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Level Up Your Combat Phase | 607

Level Up Your Combat Phase | 607

Released Wednesday, 15th May 2024
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Level Up Your Combat Phase | 607

Level Up Your Combat Phase | 607

Level Up Your Combat Phase | 607

Level Up Your Combat Phase | 607

Wednesday, 15th May 2024
Good episode? Give it some love!
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Episode Transcript

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Command Zone. Your destination for

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Highlander. Enjoy your stay.

0:39

Hey, everybody, and welcome back to another episode

0:41

of the Command Zone podcast. I'm your host,

0:43

Rachel Weeks. Hello, and it's me, Murph. We

0:45

are here to talk about an excellent topic today, aren't

0:47

we, Rachel? Yeah. Fighting! Boom,

0:50

boom, boom, boom, boom. War!

0:52

Combats! Yeah. Specifically,

0:56

the combat phase. We're

0:58

going to break down the steps in the

1:01

combat phase. We're going to talk about how

1:03

different keywords work together. We're going to talk

1:05

about some nitty-gritty rule stuff that occurs when

1:07

creatures go to combat or

1:09

blocking and all the stuff that happens in

1:12

that phase. We're even going to talk about

1:14

some cool tips and tricks to make sure

1:16

that you are getting the full benefit out

1:18

of your combat step. We're hopefully going to

1:20

make you a better player, but mostly a

1:22

better attacker or blocker, I suppose. Yep. You

1:24

need to be doing both of those probably in

1:26

every single game of magic you're ever in. Unless

1:29

you're Josh. Unless you're Josh,

1:31

in which case you just sit there and

1:33

draw cards. No, he's always just like,

1:36

I like my cards. I'm going to take ten. All

1:38

right, Josh, we do you. Maybe he

1:40

doesn't know how to use the combat step. Probably not.

1:43

Maybe he should watch this episode. Josh, you should watch this episode along

1:45

with all of our lovely listeners out there. We're

1:47

going to talk about lots of cards and how they interact together. If

1:49

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

1:51

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supporting the show are right here. He

5:01

i mean topic yadlin' up your combat

5:03

phase. So like a kind of touched

5:05

on a little bit before hand combat

5:08

is probably the most important. Overall,

5:10

face in magic be it is certainly the

5:12

most complicated, Stephanie most complicated. but this is

5:15

also how a lot of games are. One

5:17

and or last. Combat is usually how you

5:19

win games in games of commander not every

5:21

single deck use and as their primary win

5:23

condition but it's always gonna be something that

5:26

you can be right up against whether you're

5:28

an attacker or blocker. so it's very, very

5:30

important know the little details and nuances of

5:32

the attack face and honestly of things like

5:34

we're going to cover some pretty basic stuff

5:37

today, it's we're also gonna cover some real

5:39

nitty gritty ruled that. I learned as are

5:41

making this episode. The Helps: If you're a

5:43

more experienced magic player, there's still little things

5:46

that you can learn. In. The rules

5:48

that will make certain. Scenarios

5:50

will make you a better players. And

5:52

will talk about how you can use those. Things Turret

5:54

of those rules to make yourself a

5:57

better player and find cool lines in

5:59

your neck. commander game. Something

6:02

that we talked about going into this is

6:04

the difference between steps and phases. Yeah. Originally,

6:07

this was called level up your combat

6:09

step. And then we realized that combat

6:11

itself is actually a phase. There's like

6:13

the beginning phase that's your untap, upkeep,

6:15

draw. And then there's main one and

6:17

then main phase one. And then there's

6:19

the combat phase, which is broken up

6:21

into a series of steps. Yep. Just

6:23

like your beginning phase is broken up

6:25

into a series of steps, which is

6:27

untap, upkeep, draw. Similarly, combat has its

6:29

own individual steps. Yeah. And

6:32

we call it the combat step so often,

6:34

but it makes sense. Steps are the little ones.

6:36

You take little steps to go on a... Phase is the big

6:38

one. Yeah. To go on a big

6:41

walk or phase. So

6:45

we're talking generally about the combat phase, but right

6:47

now we're going to break down specifically

6:50

the combat steps. And there are a

6:52

lot of them. I think

6:55

commander players have a habit of really rushing

6:57

through the combat phase. Yeah. Being

6:59

like, I go to attack, I attack you with this and you with that

7:01

and you with that, and then we go to damage. But

7:05

there's so many little moments where you have

7:07

to interact before one thing happens. You have

7:09

to make blocks before this. You even

7:11

get priority to do this. And

7:13

knowing when to break down really

7:16

complicated combats can make resolving

7:18

things easier, can make

7:20

like tricks work better or

7:23

interaction work better. Knowing when

7:25

you can use it is

7:28

really important. So if you're in like an

7:30

alpha attack, I would recommend that commander players

7:32

slow everything down. If you're making a little

7:34

like value attack or something, then maybe you

7:36

can move through it quickly. But if you're

7:38

going to try and kill the table, go

7:40

through every single one of these steps to

7:43

make sure everybody has the opportunity to interact and

7:45

you're making the right choices at the right time.

7:49

Yeah. So what are all of these

7:51

different steps? There's

7:53

beginning of combats, attackers, declared

7:55

blockers, combat damage and end of combat. So

7:57

those are the five we're going to go

7:59

through. them one by one. Now keep in

8:01

mind, just like basically

8:04

every step or phase in the game, mana

8:07

pools empty in between each of these. So whenever

8:09

you do an action, you got to tap your

8:11

mana, you can't have floating mana just

8:13

exist in between any of these steps. Sorry,

8:15

it'll disappear once we move on to the

8:17

next one. So keep that in mind. Yeah,

8:19

doesn't travel over phases, travels over steps, or

8:22

empties over steps. All

8:26

right, so the first step here is beginning of

8:29

combat. So this is

8:31

as soon as you get into

8:33

this, the very first thing that happens

8:35

in the combat phase, at the beginning

8:37

of combat triggers, go on the stack.

8:39

Exactly. And so you have things like

8:41

the Ozilis or loyal apprentice, where they'll

8:44

say at the beginning of combat, do

8:46

thing X. Yeah. And it's

8:48

that simple. There's nothing that goes on the

8:50

stack before this. There's no moment to interact

8:52

in combat before these things happen. If you

8:54

make it to their combat, the Ozilis trigger

8:56

goes on the stack. So if you want

8:58

to blow up the Ozilis, do so in

9:00

the main phase before that. Yeah. So that's

9:03

one thing that I've seen a lot of

9:05

people kind of be pretty unclear about. And

9:07

I've seen comments on like game nights videos

9:09

about this type of thing, where what's the

9:11

difference between beginning of combat and

9:14

before that, anything before that is your

9:16

first main phase. So if

9:19

you try to do something before the beginning of

9:21

combat, you have not changed phases. And whoever has

9:23

priority, whoever's turn it is, they're still in their

9:25

first main phase and can do any first main

9:27

phase actions like play a land, cast a sorcery,

9:29

cast a creature, whatever it might be. I

9:32

think a common confusion

9:34

for commander players is

9:37

when if they

9:39

want to take an action that affects

9:41

combat, when to do it. Yes. And

9:44

it's something that's come up in our games before when it's

9:47

a lot of people will say before you go to combat,

9:49

I want to take an action. So

9:51

before you go to combat, I'm gonna

9:54

remove your Itali or something like that.

9:56

And technically, if you say before you

9:58

go to combat, you're doing that

10:00

in main phase one. So if you

10:02

remove the atolli, even if they've

10:05

already said, alright, I'm going to combat. If

10:07

you say before you go to

10:10

combat, then they have the opportunity to get

10:12

priority again in their main phase and

10:14

cast other things. So cast a creature with

10:17

haste or cast an equipment or any

10:20

other like sorcery speed type stuff. So

10:22

it's better to say at the

10:25

beginning of combat, I

10:27

remove your atolli. Because

10:29

atolli hasn't attacked yet so attack triggers haven't

10:31

gone on the stack and they

10:33

don't get the opportunity to unwind and

10:36

go back to their

10:38

main phase and start casting more sorcery speed

10:40

stuff. Yeah, I literally had this problem at

10:43

pre-release for Thunder Junction. I

10:45

was playing against Manson and he

10:49

was playing something and I said, alright, before combat,

10:51

I'm going to remove one of your things. And

10:54

he said, oh, before combat? And I thought about

10:56

it and I was like, well, he definitely has

10:59

something but I said what I said, yep,

11:01

before combat and then he's like, alright, calamity,

11:03

the one that has haste and

11:05

can make token copies of things and

11:07

just completely wrecked my day with it.

11:09

So those very small distinctions very much

11:11

do matter. Yeah,

11:15

I think this is interesting because if you

11:17

say like before you go to combat means

11:19

something totally different than before you declare attackers

11:21

or at the beginning of your combat. So

11:23

if you want to do something before attackers

11:25

are declared but you don't want to give

11:27

them priority again in their main phase, do

11:30

it in the beginning of combat phase. Of

11:32

course, if you need to remove a beginning of

11:35

combat trigger, you have to do it in the

11:37

main phase like a loyal apprentice or the

11:39

ocelot. So that's beginning of combat.

11:41

One more thing to note is that for

11:43

basically all these individual steps, whenever you move

11:46

to the next one, the first thing the

11:48

very first thing that's going to happen is

11:50

always the thing that the step

11:52

is based around. So beginning of combat,

11:54

all those beginning of combat triggers will go on

11:56

the sack. This can be a very big thing

11:58

that happens before anybody can respond. The thing

12:00

think once you move on to declare attackers

12:02

the very first thing as going to happen

12:05

for anybody can response is that attackers are

12:07

declared all at once or whoever is doing

12:09

the attacking can choose I'm an attack this

12:11

at you this at you this at youth

12:13

that happens all at once but the beginning

12:15

of declare attackers may. One

12:18

more thing you can do in the beginning

12:20

of combat. You can also crew vehicles and

12:22

the step if you want to attack with them.

12:24

ah, you may not, However, saddle mounts. Because

12:26

that's only at sorcery speed for me, as

12:28

a sorcery. So if there's some sort of

12:30

reason why there's like man a floating in

12:33

the main phase and you don't want to

12:35

make your vehicle a creature while there's man

12:37

a floating cm think Ac up on has

12:39

has yeah you're an adult male as I

12:41

mean you in go to combat crew at

12:43

and then the mantle or have emptied for

12:46

sure. Our it the next. Step.

12:49

Of the combat say it will be so

12:51

like very specific about it of i want

12:53

to save face every day Every single time

12:55

is declare attackers. So like more said, the

12:57

very first thing that happens is. Be

12:59

active player declares attackers all

13:02

of them. Where they're

13:04

going all the same time. I'm

13:07

so in. No one gets priority

13:09

in this moment. Not the active

13:12

player, not any of the other

13:14

players. You immediately declare attackers that

13:16

before. That has to happen

13:18

before anybody gets priority in this step.

13:21

yeah Mrs where he also pay for

13:23

things like ghostly prism map of effects

13:25

Or you'll do this when you are

13:28

declaring the attacks. Yeah, it's rigged. Goosey

13:30

Prison is so strange. I have four

13:32

years so the first thing that happens

13:34

as you declare attacks and then those

13:37

creatures are attacking him. If that were

13:39

there, they are. They are attacking. Which

13:41

means that whenever creature attacks, triggers are

13:43

now on the stacks. Yeah, so that's

13:46

the attali that we mentioned before. It's

13:48

that's like a sort of the animus

13:50

type of thing. All of those figures

13:52

go on the second the same time.

13:54

That's the first time that players get

13:56

priorities in this step. one the and

13:59

any the has said our whenever thing

14:01

blink attacks. Now all the stuff as

14:03

a tax on the stickers on the

14:05

facts then you can pass priority around.

14:07

Men do all that for moving onto

14:09

the next that. You mentioned

14:11

go see Present be the think that's

14:14

really interesting. There was a prison. isn't

14:16

technically eight rigor? Yeah, it says creatures

14:18

can't attack you unless. They're controller

14:20

pays to for each creature

14:22

they control that's attacking you.

14:24

We broke a sound a little bit and were

14:26

like that where he makes absolutely no freaking sense

14:28

based on how the current actually work. It says

14:31

creatures can't attack. Said. The can't attack

14:33

and less they pay to freeze that's attacked new.

14:35

But you just said that. They. Can that

14:37

if attack you see how are they attacked.

14:39

So so technically it's broken up until bunch

14:41

of like little substeps. yeah I'd ever think

14:43

about a be there are so relevant for

14:46

commander players. So in the declare attackers sep

14:48

if a player has a ghostly prison and

14:50

you want to attack them, you declare the

14:52

attackers at them. Yes. And then Ghostly

14:54

prison says hey now. You have to

14:56

pay to to be doing this and you either

14:59

pay the to to do it. Or.

15:01

You don't pay the to and the

15:03

games unwind. back to the beginning of

15:05

the declare attackers sap and says you

15:08

can attack. Know. I just it

15:10

though. So there's. Really

15:12

strange things that happen with totally presence

15:14

where you could attack a player with.

15:17

A ghostly prison with like a vigilant

15:19

manner door or labor elders? yeah you

15:21

can attack them with a vigilant mandatory.

15:24

And then. When asked to pay the

15:26

tax. For ghostly presence can top

15:28

that creature that's attacking to

15:30

pay for it's own tax.

15:32

Yep. bar. But once again, this

15:34

is all men abilities and things in

15:36

the middle Business substeps in the attacker

15:39

face so no priority goes around to

15:41

me. but it's really really strange and

15:43

then you know you will be actually

15:45

attacking the player with the ghostly prison.

15:47

Super funky really? The center at Nasa.

15:50

And as I hear. It

15:52

I want to zoc rather. There's a lot

15:54

of questions online about it, so I'm with

15:57

attack. Triggers. They're.

15:59

All. to go on the stack at the same

16:01

time and you can resolve them in any number,

16:03

any order you'd like as long as

16:06

all the targets get named at the same time.

16:08

So there's a lot of questions about the new

16:10

Sentinel Sera Lions which is the Fallout card. It

16:12

says, whenever Sentinel Sera Lions

16:14

and at least two other creatures attack,

16:17

Sentinel Sera Lions deals damage equal to

16:19

the number of artifacts you control to

16:21

target player. So if this

16:23

goes on the stack, you name a target. Yes.

16:26

But if you have some sort of ability that

16:28

makes artifacts at the same time like an Anim

16:30

Pakal, Thousand Moon for example. Which is also an

16:33

attack trigger. It's an attack trigger. It says whenever

16:35

you attack with one or more non-Nome creatures, you

16:37

put counters on Anim Pakal and make that many

16:39

Nome artifact creature tokens. Both of

16:41

those go on the stack at the same time.

16:43

You can have the Anim Pakal trigger resolve first,

16:46

make a bunch of Gnomes and then

16:49

resolve the Sentinel Sera Lions trigger. You

16:51

just have to name the target as

16:54

they go on. That's the only thing that you have to do

16:56

first but yeah, it'll work how you want it to. Yes.

16:59

Is the TLDR. They go on the stack at the same

17:01

time, you can stack them. But you have to name all the targets that go on the

17:03

stack at the same time at the same

17:06

time. Yeah. One other

17:08

thing to note about the attacking step is

17:10

that if anything puts things into play tapped

17:12

and attacking, this will oftentimes happen in this

17:14

step. They will not

17:17

get any attack triggers or anything like that. They

17:19

are just in tapped and attacking. Because

17:21

they weren't declared as attackers. They

17:23

didn't do the action of attacking.

17:26

Already are. Yeah. Like

17:29

in Ilharg the Raise Boar, when it attacks,

17:31

you put a creature into play attacking. Yeah.

17:34

That creature didn't attack, Ilharg attacked. So

17:37

there's no moment for its attack trigger to

17:39

go on the stack. This is often a

17:41

question that happens with myriad. Yes. People

17:43

ask if they get the attack trigger on the

17:47

tokens made with myriad and that is not the

17:49

case. They enter attacking.

17:51

Yeah. One other thing about this before

17:53

we move on to declare blockers. This

17:55

is the point in time where you

17:57

will flash and blockers. If

17:59

You ever. One two blocks. Yeah, this is

18:01

the last point they possibly can and probably

18:03

strategically the best point for you to do

18:06

it. Yeah this is a moment where you

18:08

flash and a blocker where you crew a

18:10

vehicle that gonna blocks. Or as soon as

18:12

you go to the Bachar step were declaring. Blockers

18:14

Right away, You have to make the

18:17

creature a legal blocker before going to

18:19

the declare blockers step. And

18:22

I know a lot of the sounds. Really?

18:25

Really cynical. I

18:27

get up in a in a quickly. It

18:29

is it is but it's In In Commander

18:31

things are like. They're. So

18:34

complicated. And if you can, slow down

18:36

dame. Actions to the point where everybody

18:38

understands where we are and can

18:40

sink through what's happening. Then

18:42

is really helpful. And really critical

18:45

points. I. I've had

18:47

so many attacks it that like

18:49

alpha strikes that get muddled because

18:51

one player goes to damage before

18:53

another player goes to damage and

18:56

they're like. Like. Somebody will

18:58

take the damage before blocks happened because

19:00

they have no blockers and the blocking

19:02

players like center I have interaction. Before.

19:05

Anybody takes. Any their that changes the

19:07

map on things? Yes. Gonna fly back up

19:09

rewind. So distraught a try to be as

19:12

clear as possible. Yeah some. Okay,

19:14

So. Those. Are all

19:16

the that you do in the attackers

19:18

step? You resolve all those attack triggers.

19:20

All of the creatures are now attacking,

19:22

attacks are locked in and the blockers

19:24

are ready. Just so next your declare

19:27

blockers against the the first thing that

19:29

happens. So our tax or lox in

19:31

a text no longer be trained well.

19:33

The could be change beforehand. they purple

19:35

declared yeah but they're completely locked in.

19:37

So now all defending players assign blocks

19:39

A as a player non active player

19:41

order know something that we covered in

19:43

some past episodes. yeah I was in

19:46

specifically. there's to there's one about priority

19:48

in the power of the sec yep and then

19:50

there is are we to refer to it again

19:52

in five twenty one which is rules magic players

19:54

keep in wrong so if you want to learn

19:56

more about app which you really really said it's

19:59

so important and multi player rules, go check out

20:01

those episodes. But for the

20:03

sake of this, it's just clockwise turn order

20:05

is how you do blocks in

20:07

a multiplayer game. So that's another

20:10

thing I've seen people block out of order and that could

20:12

change things. Yeah, I think if

20:14

you know how somebody else is blocking,

20:16

you know how much damage they're taking,

20:18

it changes what creatures you want

20:21

to save. Maybe, oh, maybe they took more damage than you

20:23

thought they were going to take. So

20:25

actually, I'm going to take the damage and try

20:27

and kill them with my creatures rather than blocking

20:29

to conserve my life total. So blocking in order

20:32

does actually change decisions, which is interesting.

20:34

The more information you have, the more

20:36

likely you are to make

20:38

a more informed decision. So

20:41

yeah, you block and then this is

20:44

where whenever blocks triggers happen, so something

20:46

like Smuggler's Copter or Elder Gargaroth, pretty

20:48

much exactly the same as whenever a

20:50

thing attacks. Yeah, it's just that, but

20:52

for blocks. Pretty easy, pretty simple.

20:54

This is the first time anybody gets priority

20:56

in the declare blocks step. Yeah, so if

20:58

you want to do any form of interaction

21:01

before combat damage is dealt, people will

21:03

often say before damage. Technically, they mean

21:05

during the declare blocker step right here,

21:07

right now after blockers have been declared.

21:10

Yeah, this is the trickiest

21:13

step usually because again,

21:15

you're acting as late as you can, you

21:17

have the most information that you can. So

21:19

now you can use your tricks as powerfully

21:22

as possible. So this is

21:24

where you would use like a berserk, like a

21:26

pump spell, or you'd use a removal spell

21:29

to remove an attacking creature or

21:31

even a blocking creature. This

21:33

is how you muddle things up

21:36

before damage happens. This

21:38

is also where creatures are

21:40

considered unblocked for the

21:43

sake of effects like ninjutsu, and there's even some

21:45

cards that care about if this creature is attacking

21:47

and is unblocked. But

21:50

this is where ninjutsu becomes active. Like

21:54

in the attacker step, you can't activate

21:57

ninjutsu even though the creature isn't

21:59

blocked yet because it hasn't gained the

22:01

quality of unblocked. Yeah. It's

22:04

a little funky, but I guess.

22:06

Yeah. Ninja is very popular, probably something you're gonna run

22:08

into at some point in your commander journey. So, good

22:10

stuff to know about. Oh,

22:13

right. And finally, uh... Not

22:15

finally. This is the second to last. It is

22:17

the second to last, yeah, yeah. And

22:20

well, I was gonna say like, and importantly,

22:22

we moved to damage. So,

22:25

this is a combat damage step is

22:27

after that. Everybody's attacked,

22:30

everybody's blocked, everybody's cast their treks.

22:32

Yep. And then all of a sudden, damage

22:35

all happens all at once. The

22:37

only exception is

22:40

if somebody double blocks, in which case

22:42

you then need to assign blockers,

22:45

not assign blockers, you need to assign

22:47

how combat damage is dealt. Yeah, well,

22:49

you need to order block.

22:51

Order block. Order damage. What's

22:54

the exact term for that? It's...

22:59

I'm trying to think if you even order blockers here, do you

23:01

do... Yes, you must do

23:03

it before damage is dealt. Well, you know you do

23:05

it before damage is dealt, but do you do it

23:07

in declare blockers? Do you order the blockers, the attacker?

23:09

You do it in damage. Okay, great. Yeah.

23:12

That's why you're here. So,

23:16

yeah, this is before

23:18

damage is actually calculated, damage needs to

23:21

be assigned is the big thing.

23:23

This is most relevant when a

23:25

creature is double blocked or when

23:28

a creature has trample, because

23:30

it's the only time that you really have a lot of

23:32

flexibility on how damage is assigned. Otherwise,

23:34

one creature does all its damage to the other creature,

23:36

which does all its damage to this creature. Yeah. We'll

23:39

get to trample a little bit later, but say you

23:41

are attacking with a 4-4 and they double block with

23:43

a 3-3 and a 2-3, you can assign it, so

23:46

that's the 3-3 will take all the damage first, and

23:48

then the 2-3 will only take one of the damage from the

23:50

4-4. So that one won't die, but you probably

23:52

want the 3-3 dead. Probably.

23:56

And It's worth noting that when you assign damage, you

23:58

have to assign lethal to the first. Creature if

24:00

you have it's like if you have a for

24:02

for and you have a three, three and a

24:04

two three it you couldn't deal like to damage

24:06

to the three threes and to damage to the

24:09

two three. It's obviously that's not very good for

24:11

you, but. You have to

24:13

assign lethal damage if possible.

24:15

To. The first creature. Yeah, like say you

24:18

had a power he me or something

24:20

in place and that is something that

24:22

you might want to do. Get them

24:24

all down to essentially one toughness, but

24:26

you can't actually do that. So sorry

24:28

South Messiah. Lethal damage. Ah, I guess

24:30

you could actually the buyer he me

24:32

a first and then and deal assigned

24:34

to into but that will be lethal

24:36

damage. So anyway. Ah, using data. Ah.

24:40

Yes, And then. Obviously

24:43

all creatures deal damage equal to their

24:45

power to each other at the same

24:47

time and then rinse and repeat. This

24:49

is where all combat damage triggers will

24:51

go on the stacks and wants their

24:53

unstack. This point where everybody ten of

24:55

response tell me if you've heard the

24:57

song and as before necessitates a pretty

25:00

similar from steps to stab so that

25:02

there's not too many things that are

25:04

indifferent about attackers Blockers combat damage base

25:06

functions the same snapped So this is

25:08

whenever you're deals com a demonstrators happen.

25:10

This is toast Keith This is grim.

25:12

Higher lengths. they're very common and commander,

25:15

this is where they're going to happen.

25:17

This all changes. A little bit

25:19

as if there is just run faster

25:21

than other. Yeah, forgot about that. A

25:24

If there's a creature in combat with

25:26

either first strike or double strike, not

25:28

on the battlefield. If there's

25:31

a creature that is either attacking or

25:33

blocking that has either for strike or

25:35

double strike literally creates an extra not

25:37

full combat damage step but an extra

25:39

know a full confidence that the crease

25:42

it it creates it At the beginning

25:44

of the combat damage steps you go

25:46

to the first to the beginning of

25:48

the com at Amherst steps it sees

25:50

that there's a creature with for soccer

25:53

double strike and creates an additional damage

25:55

that Cs. And

25:57

this is really important because they're certain creatures that are.

26:00

Lined to that have first strike that

26:02

are designed to work with combat in

26:04

a different way because they are for

26:06

strikes our double strike like are drawn

26:08

a Liberator of Malik here which is

26:10

flying and first strike and it says

26:12

whenever drawn a deal com it aims

26:14

to a player but a possum close

26:16

encounter on each attacking creature you control.

26:19

So. Drawn a deals Damage first puts

26:21

puts on towners on all of your

26:23

attacking creatures. And then all of your

26:26

creatures that don't have first or double strike

26:28

will hit on the second. Combat Damage and

26:30

of it harder because they're buffer that

26:32

because their boss so cool. Design something

26:34

very very important to keep in mind.

26:37

There's even really wacky situations like Siddharth

26:39

Jabari of Zell. Fear. So

26:41

this is a this is the

26:43

night that has eminence and also

26:46

is is a flying. First Striker

26:48

that when it deals combat damage to

26:50

a player return target night card from

26:52

your graveyard to the battlefield to. There's

26:54

certain nights that are extremely relevant if

26:57

you reanimated before damage is dealt. One

27:00

of them notably as Moon Shaker Cavalry

27:02

yeah, not scar at us and that

27:04

were the animates adventures. Have the rest

27:07

of your guys just hit like frocks

27:09

food assistance. But one that's really interesting

27:11

is Quimby Pride of Summer As so

27:14

this is a night that has double

27:16

strike and it's as creatures you control

27:18

For strikes, sub double strike. So.

27:21

If you reanimated twenty on the first

27:23

strike. A com then. Said.

27:26

To her. Has. First strike and

27:28

now it's like double strike. That's

27:30

crazy lady is hitting on the

27:33

second though. even though he didn't

27:35

have double circling, the combat began.

27:38

So. Funky. it's so fondly

27:40

of us have. But

27:43

it's really really important. if you have our first

27:45

striker the you do those things at the. Right

27:48

time because it contained how you interact.

27:50

Steve. A first strike or that draw the card. You're.

27:52

Like oh I can. Draw. A card.

27:55

And. I can remove a creature. Yeah, we

27:57

we actually got this wrong in the.

28:00

The most recent game at the Thunder

28:02

Junction one where we were resolving a

28:04

bunch of Ashland's combat damage triggers yeah,

28:06

the one of them with a glyphs

28:08

I was had for a second death

28:10

touch. Selection of results first, threats. But.

28:12

With your i think about it because she had like

28:14

four different triggers on the stack and we're just like

28:16

the a result of how he wanted. Some are smith

28:18

and so she's like aura of the reason I'm like

28:20

this. The rights sounds great, not. Been

28:24

updated until much later. I routes that is

28:26

what it is biased and that that is

28:28

something that could potentially change the outcome of

28:30

the games. I and

28:32

then of course stay back at state

28:34

based actions are checked. And

28:36

other creatures that took lethal damage. Go.

28:39

The Great Capote's. Ah

28:42

well yeah unless absence of other

28:44

keywords which were going incidents. Were

28:47

just saying in general in general has

28:49

always explain magic to people as though

28:51

we like art. Here's this: here's the

28:54

state of things. There's something that breaks

28:56

literally every single one of these rules

28:58

Would get that when we did x

29:00

or font it for fun. Ah, so.

29:03

We. Would have to be blocked. We

29:05

dealt damage wells could possibly be the

29:07

in the com sex and of combat

29:10

damage than that and the combat damage

29:12

and of combat. Step. Yeah,

29:15

so this is where job. Everything

29:18

is done. Creatures have gone to

29:20

the graveyard and there are surprisingly

29:22

few cards. That's. Deal

29:24

with this steps. Usually it's done

29:26

for like. Not. Technically clean

29:29

up by cleaning things up like

29:31

Elvis at the end of combat

29:33

or something like that. It's if

29:35

they make like tap and attacking

29:37

tokens yeah to Lena Miri and

29:39

will you'll lose your creatures hear

29:41

the Lena exile them. Of course

29:43

at end of combat it's mostly

29:46

just really com at. His son

29:48

were all good right? Yeah, there

29:50

is a few weird his interactions

29:52

like with Desert vs. Tethered specifies.

29:55

That is as a desert. the

29:57

land. that taps of the desert deal

29:59

one damage target attacking creature, activate only

30:01

during the end of combat step. So

30:03

this is literally the only time when

30:05

you can activate this ability, which is

30:07

bizarre that they would put this on

30:09

a card. You can deal one damage

30:12

to a creature that's already dealt damage.

30:14

But this was from, I'm pretty sure,

30:16

Arabian Nights and today we're just kinda

30:18

trying things. Yeah, I mean. So go

30:20

for it. It is sort of interesting.

30:22

It makes blocking really hard. It means

30:24

that like, basically if a creature survives

30:26

combat, Desert's like, no it didn't. Yeah,

30:28

if you survive by one, then there's

30:30

always that Desert that's like, all right,

30:33

I'm sitting here waiting for ya. Yeah,

30:35

you can get sniped by a Desert. There

30:38

was the Desert Recon, so I think there's gonna

30:40

be a lot more Deserts floating around. Very true,

30:42

keep your eyes on those Deserts. But this is

30:44

an important step to know about and know how

30:47

it works because there are some cards that

30:49

become even more flexible and even more

30:51

powerful if you know that you can

30:54

cast them before damage or even after

30:56

damage in combat. So, let's

30:59

talk about this because Desert

31:01

says something weird, it says it deals damage

31:03

to target attacking creature. Things have

31:05

attacked, they've dealt damage. Why are they

31:07

still attacking? Yeah, technically, as far

31:10

as magic rules are concerned, creatures are attacking

31:12

all the way from the beginning of when

31:14

they are declared as attackers, all the way

31:16

until the very end of the end of

31:18

combat step. The

31:20

whole time, even if they've already

31:23

dealt the damage. Still attacking? Yeah,

31:25

still technically attacking. Which

31:27

is very, very strange when it comes to

31:31

certain removal spells become

31:34

strange. Like, let's talk about Aetherise.

31:38

So, Aetherise is an instant for three and

31:40

a blue. It says return all attacking creatures

31:42

to their owner's hand. Normally,

31:45

Aetherise is cast when you're getting attacked and you're

31:47

like, oh, I'm being attacked for lethal.

31:49

I'm gonna cast Aetherise, bounce all

31:51

the creatures attacking to their owner's

31:53

hand. But it is

31:55

a very common, it's Reasonably common for

31:58

you to say, all right, well that person's. In

32:00

Alpha Strike, I have no way to deal with their

32:02

board. But. I

32:04

try to do want the law that other person dead. So.

32:07

Say upon a Attacks upon a Be swings

32:09

out for lethal you want to point to

32:11

be dead. Britain are taken care for yes

32:13

but otherwise you can't deal with opponent is

32:16

board except you have this a thrice so

32:18

what you do would be deployed the eighth

32:20

arise during the end of combat steps. You

32:22

can still bounce their entire board back to

32:25

their hands even though appointed Be has already

32:27

That. Crazy. Considered

32:29

still in combat and they're still

32:31

considered attacking. It. It

32:34

makes us more of a modal spell. Obviously

32:36

that's a very narrow situation, but if you

32:38

know how to use eighth rise you're using

32:40

and a whole turn in advance normally you

32:42

would have to like if you didn't know

32:44

that. He would have to hold

32:46

up the man for a thrive for upon

32:48

other turns until they attack you and then

32:51

you can't sit there meanwhile. You.

32:53

Know they are preparing to kill

32:55

you in another big splashy way.

32:58

It's so. Knowing when

33:00

you can use it makes this spell so much

33:02

more efficient. And there's a lot of cards that

33:04

are kind of like this. Like even condemn

33:06

it's has put target attack and creature. On

33:08

the bottom of it's owners library it's

33:10

controller gains life equal to it's tough

33:12

that distance you discard machine. where was

33:14

the tuck rule and away but but

33:16

is still a one man on top

33:18

spell. That. You can pass on

33:21

a creature at instant speed. Most of

33:23

the time has come a creature attacking

33:25

you. That's gonna be how you're going

33:27

to use it but sometimes you do

33:29

want that place so colossus to kill

33:31

your opponent's before you suck at at

33:33

your favorite of like the perfect on.

33:35

Love that unless you do that against

33:37

me in which case I'll be very

33:40

sad. It's another very common way to

33:42

use this strange and of combat step

33:44

is something like reconnaissance and ah if

33:46

you're a fan of like older game

33:48

nights you saw do those Weds modern

33:50

cars used reconnaissance where you would attack

33:52

with everything and then during the end

33:54

of combat steps you could actually be

33:56

reconnaissance the on tap them So like

33:58

pseudo vigilance above recounts. Even better because

34:00

he just sent whatever and to combat the block However

34:03

and you can just be like are at find this

34:05

on a pole you have come out pull you out

34:07

of combat, everything else deal damage and now finally once

34:09

they've dealt damage pull them out of combat and. They.

34:12

Base where vigilance. So here are all

34:14

in any an aggressive decks the one

34:16

white man if Brady one of the

34:18

about recently his college or an ambush

34:20

ah this is a card from Lord

34:23

of the Rings. So. This is

34:25

a fog type of fact. It's three to

34:27

greens for an instant. That's as true says.

34:29

Create x one one green Else

34:31

Warrior. Creature tokens were acts as a

34:33

number of attacking creatures prevent all combat

34:35

damage that would be dealt discern by

34:37

non else creatures. So the obvious thing

34:39

for this card is put it in

34:41

and else deck. Seems like

34:44

a good idea I've I would do that for forget.

34:46

You know fog all the creatures that aren't

34:48

elves and and protect all of your elves

34:50

and combat gets more else school like that.

34:52

But. I do like this part in token

34:55

decks and they not necessarily else token

34:57

decks speak as you can cast it

34:59

post combat after you've attacked with like

35:01

ten fifteen one ones and he wants

35:03

them to deal. Damn abs. In

35:05

Texas post combat, make one one else

35:07

for all of the surviving token. That

35:09

is neat. That's. Super new, it's

35:12

pretty cool and it it's the geek obviously

35:14

the news on your opponent's turn and there's

35:16

lots of ways to use older I'm ambitious,

35:18

but it becomes a lot more flexible If

35:20

you know when is the right place to

35:23

cast these kinds of spells to give yourself

35:25

the most benefit from Yale for your Forman

35:27

a fox. Yeah, and that's also

35:29

something that you can keep in mind with

35:31

something say that has for strike or double

35:33

for you can fog in between those individual

35:35

combat damage steps say you want one of

35:37

the things to go through and that's enough

35:39

to kill one person that you want dead.

35:41

but if you let both of them go

35:43

through than you'll be dead. So. To

35:45

do it in between and problem solved as

35:48

as just makes what's you have this information

35:50

that makes everything you do and all your

35:52

combat tricks so much more versatile. It's

35:54

very interesting. I did something we didn't hit

35:57

quite hard enough, but with a when you

35:59

create that second them that between first strike

36:01

and regular damage there is a second most

36:03

moment. a priority. Yeah, that goes around because

36:05

there's two different steps so it's like okay,

36:08

go to damage one priority, it's go to

36:10

damage to priority was around so that's where

36:12

you could cost a fog in in between

36:14

those subs. One more thing, I want to

36:16

talk about his mandate of peace. Because

36:19

this is a bizarre. Card if

36:21

you know. How combat

36:23

works. It's wanted a white. For

36:26

an instant and it says cast a

36:28

spell only during combat spear opponents can't

36:30

cast. Spells this turn. And. Then

36:32

it says end of the combat phase.

36:35

Yeah. So this one is really funky because

36:38

you can use it at any time during

36:40

the combat phase. Which. Makes

36:42

it very, very flexible. Once again, You

36:45

can do it's. Someplace

36:47

uglier of whenever attacks up or

36:49

whatever blocks happen i would ever

36:51

more strike happens I've seen as

36:53

card used to keep myriad tokens.

36:55

Oh. That's so cool of yeah

36:58

up because at the end of combat

37:00

step. The. Uttered as on the second

37:02

like okay, where are at all done with combat

37:04

We ready to exile these married tokens, Jeff and

37:06

you can end the turn their and it's basically

37:08

like. A one turn. So now the internet

37:11

days you'd like your guess it's a

37:13

trap Angel say that's cool. You can

37:15

counter all of those end of combat

37:17

stuff or you could be known bob

37:19

the turn and stop at and cut

37:21

off your opponent's mate. Second main bus.

37:23

But. It's. Really changes depending

37:25

on when you use it and what

37:28

you're trying to do with it since

37:30

current looks very narrow. but if you

37:32

understand how the steps work to becomes

37:34

even more powerful. am absolutely. One

37:37

thing I wanted to mention before we

37:40

move on. this is a maze of

37:42

ith. Has. Made as if

37:44

I think it's treated a lot like reconnaissance

37:46

where it said that you it removes the

37:48

creature all the way out of combat. That

37:51

actually not the case doesn't Yeah if you

37:53

read departed says or untapped target attacking creature

37:55

prevent all com a damage that would be

37:57

dealt to and dealt by. That.

37:59

creature this turn. So it prevents

38:01

things but doesn't actually pull it out

38:03

of combat like I'm

38:27

not sure. So it's not attacking anymore.

38:30

No, it just sort of untaps it

38:32

and fogs the damage on it. That's

38:34

why you can use Maze of Earth

38:36

with creatures that untap two lands and

38:39

you can make infinite mana in your combat steps. You

38:41

could use any of those. Like if you have a

38:43

creature that taps to untap two lands, you

38:46

could use Maze of Earth to untap it and

38:48

then tap the creature to untap your Maze of Earth in one of

38:51

your lands and then you

38:53

can tap it again and untap

38:55

all of those lands, make either infinite mana or

38:57

do infinite activations on one of your other lands.

38:59

There's a lot of different ways that you can

39:01

use this. Of course, you only have the mana

39:03

in that step but that's the reason why Maze

39:06

of Earth works that way and reconnaissance doesn't because

39:08

reconnaissance says it's no longer attacking and Maze of

39:10

Earth just says it's untapped and doesn't have any

39:12

of the consequences of being an attacker. Yeah and

39:14

because of preventing damage, if you ever have something

39:16

that says damage can't be prevented this turn, then

39:18

Maze of Earth doesn't really do anything. It untaps

39:21

it but yeah, that's very interesting.

39:23

The idea of using a stomp or using a

39:25

questing beast to get around a Maze of Earth

39:27

is very relevant. I've had that happen to me.

39:30

Like if you don't know that that's how

39:32

Maze of Earth works, then you miss that

39:34

damage is still dealt. The

39:37

other thing that... Just

39:39

one more thing. Just one more thing. One more thing.

39:42

Ninjutsu. Yeah. Ninjutsu is

39:44

really, really cool because during the

39:47

end of combat step, you can

39:49

still ninjutsu things because it's an

39:51

unblocked attacker. Well, assuming it's unblocked.

39:53

If it's still an unblocked attacker,

39:56

Then you can ninjutsu it right back to your

39:59

hands. So, after it's... Tell them after it's.damage already

40:01

so you can get that trigger and then you

40:03

can get it right back to him like same

40:05

ninjas together so that you can keep the important

40:07

ninja to thing in your hand so it doesn't

40:09

died for removal so that you can injure to

40:12

it again next turn and get whatever cool triggers

40:14

you might want or need for the next turn

40:16

after that I've seen as most commonly with like

40:18

very powerful ninjas like fallen snow. Beats and then

40:20

as they. Serve ninja as like a

40:23

thousand. They sat our yeah thanks. Because

40:25

it's not very easy to connect. with a

40:27

fallen snowy which is as a five for on

40:29

the ground. Split in the Marines? Yeah, but it

40:31

is very. Easy to deal damage or to

40:33

have an unblocked attacker with a thousand they

40:35

sat out which are flying so if you

40:37

can keep kind of sneaking it in. That's.

40:40

A very good way to do

40:42

it without spending that mammals hot

40:44

spicy text for your ninja decks

40:46

He am. Both minted x or

40:48

so are to play. There's so many line

40:50

or records but they're so fun to their

40:53

so rewarding to play! I love it! So

40:56

we've gone through what combat looks like

40:58

and we broken it all down and

41:00

it's so much more complicated than just

41:03

of under attack. Lot of damage assess.

41:05

We're going to get into a lot

41:07

of the things that happen in combat.

41:09

We're going to talk about how keywords

41:12

worked together. We're even going to talk

41:14

about the most dreaded key word of

41:16

all time on the handyman him for.

41:19

Of. Course, we're going to do all that after a few

41:21

words from responses. One

41:23

and all honest receives Wild

41:25

West tory. Novelty

41:27

hot sauce. Resent him he discloses,

41:30

you name it, we've does serve

41:32

averages. I was relocated a Thunder

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I wanted to draw three cards and I will sneak

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browse through and place has managed just the orthodox.com.

45:26

Last Man on the Guest

45:28

stars as vrchigett.com/command Zone. Welcome

45:30

back! Everybody were talking about

45:33

combat and we're going to

45:35

get into keywords. Yeah, they

45:37

like. He was are interesting. I

45:40

feel like I didn't realize until. Recently that

45:42

almost every key word is explicitly written

45:44

to break a rule of combat in

45:46

the positive way right middle and says

45:48

you don't have tapped Trample says that

45:51

damage goes over flying, says that you

45:53

skip the blocking parts almost every year

45:55

I creates an extra com. The recreates

45:58

also don't have any yeah, why? But

46:01

all of them are sort of

46:03

designed to make combat go better

46:05

for you. When things, some

46:09

of them are very confusing like First Strike

46:11

and Double Strike have a lot of really

46:13

nitty gritty rules about them. There's a

46:15

lot of rules baggage. But things get really

46:17

complicated when those things start combining. Yes. So

46:20

that's mostly what we're going to talk about today. But

46:22

we're also going to break down some of the more

46:24

popular ones like Life Link. Yeah. Life

46:27

Link is a, it says when a card with Life Link deals

46:30

damage, the controller of that card also gains an amount of life

46:32

equal to the amount of damage dealt. That

46:34

happens simultaneously. That happens at the same

46:36

time that damage is dealt. It is

46:38

not a trigger, which is the most

46:40

important thing to know about Life Link.

46:43

So if, for

46:45

example, you have a blocker that has Life Link

46:47

and then somebody is attacking you for lethal, but

46:50

it wouldn't be lethal if you gained that life

46:52

from the Life Link. Well, you're in luck because

46:54

that's how Life Link works. It all happens at

46:56

the same time. You will be alive because it

46:59

is not a trigger. If it was templated as

47:01

a trigger, you would not be alive because the

47:03

trigger would go on the stack and then it

47:05

would immediately just kind of dissolve. They're dead. They

47:07

face actions are checked and the player is dead.

47:10

Actually fun fact, old magic rules

47:13

said that you would not

47:15

die until you got to the end of the

47:17

next. I believe it was, I don't remember

47:19

if it was steps or phases. At the beginning or weird. Yeah.

47:22

It doesn't check if you, so you could

47:24

just keep playing through the combat. Zero life.

47:26

Up until a certain point. Weird. Crazy,

47:29

I know. Anyway. So I

47:31

know when you said that Life Link isn't a trigger. It

47:34

used to be. Yeah. So

47:36

it sometimes is. Before they templated

47:38

Life Link as a keyword, there would

47:40

be some cards like Spirit Link that

47:43

says whenever this creature deals combat damage, or

47:45

I believe it's damage. Whenever

47:47

Enchanted Creature deals damage, you gain that

47:50

much life. Yeah. So that

47:52

is a trigger. That is how it used to be templated. It

47:54

says whenever. So it's a trigger. Yeah. So

47:57

this can create a little bit of confusion with things

47:59

like Luxon on Warhammer. where the original

48:01

printing of Lockstone Warhammer prints it as

48:03

a trigger because Life Link hadn't been

48:05

invented yet. Yeah. But

48:07

more recent printings of Lockstone Warhammer say Life

48:09

Link and the way Magic works is you

48:11

always go by whatever the most recent printing

48:13

is and so it has been functionally

48:16

eroded to Life Link. Magic just changes

48:18

how the card works. Yeah. It

48:21

makes it considerably better. It doesn't really do

48:23

that much anymore. They've kind of looked at things like Lockstone Warhammer

48:25

and been like, oh, well, if it was a trigger before, we

48:27

probably just want to keep it a trigger even though it might

48:29

be – it might function better with

48:31

Life Link. We're just going to try to keep

48:33

it functionally the same but it is very important

48:35

for you to look at old cards, say,

48:37

hey, what is the most up-to-date rules text

48:39

of this and am I following that as

48:42

exact as I can because it might just save your

48:44

life or lose your life

48:46

depending on what side of the

48:48

Lockstone Warhammer you're on. We're

48:50

going to talk more about Life Link but

48:53

we'll get to that after we talk

48:56

about Double Strike. Yeah, Double Strike. We

48:58

talked about First Strike. Creatures

49:01

with Double Strike hit twice. They hit once when

49:03

First Strike damage would be dealt and

49:05

again when regular damage is dealt. It

49:08

may seem straightforward but Combat Damage triggers

49:11

will trigger twice. You've dealt

49:13

damage once. You'll deal damage

49:15

again. That means it'll happen twice.

49:17

You'll draw two cards off Tofsky. You'll

49:19

deal twice that much damage. Yeah. Anything

49:21

from like Felix Five Boots decks or anything. If

49:24

you give something Double Strike then wow, you can

49:26

have a trigger that gets doubled up on the

49:28

First Strike damage and then you can have another

49:30

trigger that gets doubled up on the Second Strike

49:32

damage and you can get a total of four

49:34

triggers on a single attack. Pretty

49:36

neat. I

49:39

found this out recently. Yeah, this blew my mind.

49:41

I'm like, why does this work? This is bananas

49:43

because this is – this

49:45

was in the release notes for Thunder

49:47

Junction and I also found

49:50

it in the rules text

49:52

for Blade Historian. So Blade

49:54

Historian says attacking creatures you control

49:56

have Double Strike. So,

50:00

if Blade Historian leaves

50:02

the battlefield after First Strike combat

50:04

damage has been dealt but

50:07

before regular combat damage, perhaps because it attacked

50:09

and was destroyed on the First Strike combat

50:11

damage or something like that, attacking

50:14

creatures you control will lose Double

50:16

Strike. Makes sense so far. I'm

50:18

with you Rachel. A creature without

50:20

Double Strike won't deal

50:23

regular combat damage if it is

50:25

already dealt First Strike damage this

50:27

turn. What? That

50:30

is so crazy. You would think that if it has Double

50:32

Strike it would deal the First Strike damage. And

50:34

then it's like I don't have Double Strike anymore. That's

50:37

fine. I'll just do my regular

50:39

combat damage. So why, oh why

50:41

is it that's way,

50:43

just rolls it back. It's like I've already done

50:45

combat damage. It's fine. It's these

50:47

that it's already done combat damage

50:50

already and it's like oh, well

50:52

I guess I'm done then. This

50:55

is one of those very strange rules that

50:57

exist for a reason. I don't know

51:00

exactly what the reason is but

51:02

there is some sort of interaction that somebody thought

51:04

about that is like it must

51:06

work like this so that something doesn't break. If

51:09

anybody in the comment section knows what it is, let

51:12

us know because we certainly don't.

51:14

That was wild and Blade Historian is

51:17

the most straightforward example but Bruce Charles

51:19

Roving Rancher which is the one that

51:21

gives Oxen Double Strike. It's

51:24

in the release for Bruce Charles. I

51:27

swear Murph, I spent so long

51:29

trying to think of a relevant

51:31

example of why you would remove

51:34

a Blade Historian after

51:36

First Strike had been done or something.

51:38

True. This is such a

51:40

niche scenario that why in the world would

51:43

it ever come into play but unfortunately Magic

51:45

Rules have to account for literally

51:47

all possibilities. I found some though. Okay.

51:50

There's one that they refer to already is like if

51:52

you block a Blade Historian with a creature that has

51:55

First Strike and it just incidentally dies. So if you

51:57

have a 3-2 with First Strike and it kills the

51:59

Blade Historian. The second trick doesn't

52:01

happen. Great to know. If you're the attacker with

52:03

the blade historian, don't send it at that player.

52:06

Attack with everything else. Fine. Leave the

52:08

blade historian. Leave the blade historian. He's

52:10

a little guy. So

52:13

that's a relevant example. But

52:15

I could think of one where you

52:18

would purposefully wait and or

52:20

like incidentally this would happen. Okay. And

52:23

it's if you have a creature that has

52:25

an enraged trigger that removes creatures.

52:28

Ooh. If you have an

52:30

apex Altusaur for example or maybe a

52:32

raffle red dragon that say when they're

52:34

dealt damage, it says

52:36

whenever a dragon you control is dealt damage,

52:38

it deals that much damage to any target

52:40

that isn't a dragon. So

52:43

if you have some damage dealt to the raffle red

52:45

dragon and you send it at the blade historian, that

52:48

second combat damage doesn't happen. Yeah.

52:51

That's neat. And if you didn't know that

52:53

that's how that worked. We

52:55

don't blame you. We don't blame you. We don't blame

52:57

you one bit. But now that you do, now you

53:00

know in that situation that you kill that thing and

53:02

you're like, I don't even take

53:04

the second strike because I read the

53:06

release notes for Thunder Junction, I guess. They're

53:09

in the release notes. You listen

53:11

to the command zone podcast. Yeah. That's

53:14

the answer. So

53:16

be careful I guess with your static double

53:18

strike granters. Definitely.

53:22

True. Another important note

53:24

about double strike is if the

53:26

regular strike creature or the defending

53:28

player dies on the

53:30

first strike, there is no second

53:32

strike. So if you have

53:34

a three-three with double strike and

53:36

it's blocked by a two-two, the

53:39

two-two dies immediately, there is no

53:41

second strike. So that is

53:43

relevant if you have like a double striker with lifelink. Yeah. So

53:46

that is something that I've run into many times

53:48

where I'm expecting to gain a certain amount of

53:50

life because I'm like calculating it all up. I'm

53:53

like, all right, this does four, this is five, this

53:55

is nine, 16. No, so 16 times 2

53:57

is 32. All right? so I'm going to gain

53:59

32. Life yeah Putin would damage is actually

54:01

belts well something's will die to the first

54:04

strike damage and then the second strike damage

54:06

will not happen and so you're not actually

54:08

gaining that much life. if again you have

54:10

something with a poster it's emphasis. Yeah

54:13

said. That math it becomes. Says the

54:15

so much harder. Ah, Alpha Strike you

54:17

tomboy Damage mouth is the most ridiculous.

54:19

If you do have something with double

54:21

threads lifelike and trample. Now you

54:23

do get both sides. Triple.

54:26

Trample were able to

54:29

assess as. Possible

54:31

second life link. Be careful. With how

54:33

much damage you get, your life, you gain

54:35

their. Ah, next one is berserk and

54:38

deft. Touch yeah this one is excellent.

54:40

Fact: this was the classic as some

54:42

kind of built into a couple cards

54:44

like Lissa which we already mentioned ah

54:46

death. such just says that any amount

54:48

of damage that is. That.

54:50

Needs to be dealt to. Some thing is enough

54:52

to be lethal. Yes, any amount of the images

54:54

lethal via email them. Sleep what's a good way

54:57

to put it And Sophia first second death touch.

54:59

Well then you can. Deal damage to

55:01

it. And then it'll automatically died

55:03

because as that that's and assuming the

55:05

other creature the blocking creature also does

55:07

not have perfect a double strike. It

55:09

will never have that chance to be

55:11

able to deal damage back to slow.

55:13

Much too slow. That's why creatures like

55:15

lesser are so difficult to block because

55:17

even if you block with the ten

55:19

ten or sucked into for that way

55:21

back into even have you tagged with

55:23

a ten ten glyphs second just the

55:25

I the still alive and survive that

55:27

combat as a very powerful combination of

55:30

keywords. Ah, but first

55:32

I can in fact, big. I do think

55:34

this is a really neat interaction. So.

55:38

They were very very well together, especially in

55:41

combat. If you've a creature that has both,

55:43

first strike, an insect, still deal the infect

55:45

them and to a creature first. and

55:48

that will be dealt dealt in the form of

55:50

minus one minus one counters so if you have

55:52

like simply in not done up with mechanic yeah

55:54

so if you have like a to to with

55:56

her second in fact and they block with a

55:58

three threes that would normally kill a 2-2

56:00

with first strike. But if you

56:03

have 2-2 first strike infect, you deal two

56:05

damage to it, they go drop to a

56:07

1-1 and then deal one damage back, now

56:09

your first strike infector survives that combat and

56:11

the 3-3 dies. Yeah,

56:13

I love that. That's super neat. All

56:17

right, one more ninja-su niche case.

56:19

One more, because this is wild.

56:22

With first strike and ninja-su, you

56:26

can have an unblocked creature with

56:28

first strike, deal the first strike damage

56:30

and then ninja-su it out, sneak in a

56:33

ninja and have the ninja there to deal

56:35

regular damage. So this,

56:37

if they're two separate entities, it

56:40

works and you can do the first strike and

56:42

then the regular damage. You're like, oh, I haven't

56:44

done damage yet. But if it has- He's a

56:46

different creature. He's a different creature. He just got

56:48

here, Mark. He just got here and he hasn't

56:50

technically done damage. I get it. But intuitively, what

56:52

the heck? I

56:54

think that's so wild. So it

56:57

effectively gives you both combat

56:59

damage steps because you have two

57:01

different creatures that may make ninja

57:03

decks look a little harder at

57:05

first strike creatures. I don't

57:07

know. I don't know how much first

57:09

strike there is in blue and black.

57:11

But it's cool for all you Esper

57:14

ninja decks. Yeah. All right,

57:16

we're moving on to one of the more

57:18

complicated keywords. Trample. Trample. It seems like it

57:21

should be simple, right? You trample over damage.

57:23

It makes sense. It makes sense intuitively, but

57:25

when you get down to the rules, it

57:28

makes a little bit less sense. So we're going

57:30

to break it down for you all out there.

57:32

So trample specifically says when attacking, trample allows the

57:34

creature to assign the remaining damage, not taken by

57:36

creatures blocking it to the defending player. So

57:39

remaining damage that refers to damage in excess

57:41

of lethal damage. So we talked a little

57:43

bit about lethal damage. That's just however much

57:45

damage you need to do to the thing

57:47

for it to die. So if it's

57:50

death touch, then it's one. So

57:52

trample and death touch work very well together

57:55

because you can assign one damage that's enough to be

57:57

lethal and the rest of it is going to trample

57:59

all the the way over. But most of

58:01

the time it's just you take the

58:03

power and you subtract the blocker's toughness

58:05

and that much tramples over. Of

58:09

course. Of course.

58:11

Things are always well.

58:14

So the attacker has to deal at

58:16

least lethal damage to the creature. There

58:18

may be some scenarios. We

58:21

talked about assigning damage in the combat

58:24

damage step of combat. If you have

58:26

a trample creature, you get to assign

58:29

as much damage as you would like to that

58:31

creature as long as it's at least lethal. So

58:33

if you have a 6'6", you have a colossal

58:35

dreadmaw and they block with a 2'2", normally you

58:37

would assign two damage to the 2'2 and four

58:40

damage to trample over the player. But

58:42

if you have something that cares about excess damage

58:45

or if for some reason you don't want to

58:47

deal that much to the player, you only want

58:49

to deal three, I don't know. It's like a

58:51

pariah or something. You could

58:53

assign three damage to the creature and throw

58:55

out three trample over or four damage to

58:57

the creature and only have two trample over.

59:00

Trample gives you a lot of control over

59:02

how much damage is

59:04

actually dealt to the creature. And

59:06

this is kind of relevant for like a stuffy doll. If

59:09

they block your colossal dreadmaw with a stuffy doll,

59:11

you could assign one damage to the stuffy doll

59:13

and have the rest trample over or you could

59:16

assign all six damage to the stuffy doll and

59:18

have that thrown at the other player. You

59:20

have the power here. Yeah, you can make

59:23

a deal. What if I just assign as

59:25

much damage as possible to the stuffy doll?

59:27

You certainly can do that as long as

59:29

it's enough to be lethal. If

59:31

a creature blocking a trample creature

59:33

is removed, the creature is

59:36

still considered to be blocked, of course, but

59:38

all of the damage now tramples over because

59:40

there's no amount of damage that is lethal

59:42

damage. Yup. So you sort of blocking creature,

59:44

a creature that's blocking a creature with trample,

59:46

all of a sudden every single point of

59:48

damage is now going to trample over. So

59:50

it's like it wasn't blocked in the first

59:52

place. Yeah, because you assign damage after you

59:54

have to take action. Yup. Okay,

59:57

the final confusing thing about trample before we

59:59

start... It's a case kind of. So

1:00:02

damage is assigned before it is doubled. So

1:00:06

in that situation, I have a colossal

1:00:08

Dredma, you have a tutu, but now I also

1:00:11

have a gratuitous violence, which is

1:00:13

just a damage doubler. It's providing.

1:00:15

It would be dealt, it deals twice that

1:00:17

much instead for replacement effects, yada yada. You

1:00:20

would think that I would only have to assign one damage

1:00:22

to your creature because I

1:00:25

know it's going to be a very good deal. And

1:00:27

that's lethal now. But the game doesn't

1:00:29

see the damage doubling until the damage is dealt.

1:00:31

So you still have to assign two damage to the

1:00:33

tutu, which is lethal damage. So

1:00:37

what you would do in that case is I would

1:00:39

assign two lethal damage to the creature because I have to.

1:00:42

And then four tramples over to Murph. And

1:00:46

then when that damage is actually applied, that's

1:00:48

when it's doubled. So

1:00:50

four damage is dealt to the creature, it dies,

1:00:52

and eight damage is dealt to the creature.

1:00:54

Four damage is dealt to the creature, it

1:00:56

dies, and eight damage is dealt to Murph.

1:00:59

Okay. Super fun. All

1:01:01

right. So we already talked a little bit about trample

1:01:05

and deathtouch. But there's another

1:01:09

thing that's kind of complicated and

1:01:11

confusing about trample is what happens

1:01:13

when you run into protection? Yeah.

1:01:16

What happens if lethal damage isn't

1:01:18

lethal? Yeah. Protection,

1:01:21

quick refresher, is this creature,

1:01:23

if say if a creature has protection, it

1:01:25

can't be dealt damage, enchanted, blocked, or targeted

1:01:27

by any card it has protection from regardless

1:01:29

of who controls it. So

1:01:31

that's your debt, D-E-B-T. So

1:01:35

it's kind of like shrouds in

1:01:38

that regard. Yeah, you gotta- Not wise,

1:01:40

but- You gotta be careful with like

1:01:42

your pump spells or something. I've seen people get got

1:01:44

by their own sort of this and that because of

1:01:46

this protection from half their deck. Protection

1:01:48

is protected from all of those. Yeah, I've seen like

1:01:50

colored equipments and stuff. The more that they do that,

1:01:52

the more I'm like, do I really

1:01:55

want that with my sort of feasts and famines? Yeah,

1:01:57

it makes black equipment much more complicated. You can't put

1:01:59

a sword in there. to fire a nice and an

1:02:01

ember cleave on the same creature. It just can't happen.

1:02:03

Sorry. So with trample

1:02:06

when you oppose it. Yeah. So if

1:02:08

I have a colossal dreadmaw and you

1:02:10

have a tutu with protection from green,

1:02:12

what happens? Do I have to

1:02:14

assign all of my damage to it because none

1:02:16

of it's lethal or is

1:02:19

none of it lethal? So all of it trample so far. That

1:02:21

would be cool. Yeah. So that's

1:02:25

the funky thing about protection. So with

1:02:27

protection, you basically assign what would be

1:02:29

lethal damage if it weren't protection and

1:02:31

then the rest tramples over and then

1:02:33

whatever damage would be applied to

1:02:35

the thing with protection is then prevented. Yeah.

1:02:38

It's sort of like the damage doublers. When you're

1:02:40

assigning damage, lethal damage

1:02:42

doesn't really consider that ability. So you

1:02:44

would assign two and four tramples over.

1:02:46

Yeah. So it's like how much would it take for it

1:02:48

to die? Oh wait, actually it doesn't

1:02:50

die. Yeah. Is

1:02:53

more or less how it works. So

1:02:56

that makes some sense. When

1:02:58

you start combining it with other keywords, it gets

1:03:00

really confusing though. So what if I have a

1:03:04

six six creature with trample and

1:03:06

lifelink and you have a tutu

1:03:08

that has protection from that creature?

1:03:11

Yeah. So what ends up happening is you

1:03:13

do still, you assign the two because that's

1:03:16

what must be lethal and then four damage

1:03:18

tramples over. But because all the damage is

1:03:20

prevented to the creature that has

1:03:22

protection, you'll only end up gaining four life.

1:03:25

It's really strange. So even though you're dealing

1:03:27

six damage, two of it's prevented, so you

1:03:29

deal four, gain four. Yeah. That's not too

1:03:32

bad. That's relatively intuitive compared

1:03:34

to some other things on

1:03:37

this. Okay. So what if

1:03:39

it has trample and double strike? Okay.

1:03:42

Trample and double strike. So the

1:03:44

first... I

1:03:47

know this stuff sounds really, really like

1:03:50

niche. But this is just a six six creature with

1:03:52

an amber cleave on it. It's

1:03:54

way more complicated. This happens all the

1:03:56

time. So if I have a black

1:03:59

six six with trample and double strike

1:04:01

and you have a 2-2 that is

1:04:03

protection from black. I would assign the

1:04:05

2 to the creature like we talked

1:04:07

about forward trample over. But

1:04:09

now the second strike happens. How much do I

1:04:11

have to assign to the creature to be lethal?

1:04:13

It's still there. Yeah. And

1:04:15

it doesn't have any damage on it. So

1:04:18

what the game does is the game says, oh, well,

1:04:20

this doesn't have any damage marked on it. So

1:04:23

you must once again assign lethal damage before anything

1:04:25

else will trample through. So if you have double

1:04:27

strike and something will trample, you'll deal 4 and

1:04:30

then you'll deal 4 again because

1:04:32

yeah. Because the

1:04:34

creature just never takes damage. Yeah. So

1:04:37

you have to just assign what would be lethal damage

1:04:39

and then that will be prevented once again. Okay.

1:04:42

What if it has trample, double

1:04:44

strike and death touch? It's

1:04:46

basically the same kind of principle where with

1:04:48

death touch, you only need to assign one damage

1:04:50

for it to be considered lethal damage. So

1:04:52

you do that. You can still do that

1:04:55

to this 2-2 and then 5 will trample over. But

1:04:57

then the same thing happens again like before where

1:04:59

it says, oh, it's not dead. It

1:05:01

doesn't have any damage marked on it. Let me assign lethal

1:05:04

damage to it. Again, you'll deal another 5. So

1:05:06

10 tramples. 10 tramples, yes. Yeah.

1:05:09

Okay. Now, all of that

1:05:11

changes if that

1:05:14

creature is instead indestructible. Correction.

1:05:17

Some of that changes. Well, all

1:05:19

of it changes. One

1:05:21

is incidentally the same. All

1:05:23

of that changes, but some of the outcomes can

1:05:25

be kind of similar. Anyway. So

1:05:28

indestructible is completely different from protection.

1:05:30

Indestructible creatures still take the

1:05:32

damage. The

1:05:35

damage isn't prevented, but lethal damage

1:05:37

isn't enough to destroy the creature.

1:05:39

Yeah. So the damage is still marked

1:05:41

on it. It just does not

1:05:43

die due to damage being marked on it as

1:05:45

a state-based action. That's all indestructible does. Well,

1:05:48

aside from also can't be destroyed by things

1:05:50

that say destroy and all that jazz. So

1:05:52

The same thing happens. You Have a 6-6,

1:05:54

you have a 2-2 indestructible. I assign 2,

1:05:56

which would be lethal damage if it weren't

1:05:58

indestructible for tramples over. But. Now you

1:06:00

add life link. To that equation. Yeah,

1:06:03

so then. He. Changes. It's

1:06:05

now saying well for David. Tramples

1:06:07

over because when can you must

1:06:09

the family full damage but you

1:06:11

still dean six because. You. Are

1:06:14

dealing the damage. It's just not dying as a

1:06:16

result of you doing that damage. So. You're

1:06:18

still dealing six salmon see are gaining

1:06:21

six like this time instead of for

1:06:23

which was the production on. So now.

1:06:25

He that as double strike and

1:06:28

trample them. This. Also changes

1:06:30

yet? Oh if I have a six

1:06:32

sects. Double. Strike Trample and

1:06:34

you have a to to indestructible.

1:06:37

I. Assigned to. To. The creature

1:06:39

and that would be lethal. the of or trample

1:06:41

over the usual. When. You go to your

1:06:43

second strike. You. Look, this creature

1:06:46

has lethal damage already assigned to

1:06:48

it, which means he don't have

1:06:50

to assign any additional damage this

1:06:52

time. Six tramples over. Some.

1:06:54

Ten Damage tramples over as opposed to

1:06:57

the eight when accurate or had production.

1:06:59

So it works differently between indestructible and

1:07:01

protect Some sort is very important to

1:07:04

know what one thing has versus the

1:07:06

other when you're dealing with these keywords.

1:07:09

Okay, One more one more

1:07:12

known as Trample Double Strike and that

1:07:14

such. This. Is very strange

1:07:16

as it is. As expected, you only have

1:07:18

to find one that would be lethal damage

1:07:20

for it to trample overseas. Five tramples over

1:07:22

and then on the second strike, it looks

1:07:24

at Caesars, a creature there with one damage

1:07:27

marked on at. that's not lethal damage, so

1:07:29

it has to assign a second point of

1:07:31

damage this time. So five tramples over at

1:07:33

the second time. Yeah, this one's also kind

1:07:35

of weird and bizarre and just kind of

1:07:38

has to do with how Death Patchworks. Yeah,

1:07:40

I mean it. It's because

1:07:42

like it doesn't remember that it was deaths

1:07:44

had damaged as assigned to. It yet because I'm

1:07:46

to the know it was legal at the time.

1:07:48

when you find one the of when you look

1:07:50

at the creature. The second time it was like

1:07:52

well we took one. Exactly you

1:07:55

assess his reassigned one even though

1:07:57

you've technically early assigned Lethal damage

1:07:59

said. Each area just a quirk of

1:08:01

how Death touch ends up working with

1:08:03

trample. Release. And indestructible.

1:08:06

Anyway, so that's that's a lot of

1:08:08

a super heavy stuff but might save

1:08:10

your less mice. Eight point eight My

1:08:12

does help you resolve a combat over

1:08:14

the center. I mean. That stiff kind of

1:08:17

stuff comes up so. Much more in

1:08:19

commander than it does in any

1:08:21

other things. Because our format loves

1:08:23

to pile key words on Tuesday

1:08:25

on to individual creatures and we

1:08:27

start mixing and matching. It's really

1:08:29

important to know how each key

1:08:32

word works individually, so that when

1:08:34

they start blaming together. All.

1:08:36

Of the second sort of be

1:08:38

pieced out. Yep. so next of

1:08:40

let's talk about a somewhat more

1:08:42

recent mechanic. A I guess not

1:08:44

necessarily supers and but more recent

1:08:46

and it's implementation. yeah I added

1:08:48

guess go to. Ah, I forgot

1:08:50

that God was in conspiracy. Yeah,

1:08:53

it's pretty old. Go.

1:08:55

To don't say conspiracies old. I think

1:08:57

it was a conspiracy to take the

1:08:59

crown is when they started that. Maybe

1:09:01

I'm not saying things. Conspiracy To Victims

1:09:04

of Twenty Six Team. Of

1:09:06

eight years ago. So. Many silvers or

1:09:08

pretty old video of her know it's been

1:09:10

around for quite a long time. at the

1:09:13

very least eight years. And that holy. Years

1:09:15

and has been. He is. A.

1:09:17

Difficult to understand a mechanic ice

1:09:19

I think. It

1:09:21

I think in part. It's is because it

1:09:23

has to requirements. Yeah, the requirements are

1:09:26

a good A creature attacks in combat

1:09:28

if able and attack the player

1:09:30

other than the controller of whatever it

1:09:32

is if able. So

1:09:34

that's two different requirements assigned to

1:09:36

a single creature. First, you must

1:09:38

attack. He's come out of able

1:09:40

second, Not me or my it.

1:09:43

Not. Me or other stuff that has

1:09:45

to be a player other than me.

1:09:47

So that means that you can't attack

1:09:49

planes Walker you can attack the battle.

1:09:51

You have to attack a player other

1:09:54

than the go der yeah so the

1:09:56

way that to goad functions is you

1:09:58

must try to satisfy as. The conditions

1:10:00

as you possibly can with the

1:10:02

dog goaded thing so you try

1:10:05

to attack each combat is able.

1:10:08

If. You can you. You must do that if

1:10:10

you can. And if it's say down

1:10:12

to one V one. Well. The

1:10:14

creature must attack isn't. A

1:10:16

But I can't satisfy that second condition. That's fine.

1:10:18

It'll satisfy whatever condition it can, which is it

1:10:20

must have that. Yeah. It's like

1:10:22

if I if a modal spell one of the

1:10:25

target sniffles the rest will still trying do as

1:10:27

much as it possibly can. yeah I that's why

1:10:29

go ducks. Half of them said the had ten

1:10:31

thousand games out is because they're like well I

1:10:33

can go to things. All. It does

1:10:35

is make some attacked me it

1:10:38

already at the end of the

1:10:40

game he gets tricky. There are

1:10:42

some interesting sort of corner cases

1:10:44

about goats go to go to

1:10:46

creatures remain goaded until the gutters

1:10:48

next turn that every single comment

1:10:50

that they attacked for until their

1:10:52

next turn. ah I'm. So.

1:10:54

It is the goat or somehow skips

1:10:56

their turn like where Krona tog or

1:10:58

something. That. Creature will remain go

1:11:00

to. Yeah because their turn doesn't happen either

1:11:02

of days or whatever said yes it does.

1:11:04

The that creature is still angry and still

1:11:06

can attest how funny would that be to

1:11:09

make a deck where you are tried to

1:11:11

like skip you're turning. That's the whole point

1:11:13

of it and so you just try to

1:11:15

goad as much stuff as possible, causes much

1:11:17

chaos and and then do something that were

1:11:19

like you phase out with like to birds

1:11:21

protections in skip all the turns both of

1:11:23

which. Lady

1:11:25

has attacks. Are you serious? Yeah, I

1:11:27

must see those says mano blue eyes

1:11:29

The Siren This is like simultaneously the

1:11:31

coolest thing and also probably the most

1:11:33

miserable. For emphasis on it, isn't really

1:11:35

powerful that by yes it actually ah,

1:11:38

it's a lot of manner, but it's

1:11:40

a slayer to A When it gets

1:11:42

to that situation, there's not a whole

1:11:44

lot you can do. You have no

1:11:46

idea how much of a very to

1:11:48

eliminate the other two players chef before

1:11:50

you can start attacking a D. s

1:11:53

harper wilde that far but yet you can

1:11:55

use protagonists up to skip your turn an

1:11:57

end to keep the things going. Obviously, you

1:11:59

skip your turn, that's not great. But probably

1:12:01

not the best thing to do. If people

1:12:04

are dying in the meantime, it's pretty cool.

1:12:07

One more thing. Once a creature is

1:12:10

goaded by a player, them goading

1:12:12

that same creature multiple times does

1:12:14

not add any additional requirements. Goaded

1:12:16

doesn't like add a time.

1:12:18

There was like you're goaded for this turn and

1:12:21

the next turn and the next, it's not how

1:12:23

it works. Goaded for one turn, it wears off

1:12:25

on your untap. Okay,

1:12:28

so that's all just the stuff about goad.

1:12:32

What happens when you start combining

1:12:34

goad with combat restrictions? Specifically, stuff

1:12:36

like ghostly prison. Yeah, this is

1:12:38

one that we've both run

1:12:40

into people saying, oh, well, if there's

1:12:43

a ghostly prison on board, what you

1:12:45

can do is if your creature is

1:12:47

goaded, then you can attack into the

1:12:49

ghostly prison player. But then the ghostly

1:12:51

prison says, oh, actually not, you can't

1:12:53

attack me because you have to pay too. And

1:12:56

so then you kind of... Satisfied

1:12:58

the goad stipulations. But

1:13:01

you can't because the ghostly prison says. Yeah,

1:13:03

we're gonna settle this once and for all. That

1:13:06

is not how it works. You can't do that.

1:13:08

That is not how it works. Stop

1:13:10

trying to tell your play group that you could do that because you can't.

1:13:13

So you also can't force them to

1:13:15

pay for a ghostly prison. So it

1:13:18

says specifically in the goad rules, it

1:13:20

says if there's a cost to attack

1:13:22

with a goaded creature, its controller doesn't

1:13:25

have to pay that cost. And if

1:13:27

they don't, the creature doesn't have to

1:13:29

attack. But if

1:13:32

there's an option to attack that

1:13:34

doesn't have a cost associated with

1:13:36

it, it still has

1:13:39

to attack. Yeah. So if

1:13:41

there's any option, it still wants

1:13:43

to satisfy at least one of

1:13:45

those stipulations that goad put on

1:13:47

it. It's gotta be the can

1:13:49

attack because the other one is kind of

1:13:51

necessitates that you attack. So

1:13:54

let's say that it's a three player game. Yeah,

1:13:56

okay. It's a three player game. There's the goader,

1:13:58

there's the goaded and then there's a player with

1:14:00

a... ghostly prison. Okay. So, we're

1:14:02

at the go did players attack. They

1:14:05

go to attack and they attack the ghostly

1:14:08

prison player. Now ghostly prison

1:14:10

says, hey, don't attack me unless you pay two

1:14:12

and they don't pay two. What happens there?

1:14:14

Well, you can't really do that. The game

1:14:17

just rewinds to a point where it says,

1:14:19

no, no, no, that's not good. You have

1:14:21

to attack somebody. Back up there. Back up,

1:14:23

back up. You had to attack. It

1:14:25

said so. It said so.

1:14:27

Then at that point, the only thing that you can

1:14:29

do, unless you want to pay for the ghostly prison,

1:14:31

obviously you can. Yeah. But

1:14:33

you have to attack because that's one of

1:14:36

the conditions that it can satisfy. So then you just

1:14:38

can't attack the person who ended up goading your creature.

1:14:40

Because you cannot satisfy that second clause,

1:14:42

the don't attack the go do, you

1:14:44

have to attack a player. It's

1:14:46

fine. I can do that at the very least. It's fine.

1:14:50

We'll get rid of that. You don't have to do

1:14:52

that one. But you still have to attack. So you

1:14:54

can either attack the go do, or you could attack

1:14:56

a battle or a planeswalker because all of that is

1:14:59

not relevant anymore. But you still do have

1:15:02

to attack if there's one without a cost.

1:15:04

Yeah. That's another good point that I

1:15:06

think we glanced by a little bit. You cannot say,

1:15:09

oh, well, my creature is go did. I

1:15:12

don't want to attack into anybody. I'll

1:15:14

just attack this planeswalker instead. You cannot

1:15:16

do that. Nope. It specifies that

1:15:18

you have to attack a player. Yes. Then

1:15:21

the go did, go do player. Yep.

1:15:24

And planeswalkers are not players. If

1:15:26

you're down to, it basically

1:15:29

behaves as if that player isn't there. It looks

1:15:31

at the ghostly prison and says, that says I

1:15:33

can't attack them. And then there

1:15:35

is. So that's about it. I can't attack them. Yeah.

1:15:38

So I'm going to attack you because I can't do that. So

1:15:41

it doesn't work that way. Sorry. If

1:15:43

you're playing against goat, if you're playing goat, and there's a ghostly prison

1:15:45

on the table, they could

1:15:47

come at you, they could come at planeswalkers, that

1:15:49

kind of stuff, but you are still forcing them

1:15:51

to attack. I often see like ghostly prisons and

1:15:54

propagandas in the same deck as go decks,

1:15:56

which is weird to me. It sort of makes

1:15:58

all your goad stuff worse and your prison. Yeah, it

1:16:00

just doesn't really do anything. So either dedicate

1:16:03

all your slots to goading or dedicate your

1:16:05

slots to prisons. They're not, I don't think

1:16:07

they work very well together. Yeah. Good

1:16:09

point. So what happens if

1:16:11

there's multiple goaders at the table? Yeah,

1:16:14

that starts getting a little bit more complicated as well.

1:16:16

And with the rise of more and more cards that

1:16:18

are printed that have goad on them or can goad

1:16:21

things, this is something that starts to become a little

1:16:23

bit more common. Right. Where you're like, oh, what's the

1:16:25

biggest thing on the board? That thing I'm gonna goad

1:16:27

in. What's the next player? And they're

1:16:29

like, oh. I'm gonna go to two. I'm gonna go to

1:16:31

two. I'm gonna go to two. Great idea.

1:16:34

Yep. So let's talk about this. It's

1:16:37

Go to A, Go to B, and the Go

1:16:39

did who has a creature that's been goaded by

1:16:41

two players. So now

1:16:43

that creature, the Go did creature has

1:16:45

four requirements of it. It must attack

1:16:49

and it must attack a player other than

1:16:51

A and it must attack and

1:16:53

it must attack a player other than B.

1:16:56

So four requirements of it. Now

1:16:58

it has to try and satisfy as

1:17:01

many of those requirements as it possibly

1:17:03

can. The two must attacks are easy.

1:17:05

We can handle those. But that means

1:17:07

it either has to attack player A or it has

1:17:09

to attack player B. It can

1:17:11

make that choice. But it doesn't get

1:17:14

the option of attacking a battle or

1:17:16

a planeswalker. Once again. Because that doesn't

1:17:18

meet three of the four qualifications. It

1:17:21

only meets two. Yeah. Very

1:17:23

strange. Oh, goad. Oh,

1:17:25

boy. It's so complicated

1:17:28

and it, we

1:17:30

found so many strange use cases.

1:17:33

Yeah. That I just wanted to keep

1:17:35

talking about it. So we like, because this is a

1:17:37

new mechanic and people seem to really, really like it,

1:17:40

new it's a newly popularized mechanic. Yeah.

1:17:42

It's gotten a lot more support recently. Yeah. Now

1:17:44

it's a lot more in the limelight. I

1:17:46

want to talk about Goating static effects.

1:17:50

Something like a mocking doppelganger.

1:17:53

It's a clone that says other creatures with the

1:17:55

same name as this creature are goaded. If

1:17:59

a player plays it. Clown in and clones like

1:18:01

that creature say that make the name

1:18:03

a token and they go. They go

1:18:05

multiple tokens. If

1:18:07

anybody else gains control of

1:18:10

this mocking doppelganger, copies. Then.

1:18:13

It does shift the goat. It

1:18:16

doesn't like stay locked on that player

1:18:18

because they created the initial effect. For

1:18:20

summary some yes because that is a

1:18:22

static effects and so the static effect

1:18:24

would have transferred to whatever the new

1:18:27

controller it's the new controller is now

1:18:29

the came all of the tokens can

1:18:31

come out the a player who played

1:18:33

the mug and awesome with like a

1:18:35

bailiff marital bob does exactly the same

1:18:38

type of thing. it's a static ability

1:18:40

of just things are goaded. If pay

1:18:42

off changes controllers then things that aren't

1:18:44

to bail us controller. There are

1:18:46

those of us sits this all

1:18:49

next one blew my mind yet.

1:18:51

So remember how we said oh

1:18:54

Ghostly Prison It had never force

1:18:56

you to pay for it and

1:18:58

or to attack? Well, unless unless

1:19:01

there's some sort of rule. Ah,

1:19:03

turns out so loyal Pegasus and

1:19:05

many other creatures. Ah, or have

1:19:08

a stipulation that says low Pegasus

1:19:10

can't attack or block alone. So.

1:19:13

It's good that. If. Somebody goes.

1:19:16

A loyal Pegasus said says by

1:19:18

can't attack or block alone so

1:19:20

I don't have to attack right?

1:19:23

Because. If I just don't heart

1:19:25

attack with anything else then it can't attack death

1:19:27

and in magic can't pretty much always trumps can.

1:19:31

Well. Go to

1:19:33

ask set. To. At

1:19:36

last syllable people feel. As many

1:19:38

of these things as possible. So if

1:19:40

you have a creature that is

1:19:42

able to attack. And

1:19:44

you're loyal Pegasus as go Dad's

1:19:46

You have to attack with both

1:19:49

the up because loyal Pegasus can

1:19:51

art attack alone. But. technically

1:19:53

it can attack it just must fulfill

1:19:55

another requirement nord to do so yeah

1:19:57

so weird that know my guess is

1:19:59

is so It is bringing other

1:20:01

creatures into battle with it. No,

1:20:03

we're going. Yeah. Now,

1:20:05

keep in mind that that other creature is not

1:20:07

necessarily goadip, so you can send that wherever you

1:20:09

want, but it must also attack. Yep. So

1:20:12

you can't use an attacking

1:20:15

limitation that you

1:20:17

can meet as an excuse

1:20:20

to not attack. Yeah. Unless

1:20:23

that thing is a cost, and

1:20:27

then that it

1:20:29

can't, you can't make a pay cut.

1:20:31

Yes. And I think that's connected to the fact

1:20:33

that you just can't force someone to

1:20:35

produce mana. Yeah. You can't

1:20:37

force- Like the game doesn't allow you to force

1:20:40

another player to tap their lands to add mana

1:20:42

to their mana pool. Yeah. Which

1:20:44

is probably an old rule actually associated with mana burn.

1:20:46

There are effects that do that, that say like

1:20:49

target player like taps all their mana, draws all

1:20:51

mana from their mana pool and stuff like that,

1:20:53

but yeah, they don't really do that. It's-

1:20:57

I branched hurting. And

1:21:01

look, I know you look at loyal pegasus and you're like,

1:21:03

yeah, but who plays that card? I

1:21:05

do. What do you play loyal

1:21:07

pegasus in, Rachel? It's in the pony deck. It's

1:21:09

in the pony deck. It's one mana, two, one

1:21:11

flyer. That's like actually really good. Then

1:21:15

you can attack with multiple ponies

1:21:18

together. Rip

1:21:20

is magic or something. It is. I

1:21:23

wanted to talk about a slightly more relevant situation,

1:21:27

like a card that more people play. And

1:21:30

Port Razor is sort of the best example of

1:21:32

like an attacking limitation that I could think of.

1:21:35

There's a number of cards that sort of do this. But

1:21:37

Port Razor is an orc pirate,

1:21:40

three red red, says whenever Port Razor

1:21:42

deals combat damage to a player, untap

1:21:44

each creature you control. After

1:21:46

this combat phase, there is an additional combat

1:21:48

phase. And then it says Port

1:21:50

Razor can't attack a player. It has already

1:21:52

attacked this turn. So

1:21:55

if you goad a Port Razor, there's four

1:21:57

players in the game. You

1:22:00

have the Port Razor and I've goaded it. Now

1:22:03

you have to attack with that Port Razor and you

1:22:05

have to attack, you know, Josh or Jimmy.

1:22:09

And then if that connects, you have to

1:22:11

attack with it again and you have to

1:22:13

attack Jimmy, whoever you didn't

1:22:15

attack that time. Okay. It's

1:22:17

striking so far. And then if it hits that player, it

1:22:20

still has to attack and it can't attack

1:22:22

those two players. So now it's coming at

1:22:24

me who goaded it. You just can't send

1:22:27

it at me the first or second time

1:22:29

because it can meet the qualifications for the

1:22:31

first two. Yeah. Once again, it

1:22:33

is only, it is trying to fulfill as many requirements as it

1:22:35

can and if it can only fulfill one because all the other

1:22:37

options are exhausted, so be it. It'll take what it can get.

1:22:40

Exactly. He's like, I'm doing what

1:22:42

I can. Yeah. And if

1:22:44

you have a Port Razor that survives that whole

1:22:46

time, that's pretty sweet. Good though. One specific card

1:22:48

we did want to call out is Carter Doomskirt.

1:22:50

Oh yeah. He's different. He's different. Everyone says, oh,

1:22:52

I'm going to play Carter and I'm going to go to all your

1:22:55

stuff. Okay. Well, Carter is

1:22:57

not technically goad. It functions differently. So Carter

1:22:59

says, until your next turn, when it enters

1:23:01

the battlefield, creatures of your opponent's control attack

1:23:03

each combat if able and attack a player

1:23:06

other than you if able. So you're not

1:23:08

goading things. You're not

1:23:10

saying everything that's on the battlefield right now, I'm

1:23:12

going to goad them. You're just saying... Yeah. Which

1:23:15

there are cards that do that. Yeah, like Disrupt

1:23:17

Decorum. Disrupt Decorum, goads all creatures. Yeah. So

1:23:20

that'll only see anything that's on the battlefield. These

1:23:22

are now all goaded. If you play a new

1:23:24

creature that has haste, first main phase, for example...

1:23:26

Not goaded. That's not goaded. Whereas

1:23:28

with Carter, it just says that until your next turn,

1:23:31

this is an effect that is happening.

1:23:33

And that effect is creatures have to attack. So

1:23:36

if you play a creature with haste in

1:23:38

your first main phase, now it must attack according

1:23:40

to Carter's rules. Yeah. If an opponent has a

1:23:42

board of creatures and you cast a Disrupt Decorum

1:23:44

and they play a Crater Hoof, all

1:23:47

of the creatures that were on the board before then

1:23:49

can't attack you, but Crater Hoof can. Yeah.

1:23:51

And with the Card Door, none of

1:23:54

those creatures can attack you, even though the Crater

1:23:56

Hoof wasn't there when he came down. Yeah. is

1:24:00

so powerful and it also isn't

1:24:02

a thing that can be removed like once it

1:24:04

happens even if he leaves Even if he leaves

1:24:07

he enters the battlefield his trigger happens that says

1:24:09

this is the thing that is going to take

1:24:11

effect all the Way until my next turn deal

1:24:13

with it. Yeah, so do

1:24:15

you skirt indeed? Yeah, very

1:24:18

powerful very hard to get

1:24:20

around to that ability So if people are

1:24:22

like blinking this if people are somehow like

1:24:24

killing it and bringing it back animating it

1:24:26

reanimating it it It's

1:24:28

a very very tricky card to get around

1:24:32

Is it time? It's time. We've

1:24:34

been putting it off for so long. But

1:24:37

now we're gonna talk about the one

1:24:39

the only Banding

1:24:44

so banding All

1:24:47

right, it's a melody Is

1:24:51

that let me take a deep breath and then I myself

1:24:53

mentally Bending is

1:24:55

the is a keyword that I was just like, you know

1:24:57

what? I don't need to know that Yeah,

1:25:00

I don't need to know it and I never learned

1:25:02

it and then I played against

1:25:04

Damon's werewolf deck And he

1:25:06

had a one-one wolf with banding. You're like,

1:25:08

I don't and that little jerk Is

1:25:12

really hard to attack into yeah And

1:25:16

we're gonna explain why So

1:25:18

banding is famously just one of

1:25:20

the most complicated mechanics in magic

1:25:22

The reminder text quote-unquote is very

1:25:24

very long So

1:25:26

we're gonna break it down Yeah Banding any creatures

1:25:28

with banding and up to one without can attack

1:25:31

in a band bands are blocked as a group

1:25:33

if any creatures with Banding you control our blocking

1:25:35

or being blocked by creature you divide that creatures

1:25:37

combat damage not its controller among any of the

1:25:39

creatures It's being blocked by or is blocking what?

1:25:43

so See

1:25:48

LBR you're just taking like a couple creatures and

1:25:50

you're bending them together They're teaming up usually little

1:25:52

one little ones most of the time in order

1:25:54

to Do more damage

1:25:56

more or less. They're like combining their power.

1:25:58

They're combining their toughness Yeah. In order

1:26:01

to get through, baby. I

1:26:04

want to split this up into, let's just

1:26:07

talk about what happens if you attack in

1:26:09

a band first. Yeah, so first of all,

1:26:11

if you attack as a band, honestly, it's

1:26:13

pretty bad. It's not that bad. It's not

1:26:15

that great because if one thing has evasion

1:26:17

and you band it with something that doesn't

1:26:20

have evasion, well, as long as they can

1:26:22

legally block one of them, they can legally

1:26:24

block the whole band, which

1:26:26

stinks. Yeah, it gets rid of

1:26:28

one of White's best qualities, which is flying, right?

1:26:30

It's like there's one, one, one

1:26:32

soldier in a band. He brings down the whole group.

1:26:35

Yeah, now granted, if you have a flying creature with

1:26:37

banding and then another flying creature and you band those

1:26:39

together, then the whole thing more or less has flying.

1:26:41

Yeah. But, yeah.

1:26:45

I was like, why? Why is that

1:26:47

good? Why would you attack in a

1:26:49

band? And it's

1:26:52

mostly so you have a more

1:26:54

threatening creature in combat. So

1:26:56

your opponent can't just pick off one of

1:26:59

your little things. Like if you have a

1:27:01

one, one with banding and a

1:27:03

two, two, and your opponent has a three,

1:27:05

three, normally if you have just

1:27:07

a regular one, one, it's not a very good attack.

1:27:09

There are three, threes holding back both your one, one

1:27:11

and your two, two. But because that

1:27:14

one, one has banding, you could band

1:27:16

them together and attack functionally as a

1:27:18

three, three. But what really makes

1:27:20

banding special is the fact that you can divvy

1:27:22

up all the combat damage as you see fit.

1:27:24

Yep. So back to our example of

1:27:26

you attacking as a band with a one, one creature and a two,

1:27:28

two creature. Say your opponent blocks with a

1:27:30

three, three. Normally all of these creatures

1:27:33

would trade regardless of how you've ordered the blockers.

1:27:36

However, because of banding, you can choose to have

1:27:38

the three, three deal all of its damage to

1:27:40

only the one, one. Yeah. Or the

1:27:42

two, two if you want, whatever is most advantageous to you. So

1:27:45

suddenly it is now no longer a you are trading

1:27:47

that two for one, it is a one for one,

1:27:49

and they have the bigger creature. And they

1:27:52

kill your worst creature rather than your better

1:27:54

creature. Or kill whatever creature you want them

1:27:56

to. Or you would rather have them do.

1:27:58

Yeah. Now that being said, I don't

1:28:00

know. I don't know if banding is all that useful in

1:28:02

commander when it comes to attacking. Like, it'll help you get

1:28:04

a little bit of chip damage in here and there, but

1:28:06

I don't know if

1:28:09

I'd really dedicate a whole slot in trying

1:28:11

to make something a better attacker with banding.

1:28:13

I'd just use unblockable or flying or something

1:28:15

like that. So I don't

1:28:17

see banding as an aggressive keyword coming into

1:28:19

play that often. Yeah. Now,

1:28:21

the funky thing about banding, like we said, is that it

1:28:23

functions a little bit different from attacking and blocking. Because

1:28:26

much better. Because when it comes to blocking, well, you

1:28:28

can already double block, triple block, quadruple block, however many

1:28:30

things you want. They don't have to be in a band.

1:28:33

They don't have to be in a band. So what is

1:28:35

the benefit that you get of blocking with something that has

1:28:37

banding? Well, remember how we said earlier

1:28:39

that the attacker assigns the order of blockers for combat?

1:28:42

If you block with the creature with the

1:28:44

banding, suddenly you, the defender, gets to assign

1:28:46

order of blockers for combat. Plus, you get

1:28:48

that previous benefit of being able to split

1:28:50

up the damage however you want. So

1:28:52

let's say this situation is slept. Your opponent has a

1:28:54

3-3, you have a 1-1, and a 1-1 with banding, and a 2-2. Yeah.

1:29:00

Now, it's a little bit awkward to attack and 2 with

1:29:02

their 3-3, because you attack with a

1:29:05

3-3, they block with the 1-1 with banding and

1:29:07

the 2-2 in a band. And

1:29:10

your two creatures deal damage to theirs.

1:29:12

And then you can choose to take

1:29:14

all three damage dealt by that 3-3

1:29:17

and deal it to the 1-1 with

1:29:19

banding. Or if you have

1:29:21

a 2-2 creature with banding and

1:29:23

a 3-3, for example, they can

1:29:25

attack into you, you can assign one

1:29:28

damage to your 2-2 with banding and two

1:29:30

damage to your 3-3. Now

1:29:32

neither of your creatures die and the 3-3 does.

1:29:35

Tough stuff for your opponent. So it makes

1:29:37

you very, very difficult to attack into, even

1:29:39

if it's, like you said, just a little

1:29:41

1-1 with banding. Yeah, I mean, this

1:29:44

is the situation that was so frustrating about

1:29:46

this 1-1 banding creature, is you know that,

1:29:48

like, even if you're going to make a

1:29:50

trade, you're trading for

1:29:52

this 1-1 with banding. With banding!

1:29:54

That's so bad. It's terrible! It

1:29:57

might as well have had death touch.

1:30:00

It was so bad. bad to attack

1:30:02

into that we were like we can't

1:30:04

get past this wolf why and

1:30:06

it's very

1:30:09

interesting because like that banding

1:30:11

ability applies even if

1:30:13

the creature isn't in a band. If

1:30:16

you if you

1:30:18

get attacked with like a 4-4 with trample

1:30:22

and you block with a 1-1 with banding

1:30:25

you can assign all four damage

1:30:27

to that banding creature and none of

1:30:29

it will trample over. Yeah. They could attack

1:30:32

with a Blightsteel Colossus. And

1:30:34

that banding creature is going under the bus

1:30:36

for all that infect damage.

1:30:38

You take no infect damage and

1:30:41

you lose a banding creature. You could

1:30:44

even band with another creature, have

1:30:46

all the infect damage dealt to the

1:30:48

other creature and keep your banding creature

1:30:50

for next attack. Yeah that's why I

1:30:52

like cards like Helm of Chatsuk I think

1:30:54

it is. It's a one-man artifact one and

1:30:56

tap it and target creature you control gains

1:30:58

banding until end of turn. So

1:31:00

you can just throw that on whatever creature

1:31:02

you want whatever you think is going to

1:31:04

benefit you the most. Give that token banding

1:31:06

it can soak up a lot of damage.

1:31:08

And really all you have to do is

1:31:10

like keep that one mana open because all

1:31:13

you have to do is threaten it and

1:31:15

then people are like assuming they know how

1:31:17

banding works which you definitely will after watching this

1:31:19

episode they'll look at that and think oh well

1:31:21

I don't think I can make very profitable attacks

1:31:23

into you if you activate that Helm

1:31:25

so I'm not going to do so. And

1:31:27

so then you're not actually spending any mana you're not

1:31:30

even technically giving your creatures banding you're just doing the

1:31:32

threat of it. It's really

1:31:34

bizarre I mean you can

1:31:36

turn this one-man with banding into

1:31:38

such a defensive threat like if you're

1:31:41

in in just mono white or let's

1:31:43

say you're in like white and blue

1:31:45

and your creatures are very small

1:31:47

you don't have a lot

1:31:49

of ways to threaten to

1:31:51

have a rattlesnake you know you don't have

1:31:53

death touch you don't really have very big

1:31:56

creatures. Most of the time you're just in

1:31:58

chump block mode. Yeah. Banding means you are are

1:32:00

a super chump. Bandine

1:32:04

super chump is gonna be the name and my next fantasy

1:32:06

football team name. Super chump.

1:32:09

And you know what's funny is like, I

1:32:14

was thinking about this and I was like, yeah but who's ever

1:32:16

gonna need this? Yeah. I'm playing

1:32:18

Mesa Pegasus on my pony deck.

1:32:20

Which has Bandine. Bandine! I

1:32:23

need to know how this works, I need

1:32:25

to know how the loyal Pegasus works, just

1:32:28

in case so I can play my

1:32:30

pony deck optimally. So now, hopefully,

1:32:32

if you ever run into Rachel and you say, hey

1:32:35

Rachel, I really wanna play your pony deck, I think

1:32:37

it's super neat, it's super cool. It's a lot of

1:32:39

weird and roll stuff. You will be prepared, at least

1:32:41

for Mesa Pegasus. Yes. Yes. Well

1:32:45

yeah, I think the conclusion on Bandine is

1:32:47

maybe look at some Bandine creatures as

1:32:49

blockers. Yeah, I'm trying to leave it

1:32:51

more on defense. It's really cool with

1:32:53

Deathtouchers because you can like

1:32:56

have your one-one Bandine and a one-one

1:32:58

Deathtouch snake or something and you can

1:33:00

deal the Deathtouch damage and kill the

1:33:02

thing and keep your Deathtoucher, just trade

1:33:04

it for the Bandine creature. So

1:33:07

annoying. Yeah. Nobody wants to attack into those two

1:33:09

one-ones. I guess they probably don't block attacking to

1:33:11

you if you have a one-one Deathtouch anyway. Again,

1:33:13

it's just the threat of it, so that really

1:33:15

keeps people away. Very annoying. And again, if you

1:33:17

don't know how Bandine works, people are gonna be

1:33:19

like, I don't wanna attack into them. I don't

1:33:21

know, something bad is gonna happen. There's a reason

1:33:23

that has Bandine. Baby, I don't know. All

1:33:26

right, those are the rules that we're gonna cover

1:33:28

in this episode. We've talked a lot about combat

1:33:30

and all of the intricacies

1:33:32

of combat. To the listeners, what

1:33:35

is the most complicated combat that you've ever had

1:33:37

to resolve in a Commander game? And how did

1:33:39

you solve it? Did you walk through all the

1:33:41

steps piece by piece

1:33:43

or did you, was it all just

1:33:45

a mess and everybody scooped to it? I

1:33:48

think the most recent one that we did

1:33:51

required I had to spend an overrun to

1:33:53

buff Eric's board because only

1:33:56

his board had trampled to kill Jimmy

1:33:58

because Jimmy was the best. problem,

1:34:00

but Jimmy had pump effects

1:34:02

on board. Oh, wow. And it was because

1:34:04

we knew all of the steps and all

1:34:06

the ways to walk through it, it made

1:34:09

everything a whole lot more simple as

1:34:11

opposed to when things needed to get

1:34:13

activated to give everybody the optimal shot

1:34:16

at winning that combat. You can literally

1:34:18

go through things literally step by step.

1:34:22

Not phase by phase. Not phase by phase. And

1:34:25

that will just clean up your combat steps, combat

1:34:27

phases. So good at this,

1:34:30

Rachel. We are professionals. So

1:34:33

much better. If you want to

1:34:35

pick up any creatures with banding, go

1:34:37

over to cardkingdom.com/command. They've got a

1:34:39

huge selection of magic cards, even some of

1:34:41

the weird old ones. If you need to

1:34:43

pick up a Mesa Pegasus or even a

1:34:45

loyal Pegasus to build the most confusing pony

1:34:48

deck that you've ever built. Card

1:34:51

Kingdom has a huge selection of ponies and

1:34:53

other cards, I guess, for when you're building

1:34:55

your next deck or when you're building a

1:34:58

cube or you're bolstering your collection or even

1:35:00

just picking up some of the cool new

1:35:02

cards over at Thunder Junction. You can always

1:35:04

trust Card Kingdom to have a ton of

1:35:06

those cards in one location. They're going to

1:35:08

put it in one safe package and it'll

1:35:10

be shipped right to your doorstep. No

1:35:13

need to chase a bunch of envelopes through the

1:35:15

mail and check your history and be like, did

1:35:17

I order that or did I not? I

1:35:20

always hate forgetting to add my commander. And then

1:35:22

I'm like, I got my whole deck. I forgot

1:35:24

my commander. No. It's

1:35:27

so much easier when you can just get a

1:35:30

ton of the cards in one place and then

1:35:32

as soon as it arrives, you can sleep up

1:35:34

your deck and start playing. Plus, you can support

1:35:36

the show without spending any

1:35:39

extra over

1:35:41

on cardkingdom.com/command. Yup.

1:35:43

And you can use Ultra Pro products. I don't think

1:35:45

they have anything with art on it that has Banding

1:35:48

Creatures on it because those are all very old and

1:35:50

they haven't used Banding since 5th edition. Maybe

1:35:53

a Goad commander. Yeah, a

1:35:56

Goad commander, something with trample

1:35:58

maybe. art, they

1:36:00

got the license with Wizards. They've done it for like

1:36:02

the past like 15, 20 years, something

1:36:05

like that, to be able to produce

1:36:07

the coolest play mats, coolest sleeves, whatever

1:36:09

it is that has all that awesome

1:36:11

art on it. ultrapro.com/command is the best

1:36:13

place to go to find those things

1:36:16

on sale. You can go to your

1:36:18

LGS whenever you're buying from there or

1:36:20

from ultrapro.com/command, you are supporting the show

1:36:22

and protecting your cards at the same

1:36:24

time and making everything in your play

1:36:26

area look awesome. Yeah, ultrapro.com/command.

1:36:30

We usually do something cool outside the world of

1:36:33

magic, but I think we're going to take a

1:36:35

moment to do something cool inside the world of

1:36:37

magic. Yeah, we're cheating a little bit. We just

1:36:39

like magic. Let's talk about magic a little bit

1:36:41

longer. Look, we've been playing a game at

1:36:44

the office. It's brand new on the

1:36:46

commander's Herald website and it's

1:36:48

a game called Spellify. Spellify

1:36:51

is basically like

1:36:53

hangman if it was like

1:36:55

a million blanks and the

1:36:57

blanks were a magic card.

1:36:59

Yeah, it's like hangman slash

1:37:01

wordle-ish. Yeah, it's not exactly.

1:37:03

So you get a card

1:37:05

and it's got a ton of

1:37:08

blanks. It tells you what the card type is.

1:37:10

It usually tells you what color it is. Yeah,

1:37:13

it'll have like the correct color of the border

1:37:15

and everything. Yeah, and then it'll give you like

1:37:17

a certain number of blanks in where the name

1:37:19

is and the power and toughness and all

1:37:21

of that. And then you just guess letters until

1:37:23

you know what card it is. And it's fun

1:37:25

if you have a deep knowledge of magic

1:37:28

cards, then it's like a real brain teaser.

1:37:30

Yeah. If you don't, they're

1:37:32

more accessible cards. There's certainly commander cards.

1:37:34

There's stuff that you're, if you play commander

1:37:36

regularly, you have a shot of knowing. So

1:37:38

it's not like, you know, you have to

1:37:40

guess mesopagasys and know that it is flying.

1:37:42

But if there ever is mesopagasys, you'll know

1:37:44

what it is. Then you're going to know.

1:37:46

You're going to know. Yeah, there was one

1:37:48

yesterday that I got stumped on. Today's I

1:37:50

did real good at. I got it in

1:37:52

six. Pretty good. So yeah,

1:37:54

I'm pretty proud of that one. If you're

1:37:56

crazy like me, you can stare at the

1:37:58

blanks. I know what

1:38:00

card it is and just guess words and

1:38:03

count blank. I don't care enough about my

1:38:05

score to... Zeros every day

1:38:07

baby. I'm great at spell of five.

1:38:10

R puts it in, thinks about it for

1:38:13

a half second. E

1:38:15

puts it in, thinks about it for a half

1:38:17

second. Once I start getting like halfway through, then

1:38:19

I'll start like being like, all right, I should

1:38:21

have enough information that I can like start to

1:38:24

piece together some of the words and figure this

1:38:26

all out. No, I'm counting the number of blanks

1:38:28

and whenever. You're like, that's that thing whenever? That's

1:38:31

whenever. I haven't put in any single

1:38:33

one of the letters. Enter the battlefield? No. Whenever.

1:38:37

A creature? No. A

1:38:39

permanent. Permanent? Yeah.

1:38:43

Yeah. It's a ton of fun we've been playing over at

1:38:45

the office. Check it out if you're as into magic

1:38:47

cards as we are. Before

1:38:49

we go, we gotta say a big thank

1:38:51

you to our amazing team here at the

1:38:53

command zone. Thank you to Damon Lentz, Eric

1:38:55

Lentz, Megan Yip, Gurov Galati, Jordan Pritchen, Jamie

1:38:57

Block, Arthur Metacross, Manson Lung, Jake Boss, Sam

1:38:59

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

1:39:01

Lee Kua, Jimmy Wong, and of course to

1:39:04

our resident rules expert, Josh Murphy, for talking

1:39:06

about banding with me. And lots of other

1:39:08

complicated rules interactions. I always love these rules

1:39:10

episodes. They're tons of fun. Let us know

1:39:12

if you enjoyed it down in the comments

1:39:14

below or if you hated it and you're

1:39:16

like, why is magic rules the way that

1:39:18

it is? I don't know. I

1:39:20

didn't make them. We're just trying to figure them out. We're doing

1:39:22

our best. We're doing our best. We're doing

1:39:24

our best. We were

1:39:26

talking about all the different keywords and how complicated they were.

1:39:30

And Murph goes, you know, we should include banding. And I was like,

1:39:32

well, you'll notice. I've done a lot of reasons about banding. Yep. We

1:39:35

hope you enjoyed it. We'll see you next time. Bye.

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