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
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we got card came in.com/command That's a pleasure going
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to go going to buy any of these cards.
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In fact, that there's a ton of new cards
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coming out. Beyond just this universe is beyond. We
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got a great taste of it at Magical in
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and others. this office had. Trust our own collections
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incredible deals they have there as well as just
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shop for the products that you need to outfit
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Pro is they got all of that amazing magic
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and maybe find me a new co-host
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because everyone is gone today. patreon.com/command zone.
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We also shout out one lucky patron
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every single episode. So this episode is
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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
35:08
Burbank and sold almost no command zone merch.
35:10
Why would you do that? We already sell
35:12
stuff super easily on Shopify. Oh,
35:15
yeah. Shopify is the global commerce
35:17
platform that helps you sell at every stage of your
35:19
business. Whether you're working out of your friend's apartment or
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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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