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“Tricky Terrain” Precon Upgrade | Modern Horizons 3 | 617

“Tricky Terrain” Precon Upgrade | Modern Horizons 3 | 617

Released Friday, 28th June 2024
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“Tricky Terrain” Precon Upgrade | Modern Horizons 3 | 617

“Tricky Terrain” Precon Upgrade | Modern Horizons 3 | 617

“Tricky Terrain” Precon Upgrade | Modern Horizons 3 | 617

“Tricky Terrain” Precon Upgrade | Modern Horizons 3 | 617

Friday, 28th June 2024
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Episode Transcript

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0:00

This episode is brought to you by Bombus.

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humans. You have entered

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the command zone, your destination

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for all aspects of Elder

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Dragon Highlander. Enjoy your

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stay. Hello,

0:45

everybody, and welcome back to another

0:47

episode of the Command Zone podcast. I'm

0:49

your host, Rachel Weeks. And I'm Jordan

0:51

Prigen. Yeah. Joining us again,

0:53

we are doing a pre-con

0:56

upgrade guide for the new

0:58

Modern Horizons 3 pre-cons. Today,

1:01

we are talking about, honestly,

1:03

one of the wackiest pre-cons

1:06

that they have put out in a long time. I

1:08

remember when we were talking about, OK,

1:10

who wants to do this pre-con upgrade? I was like,

1:12

ah, I feel like this is going to be a

1:14

weird one. It's a weird

1:16

one for sure. Today, we're talking

1:19

about the Simic deck. It's tricky

1:21

terrain. It's green. It's blue. It's

1:23

all about lands. We're

1:26

going to talk about what comes in this deck. If you

1:28

buy it off the shelf, we're going to talk about all

1:31

of the stats, break all of that down

1:33

financially, mechanically. And then we're going to tell

1:35

you 10 cards to add it and 10

1:37

cards to get out of there to make

1:39

this deck as powerful as you

1:41

can for a budget of only $50. But

1:46

first, if you want to pick up any of

1:48

the cards that we talked about today or this pre-con or

1:50

any of the product from Modern Horizons

1:52

3, you can do so while supporting

1:54

the show by going over to cardkingdom.com/command.

1:57

Card Kingdom has a huge selection of

1:59

singles and. sealed product. If you like

2:01

buying sealed pre-cons and doing these upgrades,

2:03

you can get a ton of those

2:05

cards all in one place. Then

2:08

you can have them shipped to your

2:10

door in one safe package. I

2:12

hate when I'm shopping for cards and I have to

2:14

buy it from like 15 different stores. And I'm always

2:16

worried about losing one card or

2:19

it showing up bent in half. I feel like

2:21

I always need to make a checklist and be

2:23

like making notes every time everything comes in. And

2:25

then even afterwards, you're like, I'm

2:27

missing one card in the deck. What

2:30

is it? I feel like Card Kingdom takes

2:32

a lot of the guesswork out of it. When I order from

2:34

them, I know it's going to be shipped to me safely. I know I'm

2:36

going to be able to get a ton of the cards all in

2:39

one place and they're going to show up

2:41

at the same time. I can get them

2:43

sleeved up and get playing. Again, support the

2:45

show and pick up some sweet, sweet cards

2:47

over at cardkingdom.com/command. And once those

2:49

cards are in your hand, you're going

2:51

to need to protect them. Go to

2:53

ultrapro.com/command to pick up all of your

2:55

magic accessories, your play mats, sleeves, deck

2:57

boxes, binders, dice, wall

3:00

scrolls, plushes. I feel like they

3:02

have more and more and more these days. There's

3:04

lots of stuff. Every time you go there, you're like, oh,

3:06

look at that. Yeah, and for

3:09

these big sets for Modern Horizons 3, they

3:11

have a ton of really sweet play mats

3:13

because they have all of the officially licensed

3:15

art from magic. So if there's a character

3:17

you really like, like this cutie pie dog

3:19

that you have in front of you. It's

3:21

this little dog. Go on, UltraPro, and see

3:23

if they have a play mat for it.

3:26

I'm rocking the Omo play mat because it's

3:28

the Omo pre-con. UltraPro is a huge selection

3:30

of stuff, and you know that it's going

3:32

to keep your products safe when you're using

3:34

them. Magic cards are expensive. Spend a little

3:37

bit of money to make sure

3:39

that they're safe and organized and

3:41

looking pretty sweet. Over on ultrapro.com/command.

3:44

The final way to support us is directly by going to

3:46

patreon.com slash command zone. Our

3:49

patrons are the lifeblood of the show.

3:51

You guys help make all of this

3:53

possible. Plus, you get some cool perks

3:55

for being a patron as well. You

3:57

get access to game nights and extra.

4:00

a day early without ads, pretty sweet.

4:02

You get access to exclusive content like

4:04

Turn Talk. Turn Talk is just conversation.

4:07

Yeah, we have after any game of

4:09

extra turns, talk about how the game

4:11

went, how your deck performed, what you

4:13

wish you had drawn, what you did

4:15

draw and didn't get to deploy. What you

4:18

could have done with one more turn. Yeah, the

4:20

fabled question that commander players love to ask.

4:22

It's a ton of fun. If you watch

4:24

all the extra turns and you want to

4:26

see what is in the mind of the

4:28

players, you can get access to that by

4:30

becoming a patron at a certain tier. Plus,

4:33

we shout out one lucky patron every single

4:35

podcast episode. And this one is dedicated to

4:38

Donovan Kweebkowski. A

4:40

lot of syllables. We didn't quite sync up on that

4:43

one. Donovan, you rock. I think

4:45

we both kind of said it how we agreed

4:47

we were going to say it's not quite at

4:49

the same pace. Not at the right rhythm. Yeah,

4:51

we got the pronunciation right, I assume. Yeah. You

4:54

rock, Donovan. You definitely rock. Let's

4:57

get into this. We are talking about

4:59

the tricky terrain pre-con. Like

5:01

we said, we're going to add 10 cards. We're going to take 10

5:04

cards out. We're going to use a budget of $50. We

5:06

don't tend to touch the mana base, although if we

5:08

were going to modify any mana base. Yeah.

5:12

This has a big one. This is all about

5:14

the mana base. Yeah, this is sort

5:16

of a wacky deck. It's not exactly

5:18

a lands deck as we've seen it

5:20

before. So let's get to know the

5:22

face commander and see what exactly we

5:24

are in for. So the face commander

5:27

of this deck is Omo, Queen of Vesuva.

5:29

And one thing I always love about the

5:31

modern horizon sets is that they go and

5:33

they find characters from old lore and stuff

5:35

that have never had a card or only

5:37

mentioned. There's got to be a Queen of

5:39

Vesuva. Like, hey, Queen of Vesuva, neat shapeshifter

5:41

stuff. And she is 2 and a

5:44

hybrid green-blue mana for

5:47

a legendary creature,

5:49

Shapeshifter Noble. She's a 1-5. And

5:52

whenever Omo, Queen of Vesuva, enters the

5:54

battlefield or attacks, put an everything counter

5:56

on each of up to one target land

5:58

and up to one target creature. Each land

6:00

with an everything counter on it is

6:02

every land type in addition to its other types.

6:05

Each non-land creature with an everything counter on it

6:07

is every creature type. This

6:10

is pretty wild. Pretty bizarre, right? So

6:12

there's a couple of things going on

6:14

with Omo. They can

6:16

put counters on creatures to

6:19

make them changelings. They can put

6:21

counters on lands to not only make

6:24

them like Forest

6:26

Swamp Island. They also

6:28

get cave and ersa. Gate. Gate

6:30

and desert. And desert. So

6:33

technically they all get tower and

6:36

mine and factory. Not

6:40

a payoff for that yet, but someday, maybe. So

6:44

there's two different directions you could go here. So

6:47

focus on this sort of creature strategy, which is

6:49

sort of like this type all type all strategy

6:51

that commander players have played. Which there are definitely

6:53

commanders that kind of already do that. Like Rookhare

6:55

Mel recently is sort of a thing like that.

6:57

For sure. Morphon is

6:59

something that people will often build

7:01

Morphon as type all type stuff.

7:03

But this could be a lands commander

7:06

as well. And we've never seen

7:08

a commander that does this. Well,

7:10

and I think that, at least

7:12

right off the bat, is the slightly more

7:14

compelling direction of this. Because

7:16

there are so many things that are like, oh,

7:18

you know, they just printed caves. And there's all

7:21

these cave synergies. All the desert stuff that just

7:23

came out. Yep. And I think

7:25

this opens up a lot of cool different ways

7:28

to build stuff. So it's pretty exciting.

7:30

A couple things to note about Omo.

7:32

First of all, the everything counters don't

7:34

do anything unless Omo is on the

7:36

battlefield. So if Omo gets removed at

7:38

any point, the everything counters stay on

7:41

the lands. They just don't modify

7:43

the land in any way. Omo

7:45

being on the battlefield gives the

7:47

counters the ability. Which is like

7:49

an important distinction from like flood

7:51

counters or any of the lifelinked

7:53

counters stuff. They're just counters, called

7:55

everything counters. And she makes them

7:57

do stuff. Yes. So

8:01

that's a big thing to notice. So

8:03

keeping Omo in play is clearly a priority to

8:06

maximize some of the synergy that

8:08

is going on in this deck. I'd also

8:10

guess that this deck is full of non-basic

8:13

lands, probably caves and deserts and

8:15

gates and stuff that has synergy

8:17

with having all of these things.

8:20

The mana base is probably

8:22

a pile. It's gotta be a lot of

8:24

different things. Another

8:27

thing I think is sort of important

8:29

to note about the land type thing

8:32

is that basic or non-basic is a

8:34

super type of the lands and stuff.

8:36

So if something says, you know, sacrifice

8:38

target, non-basic land, just because it has

8:40

an everything counter on it doesn't make

8:42

it a non-basic land, even though it

8:44

has caves and stuff. Probably won't come

8:46

up all that often, but can be

8:48

an important thing. Yeah. So

8:50

that's Omo, that's the face commander

8:53

doing some wild stuff, not exactly

8:55

the landfall commanders we're used to

8:57

seeing in Simic. The

9:00

backup commander for this deck

9:02

is a little bit more

9:05

familiar. It's Geode, Geode, Moog

9:07

Ancient. I don't know. Is there a better way

9:09

to pronounce it? J-Y-O-T-I. Geode.

9:14

Geode, maybe? Yode. Geode.

9:17

Geode. Geode. Geode. Moog

9:22

Ancient. Two green

9:24

blue for a two four

9:26

elemental. When Geode enters the

9:29

battlefield, create a one one green forest dryad

9:31

land creature token for each time you've cast

9:33

your commander from the command zone this game.

9:36

At the beginning of each combat, land creatures

9:38

you control get plus x plus x until

9:40

end of turn, where x is Geode's power.

9:43

So when this creature comes in,

9:45

if it's your commander and you cast it from

9:47

the command zone, it gives you one dryad. If

9:49

it's the second time, it gives you two. If

9:53

it's in the 99 and you haven't cast

9:55

Omo yet, then it gives you

9:57

none. Oh. Oh. Interesting.

10:01

This is interesting. This is

10:03

more of a token deck.

10:05

And it seems like it's

10:08

about the land

10:10

creature combo going on. So there's

10:12

definitely land creature stuff going on

10:14

if this is in

10:16

the command zone. It's also probably

10:18

trying to like, we're trying to blink this

10:20

to get more lands. We're trying to. Like

10:22

food chain it. Yeah, trying to sack it.

10:24

Get more mana to play it again. It

10:27

does sort of. I mean, you need haste

10:29

or something, but it does basically pay its

10:31

commander tax. There's definitely ways to food chain

10:33

this and to get infinite lands into play.

10:36

It's definitely a landfall commander. The idea is

10:38

you're making a ton of lands all at

10:40

the same time. So

10:42

this looks a little bit more

10:44

traditional in my mind. You're

10:46

using parallel lives to get more when it

10:48

comes in, that kind of thing. And it

10:50

feels like you just want to like ramp

10:52

and pump. Yeah, make

10:55

Geodie bigger and all these one ones

10:57

are buffed by it. So

10:59

this is a more straightforward build. It's going to have a

11:01

little bit less to do with the caves and the deserts

11:03

of it all. We'll look at the 99 and

11:06

see which one goes in the command zone a little

11:08

bit better out of the box. But

11:11

first we're going to talk about the notable reprints

11:13

in the deck. These are

11:15

all of the pre-existing cards that are

11:17

currently worth over $5. And

11:20

spoiler, there are a bunch of them this time. There's a

11:22

lot of them. There's 10 cards over $5. A

11:26

caveat that we always do about reprints, these

11:29

values are taken at time of recording. They will

11:31

go down once this deck is announced. So

11:35

these numbers are relative. You can compare

11:37

them to pre-con upgrade guides that we've

11:40

done before. But they're not necessarily

11:42

going to tell you exactly what they're worth when

11:44

you buy this. I have to say, some of

11:46

these seem like great reprints though. Like once they're-

11:48

I'm excited about it. I absolutely would just want

11:50

to have to put in decks. Yeah,

11:52

let's go through these. Because this first

11:55

one is a doozy. It's a reprint worth $28

11:57

at time of recording. It's

12:00

$8. Apex Devastator. Yeah.

12:02

I mean, this is one of the most

12:04

fun cards to play. It is hard

12:07

to argue with casting a 10 mana thing that

12:09

gets you four more things. Yeah, it just cascades

12:11

four times. It is so much fun

12:13

to cast this spell. And it makes sense in

12:15

a big mana deck for a place that you

12:17

can dump a bunch of mana and get

12:19

a ton of value out of. I played it on extra turns

12:21

once, and I think almost entirely bricked on it. It's

12:25

hard to brick when you cascade four times. But

12:27

it can be done. This

12:31

next one is an old Simic classic.

12:33

It's Uro, Titan of Nature's Wrath for

12:35

$19. That's pretty

12:37

good. Uro was banned in a bunch of things. Up

12:41

next is one of my favorite cards from

12:43

I think the Lorwin era, which is Mana

12:45

Reflection. Oh, yeah. This is a $17 card.

12:49

This is a mana doubler in its truest

12:51

sense, not a mana adder. And actually,

12:54

it's an interesting one in this deck, because

12:56

since you're going to have lots of lands

12:58

which are going to tap for more than

13:00

one mana, it doesn't just add one to

13:02

it like Zindacar Resurgence and stuff like that.

13:04

It doubles it. Up

13:06

next is Vesuva. She's the

13:08

queen. She's the queen. She's got to have a

13:10

place. Vesuva is currently worth $17, comes in, copies

13:13

of land. Makes

13:15

sense. And then this one is

13:17

a great include Yavamaya Cradle of Growth,

13:19

which just turns everything into forests, everything

13:21

all over the board. And it's currently

13:23

$16. Love

13:25

this reprint. Try and keep this price

13:27

down. This is

13:29

such a great include in any green deck. It just

13:32

goes into decks. And when

13:34

the cards are this free, it's really nice

13:36

to keep their price a little bit more

13:38

accessible. Hopefully, this will keep it closer to $10. Up

13:42

next, we got some new art for Dryad

13:44

of the Elysian Grove. I'll be honest. I'm

13:46

not a big fan of this art. Oh,

13:48

come on. He's peeking

13:51

through a pomegranate tree. It's

13:53

not because this art is bad. This art is great. But

13:56

the other art for Dryad of the

13:58

Elysian Grove is like the thirsty. art in

14:00

magic. I don't know. This

14:02

is pretty first. And I love it.

14:04

This dryad is worth $14 right now

14:06

after a couple of reprints, but this

14:09

one is looking at you through a

14:11

pomegranate tree. So you know, you take

14:13

your pick of the sultry

14:16

nymph dryads. Yes, exactly.

14:19

Up next is a scary land

14:21

classic, Dark Depths, which is $8.

14:25

Mm-hmm. Then Drown

14:27

in Dreams, sitting at $7. This is a

14:29

big X spell. Either draws or

14:31

mills or both. And then

14:33

the land draw or the landfall classic,

14:35

Scoot Swarm. Eh, still $6. Scoot

14:38

Swarm being a nightmare at Commander

14:40

Tables everywhere. Just scooting around, being

14:43

$6, and now it's reprinted. And

14:46

Pongify has climbed up onto this list. Pongify

14:48

is a $5 removal spell at this point,

14:50

so it's nice to see that reprinted as

14:52

well. Yeah. Those are the

14:55

10 notable reprints in this deck,

14:57

some very high value stuff. Of

14:59

course, this doesn't include any of the new

15:01

cards or any of

15:04

their values because they don't know what the

15:06

price is yet. There's some

15:08

very, very powerful lands. So

15:10

we expect that some of those are going to be

15:12

over $5 as well. That

15:15

being said, let's talk about the overall

15:17

reprint value of this deck.

15:20

Of course, just including the reprints.

15:24

Before we give you the total reprint value, this

15:26

deck is currently pre-ordering for about $65 to $70.

15:30

So keep that in mind when we talk

15:33

about the reprint value. This is more expensive

15:35

than normal pre-cons, so we

15:37

expect more value out of the box.

15:39

But this price, if I'm right, it's

15:41

less than the Commander Masters one.

15:43

It is. A little while

15:46

back. Yeah. I'm curious

15:48

to see what happens to these once they're

15:51

announced. The

15:54

Commander Masters ones really fluctuated

15:56

once the lists were released. And

15:58

right now, they're all about some... except for the

16:00

Eldrazi one, which is $150 for... Yesh.

16:04

Yeah, it's wild. Um, but

16:07

Omo is at $65, and

16:09

the total reprint value of this deck

16:11

is... Pretty

16:17

good. That feels great, yeah. 200, if

16:19

you can get over $200, it feels pretty good. Yeah.

16:24

So there are 78 reprints in this deck, so that

16:27

$209 is only made up by 78% of the deck.

16:32

It doesn't include the 15 brand

16:34

new cards for MH3 Commander,

16:36

or the seven basic lands, but

16:38

it is taking up a good

16:40

portion of the deck. I

16:43

do wanna mention because these prices are

16:45

higher than what we normally see,

16:47

this is where the bang for your buck value

16:49

really shines. We take

16:51

the total reprint value and divide it

16:54

by the pre-order price, and you can

16:56

tell you just how much reprint value

16:58

you're getting for every American dollar spent.

17:01

And for this deck, if you buy it at

17:03

$65, you're getting $3.22 of card value

17:05

for your $1 cash. Well,

17:10

it's not bad. It's not bad, yeah. Pretty

17:12

good. I mean, this is above average for

17:14

sure. We've done this number for a

17:16

while now. The average value for

17:19

2023 bang for your buck value was $2.60.

17:22

So definitely above average compared to that.

17:24

Absolutely. There has been some really, really

17:27

high reprint values happen in the last

17:29

couple of months. LCI was very high,

17:32

Murdered at Carlof Manor, pre-cons. Averaged

17:34

like $3.73. Which

17:37

all of the things- For their bang for your buck value?

17:40

This is such a good trend. Yes. I

17:42

think we've said this a couple of times in

17:44

the last few budget upgrades we've done, but the

17:46

fact that these are so often entry level products,

17:48

and you just feel like you're getting so much.

17:51

I wouldn't say that this product is entry

17:53

level because it's so expensive. But the fact

17:55

that you're actually getting really solid value in

17:57

this, even though you have a higher initial-

17:59

price tag is rewarding. I

18:02

do. I agree with you

18:04

that it's a bit expensive, and it's a little

18:06

more than what you normally do for entry level.

18:08

But I would still feel, even just reading through

18:10

that list of high value reprints that we got,

18:12

I'd feel confident giving this to a friend to

18:16

get them into the game or recommending to someone.

18:18

Because it just seems like there's a lot of

18:20

cards that are just going to

18:22

be solid to use in other decks going

18:24

forward. It's a great stack of cards here.

18:28

It is worth noting this is the highest in the reprint

18:30

value in Modern Horizons 3 by a

18:32

long shot. It averages around $2.26, bang for your

18:34

buck value, and

18:37

$167.69 in total reprint value. So

18:41

you can see that this deck

18:44

is far and above the most,

18:47

the best deal currently. I'm

18:50

hoping it stays that way for you guys once

18:52

these decks are released. That would be great. OK,

18:55

so that is the financial value of

18:57

this deck. We are going to break

18:59

down the mechanical categories of

19:04

this deck as well, which means it's time to

19:07

break down the stats. Shh,

19:09

stats, stats, stats, stats. I

19:15

always imagine just like the word stats

19:17

going pow. Yeah, yeah. Jamming out there.

19:19

Yeah. Maybe. We're not

19:21

going to make the editors do that, although they're screaming at

19:23

the screen right now. You guys should do that. Don't. It's

19:26

fine. Our stats introduction's good. So

19:29

we're going to break down the vegetables of

19:31

the deck, just the nuts and bolts that

19:34

go in every commander deck. Starting with ramp,

19:36

there are 16 pieces of ramp in the

19:38

deck. Pretty high, makes sense for a lands

19:40

deck. Up next there are

19:42

13 pieces of card draw or advantage.

19:45

There are 11 targeted

19:47

interaction spells, two

19:50

board wipes, a whopping 43 lands. Ooh,

19:54

yeah. Technically there's 44, but

19:56

I didn't include dark depths because it doesn't tap

19:58

for mana naturally. Yeah, exactly. I remember because when

20:00

I was looking through the stats, I had counted

20:03

all the lands. And I was like, no, wait.

20:05

Where's the disconnect here? What land is not listed?

20:07

And I was like, oh, it's dog vaps. Yeah,

20:09

when I'm doing land counts, I don't like to

20:11

include lands that don't tap for mana because it

20:13

has other utility. It has Yavamaya in the deck,

20:15

which you can tutor for. So it's more of

20:17

a land here than it is in other lands.

20:20

I've definitely built decks before where I was

20:22

counting my maze of if in my land

20:24

count. And I'm like, why does this keep

20:26

not working like I expect it to? Yeah,

20:28

I like to not include lands that

20:31

don't tap for mana because it doesn't exactly

20:33

give you that full picture. Like

20:35

I said, there's only seven basic lands

20:37

in this. So we know that it

20:40

is full of non-basic lands, including a

20:43

lot of caves, a lot of deserts,

20:45

all the Urzis lands. Locuses. It's

20:47

definitely an Omo deck. Oh,

20:49

yeah. Let's break down this second category,

20:51

though, that's a little bit more specific to

20:53

the deck to give you an idea of

20:55

how the deck works. The

20:57

first category is non-basic tutors. So

21:00

tutors for lands that get you

21:02

the ones that you're looking for. This

21:04

one. It's super key in this deck.

21:06

Absolutely. So there's four

21:08

non-basic tutors in this deck. And

21:11

I think that's a decent number, especially for a

21:13

pre-con. I think this deck is going to be

21:15

very toolboxy. You want to make sure that you're

21:17

getting the right lands at the right time. So

21:21

having these tutors is really going to make

21:23

the deck shine. Because there's going to be a few

21:25

key non-basic lands you really kind of always want to

21:27

have out. Absolutely. Although, I feel like you don't want

21:30

like 100 non-basic land tutors, or it's always going to

21:32

be the same way. As it is now, you'd be

21:34

like, well, the day I'm playing it desert style. Yeah,

21:36

yeah, yeah. Exactly. And next time I'm playing it cave

21:38

style. Or

21:41

often it's going to be locuses

21:43

or Urzis style. Yes. But the

21:45

next category is land creatures. We

21:47

wanted to see how much support

21:49

Geodie had as a commander. And

21:52

there's only four cards, including Geodie

21:54

themselves, that turn your lands

21:56

into creatures. Yeah. I think one of them also

21:58

turns creatures into lands. or something, but anything

22:01

that produces land creatures, basically. Yeah. So

22:03

fairly limited support for Geodie outside of

22:05

it, just being a thing that makes

22:07

other lands. There are six

22:09

cards that make scary, sort of win

22:11

the game tokens. This is a technical

22:14

category. Scary tokens. I

22:16

wanted to include this category, because it does feel

22:18

like it's the way that the deck wins, is

22:21

by making scoot swarm tokens, or

22:23

rampaging bail off tokens, or by

22:25

unleashing merit leige upon the pod.

22:29

You don't need many merit leisages, just one.

22:32

She's a legendary lady. And

22:34

you mentioned specifically Avenger of Zindacar in this

22:37

one, which isn't a lot of landfall decks.

22:39

But one thing I think is worth pointing

22:41

out that's kind of cool about Avenger of

22:43

Zindacar in this deck, is that when you

22:45

have a land into the battlefield, it gives

22:48

all plants the plus one plus one counter,

22:50

which, thanks to your everything counter, all

22:52

of your creatures with counters on them are

22:54

going to plant. Our plants as well. That's

22:56

pretty fun. There are some

22:58

neat synergies that come into play using those

23:01

everything counters, especially the ones on the creatures.

23:03

Because they're really, I would

23:05

say this deck is not focused on

23:07

using the everything counters on your creatures

23:09

at all. There's no type of lords.

23:12

There's no changeling synergies. It's

23:14

really focused on the land side of Omo. Now,

23:16

I think that there's a way to build

23:18

it, obviously, where it's just like, lots of lords,

23:20

lots of stuff like that. But I don't think

23:23

this is what we're aiming for here. One more

23:25

stats category. Because there's

23:27

so many ways to make

23:29

a ton of mana in this deck, I wanted

23:31

to make sure that there were plenty of ways

23:34

to use that mana. So I counted up the

23:36

mana sinks. These are expels. These are activated abilities

23:38

that you can use repeatedly. Somewhere to put 25

23:40

mana when you can make it. And

23:43

there are 12 in the deck. It's pretty good. It's

23:45

a reasonable number. I think you could use a couple

23:47

more, but like. It means most of the time when

23:49

you can make a ton of mana, you're going to

23:51

have some way to spend it. All

23:54

right, so those are the categories of

23:56

the deck. It's going to give you

23:58

an idea of what Omo wants. to

24:00

do. We're definitely focused

24:02

on Lance. We're definitely winning

24:04

with some kind of token thing

24:06

or a giant X-spell. There

24:09

are a couple big X-spells like Drown in Dreams, which we

24:11

mentioned already, that will close out the game on the spot

24:13

if you make enough mana. But

24:16

before we go too much further, I want to talk

24:18

about the best cards in the deck, the ones that

24:20

when you have them on the battlefield or in your

24:22

hand, you know that Omo is about to

24:24

really get going. And

24:27

the first one we got to mention is Cloud

24:29

Post. Cloud Post, if you're like an old school

24:31

modern player, you used to watch that sort of

24:33

thing, you should know that this card can be

24:35

a menace in other formats. But you don't see

24:38

it that often in Commander. Cloud Post is a

24:40

land, and it is a type of locus. And

24:42

it says Cloud Post enters the battlefield tapped. And

24:44

then it taps to add colorless for each locus

24:46

on the battlefield. Normally, that's

24:48

tough to pull off in Commander. There's

24:50

only a couple locuses in existence before

24:53

this deck was printed. But this time,

24:55

all those everything counters, turn

24:57

them into locuses. So this is going

24:59

to be making so much mana. Yes,

25:02

this kind of stuff says exactly what the deck is

25:04

trying to do. It's trying to use Urza's lands,

25:06

it's trying to use Cloud Post, and it's trying to

25:09

generate a huge amount of mana to dump it into

25:11

some sort of mana sink. And

25:14

Cloud Post is going to be a good way to

25:17

do it. I would say if you're

25:19

looking at your hand and you have a tutor, if

25:22

you have another Urza's land, you go

25:24

find another Urza's land. But if you

25:26

don't have anything, you go get Cloud

25:28

Post. The thing that's so nice about

25:30

Cloud Post is, especially with Omo,

25:32

it does it all on its own. If

25:35

you're getting the Urzatron trio going on, you still

25:37

need to find them and set stuff up a

25:39

bit. But man, Cloud Post is just going to

25:41

get you a lot of mana real quick. As

25:43

long as you have Omo and you've been doing

25:45

the thing for a couple of turns, Cloud

25:48

Post is going to give you exactly what you want.

25:52

This next best card in the deck is

25:54

Drown in Dreams. We've mentioned it. It's one

25:56

of the more expensive reprints in the deck.

25:58

This is an X-bell for blue, two, and

26:01

an X for an instant. It says, choose

26:03

one. If you control a commander, as you

26:05

cast this spell, you may choose both instead.

26:08

The first point is target player draws X

26:11

cards. The second one is target player mills

26:13

twice X cards. This

26:16

card is awesome. This card

26:18

can one-shot a person, absolutely. Yeah,

26:21

absolutely. I have decks where this

26:23

is my like, almost

26:25

primary win condition. Yeah. I

26:28

mean, if you can put 25 mana into X here,

26:32

you can have a player draw 25 and mill 50. Even

26:35

in a normal game, that's most of their

26:37

deck, or if not all of their

26:40

deck. And Omo can make

26:42

that much mana. Also, if you

26:44

can make that much mana, you know Omo's on

26:46

the battlefield. So you're not worried about casting this

26:48

for one mode or the other. And it also

26:50

has the very common mode of just dumping all

26:52

that mana and filling your hand and being like,

26:54

what do you plan to do against me now?

26:56

I have my entire deck in my hand. I'll

26:58

draw 15 cards and you mill 30 and

27:01

I'll figure out how to get this back in

27:03

a second. Exactly. Drowner Dreams is

27:05

a perfect mana

27:07

sink because it can either win you the game or it

27:09

can get you into a position where you can win the

27:11

game from there. I think

27:13

this kind of thing is exactly what the deck

27:15

wants to be doing. And this

27:17

next card that is one of our best is super

27:19

cool. And this is one of the new cards. And

27:22

this is Sage of the Maze, which is two and

27:24

a green for a one-three creature elf wizard and it

27:26

taps to add two mana in any combination of colors,

27:28

which is already a pretty good rate. You know, you

27:30

pay three and then it's two mana

27:32

of any combo, but then it has tap until

27:34

end of turn, target land you control becomes an

27:36

XX citizen creature with haste. In addition to its

27:38

other types where X is twice the number of

27:40

gates you control activate only as a sorcery. Now

27:43

it's like, oh, there's gate synergy going on. All

27:45

right. But the best part

27:47

is it says tap and untapped gate

27:49

you control untapped Sage of the Maze.

27:52

There we go. So that's like a mana doubler

27:55

for all your gates which with Omo

27:57

is like all of

27:59

your land. probably, or at least all the ones with

28:01

the everything counters on it. Yeah, I mean,

28:03

if this doesn't have summoning sickness, basically

28:05

all your lance with everything counters on

28:07

them tap for two of any color.

28:09

That's an incredible amount of mana that

28:12

you can make out of nowhere. Yeah.

28:14

This is super cool. And I love cards like

28:17

this that are just like one of the top

28:19

tier most powerful cards in this deck, but

28:21

aren't going to fit in every deck, you know? Absolutely. And

28:23

I do think that there's a version of this

28:25

deck that we kind of talked about that you

28:28

could like build more around gates, or you could

28:30

build more around Urza's lands. And we'll talk about

28:32

ways to do that in a

28:34

little bit. But Sage of the Maze is very

28:36

powerful in the deck as built and is going

28:38

to do exactly what you want to do. It'll

28:40

make you a ton of mana, or it'll get

28:43

you some huge things to try and

28:45

close out this game. Yep. I

28:48

love it. All right, let's talk about what we

28:50

were trying to do with the upgrade. We're going to add 10

28:52

cards to this deck. We're going to take 10 cards out. But

28:56

there's definitely a few changes that we

28:58

talked about making specifically

29:02

when we were planning for this upgrade.

29:04

Of course, we're choosing Omo as the

29:06

commander. Which we've already spoiled a couple times.

29:09

A couple times. It makes sense. So

29:11

the deck's kind of wacky. Yeah. What

29:14

were we trying to do with this upgrade? One

29:16

of the first things is to make sure

29:18

that when we have just this enormous amount

29:20

of mana that we've created, we have something

29:22

to do with it. Like big mana decks

29:24

are like one of my favorite ways to

29:26

play magic. I love building them. But they

29:29

have the problem sometimes where you just have

29:31

an enormous amount of mana and nothing to

29:33

do with it. And you look threatening, and

29:35

people know you could win the game. But

29:37

you're not going and doing it. So we

29:39

wanted to add more stuff that

29:41

just makes sure we can always spin our mana somewhere. It's

29:44

also a deck that has 44 lands in it and

29:47

only have 13 pieces of card draw. When

29:49

you have that many lands, and when you're

29:51

making as much mana as this deck has

29:53

the capacity to do, you are going to

29:56

eat your cards so fast. So

29:58

you really, really want to have ways. that

30:00

you can churn through your deck and always

30:02

have options for all of this mana you

30:04

have. And you really don't want to

30:06

get flooded. So I think

30:08

adding some card advantage is definitely

30:10

part of this upgrade as well.

30:13

So the next thing we wanted to do was

30:16

to take a little more advantage of the everything

30:18

counters. Specifically the

30:20

ones on creatures. Yeah, because it really

30:22

doesn't do much with that as

30:24

it is there. And we wanted to do part

30:26

of that through having some

30:28

land creatures and that kind of thing. And

30:30

then we wanted to just put more everything

30:33

counters on everything. Because right now you really

30:35

only get it when Omo ETBs are attacks,

30:37

which is a bit of a tough way

30:39

to get it out there. Yeah, she's a

30:42

1-5. She's not exactly great

30:44

in combat. So

30:46

being able to move the

30:49

counters around or make more

30:51

counters seems very important to

30:53

the deck's explosive plan. Yep.

30:56

Cool, so we've added some really sweet

30:58

cards. I genuinely think this is one

31:00

of the most interesting pre-cons that have

31:03

happened in the last

31:05

year, certainly. It's so different. And

31:08

this upgrade is going to make it even more powerful.

31:11

We're going to get to that upgrade, of course, after a

31:13

few words from our sponsors. All

31:15

right, I will draw. And Jimmy, I'm going to

31:17

have to destroy your commander again. What? No! Oh,

31:19

no. How much is it going to cost next

31:22

time? Yikes.

31:24

Wow. The 15's not so

31:26

bad. It's a lot for a three-man commander. But

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and Silas, Vice Scotts. This

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All right, game time. What's everybody playing? I

35:53

got my blink deck with Aminatu the fate

35:55

shifter. Whoa, cool figurines. I've got

35:57

monored burn with Chandra. Nice. OK,

35:59

murvin' out. I didn't know we were supposed

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to bring mascots. I brought the ready. What? Where'd

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you go to gatheristtaven.com/command zone. And I'm going to

37:04

attack. Put it right on the back. And

37:07

I'm ready this time. Today, I'll be

37:09

playing Vihan Gold

37:11

Waker. Wow. Jimmy,

37:13

you got a gold one. Dang. That's

37:16

card though. I know, it's card. I

37:21

think you might need more card draw. Who are

37:23

you talking to? Or is that just something you

37:25

say? Oh, no, I'm on a call with Jimmy.

37:27

We're building a Chatterfang deck. I just added Toski.

37:29

That should help, right? Whoa, the card just showed

37:31

up. Yeah, with Archidec, you can collaborate in real

37:34

time from anywhere in the world. Changes show

37:36

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37:38

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37:41

This is cool, but isn't Jimmy just upstairs?

37:43

Yeah, but I'm downstairs right now.

37:46

I ain't coming downstairs. Archidec is

37:48

the best place to browse, brew,

37:50

and play test commander decks. Just

37:52

go to archidec.com/command zone to get

37:55

started. That's archidekt.com/command zone. Welcome back,

37:57

everybody. We are talking about some tricky

37:59

terrain. Oh, yeah. We're

38:02

upgrading the Simic pre-con from Modern

38:04

Horizons 3. And

38:07

we're going to add 10 cards. We're going to

38:09

add 10 cards to make this deck as powerful

38:11

as possible and take 10 cards out to make

38:13

room for those cards, of course. So that

38:16

you can make your lands out of hand.

38:19

We only have a budget of $50, so

38:22

we're going to spend it carefully and make sure

38:24

that you can upgrade this

38:27

deck as much as possible without spending a

38:29

whole bunch of money. And

38:32

the first thing, the first category we added is

38:34

just sort of... Ramp.

38:37

Ramp-a-bam. Yeah. Stuff that

38:39

works well with what this deck is trying to do

38:41

that is going to just sort of amplify its ramp-abilities

38:44

and that kind of thing. I will say the

38:46

first one that you included is the exact first

38:48

card that I thought of as well. Yeah. I

38:51

was so excited. When I saw this deck, I was

38:53

like, ah, it's a Maniscaper Factor deck. We're doing

38:55

it. Oh, it's finally happening. Maniscaper

39:00

Fractor, if you don't know from

39:02

our excitement here, is a three-mana

39:04

artifact that says Maniscaper Fractor enters

39:06

the battlefield. Tap. Shame.

39:09

But Maniscaper Fractor has all activated abilities

39:11

of all lands on the battlefield. And

39:14

you may spend mana as though it

39:16

were mana of any color to pay

39:18

the activation cost of Maniscaper Fractor's abilities.

39:21

So, it's all

39:23

your best lands. All of them. If

39:25

you have a cloud post, it's a second cloud

39:27

post, which is huge. Yeah. I

39:29

mean, in a deck that is

39:31

designed... Like we were talking about

39:33

before, this is a non-basic toolbox

39:36

deck. This isn't necessarily the Simic

39:38

Landfall decks of yore, even though it does

39:40

have some of that stuff going on in

39:42

it. It's largely focused around

39:44

getting the right lands at the right

39:46

time and using their abilities. Yeah. This

39:49

is land shenanigans. Sh-Shalandigans.

39:53

Yeah, that's my... Shalandanigans. That's my

39:55

favorite Irish pub. Yup. Not

39:59

at all confusing. So, and Maniscape Refractor

40:01

just says, whatever you're doing, we're gonna do

40:03

more of it. There's even a card in

40:05

this deck called Copy Land that's just an

40:08

enchantment that clones one of the lands you

40:10

have. And Maniscape Refractor is just a tapped

40:12

version of all your lands. All of them. And

40:15

I think it's also worth noting that it hits

40:17

other people's lands too. Pretty sweet. So, every now

40:19

and then, you know, someone else will play a

40:21

Cabal Coffer or something and you'll be like, I

40:23

can take advantage of that too. Yeah,

40:26

I think this is a really neat include here.

40:28

It also takes advantage of, the

40:30

deck makes a lot of colorless mana. So, having

40:32

a three mana rock isn't a

40:35

huge downside and is a great place

40:37

to spend colorless mana. Absolutely. Which

40:39

is something that we talked about. And

40:41

it's only 50 cents. Yeah. That's

40:44

nothing. I'm so excited that there's

40:46

a Maniscape Refractor deck. Oh, me too. This

40:48

next card has been reprinted a bunch and the

40:50

price is down. So, if you do not have

40:52

one of these in your collection, it's time to

40:54

pick one up. It's Oracle of Moldaya, sitting at

40:57

$5. Oracle of

40:59

Moldaya is a four mana Elf Shaman. She's three

41:01

and a green for a 2-2. It

41:03

says, you may play an additional land on each

41:05

of your turns. You may play or, well, you

41:07

play with the top card of your library revealed.

41:09

And then you may play lands from the top

41:12

of your library. There's 44 lands

41:14

in this deck. This is going to

41:16

be an amazing card advantage engine. And

41:19

also, okay, Oracle of

41:21

Moldaya, when I started getting into Commander and I

41:23

played magic for a while, but I got into

41:25

Commander and Amonkhet and I was building a Sammet

41:27

deck. The very first card my friend told me

41:29

to buy, he was like, well, you want to

41:32

buy cards that are just going to go and,

41:34

you know, lots of green decks and always be

41:36

worth having. You should get an Oracle of Moldaya.

41:38

This is the first card I remember buying for

41:40

Commander. So, it has an important

41:43

place in my heart. It's great in

41:45

this deck. It's so good. So, it

41:48

has all these landfall creatures. It has rampaging,

41:50

bail-offs and scoot swarms and all that stuff.

41:52

That deck only has one card that lets

41:54

you play an additional land each turn. It

41:56

just has Dry to the Leish in Grove.

41:58

Yeah. it is a growth

42:00

spiral or something like that. But there's not a

42:03

ton of ways to get extra lands into play

42:05

to trigger those landfall things that are in

42:07

the deck. I do think it has a

42:09

couple more growth spiral effects, but stuff that

42:11

just gives you ones every turn. Yeah,

42:13

it's barely limited. It's way more rare. There's

42:16

lands that'll put additional lands into play.

42:18

The Horizon of Progress is a new

42:20

land that does that. That is pretty

42:22

cool. But having consistent ways to hit

42:24

more land drops is really powerful in

42:26

these Simic lands decks, especially when you

42:29

have so many lands. Well, and if

42:31

you haven't played Oracle of Moldia, the

42:33

way it tends to work is at the beginning of each turn,

42:35

you're like, oh, yep, there's a land on top of that. I'll

42:37

play that land. I'll play that land.

42:39

And then you're always drawing the gas that you

42:42

want, even when you have a ton of lands

42:44

in the deck. Pretty sweet.

42:47

I like Oracle as an include here. And it's only $5 right

42:49

now. So get your Oracles if

42:51

you haven't already. This

42:54

next category is focusing on using those everything

42:56

counters that go onto your creatures. This deck

42:58

is not going to be built around that.

43:00

It would take a lot more swaps to

43:02

get the deck to that place. So if

43:04

you want to build Omo as more of

43:07

a changeling deck, that's going to be a

43:09

more intense rebuild. But there is some cool

43:11

tech that you can include just as a

43:13

one-off, because it naturally puts everything counters on

43:15

your creatures. Yeah, and I think the thing is nice, the

43:17

thing that's nice about it is if you

43:19

put this first card, Lord of the Unreal,

43:21

into the deck, which is blue,

43:24

blue for a 2-2 creature human

43:26

wizard, which says illusion creatures you

43:28

control get plus 1 plus 1

43:30

and have hexproof, you

43:33

are going to have illusion creatures. Anything

43:35

that talks about a type like that

43:37

and just slots in is going

43:39

to give the advantage to everything. Yeah,

43:42

it's really, I mean, this is great. We

43:44

talked about how we have to protect Omo in the deck,

43:46

because when Omo's not on the battlefield, the everything counters

43:49

don't work. So if you play Omo

43:51

the first time, put an everything counter on Omo right

43:53

away and one of your lands, next turn you can

43:55

play your Lord of the Unreal or

43:57

reverse that, play Lord of the Unreal on 2. Yeah.

43:59

and then play Omo on three, she's going

44:02

to be hexproof right away. And

44:04

then of course normally the downside to Lord of

44:07

the Unreal is that Lord of the Unreal is

44:09

not themselves an illusion. And you can just put

44:11

in everything down there. Yeah, then you attack with

44:13

Omo. And then

44:15

you have a nice protected

44:17

little commander there. Yeah,

44:19

I think this is a neat include. And it's so

44:22

cheap. A lot

44:24

of people I think will look at it and be like, why not play

44:26

Swift for Boots or Lightning Greaves? This can

44:28

protect more than one creature at the same time.

44:30

Yeah, this could set your whole board up to

44:32

be safe. Yeah, and this is like if you

44:34

want to protect your rampaging Balos or you want

44:36

to protect your Oracle of Moldia, these important pieces

44:39

that keep your engine going, you can set this

44:41

up in advance and protect your whole board at

44:43

the same time. And also, I mean, this is

44:45

an include that just sort of shows the potential

44:47

for adding these type of includes to the deck,

44:49

even though we didn't do a ton that are

44:51

along this path. This is the sort of thing

44:53

you want to be looking for if that's

44:56

the way you're going to build the deck. That's

44:58

only 75 cents right now. The next

45:00

one is a ramp piece that then

45:02

sort of turns into one of those

45:04

Typo Matters pieces, which is Joraga Tree

45:06

Speaker. This also

45:09

known as the green soldering by some

45:11

people. This is

45:13

just a green for initially

45:16

a 1-1 Elf with level up

45:18

1 and a green. Then

45:20

when you pay that 1 and a green, you put

45:22

a level up counter on Joraga Tree Speaker. Then

45:25

once Joraga Tree Speaker is level 1-4,

45:27

they have the ability to tap and

45:29

add green green to your mana pool.

45:32

If you level her up to level

45:34

5, then she becomes a 1-4 and

45:36

it says Elves you control have tap

45:38

add green green to your mana pool,

45:40

which means that all of your creatures

45:42

which have the everything counters on them

45:45

will suddenly tap for 2 mana. You do

45:47

have to like pour some mana into Joraga

45:49

Tree Speaker, but you're going to have mana

45:52

to spend. Now, if Oma was working, you

45:55

have the mana to put into this level

45:57

up machine and it's going to

45:59

be a great little just to throw some

46:01

extra mana that you're not using, to

46:04

eventually make your board extremely powerful

46:06

and cast one of these big X-Bells that we're

46:08

talking about. And the curve of Joraga Tree Speaker

46:11

just works so well in a lot of decks.

46:13

I honestly think I should be running it in

46:15

more of my green decks. Because if you play

46:17

this on turn one, turn two, you

46:19

pay the two mana into it, and then

46:21

it can immediately tap for that two mana.

46:24

So you're not even having to take a

46:26

turn off from using that mana. And then

46:28

from then on, you're looting ramp. You have

46:30

this incredible mana dork. Joraga

46:34

Tree Speaker really sweet in the deck and

46:36

has that upper potential. Plus, it's a mana

46:38

sink on a ramp piece, which I really

46:40

love. It's sitting at $1.25 right now, and is

46:42

a cool include. The

46:48

next category we're talking about is sharing those

46:50

counters, making sure that the everything counters that

46:52

you're putting on creatures is

46:54

going to work, or moving them

46:57

from creatures to lands. This

47:00

deck really focuses on the land section

47:02

of it. So being able to maximize

47:05

both counters that Omo uses,

47:07

I think, is going to go a very,

47:09

very long way in speeding up

47:11

the clock of this deck, but also

47:14

just making sure that everything you're

47:16

doing is going to good use.

47:18

Yeah, that's efficient. Yeah, using

47:20

the whole buffalo. Yes, which is

47:23

why we've included Aishia, Soul of

47:25

the Wild, who is three

47:27

green green for star star,

47:30

legendary creature, elemental. Aishia, Soul of the Wild's

47:32

power and toughness are each equal to the

47:34

number of lands you control. So that'll be

47:36

pretty big. But

47:38

the real reason that they are in

47:40

here is non-token creatures you control are

47:42

forest lands in addition to their other

47:44

types, which suddenly means

47:46

when you are adding, because Omo lets

47:49

you put up to two counters,

47:51

one on a land and one on a creature

47:53

each time. But

47:56

if those creatures are also lands, that's basically

47:58

increasing the number of lands. of lands you

48:00

have that are everything by two each time.

48:03

Ashia also has some neat tech. I mean,

48:05

it obviously turns all of your creatures into

48:07

mana creatures, so you make even more mana.

48:10

But it also means that

48:12

when your opponent casts a Cyclonic Rift, your

48:14

creatures don't get returned to their hand, because

48:16

they're lands now. It means when you

48:18

cast a creature, it is doing

48:20

a landfall trigger. Yep. There's a

48:23

lot of really sweet things you can do with

48:25

Ashia in any lands deck. And in this deck,

48:27

it does even more. Does this just

48:29

go infinite with Scoot Swarm? No,

48:32

it's on token. OK, right, right. On token.

48:35

Oh, yeah. Reading the card, Jordan. For a moment,

48:37

I was like, oh, no. What have we done?

48:40

No. Scoot Swarm is cursed enough. But

48:43

the real question is, Omo. What have we done?

48:46

Omo. Omo. Omo.

48:54

Ashia is really cool. It is a little bit

48:56

on the spendier end. This is a $15 card,

48:58

but it's going to put in work in a

49:00

lot of different axes. So I think it's worth

49:02

spending a little bit of money. And again, Ashia

49:04

is the kind of card that can go into

49:06

a lot of different decks if Omo doesn't prove to

49:08

be your style. These next two decks don't go in

49:11

as many decks. But

49:13

they're great here. Yeah. And they're cheap.

49:16

Oh, boy. From my

49:18

favorite commander set of all time, it's

49:21

New Capone Commander. It's Aven

49:23

Currier. One and a

49:25

Blue for a bird advisor. It's a

49:27

one-one with flying. Whenever Aven Currier attacks,

49:29

choose a counter on a permanent you

49:31

control. Put a counter of that kind

49:33

on target permanent you control if it

49:36

doesn't have a counter of that kind

49:38

on it. It moves everything counters from

49:40

your creatures to your lands. That's pretty

49:42

cool. Pretty cool. It's also a creature

49:44

to wear that everything counter. There's

49:47

a lot of really good things happening

49:49

here. Plus, it's a two-drop. So what

49:51

I love is you can play this on

49:53

two. You can play Omo. Put the everything counter

49:55

on the bird and a land. Attack with the

49:57

bird. Move that counter from the bird to a

49:59

land. It doesn't even move the

50:01

counter, right? It just puts a counter

50:03

up there. Oh, you're right. It doesn't even move

50:06

it. It just copies it. That's great. So

50:08

as long as there's an everything counter somewhere on the

50:10

board, it can just increase the rate that you're getting

50:12

everything counters. There you go. Like this

50:14

is such a specific thing, but it's interesting

50:16

because like in doing research for this deck,

50:18

there's not a lot of things that just

50:20

like don't care what

50:22

the counters are. But this one will

50:25

just, you know, work really well with the

50:27

everything counter. It seems like a nice

50:29

little piece there that can also help shore things

50:31

up when you don't have a good way to

50:33

attack with Omo because it is flying. So it's

50:36

probably gets more attacks. Yeah, like

50:38

that card a lot in this deck. Plus it's

50:40

only 50 cents. There's so

50:42

many cool cards on that set. It's

50:44

amazing how much they come up. Yeah, it

50:48

has aged really well as far as like every now

50:50

and then you find a card and go, oh. This

50:52

is perfect. This next

50:54

card is like a little bit of a pet

50:56

card of mine. I use it in my Sholatoyak

50:58

deck, but I just think it's really cool and

51:00

pretty good in this too. This is Goldberry River

51:02

Daughter from the Lord of the

51:04

Rings set. This is one and a blue for a one, three, legendary

51:07

creature, nymph. This is Tom

51:10

Bombadil's wife. And

51:13

she has two abilities. The first is

51:16

tap, move a counter of each kind,

51:18

not on Goldberry River Daughter from another

51:20

target permanent you control onto Goldberry. So

51:22

she pulls counters to her, but then

51:24

for blue and tap, you can move

51:27

one or more counters from Goldberry onto

51:29

another target permanent you control. If you

51:31

do, draw a card. Incredible. Yeah,

51:34

so you are just, put the

51:36

everything counters on Goldberry and

51:38

then pay blue, move it to

51:40

one of your lands to work towards that plan and

51:42

draw a card off of it too. So

51:45

this is probably gonna be drawing you a card

51:47

almost every turn and it will be increasing the

51:49

rate that the lands are turning into what you

51:51

need them for. And every now and then there's

51:53

other counter shenanigans you can do with it. Anytime

51:55

you can include a card that

51:57

checks multiple boxes in a deck.

52:00

means you make space for another card

52:02

because you're like, okay, this card draws

52:04

me cards and it moves counters. What

52:06

else can I put into this deck? This is

52:08

the sort of card that like, this isn't going to

52:10

be, oh my God, I'm

52:13

absolutely winning the game because Goldberry

52:15

Riverdaughters out there. But when Goldberry

52:17

is in your opening hand, things

52:20

are gonna be going smoothly. Like

52:22

you're gonna be drawing cards, your plan is

52:25

gonna be forwarding. It's just gonna feel good.

52:27

Yeah. Plus it stores your

52:29

everything counters on your lands, which is a safer

52:31

place for them to be. Not only is it

52:33

like more powerful, it just is,

52:36

if a board right happens, you don't

52:38

lose all of your everything counters that are stuck on

52:40

your creatures. Up

52:43

next we said we were gonna add some

52:45

mana sinks for this deck, places to put

52:47

all of the mana that we promise this

52:49

deck can make. I've played

52:51

against it. I

52:54

died to them just making 27 mana on

52:56

an instant speed and decking

52:58

me. So. Do a lot with a

53:00

lot of mana. It happens. So

53:02

we wanna make sure that we have plenty of

53:04

great places to put that mana, starting with the

53:07

most Jordan card of all time. This is

53:09

like maybe my favorite card in Commander.

53:11

It's definitely my favorite way to win

53:13

a game of Commander, which is Genesis

53:15

Wave. Hey, it's back,

53:18

it's big. It's a great place to

53:20

put mana. It's amazing, it's so good. Genesis

53:22

Wave is X green, green, green for a

53:24

sorcery. If you reveal the top X cards

53:27

of your library, you may put any number

53:29

of permanent cards with converted mana cost X

53:31

or less from among them into the battlefield,

53:33

then put all cards revealed that way that

53:36

weren't put into the battlefield into your graveyard.

53:39

This card's amazing. Yeah, I

53:41

mean, this deck has a

53:43

number of non-permanent cards in the

53:45

deck. So it doesn't, that

53:47

part is fighting a little bit, but the fact

53:49

that the density of lands in this deck is

53:52

so high and most of your win cons are

53:54

on, like creatures or a

53:56

lot of your powerful synergy pieces

53:58

are on creatures. This is going to

54:00

find you your rampaging Baeloss in

54:02

30 lands. Like, it's just

54:05

going to be a huge tempo

54:07

swing. If you have ever played a

54:09

Genesis wave in a Landfall deck, it

54:12

reads as though, oh, I'm going to get all this stuff.

54:14

What it actually does is wins in

54:16

some interesting way. Yeah, I'm going to get

54:18

seven untapped lands and see what we do

54:21

from there. And yeah, it's absolutely worth noting

54:23

that the lands it puts into play do

54:25

not come into play tapped. So with this,

54:27

you're just probably going to be able to

54:29

keep going after Genesis wave. It's a really,

54:31

really fun card and a

54:33

great place to put 27 mana. Yes.

54:37

Speaking of which, the next one is,

54:39

oh, Genesis wave is $1.50. Pretty

54:42

good. This next one's a little

54:44

bit spendier at $13, but

54:46

it is so powerful. It is Awaken the

54:49

Woods. Xgreengreen for a

54:51

sorcery. It says, create X11 green

54:53

forest dryad land creature tokens.

54:56

Obviously, this is very powerful with the backup

54:59

commander of Geodie, but it's a great place

55:01

to put a ton of mana, get you a ton

55:03

of lands, and then you can put everything counters on

55:05

your 1-1 land creatures.

55:08

And they're just really

55:10

big, and they're going to give you a lot of

55:12

Landfall triggers. If you do have your

55:15

Bay Law through your Scoot Swarm, or

55:17

Tatyova, this is just turning literally every

55:20

mana that you have into a Landfall

55:23

trigger. Yeah, I mean, Tatyova is in the 99

55:25

of this deck. If you have Awaken

55:27

the Woods in hand, and you put 10 mana

55:29

into this, you draw 10 cards, make 10 mana

55:32

creatures, that's

55:35

sick. Next turn, you

55:37

can tap them for mana. It's

55:41

so good. And like we mentioned

55:43

earlier, they are forest

55:45

creatures. So next time

55:47

you attack with Omo, you

55:50

can basically choose two of them to

55:52

book counters on. You choose one of them as

55:55

one of the creatures, and you

55:57

choose one of them as the land. And you are

55:59

forwarding your game. plan. Very,

56:01

very cool card. That's doing

56:04

two things here. It's giving you a place to

56:06

put all that mana and getting you a ton

56:08

of landfall triggers. Finally,

56:10

this is one I suggested, so I feel like I have

56:12

to take the blame for it. Yes. There's

56:15

a chance this breaks the deck. We

56:17

don't know. It might. Mess around with

56:19

it. If you find a way it breaks the deck, goes

56:21

infinite, please let us know in the comments. Former

56:23

boogeyman of the format. It's

56:26

dead-eye navigator. Four blue

56:28

blue for a spirit creature with soul

56:30

bond. For those who are newer to

56:32

commander, it says you may pair this

56:34

creature with another unpaired creature when either

56:36

enters the battlefield. They remain paired for

56:38

as long as you control both of

56:40

them. Then it says as

56:42

long as dead-eye navigator is paired with another

56:45

creature, each of those creatures has one in

56:47

a blue colon. Excell this creature, then return

56:49

it to the battlefield under your

56:51

control. So at any

56:53

point, you can pay one in a blue to

56:55

either blink dead-eye navigator and repair it with a

56:57

different creature, or you can pay one in a

57:00

blue to blink the

57:02

creature that dead-eye navigator is paired to.

57:05

So this is a mana sink for

57:07

all the mana you're making. This is a way to

57:09

protect Omo. This is a way to

57:12

get Omo to enter the battlefield again and put

57:14

more everything counters on your stuff. This

57:16

is, it's just a combo

57:18

piece that might break everything. We're not

57:21

sure. Yeah. And I mean, look, like

57:23

this, you're gonna have enough mana

57:25

that this will protect like anything on your board at

57:27

any given time that you want it to. The colored

57:30

mana is gonna be the trickiest part about

57:32

this because the deck does make a ton

57:34

of colorless mana. So holding up blue mana

57:36

for your dead-eye navigator is gonna be really

57:38

important. But the fact that everything

57:40

counters also turns stuff into islands means you

57:43

do have a lot of blue mana available

57:45

to you. It's

57:48

extremely powerful in the deck and

57:50

checks so many boxes it's

57:53

very hard not to include it on this list.

57:55

Plus it's down to $10, come on. I

57:58

will tell you though, the moment. You play Dead

58:00

Eye Navigator. People are going to go, problem.

58:04

Baa, baa, baa,

58:07

bing, bong, bing, bong, bing, bong. Deal

58:10

with them. Yeah, it's very scary. So

58:12

just be ready. Just have a lot of mana already

58:14

ready so that when you play Dead Eye Navigator, you

58:16

can be like, yeah, I'm a problem. But there's nothing

58:18

you can do about it anymore. Dead

58:23

Eye Navigator, $10, which brings our

58:25

total budget to $48.50. Speaking

58:29

of using the whole buffalo. Take that $1.50

58:32

and buy yourself something nice. Get a

58:34

foil. Yeah. Oh, one of them. So

58:38

those are the 10 cards we're adding to the

58:40

deck. We talked a lot about what it adds.

58:42

There are definitely a lot of

58:44

different ways that you could take Omo. So we wanted

58:46

to take a second to talk about the

58:49

other directions you could go.

58:51

Yeah. Because

58:53

it's going to take more than 10 swaps to get

58:55

them to that direction. But if you like Omo, options

58:59

are always good. The first one

59:01

is one thing that I think immediately

59:03

comes to everybody's mind in this deck,

59:05

which is mazes end. And

59:08

mazes end is a alternate win condition, which is

59:10

a land itself. And it says mazes end enters

59:12

the battlefield tapped. And then you can tap it

59:14

to add a colorless to your mana pool. But

59:17

then it has three and tap. Return mazes

59:19

end to its owner's hand. Search your library

59:21

for a gate card. Put it into the

59:24

battlefield. Then shuffle your library. If

59:26

you control 10 or more gates with

59:28

different names, you win the game. OK.

59:33

Mazes end is a great win condition for

59:35

this deck. Honestly, I don't think that rampaging

59:38

Baelos is the best win con for it.

59:40

Long term, I think if I was going

59:42

to completely build from

59:44

scratch, I would stick more

59:46

to the mazes end type of

59:48

stuff and then the big X spells. So

59:51

it'd be less focused on

59:53

trying to get into combat and

59:55

more focused on trying to accrue

59:57

resources and play the long run. game

1:00:00

with mazes and type stuff. It's

1:00:03

not super easy to put

1:00:06

10 everything counters on stuff.

1:00:08

Going 10 and getting the everything counters with

1:00:10

the way Oma works does seem like it's

1:00:12

going to be difficult. It's not an easy

1:00:15

win con, but there are 11 gates

1:00:17

that you could put into just a

1:00:19

cimic build. And I think if

1:00:21

you are doing the mazes end path, you just want to

1:00:23

have a bunch of those gates already in the deck. You

1:00:25

don't want to be so reliant on putting 10 counters.

1:00:28

You want to get five

1:00:31

or six of those gates out and then turn

1:00:33

the other lands into gates so that you

1:00:36

just got there faster. Right. I

1:00:38

think you are relying on natural

1:00:41

gates to some extent. And

1:00:43

you're using the tutors that are already in the deck

1:00:45

to make this kind of stuff happen when you want

1:00:47

it to. If

1:00:51

you want to build more around gates, I think

1:00:53

that is absolutely possible, then you can include, there's

1:00:55

a lot of gate payoffs that are very cool.

1:00:59

The enchantment that I always

1:01:01

forget, the gates, the blue

1:01:03

one that's like whenever a gate enters, you draw a card.

1:01:05

Oh, yeah. I don't remember what it's

1:01:08

called, but when that was out, it was a

1:01:10

really fun deck to draft. Gates

1:01:12

was really fun to draft. I played against it in,

1:01:14

I think it was a standard gates deck for a

1:01:16

second. It was really fun. Yeah, it was like Gatebreaker

1:01:18

Ram. Yeah. I played that. That

1:01:21

was so much fun. It was really fun. That was

1:01:23

early when Arena was out. It was a really fun archetype and I

1:01:25

think people think of it as a five

1:01:27

color archetype, but with something like Omo that

1:01:29

helps boost it over the finish line, I

1:01:31

do think you could absolutely do a two

1:01:34

color gates deck and lean into

1:01:36

the power of all the Urza's lands and all

1:01:38

the locusts. And there's some powerful newer gates out

1:01:40

there, like Baldur's Gate would be a great include

1:01:42

in a deck like that, stuff like that. You

1:01:45

could also focus more around the

1:01:47

Urza's lands. Urza's, Urza's

1:01:49

is an amazing land

1:01:51

type. It's

1:01:54

not an elegant one, but there's a powerful

1:01:56

one. The deck already includes

1:01:58

Urza's mine, Urza's tower. Ursa's power plant,

1:02:00

which when you have all three of them,

1:02:03

when you have assembled Tron, they all tap

1:02:06

for a ton of colorless mana.

1:02:08

But there's more Ursa's lands that

1:02:10

you could build around, and they

1:02:12

get very powerful when you include

1:02:14

stuff like Ursa's workshop. Yeah. Now,

1:02:17

Ursa's workshop taps for colorless

1:02:19

for each Ursa's land you

1:02:22

control, but you can

1:02:24

only activate it if you have three or

1:02:26

more artifacts. If

1:02:28

you're not building around it a little

1:02:30

bit, it's like a slightly worse cloud

1:02:32

post in some ways. I

1:02:34

mean, it doesn't inter-tapped, but if

1:02:37

you are building something that is going to reliably

1:02:39

have the artifacts and make a lot of Ursa's

1:02:41

lands, which I think is a very

1:02:43

viable way to build it. Absolutely. This

1:02:46

is going to be a very powerful card. If

1:02:48

you're going a more colorless direction, you're

1:02:51

going to have a lot more colorless lands

1:02:53

in your mana base. You're going to have

1:02:55

a lot fewer double green pips leading on

1:02:57

artifacts to do a lot of stuff that

1:02:59

this tech currently relies on creatures to do,

1:03:01

like Crucible of Worlds over Ramy Nap Excavator.

1:03:03

Those kind of changes need to happen before

1:03:05

you really want to dig way

1:03:07

into the Ursa's package. But

1:03:10

there is a really cool new Ursa's

1:03:12

land that's available in Modern Horizons 3,

1:03:15

and that's Ursa's Cave. Yeah. That

1:03:18

one lets you search for Ursa's lands? It

1:03:20

lets you search for any land. It's free

1:03:22

and taps. Sacrifice Ursa's Cave. Search your library

1:03:24

for a land card, put it onto the

1:03:26

battlefield, tap to then shuffle. So it's sort

1:03:28

of like a fetchland for non-basics. Pretty insane.

1:03:30

It's really powerful in the deck. Generally, I

1:03:32

think if you build this, you're going to

1:03:34

want to pick it up. We don't know

1:03:36

what it's valued at right now, but it

1:03:39

is an uncommon, so hopefully it's fairly accessible.

1:03:41

Yeah. I think it seems very cool. And

1:03:44

then, of course, there's some other very

1:03:46

powerful Ursa's lands, like

1:03:48

the Ursa's Factory, which is

1:03:51

a really good mana sink to just make

1:03:53

little, well, I guess it's seven mana and tapping

1:03:56

it do it, so maybe not that great, but

1:03:58

you know. It's place to put mana. It's a

1:04:00

place to put mana that's also a land that

1:04:02

comes in and play untapped. And then Urza's Saga,

1:04:05

which is an enchantment and a

1:04:07

land and an Urza's and a saga.

1:04:09

Yeah, there's a lot going on with

1:04:12

Urza's Saga. It's really powerful.

1:04:14

Obviously, you would need to build

1:04:16

in the Urza's, the one drop

1:04:18

in zero drop artifact package, which

1:04:20

is great. You could put in

1:04:22

Expedition Map and Zura

1:04:24

Norbs and that kind of stuff. Like

1:04:26

we said, it's going to shift it more in an

1:04:29

artifact direction, which will take more than 10 swaps to

1:04:31

get this deck. Yep. Fully

1:04:33

dedicated that way. Urza, Highlord, Artificer in

1:04:35

this deck with all that kind of

1:04:37

shenanigans could absolutely work in Simic. It'd

1:04:39

be really fun. Very cool. Finally,

1:04:42

you could build this in the

1:04:44

Typal-Typal direction using Typal

1:04:46

Lords of all kinds, often merfolk,

1:04:49

illusions, wizards, that kind of stuff. Yeah, and

1:04:51

then just all the things you would normally

1:04:54

see in a changeling deck. Yeah. So,

1:04:56

the Morit of the Frost, Morit of the Frost is going

1:04:58

to be a good place to look if

1:05:02

you want to take Omo more in

1:05:04

that direction. And these decks can

1:05:07

be pretty fun when you find

1:05:09

a Lord for a creature type

1:05:11

that's very barely supported. If

1:05:13

you want to throw in a new

1:05:15

Detective Synergy card or something like that.

1:05:17

Absolutely, yeah. There's some really neat things

1:05:19

you can do in that direction as

1:05:21

well. But again, it's going

1:05:24

to take more than 10 swaps to get Omo all

1:05:26

the way to a changeling deck. Yep.

1:05:29

All right, we've added 10 cards and

1:05:31

some extras for ideas. But

1:05:33

we still have to take 10 cards out

1:05:35

of the deck to make it a legal

1:05:37

commander deck. So we're going to do the

1:05:39

impossible here and cut

1:05:41

this down to 100 cards. Yes. Oh

1:05:44

boy, I can already tell from the beginning of the cuts,

1:05:46

people are going to be angry. No,

1:05:49

I think this makes a ton of sense. It does make

1:05:51

sense. The

1:05:53

very first one that I think we both agreed, look

1:05:56

everybody, we know that it's the most valuable

1:05:58

reprint in the set. and it's a fun

1:06:01

card, but Apex Devastator has to go. Yeah,

1:06:04

it's weird in the deck. There's a lot of X spells.

1:06:06

There's a couple of counterspells, which are

1:06:08

very bad with Cascade. They don't do

1:06:10

anything if you hit them. And I

1:06:12

do think the X spells are very

1:06:14

powerful and worth including. So of course,

1:06:16

spending 10 mana and being able to Cascade

1:06:19

a few times is great. But if you

1:06:21

hit two X spells or you hit a

1:06:23

counterspell in those, the card's not as powerful.

1:06:25

So what we recommend you do is you

1:06:27

take this out of this deck and put

1:06:30

it into another green deck. And it'll be

1:06:32

really, really great there. Some green deck that's

1:06:34

going to have big creatures that it's hitting

1:06:36

off of the Cechgating for what? Four

1:06:39

times. 10, 10 is the man of the bell. 10,

1:06:41

four times, right, yeah. Yeah, I mean, this card's really

1:06:43

sweet if you have a higher curve. But

1:06:46

because there are so many X spells in

1:06:48

the deck, there's so many counterspells. It's like

1:06:51

there's currently like 17 whammies in the deck

1:06:53

with the adds that we made. You're going

1:06:55

to feel terrible when you hit a Genesis

1:06:57

wave in arcane denial. And you're like, oh,

1:07:00

well. Didn't mean to do that. So

1:07:03

cut Apex Devastator, put it somewhere else. Cool.

1:07:06

It's cool. Up

1:07:08

next, we are cutting Propagand. This

1:07:11

is an enchantment that says creatures can't attack you

1:07:13

unless they pay two. It's

1:07:16

fine. I don't think this deck needs this

1:07:18

for the defense. No. You've got Scootz Worm.

1:07:20

You've got creatures. You've got like the deck

1:07:22

as is has plenty of a creature, like

1:07:24

a decently strong creature defense. Yeah, it's OK.

1:07:26

I just I don't think the deck needs

1:07:28

it. It doesn't particularly synergize with any element

1:07:30

of the deck, which is very

1:07:33

similar to the next card we are cutting, which is

1:07:35

Fog Bank, which is just a

1:07:38

really solid little flying defender.

1:07:40

Yep. It says prevent all damage that would be dealt

1:07:42

to and dealt by Fog Bank. This is a great

1:07:45

thing to throw down if you know you're not going

1:07:47

to have a decent board presence and you just want

1:07:50

it to be annoying to attack you. But

1:07:53

you're in Simic. I feel like

1:07:55

you have all these X spells. You

1:07:57

have decent interaction. I'm not worried about

1:07:59

spending slots on. just a rattlesnake. Yeah,

1:08:02

I completely agree. Next

1:08:05

up is just sort of not

1:08:07

a card that cuts mustard these days, I

1:08:09

don't think, which is Acidic Slime. Acidic

1:08:12

Slime is kind of a fine, I consider it, sort

1:08:16

of an old school commander piece of removal. A

1:08:18

little bit of an over-causted piece of removal. It

1:08:20

hits artifacts, enchantments, or

1:08:23

lands. I feel like I'm

1:08:25

only including Acidic Slime if I know it's going

1:08:27

to enter the battlefield multiple times. And in this

1:08:29

tech, I do not, it's not

1:08:31

going to happen. Yeah, it just

1:08:33

doesn't feel necessary. Up

1:08:35

next is Skullwinder. This is a 2-2,

1:08:38

excuse me, 1-3, snake with death touch.

1:08:40

When Skullwinder enters the battlefield, return target

1:08:42

card from your graveyard to your hand,

1:08:44

then choose an opponent. That player returns

1:08:47

a card from their graveyard to

1:08:49

their hand. I think this,

1:08:52

again, goes into this defense package

1:08:54

that was built in. All of

1:08:56

these cards are rattlesnakes that say,

1:08:58

do not attack me. Propaganda, Fog

1:09:00

Bank, Acidic Slime, Skullwinder. I think the-

1:09:02

They've got their death touches. Yeah, there's

1:09:04

even a poison dirt frog. I think

1:09:07

they dedicated a lot of slots to

1:09:09

saying, don't attack me while I'm doing

1:09:11

my Semic Dirtle. But the deck is

1:09:13

so explosive that it doesn't seem that

1:09:16

dirtily. And it's

1:09:18

like, these aren't even all that great

1:09:21

deterrence. Because a lot

1:09:23

of what people are going to attack with tokens

1:09:25

are things that they have made to throw up

1:09:28

people or evasive. And they're not going to stop

1:09:30

those things. Yeah, so

1:09:32

I don't think it's

1:09:34

necessary. I would rather

1:09:36

include some kind of Eternal Witness or an

1:09:38

axe spell that gets stuff back from my

1:09:40

graveyard than I would on a creature that

1:09:42

also helps my opponent. Floriferous,

1:09:45

Floriferous. Flor-

1:09:48

Flor- Floriferous Vinewall. Floriferous

1:09:51

Vinewall. Floriferous. Oh my

1:09:53

God. That Vinewall is

1:09:55

Floriferous. Did you notice? You're

1:09:58

looking positively Floriferous. Oh,

1:10:00

yes. Those other vine walls have no florists

1:10:02

at all. When

1:10:06

this enters, you look at the top six, you get a land from

1:10:09

among them and you put it into your hand, put the rest on

1:10:11

the bottom. So it's

1:10:14

a two-mana wall that draws you a land. Sometimes,

1:10:18

usually in this deck, it can miss.

1:10:21

We put in an oracle of moldia

1:10:23

that sort of is going to do more for you than

1:10:25

this card. Yeah,

1:10:27

it's not terrible. I mean, it's kind of on plan. It's just

1:10:29

not the best. It doesn't even put it on the thing. The

1:10:33

next one that we cut was March

1:10:35

from Valus Vel. This

1:10:37

is a new card. This is a new one. And it's kind

1:10:39

of cool. I can think this is going

1:10:41

to be cool in some decks. This is two

1:10:44

and a blue for a sorcery that says choose

1:10:46

a non-basic land type. Each land you control of

1:10:48

that type becomes a copy of target creature you

1:10:50

control until end of turn and gains haste until

1:10:52

end of turn. And then it says

1:10:55

flashback for four and a blue. I

1:10:57

think that the trick here is that

1:10:59

you have something like Lord of Atlantis on

1:11:02

the battlefield and you can turn

1:11:04

all of your lands with counters on them

1:11:07

into Lord of Atlantis's, which will all

1:11:10

pump each other and give each other

1:11:12

island walk and roll in and just

1:11:14

kill somebody outright. But I just don't

1:11:17

think that this is the deck for

1:11:19

it. I can see what they're

1:11:21

thinking with this card. It just feels like a lot has

1:11:23

to go right for this to be good. You

1:11:25

need to have a couple of lands

1:11:28

that already have counters on them, right? Like

1:11:30

at least two or

1:11:32

three for the three mana one. It

1:11:34

doesn't need to be a ton, but

1:11:36

you also need a creature that is

1:11:38

valuable for you to copy, which there

1:11:41

isn't that many considering there's

1:11:43

legends in the deck and

1:11:46

considering the number of creatures that we

1:11:48

are cutting. I'm

1:11:50

looking at like

1:11:53

Hydra Broodmaster. You

1:11:56

could monstrosity a land that

1:11:58

isn't monstrosity. That's kind of

1:12:00

cool. But the idea that you

1:12:03

have a Hydra broodmaster in play, you have

1:12:05

multiple lands that have counters on it, and

1:12:07

you haven't already won the game with your

1:12:09

Hydra broodmaster. Just doesn't feel like that's how this

1:12:11

deck is winning. It's like Ulvinwold Hydra, I

1:12:13

guess, is a good thing to copy, rampaging

1:12:15

Baelos. I think that this card

1:12:18

is potentially the win condition for

1:12:20

another way to build Omo. So

1:12:23

I don't think this is a bad card at all. I think

1:12:25

it's super cool. This could be the

1:12:27

one that makes it worthwhile that you've been putting

1:12:29

the counters on all the lands when you're doing

1:12:31

the typo-typle. That's true. Absolutely.

1:12:33

Yeah. But right now, I just don't

1:12:35

think it's part of our plan. Yes, I agree.

1:12:39

The next one is an over-causted counterspell.

1:12:41

It's summary dismissal. Two

1:12:44

blue blue for an instant. Exile all

1:12:46

other spells and counter all abilities. My

1:12:50

thought with them including this is

1:12:52

it's to counter the Eldraz Aprygon.

1:12:54

Oh, sure. That makes sense. It counters

1:12:56

the spells on the stack, the copies, and all

1:12:58

the cast triggers. And if you're sitting in

1:13:00

a pod playing all four of these decks.

1:13:03

This is a strong counterspell against that kind

1:13:05

of strategy. But otherwise, this

1:13:07

is just too expensive and is not

1:13:09

going to be relevant a lot of

1:13:11

the time. And it's neat to be

1:13:13

able to counter-activated abilities and stuff like

1:13:16

that sometimes. But I think

1:13:18

if I was going to do a counterspell, I'd want

1:13:20

one with one blue pip because this deck has a

1:13:22

lot of colorless mana production. And I

1:13:25

would want it to do other things in addition. I'd

1:13:27

rather a Mystic Confluence or something like that. Even,

1:13:30

well, it's going to be tough for

1:13:32

blue pips. But something like a cryptic

1:13:34

command that could draw you cards or

1:13:36

tap things down or. You have a

1:13:38

lot of the mana. I mean, like Syphile Mepiphany, also

1:13:40

two blue pips. Syphile Mepiphany is amazing. But that

1:13:42

kind of thing I think is going to go

1:13:44

further as an over-causted counterspell in this deck than

1:13:47

summary dismissal. Completely agree.

1:13:50

Speaking of other cards that will go further in

1:13:52

other decks, we have Vivian

1:13:54

Reed, which is three green green for

1:13:57

a five loyalty legendary plains walker

1:14:00

Vivian, and she can tick up to look at the top

1:14:02

four cards of your library. You may reveal a creature or

1:14:04

land card from among them and put it into your hand,

1:14:06

put the rest in the bottom of your library in a

1:14:08

random order. She can tick down

1:14:11

for three to destroy target artifact, enchantment,

1:14:13

or creature with flying, and she can

1:14:15

tick down for eight to say give,

1:14:18

you get an emblem with creatures

1:14:20

you control, get plus two, plus

1:14:22

two, and have vigilance, trample, and

1:14:24

indestructible. This is just pretty low impact. We

1:14:27

cut a lot of the defense, and if this dies

1:14:29

after you've ticked up to draw a land, you're going

1:14:31

to feel really bad about spending five mana on it.

1:14:34

If you spend five mana to kill a creature

1:14:36

with flying, there's

1:14:38

just better interaction spells. I

1:14:42

think because of the things

1:14:44

that we cut, planeswalkers, especially expensive

1:14:46

planeswalkers, become worse. Yeah, definitely.

1:14:49

Too often this is just going to be five

1:14:51

mana, draw the card you like

1:14:54

from your top four in your deck, and then it dies.

1:14:58

It's not worth it. Finally, we are cutting Seer's

1:15:00

Sundial, a four mana artifact with landfall. Whenever a

1:15:02

land enters the battlefield under your control, you may

1:15:04

pay two. If you do, draw a card. You're

1:15:07

in blue. You don't need that. You

1:15:10

don't need that. I get why they put it in the

1:15:12

deck. It's a landfall, draw a card, trigger thing, but you

1:15:14

don't need that. It's not good. Put

1:15:16

another mana spell in. It's six mana and a

1:15:18

land to draw one. It's

1:15:23

eight mana and two lands to

1:15:25

draw two. It's

1:15:28

a dry engine that doesn't help you hit your

1:15:30

land drops. It's not very good, and you're in

1:15:32

the best colors at drawing. This

1:15:34

is like the best deck Seer's Sundial could

1:15:36

be in for Seer's Sundial, and I don't

1:15:38

think it's particularly good. Yeah, it's like a

1:15:41

man of sink-ish, but only if you have lands. I

1:15:43

don't love it in this deck. No.

1:15:47

Okay. We have made some changes. We've added 10

1:15:49

cards. We've taken 10 cards out. All

1:15:52

things considered, how do you see

1:15:54

this deck playing out? I

1:15:56

think that the plan for this deck is going to be,

1:15:59

well, first you want to to get Omo down

1:16:01

and protect Omo, and then

1:16:03

start just like attacking and getting

1:16:06

as many of those counters on stuff.

1:16:08

And then the first chance you get,

1:16:10

you want to be tutoring for your

1:16:12

locuses or your Ursa lands and

1:16:16

start like getting your engine

1:16:18

going on that stuff. Yeah,

1:16:21

you're definitely looking for those colorless lands

1:16:23

that make a ton of mana, because

1:16:26

that's really going to be a big

1:16:28

payoff for all of the work you're

1:16:30

doing to put these everything counters onto

1:16:33

stuff. Setting up a

1:16:35

draw engine like Goldberry or Tatyova

1:16:37

certainly, or even Oracle of Moldia,

1:16:39

which we added. All

1:16:41

of those things are just going to help you

1:16:43

outvalue people in the early game. You may take

1:16:45

some hits because you're not developing a huge board,

1:16:47

but that's okay because you're going to be able

1:16:49

to kill players out of nowhere with these

1:16:51

big X spells. Yeah, you're not, I mean, there

1:16:54

are certainly players who will realize how much mana

1:16:56

you're making and realize that you are a threat

1:16:58

and they need to come after you on stuff,

1:17:00

but you're not going to look as threatening as

1:17:03

a lot of players a lot

1:17:05

of the time as you were kind of building stuff

1:17:07

up. And then once you have just made enormous amount

1:17:09

of mana, you're just going

1:17:11

to want to dump it into something.

1:17:13

Yeah, find some X spell,

1:17:15

find your Hydroid Crisis and

1:17:18

draw 14 cards and gain 14 life and

1:17:20

have a 28, 28 flyer. Absolutely.

1:17:24

Then they'll know you're scary, but it'll be too

1:17:26

late. That's

1:17:29

how this deck is going to win is

1:17:32

to be like huge amounts of mana after

1:17:35

incremental advantages in the early

1:17:37

game and then a huge X

1:17:40

spell or spell just generally to

1:17:43

overwhelm your opponents with resources. I think

1:17:45

everyone agrees that that's the best way

1:17:47

to win, Commander. Oh yeah. Period. And

1:17:50

then- I prefer incremental and annoying.

1:17:52

No, no, no. Okay. Stop

1:17:56

hitting me with that four, four, flying.

1:17:58

No. Stop it. You can't do that. commander

1:18:00

damage shouldn't be a rule. Mm. Um.

1:18:03

But I think it's worth emphasizing again that you really

1:18:05

need to protect Omo in this deck. Yes.

1:18:09

The biggest bummer about how the deck works

1:18:11

is you spend all this mana, or this

1:18:13

time, putting everything counters on your creatures. And

1:18:15

you're like, look how much mana I have.

1:18:17

And then Omo dies. And

1:18:20

you're like, I don't have all of

1:18:22

my mana production to

1:18:25

recast Omo. Because you lose all the huge

1:18:27

amount of mana that you had as soon

1:18:29

as your lands stop working together. I think

1:18:31

if I had more swaps

1:18:33

in this deck and was making a

1:18:35

more complete overhaul, I would dedicate a

1:18:37

lot more slots to protection

1:18:40

pieces for Omo. And luckily, there are a

1:18:42

couple of things in the deck that are

1:18:44

pretty good for that sort of thing. But

1:18:48

the fact that your counters do

1:18:50

nothing without your commander really makes

1:18:52

you vulnerable there. It's tough.

1:18:55

I mean, it

1:18:57

means that your opponent's removal spell can

1:18:59

be spent so efficiently setting you back

1:19:02

so easily. So counterspells

1:19:04

are very helpful. Because

1:19:06

if somebody swords Omo, they just rip

1:19:08

apart your whole plan with one cheap

1:19:10

card. And that's what can be difficult

1:19:12

about doing the typele typele version of

1:19:14

it, too. Because I used to

1:19:16

play a modern merfolk. And one of the

1:19:18

things that could always happen in that is you set up

1:19:20

this big board. And you have your Lord of Atlantis. And

1:19:23

you're like, great, I'm swinging in. Everything is

1:19:25

big. And it can be blocked because I've

1:19:27

turned something into an island. And then they

1:19:29

kill your Lord of Atlantis. Suddenly, everything is

1:19:31

smaller and can be blocked. And they block

1:19:33

everything. And then you're in trouble, yeah. But

1:19:35

with Omo, you have one

1:19:37

target that could turn off all your

1:19:39

lords at once. So

1:19:42

you've got to make sure that Omo is

1:19:44

protected. Omo is safe. Keep

1:19:47

Omo safe. Protect the queen.

1:19:50

Super cool deck. Honestly,

1:19:52

I love that they're playing in this space.

1:19:54

This is lands like we've never seen it

1:19:56

before in Commander. It

1:19:58

puts a lot of cards in it. that you've

1:20:00

never played with into play?

1:20:03

Well, I think it's

1:20:06

a card to keep an eye on because, you

1:20:09

know, like caves kind of just came out.

1:20:11

Yeah. And before that,

1:20:14

maybe there was a cave, I don't

1:20:16

think so. But like caves were like

1:20:18

a brand new mechanic and suddenly caves

1:20:20

are a viable part of this strategy.

1:20:22

Yeah. Maybe not, you know,

1:20:24

gonna be an A tier element

1:20:26

added to it, but every

1:20:29

time they come up with a

1:20:31

new land type that has some

1:20:33

sort of synergy, Omo

1:20:35

is gonna get some new tools. Omo is gonna get

1:20:37

some cool new stuff that she can do that probably

1:20:39

there won't be other commanders who are immediately set up

1:20:41

to take advantage of as well. And I do think

1:20:44

there's gonna be a lot of different Omos across the

1:20:46

table from you. The fact

1:20:48

that it can go in so many different directions makes it

1:20:50

a really neat build. And

1:20:52

it's gonna be tricky to play around because

1:20:55

there's gonna be so many dangerous lands and

1:20:57

so many copies of dangerous lands. So it's

1:21:00

gonna be neat. I'm excited to

1:21:03

see where Omo go-mos. Where

1:21:06

go-omo? Where go-omo? Hmm.

1:21:09

Yeah, I think it's exciting. Tickle me,

1:21:11

Omo. Tickle. Why

1:21:15

would you say that? I

1:21:22

always think it's fun when you sit down across

1:21:24

from a commander and you don't necessarily know what

1:21:26

type of build it's gonna be. I agree. Yeah.

1:21:29

And Tickle me,

1:21:31

Omo seems like she's going

1:21:33

to be a great example. I

1:21:35

agree. I think there's gonna be some cool stuff going on.

1:21:38

To the listeners, what do you think about this

1:21:40

pre-con? Any cards we missed? Any cards we suggested

1:21:42

to take out or add that you disagree with?

1:21:46

We didn't touch the mana base in this too much.

1:21:48

We don't tend to mess with it because

1:21:52

it gets expensive and doesn't change the deck

1:21:54

as much. But this one definitely could have

1:21:56

some cool lands. To add to it, we

1:21:58

already talked about... Baldur's

1:22:00

Gate. If you have

1:22:02

any suggestions for non-basic lands that could be added

1:22:04

to this list, throw them in the comments. There's

1:22:07

a lot of different things you can

1:22:09

do with this mana base. So complicated,

1:22:11

complicated stuff. Let us know what you

1:22:13

think in the comments. Before

1:22:16

we go, if you want to support the show and pick up any

1:22:18

of the cards that we talked about here today,

1:22:20

go to cardkingdom.com/command. They have a huge selection

1:22:22

of magic singles and sealed product. They have

1:22:24

all of the MH3 sealed product, plus all

1:22:26

of the singles. I like buying all of

1:22:29

the singles I want in a set after

1:22:31

everything's come out in one place. So I

1:22:33

know which ones I need for my decks.

1:22:35

Got a nice laundry left of every, all

1:22:37

the little swaps. And then I get the

1:22:40

coolest package on my doorstep that's just like,

1:22:42

here's all of the cards you've been waiting

1:22:44

for. And you're going to spend the next

1:22:46

weekend fixing all of my decks. I'll

1:22:49

be buried under a mountain of

1:22:51

singles for the next

1:22:53

weekend. But cardkingdom makes that really easy

1:22:55

to do, especially when a new set

1:22:57

drops, especially one like Modern Horizons 3,

1:23:00

that's going to be full of staples.

1:23:02

These sets always are. So start

1:23:05

a laundry list now and go shopping at

1:23:07

cardkingdom.com/command to support the show and pick up

1:23:09

some cool stuff for your deck. Finally,

1:23:12

you can go to ultrapro.com/command to

1:23:14

pick up sleeves. Sleeves. And deck

1:23:16

boxes. Oh, boy. And

1:23:19

don't put them in dice, but you can have dice that

1:23:21

accompany them. Or binders that can go

1:23:23

in binders. Binders or on play mats. I

1:23:26

love shopping on the UltraPro website because

1:23:28

they get random drops. There'll be crazy

1:23:30

sales that happen overnight. We're like, everything

1:23:32

is 40% off. And I

1:23:34

buy all of the deck boxes I'm going to need for the

1:23:36

next six months. Or they'll

1:23:38

have corresponding secret layer drops.

1:23:41

So if you pay attention to their newsletter or

1:23:43

if you pay attention to their website, there's always

1:23:45

new stuff happening. And they run out of product

1:23:47

fast. So if you buy the Omo deck and

1:23:49

you want to play it on the Omo play

1:23:51

mat, make moves. If you want to get an

1:23:53

Elmo altar on your play mat. Oh,

1:23:58

god. Again,

1:24:02

ultrabro.com/command for the highest quality magic

1:24:05

accessories in the business. All

1:24:08

right, that's it. That's all the

1:24:10

magic stuff we're going to talk about today.

1:24:12

We're going to take a quick moment to

1:24:14

talk about stuff outside the world of magic.

1:24:17

We're not just magic. No, we do all

1:24:19

sorts of things. Yeah, we walk around, cook

1:24:21

and eat and hang out. Uh-huh, just like

1:24:23

regular people. Yeah, in this case, I've been

1:24:25

playing Animal Crossing way too late. Oh, that's

1:24:27

exciting. Is this 2020

1:24:31

where everyone is trapped inside? It's great because I

1:24:33

remember when everyone was playing Animal Crossing and that's

1:24:35

all they were talking about with each other. And

1:24:37

I was like, I should play Animal Crossing. And

1:24:39

I didn't. And now it's 2024. And

1:24:42

I'm like, you know what? I'm going to play

1:24:44

Animal Crossing. And boy, does nobody care about it

1:24:46

anymore. But I do. And

1:24:48

I don't have any turnips yet. I'm still very

1:24:50

new, but it's been nice. Tell

1:24:53

me a little bit about your your villagers and

1:24:55

your town and everything. So mostly

1:24:58

I'm playing Animal Crossing because I wanted a game that

1:25:00

I couldn't be bad at. Uh-huh. Feels like it's impossible

1:25:02

to be bad at Animal Crossing. Yeah. But

1:25:06

then the first villager that shows up is

1:25:08

the deeply cursed octopus. You're

1:25:12

like, darn it, I low rolled on my villager.

1:25:14

His name is his name is Zucker, I think.

1:25:17

And he's a very like sucker. Yep.

1:25:19

But with a Z. An octopus. All

1:25:21

right. And

1:25:24

Facebook. And he. Yeah, yeah,

1:25:26

exactly. So he

1:25:28

moved in and I can't get him to leave yet. You've

1:25:33

tried like harassing him. You give everyone else

1:25:35

gifts and you're like, I want that octopus

1:25:37

to leave. I've got a horse.

1:25:39

He's cool. She's cool. There's

1:25:42

a white, like

1:25:45

a snow leopard. Oh. That's pretty cool.

1:25:47

And she's trying to be some kind of

1:25:49

star. I remember hearing that there were like

1:25:52

when people were like really into it, there

1:25:54

were like really high get villagers. I guess

1:25:56

that people would be like, oh my God,

1:25:58

I went and found. Thomas.

1:26:00

I don't know what

1:26:02

the names are. Thomas the Sloth, I don't know either.

1:26:05

If they show up on the island, I'm like, great, another

1:26:07

person. Yeah, but there's

1:26:09

this octopus and I don't like him.

1:26:11

But anyway, he's here. Nice.

1:26:16

It's been fun. I mean, it's nice just

1:26:18

to have something that I've been trying to

1:26:20

leave my phone away from my bed at

1:26:22

night and can just play a little bit of

1:26:24

Animal Crossing and it kind of cuts you off. It's

1:26:27

like, there's not much else to do today. You should

1:26:29

be done. You've done your stuff. You've done

1:26:31

your stuff, be done. And I'll go to bed

1:26:33

on time. It's great. So I didn't play

1:26:35

this, I didn't play the new Animal Crossing when

1:26:37

it came out, but me and my brother used

1:26:39

to play it on the GameCube when the original

1:26:42

one came out. And I

1:26:44

remember really specifically that all

1:26:46

the villagers would give you

1:26:48

nicknames. One of them would

1:26:51

be like, okay, Barbie. Hey,

1:26:53

Bing Bong. Hey, Bing Bong. But

1:26:56

if you talk to them long enough, they would be like, I

1:26:58

always call you Bing Bong. Is there

1:27:00

something else that'd be a better nickname for me to call

1:27:02

you? And you could give them

1:27:04

a nickname and they would call you that from then on.

1:27:07

My brother didn't know that you could do that, but

1:27:09

I did. So I went

1:27:11

on as his character was and I went

1:27:13

around and

1:27:16

I made all the animals call

1:27:18

him stupid or idiot or

1:27:21

dork. Got him. And I was

1:27:23

like, Tyler, I got a message that

1:27:25

all the animals don't like you anymore.

1:27:27

And then he went in and played. And the first person

1:27:29

he talked to is like, how's your day

1:27:31

going, idiot? And he was like, no.

1:27:35

I'm nice, I swear. And

1:27:38

I was like, I don't

1:27:40

know. You must have made them

1:27:42

mad. It would be so upsetting. Yeah.

1:27:46

There's this thing where you can swim around in the

1:27:48

ocean and dive down and grab a lobster and stuff.

1:27:51

And every time I'm doing

1:27:53

it, my partner is like, are you playing

1:27:55

dredge? This is so scary. You're like swimming

1:27:57

through the dark water diving under

1:27:59

grass. like wearing a hat. It's

1:28:01

very silly. But

1:28:03

it's fun. And if you want to play

1:28:06

something silly and fun, I'm the only one playing Animal

1:28:08

Crossing right now. Yeah, go find Rachel's village. Yeah, it's

1:28:10

just me. It's just me in

1:28:12

there. Before we go, big thank you to

1:28:14

our amazing team here at the command zone.

1:28:17

Thank you to Damon Lentz, Eric Lem, Megan

1:28:19

Yip, Grov Gulati, Jamie Block, Arthur Metagrov, Manson

1:28:21

Log, Josh Murphy, Jake Poss, Sam Waldoak, Evan

1:28:23

Limburger, Katie Cole, Mitch Traffer, Josh LeQuai, Jimmy

1:28:25

Wong, and to Jordan Prigen for

1:28:28

taking the time. To upgrade Omo, it was a

1:28:30

tricky one. It was a tricky deck. And I

1:28:32

think because there's so many different directions that you

1:28:34

can take it. It's not an easy upgrade, but

1:28:37

you did a great job. Thank you. It

1:28:39

was a fun one to do. It makes me want to

1:28:41

build it, which is a good thing. I know. You almost

1:28:43

want to build three versions of the deck and be like,

1:28:45

see which one works. Yeah. Well,

1:28:48

curious to see what draft of Omo you

1:28:50

guys come up with. We'll see you next

1:28:52

time. Bye, everybody.

1:28:54

Bye. Thank

1:29:09

you for your attention. For

1:29:12

further inquiries, send an email

1:29:14

to commandcast at rocketjump.com. Or

1:29:16

ask us on Twitter at

1:29:19

jfwong and at joshlequai. See

1:29:21

you later, alligator. Greetings

1:29:25

humans. I

1:29:32

was trying to think of the Elmo voice. Elmo.

1:29:35

Elmo. Tickle me Elmo. Tickle me Elmo.

1:29:39

I'm every creature type. Omo

1:29:42

doesn't like. Omo puts

1:29:45

everything counters on all the lands.

1:29:47

Elmo's technically a Nephilim. Omo's

1:29:53

never met a brush wag. Seems nice.

1:29:59

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