like you know, that's why

1:31:57

they have casters that are in doubles.

1:31:59

That's That's why they have two people doing

1:32:01

things so that you can talk, wait, breathe,

1:32:04

swallow, and

1:32:06

then talk again. Going straight is

1:32:09

tough, man. Alright, our

1:32:11

last commander of the day is Yes Man,

1:32:14

not tough man. Personal Securitron.

1:32:16

Oh yeah. Two in

1:32:18

the white for a 2-2 artifact creature, Robot. This

1:32:21

one's a fun one. You can tap in and

1:32:23

give target opponent gains control of Yes

1:32:25

Man. When they do, you draw two cards and

1:32:28

put a quest counter on Yes Man. Activate

1:32:30

only during your turn. And

1:32:33

then the second ability, when Yes Man leaves

1:32:35

the battlefield, its owner creates a tapped 1-1

1:32:37

white soldier creature token for each quest counter

1:32:39

on it. So the owner

1:32:41

is the person that casts the card, not the

1:32:43

person that controls it. This

1:32:47

card is basically tap it, give it away, draw two cards,

1:32:49

and get a quest counter on it, and then you can

1:32:52

wait until it's that person's turn, and then they're

1:32:54

going to tap it and give Yes Man away.

1:32:57

The only text that's missing from this is that you have to say

1:32:59

Yes Man every time you get this card. Now

1:33:02

when it comes to the second ability,

1:33:04

it's not that great of a payoff.

1:33:06

You're making a bunch of 1-1s, and

1:33:09

not even that many 1-1s. If Yes Man goes

1:33:11

around three, four times, it's going to take three,

1:33:13

four turn rotations, and

1:33:16

now it's not going to be that great. You're going to make three 1-1s. So

1:33:19

I think you're probably going to want to think about

1:33:21

how you actually get Yes Man back to you instead.

1:33:24

So cards like Homeward Path, tap each

1:33:26

player gains control of all creatures they own. It's

1:33:28

good enough to run like an expedition map in

1:33:31

this deck so that you can get Homeward Path

1:33:33

back, or like Sanctum of Eternity, which

1:33:35

is two tap returns to target commander you own from

1:33:37

the battlefield to your hand. Not

1:33:40

as good because you have to replay the commander. Homeward Path is

1:33:42

sort of like the sweetest land in this deck, but

1:33:44

you can also play cards like Sword of Harthand

1:33:46

Home because it specifically says exile up to one

1:33:48

target creature you own. So

1:33:51

you can get the Yes Man back because you don't

1:33:53

really want to give your opponents the ability to draw

1:33:55

a bunch of cards with Yes Man unless you're

1:33:57

aiming for that group hug effect. So

1:33:59

I think that's it. I think blinking cards that you own

1:34:01

is definitely the thing to do here. Now

1:34:04

if you don't have the ability to get Yes Man

1:34:06

back, then I think this deck actually

1:34:09

wants to play the cards that White loves to

1:34:11

play which is like allow yourself to draw cards

1:34:13

or do things when other opponents are doing them

1:34:16

and taking advantage of that. So Smuggler's Share, two in the

1:34:18

White at the beginning of each end step draw a card

1:34:20

for each opponent who drew two or more cards at this

1:34:22

turn, then create a treasure token for each opponent

1:34:24

who had two or more lands in the battlefield or in the battlefield

1:34:26

this turn. Your Yes

1:34:28

Man's going to guaranteed give them the ability to

1:34:31

draw two or more cards that turn and then

1:34:33

also Trouble in Pairs is a new one. Two

1:34:35

White, White, Enchantment, I guess it's as new as

1:34:37

Smuggler's Share so not that new. If

1:34:40

an opponent would begin an extra turn that player

1:34:42

skips that turn instead but more importantly whenever an opponent

1:34:44

attacks you with two or more creatures, draws their

1:34:46

second card each turn or casts their second spell each

1:34:48

turn, you draw a card. And

1:34:50

then you also have Wedding Ring, I'll

1:34:52

read the whole text here, I know I don't want to. Wedding

1:34:55

Ring enters the battlefield, if it was cast, target opponent

1:34:57

creates a token that's a copy of it. Whenever

1:35:00

an opponent who controls an artifact named Wedding Ring draws a

1:35:02

card during their turn, you draw a card. And

1:35:04

whenever an opponent who controls an artifact named Wedding Ring gains life,

1:35:06

you gain that much life. So again, this

1:35:09

allows you to give Yes Man away and stay

1:35:11

ahead of other players in terms of card advantage

1:35:14

and not care so much that you're giving them cards

1:35:16

to draw because you're drawing so many as well. And

1:35:18

if you're going to be drawing a bunch of cards,

1:35:20

then a card like Smothering Tide is really good in

1:35:23

this deck because you're going to get all the treasures

1:35:25

to then cast those cards. Now

1:35:27

of course, if you are playing the game where you want

1:35:30

to add a bunch of counters to Yes Man, then blink

1:35:32

him and make a bunch of one-ones, you can definitely do

1:35:34

so. Your commander is kind of a slow clock in that

1:35:36

way and I think for the most part people aren't going

1:35:38

to be super keen on removing it because

1:35:41

it's a card out of their hands and also they may be

1:35:43

the next person that gets Yes Man. So

1:35:46

proliferation counter manipulation are things that white

1:35:49

can do. Grateful Apparition

1:35:51

allows you to proliferate in white. It's I think one

1:35:53

of the only ways to do it and it's a

1:35:55

little bit slow but it allows you to get those

1:35:57

counters up, the quest counters on. Yes,

1:36:00

man, and then you also have

1:36:02

cards like resourceful defense, which is

1:36:04

really interesting because you get to

1:36:06

basically buy back the counters It says whenever permanent

1:36:08

control leaves the battlefield if add counters on it

1:36:10

put those counters on target permanent You control and

1:36:13

you can pay for in the way to move

1:36:15

any number of counters from target permanent control to

1:36:17

another target permanent So you can flicker. Yes, man

1:36:20

And then this way the counters aren't going to go

1:36:22

away They'll go on to another permanent and then you

1:36:24

can move the permanent cards back for the next time

1:36:26

you flicker him or he dies And

1:36:29

then you also have the ozolith which is whenever creature

1:36:31

you control leaves the battlefield if as counters on it

1:36:33

put those counters on The ozolith and then at the

1:36:35

beginning of combat in return if the ozolith had counters

1:36:37

on it You may move all counters from Ozolith on

1:36:40

the target creature So resourceful defense and

1:36:42

Ozolith seem like absolute auto includes in this

1:36:44

deck And then if you're

1:36:46

gonna want to double up the tokens that you're

1:36:48

making you got a Mondrak Annoying a

1:36:50

procession those are just ways to just make more one

1:36:52

ones But honestly, I don't know if that's how you

1:36:54

want to win with a mana white deck There's plenty

1:36:56

of other things that you put in this deck to

1:36:58

do with it The real interesting part

1:37:01

about yes, man is the the thing that's similar

1:37:03

to the current of Betrayer, right? You

1:37:05

want opponents to gain control of it and then when they

1:37:07

do they can give it away to gain to draw cards

1:37:09

as well But you're gonna want to find ways to get

1:37:11

it back yourself with sort of hearth and home homeward path

1:37:14

And then other ways to just get a bunch of

1:37:16

value from the card draw that you're getting from yes,

1:37:18

man And with that I also

1:37:20

say yes, man to the fact that I got

1:37:22

through I think it was like 19

1:37:24

cards or 18 cards from fallout here Let's

1:37:28

talk about our favorite card from the set

1:37:30

my favorite card. I'm just gonna go ahead

1:37:32

and say it It's the Pip boy 3000.

1:37:35

It's a fun little equipment. I can see

1:37:37

this actually seeing a lot of play over

1:37:40

time It seems really good

1:37:42

in casual decks as well as in slightly

1:37:44

more competitive decks It just

1:37:46

has a ton of use and I'm sure as magic

1:37:48

evolves There's gonna be more and more ways for the

1:37:50

Pip boy to add to your entourage of abilities and

1:37:53

things that syringizes with In

1:37:55

terms of most powerful card. I would

1:37:57

probably put it up between Nuclear

1:38:01

Fallout, just as being a generic board web that's gonna

1:38:03

see a lot of play, and

1:38:05

maybe Shaun, Father of Synths, because

1:38:07

it's just really powerful

1:38:09

to double up on legendary creatures. And

1:38:13

there's a ton of

1:38:15

synergy in those colors that make

1:38:17

Shaun really powerful as well. To

1:38:19

the listeners, let us know what your favorite

1:38:21

card or most powerful card is. Fallout

1:38:24

fans, all of you out there,

1:38:26

I don't know how many there are out there, but I would like

1:38:28

to know, does this set meet your

1:38:30

expectations for the universes beyond? I know a lot

1:38:32

of people that are Lord of the Rings fans

1:38:34

were very satisfied with that. I think

1:38:37

Doctor Who fans were really satisfied with that as well,

1:38:39

Kuzo Stagavin. But let us know if

1:38:41

you're a Fallout fan, especially if you have a new one,

1:38:44

if this set met your expectations, if you really liked what

1:38:46

is coming out here. And

1:38:48

then of course, what of these cards are gonna slot

1:38:50

perfectly into your existing Commander decks? I would love to

1:38:52

know if you have some other synergies with like Shaun

1:38:54

or with a Master Transcendent that I missed. And

1:38:57

then are there any commanders from here that you're excited to

1:38:59

build? If so, let us know which one's in the comments

1:39:01

below. Of

1:39:04

course, before we go here, you're gonna want to pick up some of these cards.

1:39:06

So why don't you check out our sponsors? cardkingdom.com/command,

1:39:09

that's the place to go if you want to

1:39:11

pick up some of these new Fallout pre-cons. Or

1:39:14

any of the other new pre-cons or new

1:39:16

universes beyond coming out this year, next year,

1:39:18

forever and ever. Hooray! cardkingdom.com/command

1:39:20

is the place to go. But more importantly,

1:39:23

you're supporting our show while you do so.

1:39:25

And you get the cards

1:39:27

that you want in one convenient package sent to

1:39:29

your doorstep, all of that good stuff. You'll love

1:39:31

to see it. cardkingdom.com/command. When you get

1:39:33

those cards, sleeve them up, protect them with ultrapro.com slash

1:39:35

command. Or have the Fallout

1:39:38

themed playmat, deck boxes, sleeves. Maybe you want

1:39:40

those Mothman sleeves. I know I do, they're

1:39:42

pretty sweet looking. Or

1:39:44

just do what we love to do, which is like

1:39:46

make all of the pre-cons sleeved up in their sleeves

1:39:48

and built into their own pre-con environment. So that when

1:39:50

your friends come over, they are not really that familiar

1:39:52

with Magic, but they want to play something cool from

1:39:54

Lord of the Rings or Fallout or Warhammer. You can

1:39:57

just bust it all out, it's all themed and it

1:39:59

looks really awesome. altapro.com/command is the place to

1:40:01

do that. It is going to have all of

1:40:03

the things you need to make your battlefield look

1:40:05

awesome. I for one love

1:40:07

their binders. I use them for all my collections

1:40:09

because they have the sweet 4x4s. And

1:40:12

if I'm collecting a play set of cards, it looks

1:40:14

really nice in there. All right, cleanup step.

1:40:16

Big thanks to our amazing team here at the command zone.

1:40:18

We got Damon Lenz, Eric Lenz, Megan

1:40:21

Yip, Garov Galadi, Jordan Bridget, Jamie Block, Arthur

1:40:23

Metalcroft, Manson Lung, Josh Murphy, Jake Boss, Sam

1:40:25

Waldo, Evan Lindberger, Katie Cole, Mitch Traffer, Josh

1:40:27

LeQuai, and Rachel Weeks. Wowie

1:40:29

zowie zowie baboomie kablamo

1:40:32

blamo shrammo. I'm

1:40:34

all done mano. Yes, man. My

1:40:37

throat is definitely saying Jimmy never do this

1:40:39

again. And I agree. But

1:40:42

my heart is saying Jimmy, we're

1:40:44

glad we could provide to the community. Let

1:40:46

us know what you think about one

1:40:49

man podcasts and how we shouldn't do them ever again.

1:40:52

But it just so happens, you know, sometimes people are

1:40:54

traveling, people are sick. It just lands this way. We

1:40:56

have a game next episode that everyone is up there

1:40:59

furiously editing to get out in time. We had to

1:41:01

take a break because of Magic Con Chicago. So glad

1:41:03

to be here. Glad for all of you

1:41:05

to have me here. Happy to be here. So

1:41:07

happy. Everything but my throat is happy. So

1:41:09

that should tell you all you need to know. Don't talk

1:41:12

this long if you don't have to, everyone. Thanks

1:41:14

so much for watching. And I will see you

1:41:16

next time. Thanks

1:41:33

for your attention. For further

1:41:35

inquiries, send an email to

1:41:38

command-based at rocketjump.com or

1:41:40

ask us on Twitter at JF

1:41:42

Long and at Josh Lee Kline.

1:41:45

See you later. Great

1:41:48

thing, human.

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