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Welcome back everybody, this is another
0:31
episode of the Command Zone
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podcast. I'm your host Rachel
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Weeks. Yeehaw, it's Josh Lee Kwein.
0:39
This is the last OTJ
0:41
episode. Alrighty, we got there, we
0:44
reached the end of the line. The
0:46
funny thing is, we're saying that before even
0:48
the first ones really come out. Yeah, I
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know. The reveal came out today. Yeah. But
0:54
we want to make sure all of this is getting
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to you in plenty of time.
0:59
We're going to be talking about outlaws of
1:01
Thunder Junction. There's only one thing left to
1:03
talk about. It's the cards that go in
1:05
the 99. We're going to be talking about
1:07
all of the hot new tech from this
1:10
set. It's got outlaws and mounts and treasures
1:12
and crimes. We're going to talk about the
1:14
cards that you need to know to put
1:16
in your decks or just so you're familiar
1:18
when you play against them. Yeah, a
1:20
lot of cool stuff in this set. I agree. I agree.
1:23
There's very cool flavor stuff. There's
1:25
a brand new kicker version which
1:28
is fun and lots
1:30
to pick up. Especially if you're in Ponies Like
1:32
Me. Yeah, lots to talk about, lots to pick
1:34
up. I like that. That's a nice segue right
1:37
into cardgenome.com/command. That's the best place to go to
1:39
pick up your Magic Singles product. Anything at all.
1:41
If you want to get your hands on these
1:43
Thunder Junction cards, you want the pre-cons, you
1:46
want to draft it, you want the play boosters, or
1:48
maybe you want to get fancy versions of the cards
1:50
and the collector boosters. You can get all that at
1:52
cardgenome.com/command. Or if you want to build a new deck
1:54
around one of these new legendary creatures, you can get
1:56
all the cards that would go in that deck from
1:58
Magic sets of cards. the past. Card
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Kingdom has a huge inventory so they've got the cards
2:02
you're looking for and the condition you're looking for and
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it all comes in one convenient package all at once
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to your doorstep so you're ready to just leave it
2:09
up and play it right away. You don't wait for
2:11
five or six of the packages to sort of trickle
2:13
in over time. So again, cardkingham.com/command the
2:16
best place to go to get your magic
2:18
product. And once those cards are
2:20
in your hand, you're going to need to protect
2:22
them, organize them, keep them pretty. Go to ultrapro.com/command,
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pick up all of the magic accessories that
2:26
you need as a magic player. Pick
2:29
up some sleeves, a play mat,
2:31
deck boxes, binders, storage,
2:33
dice. There's a ton
2:36
of sweet accessories over on UltraPro. I like to
2:38
swing by and see what's on sale because they
2:40
always have great flash sales. So when I'm brewing
2:42
or I know that I've got a number of
2:44
commanders I'm excited to come down the pipeline, I
2:46
keep an eye on UltraPro so I can pick
2:48
up all of the deck boxes and all the
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sleeves that I need in one place while they're
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on sale. And you can stay
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up to date on all of that by signing
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up for the UltraPro newsletter. You know that you're
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always going to need more storage. You know that
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you're always going to need another binder. So it's
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nice when you know that there are regular enough
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sales that you can pick up all of the
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stuff that you know and trust in one
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place. Plus, you're throwing
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a little bit of extra money our way
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which helps a lot. Again, ultrapro.com/command. And
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of course, the final way to support all
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of our content is directly if you go
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to patreon.com/command zone. Patrons get all kinds of
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perks. There's a Discord where they get to
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chat with Rachel, Jimmy, myself, our whole team.
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We're on there each and every day. Also,
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patrons get access to extra turns and game
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nights earlier than the general public. Without
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ads? Yeah, with no ads. And of course,
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the biggest perk, we shout out one lucky patron
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every single episode. And this episode
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is dedicated to Timothy
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Melvin. Timothy. You rock. You
3:46
definitely rock. All right, let's get into these
3:49
InThe99 cards. Yeah, we've
3:51
pulled a good list of them this
3:53
time. Of course, we can't talk about all
3:55
of the cards in the set. Not all of them are
3:57
going to be relevant to commander players. There
4:00
are some very narrow cards that
4:02
came out in the variety of products associated
4:04
with Thunder Junction, which we'll talk about. So
4:08
we're not gonna talk about the ones that are
4:10
for very specific strategies, like deserts or if they're
4:12
like outlaw specific cards. There are some very good
4:14
cards, but if you're building that kind of deck,
4:16
you probably know that they're already good in your
4:18
deck. So we'll talk about the ones that
4:20
are a little bit harder to evaluate. Or might
4:22
be just more broad in their application. We don't need
4:24
to tell you like, hey, put
4:27
the good plus one plus one counter cards in your plus
4:29
one plus one counter deck. Yeah, these are
4:31
a little bit trickier and a little bit
4:33
more generically powerful. And there are a lot
4:35
of them in this set. We're
4:39
gonna be talking about all of the
4:42
cards that can go in the 99
4:44
from the Commander decks, from the main
4:46
set, from the big score,
4:48
which is their like supplemental
4:50
epilogue set. We're not
4:52
gonna be covering reprints or anything like that because you already know
4:54
if those cards are good. But there are
4:56
like three different products and hopefully we will try
4:58
and name what product we can use as well.
5:00
Where you can find them because we know it's
5:03
not particularly intuitive. And
5:05
if you go on Card Kingdom, it makes it easy. You just search for
5:07
the name of card and you don't have to care where it's at. Doesn't
5:09
matter what that is. But
5:12
if you want to pick up a pre-con, we'll tell you
5:14
what pre-con it comes in. Like this first one, which
5:17
comes in the Desert Bloom Commander deck.
5:19
This is the Naya Deserts one.
5:21
It's Angel of Indemnity. Six
5:23
mana, five and a white, for a five,
5:26
five, flying lifelink angel warrior. When
5:28
Angel of Indemnity enters the battlefield, return
5:30
target permanent with mana value four or
5:32
less from your graveyard to the battlefield.
5:35
And it also has Encore, six
5:37
white, white. If you haven't played
5:39
with Encore, it says exile this card from your
5:41
graveyard. For each opponent, create a token copy
5:43
that attacks that opponent this turn. If able,
5:46
they gain haste, sacrifice them at the beginning
5:48
of the next end step, activate
5:50
only as a sorcery. So
5:53
this is like a sun-tightening effect. Yeah, it's very
5:55
similar, right? It's just one more. It's
5:58
almost said CMC mana value. Mana value, yeah. But
6:00
it doesn't trigger on the attack only it triggers
6:02
on the ETB right it's also on a much
6:04
more relevant body Sun Titans
6:06
a 6x with vigilance. This is a
6:08
5 5 flying lifelink Which
6:10
is huge life swing and it's way way
6:12
easier to just get relevant attacks
6:15
out of it Sometimes I've had a Sun
6:17
Titan and I finally do get that attack
6:19
like I have lightning grease or something like
6:21
that Yeah, it's gonna die in combat. Yeah,
6:23
and they want to kill it. Yeah Yeah,
6:25
it's just you can almost always find a
6:27
opponent that's open to a flyer especially a
6:29
large flyer Yeah, so yeah decent chance that
6:31
this sticks around and matters Definitely
6:33
your place style Rachel to have a big 5
6:35
5 flyer out there. Oh, yeah, it's like killing
6:37
me slowly I 5 flying lifelink that's
6:39
my bread and butter right there and they're like that
6:41
is such a pain in the butt How is your
6:44
life swing? Yeah, how's your life total? I
6:47
hate you three times I
6:50
think this cards really sweet. Um Notably,
6:52
I think it will replace Sun Titan for
6:55
me Even without the
6:57
attack because that encore is so good
7:00
And it's very unlikely that you untap with Sun
7:02
Titan where you get to attack So you get
7:04
to play this you get a bigger thing and
7:06
then in the late game after you get board
7:08
wiped or something Like that you can pay eight
7:10
reanimate three five fives flying with lifelink
7:13
and then three Relevant
7:15
permanence from your graveyard with four mana
7:17
value or less. That's just a huge
7:19
swing post board wipe Which is exactly
7:21
what I want out of my white
7:23
aggressive decks Like if there's a
7:25
board wipe even nothing on board somebody clip plays
7:28
this gain 15 life deals with
7:30
team damage on course It yeah, and
7:32
then brings four bodies back. You're like
7:34
I Wasn't
7:36
ready It's pretty great.
7:39
It's easier to cast in Sun Titan too. It's
7:41
only one white that too. Yeah. Yeah I would
7:43
I think if you were sort of predicting or
7:47
Analyzing how many things you
7:49
get back out of the graveyard or with
7:51
a Sun Titan on average It's
7:53
probably like, you know four point
7:57
Four point two man are worth the stuff right once you get
7:59
it to trigger like One and a half times
8:01
maybe on average. Angel
8:03
of Indemnity I bet is gonna be quite a bit
8:05
higher because maybe
8:08
you want on card every game, but when you do
8:10
that's gonna be three things. And I've never been in
8:12
a game where Sun Titan came down and attacked three
8:15
times. Yeah, that's not, unless it's in a crazy blink
8:17
deck. It just doesn't seem like- If it ever did
8:19
that, I think everybody died by the
8:21
second one because you would have to be in such a commanding position
8:23
that you attacked with the Sun Titan, then attacked with it again, then
8:25
attacked with it again, like you had to have won that game already.
8:28
So, Angel of Indemnity, the times you
8:31
do that is going to make up
8:33
for the times that you don't above and
8:35
beyond Sun Titan. So I do think it's just
8:37
going to end up being, you
8:41
get more stuff back from it. And
8:43
the life swing is not nothing, like you said, especially on that
8:45
encore, that's a 15 point swing. We've
8:48
all been in a lot of games where if we could just gain
8:50
a couple of life we would probably win. Or
8:53
be able to stabilize or not die, get one
8:55
more turn. So this being able to
8:57
give you that, yeah. I think it's very strong. I think a
8:59
lot of people are going to look at that encore and be
9:01
like, eight is too much. And eight's
9:03
a lot, but I think this card is for that
9:06
turn. And you don't feel bad tapping out for an
9:08
eighth thing that you know is going to get three
9:10
things back from the battlefield. Yeah, honestly, even if it
9:12
just gets three lands, it sets
9:14
you up so well to recover from a board
9:16
wipe. Even if that's all you got. And
9:18
hopefully you get better than that, obviously. But
9:21
that just says, oh, my next turn, instead of having eight
9:24
mana, I have 11 mana. I'd
9:27
say that's the floor for what you could expect to get. I
9:29
often get a land with Sun Titan when the first time it
9:31
comes out, but not always. But
9:34
yeah, since there's probably been a board wipe or something
9:36
that killed this, there's
9:38
probably more stuff in your yard. And the fact
9:40
that it can get back slightly bigger things is
9:43
then therefore relevant at that moment in time too.
9:45
The difference between three and four in
9:47
Commander is huge. Four drops are in
9:50
white, that's your draw engines, are at four drops
9:52
most of the time. You can
9:54
get back the new trouble in pairs. You can get
9:56
back Mangara. You can get back- Mothering Tye. Mothering
9:59
Tye. Yeah, there's a hugely powerful
10:01
cards pan or Monica you get it back.
10:04
It doesn't quite work Yeah, but you get two other things
10:06
that have ETB's there you go Like
10:09
I play Marshall's anthem in my white. No you
10:11
play angel of deadly get back the pan harmonica
10:13
There you go that board wipe yeah, and then
10:16
you encore or second and just do that. Yeah
10:19
I'd like to get six things back, please pretty
10:23
Like I play Marshall's anthem in my white decks and
10:25
that's for mana and like two to multi kick That's
10:27
eight mana to get two things back, and this is
10:29
eight mana to get three things back on a
10:31
better body So I think
10:33
this card sweet. I'm excited about it. Yeah, honey. That's in the
10:36
desert deck. I'm not sure how good Decent
10:38
deck yeah, that's interesting. I don't know I
10:40
don't know they had to put the card somewhere. Yeah At
10:43
some points. I think they're just like start at the wall.
10:45
Where does this go? Yeah, it's white goes on that one.
10:47
Yeah, okay All
10:49
right, the next card is called Annie
10:51
joins it joins up It
10:54
is one and Nia so one a red
10:56
a green and a white for mana total
10:58
for a legendary enchantment When Annie
11:00
joins up enters the battlefield it deals five
11:03
damage to target creature or planeswalker and opponent
11:05
controls and then has a Static
11:07
ability says if a triggered ability of a
11:09
legendary creature you control triggers that
11:12
ability triggers an additional time
11:15
That's our favorite text lately is that ability
11:17
triggers an additional time yeah, it is Roaming
11:20
throne for legendaries yeah Legendary
11:23
creatures right because yeah, it wouldn't
11:26
obviously trigger your I don't
11:28
know chain veil or something Yeah,
11:31
I mean if it is triggered legendary permanence it would
11:33
come in and deal five damage to two things Self
11:38
okay For
11:42
man a kill huge things sounds really
11:44
powerful I do think that's kind of
11:46
one of the things that makes this
11:49
Really good is the fact that like we're
11:52
used to getting panharmonic on speaking of Which
11:55
is a thing that kind of doubles you
11:57
know parallel lives annoying procession type of stuff
11:59
that like is a set up card that says
12:01
successive things you do later on down the line will
12:04
now be amplified. But usually those
12:06
things don't also do a thing when they come in.
12:08
We call them do nothings, right? Right, yeah. Because they
12:10
don't do anything until you do something else. Right, this
12:12
is not a do nothing though. This is a removal
12:14
spell. Yep, not accosted but still a
12:17
removal spell. We'll kill almost every commander you're
12:19
going to play against, right? Five mana and
12:22
then sits there and has a very relevant, I
12:24
mean extremely relevant because we know all these cards
12:27
get played. Yeah. Ability. I
12:30
mean this is the kind of thing that
12:32
I really like that they limited it to
12:34
Naya because it's roaming thrown but it's more
12:37
controlled where we're not going to see it in every single
12:39
one. If this was monocolored or colorless
12:41
it'd be, you'd see it all the time and it would
12:43
be extremely broken, yeah. But even
12:45
in Naya there's some really powerful commanders that
12:47
this goes in, right? Basically every Naya commander
12:49
you can think of. There's one in particular
12:51
we've been talking about and seeing people talk
12:54
about a lot lately is Voya of course.
12:56
Oh my god. It doubles the ward, it
12:58
doubles the attacker. Because
13:00
that card needed to be better. Yeah, it
13:02
also curves under Voya so it's usually this
13:04
into it. When I thought about
13:06
it because I had an atlodec is atlopilani because
13:09
now all of your eggs, when your eggs die
13:11
they trigger atlat twice. Yeah, it doesn't
13:13
double the creation of the eggs but it doubles
13:15
when the eggs get cracked. Right, yeah. You
13:18
get two things, yeah. I would have to say almost every Naya
13:21
deck or deck that has, there's probably some
13:23
five colors like Kenrith it's probably I guess
13:25
not. Yeah, those are all active. Because those
13:27
are activated abilities. But most things nowadays are
13:29
triggered abilities like enter the battlefields or
13:31
when this happens. I mean I'd say that's
13:33
probably 80% of stuff so you got like
13:35
Jota the Unifier. Yeah, it's gross with Jota.
13:38
It doesn't double that plus one plus one but
13:40
it's when you cast the legendary which it's
13:42
a legendary spell. Yep, also
13:44
that deck's full of legendaries which will also
13:47
trigger off of Annie joins up
13:49
so. Seems good. If you can play
13:51
it, it's almost certainly going to be very good in
13:53
the deck. There will be a few exceptions
13:55
but I think this card is very
13:58
powerful. Yeah, there's not a whole lot to say about
14:00
that. this card it's very very good if you can play it
14:02
look at it if you can't sorry
14:04
next time there's gonna be a lot of why isn't
14:07
this is this yeah why isn't in
14:09
an esper that's good though I like
14:11
I prefer things that make
14:13
it harder for you to play like powerful effects
14:15
that reward you for being in a specific color
14:18
pairing yeah like mothering tithes what if it was
14:20
like Boros only I think that rules yeah I
14:22
think totally different card exactly all
14:24
right next one is
14:27
a little bird it's even
14:29
interrupter one white white for
14:31
a two-two bird rogue with flash and
14:33
flying when even interrupter enters
14:36
the battlefield exile target spell
14:38
it becomes plotted then
14:40
spells your opponent's cast from graveyards or
14:43
from exile cost two more to
14:45
cast okay this is our
14:47
first instance of plot on this episode yeah
14:49
let's talk about it so plot is
14:52
if you cast a spell for its plot cost or
14:54
if it becomes plotted in another way it means that
14:57
you the owner of the spell may cast it
14:59
on a later turn so whatever
15:01
turn it was plotted on they can't cast it that turn they have
15:03
to cast it on a later turn at
15:06
sorcery speed only without paying
15:08
its mana cost though yes now
15:10
in this case the even interrupter has a clever
15:12
little text which says oh it'll actually cost two
15:15
but if you do this to an 8
15:18
CMC 8 mana value spell they'll
15:20
still only have to pay two for it with the
15:22
even interrupter out it's interesting because
15:24
I think you look at this and you're like
15:26
oh it's kind of like reprieve like it bounces
15:28
the spell back to your hand but honestly even
15:30
interrupter is better than that because it basically
15:33
blanks counter spells entirely because they don't
15:35
do anything if they're plotted then their
15:37
sorcery speed only it blanks X spells
15:40
because if you're casting a spell for plot X
15:42
is automatically zero yeah you can't without paying its
15:44
mana cost you can't make X equal to anything
15:46
because you you can't add man to that part
15:48
of it so there are situations where even interrupter
15:50
is a hard counter spell
15:54
and in white we don't have
15:56
a ton of those yeah I
15:58
think the two comparable that I
16:00
immediately think of are reprieve and
16:03
lapse of certainty. So yeah,
16:05
reprieve returns it to hand and lapse of certainty
16:08
puts it on top. Lapse
16:10
of certainty is very close because I would say putting it on
16:12
top is close to saying, hey, you can't cast until next turn.
16:15
But at lapse of certainty, they do have to pay the
16:17
mana cost all the way over again. Reprieve
16:19
is interesting because you draw cards, you replace the card,
16:22
the reprieve itself, but if they had
16:24
the mana, they could cast it again right now because
16:26
you just returned it to hand. There's
16:29
another interesting thing because Avon Interruptor does not say
16:31
it counters the spell, it says exile the spell.
16:34
Reprieve is sort of like this, but lapse of
16:36
certainty says counter that spell. And that matters because
16:39
if a spell says can't be countered or you
16:41
use an effect that makes your spells uncounterable, Reprieve
16:43
and Avon Interruptor will still work on that stuff
16:45
because they're not technically countering it. So
16:47
those are just nice little things to have. Somebody goes to Supreme Verdict
16:50
and you have a big board. Avon Interruptor
16:52
will solve that problem and probably a good solve in
16:54
that instance because usually they're trying to wipe your board
16:56
when your board's very scary and you only probably need
16:59
one more turn with that board because now you get
17:01
to pump it and win or whatever. Yeah,
17:03
I think this is a very good defensive counter
17:05
spell. You're stopping a board wipe,
17:07
you're stopping an opponent's win con, you're trying to
17:10
delay it for a turn. You could
17:12
do this for rampant stuff, but it doesn't feel
17:14
as good when it's a setup thing because
17:18
win cons and board wipes are so
17:21
timing focused. So if you can interrupt
17:23
a counter spell or something that really
17:25
matters when it was cast, this becomes
17:28
even more powerful. Yeah, it's not good
17:30
against, speaking of, paying harmonicons and
17:32
stuff like that, right? To stop their setup
17:34
plays because they just cast it on
17:36
their next turn before they would cast their next thing
17:38
anyway. It's not that different than probably what they were
17:40
going to do. But I like what you said there
17:42
which is to protect your board or stop something that's
17:44
impactful to you right now. This
17:47
will do that and then say, you know. Now,
17:50
I've also got this two-two flyer
17:52
that's not totally irrelevant. Yeah, it
17:54
really matters that this is on a body
17:57
because it can wear swords, it can be
17:59
blinked. You can do this more times. Like
18:02
if somebody gets you with an ephemerate in
18:04
this thing that is backbreaking. Yeah, if they
18:06
just have like an El Jazi Displacer out
18:08
or something, what can you
18:10
cast? You're staring at it being like crap. Anything
18:13
really scary there, you're going to do that
18:15
to it for basically free. Yeah. And
18:18
then in the meantime, it's got this little static ability that says,
18:20
spells your opponent's cast from graveyards or from
18:22
exile costs two more to cast. And
18:25
that's not crazy relevant, but it
18:28
hurts impulse draw a lot. Yeah,
18:30
yeah, yeah. That's going to incidentally
18:32
just hurt stuff other people are
18:34
doing. And that's not the main reason you're playing it. But
18:37
that is definitely, you like, what's
18:39
the blue card that says when people cast
18:41
things from other places that you get to
18:43
draw? Yes, ghostly pilfer. Yeah, so that's a
18:45
similar card that's sort of just incidentally dealing
18:48
in a similar space. And you like it because you
18:50
draw a lot of cards off of it. Yeah. Which tells you
18:52
people are casting things from other places. Other places. Often
18:55
enough that it matters, this card will say, you
18:57
probably can't do that as much or maybe you can't do it
18:59
at all all of a sudden. Yeah,
19:02
I think even an interrupter is going to be a very,
19:04
very powerful magic card. It can be extremely
19:06
oppressive if used in these high synergy situations
19:09
that we talked about, like the blinking it
19:11
repeatedly and all of that. And it does
19:13
have, it's a hate piece. It does say
19:16
that on it. So there
19:19
are definitely play groups that are like, we're
19:21
not into that kind of play. To me though, it's
19:23
still... It's so sick. Yeah, to me though, it's still
19:25
nicer than a regular counter spot. I agree, yeah. Because
19:28
it doesn't actually stop, it doesn't stop it forever at
19:30
its base use. Obviously, with synergies, it can be a
19:32
little more oppressive. But I think in
19:34
your average play group, it would be hard to complain about this too bad
19:37
because it's like, just not right now. You
19:39
get to do that next turn. It reminds me of delay. Yeah.
19:42
I love Reprieve and I love Laps of Certainty.
19:44
I think almost it's bad though as we continue
19:46
to make these because one of the reasons Reprieve
19:48
and Laps of Certainty are so good are
19:51
people don't calculate it into their
19:53
sequencing. They just assume certain things
19:55
as urine white. And
19:57
the more that there is, the more they start to think of it
19:59
like... blue and the more they start to go, how many
20:01
manna you got open? Okay, it could be these cars. All right,
20:03
so I'm just going to calculate it and what if they did
20:06
that to me. And now
20:08
I'm going to play slightly differently and maybe not make
20:10
it as devastating to me. So
20:12
it's almost worse when there's more of
20:14
them. That's true. Yeah. Like
20:16
you look at three manna open and well, one or
20:19
in this case two of them are white and you're
20:21
like, could be nefarious
20:23
protection. Yeah. Could be. A
20:25
few years ago you're like, you can't do
20:27
anything. Yeah, yeah, yeah. But now it's lack
20:29
of certainty. It's even interrupter, it's reprieve, it's
20:31
to ferries protection, any number of more protection.
20:34
Yeah. White is trickier than ever has
20:36
been and I really do like this card. Yeah,
20:39
I mean, I'm definitely going to play it. Yeah,
20:42
yeah. I mean, the
20:44
coolest thing about white is white is so
20:46
pesky like this. It is so resilient. It
20:48
is so interactive. And that's
20:51
exactly what this bird does. I think the word
20:53
you're looking for is annoying. Annoying? Yeah.
20:57
Will not die. All right. So
21:00
the next card is an
21:02
interesting one. It's called crackling spell
21:04
slinger. It's three red red
21:06
for a two two human wizard. So a five man
21:08
a two two. It has
21:10
flash. Okay. When
21:13
crackling spell slinger enters the battlefield,
21:15
if you cast it, the
21:17
next instant or sorcery spell you
21:19
cast this turn has storm. Storm
21:23
means when you cast that spell, copy it
21:25
for each spell cast before this turn, you
21:27
may choose new targets for the copy. So
21:30
you will definitely at least the next instant
21:32
or sorcery spell you cast this turn, you'll
21:34
get two copies of it because you've cast
21:36
a crackling spell slinger. Yeah.
21:39
So at the very base level, it
21:42
is for each spell cast before this
21:44
turn. It doesn't care which player cast
21:47
those spells. So if
21:49
somehow we set up a scenario where
21:51
Rachel casts two spells, I flash this
21:53
thing in and then cast an instant
21:55
or sorcery, I'll get four of
21:58
it. Yeah. Which is like. We
22:00
should say this is in the quick draw commander deck the
22:03
spell slinger one fitting
22:06
I do think that that
22:08
is where this card is so
22:10
efficient and looks the most powerful to me is
22:13
you flashing it in on somebody's end step after
22:15
they've cast a Reserved
22:17
two cards right because then you can take
22:20
your swords plowshares you can take your bounce
22:22
spell you can take your lightning bolt or
22:24
braid and Have four targets
22:26
for it pretty good It's a lot of mana
22:28
to hold up in red seven mana if you
22:31
cast this and that our braid but right with
22:33
swords or something It would be six which yeah
22:35
a lot you'd have to have other options in
22:38
your hand if somebody didn't cast two
22:40
or three spells Yeah, yeah to
22:42
me. That's the sort of opportunity
22:45
but also Almost
22:47
like begrudgingly. I
22:49
would do that scenario right because I'd
22:52
rather use offensively right as
22:54
a wincon Yeah, that's the
22:56
other side of this card right is
22:58
that it it's in red
23:00
So you're in these giant red mana maker
23:03
colors With your
23:05
mana geysers and your Jessica's Wells so
23:07
you can have a huge turn and
23:09
basically turn You know
23:11
whatever toothpick you find into a wincon as
23:14
long as you can storm hard enough of course
23:16
Yeah, you're I think you you know red
23:19
is just so good now Like
23:21
you said, Jessica's will mana geyser. There's also a dockside
23:23
storm kill artists and Bergy Even
23:25
like seething song and there's a whole bunch of little pieces
23:27
in there where if you're a spell
23:29
Slinger deck I don't think it's super hard to imagine
23:31
scenarios where you're using this either You
23:33
use this in the mana geyser to just get twice
23:35
as much mana or you mana geyser into this To
23:39
then cast three or four more other things before
23:41
you say okay, you know I've cast seven eight
23:43
things You know and now I'm
23:45
gonna I guess you
23:47
would have you have to sequence this obviously where you
23:49
cast the other things And then crackling spell Slinger and
23:51
then whatever you know you might be able to just
23:53
do a lightning bolt in there Yeah at the end
23:56
and be like yeah, I have 22 lightning bolts though.
23:58
Yeah, that'll do it out at least two
24:00
players. Yeah, and that's lightning bolt. That's probably not
24:03
what the ending thing is.
24:05
It's torment of a hill fire maybe, or
24:07
it's worse things is all the thing. It's
24:10
an interesting card. Wizards really loves
24:12
to print these five mana
24:14
creatures with spell slinging abilities.
24:17
Usually with flash. This isn't even the
24:19
only one in this set of
24:21
commander pre-cons they did. It
24:24
also sounds the same. It's
24:26
smirking spelljacker. It's
24:28
also a five mana flash creature
24:30
that has like spelly ability. Right.
24:33
So it's not easy to find spots
24:35
in your spell slinger deck for a
24:37
five mana creature, especially a five mana
24:39
creature that isn't good
24:41
until you have your big turn. But
24:44
it does play into that
24:48
pattern of we make a ton of
24:50
red mana, we have the big turn,
24:52
we cast this, and we've done it.
24:54
Yeah, if you're paired with blue too,
24:56
there might be ways to pair it
24:58
with some bounce to reuse it. So
25:00
use it in your scenario like you said, but
25:02
still have it available to me to use in
25:04
the big game ending scenario. Also I think- Oh,
25:06
you can use it with a land that bounces
25:09
wizards. There you go. That's great. That's
25:11
Talerian, nope. Is it Talerian Academy?
25:13
That's not it. Not that. Yeah. I
25:16
can picture the land, but I forget the name
25:18
of it. Riptide Laboratory, there you go. Yeah,
25:21
you can bounce it with the land. That's pretty sweet.
25:24
Yeah, I think you're likely to be in blue with
25:26
this, right? Because that's the Spell Slinger decks. And
25:29
another thing I would say is red and blue,
25:31
but more red these days, is often making a
25:34
lot of treasure as the
25:36
component of what it's doing. And
25:39
so you might have the mana to do this
25:41
in a pinch when you just notice, oh, Jimmy
25:43
cast four spells this turn. I am going to
25:45
do the cast this and
25:47
swords type of deal. And maybe
25:49
it's unsummoned, right? Yeah. That's
25:51
actually not bad because you go, cool. Huge tempo
25:53
play. Build your own cyclonic rift, I guess. Right.
25:56
Jimmy cast four spells, you crackling Spell Slinger, and
25:59
some sort of un- some invariant and one of
26:01
the storm copies targets the crackling spell flinger. That's
26:03
pretty neat. Being able to hold
26:05
that back and make sure that you always
26:07
have that kind of interaction up or you
26:09
still have that win con for the later
26:12
turn. Yeah, there's definitely some
26:14
neat tricks here. We've seen a lot
26:16
of this kind of card and I think this one
26:18
is the most playable version and the one that I
26:20
am most curious to see what
26:22
it does in games. I agree with you though.
26:24
There's a limited amount of spots in it for
26:26
this and is it enough
26:28
to push out the do-it-do caster mage fury storm
26:31
stuff that sits there because you can't have very
26:33
many of those cards in your deck because they
26:35
don't do anything on their own. You
26:37
don't want to find yourself with a hand with three of those in
26:39
it. You really can only have a couple of them in your deck
26:41
and does this push one of those other ones out? I
26:44
don't know. Yeah. Curious to see
26:46
especially if you're in a mono red storm deck,
26:48
I think you could do some cool stuff
26:50
with it but the blue really does help with
26:52
all the on summons. Okay,
26:55
up next we have due list
26:57
of the mind. Oh,
27:00
this is the Nathan's Toyor of the World
27:02
Championship card. Yep. It's pretty
27:04
sweet. Looks just like him. Yeah, except for with
27:06
wings. Or does he have wings? I don't know if I've ever
27:08
seen Nathan. I'm pretty sure Nathan does have wings actually. He's got some special powers.
27:12
One and
27:14
a blue for a star three
27:16
human advisor with flying and vigilance.
27:20
Due list of the mind's power is equal to the number of
27:22
cards you've drawn this turn. Okay.
27:25
Whenever you commit a crime, you may draw
27:27
a card. If you do discard a card,
27:30
this ability triggers only once each turn. So
27:33
it'll make itself a two, three if you do that. A
27:35
two, three? On your turn. On
27:37
your turn, yes. And then a one turn on everybody else's turn if you do
27:40
that. If you do that, yeah. It's a zero, three most of the time. The
27:43
first thing we need to talk about is crimes. Right. How
27:46
do you commit crimes? Well, by
27:48
targeting, it's whenever
27:50
you cast a spell or activate
27:52
an ability that targets an opponent
27:55
or their things that includes spells
27:57
on the stack, permanents on the battlefields,
27:59
their hand. their library or even
28:01
cards in their graveyard. Basically,
28:04
any time you actually activate
28:06
or cast something that it
28:09
doesn't affect your stuff, it's probably a
28:11
crime. Yep. So counterspelling stuff even. Crime.
28:13
And add looting to it on top
28:15
of it with this card, which is
28:18
pretty strong. This is
28:20
an interesting mechanic
28:22
in Commander, because control and going
28:24
one for one targeting stuff isn't
28:27
a great strategy just overall. So
28:29
I would say if you're targeting stuff
28:33
that often, your deck is like a heavy
28:36
control deck. Or you have
28:38
a commander that has some kind of ability to target stuff.
28:40
Yeah, because if your commander can target stuff repeatedly,
28:43
then all of a sudden you're adding loot to
28:46
whatever that is. And that's pretty
28:48
good. I don't think the power increase is
28:50
worth a lot, although you're in blue, so
28:52
you may have a turn where you draw
28:54
20 cards somehow. In which case, this
28:56
does become relevant as a 20 power flyer that
28:59
can smack somebody and kill them, which
29:02
I guess is a possibility I hadn't really thought about
29:04
until just now. It's really cool. That's
29:06
an upside. You
29:09
know me, I love a combat trick. I
29:11
love the idea of casting a mystic confluence
29:13
and drawing three cards and eating somebody's attacker
29:16
with it. Or they don't block and you
29:18
maybe got Ley Line out or something and
29:20
you're like fork a windfall and just kill
29:22
you. Yeah. You know, something like that. That's
29:24
cool. Or like the Game Night Live, where
29:26
you can close the psychic possession or whatever
29:28
that Prof had on me and he drew
29:31
like 28. This
29:33
just incidentally has 29 power probably now. On
29:36
a two man a creature? Yeah. If
29:39
you're drawing a ton of cards, this can
29:41
definitely be a little
29:43
engine piece early that can surprise take
29:45
somebody out of nowhere. Yeah. To me,
29:48
the biggest comparable is Ledger Shredder, which
29:50
is an amazing card that we
29:53
see a ton of because it's so good
29:55
and so efficient. And this is a
29:57
two man a flyer with similar abilities.
30:01
How do you feel about that comparison? Ledger
30:03
Shredder, you don't have to do anything. Yeah. It's
30:08
hard to beat you to get
30:10
to loot for free. As it gets bigger,
30:12
it just stays bigger. It stays bigger, yeah. I
30:14
don't think this is better than Ledger Shredder in
30:16
the average deck. I think if you're in a
30:18
wheels deck or if you're in... My guess is
30:20
Ledger Shredder is still probably better, even in a wheels deck.
30:22
Yeah. I mean, I'm still thinking about it being 20
30:24
power. But
30:27
I think generally you're going to see more cards
30:29
with Ledger Shredder and you're going to be happier
30:31
with Ledger Shredder on more turns. Yeah. But
30:34
it is neat that it's a different wincon for
30:36
drawing cards that isn't just like the five-man
30:39
artifact that pings when you draw cards. I
30:41
can never think of the name. The five-man
30:43
artifact that pings whenever you draw cards. Psychosis
30:45
crawler? Yeah, that one. Okay. Well
30:48
done. This has been a pop quiz. I
30:50
passed. This is how
30:53
I think about cards is in Scryfall searches. I don't know
30:55
the name of any of them, but I could be like
30:57
CMC5, colorless. I
31:00
feel like I used to know the name of all
31:02
cards, but there's so many really snouts really hard to
31:04
sort of keep up. My brain's full. Yeah.
31:07
So this is an interesting card. I think it's definitely
31:09
playable. I think it's a little bit niche. I
31:12
think you
31:14
really want to be committing a lot of
31:16
crimes, like you said, your commander's doing it,
31:18
or maybe something like 20
31:21
cards in your deck, maybe even a little more
31:23
target your opponent or
31:26
something of theirs. Yeah, maybe if you have
31:28
a burn deck or something like that. Or
31:30
maybe you have something
31:32
closer to 12 to
31:34
15, but three or four of those are
31:36
repeatable. Yeah. A tim or something
31:39
like that. Obviously, people don't just
31:41
play tims. You either play a ton of
31:43
tims or none. I love this in a
31:45
tims deck though. That's fun. Yeah. So
31:48
maybe you've got a couple of different things that
31:50
could target your opponent's stuff repeatedly at low cost
31:52
or no card cost. And
31:54
then this gets a little bit better. Because
31:57
looting is super powerful. I think people underrate
31:59
just how powerful. that card selection is. Oh
32:01
yeah. Plus you're in blue, often putting
32:03
things in the graveyard is not, they're not
32:05
lost to you, right? You still have access to it.
32:07
So yeah, this is a playable card and a good
32:09
card. I
32:12
think it's easy to look at Ledger's Treasure and be
32:14
like, Ledger's Treasure's better and think then I don't play
32:16
this. And it's like, you know, this is. It's different,
32:18
it's a little different. Yeah, but I think you can,
32:20
a lot of ex could. Or you play both? Play
32:22
both and be just fine, yeah. Yeah,
32:25
I was looking at, I
32:27
had a tough time picking cards
32:29
with crime on them for a
32:31
commander because you just really, really
32:34
need that repeatable ability. So I
32:36
was like looking for commanders that
32:39
fit the crime profile. Yeah.
32:44
He didn't even work for the FBI for that guy. Yeah.
32:47
And first of all, Seldegriff is
32:49
full of crime. Yep. My
32:52
girl, every ability that a Seldegriff
32:55
has is a crime. So
32:58
that's the kind of deck that I would look at
33:00
and just run through all of the crime cards and see
33:03
if them match any of your specific deck
33:06
restrictions. Like
33:09
I play with Karuga, so I can't play a dual
33:11
list of the mind, but I do really like the
33:13
Free Strider lookout. Oh yeah, so
33:15
this is another card from this set that
33:18
we wanted to bring up here because I
33:20
think it fits a similar pattern of what's
33:22
your deck doing, can it commit
33:24
crimes repeatedly and that would be like, do you
33:26
play this card? So Free Strider lookout is whenever
33:29
you commit a crime, look at
33:31
the top five cards in the library and you can put a
33:33
land card from among them onto the battlefield tapped. And
33:36
it's a three, three creature for three with
33:38
reach. And I think that's a very
33:40
powerful ability if I just incidentally get
33:42
to just ramp every
33:44
time that I commit a crime. And again,
33:46
if you're playing, I was thinking that one is
33:48
like Kenrith becomes kind of good. Like I'll give-
33:51
You can have a counter. Yeah, I'll give five life
33:53
or I'll put a counter on your thing so that
33:55
I can ramp out a land and maybe do that.
33:57
Like, okay, here's what I'm gonna do. I'm gonna put a
33:59
counter. on your thing, ramp out of land, put a counter on your thing,
34:01
ramp out of land, put a counter on your thing, ramp out of land, okay,
34:03
I killed the thing. Ramp out
34:05
of land. Crime.
34:08
Yeah, I mean
34:11
with Feltigraph I was like, okay, I want to be
34:13
giving hippos. Anyway, if I have this on board, I'm
34:15
going to run Feltigraph out earlier, I'm going to be
34:17
handing it out to, you can still hand it to
34:19
the same person, you just only do it once per
34:21
turn. The once per turn limitation isn't
34:23
so bad in Commander if you can do it at
34:25
instant speed. The other cool
34:27
crime enabler that I found was Scarab
34:30
God, which is really good with
34:32
Dualism of Mind, because the looter is really good
34:34
with Scarab God and if you pick off stuff
34:36
in their graveyard that counts as
34:38
a crime. So there's definitely
34:40
some cool things you can do, check your commanders, see
34:43
if any of them can repeatably do crimes, and then
34:45
you can look at the crime cards a little bit
34:47
closer. All right. Oh
34:49
boy. Wow, back came right back. I
34:52
did the thing where I threw it and landed almost, yeah. Oh
34:55
he's back. Okay, the next
34:57
one is everybody's favorite and very cute
34:59
in his cowboy hat. It's Fibblethip, Lost
35:02
on the Range, One
35:04
Blue Boo for a 1-1, Legendary
35:06
Homunculus, has Ward 2,
35:08
as everything does these days. You may
35:10
look at the top card of your library at any time. The
35:13
top card of your library has plot. The
35:16
plot cost is equal to its mana cost.
35:18
You may plot non-land cards from the
35:20
top of your library. This
35:23
is a very interesting card. It's
35:26
sort of like the Avon Interrupter where it plots something
35:28
that doesn't have plot, where it
35:32
lets you just put a ton of stuff
35:34
into exile if you
35:36
keep hitting spells, that is. Right,
35:38
it can't plot land, so it works like future
35:40
side in all of the variants where sort of
35:42
once you hit those, future side I guess you
35:44
can get through the first one and you can
35:46
play it, right? Yeah. Once you
35:49
get to a land with Fibblethip,
35:51
you're done, unless you can Sensei's
35:53
top or something shuffle in some way. Plot
35:57
itself is really hard to evaluate for me.
36:00
I agree. Because how likely is it
36:02
that I'm able to pay any amount
36:05
of mana for something that doesn't
36:08
do anything right now? It's
36:13
really interesting. Proactive spells
36:15
that you want to further your
36:17
board. It
36:21
gives you this strange thing where you can
36:23
commit mana for a
36:25
big turn later. That's
36:29
certainly one play pattern in Commander. But
36:33
then committing mana and
36:35
not having any defenses, not having any creatures,
36:37
sort of leaves
36:39
you a step behind.
36:42
So Fivile Dip is one of those things where it's
36:44
like, I wonder if you look a step behind and
36:47
you're actually a step ahead, kind
36:49
of like a Vidalkenori thing. Or
36:51
if you look a step behind and you're
36:53
a step behind. Well,
36:55
and also, they see
36:58
what you plotted. Yeah, it's the face
37:00
up thing. Kill is
37:02
so tricky. Yeah. So
37:04
if it's something awesome, they
37:06
know that's coming. There's
37:08
no obfuscating it. Now, you
37:12
can cast it off a plot at any turn after
37:14
the turn it was plotted. So you don't have to
37:16
do it the next turn. It's your turn. Yeah.
37:20
At Sorcerer's Speed. Yeah. But
37:22
it doesn't have to be the very next turn. And I think
37:24
that can work in the favor of certain effects where
37:27
it's like, I'll just let it sit there. And if it's
37:29
a board wipe or something, it's like, people know you got
37:31
it. They have to play weird. But you
37:33
can just be like, oh, you didn't want to stick your neck out
37:35
and put any creatures out. I just
37:37
won't cast it. And then it becomes like an Avineral
37:39
disc or something. So in that case, you could use
37:42
it to your advantage. But it's definitely to your disadvantage
37:44
where you go, plot expropriate, go. Well, they're
37:46
going to try and kill you. We're going to kill
37:48
you now. Yeah. Yeah. It
37:51
would become awesome creature. Nyxbloom ancient, go.
37:54
They're going to hold up. They're going to play around it. Yeah. And
37:57
if they're hanging out, I'm just going to hold up this source of plowshares or
37:59
whatever. And so that
38:02
give and take is just hard to evaluate. It's hard
38:04
for me to tell how good
38:06
or bad that will be. So
38:08
the best place that I can think about it
38:10
is if you have a commander that you generally
38:12
want out early or
38:15
you want to wait till cast spells until your commander
38:17
is on the board is like
38:20
a big thing. Like Joda the Unifier is something
38:22
that we mentioned already. So if you can plot
38:24
a couple of creatures, slam Joda, and then cast
38:27
this from exile, cast this from exile, and
38:30
have a huge turn, that's
38:32
very powerful. Yeah. Yeah,
38:35
that play pattern of my commander is a
38:37
setup card. And what I
38:39
generally have to do without the plot is
38:41
play it, cross my fingers, hope to untap,
38:43
then do stuff that gets me the
38:46
value or the synergy from the commander. Or wait until
38:48
you have the mana to do both on the same
38:50
turn. Right. And
38:53
you may still have to do this. Wait until I can
38:55
at least hold up some counter magic or some protection. So
38:58
I have a better chance of untapping with it. Or wait until I have
39:00
swift foot boots or greaves or something out and
39:02
then do it. So this is another way to kind
39:04
of tweak that play pattern of make
39:06
sure I get value out of my commander. That's interesting.
39:09
I think if that's a really important part of your
39:11
deck then maybe Fivible Fit belongs. Speaking of greaves and
39:13
swift foot boots, I think plot gets a lot better
39:15
if you have a bunch of haste enablers in your
39:18
deck. Yes. Because then you plot a
39:20
creature and normally it's like, man, I'm not gonna
39:22
attack for that creature with that creature next turn
39:24
either. It'll be the turn after that when it
39:26
comes off a plot. That was a long time.
39:28
Yeah. But oh, I've got greaves or swift foot
39:30
boots. I got an anger. I got rhythm of war
39:32
or whatever. In my deck. Rhythm of the wild.
39:34
In my deck. Then that's enough to
39:37
kind of make plot probably a little bit better in my
39:39
deck than the average deck. Makes it a little more like
39:41
suspend. And I
39:44
think all those things are, do you just have factors that I'm
39:46
in? But it's really hard for me in my mind right now
39:48
without sort of seeing it all in action. And it's gonna be
39:50
very situational too. There'll be certain games where like, I can't afford.
39:53
There's a cool card on top of my deck, but I can't afford
39:55
in this game against Rachel because she likes to fill the board up
39:57
really early. Mm-hmm. She just.
40:00
You don't pay five mana put that on plot and
40:02
nothing this yeah, yeah Like if
40:04
you ramp on to cast fivile tip on
40:06
three and then hit a land on top
40:08
you're like Yeah, cuz
40:10
you play three mana one one. Yeah, and I
40:12
this is terrible Yeah, and then next turn you
40:15
plot like two things and you still
40:17
only have a three mana one one and a rock Yeah,
40:20
and then you cast Joda and cast those
40:22
things. That's a big turn but like Everybody
40:25
can see that coming Yeah,
40:27
if they just counter Joda or kill it
40:30
Immediately like yeah You're
40:34
in you're in pretty big trouble there and they saw
40:36
it coming Yeah, I mean they if you're playing against
40:38
Joda, they know they have to counter it anyway But
40:40
well, they don't have to counter it always sometimes you
40:42
can kill it You can kill it later like if
40:44
they if they cast early and do the cross
40:46
your fingers thing Yeah, it's interesting
40:48
and a civil tip is so
40:50
different I think the natural thing that you compare
40:53
it to is reality chip, right? Yeah, it's
40:55
a cheap effects that lets you cast up
40:57
off your library some card advantage Yeah, and
40:59
it's like reality chip is two to cast
41:01
three to equip you can't cast until you
41:03
equip but you know when you need To
41:06
equip basically. Yeah, and I still think
41:08
reality chip is so so much better even with that
41:10
man about yeah way better And way better cuz
41:12
you get this up now Yeah But there are definitely
41:14
decks where I could see fivile tip being really
41:16
really powerful where you can just bank a bunch of
41:18
mana for That one turn like in
41:21
a storm deck We were
41:23
like, all right, I know I'm gonna get hit for
41:25
a little bit, but I'm gonna bank some spells I'm
41:27
gonna pre cast a bunch of things so I can
41:29
get my storm really high on my next turn I
41:31
have three free spells and I'll take the damage in
41:33
the meantime Yeah, so maybe it
41:36
is really good if you just have a bunch
41:38
of one-mana cantrip type things Yeah, because you just
41:40
plot away Three cantrips
41:43
that are just adding to your spell count giving
41:45
you some minor little, you know, manamorpho style Yeah
41:47
something and draw card and you're just setting up
41:49
for like, okay That's gonna be the turn and
41:51
I that turn isn't next turn probably either. I
41:54
mean that it's probably like three or four turns
41:56
down The road when I draw the other pieces,
41:58
but It's
42:00
kind of cute in wheel decks if you
42:02
can like save be like alright, I'll plot
42:05
that one and like you're just trying to
42:07
get Spells in
42:09
weird places where you can store them before
42:11
you wheel But there
42:13
are some use cases where
42:15
plot is really interesting The
42:18
the more we talk about the more I think
42:20
it's probably better with instant sorcery based stuff that
42:23
I creatures But yeah, just
42:25
because of the summoning sickness aspect of it
42:27
So maybe it works that way with artifacts and
42:29
enchantments as well But yeah, I
42:32
didn't really talk about that way before but
42:34
there's like a guardian project with plot I
42:36
would add then that's way that's better than
42:38
Guardian project in my mind Yeah, cuz you
42:40
almost never just cast Guardian project and then
42:42
cast a creature Yeah, and there are in
42:45
the set there's like yeah that kind of
42:47
effect that has plot Beast whisperer then falls
42:49
under that same category. Absolutely. Well, yeah, just
42:51
don't make it vulnerable. Yeah Yeah It
42:53
makes it way more likely you're gonna least get
42:55
a card off of it if you
42:57
can yeah cast it on if you can plot it on four
42:59
and save it so it like There
43:01
definitely is situations where plot does
43:03
feel really good because you're keeping stuff
43:05
safe until you can definitely use it
43:08
But that's an area you talked about which is going to be like 40%
43:10
of the time Yeah, where you play
43:12
this and it you know in your next turn. It's
43:14
a land on top. Mm-hmm You
43:17
played a three-man and one one. Yeah It
43:20
feels rough. Yeah, it was pretty bad. I
43:22
don't know. I don't know I have to
43:24
see this one actually I want reports back
43:26
for people out there. Yeah, play fibble sip.
43:28
Was it good? I do want to do
43:30
a little bit of a of a notice
43:32
to those others a lot a little building
43:34
around fibble sip the
43:37
EDH wreck page right now
43:39
for fibble tip has Ancestral visions on it and
43:41
the suspend cards that don't have mana cost because
43:43
they're like oh you could plot it for zero
43:45
And then you have an ancestral recall It
43:48
doesn't have a mana cost and fibble
43:50
tip specifies its plot cost is equal
43:52
to its mana cost So
43:54
if it doesn't have a mana cost like
43:56
lands like ancestral visions you cannot plot it
43:58
from the top of your Library. So it
44:00
is a non-bow. Okay, what
44:03
about like split cards? Split
44:05
cards, because I believe their
44:08
mana cost is the whole thing,
44:10
it's both sides together, it's extra
44:12
bad because you have to pay
44:15
both sides to plot it. So
44:17
it's basically equal to their mana value in that case.
44:20
I believe so. If it's a two cost thing and
44:22
a six cost thing, you have to pay eight and
44:24
then you would only get to cast one of those
44:26
when you cast it, right? And it sees colors too.
44:28
So like mana cost is if you plot it, if
44:30
it's one blue blue, you have to pay one blue
44:32
blue, it's not three colorless. So if it's a split
44:34
card and it's like one in a blue and two
44:36
black black, you'd have to plot it with the
44:39
three blue black black. Okay,
44:41
what about MDFCs? So
44:44
this is where things get interesting. Or
44:47
you might be able to break it a
44:49
little? Yes. So with like the Volki Tybalt,
44:51
you can plot it for its Volki cost, for
44:53
one in a black, but when you go to
44:56
cast it, the card gives you an option to
44:58
cast either side. So you can plot for Volki
45:00
for one in a black, but you cast the
45:02
seven mana plants for the upper side. So
45:05
when you go to cast it, you can cast either side,
45:07
but when you plot it, you're only plotting off the front
45:09
side. So that would be abusable only in the case where
45:11
the MDFC has a cheaper CMC on the front than it
45:14
does the back. Right. Yeah, and then you can keep the
45:16
mana cost. Right, it doesn't work with the lands. Like with
45:18
the ones that have a lot of the stuff on the
45:20
back. Okay, what about adventures? Oh,
45:22
God. So the
45:25
mana cost of adventure spells is equal
45:27
to the permanent side. The top right
45:29
corner. The top right corner. Yeah. So
45:32
if you were plotting like a brazen
45:34
borrower, you would pay one blue blue to
45:36
plot it, but you could cast
45:38
either side of it when you go to actually
45:40
cast it. So you could cast it for petty
45:42
theft, or you could... And then when you go
45:44
into exile and then you still cast out of
45:46
exile. Yes. But you would basically be paying three
45:48
for that adventure card. Right. Or you could just
45:51
straight go to the creature if you wanted to.
45:53
Yeah. So you could flip that though and do
45:55
like a cheap creature with an expense. Yeah, so
45:57
you're looking for... I'm trying to think of adventure
45:59
cards that are... cheap creatures
46:01
but expensive. It's the
46:03
dark tree. There's not many. They're usually the other
46:05
way around. Yeah, there's the mana dork from Wild
46:07
of Eldraine. The one and a green that bounces
46:10
to its thought. Oh, that bounces to it, Bramble.
46:12
Yeah, so that's- Yeah, it's a seven mana like-
46:14
Uh-huh. Yeah, yeah. I
46:16
think is what it does. Yeah, and it bounces back to your hand
46:18
so you can do that later in the game. Yeah. Oh, so you
46:20
could do that for two off of plot.
46:23
Just go straight to the seven mana thing. Yeah, yeah,
46:25
cast the seven mana thing and then cast the creature
46:27
and you're getting your mana dork. Okay. That's
46:30
illegal in standard, right? I believe so. So
46:32
there's- I don't know if people are gonna
46:35
be like, Fivilethib in standard, but- I don't
46:37
know, don't know. That one's free, Nathan Stoyer.
46:39
Yeah. Shut
46:43
up, Josh. Dang it, you ruined my
46:45
next world. Gave it
46:47
to everybody for free. So there aren't like,
46:50
Fivilethib does offer so many weird corner cases that
46:52
you do sort of have to keep an eye
46:54
on. It's also terrible
46:56
with expels and with counterspells, so be careful if you're
46:58
putting Fivilethib on your deck, but he might be sweet.
47:01
We have no idea. We're not sure. Yeah,
47:03
that one's fine. Cool to
47:05
talk about that. All
47:08
right, this next one is awesome.
47:10
It is our very first Spree
47:12
card. It's final showdown. Well, this
47:14
card is the real deal. Okay,
47:17
so the way that Spree works is
47:19
when you cast a spell, you can choose
47:21
one or more additional costs, but they
47:23
have a default mana cost in
47:25
the top right corner. This
47:28
one is white plus
47:32
any number of the below. So it's
47:34
white plus one. All creatures
47:36
lose all abilities until end of turn.
47:39
Next one is plus one. Choose a creature
47:41
you control. It gains indestructible until end
47:43
of turn. And the third
47:45
ability is plus three white, white.
47:47
Destroy all creatures. So
47:49
you could pay one and a white to have
47:51
creatures lose all abilities. You can pay one and
47:54
a white to have a creature you control gain
47:56
indestructible until end of turn. You
47:58
could pay three white, white, white. and
48:00
destroy all creatures, or you could do any
48:02
combination of any of those things. Yeah,
48:05
the original white you don't have to
48:07
pay twice, but if you wanted to
48:09
say, immediately when I look at this, I say, oh, I want
48:11
to give one of my things indestructible and then kill everything else, that
48:14
would cost one white,
48:17
white, white plus three, so. So
48:20
seven altogether. Yeah, just to do
48:22
that, just to do those two things, and you wouldn't have
48:24
everything else lose all abilities. If you want to do that,
48:26
you gotta add one more man to what I just said.
48:29
So the kicker here is, so it doesn't get lost
48:32
in all of the Spree explanations, is this
48:34
is an instant. Yeah,
48:36
I mean this card. I mean the
48:38
kicker here is Spree. The kicker here is that Spree
48:40
is kicker. That's exactly what I
48:43
thought when you said that. Yeah,
48:45
so let's talk about these abilities sort of
48:47
individually. The first one, I think is kind
48:49
of underratedly powerful. People do play sudden spoiling,
48:51
which is obviously better because of the split
48:54
second, but this thing where
48:56
you turn all creatures sort of off, but
48:59
they just lose abilities this turn. So it's
49:01
like you go to combat and I'm gonna
49:03
stop all your attack triggers or something like
49:05
that. Yeah, they had an Atali that was
49:07
about to swing and you're like, we can't
49:09
have that. I can't kill it or anything,
49:11
but what I can do is give us an extra turn here. To
49:14
deal with it, I'm just gonna make you have no
49:16
ability. So have fun with your six six to swing
49:18
it in and doing nothing else. Yeah, your opponent has
49:20
a two lane deck. You're like, all right, before any
49:23
of this begins in your upkeep, I'll pay one and
49:25
a white and I'll have all your creatures on board
49:27
lose all abilities. Especially
49:29
two lane. Yeah, especially because they have all those mana dorks. You
49:33
can turn off all those mana abilities in
49:35
their upkeep. It doesn't end up being very
49:37
powerful and too many decks will feel like
49:39
you time walked them where that
49:41
turn is just kind of like they can't do
49:43
much with it, which is
49:45
powerful and powerful on its own. I
49:47
think rarely, it'll be the most rarely used
49:50
one of the three though, probably. I do
49:52
wanna mention with this, it doesn't stop enters
49:54
the battlefield abilities and it won't affect any
49:56
creatures that entered the battlefield after this ability.
50:00
results. It's not quite the same. Yeah, it's in
50:02
all creatures, but it's only the ones it sees
50:04
when it results. Right. Yeah. Okay,
50:06
then the next ability is this one where you
50:08
can give one of your
50:10
creatures indestructible. So it's, my
50:13
brain wants to think of it like Boros charm or something, but that
50:15
is like give all my stuff or hero your victim. Yeah, this is
50:17
one thing. So
50:21
if you're casting this alone, it's to blank
50:23
a removal spell, but specifically like a red
50:25
or a blue or even a black
50:28
removal spell. So it's okay,
50:30
but in a pinch, it's a protection
50:32
spell that you can hold up that'll
50:34
save an important piece. Yeah, it could be also
50:36
a board wipe. Yeah. You know, comes along and
50:39
you're like, no, I don't want my commander to
50:41
die. Yeah. So that is a scenario that comes
50:43
up. Yeah. And then
50:45
the third mode is an
50:48
instant speed wrath, which is
50:50
route. Right. That's, you
50:52
know, destroy all abilities at instant speed. It
50:55
is important to note that these resolve in the
50:57
order of the card is how these work. So
50:59
the first ability is all creatures lose all abilities.
51:01
Everybody loses all abilities. Then you give a creature
51:03
indestructible, then the board
51:06
wipe happens. It wouldn't make sense if it didn't
51:08
work that way. Exactly. That's why it's written that
51:10
way. That's how all of these spree cards will
51:12
work. They'll resolve in the order written. Yeah.
51:15
So I mean, that's, that's energy is obvious.
51:17
You turn off all abilities so that even
51:20
if a thing says, oh, when it dies, I'll get
51:22
this, or it has indestructible
51:25
other things, stuff like that, they
51:28
lose all those abilities. And then you protect your
51:30
one thing and then you blow everything up. It
51:32
also helps you play around. If you
51:34
know an opponent has a heroic intervention, you
51:36
can be like, even if you cast heroic intervention
51:39
in response to this, your creatures are going to
51:41
lose indestructible. Yeah. Cause the way that would work
51:43
is heroic intervention would have to resolve before final
51:46
showdown resolves, in which case, cool. You
51:49
got hexproof and indestructible, then it's gone now.
51:52
Thought you were cute. Yeah. Thought you were cute. There's
51:56
another thing you wrote down here, which I didn't really think
51:58
about. This is incredible. Yeah. This is
52:00
where my brain kind of goes wild with
52:02
these Spree cards is because
52:04
the mana value of final
52:07
showdown is one, you
52:10
can find it with things like Spellseeker, which
52:12
looks for cheap spells under two. You
52:14
can find it with Sunforger, because
52:17
it is an instant with mana cost four or
52:19
less. And Sunforger will cast it
52:22
for free, but because Spree is an
52:24
additional cost, it will give you the
52:26
opportunity to cast additional costs. You can
52:28
pay the additional cost. So you can't
52:30
use a board wipe part for free.
52:34
So if you want a board wipe finding
52:36
it with Sunforger, you will pay that white
52:38
and red to unattach it.
52:41
Go find this, cast it for free, quote
52:43
unquote, but it only covers that one white.
52:45
And then you'll pay an additional three white
52:47
to actually make that happen. You'll get the
52:49
bill for the additional, but you can't do
52:51
it. Still seven mana instant speed
52:53
board wipe you tutored for. The
52:56
other crazy thing you can do with this is
52:58
put it on Isochron Scepter. Yeah, that's kind of
53:01
nuts. It
53:03
sees it as a one mana instant. Of course, you
53:05
are going to have to pay those additional costs, so
53:07
you'll pay two to cast it and then you can
53:10
pay an additional whatever you need. But the Utilion is
53:12
great because now you're paying, oh, I just want to
53:14
protect and give an destructible this time, but I'll still
53:16
have it for next time if I want to wipe
53:18
the board or whatever. Really, really powerful stuff. I
53:21
mean, this card is so, so flexible and I really like
53:23
it. I wouldn't cut a board wipe for this. I would
53:25
cut a protection spell for this, I think. Because
53:29
it's a board wipe, which adds to your
53:31
numbers. I think board wipes are very powerful
53:33
right now. And it
53:35
has all this flexibility that if it gets stuck in
53:38
your hand when you're ahead or early game, it still
53:40
does stuff. Yeah. I think
53:42
we're in an era now too where
53:44
the pendulum is swinging back towards, I
53:47
know people are not going to like me saying this, but we
53:49
need more board wipes in our decks
53:51
than we have for the last couple of years.
53:55
We used to say, oh, you want about five board wipes in
53:57
your deck. And then For the last few
53:59
years, we've kind of. Lord and I'm to go
54:01
to nursery your knees Me: Board wipes
54:03
Be proactive. Do stuff, don't burn up.
54:05
They makes the game longer by law
54:07
but they make every leisure. Who was
54:09
worn down so many things? Just have
54:12
ward that. It's. Become
54:14
inefficiencies single target, remove on a loss
54:16
of and some in many cases like
54:18
roaming thrown plus you know voy our
54:20
whatever or out and you just. It's
54:22
basically hacks proof? That's it. Yeah, yeah, need
54:25
to read about those things. There's a mere
54:27
i'm over there like this whole thing is
54:29
is gone badly. In need more life more
54:31
than used to sell the fact that this
54:33
can. In. We need more and this can
54:35
fill a slot. That. Could. Also be
54:37
another thing as flexibility. I think it's
54:39
yeah, this hurts pretty incredible. I really
54:41
am hired. Final Showdown I'll I like
54:44
any card that makes me feel smart
54:46
and the fact I can use as
54:48
and so many situations as to great
54:50
effect. Yes I'm makes me really excited,
54:52
especially for White. They don't love to
54:54
give white a ton of modality. Yeah
54:56
it gets very powerful like a vision
54:58
things but there's not a lot of
55:00
modal white spells outside of let us
55:02
hear from and I guess is the
55:04
the think of or farewell but this
55:06
is good in different. Places depending on
55:08
if you're ahead or behind. You
55:10
will find a way to get value out of
55:13
it for to yeah yeah he I'd the I
55:15
just cameras were many games where you're like oh
55:17
and or found a spot to use. My final
55:19
showdown like this will be like school I saved
55:21
my commander and that was able to continue my
55:23
gameplan or as they were to do a crazy
55:25
thing and I stopped it with the southern spoiling
55:28
thing or the only chance I'm asking was to
55:30
wipe the board into reset and so that let
55:32
me do that in spain since be this huge
55:34
on a board wipe we were going to that
55:36
buy gas one of the biggest downsize afford wife's
55:38
especially nowadays because the so much to sufficient. Stuff
55:40
so much man a creation that you often
55:43
if you just board wipe. An
55:45
impasse. Rachel bills or boards him. He builds
55:47
his board and Megan builds her board and
55:49
you come back to your turn you into
55:51
one that are worth and you're like everyone's
55:54
boards huge than the last one. reportedly my
55:56
board which means I even I do with
55:58
the others replace did Rachel's use. Or board
56:00
before I use mine and so see Now
56:02
Scott the initiative from me and self instance
56:04
be board wipe allows your and set before
56:07
my turn to do that comes to my
56:09
turn I'm now in the driver's seat. I
56:11
republic my board first and everybody else is
56:13
looking to me like crap. I'm in a
56:15
refill my board but just it's to use
56:17
his first Yes yeah I love that. Yeah.
56:20
Oh you attacked me board wipe? Yeah. It's
56:25
also true too because yemi like I don't need
56:28
he will use as I've and less that attacks
56:30
coming right. And if it's not fun you know
56:32
I'll hold up production or something like and the
56:34
best way to find out of a test for
56:36
me. I used to wait until it happens to
56:39
be like oh it is okay well now board
56:41
I guess ssssss pretty go gaps. I like the
56:43
car lot. oh right okay this next one is
56:45
interesting. It's called a fleeting
56:47
reflection, one in a blue. For
56:49
an instant target creature you control
56:51
games hex proven Telenor Turn untapped
56:53
That creature until end of turn.
56:55
It becomes a copy of up
56:57
to one other target creature. So.
57:01
Hacks: Prove it and habit. And.
57:03
The make it a clone of something but own to end
57:05
of turn. If you like. It's
57:07
up to the is after. Yeah, I'm. So
57:10
I don't discard is really interesting and I
57:13
I think when you look at it you're
57:15
like what scenario would I need x prove
57:17
and on tap and a clone or something
57:19
else says So I think this card makes
57:21
more sense and is. Is
57:23
looks better to me if he to
57:25
split up into three. Thanks! If this
57:27
is a spell that says untapped target
57:29
creature or target creature gains tax proof
57:31
or target creature you control become the
57:33
copy of something else because all those
57:35
you can see the scenario where those
57:37
are very powerful like on tapping a
57:39
creature and having a powerful mandatory on
57:41
tapping a big blockers giving something expert
57:43
by the obvious applications and then if
57:45
your opponent has an old now bone
57:47
or some terrifying threats even a death
57:49
touch her you can instant speed get
57:51
the thing that you. Want use
57:54
it and. It doesn't
57:56
matter that it has x proof. that doesn't matter
57:58
that with untapped but those are nice things I
58:01
just think there's a lot of scenarios where
58:03
fleeting reflection can
58:05
be a really neat tool, but
58:08
obviously you need one of those things to be exactly
58:10
what you're doing. And I think for me, it's the
58:12
protection. It's going to be the primary usage. Right.
58:17
Like I have a deck that's full of twiddles that
58:19
untaps my creature. So it'll
58:21
go into that deck because the untap is really,
58:24
really strong. But I could certainly see situations where
58:26
I'm like, all right, I'm going to turn my
58:28
one-one spirit token into your Itali and I'll attack
58:30
with it and see what happens. Right. Because
58:33
mine can attack right now, presumably. Yeah.
58:36
And you weren't ready for this weird clone
58:40
that I can use here. So it's
58:42
like a combat trick and it's a clone
58:44
and it's a production spell and all of
58:46
those things are playable and really
58:48
powerful in Commander, especially for 2-mana. Yeah.
58:53
I don't love it. Yeah. Because
58:57
to me, you're most likely to
58:59
whatever your best thing is. Yeah.
59:02
They're trying to remove that and that's why you need the hexproof. And
59:05
so probably not going to clone something else because that's probably
59:07
your best thing and you want it for a certain reason.
59:11
And if you proactively use it on
59:14
a token to turn it into,
59:16
let's just say a Nyxplume agent or something,
59:18
that would be sweet. You open
59:20
yourself up to, they remove
59:22
in a response or something like that and you kind of get
59:24
blown out in those circumstances and you lose
59:26
the protection part. Like if it's there for
59:28
protection, I think
59:31
you'd go forward in an explanation scenario. Okay,
59:33
fine. It's
59:35
worth a shot to go after it. So I
59:38
think it's not usable but I think it's just rare
59:40
that you're going to really want more than one
59:42
of these modes. And the protection one
59:44
being the most important means like, I
59:48
think most of the time I'll rather just have a counter spell
59:50
because I can be so much more proactive with the counter spell.
59:53
I don't think that's exactly my thing. It also
59:55
stops their other stuff. So if I replace a
59:58
negate with this. I
1:00:00
feel like my flexibility with Negate
1:00:02
is much greater than my flexibility with this. Yes,
1:00:05
Negate cannot turn my spirit into an
1:00:07
Avacyn, but most games
1:00:09
I don't run into a situation where I
1:00:11
wish my Negate could turn
1:00:13
my spirit into an Avacyn. Yeah,
1:00:15
and that's how I sort of think about it. And the untap I think
1:00:18
is sort of the weakest of all of them, because
1:00:20
I love tapping and untapping things, don't get me wrong,
1:00:22
but on a one-use instant is not the way I
1:00:24
really want to
1:00:26
do that. Oh yeah, definitely. But
1:00:29
you might come into scenarios where you do find
1:00:31
that it is worth it to do that. I just
1:00:33
think it's hard to predict with any given game
1:00:35
or even one out of 10 games is going
1:00:38
to present you with that shot. Yeah,
1:00:40
I think this is not a... I
1:00:43
wouldn't replace a Counterspell with this. And
1:00:46
in a lot of my decks, I only
1:00:48
run a certain number of Counterspells, so this
1:00:50
gives me a neat defensive sort of techy
1:00:53
piece that can use the
1:00:55
board and do a trick that
1:00:57
people wouldn't expect. I love
1:00:59
the idea of turning a creature into a
1:01:01
more powerful blocker to kill the thing. It
1:01:03
becomes a removal spell, but you have to
1:01:05
play it really, really, really
1:01:07
sharp and you need to have creatures on the board to use it.
1:01:10
So it's not as good as a
1:01:12
Negate, but I do think that it's like...
1:01:15
But the problem is there's so many versions
1:01:17
of Negate that you're just choosing to play,
1:01:19
which I think is fine for like, I
1:01:21
want to keep my power level of my deck down or other
1:01:23
reasons. But like, oh man, that scares
1:01:25
me, that scenario where I cast some of my things
1:01:28
so I can block you. A
1:01:30
removal spell removes their creature and
1:01:32
you can't really... It's hard
1:01:34
to get blown out by that, but they go, okay, cool, you turn
1:01:36
your thing into a thing, I remove your thing. And
1:01:39
it's like, ugh, I hate that scenario. I would just rather... If
1:01:41
I just had a sword, I just killed a thing attacking me
1:01:43
and now I didn't put myself in
1:01:45
the situation where they kill one of my creatures
1:01:47
and I lost this card on my hand. It's
1:01:49
just a more interesting card than putting another
1:01:51
blue removal spell or another Counterspell into
1:01:54
your deck. And It
1:01:56
presents these sort of strange situations where
1:01:58
you're like, okay, I'll clone my... They
1:02:00
are made dumber test or something like that
1:02:02
and now I have two of those. And
1:02:04
you know that you've got these tech pieces
1:02:06
that are really valuable. If you have them
1:02:08
cloned or you know that it on tapping
1:02:10
as a big part of your strategies, this
1:02:12
is gonna be a more useful tool than
1:02:14
it looks. because it looks. Like.
1:02:16
Box. But I think
1:02:19
it's neat. Yeah, I could don't expose extras
1:02:21
I can see. Likes getting a second. storms
1:02:23
Omar to see. Take it a second Burgee
1:02:25
though. sneer. Ah, you get a second.
1:02:27
We the same legendary bowser read thing that
1:02:30
when he sacked the Treasury's enter the Red
1:02:32
Back the New one. Out
1:02:34
his i forgot. Point is oh now I
1:02:37
asked this one proctor it's and totally another
1:02:39
part of that good friend Dragon is no
1:02:41
one there are just make it has er
1:02:43
staff for more. There's yang so so maybe
1:02:45
their situations where I want to have a
1:02:48
thing. yeah I mean I'd just rather play
1:02:50
the mirror with the artifacts can just turn
1:02:52
into South Sea Yeah Mirage, Max, Mara, his
1:02:54
eye with. A
1:02:58
successful. I
1:03:00
just keep. I know this is a magical
1:03:03
growth is that if. I keep imagining attacking
1:03:05
with for things and turning when you're on
1:03:07
block creatures into an old. Number Three is
1:03:09
her as a major and twelve forever as
1:03:11
the. Asus for
1:03:13
all those hours of people just
1:03:15
play Obama and. And
1:03:17
you're not dead. Sweet.
1:03:20
System. Turn. As a
1:03:22
D are all the mob ah
1:03:24
or more before the break your
1:03:27
hair. Is another story card
1:03:29
citizens the great Train
1:03:31
Heist. So. It's manner cost is
1:03:33
read at His first ability is plus two
1:03:36
and a read on top of creatures you
1:03:38
control if it's your combat lasers additional
1:03:40
combat days after this phase of the second
1:03:42
one is plus two powerless creatures you control
1:03:45
your put on his own. The first I
1:03:47
can tell him to turn in. The
1:03:49
final one is plus a red to target
1:03:51
opponent. When a creature you control deals combat
1:03:53
damage to that player, this turns create
1:03:56
a tapped treasure token so this is an
1:03:58
extra combat. Spell. yeah That's
1:04:00
the main component, right? Yeah. Yeah. The
1:04:02
other stuff's not. It's not as flexible,
1:04:04
I think, as final showdown, where you're
1:04:06
like, here, this part's good. And here,
1:04:08
this part's good. It's like, this is
1:04:10
an extra combat. If you have additional
1:04:12
mana, maybe it's a little pump. Yeah.
1:04:14
I think you could do the pump
1:04:16
first strike sometimes as just like, I
1:04:18
want to get an attack, and it allows me to
1:04:20
get a big attack in that I can feel good.
1:04:22
Like, if they block, I don't just get destroyed
1:04:25
here. I have something. Yeah. Yeah. But in general, you're going
1:04:27
to want to save this, set it up for like, I
1:04:29
have a really good attack. I'm going to do that twice.
1:04:31
I'm going to make treasures. I'm going to hit them harder
1:04:33
than they think. Right. Yeah. I think
1:04:35
the main thing to talk about this
1:04:37
is it's less about Spree, because it's just
1:04:40
a four mana instant speed extra
1:04:42
combat. It's just how good, how
1:04:45
much better is instant speed extra combat
1:04:47
than sorcery speed extra combat? Like, what
1:04:49
is the difference between that? It's
1:04:53
a decent bit better, because if you have to
1:04:55
cast a sorcery speed one, I know if I
1:04:58
can block and kill anything, I should, because it
1:05:00
won't be sweet on me a second time. Right.
1:05:02
So that kind of matters. You can cheat some
1:05:04
more damage in there for sure. Like, if you
1:05:06
think you're only getting hit for like six, you're
1:05:08
like, I guess I'll take six. Yeah. No, but
1:05:10
that's going to be a second one. I'll follow
1:05:12
up one. Suddenly, it's five
1:05:14
mana. All those things are one bigger, and
1:05:16
you have a second hit. It's
1:05:18
better, but it's not like twice
1:05:21
as good or something. It's not like the board wipe,
1:05:23
where it's way better at instant speed. It's like, yeah,
1:05:25
it's better at instant speed, but
1:05:27
it doesn't intrinsically change it, I don't
1:05:29
think. Yeah. It's, I think
1:05:33
it's definitely better, of course, any
1:05:35
time you can sort of get one over on your
1:05:37
opponents and feel like you had less information when you
1:05:39
made your blocking decisions is good. But
1:05:42
most of the time, if you have blocks, you make the blocks. And
1:05:44
if you don't have blocks, you don't make the blocks. Like,
1:05:47
let's say that there was a sorcery version
1:05:49
of that same effect that was one less
1:05:51
mana. You would play the sorcery version like
1:05:55
100% of the time. I would think so, yeah. Whereas
1:05:57
a board wipe, let's say, Breath of
1:05:59
God versus a five mana. There's no five-mana instant speed
1:06:01
board wipe in white, but if there was you'd play
1:06:03
the instance speed 100% of the time Yeah,
1:06:05
I would think so. Yeah, so I think that
1:06:07
shows you kind of the difference in parallel between
1:06:09
instances or trade for different kinds of effects Yeah
1:06:12
The the treasure making is interesting though because
1:06:14
if you have apt Yeah
1:06:17
But still if you have good attacks and you
1:06:19
can hit with even just three creatures make
1:06:21
six treasures right over the course of those two attacks
1:06:24
Hit them for a decent chunk of damage Maybe
1:06:26
kill them maybe knock them out maybe That's
1:06:30
pretty good. The six mana for your next turn means like,
1:06:32
you know, if I'm taking out a player I'm probably taking
1:06:34
on the rest of the table next turn what
1:06:36
let's say you have Two
1:06:38
creatures on board. Yeah, it's turned
1:06:40
like three Do
1:06:43
you burn the Rachel game? She has two creatures
1:06:45
on turn three? Yeah Good.
1:06:47
I guess you have to Jessica's will into
1:06:50
it. Yeah. Yeah. Yeah I mean
1:06:52
it not if you don't even do the extra
1:06:54
combat Would you just burn this treasure thing like
1:06:56
if you would spend two mana to get two
1:06:58
tap treasures? I don't think I would yeah,
1:07:01
and then I mean even next turn you on tap you have
1:07:03
six mana Yeah, but
1:07:05
it's one use mana. I think if I got
1:07:07
three treasure, I would start to think about it
1:07:09
Yeah, but I don't think would you would you
1:07:11
pay two mana for two tap treasures? Depends on
1:07:14
what my commander is I guess if I get
1:07:16
like slam and Aurelia after that then maybe but
1:07:19
old school nurse or something Yeah Something like that
1:07:21
if it's really important that you get your commander
1:07:23
down early This is sort of and
1:07:25
your commander protects itself so that I doesn't immediately
1:07:27
get removed I basically lost this card and the
1:07:29
commander right? Yeah, it's really
1:07:31
tough for me to imagine spending either of
1:07:34
the two abilities Without
1:07:36
the extra combat. So I
1:07:38
that's what I was thinking It was like when is
1:07:40
are the treasures most impactful that you wouldn't be? Yeah,
1:07:43
if you're really wide and you had a lot of
1:07:45
tokens Yeah, you could think about it in that like
1:07:47
maybe the first attack is Well,
1:07:50
the first attack is gonna knock somebody out and there's still other
1:07:52
players left You might as well use the second attack on the
1:07:54
other player. So yeah Yeah, it's
1:07:56
hard to you're right. It's hard to imagine
1:07:58
a lot of scenarios where You
1:08:00
you're not just holding this for the
1:08:02
extra extra combat. Yeah. Yep, cool
1:08:06
We still have a lot of cards to talk about oh, it's
1:08:09
worth mentioning You can find this with Sunforger also, which
1:08:12
is really really good and put it on ice
1:08:14
crimes after two Yeah, you can do it like
1:08:16
you can hit with the Sunforger equipped and then
1:08:18
pop the Sunforger off and cast this It gets
1:08:20
way better with the ice upon actually because the
1:08:22
treasures pay for the next one Mmm,
1:08:25
so that becomes a like yeah, I'm
1:08:27
getting extra promise every turn once
1:08:29
I could kind of get in Yeah, I would
1:08:31
think about this as to read read for an
1:08:33
extra combat with some upside Especially if you have
1:08:35
some synergy like Sunforger or a spell seeker Okay.
1:08:38
Now we're actually moving on we've got some other
1:08:40
cards to talk about this episode
1:08:42
We're gonna talk about a new hate
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bear for tokens. It is about time and
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a brand new G-tech ah
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truth seeker. I am Mirko
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overpriced wireless providers. I am not obsessive.
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those lands will trigger tireless provisioner, and I will make
1:09:59
two food Wait, you'll make what?
1:10:01
Uh, two food tokens. But you can
1:10:03
make treasure. You love treasure. Oh god.
1:10:05
What is happening? I didn't
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couple of upgrades. I wear a baseball hat.
1:13:10
I wore a cowboy hat. See, we even
1:13:12
have them back there for game nights. Yeah.
1:13:14
No. Well, it is the last Thunder Junction
1:13:16
episode. So we're a little bit cowboyed out
1:13:18
maybe. Maybe. Any way. No, we're not cowboyed
1:13:20
out. We need to cowboy up. Isn't
1:13:23
that a thing? I don't know. All right. We're
1:13:25
moving on here. We're talking about the cards in the 99 from Outlaws of
1:13:29
Thunder Junction. Our next
1:13:31
card up is a
1:13:33
mono black one. It is a spree card.
1:13:35
It is insatiable avarice. One
1:13:37
black for a sorcery has spree, but
1:13:39
only two options. Option
1:13:41
number one, you have to, you plus two,
1:13:43
so it will be three mana to do this. Search
1:13:46
your library for a card, then shuffle and put that card
1:13:48
on top. And then the
1:13:50
second spree option is plus black, black
1:13:53
target player draws three cards and
1:13:56
loses three life. So for black, black, black, you
1:13:58
can draw three, lose three. for
1:14:00
black, black, black, and two, you
1:14:02
can search for, remember it
1:14:05
resolves in this order, search for a card, put it on top of
1:14:07
your library, then draw three cards and lose three,
1:14:09
one of which will be the card that you search for. Okay,
1:14:12
so it's a three-mana imperial
1:14:14
seal-ish, a three-mana draw three, five-mana
1:14:17
demonic tutor draw two.
1:14:19
Sure. Ish. Ish. You
1:14:22
lose some life from there. And it's black, black, black. Yeah.
1:14:25
Which is rough. Yeah,
1:14:27
this is an interesting, I
1:14:29
think the first mode is an
1:14:32
incredibly over-costed tutor. Yep. And
1:14:34
if you don't have a way to draw it immediately,
1:14:36
I would feel very behind.
1:14:38
Yep. Just paying two and a
1:14:40
black for a top of library tutor. Yep. But
1:14:43
three-mana draw three, lose three, that's
1:14:45
a card that we would play. Absolutely,
1:14:47
I mean, that's like mono-black painful truths,
1:14:50
kind of, which is three-mana draw three,
1:14:52
lose three. You have to be very
1:14:54
heavy black because it's black, black, black.
1:14:56
So yeah, the casting cost is tough,
1:14:58
but if you're mono-black or maybe two-color,
1:15:00
but like 60% of
1:15:03
your deck is black and your mana leans towards black
1:15:05
a lot more. Because
1:15:07
yeah, you don't need the gases on turn three either. No.
1:15:10
You don't need cards yet. So you're casting
1:15:12
this a little bit later than that. So
1:15:15
it's not like you need to hit black, black, black in your first three lands
1:15:18
or something like that. And you're
1:15:20
in mono-black already. You're gonna
1:15:22
have the mono-black supercharged packages,
1:15:24
like the one that doubles all
1:15:26
your swamps and herb orgs, yep,
1:15:29
it's definitely good in like a Keurig deck where
1:15:31
you really focus on the black deck. Now it's
1:15:33
a free draw three. It's a lose a lot.
1:15:36
It's a lose seven. More
1:15:38
than that, you have to play black, black, black. So
1:15:41
it's six, nine, pay
1:15:44
nine, draw three. Yeah, and I will
1:15:46
say one of the upsides of just draw spells is the fact that
1:15:48
they can dig you out of like missing land drops and things like
1:15:50
that. So if you start out and you're in an Orzhov deck and
1:15:52
you go, you know, swamp,
1:15:54
swamp plains, this won't help
1:15:56
you find that fourth land drop. It has to be black, black, black. So
1:15:58
maybe I was a little bit wrong. when I said that
1:16:01
it didn't matter as much. Yeah,
1:16:04
I think this is just, here's a question. Diabolic
1:16:06
tutor versus this. I
1:16:09
would run this. It's like four
1:16:11
mana to go get a card to
1:16:13
hand. It's really hard to follow that
1:16:15
up with an actual play. Whereas
1:16:18
like, but you know, this is black, black, black, I
1:16:20
guess. You want to draw three? I just don't like
1:16:22
tutors. I just don't like tutors is what it is.
1:16:25
They're close. They're close. Yeah, I agree
1:16:27
with you. I would play this over... Most of the
1:16:29
time I'd just rather draw three. Diabolic tutor. But I
1:16:31
think the gap between those two is not that big.
1:16:34
And I don't play diabolic tutor, which is why I
1:16:36
don't think this is generally going to see a ton
1:16:38
of play. It's just too inefficient
1:16:40
and too hard to cast. And you know, it is nice
1:16:42
to think when you add them up, you get both
1:16:44
things. But that's five mana. You're not casting any of the
1:16:47
stuff you got. Right. Yeah.
1:16:50
I would think about this as a three mana draw spell with
1:16:52
an emergency tutor option. And
1:16:55
like, I really need a board wipe. Yeah. The
1:16:57
problem is I have to spend five mana to go get that. That's the
1:16:59
chance I can still cast it after the attack. You need eight mana to
1:17:01
follow it up with a toxic dailers and a lot more life. Yeah.
1:17:05
Yeah, it's not my favorite. I don't think I'm going to be putting
1:17:07
this in a deck right away. Yeah.
1:17:10
The next card is Kambal,
1:17:13
Profiteering Mayor. One,
1:17:15
a white and a black for a two for
1:17:17
human advisor. Whenever one or more
1:17:19
tokens enter the battlefield under your opponent's
1:17:21
control, for each of them, create a
1:17:23
tapped token that's a copy of it.
1:17:26
This ability triggers only once each
1:17:28
turn. Then whenever one
1:17:30
or more tokens enter the battlefield under your
1:17:32
control, each opponent loses one life and you
1:17:35
gain one life. So
1:17:37
this is interesting. If
1:17:39
your opponent makes a treasure token repeatedly,
1:17:41
like with a Storm Kiln artist or
1:17:43
something, you get one tapped treasure token.
1:17:45
If they play a Dockside Extortionist, they
1:17:47
get four treasure tokens. You get four
1:17:49
tapped treasure tokens. But
1:17:51
no matter how many tokens you make, you drain them for
1:17:54
one. Yeah. I
1:17:58
think this card is very powerful. I
1:18:02
mean everything makes tokens now. Everything makes
1:18:04
tokens. The fact that it's not just free to tokens. Everything
1:18:06
that a computer deck has is like a stack of tokens
1:18:08
this high. Yeah. It's, there's
1:18:11
so many removals that make tokens. It's nuts.
1:18:14
If somebody beasts within their card and you get
1:18:16
a free beast out of it, that's
1:18:18
awesome. Pretty great. I mean there's clues,
1:18:20
there's foods, there's maps, there's
1:18:22
treasures, there's bloods, there's
1:18:24
zombies and staprelings and
1:18:27
plants. Like it's
1:18:29
insane. In fact I would say one of
1:18:31
the hardest things we deal with with
1:18:33
gameplay episodes for this show is not
1:18:36
finding the cards for the decks, it's finding the tokens for the
1:18:38
decks. And enough tokens. And I would say 90% of games
1:18:41
we get into the middle of the game and
1:18:43
somebody plays the card and we're like where's the whatever
1:18:45
token and we look through this huge stack and
1:18:47
we've just missed them because there's so many. Yeah. Yeah.
1:18:51
It's crazy. So yeah just that part of it is going to, you're
1:18:53
just incidentally, you don't even have to build your deck around it. This
1:18:55
is the type of card where you just play it, if
1:18:58
you've got token synergies it's going to be great but even
1:19:00
in not token synergies you're just going to get a lot
1:19:02
of stuff. I think you could just throw this in the
1:19:04
deck. Yeah. Yeah, absolutely. Because
1:19:07
it's just a little hate bear that says like okay if you're
1:19:09
going to make some tokens over there you
1:19:11
better slow down just a little bit. Maybe
1:19:13
don't play that Annoying Procession because I will
1:19:15
be benefiting from your Annoying Procession. Oh
1:19:18
boy. Like it's tough
1:19:20
to play against if you're playing the token deck.
1:19:22
You do have to find an answer for this.
1:19:24
So it is a little bit of a speed
1:19:26
bump for the kinds of decks that are really
1:19:28
running rampant in Commander. Yeah.
1:19:30
Not to mention there's just so many removal spells
1:19:33
that just hand out free tokens all the time.
1:19:35
Like that you could run in your deck, you could
1:19:37
run a generous gift. I don't
1:19:40
love it but you could. Oh yeah that's true
1:19:42
because you give them a token. Yeah so you give
1:19:44
yourself an elephant in exchange. We're talking about in the
1:19:46
99. In the 99 yeah. So it's
1:19:48
not exactly a build around. Yeah. If
1:19:50
you build a Ken Ball deck then generous gift definitely goes in it.
1:19:53
For sure. It's full of these. There's
1:19:55
a brand new generous gift that I wanted to mention.
1:19:57
We're not going to talk about it because it's like
1:19:59
pretty good but you know it's bovine. find intervention. So
1:20:02
one in a white, destroy target artifact or creature,
1:20:04
its controller makes a two-two ox. All right. Combo.
1:20:07
I was thinking like rampage of the clans or something
1:20:10
that gives a lot of tokens to everybody all at
1:20:12
once. And I like that because
1:20:14
it's spread out. It's like Jimmy gets three,
1:20:16
Rachel gets four, Jake gets two, and I
1:20:18
get all those because they're all made at once,
1:20:20
right? Yeah. I mean, if they're all entered the
1:20:22
battlefield under your opponent's control for each of
1:20:25
them, yeah, create a tapped token. That's a
1:20:27
copy of it. This ability triggers only one
1:20:29
each turn. Yeah. I mean, I would assume if
1:20:31
all the tokens are made at the same time, you get
1:20:34
all of them. So that could be a cool
1:20:36
little combo depending on what colors you're in and
1:20:38
what your deck's doing if it doesn't have a
1:20:40
lot of enchantments and artifacts. There's like commanders that'll
1:20:42
give tokens away to your opponents and it's obviously
1:20:45
very powerful in those decks like a Shaderix type
1:20:47
of thing. You give them an inkling, you get
1:20:49
the inkling as well. But generally, I think this
1:20:51
is just the kind of card you can throw
1:20:53
into a white, black Legends deck or a white,
1:20:56
black, black token deck and it's going
1:20:58
to do a lot of work for you. Yeah. Even
1:21:00
just sort of a Kenrithy five color trying to cover
1:21:02
a lot of different angles and it's just saying like,
1:21:04
if I play against a token deck, this will help
1:21:07
me keep up with that. Yeah. Oddly,
1:21:09
I think this card would be better if
1:21:11
it didn't have the draining effect because the
1:21:14
draining effect is kind of like, hey, remember,
1:21:16
this card's a problem. Interesting. I'm doing something
1:21:18
every time you're doing something. Yeah. It has
1:21:20
a ... I just think it's
1:21:23
going to be annoying because you're going to have to
1:21:25
be like, hey, can I borrow
1:21:27
a couple of goblin tokens? Yeah. I'm going
1:21:29
to make those. Yeah. Okay. Can I borrow a couple of
1:21:31
those? Boards
1:21:34
are full of there. That'll
1:21:37
cause me to want to kill you. Yeah. You're going to
1:21:39
need ... Yeah.
1:21:42
Oh, four, four beasts. I only have three, three beasts.
1:21:44
Can I borrow one of your ... Okay.
1:21:47
The next one is lava
1:21:50
spur boots. You
1:21:52
know, it's not really a cowboy wild
1:21:54
west type of setting unless there are
1:21:56
some boots with the spurs. Mm-hmm. They
1:21:59
are men for one. Lava's for Roots.
1:22:02
One mana for an artifact equipment, Equip
1:22:05
creature gets plus one plus O and has haste
1:22:07
and ward one. Alright, these
1:22:10
are Swift for Boots at home kind of. Yep,
1:22:12
and equip for one. Did I already say that?
1:22:14
No, I never said that. Yeah, one to cast,
1:22:16
one to equip, plus one plus O,
1:22:18
haste and ward one. So
1:22:20
we know these abilities are powerful in Commander already, so
1:22:23
like we know that ward is good, we know that
1:22:25
haste is good, one to cast, one to equip, it's
1:22:27
hard to ask for cheaper. The question
1:22:29
is, does this beat out Swift for Boots? Yeah,
1:22:32
because it's one less mana
1:22:34
to cast it, same equip cost,
1:22:37
and you get ward one instead of hex proof,
1:22:39
which is a big difference. And plus one plus
1:22:41
O. Yeah. It's tricky, I mean, I don't run a
1:22:43
lot of Swift for Boots these days, like if I want
1:22:45
a pair of shoes, I run Lightning Greaves, and then if
1:22:48
I'm like trying to equip it with stuff, I'll run
1:22:51
Swift for Boots. I don't tend to run both, especially
1:22:54
if I'm trying to use Swift for Boots to
1:22:56
protect like a commander that wants
1:22:59
to attack right away, it's just expensive to cast your
1:23:01
commander and hold up the one to attack. But
1:23:04
this is really cheap, you can
1:23:06
find it with Urza Saga, so
1:23:08
there's like more synergies around Lavas
1:23:10
for Boots. Yeah, I'm
1:23:12
like you, I don't play Swift for Boots that much, so
1:23:14
the question is kind of like, it's definitely not as good
1:23:16
as Greaves, Lavas for Boots and Lavas for Boots. I don't
1:23:19
think so. Yeah, it's Lavas for Boots.
1:23:21
The amount of mana you save between two and one
1:23:23
versus the equip cost of zero and one is... And
1:23:26
the equip cost is the cost you're gonna pay repeatedly,
1:23:28
so that matters a lot more. And
1:23:30
for that reason, I do think Swift for Boots is
1:23:32
probably in my estimation still better, because
1:23:34
the protection component is usually the more important
1:23:37
component to it, and the haste is good,
1:23:39
but I don't necessarily... Usually you're
1:23:41
playing Swift for Boots, and usually you're
1:23:43
playing Greaves also, mainly because I don't
1:23:45
want my commander to die. I
1:23:47
mean, I think haste is a huge part of those though. I
1:23:50
attack more than you do, but like... That's a very
1:23:52
good part, but I think you want
1:23:54
the protection and the haste is gravy. It's
1:23:57
rarely that I want the haste and the protection is gravy.
1:24:00
And the Ward 1 is a huge
1:24:02
difference between text proof. Yeah. And the
1:24:04
two-mana, casting costs versus the one-mana, I
1:24:06
think is less of a... A
1:24:08
big difference? Yeah, to me, because I'm not going to
1:24:10
pay that over and over. So it's really just one-mana
1:24:12
total somewhere over the course of the
1:24:14
game, which feels OK to me. If the equip cost
1:24:17
was zero on Lava Spur Boots,
1:24:19
I would have a difference. Then definitely, yeah.
1:24:21
Or if Swiff of Boots was two to
1:24:23
equip and Lava Spur Boots was one, although
1:24:25
Swiff of Boots becomes quite bad at two
1:24:27
to equip. I think the one colorless is
1:24:29
actually huge. It just fits into commander curves
1:24:31
really well, especially in decks that are running
1:24:33
talismans and that kind of thing, because so
1:24:35
often... Cast the signet and... Yeah. Or not
1:24:37
signet. You cast your arcane signet. There you
1:24:39
go. You cast your mind stone, and then
1:24:41
you can cast it right away. And it
1:24:43
comes down the turn before that. So it
1:24:45
just fits in the early turns better for
1:24:47
me. Whereas Swiff of Boots, I
1:24:49
would still rather ramp onto, and then I want
1:24:51
to cast my commander. Even if I don't have
1:24:53
the Swiff of Boots, it feels awkward. But the
1:24:55
problem is, in those scenarios, you often, if you're
1:24:58
so tight, don't have the extra mana to equip
1:25:00
it anyway. Yeah. So it's, I
1:25:02
don't know, I don't think it's
1:25:04
going to matter all the time that you're able to get
1:25:06
it out there. You also have to be able to equip
1:25:08
it. Yeah. So I don't know, because Ward 1.
1:25:11
Ward 1 is not Hexproof. I'm annoyed by
1:25:13
Ward and just how much they've been putting
1:25:15
it on stuff. And it just takes away
1:25:17
the interactivity of games when
1:25:20
you just aren't able to remove stuff. Or Ward
1:25:22
2 and Ward 3 feels like whoever
1:25:24
removes that loses the game, because they had to pay
1:25:26
so much to do that that they couldn't develop
1:25:29
their board, and everybody else just benefited. But
1:25:33
Ward 1 is the one where I think they should have
1:25:35
just restored. They shouldn't have had Ward in a number. I
1:25:37
think Ward should have just only been Ward 1, and that's
1:25:39
all you can do. Sure, yeah. And just give it Hexproof
1:25:41
or give it Ward, but also just don't do that most
1:25:43
of the time. So to me, Ward
1:25:45
1 is just not very much protection. If
1:25:47
it was Ward 2, I think
1:25:50
they're concretely better than Swiff of Boots. Yes.
1:25:53
I will be putting this probably over Swiff of Boots
1:25:55
in Lord of Tresserhorn, because the plus 1 plus 0
1:25:57
makes a very big difference when you're a prep commander.
1:26:00
Commander's power is 10, but that is
1:26:02
a pretty narrow use. Yeah, and I can't
1:26:05
think of a deck that I have
1:26:07
where I even care about the power
1:26:09
of the commander. I
1:26:14
can't think of one or two. I'm
1:26:16
trying to, but I can't think of one. That's the
1:26:18
difference between us. Hey, you said Gremen. Gremen's
1:26:21
power matters. But I don't care about Gremen's power. And
1:26:23
there's how many cards you draw. It's
1:26:25
how I can... Yeah, I'm gonna pump it. So one
1:26:27
doesn't really matter that much to me, yeah. All
1:26:30
right. Speaking
1:26:32
of equipment at home, this
1:26:34
next one is Lost Jite.
1:26:38
It is a one-mana legendary equipment. It
1:26:40
says, whenever a quipped creature deals combat
1:26:42
damage, put a charge counter on Lost
1:26:44
Jite. Remove a charge counter
1:26:46
from it. Choose one. Untap
1:26:48
target land. Target creature can't block this turn.
1:26:50
Or put a plus and plus one counter
1:26:53
on equipped creature. It has equip one. One
1:26:55
to cast, one to equip. Three abilities. And
1:26:57
you only get one charge counter. It's like
1:26:59
they split Umi's always Jite down the middle.
1:27:02
Now it's two. Yeah, I mean Umi's always
1:27:04
Jite is broken, so I'm glad they like fixed it. But they
1:27:06
lowered the cost to make up for it, which is a big
1:27:08
deal. It's a big deal. Yeah. And
1:27:10
these abilities are interesting. They're not as punishing as
1:27:13
Umi's always Jite, which has like removal and gain
1:27:15
life and... The removal is the part where it's
1:27:17
just like, why does it have removal? That just
1:27:19
seems mean. That... The
1:27:22
fact that you can just pick off creatures after
1:27:24
that thing has died is bananas. But this
1:27:27
has the target creature can't block this turn, so
1:27:29
it gives like, you know, removal
1:27:33
if you're attacking. But I think
1:27:35
the big thing
1:27:37
to talk about here is the untap target land. Yeah.
1:27:41
Because you can kind of store mana in this
1:27:43
sword. Yeah, you brought this
1:27:45
up and I didn't think about it in these terms,
1:27:47
but it's a smart way to think about it, which
1:27:49
is like it kind of makes each counter
1:27:51
a treasure. Yeah. Like
1:27:54
at minimum a treasure. Because it taps for
1:27:56
mana of any color and it's like an
1:27:58
expenditure of a resource. You take off
1:28:00
the counter and you untap a land and then
1:28:02
you have to use that land right now Otherwise,
1:28:05
why'd you do that? Very similar to a treasure.
1:28:07
Yeah, that's at a base level obviously Yeah, and
1:28:09
it gets even better the more powerful lands you
1:28:11
have Yeah, so if you have a niktos if
1:28:13
you have a cabal coffers if you have a
1:28:15
guy's cradle if you're like a lotus fail Yeah,
1:28:17
anything that taps for more than one mana this
1:28:19
gets better and better and better Yeah, I like
1:28:22
to run a lot of untappers and run bounce
1:28:24
lands and even those enchantments like market festival You
1:28:26
can make yourself a land that taps for four
1:28:29
and then have two or three Think you know
1:28:31
even one or two things out that untap lands and
1:28:33
this GT You could remove a counter tap it remove
1:28:35
another counter tap it remove another kind of sorry move
1:28:37
a counter untap it then tap it Obviously, so
1:28:40
if you have a niktos and you can activate
1:28:42
it three times like you're probably gonna win
1:28:44
that turn Yeah, that's a that's a wild thing I
1:28:47
mean this card is so power for those who haven't played with
1:28:49
umi's always to you say It's combat damage
1:28:52
of any kind. Do you don't have to hit a player?
1:28:54
You get hit a creature You could be blocking you could
1:28:56
be attacking it any time it deals any kind of combat
1:28:58
damage and once you get a couple counters on It it's
1:29:00
almost impossible to block You don't even need to know block
1:29:02
clause because once you've got four or five counters on anything
1:29:04
to block with you go cool I'll just put counters on
1:29:06
this thing to kill your thing Yeah, and
1:29:08
you're not attacking the token player that's got chump
1:29:10
blockers. You're attacking the player That's like got only
1:29:13
two important things and they don't want to lose
1:29:15
them for free to your counters Then it is a
1:29:17
removal spell so you they're just like don't block get
1:29:19
another counter now We can you know
1:29:21
untap six lane our land six times and you're just
1:29:23
waiting for that other shoe to fall Yeah, I mean
1:29:25
the power of umi's always to today has always been
1:29:28
Thread of activation. Yeah, right. It's not necessarily the
1:29:30
activation Although that is very powerful too But the
1:29:32
fact that they could do it means that you're
1:29:35
not gonna commit more creatures to the board It
1:29:37
means that you're you have to play on the
1:29:39
back foot until that is gone Yep,
1:29:41
you can't play any small creatures. They're just so free
1:29:43
to kill. Yeah, even the big ones you can't really
1:29:45
block Yeah, and this is not as good because the
1:29:47
modes are not as good the life game of Is
1:29:50
sort of sneaky good on whom is always detail is
1:29:52
just like you're losing game, but they just can't kill
1:29:55
you Yeah, but it can give you a lot of
1:29:57
mana. So it might be able to do a little bit
1:29:59
of an impression a sword and feast of famine and later
1:30:01
in the game. But I think this is probably only playable like if
1:30:04
you've got some of the lands like you said, I don't think you
1:30:06
can just run this in a deck and
1:30:08
be like, I'm going to untap
1:30:11
my basic lands or my, you know, my
1:30:13
triomes. You know, that's not going to be
1:30:15
impactful enough. I think
1:30:17
you have to have a couple
1:30:19
of coffers and nikthos, something like that,
1:30:21
something very high impact, but
1:30:23
you have to have one or two of those.
1:30:26
It's going to be great in the decks where you're running that
1:30:28
little package where you, you know, you got an expedition map and
1:30:30
you're going to go find your cabal coffers and that's one of
1:30:32
your game plans. Then it becomes
1:30:35
quite good. Yeah. I mean, there's
1:30:37
just not many things in the game that
1:30:39
can untap lands without paying any mana repeatedly
1:30:41
in the same turn. Most of the time
1:30:43
you have to tap a thing to untap
1:30:45
a land and that happens once. And this
1:30:47
is a way to do that. It only
1:30:50
really does something in the early game or if you
1:30:52
have a creature on board, but like it's
1:30:55
going to do a lot of work for you and
1:30:57
it's very, very low opportunity cost. And it's a hard
1:30:59
thing for your opponents to interact with because you hold
1:31:02
the coffers, right? And you're like, Oh, the detail now
1:31:04
has four counters on it. That doesn't look that bad
1:31:06
to people. And you go coffers, tap it, untap it,
1:31:08
tap it, untap it, tap it, untap it, tap it,
1:31:10
torment of hellfire done. Yeah. Right.
1:31:12
Whatever. But it's just like, uh,
1:31:15
exsanguinate. It doesn't like that where their
1:31:17
opportunity in Iraq that was very low,
1:31:20
very tough. They can't even
1:31:22
kill the creature out from under it.
1:31:24
Right. Yeah. So the ability. Of the
1:31:26
sword is removing the counters. Yeah.
1:31:29
Um, really powerful. It's not
1:31:31
as powerful as its big brother, but, um, powerful,
1:31:33
the big brother was going to do a lot
1:31:35
of work. Uh,
1:31:38
okay. All right. The next one is also
1:31:40
an impression of its big brother. Yep. Memory
1:31:42
vessel. It is three
1:31:45
red, red for an artifact. You tap
1:31:47
an exile memory vessel and then each
1:31:49
player exiles the top seven cards of
1:31:51
their library until your next turn. Players
1:31:54
may play cards. They exiled this
1:31:56
way and they can't play
1:31:58
cards from their hand. activate
1:32:01
only as a sorcery. It's
1:32:05
worth noting both Lost Gte and this card are available
1:32:07
in the big score expansion. Those are just going to
1:32:09
be in the play boosters in the list slot, but
1:32:13
they'll have a different icon
1:32:15
on them. Both reimagined
1:32:17
fair versions of spooky cards from the
1:32:19
past. Yeah, this is a new memory
1:32:21
jar. We've got them in a vessel
1:32:23
now. Play
1:32:27
the left. Where am I memory? I swear I
1:32:29
left it in this jar. Nope,
1:32:31
nope. It's in these dice? I
1:32:33
don't know. Those are
1:32:35
totally dice. Yeah, so this is
1:32:39
my Horcrux. It might be a dice. Just one
1:32:41
in each. Yeah, this is very interesting. It's got
1:32:43
a lot of fixes on it. It exiles itself.
1:32:46
It has colored pips. It
1:32:50
can't be activated at instant speed. Memory
1:32:54
jar was broken in so many ways. There's
1:32:57
a lot of breaks. It also impulse draws
1:32:59
instead of drawing. To me, the biggest one
1:33:02
and the biggest thing that kind of makes
1:33:04
it... Because memory jar, there's all
1:33:06
kinds of loops and combos with it, obviously. But
1:33:08
even at a base level, a really good usage of
1:33:10
it was you play it, you wait
1:33:13
till your next turn, you activate it, and
1:33:16
now everybody sets their hand aside and
1:33:18
picks up a new seven, which sounds like,
1:33:20
hey, everybody got the same thing, but it's your turn
1:33:23
and you just untapped. Unless they didn't
1:33:25
do anything on their turn and have a
1:33:27
Vidalcanore out, they're stuck with only
1:33:29
the instance that they have mana to cast. So
1:33:32
they draw kind of zero cards, maybe like
1:33:34
one. Basically like they mill seven, you draw
1:33:36
seven. Yeah, they're going to get those other
1:33:38
ones back, but you drew seven, you cast
1:33:40
those seven, then the turn ends, and
1:33:42
you get the other cards you used to have back, and so did
1:33:44
they, but they didn't get to use any of the cards in the
1:33:46
interim. And that's just a
1:33:48
very baseline scenario for memory jar.
1:33:51
It just became a sort of draw seven, which
1:33:53
is nuts. Never
1:33:55
mind that they didn't know, like, hey, don't make this recurble and
1:33:57
other things. And then you can do stupid stuff like... Cyclonic
1:34:00
Rift and then they have to discard
1:34:02
all that stuff. Yeah like welder it
1:34:04
in yeah Yeah,
1:34:07
I memory vessel has a lot of breaks on
1:34:09
it to prevent it from being memory jar But
1:34:11
it does have some sort of interesting lines
1:34:15
of text on it that I Don't
1:34:18
think I've ever seen it says So
1:34:21
you keep these cards until your next
1:34:23
turn and so do all of your opponents. Yeah,
1:34:25
that's what I guess I did Didn't
1:34:27
explain that part. Yeah, the difference is here is
1:34:30
like you impulse drop But
1:34:32
you don't go back to being able
1:34:34
to play cards from your hand until
1:34:36
your next turn. So Rachel
1:34:38
gets on tap and use the seven
1:34:40
cards Yeah, and Jimmy gets on tap and use the
1:34:42
seven cards He got then making it sound tap and
1:34:44
uses them to card she got and then it comes
1:34:46
back to me And now we can't use those cards
1:34:48
anymore In yes until
1:34:51
your next turn not even the end. So yeah
1:34:53
that makes it a Lot
1:34:56
worse because you're you're getting seven cards sure and you
1:34:58
get them first But everybody does get seven
1:35:00
cards that they're gonna get a fresh card Yeah,
1:35:03
the interesting thing about it is it says that
1:35:06
they cannot play cards from their hand. That's weird.
1:35:08
I Don't think
1:35:10
that's a line of text on any other magic
1:35:12
card. I can't think of one but
1:35:14
it's um So you can
1:35:16
lock players out of their draw engines if
1:35:18
that you know that they have a scary
1:35:21
card in their hand They
1:35:23
tutored you can be like yeah, you can cast
1:35:25
that after you play with these seven cards So
1:35:29
it does sort of trap them with
1:35:31
seven for a full rotation If
1:35:34
you have any information about what's in their hand
1:35:36
It can be very very powerful effect and if
1:35:38
they have any kind of onboard card draw engine
1:35:40
like a guardian project or you know When they
1:35:42
cast creatures they're drawing extra cards. They're not getting
1:35:45
any of that benefit for a full turn they'll
1:35:48
on tap with a lot more cards, but I Wonder
1:35:51
if there's a way that mmm. This is
1:35:53
how my brain works to like yeah Somehow
1:35:56
keep that part where they're like then they can't
1:35:58
play cards from their hands I mean it's
1:36:00
players camp like art so you lock yourself out
1:36:03
of it. Good point. Maybe I'm an impulsive draw
1:36:05
deck I'm prosper or something. Yeah, yeah, you're benefiting.
1:36:07
Yeah, I don't know but that's
1:36:09
an interesting line I mean you probably make token
1:36:11
copies of this. Mm-hmm. Yeah, there you go And
1:36:13
that's how you sort of keep doing it and
1:36:16
if you know they sort of got Specific important
1:36:18
things in their hand you just lock it away for two
1:36:20
or three turns and that's probably enough Yeah, that's cool. The
1:36:22
like the blue one that makes token copies of the thing
1:36:24
It's in yeah, and just kind of do this every turn.
1:36:26
Maybe that's a way to kind of do it. It's kind
1:36:28
of fun I mean, you
1:36:30
know who should jump through for Keep
1:36:33
them from the really frustrate Jimmy, but like, you know, it
1:36:35
might be worth it Jimmy
1:36:37
would jump through the hoops to frustrate you Friends
1:36:41
it's worth noting you can play this with a
1:36:43
drainage magistrate You can cast the cards out of
1:36:45
your hand they can can't cast the cards out
1:36:48
of their you know Turns
1:36:54
out dress magistrates pretty impressive pretty good
1:36:57
All right, let's keep moving This
1:37:00
next card is pillage the bog black and a green
1:37:02
for a sorcery Look at the top X cards of
1:37:05
your library where X is twice the number of lands
1:37:07
you control put one of them into your hand And
1:37:09
the rest on the bottom of your library in a
1:37:11
random order it is plot one
1:37:13
black green Cost
1:37:16
is more than this man. Okay. Yeah, hypothetically. It's a
1:37:18
you plot it now So you cast it's more impactful
1:37:20
when you have more lands later, right? He
1:37:22
would plot it, you know when you
1:37:24
have a spare three mana the longer you wait
1:37:27
them closer gets to a tutor I guess yeah,
1:37:30
and I think that you see more and more lands
1:37:32
if you're in a ramp deck obviously you wait until you're
1:37:34
like I have a I'm gonna cast a
1:37:37
Explosive vegetation extra. I'm gonna wait. Yeah. Yeah. There
1:37:39
you go Look
1:37:44
at the top 32 it just is a demonic to her
1:37:46
at that point. Yeah It's
1:37:49
an interesting card because this looks like this looks like Once
1:37:51
Upon a Time This looks like commune with nature these kind of
1:37:53
look at the top four and you get the best one
1:37:55
Where it like these can sort of cantrips
1:37:58
are more powerful in 1v1 magic Yeah,
1:38:00
we don't see them a lot in Commander.
1:38:02
Yeah, but this scales with the game a
1:38:04
lot more. And because
1:38:06
so many decks are based around getting
1:38:08
more lands into play, the ramp and
1:38:10
growth and just basic land ramp, that
1:38:13
this scales almost exponentially with the game
1:38:15
if you're a land ramp deck. Yeah.
1:38:18
So you can see more and more and more
1:38:20
cards. If you're a combo deck and you're looking
1:38:22
for specific pieces, or if you're looking for specific
1:38:25
pieces that have redundancies, like a rammy napa excavator
1:38:27
type effect that you know that you've got three
1:38:29
in the deck, looking at the top 15 is
1:38:31
pretty good. If you're digging for
1:38:33
a board wipe or a removal spell, this will find it.
1:38:37
If you're like me and you don't play a lot
1:38:39
of tutors, I like that this is kind of a
1:38:41
tutor light where you're not finding exactly the card that
1:38:43
you're looking for, but you're finding like a piece that
1:38:45
you could use. Sure. I think
1:38:47
that's cool. Like finding a loophole in my, I don't want to
1:38:49
put tutors. Yeah, exactly. I
1:38:51
can cheat myself. You have to put
1:38:53
it in work to make it a
1:38:55
tutor. Right. You
1:38:58
think it's only playable in sort of land,
1:39:00
like decks that are heavily, part of their
1:39:02
plan is putting extra lands into play? Like could
1:39:04
I play this in a deck that is just
1:39:07
a normal green black deck, it's got some ramp, but it's not
1:39:09
trying to put a lot of action land into play. It's just,
1:39:12
you know, it's got Rambergruth and Cold of End that's kind of
1:39:14
it. Yeah, I think if it's got land ramp in it, then
1:39:16
yeah, I would consider running this, where it's just like, you know,
1:39:18
if you cast this on turn six for two mana and you
1:39:20
look at the top 12, 14
1:39:23
cards of your library, that's pretty good. It's
1:39:25
like you're going to see, you
1:39:27
know, a what, a fifth of your deck at some
1:39:29
point, a sixth of your deck at that point. Sure.
1:39:32
Trying to think of how many cards you've drawn or milled
1:39:34
or whatever. Yeah. Yeah,
1:39:37
I'm doing percentages. It's like a six. Yeah.
1:39:41
Yeah. So I
1:39:43
think if you're looking, if you're trying to assemble
1:39:45
like, I need this piece and I need this
1:39:47
piece and I need this piece, but there's redundancies
1:39:49
in that, it's very good at those kind of
1:39:52
things. But
1:39:54
yeah. I kind of, I was thinking about
1:39:56
too, I think Limdol's Vault is kind of
1:39:58
a little bit similar. Yeah, I like
1:40:01
this comparison. I
1:40:03
like Pillars of the Bog better because it puts it in your
1:40:05
hand. It's true. Limdol's Vault is... It's like
1:40:07
Scry a Million and your next draw is gonna be
1:40:09
great. I'm not saying I like Limdol's Vault. No, I
1:40:11
know. I never play it because, mostly
1:40:13
because it's just a lot of brain work.
1:40:15
Yeah, I agree. Just because you
1:40:17
gotta reorder the cards. And you're not just thinking, oh,
1:40:19
it's got a card I want. It's like, are
1:40:22
these five better than the next five are
1:40:24
gonna be? Yeah. Yeah, which is
1:40:26
hard. Yeah. I don't know. You're
1:40:29
only gonna go so far. You're not... Limdol's Vault can
1:40:31
be used to find something specific. It can cost you
1:40:33
a lot of life. But it can go find whatever
1:40:35
you want for the most part. Whereas Pillars of the
1:40:38
Bog is gonna whiff sometimes. It's
1:40:40
not gonna whiff in that. It will find you something.
1:40:42
But if you want something specific, even if you've
1:40:44
got redundancy, three Ramon and App Excavator Crucible of Worlds
1:40:46
in your deck, some amount of time it will not
1:40:48
hit that because they just won't be in the top
1:40:51
10 or 12 of your deck. I
1:40:53
don't want... See, I don't... But this
1:40:55
is the difference between you and me. I don't love not
1:40:57
being pretty sure I know what my card's gonna do. I
1:40:59
don't like tutors either. I would rather run a draw
1:41:01
spell. Sure. Yeah. Because
1:41:04
if I at least have a card that says draw three or draw whatever,
1:41:06
I know it... Nice whisper or
1:41:08
something. I know what I'm gonna
1:41:10
get and I know what role it's filling. And this
1:41:12
one's ambiguous to me or to the point where I'm
1:41:15
like, I don't know if
1:41:17
I categorize this as a tutor. I guess it's not
1:41:19
really card draw. I don't really know what role it
1:41:21
feels. It's a cantrip. I'm
1:41:23
way more comfortable dumping this on turn two to hit a
1:41:25
land drop than I would be a demonic tutor. But if
1:41:27
I put my cantrip in my head, I'm like, well, why
1:41:30
am I paying two for a cantrip? I don't want that.
1:41:32
It draws you... You see a lot more. But
1:41:34
then it's... Yeah, then it's a tutor. Yeah. Man,
1:41:37
I wish stuff went to the graveyard. I
1:41:39
wish the game had been designed more in
1:41:41
this direction where I was forced to play
1:41:43
more cards that had variants to them. I
1:41:45
think that would be fun, but it's not.
1:41:47
They've given me so many... Precise ones. Precise
1:41:49
ones over the years that I have to
1:41:51
be literally choosing this over ones that are
1:41:54
precise. Yeah. And it's
1:41:56
hard for me to make my brain want to do that. I
1:41:59
like this more than in... Unsatiable avarice just as
1:42:01
a card I think I do too and which
1:42:04
is funny because it's it that is
1:42:06
a tutor And a draw spell
1:42:08
and I do I like the efficiency of this I
1:42:10
like that It's just gonna make your deck work better,
1:42:13
which is what cantrips are designed to do cool.
1:42:16
Let's keep moving All right, the next one is pity
1:42:20
lists carnage Three
1:42:23
in a black for sorcery silly name
1:42:26
Sacrifice any number of permanence you control
1:42:28
then draw that many cards sweet and
1:42:30
it has plot for one black black
1:42:34
That's pretty cool. Yeah, the plot here
1:42:36
makes a ton of sense because
1:42:40
often with it's obviously comparisons
1:42:42
to Bantu got eternal Bantu
1:42:45
and reprocess yeah, and Those
1:42:47
cards can be very good in the right circumstances But
1:42:49
one of the downsides is especially if you end up
1:42:52
sacrificing lands to them which sometimes you do want to
1:42:54
do You spent so much
1:42:56
mana on to get the effect that like
1:42:58
yeah, you draw seven ten twelve fifteen cards
1:43:01
but you don't have a lot of resources left
1:43:03
to deploy the cards you just drew and plotting
1:43:06
this pretty early in the game and then just wait
1:43:08
until you got enough stuff and Casting
1:43:11
it for free means like oh, that's a
1:43:13
totally different scenario yeah, this is the
1:43:15
kind of effect that your opponents forget about these set
1:43:17
it on plot on turn three or four and Slowly
1:43:21
accrue resources until you can slam this
1:43:24
And it's free yeah, you've drawn twelve cards
1:43:26
you have twelve new cards you probably got
1:43:28
sacrifice triggers off of all that This
1:43:31
is just another one of these effects I
1:43:33
would replace probably got eternal Bantu over it
1:43:35
because of the efficiency I think really matters
1:43:37
more than the body Yeah, at least in
1:43:39
most decks unless you're trying to loop it
1:43:42
Yeah, these effects are really really powerful if
1:43:44
you're making stuff then this is gonna turn
1:43:46
all your junk into parts Into
1:43:49
more junk that you can then cash in again later All
1:43:54
right up next we have another plot
1:43:56
card this is railway brawler three green
1:43:58
green for a Rhino Warrior with Reach
1:44:00
and Trample, he's a 5'5". Whenever
1:44:03
another creature enters the battlefield under your control, put
1:44:05
X plus 1 plus 1 counters on it where
1:44:07
X is its power. It is plot 3 in
1:44:09
a green. You can plot it with
1:44:12
4 mana and then you can cast it for
1:44:14
free the next turn, follow it up with a
1:44:16
creature, double something's power immediately. This
1:44:18
is sort of the Guardian Project thing I was
1:44:20
talking about earlier where you're like, it has a
1:44:22
very powerful ability, but you're not guaranteed to untap
1:44:24
with it unless you save him
1:44:27
and plan for him, plot him. Yeah, and that
1:44:29
one makes sense to me. There is the downside
1:44:31
that you are not getting to attack with it on
1:44:34
the next turn, but the upside of it
1:44:36
wasn't vulnerable during that time is
1:44:39
pretty worth it. Especially if you set up a turn
1:44:41
where you know you're going to cast, get
1:44:43
a couple of creatures out. Right. You're going
1:44:45
to cheat something out that falling turn. Maybe
1:44:50
I was going to say that. Like a sneak attack? Whoa. Yeah.
1:44:53
Wouldn't that be nuts? Yes. That
1:44:56
would be a really hard sequence to pull off
1:44:58
mana wise with the 5 CMC, right? But not
1:45:00
here. You go plot, next
1:45:03
turn. I have 5 mana. I
1:45:05
do this sneak attack and can activate the
1:45:07
sneak attack. Maybe twice. That's huge. That's
1:45:10
huge. Twice as big? Yeah.
1:45:13
It's the difference between a 10-10 thing and
1:45:15
a 20-20 thing. And this kind of effect
1:45:17
we are already playing, right? Like a natural
1:45:19
growth doubles the power, but this is a
1:45:21
permanent effect. This doubling is really, really powerful.
1:45:23
And I think it's really good with commanders
1:45:25
that care about power or of naturally high
1:45:27
power where it's more impactful, especially
1:45:29
if it fits in that curve. You want
1:45:31
to do the 4 mana to plot the
1:45:33
railway brawler, then pay zero and follow it
1:45:35
up with your commander. These
1:45:37
are not, these are the commanders that I
1:45:39
pulled for. They're not super popular commanders, but
1:45:41
they give you an idea of what it's
1:45:44
good with. Like Tanazir Quandrix cares about its
1:45:47
power and cares about counters. It's also a
1:45:49
5 drop. So it says, whenever
1:45:51
this attacks, you may have the base
1:45:53
power and toughness of other creatures you
1:45:55
control become equal to Tanazir Quandrix power
1:45:57
and toughness as well, end of turn.
1:46:00
And that is a terrifying sequence of events. So
1:46:02
it comes in, becomes an 8-8, and then turns
1:46:04
everything else in an 8-8? Into base 8-8s, yeah.
1:46:07
And then counters are even more powerful.
1:46:10
So I mean, those kind of things are something like
1:46:12
a drizzed dough warden, which comes in and makes a
1:46:14
cat. Now you have two things that
1:46:16
come in and get twice as many counters. You just
1:46:18
got double strikes, so it's almost like putting three times
1:46:21
more. So much more. Yeah. Yeah,
1:46:23
I loved that curve. I was like, oh,
1:46:26
I gotta build this
1:46:28
trip. Big numbers. Yeah, yeah. I
1:46:32
don't tend to play a lot of counters decks, but I think the
1:46:35
interesting thing about this card is not the ability, which
1:46:37
is powerful. It's gonna be really good in plus one counters
1:46:39
decks, really good in power decks. It's
1:46:41
the fact like what plot does when it's
1:46:43
on a permanent like this. Yeah. So
1:46:46
I want to take a quick second to
1:46:48
talk about plot, especially as it relates to
1:46:50
like permanent versus non-permanent effects. Because
1:46:54
real-life brawler, the payoff
1:46:56
is obvious, but the downside is also very obvious. You
1:46:58
can attack with your five-five, but you're guaranteed to at
1:47:00
least get one thing out of it. Right.
1:47:03
You can't block with it either, right? Yeah. Mm-hmm.
1:47:07
Yeah. But then with sorceries,
1:47:09
the payoff is obvious. You could just spend it when it's valuable,
1:47:11
but the downside is everybody knows it's coming.
1:47:14
Right. Interesting. That's the
1:47:16
downside with the creature too. They know it's coming. Yeah,
1:47:19
that's true. Yeah. But it's ... They're
1:47:21
less impactful, it seems like. Right. It
1:47:24
feels like plot is most powerful in decks that just are
1:47:26
planning for a big turn, or I'm going to teach a
1:47:29
ton of stuff into play. I'm going to make a ton
1:47:31
of stuff on end step, and I'm going to ... There's
1:47:34
going to be one turn that changes the pace of
1:47:36
this deck. Yeah. You're
1:47:38
setting up for ... Yeah. You're setting up for a
1:47:40
lot to happen all at once. And
1:47:45
I think the thing that's easy to forget about plot too
1:47:47
is you don't have to cast it on the next turn.
1:47:49
Yeah. And that's the part you probably
1:47:51
do, but not all of them do you want to. And you
1:47:53
can throw your opponents off a lot by them just being sort
1:47:55
of ready. And so it
1:47:57
is possible to punish them for the play pattern over
1:47:59
there. I know the things I'm just gonna hold
1:48:01
up my removal or my counter spell and you're like I don't
1:48:03
unplot I Don't
1:48:06
don't don't execute the plot. I don't execute the plot
1:48:08
I do something else and they're like oh, yeah, I
1:48:10
held up my old my mana now I have to
1:48:12
do that again you have to kill the thing they
1:48:15
just played even though I think was easier and will
1:48:17
they do that again next turn? Yeah, so I think
1:48:19
if you're afforded the ability to sort of play mind
1:48:21
games in that way it becomes a lot better as
1:48:23
well Yeah, I agree All
1:48:25
right back to spree Okay
1:48:29
This is a very Josh card it is return the
1:48:31
favor red red for an instant, but it
1:48:34
has spree Plus one
1:48:36
generic mana is copy target
1:48:38
instant spell sorcery Activated
1:48:40
ability or triggered ability. You may choose new
1:48:42
targets for the copy so fork
1:48:44
something. Yeah Notably activated
1:48:46
and trigger abilities which are not usually on cards like
1:48:48
that And then its second
1:48:51
option is plus one change the target
1:48:53
of target spell or ability with a
1:48:55
single target Mm-hmm.
1:48:57
So you can retarget something so you can do
1:48:59
both obviously you can say cool You
1:49:02
sorts of love share my thing or you went to and
1:49:04
I pay for mana I Point
1:49:07
your swords at your own thing and I make a copy
1:49:09
of the swords and actually killed two of your things. Haha
1:49:13
Turn the favor. Yeah, I had this in a
1:49:15
limited deck and it's broken. It seems really really
1:49:17
powerful I mean, it's nice that you can if
1:49:20
somebody cast swords on somebody else's stuffing you're like,
1:49:22
oh cool I'll borrow that and send it over
1:49:24
there as well. But you also have the option
1:49:26
to use it defensively Yeah, it's a three for
1:49:29
one Yeah, because they go to kill your
1:49:31
thing so they lose that card and you end up killing
1:49:33
two of theirs for your one card So it's
1:49:35
a back breaking when you catch a removal spot
1:49:37
and that's the kind of base level
1:49:39
of it. You can obviously You
1:49:43
there's a lot of flexibility to cards like this
1:49:45
They can even be used against counter spells
1:49:47
to count, you know redirect the counter spell to
1:49:49
something else you know, you can just
1:49:51
counter a counter with this by Either
1:49:54
copying the counter and counting their counter or just retargeting
1:49:56
their counter to this spell. Mm-hmm either
1:49:58
way So that's So red
1:50:00
way to get around a counterspell. I
1:50:03
think it's got a lot of flexibility. I think it's
1:50:05
got a lot of utility in commander. The biggest question
1:50:07
is can you hold up three or four red mana?
1:50:10
And you really want to hold up four? You
1:50:12
really do because the card is worth four, I
1:50:15
think. It feels like a
1:50:17
wild ricochet that like in an emergency you
1:50:19
can cast it for one fewer. But
1:50:22
the scenarios where you'd want to do that are a
1:50:24
lot slimmer. And I think that's the risk because it's
1:50:27
similar to what we just said about plot. Yeah,
1:50:30
you can hold this up, but what if they
1:50:32
don't sort some plowshares? What if they don't do
1:50:34
anything? They just cast creatures or
1:50:36
artifacts and you're just like, crap, I was
1:50:38
expecting them to whatever. Do
1:50:40
you just waste the four mana? It goes to your turn and
1:50:42
you just untap and you didn't cast anything. So it's
1:50:45
like we always say with stuff like this, and we
1:50:47
always say it because it's true. You
1:50:50
have to be playing. Your deck needs to want to
1:50:52
play at instant speed and have other options of things
1:50:54
to do so that you're in the scenario where you're
1:50:56
like, oh, I didn't have to return the favor. I'll
1:50:58
cast this draw spell. And then I'll
1:51:00
just hold this up again next turn. And eventually the odds are going
1:51:02
to turn out where like somebody's going to do something at some point
1:51:04
during this game that I'm going to want to do this to. And
1:51:08
if I'm just poison ready, but
1:51:11
if I just waste that four mana two or
1:51:13
three turns in a row, I'll also just lose it again that
1:51:15
way. Yeah, I would say I think
1:51:17
this is a better fork than a protection spell. If
1:51:20
I was really leaning on it for like the
1:51:22
swat effect, I would rather run deflecting swat or
1:51:24
even bolt bend to protect my creature because it's
1:51:26
easier to hold up nothing or one mana than
1:51:28
it is to repeatedly hold up three in case
1:51:30
of interaction. Yeah, and you can use the fork
1:51:32
part proactively. So I think your deck needs to
1:51:34
want or has to have some stuff you would
1:51:37
want to fork as well. If
1:51:39
you would just never envision a scenario where
1:51:41
you fork your own thing, then you don't play this card. Yeah,
1:51:44
I agree. Yeah, I also think this is kind of
1:51:46
like the crackling spell slinger where there's just a limited
1:51:48
amount of slots in your deck for stuff like this.
1:51:51
And really, it's like two. It's not, you know.
1:51:54
Yeah, it's kind of a do nothing instant, which
1:51:56
is interesting. Yeah, you have deflecting swat and this
1:51:58
are deflecting swat and fury storm or deflecting You
1:52:00
know, whatever it is, and I think I probably
1:52:02
prefer Fury Storm, just as
1:52:04
a card that I love and will steal games
1:52:06
out of nowhere, because somebody does some big instant,
1:52:09
or a big sorcery, or whatever, and you're like, sweet, I
1:52:11
get three of those. And
1:52:14
they're like, but it was Torment of Health, yeah, you're
1:52:16
dead, you guys all die before you're
1:52:18
resolved. Yeah, that kind of stuff. And you're like, you
1:52:20
did it to yourself. Sheldon taught me that. Yeah, and
1:52:23
this can do a little bit of an impression of
1:52:25
that. It definitely has some
1:52:27
utility. I think it's a cool
1:52:29
fork and an over-costed protection spell, but
1:52:32
it does both. So that's fun. The
1:52:34
next one is... You definitely will feel
1:52:36
cool sometimes when you get people, and
1:52:39
it's the type of thing where they're
1:52:41
like, ugh. I'd like to return the
1:52:43
favor. This
1:52:45
next one is Smuggler's Surprise. It's
1:52:47
another Spree spell, it's green, as is Mana Value with
1:52:49
an instant. You can pay an additional two to mill
1:52:51
four cards and put up to two creature and or
1:52:54
land cards from among the milled cards into your hand.
1:52:56
You can pay an additional four and a green. You
1:52:59
can put two creature cards from your hand onto the
1:53:01
battlefield. Remember, it's an instant. Wow. You
1:53:03
can pay an additional one colorless to give
1:53:05
creatures you control with power four or greater
1:53:08
hexproof and indestructible until end of turn. That's
1:53:11
a lot. Those are
1:53:13
all good things. Yeah, it's interesting because I
1:53:15
think all the Spree cards we've talked about
1:53:17
before, all the modes are kind of related,
1:53:19
and you can envision how, you
1:53:22
know, A leads to C. Like
1:53:25
maybe if I only want to do C, that's fine,
1:53:27
but like they're interconnected. This one,
1:53:29
it doesn't feel that way. A or
1:53:31
B or C, it really does feel
1:53:33
separate. It's very few. It
1:53:35
seems unlikely that I want to like
1:53:38
mill four cards, return two things to
1:53:40
my hand and give my stuff hexproof
1:53:42
and indestructible. And you technically can mill
1:53:44
two, draw two, and hope you get two creatures that
1:53:46
you'll want to cheat into play, but that's very risky.
1:53:48
I would rather just know they're there. Yeah, you paid
1:53:50
one, two, three... Wait,
1:53:54
green, green plus six. You paid
1:53:56
eight mana to hope you hit. Yeah,
1:53:58
you should have the two. creatures in
1:54:00
your hand and maybe you're like I just have the extra mana I will
1:54:02
draw the two. Yeah Yeah, and
1:54:04
I think that's not necessarily a bad thing a
1:54:06
card that has you know vastly
1:54:09
different modes It could be
1:54:11
three spells. Yeah, that's feel like three separate
1:54:13
spells Yeah, which one of these modes do
1:54:15
you think is the reason you play it
1:54:17
though? Cheat the creatures into play I think
1:54:19
for sure the instance beat is nuts instant
1:54:22
speed if you can end step nyx bloom
1:54:24
ancient with like some something else
1:54:26
like that's Bananas
1:54:28
right if you could if you can end step
1:54:30
even just to hold knob on your next blue
1:54:33
mentioned. Yeah now can attack immediately
1:54:35
like The
1:54:38
cheating into play is kind of nuts for the cost
1:54:40
at instant speed six mana at instant speed You have
1:54:42
to have them in your hand, but like It
1:54:46
doesn't seem that hard in a green stompy
1:54:48
deck I definitely see it think
1:54:50
I picture this in a in a big mana
1:54:52
green deck like probably dinosaurs anything that's intended to
1:54:54
just Use a ton of mana because this gives
1:54:56
you an ability to do all of them like
1:54:59
this is probably great in like Jimmy's
1:55:01
raga dragon deck. Oh, yeah, he's got a ton
1:55:03
of mana He wants to be able to use
1:55:05
it as a big spell But it can be
1:55:08
a draw spell early if he's like hasn't gotten
1:55:10
set up Yeah, and if you get a late
1:55:12
you just draw also Yeah Then you dump all
1:55:14
your mana into this you draw you cheat some
1:55:16
stuff into play you give yourself indestructible
1:55:18
and then swing Yeah, I
1:55:20
mean you can even just like just one creature just
1:55:22
get a tally out there Sure on instant speed on
1:55:24
your end stop play. Yeah, okay. That seems good. Yeah
1:55:28
Yeah, this first suite it's gonna be interesting
1:55:30
to see where it winds up I think
1:55:32
big mana decks are the most natural home
1:55:35
All right the next one. There's a new sort of
1:55:37
yeah, we thought they were done. Yeah, right it Well,
1:55:39
this one kind of proves the cycle could go on
1:55:41
for a while It's
1:55:43
a sort of wealth and power. It's
1:55:45
Dominic Mayer art and it looks sweet. It does.
1:55:47
It's three mana for equipment Equipped
1:55:50
creature gets plus two plus two and
1:55:52
has protection from
1:55:54
instance and sorceries Whenever
1:55:57
equipped creature deals combat damage to a
1:55:59
player create a treasure token, when
1:56:02
you next cast an instant or sorcery spell
1:56:04
this turn, copy that spell, you may
1:56:07
choose new targets for the copy and
1:56:09
then has equip too as all swords sword-oves do. Yeah,
1:56:12
three to cast, two to equip. Some
1:56:14
interesting upsides, I think this has better
1:56:16
protection than most swords, protection
1:56:18
from incense and sorcery. Worse
1:56:22
evasion than most swords because
1:56:24
it doesn't have protection from
1:56:26
any colors. That
1:56:28
often matters because you often equip the sword and
1:56:30
there is a player that you can just attack
1:56:32
for free. Yeah, that won't block. Yeah.
1:56:35
Or can't. You just eliminate enough
1:56:37
creatures from being able to block that there's often a very clear,
1:56:42
like they either can't block at all or just
1:56:45
anything that could will die. Yeah, so
1:56:47
there's definitely some upsides here. The
1:56:51
abilities are sort of interesting. There's one so that you
1:56:53
can either make a treasure or... You
1:56:56
do both. Yeah, yeah, yeah. You make a
1:56:58
treasure and you copy the next
1:57:00
thing you cast on your turn. You fork
1:57:02
the next thing you cast this turn. Mm-hmm. Yeah.
1:57:06
Those are powerful. I
1:57:12
think this is too expensive for these abilities and it
1:57:14
has a problem, I think, of sort
1:57:17
of once in future which is an equipment
1:57:19
that cares about incense and sorceries and it's
1:57:21
just... You're asking
1:57:23
your deck to do so many things. You
1:57:26
need to have a creature that can attack
1:57:28
and not only attack, connect, probably has evasion
1:57:30
naturally in order to deal
1:57:32
combat damage with this thing. And
1:57:34
then you have to have an incense and sorcery
1:57:36
that is good to fork. Plus,
1:57:39
you need to have cast it for three mana and equip it for
1:57:41
two. Yeah, this
1:57:44
is pretty difficult. It's not impossible to
1:57:46
get value, full value out of the
1:57:48
turn you play it. Yeah. One
1:57:50
of the reasons why Fire and Ice and Feast and
1:57:52
Famine are just hard to supplant as
1:57:54
like the best two, I guess, Hearth and Home and Square by the
1:57:56
Next. And again, you just need a creature to
1:57:58
blink and then you're gonna get value. value. This
1:58:01
one's tougher because a treasure token alone
1:58:03
definitely not worth the sword. Way
1:58:05
cheaper equipment that does just that. Yeah,
1:58:07
right. Like you put some down like
1:58:09
Beam Town Beat Stick and Gold Vane
1:58:12
Pick are just better at
1:58:14
just making treasure if that's what you want to do. I know we
1:58:16
placed those cards. Yeah. So
1:58:18
you really have to want the fork in
1:58:20
order to make this worth it. But
1:58:23
if you do want that fork, it's very powerful because
1:58:25
it suddenly turns into something that gives
1:58:28
you, you know, five, six,
1:58:30
seven mana worth of stuff and,
1:58:33
you know, that card basically. So
1:58:36
it plays and casts a card kind of. So
1:58:40
if you have extra turn spells, which
1:58:42
I know a lot of people don't like, but if you
1:58:44
have them, this card could be nuts because- Very powerful, yeah.
1:58:47
Not only that, it, so
1:58:50
you attack, you make the treasure. And I
1:58:52
think the evasion thing, that's a good point. I
1:58:55
hadn't really thought about it. In
1:58:57
general, the plus two plus
1:59:00
two will hopefully give you an opening and
1:59:02
later again, maybe not, but you know, and
1:59:04
you have your commander presumably. So
1:59:06
I think in a lot of instances, just
1:59:08
the power bump from the sword will get you in for
1:59:10
the first swing. Not always though.
1:59:14
But you swing, then you cast
1:59:16
a time warp. It's probably
1:59:18
over. Yeah. I mean, that's two extra turns
1:59:20
plus you're equipped and can copy more things.
1:59:22
Exactly. And that's the problem I think is
1:59:24
like, oh, if I had
1:59:27
one extra turn, I might have more. And if not, I have
1:59:29
other things. And because I already had an
1:59:31
attack that got in, I'm probably getting in, I'm getting
1:59:33
the treasures, I'm getting two extra turns, two extra swings,
1:59:36
two extra copies of two other things. That's
1:59:39
pretty Narsetty. Yeah. I
1:59:41
mean, this seems incredible in a Narset
1:59:43
deck. You're already designed to attack. She's
1:59:45
got first strikes and now she's a
1:59:47
high five first strike. She's enormous. And
1:59:49
you're set up to already cast really powerful instance
1:59:52
and sorcery. For free. So you're going to cast
1:59:54
another one. Yeah. You're just going to get like
1:59:56
two extra combats. But like if you're building and playing Narset,
1:59:58
I don't know. I don't know if you put this in.
2:00:00
I don't know if this gets a slot. Yeah,
2:00:02
maybe not. I think,
2:00:05
yeah, I don't even know if you would play the Narset
2:00:07
because if you swung the Narset, you
2:00:09
already have done what you wanted. Yeah, yeah, yeah. Most
2:00:11
Narset deckers will win on the spot. Yeah. To
2:00:14
me, it's protection for your thing.
2:00:16
It's definitely that. And you know, you
2:00:18
have to want your commander around and it's pretty
2:00:20
good protection. It doesn't protect from certain things, but
2:00:22
in general, instant sorcerers are the most likely way
2:00:24
that your creature is going to die. And
2:00:27
then you just have to have
2:00:29
like, you know, six
2:00:32
to eight high impact
2:00:34
instance and sorceries that exist in your deck.
2:00:37
And you know, we keep talking
2:00:39
about them, but if it's Jessica's will, you
2:00:41
know, Mana Geyser's another really good one. Torment
2:00:43
of Elfire, any extra turn spells.
2:00:47
Big impactful instance and sorceries. And they have to
2:00:49
be proactive ones. Sublime Pithynie doesn't really work because
2:00:51
if you don't get the countering, then you're really
2:00:53
just copying a thing and drawing a card and
2:00:55
doing that twice is not as good. But if
2:00:57
we're talking things that are five-ish
2:00:59
mana worth of instant sorcery, and Jessica's will,
2:01:02
let's be honest, is like, should
2:01:04
have cost five probably. Probably. Yeah.
2:01:07
Then Forking that is extremely powerful and I believe that like,
2:01:09
it's probably worth it. But it's got to be a Spell
2:01:12
Slingers deck that fits that scenario. Yeah.
2:01:14
Yeah. It's an interesting card.
2:01:17
I can't wait until the protection from
2:01:19
instance and creature's sword. Protection
2:01:21
from Planeswalkers and Enchantments. That's
2:01:23
the one I'm looking for too. Mine's
2:01:30
protection from battle. All
2:01:33
right. We're
2:01:38
back to Spree. This spell is
2:01:40
called Three Steps Ahead. It's a single
2:01:42
blue for an instant with Spree.
2:01:44
You can add an additional one and a blue
2:01:46
to counter target spells. So it's cancel. You can
2:01:48
add an additional three color lists to create a
2:01:50
token that's a copy of target artifact or creature
2:01:52
you control. Sweet. You add an
2:01:54
additional two color lists to draw two cards and then
2:01:57
discard a card. Speaking of
2:01:59
Sublime Epiphany. Yeah, she's here and
2:02:01
she's been broken down into a
2:02:03
few pieces. What
2:02:07
I like about this, especially when compared to
2:02:09
Sublime Epiphany, is Sublime Epiphany, you're like, okay,
2:02:11
when I get to Sixmana. It's gonna be
2:02:13
amazing. It's gonna be really good. But I
2:02:16
can't do that yet. But in the meantime,
2:02:18
this is nothing. Yeah, yeah,
2:02:20
I mulliganed until that moment. Yeah. This
2:02:22
is like, ah, if you really have to, you can just cancel something.
2:02:25
Yeah, you know, if you have something that
2:02:27
you can make a token copy of, then you're like,
2:02:29
great, on my end step, I'll make another soul ring.
2:02:31
That should be fine. Yeah. Or I'll make
2:02:33
a soul ring and I'll draw two cards. I don't know. Go
2:02:35
nuts. Go nuts, go nuts.
2:02:38
This modality of like, I can hold up a
2:02:40
cancel when I'm ahead and I can do this,
2:02:44
like, try to course-ish the draw two discard one. If
2:02:46
I need to hit a land drop or I need
2:02:48
to burn this early, it's like, I do not, I
2:02:51
am too far behind to hold up interaction right now.
2:02:53
I have to use my draw now to start
2:02:56
building my own resources. Means
2:02:59
that it is really flexible when you're ahead and when you're behind,
2:03:01
which is what's the nice thing about these free cards. Yeah, we
2:03:03
talked about that in the gold fishing episode, how I like, I
2:03:05
don't want my deck to have to do it, but I know
2:03:08
that it will sometimes need to be able to scramble to
2:03:11
like, pull the ripcord and do some stuff
2:03:13
that are off plan to be able to hit
2:03:15
its land drops. And this card has that
2:03:17
on it already, even though that's not the main reason maybe you
2:03:19
play it. So I do
2:03:21
like that ability. And it all adds up to a
2:03:24
lot of flexibility. Yeah,
2:03:26
I think this is totally playable. I think it's absolutely
2:03:28
playable. I think the more cost reducers you have, the
2:03:31
better like this in a mizix deck
2:03:33
or in a magnus of red deck, because
2:03:36
you can reduce kicker costs, you can reduce spree
2:03:38
costs. So you can cut this all the way
2:03:40
down to blue, blue, counter target
2:03:42
spell, make a copy of something, draw two, discard one.
2:03:45
If you're in a deck like Kaza, Royal Shaper,
2:03:47
or something like that, where you're really trying to
2:03:49
reduce the cost of your spells, this is gonna
2:03:51
get even, even better. But
2:03:54
again, so it's sublime, epiphany, and probably
2:03:57
mystic compliments. Nice flexible
2:03:59
counter spells. I love those two cards though,
2:04:01
so anything that's comparing to them, I'm like, I'm in.
2:04:04
Yeah, somebody told me recently that Mystic Confluence
2:04:06
was too expensive to play and I'm like,
2:04:08
mmm, I don't think so. I like it.
2:04:13
But have you ever just bounced three
2:04:15
things? Bounced out straw cards? Sometimes it's
2:04:17
literally a bounced three things and your
2:04:19
opponents are just like, I lost. Yeah.
2:04:27
I love Mystic Confluence. Man,
2:04:30
I'm excited about this next card. This next card
2:04:32
is good. Yeah, I think it's sweet. It's
2:04:34
good. It's very simple, but it's good. Tower
2:04:36
Winder. One in a green for
2:04:38
a 1-1 snake with reach and death touch.
2:04:42
And it says, when it enters the battlefield,
2:04:44
search your library and or graveyard for
2:04:46
a card named Command Tower. Whoo! Reveal
2:04:49
it and put it into your hand. And
2:04:52
then if you search your library,
2:04:54
shuffle. Best land in the game.
2:04:56
Command Tower. It's pretty cool. I
2:05:01
mean, this is awesome. It's such a
2:05:03
little body that fixes you for your three-color
2:05:06
commander probably. And it's
2:05:08
a stop sign. Yeah. It just says,
2:05:10
look elsewhere. I
2:05:14
think this card's really neat and the thing that really put
2:05:16
the, like
2:05:18
made me confirmed that it was very good is
2:05:21
looking at it next to Bailful Striks. Yeah.
2:05:23
Because Bailful Striks is put in every blue-black deck.
2:05:25
Yeah. If it was
2:05:28
mono-black, it'd be in all the black
2:05:30
deck. It's just color restricted, so we
2:05:32
don't see it as much, but that
2:05:34
card's insane. And that's Flying Death Touch
2:05:36
Draw Card. And this is Reach Death
2:05:38
Touch Draw Land. But draw a
2:05:40
very specific land, but yeah. It's not as good
2:05:42
as Bailful Striks, though, right? It's not. But that's
2:05:44
the closest comparison, which says it's pretty
2:05:46
good. Pretty good. Yeah.
2:05:49
You can't blink it as much. It's not as good as
2:05:51
it was like ninjas and stuff. But I love that it
2:05:53
has reach. In a green deck, this is perfect. Yeah. What'll
2:05:56
happen is you'll play this, you'll get your land, and you just won't get attacked
2:05:58
for like the first five times. I can't. That's
2:06:00
how Bell's Shirts works. It's the
2:06:02
greatest. This is a green ghostly present. Yeah, that's
2:06:04
how it works. You just play it, and you're
2:06:06
just like. And then somebody spends a removal spell
2:06:08
on it, and you're like, ha. Yeah. You
2:06:11
have to remove my gummy worm. I don't even
2:06:13
care. I got the land that protected me already
2:06:15
for how many turns. Yeah, I think this card's
2:06:17
going to be really, really powerful if you're playing
2:06:19
a green deck, especially with a four mana commander,
2:06:21
where you really need that last land or that
2:06:23
last color to hit your land or to play
2:06:25
your commander. It's
2:06:27
going to feel really good. Yeah, I think
2:06:30
it's a great card. OK. We're
2:06:34
almost there. A much bigger green card. We
2:06:36
have two more cards left. So this one's
2:06:38
you. This is Vault Born Tyrant. This is
2:06:40
from the big score. It's five green green
2:06:43
for a dinosaur. It's a six, six with
2:06:45
trample. When it or another creature
2:06:47
with power four or greater enters the battlefield under
2:06:49
your control, you gain three life and draw
2:06:51
a card. Then when it dies, if
2:06:53
it's not a token, create a token that's a
2:06:56
copy of it, except it's an artifact in addition
2:06:58
to its other types. There's a
2:07:00
dinosaur that comes in, gains you three life, draws a
2:07:02
card, and then when it dies, you
2:07:04
gain three life and you draw another card.
2:07:06
When it dies, you excavate its bones maybe
2:07:09
and put it in a museum. You bronze
2:07:11
it. You
2:07:13
stuff it and put it on your mantle. It is
2:07:16
cool that it sort of protects itself in that way.
2:07:18
Yeah. It's a big investment.
2:07:20
It is a big investment. I mean, and we
2:07:23
talked about these kind of things where it's
2:07:25
like if you pay seven mana, you really
2:07:27
want something like displaced dinosaurs. It's a seven
2:07:29
mana dinosaur that says, OK, now
2:07:31
if you do more stuff, it's going to be great.
2:07:33
And that's what this says. But
2:07:35
it also says if there's a board wipe, don't
2:07:38
worry, I'll still be here. Yeah, I'll stick
2:07:40
around, which is, I think, nice for your
2:07:42
seven mana thing to not be easily removed.
2:07:45
Although there's exile in that thing. Maybe
2:07:47
bounce, but exile. Yeah, exactly. But
2:07:49
board wipes in general tend to destroy still. Whereas
2:07:51
single target removal, we've moved a lot away from
2:07:54
that. So a ton left that destroys.
2:07:56
Yeah. Yeah. I
2:07:58
think this card is. really powerful index that are
2:08:01
already trying to cheat huge things into play, especially if
2:08:03
you're trying to cheat a lot of big things into
2:08:05
play at the same time. Obviously,
2:08:07
if you're doing dinosaur stuff like Gishath that puts a ton
2:08:09
of dinosaurs into play, you're going to draw some additional cards
2:08:11
off of it. But even like
2:08:14
an Atla Polani that already has sack outlets
2:08:16
and maybe you can take advantage of that
2:08:18
big token, the only other place
2:08:20
that I thought it would be kind of neat is
2:08:22
places that can take advantage of the token it leaves
2:08:24
behind because the token it leaves behind
2:08:27
is sick. Yeah, if you
2:08:29
can copy that token. Yeah. So
2:08:31
new Gyrid could do it. Or old Gyrid.
2:08:34
I would have to die to something that
2:08:36
didn't kill Gyrid, but. Right. So
2:08:38
you would need a sack outlet or something like that
2:08:41
or a board wipe and then you follow it up
2:08:43
with your Gyrid. Yeah, you populate it in some way.
2:08:45
Yeah, because now you're drawing when it enters, you're drawing
2:08:47
from the other one that you have. Like
2:08:49
if you can make that token and start
2:08:51
moving, that is an extremely powerful chain. That's
2:08:54
cool. It costs seven mana. It's a lot.
2:08:57
I want them to be set up cards. I want them usually
2:08:59
to be payoff cards. Yeah, but it'll be sweet. Picture
2:09:03
it on your mantle, Josh.
2:09:06
I wish I could just do a card for creatures entering. Why does it have to
2:09:08
be four power or greater? Like
2:09:10
come on, I paid seven for this. Yeah,
2:09:12
can't it just also be a beast whisper? That seems
2:09:14
fair. That thing only costs four. Josh,
2:09:16
he's a dinosaur. He doesn't know any creatures with
2:09:18
power. He can't see them. Yeah, what? Because
2:09:22
they're all down there going like, don't move.
2:09:24
He can't see you if you don't move.
2:09:26
He's standing asleep. His vision is based
2:09:28
on movement. This
2:09:31
card's cool. If
2:09:33
you're cheating big things into play, it's a great draw
2:09:35
engine for that. If you're not cheating big things into
2:09:38
play, it's probably a little too expensive. All
2:09:40
right, we're down to the last one here. It
2:09:43
is World Walker Helm. It's
2:09:45
two in a blue for an artifact. If
2:09:48
you would create one or more
2:09:50
artifact tokens, instead create
2:09:52
those tokens plus an additional map
2:09:54
token. Remember, maps are the one
2:09:56
that you sacrifice to explore. And
2:10:00
it has an activated ability, one in blue, tap
2:10:02
it, create a token that's a copy of
2:10:04
target artifact token that you control.
2:10:07
So you can obviously make a token
2:10:09
copy of something and then it will
2:10:11
see that itself and make an extra
2:10:13
map token. Yeah. It's, are
2:10:16
you making stuff? Make more stuff. Yeah,
2:10:18
it's, you have put down Academy
2:10:20
manufacturer as a comp, which I believe is
2:10:22
sort of what it is. This
2:10:24
is in blue. And it
2:10:26
has that activated ability. Academy manufacturer does not create
2:10:28
any tokens on its own. Right. Whereas this will,
2:10:30
although you have to already have one token to
2:10:33
kind of get it going. Yeah,
2:10:35
it's not quite a do nothing artifact.
2:10:37
It's close. I mean, Academy
2:10:39
manufacturer is insane, so... Yeah, I, this
2:10:41
is not Academy manufacturer. It's certainly not
2:10:43
as explosive as Academy manufacturer, but it,
2:10:45
especially if you're making like one token
2:10:47
at a time, this is very good.
2:10:49
If you have like a win, this
2:10:51
happens, make a clue. You're gonna be
2:10:53
making a lot of maps. Yep. But
2:10:56
if you have stuff that says like make
2:10:58
six tokens for the number of things, then
2:11:00
you're only gonna make one map instead of
2:11:02
six maps. Yeah, that's rare though. I
2:11:05
say these types of things are usually created in singles. Treasure
2:11:07
is not as much, but... Yeah. If you have, if you
2:11:10
have an, in blue, I
2:11:12
guess it's harder to make treasures. I'm trying to think
2:11:14
of a blue treasure commander off the
2:11:16
top of my head. No, you're usually paired with something that's
2:11:18
doing that. Yeah, it's usually something else. Yeah. But
2:11:22
your clue stuff or your food stuff, if
2:11:24
you're making a lot of
2:11:26
that stuff, that just gives you more rectangles.
2:11:28
Yeah, it's rectangle theory. I think this thing's
2:11:30
got it written all over it, which is,
2:11:33
yeah, it just adds an additional rectangle when
2:11:35
you make other rectangles. Yeah. And that's very
2:11:37
powerful. You've called them Chachiki decks, which I
2:11:40
like. Yeah, just a ton of stuff. Doesn't
2:11:42
matter what they are. They're here. Those decks
2:11:44
that are just, you know, they got KCI
2:11:46
or they've got, you know,
2:11:48
what's the one where you tap two artifacts
2:11:50
and deal damage to something? Yeah. They're just
2:11:52
saying, like, or whenever an artifact enters a
2:11:54
battlefield, deal one damage to your opponents. Yeah,
2:11:57
exactly. That's where this is going to be
2:11:59
most at home. gonna cast their rise and shine
2:12:01
and they're all gonna wake up and it doesn't matter
2:12:03
if they're a map or a clue or a treasure,
2:12:05
your opponents are dead. Yeah. You're just
2:12:07
like, I don't care what each of these things
2:12:09
are, they just are artifacts and I will use
2:12:11
them in different ways for things that care about
2:12:13
sacrificing or when they enter or whatever, you know.
2:12:15
Yeah. There's some sort of toggo partner
2:12:17
pairing with blue and you're like, every time I play a
2:12:19
land now I get a map and a rock. Cool. And
2:12:22
then, yeah, that kind of stuff. Is it landfall? Cool.
2:12:25
Is it landfall? Yes, it is. It
2:12:27
is. It is. It is, it might
2:12:29
not be. You
2:12:32
pair it, see unfortunately you gotta
2:12:35
pair it with Thrasios to get the green for the
2:12:37
landfall. Yeah, there you go. But now it's like, well,
2:12:39
is it Thrasios deck? No, it's not a toggo deck.
2:12:41
That's boring. Yeah. Oh,
2:12:43
right. Those are the cards that
2:12:45
we're gonna talk about from Thunder Junction, from the
2:12:48
big score, from all of the commander decks. There's
2:12:52
a lot of really sweet things. We talked a lot about Spree.
2:12:55
I think that flexibility is so
2:12:57
nice. And a lot of the time when
2:12:59
we talk about modal spells, we're like, is it worth the
2:13:01
extra mana? And Spree doesn't
2:13:04
guarantee that it's worth, that you have to spend extra
2:13:06
mana, which is really cool. You don't
2:13:09
have to. You get that flexibility while staying efficient. Yeah,
2:13:11
I like that a lot. I
2:13:13
think this is the second set in a row where
2:13:15
we've talked about it, maybe the third, where
2:13:17
like, there's a lot of good stuff in here
2:13:19
and a lot of playable stuff, but nothing feels
2:13:22
like broken. I agree. I
2:13:24
really think that the design team has
2:13:26
been doing a good job giving us
2:13:29
fun new toys to play with, but not giving
2:13:31
us stuff that is gonna
2:13:33
warp their format a lot. There's no
2:13:35
smothering ties or nefarious protection, at least that I
2:13:37
can obviously see here, that we obviously see here.
2:13:39
So there's always the chance for something to sort
2:13:41
of be sneakily broken, but no Jessica's wheels, which
2:13:43
I think is good for the format. And that
2:13:46
is increasingly difficult for them to pull off as
2:13:48
they have to design new cards, and there's only
2:13:50
so many little nooks and crannies that haven't been
2:13:52
filled in before. So I wanna give them props
2:13:55
for doing a really good job making
2:13:59
us excited. us new toys but
2:14:01
making it feel like oh this is all within
2:14:03
the wheelhouse of what we like and
2:14:05
isn't gonna like you know ruin a
2:14:08
lot of games or anything like that. All that being
2:14:10
said what was your favorite card for in the
2:14:12
99 from this such? I had a hard time
2:14:14
picking my favorite one. Yeah I wasn't sure. It
2:14:16
wasn't a ton of Josh cards. Well
2:14:19
and I think there was a lot that I like but there
2:14:21
wasn't anything where I was like I love that. I think you
2:14:23
know return the favor was the most Josh-y card
2:14:25
but also there's enough stuff like that where I
2:14:27
was like you know I don't even know if
2:14:29
I'll play it just because there's it's
2:14:32
existed in other forms before. I think
2:14:34
La Jite was the one that I'm
2:14:36
excited I like untapping stuff
2:14:39
specifically led. Specifically
2:14:42
specifically. Yeah and it's explosive
2:14:45
a little bit can be
2:14:47
a little bit sneaky. We didn't even talk about
2:14:49
proliferating on that sword that's kind of fun. Yeah
2:14:52
that's true so yeah I think it's
2:14:54
weird to say in equipment but that's what I'm saying
2:14:56
how about you what's your favorite card? Yeah all
2:14:59
the way back to the first card I think
2:15:01
Angel of Indemnity is the card I'm most excited
2:15:04
to play. I think that's the one that like
2:15:06
people will die to that they don't know
2:15:09
that they died to which is cool. Yeah
2:15:11
that card's sweet. It's a very Rachel card. It is
2:15:13
I picked a very Rachel card. What
2:15:17
do you think is the most powerful card
2:15:19
in the 99 from Thunder Junction? This was
2:15:21
tricky because there's a lot of flexible cards
2:15:23
in Thunder Junction. But none
2:15:25
of them are strictly like very very like
2:15:28
power level like high impact
2:15:30
cards. So I think if
2:15:32
you're talking about the flexibility
2:15:34
type stuff then there's a lot
2:15:36
of options. I think the
2:15:38
card that's most likely to do the biggest things in
2:15:40
Commander is probably Come Ball. I think
2:15:43
when that card comes down across from you and
2:15:45
you're playing you make anything.
2:15:48
You have to completely reevaluate
2:15:50
what is going on on your board. And
2:15:53
it's a hate bear for a casual strategy which is
2:15:55
not something that we've seen a lot of. Yeah
2:15:58
I mean it's not even really a hate bear because it doesn't stop. It
2:16:00
doesn't stop them. It just says, hey, careful.
2:16:02
Which is, in many ways, I
2:16:04
think, two people's detriment because they
2:16:07
unfortunately make bad decisions
2:16:09
where they shouldn't be
2:16:12
playing any cards that make tokens when that thing's
2:16:14
out for the most part. But they will because
2:16:17
they'll think, well, they get
2:16:19
it too, but I still get it. But
2:16:22
you're really making that other person win because you're
2:16:24
spending resources to get the things you're getting. And
2:16:27
that advantage, if you give it to them a couple
2:16:29
of times, it's just going to be too big to
2:16:31
overcome. So yeah, I like cards that punish my opponents
2:16:33
for making bad decisions. That is what magic's about. And
2:16:38
that's way more fun than cards that just say, hey,
2:16:40
you can't do that. If you would make tokens, don't.
2:16:43
Everyone would just hate that card. But it says, all
2:16:46
right, you can do it, but me
2:16:48
too. The most powerful is
2:16:50
always a difficult question because how you define
2:16:52
most powerful is tough. Is it the most
2:16:54
powerful a card can be when it's at
2:16:56
its most powerful? Or is it what
2:17:00
its average power is? If
2:17:02
you take everything's average, what's the highest average? I
2:17:05
think by that measure, I would pick
2:17:07
final showdown as the most
2:17:09
powerful of the bunch we talked about today
2:17:11
in that I think if you... My
2:17:13
prediction from this set, what's the card we will
2:17:16
see in play the most? It's
2:17:18
Towerwinder or this probably. And final showdown, I just
2:17:20
think it's so, so good. It just has so
2:17:22
many great uses and I think most
2:17:24
decks with widening it will want to run this card.
2:17:27
The instance speed on is amazing, the protection, the fact that
2:17:29
it's a board wipe, plus I keep my best thing a
2:17:31
lot of times and just save myself
2:17:34
from weird stuff in a pinch. It can stop
2:17:37
a lot of combos that are
2:17:39
happening, which that's not the way you
2:17:41
want to use it, but hey, if you're going to die. So
2:17:44
yeah, that would be my prediction for most
2:17:47
played card from this set. Who knows? I'm
2:17:49
most excited to have in my hand, I think. Because
2:17:53
it is going to give
2:17:55
you a lot of choices and make you feel really
2:17:57
in control of your position. feel
2:18:00
very safe, which makes it a very
2:18:02
cool white card, I think. Yeah. And
2:18:05
as we're moving towards the world where myself, at least, I'm going,
2:18:07
like, I need to put a couple more board wipes back into
2:18:09
my decks. Oh, it's cool to have a really good one that
2:18:11
just came out. Yeah, absolutely. It's funny
2:18:13
that you have to be afraid of somebody having
2:18:15
seven white mana up now and not seven blue
2:18:17
mana. That's true. You're
2:18:19
like, crap. You're a mono white
2:18:21
deck. What do you possibly have?
2:18:23
Crap. I know
2:18:25
what you've got. What do I do about that? Do
2:18:28
the listeners, what do you think about this set?
2:18:30
Something you're excited about, and hopefully we talked
2:18:32
about the cards you're most excited about. But
2:18:34
if we didn't, leave a comment down below. We
2:18:37
read all of those and like to engage. So what
2:18:39
new cards did we talk about or
2:18:41
are in this set slot perfectly into
2:18:43
your existing commander decks? Are
2:18:45
there any cards from the set that you think
2:18:48
are awesome in commander that we didn't talk about?
2:18:50
There's so many. It's really hard to slim
2:18:52
it down, especially when there's, like, outlaws, like,
2:18:55
reanimate all your outlaws. And you're like, that's
2:18:57
really good in an outlaw deck. If
2:19:00
you want to pick up any of the cards that
2:19:02
we talked about today or any of the pre-cons or any
2:19:04
of the sealed product, get some play boosters. Go to
2:19:06
cardkingdom.com/command. You're magic players. We know you're
2:19:08
going to buy magic cards, especially in
2:19:10
this exciting time when cards are new.
2:19:14
Go pick up the singles. Get yourself a couple
2:19:16
of final showdowns. Get
2:19:18
a lost gite. Tower winder. Yeah, it
2:19:21
doesn't matter. Get the Angel of Indemnity.
2:19:23
Yeah. I'm going to have to
2:19:25
buy, like, three tower winders. We
2:19:29
know the cards we chose for favorite and everything,
2:19:31
we're all had white in them except
2:19:33
for lost gite, which could go in a white deck.
2:19:35
Yeah, I meet Anis Laguna equipment. You
2:19:37
can find it in a white deck. Yeah, white's getting a
2:19:39
lot of fun toys lately. And cardkingdom has a
2:19:42
huge selection of cards, so you can pick up
2:19:44
all of those. Maybe it's time for you to
2:19:46
build a white deck. Maybe this is the moment.
2:19:48
You want to build, like, a mono-white flash deck
2:19:50
with the new Avon Interrupter. I'm not ready for
2:19:52
that yet. Go mono. You could do it, Josh.
2:19:54
We're going to do an extra turn where I
2:19:56
just pass you a mono-white deck. I
2:19:59
play with you. your decks before so yeah I
2:20:01
don't mind that. Alright
2:20:04
of course. Let's start giga.com/command. Yeah once
2:20:06
you get those cards make sure that you keep
2:20:08
them protected. Ultra Pro is the game
2:20:10
accessories brand that we trust our own collection sewer at the
2:20:12
command zone. If you go to
2:20:14
ultrapro.com/command you can get all kinds of awesome deals
2:20:16
on their website for all kinds of stuff like
2:20:18
binders and deck boxes and sleeves and play mats.
2:20:21
They got wall scrolls, they got dice. If
2:20:23
you need it to play the game
2:20:25
or make your battlefield look awesome, Ultra
2:20:27
Pro has it. Again ultrapro.com/command. Big
2:20:30
thank you to our amazing team here at the
2:20:32
command zone. Thanks to Damon Lenz, Eric Lem, Megan
2:20:34
Yip, Garov Galati, Jordan Bridge and Jamie Block, Arthur
2:20:36
Metacrop, Manson Lung, Josh Murphy, Jake Boss, Sam Waldo,
2:20:38
Evan Limburger, Katie Cole, Mitch Trafford and of course
2:20:41
Jimmy Walsh. Thanks for listening
2:20:43
guys. Hope you're enjoying Thunder Junction. We'll
2:20:45
see you next time. Peace. Yeehaw.
2:21:03
Thanks for watching. For
2:21:06
further inquiries, send an email
2:21:08
to commandcast at rocketjump.com or
2:21:11
ask us on twitter at j.s.long
2:21:13
and at joshweeq. See you later.
2:21:16
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