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The Best Cards (In the 99) from Outlaws of Thunder Junction | 604

The Best Cards (In the 99) from Outlaws of Thunder Junction | 604

Released Thursday, 25th April 2024
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The Best Cards (In the 99) from Outlaws of Thunder Junction | 604

The Best Cards (In the 99) from Outlaws of Thunder Junction | 604

The Best Cards (In the 99) from Outlaws of Thunder Junction | 604

The Best Cards (In the 99) from Outlaws of Thunder Junction | 604

Thursday, 25th April 2024
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Episode Transcript

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0:00

This episode is sponsored by Factor. Eating

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humans, you have entered the

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Command Zone, your destination for

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all aspects of Elder Dragon

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Highlander. Enjoy your stay.

0:29

Welcome back everybody, this is another

0:31

episode of the Command Zone

0:34

podcast. I'm your host Rachel

0:36

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

0:50

know. The reveal came out today. Yeah. But

0:54

we want to make sure all of this is getting

0:57

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

2:00

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

2:04

it all comes in one convenient package all at once

2:07

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,

2:24

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

2:50

sleeves that I need in one place while they're

2:52

on sale. And you can stay

2:54

up to date on all of that by signing

2:56

up for the UltraPro newsletter. You know that you're

2:59

always going to need more storage. You know that

3:01

you're always going to need another binder. So it's

3:03

nice when you know that there are regular enough

3:05

sales that you can pick up all of the

3:07

stuff that you know and trust in one

3:09

place. Plus, you're throwing

3:12

a little bit of extra money our way

3:14

which helps a lot. Again, ultrapro.com/command. And

3:17

of course, the final way to support all

3:19

of our content is directly if you go

3:21

to patreon.com/command zone. Patrons get all kinds of

3:23

perks. There's a Discord where they get to

3:25

chat with Rachel, Jimmy, myself, our whole team.

3:27

We're on there each and every day. Also,

3:30

patrons get access to extra turns and game

3:32

nights earlier than the general public. Without

3:34

ads? Yeah, with no ads. And of course,

3:37

the biggest perk, we shout out one lucky patron

3:39

every single episode. And this episode

3:41

is dedicated to Timothy

3:44

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

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bear for tokens. It is about time and

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those lands will trigger tireless provisioner, and I will make

1:09:59

two food Wait, you'll make what?

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Uh, two food tokens. But you can

1:10:03

make treasure. You love treasure. Oh god.

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commander deck. Just go to architect.com/command zone to

1:12:55

get started. That's a r c h

1:12:58

i d e k g.com/command zone. All

1:13:00

right, we are back. Yee

1:13:02

ha. We are talking about the cowboy. I

1:13:04

know. Yeah, I didn't wear my hat for

1:13:06

this one. I wore a hat for a

1:13:08

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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