Episode Transcript
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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,
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or if you're like, I've been building all wrong. I need to get
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ones that are gonna arrives on my doorstep in
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the condition that I ordered the men I know
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they're gonna come safely. And a little
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case low packing peanuts. Maybe even a
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little token. Or a sticker. a street
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a treat from card thing dumps. I like
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something there because I know exactly what I'm
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going to get and I don't like keeping
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track of a thousand and billups moving through
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the mouse cells. even sports show and pick
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up some sweet magic cards over it. Parking
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them.com met and speaking of, try to keep
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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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Junkies business has been omitted. Nice
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to see. I also got some
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a global commerce supposed to help
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me grow mom. every step of
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had to have much time goes
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on. Them are creepy President Obama
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but that was the old Rusty.
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In I'm in a flash on Hulu Sudan was her
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I wanted to draw three cards and I will sneak
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attack out for his conduct a file or go to
45:02
my upkeep and I will win the game. Those
45:05
your first time playing the Death? Yeah well I
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mean first time in paper average Goldfish it like
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super user friendly. playing cards just takes one quick
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any the Morgan tutor and move through your terms
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with the presidency. They're simple menus, the towers and
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copies and you can take notes on cards. As
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you pointed, an architect is a bad place to
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browse through and place has managed just the orthodox.com.
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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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