Episode Transcript
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Dragon Highlander. Enjoy your
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stay. Hello,
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everybody, and welcome back to another
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episode of the Command Zone podcast. I'm
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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
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patreon.com slash command zone. Our
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patrons are the lifeblood of the show.
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You guys help make all of this
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a day early without ads, pretty sweet.
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You get access to exclusive content like
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Turn Talk. Turn Talk is just conversation.
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Yeah, we have after any game of
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extra turns, talk about how the game
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went, how your deck performed, what you
4:13
wish you had drawn, what you did
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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.
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It's a ton of fun. If you watch
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all the extra turns and you want to
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see what is in the mind of the
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players, you can get access to that by
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becoming a patron at a certain tier. Plus,
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we shout out one lucky patron every single
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podcast episode. And this one is dedicated to
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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
31:28
not for a three-month phone plan. Oh.
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to sign up, too. But first, Josh, I'm going
31:51
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31:53
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31:56
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33:36
and Silas, Vice Scotts. This
33:38
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33:41
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33:43
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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
36:01
to bring mascots. I brought the ready. What? Where'd
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you get all these? I want one. They're
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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
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37:36
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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
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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
Oh. Why have we manifested this? Oh
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