Episode Transcript
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Illinois. Hello
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and welcome to the Idiots! Records were
0:43
all about Commander Data and Dad jokes
0:45
I'm Jewish Alton. I'm joined by my
0:47
fantastic co host of first he Exiled
0:49
Some Cards from My Graveyard Which, according
0:52
to the rules of Thunder Junction, means
0:54
that that's he's committed a crime. It's
0:56
Matt Morgan, Matt, How dare you do
0:58
this to me. I.
1:01
I it's actually not as mean is what I
1:03
did. my personal trainer. He wasn't
1:05
very good, he wasn't that strong so I gave him
1:07
a two week notice. To.
1:11
Oh no are you know at the owners
1:13
he's a regular to trainer. And.
1:16
Gym. Stuff. I.
1:18
The idea year your thank you for explaining it,
1:20
explainer the joke that makes it so much funnier.
1:23
I know that's wheat. Let's just move on to
1:25
have a. I think
1:27
that was the real crime that just happen or
1:29
at their up. Next he's using the plot mechanic
1:31
to plot a scheme for a plot of land
1:33
it's day in roach. Now.
1:36
In honor of Aretha Franklin's birthday this
1:38
week, I was gonna make it Motown
1:40
joke but. I've. Got. Two.
1:42
Maybe three Motown ponds left in
1:45
the. Four. Tops. A
1:48
dinner. I actually could not even focus on it or joke
1:50
because I'm like where are you talking about at the time
1:52
of recording or at the time that this episode release is
1:54
because that could be very data joke even beyond the fact
1:57
that it's a data joke. By the time I just got
1:59
a to for top. reference, nothing is more dated
2:01
than that. But there you go. I
2:04
couldn't resist the temptation. Hey. I
2:06
think Dan and Mel did it and we'll call him Mr. Postman from
2:08
now on. That's terrible.
2:10
I will stop in the name of love. Okay,
2:14
so Matt, what are we talking about
2:16
in this week's episode, buddy? So
2:18
we talked a couple weeks ago about design trends that
2:21
we didn't really think were that great, so we were
2:23
kind of, eh, I don't love this. Well, this week
2:25
we're going to flip it around. We're going to talk
2:27
about the design trends that we do love and kind
2:29
of give some credit where credit is due. Yeah,
2:32
absolutely. It's nice to balance those things out. I
2:34
know that the internet rewards a lot of negativity,
2:36
but like we don't just want to be negative
2:38
here. We do want to focus on
2:40
some stuff that we think is really, really cool and
2:42
that we'd love to see others explore even further. But
2:45
first, we've got some shout outs to do before we
2:47
get into that main topic. First, we've got a shout
2:49
out Chase, a.k.a. Mannequers for their terrific work on the
2:51
post-production of the show. Chase,
2:53
you're such a wonderful member of the team. Thank
2:55
you so, so much, Mannequers. We're also proud to
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be members of Team Ultimate Guard. It's
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really easy to recommend a product you actually
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use, and we all use Ultimate Guard's products. The
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Katana Sleeves are the best in the business. They
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keep our cards safe, whether we're home or on the road.
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And the Boulder deck boxes are also
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easily. They keep your cards safe. We
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just can't recommend all of their stuff highly enough,
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which is why we use nothing but Ultimate Guard
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products on our decks. Yeah, and if you would
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like to support the show, you can do so
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by going over to patreon.com/edhretcast. We're
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just an amazing Discord community over there. We want
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to join the Discord. You can
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also see episodes a day early. There's all sorts
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patreon.com/edhretcast. So make sure you head over there, support
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the show. We appreciate it. We wouldn't be here
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if it weren't for our patrons. So
4:00
we definitely appreciate all the support over there, but
4:03
this week we're going to give a very special
4:05
Thank you for their support to cat Miller. So
4:07
cat Hopefully you didn't
4:10
get the black cat caught up in the Madame web whatever
4:12
the Marvel Storylines are going
4:14
on over there cat Miller. Thank you
4:16
so much for being supportive of us.
4:18
We definitely appreciate it I'm sorry Matt
4:20
you our patron has the last name
4:22
Miller as in like milling cards as
4:24
in like mill decks and instead of
4:27
that You went for a Madame web
4:29
reference Well, I
4:31
don't get I don't get your reference Miller like that's
4:33
what it's weapon time We're
4:35
the Miller's the Jason Sudeikis. I
4:38
mean I Jason Sudeikis grew
4:40
up not far from where I live now So if
4:42
you really like we're the Miller's that's cool Jennifer
4:45
Aniston phenomenal actor there, too This is just Matt's
4:47
way of saying he never plays the mere decks
4:49
that mill people ever ever Not
4:52
once not once. Okay. Well
4:55
That was surreal let's get
4:57
into our main topic here. Oh Man,
5:01
I adore you Matt. We are
5:03
going to talk about some design trends
5:05
that we love We love seeing these
5:07
types of things appear on at magic
5:09
cards, you know, kind of a contrast to
5:11
last week's episode So
5:14
Dana, I guess where is it that we're
5:16
going to start off in this episode? Do
5:18
you think? So
5:20
so let's start with this one that I think the
5:22
three of us like and I think a lot of
5:24
people are gonna be like What you guys like this
5:26
because I don't think the average player likes the thing
5:29
we're gonna start with Okay, and
5:31
that's this thing triggers only once per turn.
5:34
Oh Okay,
5:36
so like, you know Whenever
5:38
you play a creature card draw, you know a
5:41
card or or whenever you blah blah blah blah
5:43
You gain initiative or go through the dungeon. Whatever
5:45
it is I like
5:47
those things when they only trigger once per turn and we've
5:49
been seeing That kind of speed
5:51
bump put on more and more cards lately and
5:54
I like seeing that speed bump put on more
5:56
and more cards So like the new Tasa opulent
5:58
oligarch for example or welcoming vampire Which are
6:00
giving you rewards, but it's only happening once like this
6:02
is only making one spirit when you sacrifice the stuff
6:04
Walking vampires only drawing you the one card. I just
6:07
built Sarah Jane Smith She's only investigating one
6:09
time per turn rather than each time. Why
6:12
are we a fan of that Dana? I especially like
6:14
it when it's your own stuff you know, sometimes you see it
6:16
on cards that like it can only trigger when an opponent does
6:18
the thing and I Actually
6:22
am kind of neutral there But the
6:24
reason I like it on things that you can trigger
6:26
yourself is I don't think loops are interesting at all
6:30
And I don't think they're interesting in
6:32
that. I don't like sitting there watching someone
6:34
run through a dungeon 15 times Because
6:37
it is extraordinarily boring So
6:41
like I don't like having my time wasted on
6:43
someone's loop. That's that's not guaranteed to win a
6:45
game I also don't think they're
6:47
very Creatively challenging like when
6:49
a thing just lets you Get
6:52
all of this stuff By
6:54
looping some effect over and over again, it doesn't
6:57
it's not a very challenging way to build a
6:59
deck for me I like having to work for it
7:01
And if only triggers once per turn then I
7:03
feel like okay if I want to take the most
7:05
advantage of this I have to figure out how
7:07
to do it on other people's turns repeatedly to like
7:09
eke out that edge That is a much more
7:11
satisfying design to me than something that you can like
7:14
just abuse well I don't think it has to be
7:16
limited to just once per turn even
7:18
though I do appreciate kind of the The reigning
7:20
in of some abilities where you know if it
7:22
only happens once instead of every single time something
7:25
happens Kind of like pitiless blunder like that
7:27
wouldn't be near as powerful if it was kind of toned down
7:29
a little bit But cards like
7:31
rumor gatherer or ledger shredder they
7:33
happen at some very specific times where it's
7:35
you know with rumor gatherer You only get
7:38
to draw the card if it happens the
7:40
second time or ledger shredder when a player
7:42
casts their second spell each turn Or
7:44
I know I'm gonna name another new kapena card But
7:46
it's also probably one of the few things I in
7:48
my mind new kapena got right Gallagraders
7:51
you know you can only
7:53
choose things once per turn which puts a cap on
7:55
things And let's not say that they're not bad like
7:57
all three of those cards are played in over 60,000
8:01
decks so it's not like these aren't good
8:03
cards that players aren't playing these are very
8:05
very good cards But having
8:07
a little bit of restraint placed on them
8:09
or at least putting it into you know
8:11
The real payoff happens at a specific moment.
8:13
You can't be repeating throughout the turn That's
8:16
where I think it's it's
8:18
such a good job of R&D Raining
8:22
things in and making sure it's not just
8:24
kind of a runaway oops I comboed out
8:26
type of situation, right? That's exactly it like
8:28
without those caps. It just becomes combo territory
8:30
you named pettyless plunderer there and
8:32
like yeah Yeah, like pettyless plunder
8:34
is really famously a combo engine
8:36
for things like chatterfang for instance
8:39
and so when you cap things
8:41
at one per turn it does help make sure that
8:43
like People aren't going to abuse
8:45
it too terribly and it also I think
8:47
like prevents or it discourages a sort of
8:49
like Edgar Markov or Geordi row
8:51
whether like captain problem like those commanders have
8:54
abilities that are not capped and the decks
8:56
are not oh I'm gonna play these really
8:58
cool big bomb vampires and these really big
9:00
awesome historic permanence those decks become let me
9:02
play as many cheap vampires
9:04
as many cheap artifacts as possible To
9:07
just turn through my deck or to just do a
9:09
whole bunch of stuff all at once and it's more
9:12
about like raw Efficiency than it is about like cool
9:14
bombastic cards And so when you are capping things at
9:16
one per turn It does let you actually like kind
9:18
of breathe a little bit more and you do get
9:20
to focus on the big bombastic cards Because you don't
9:22
need to play like four of them on a single
9:24
turn and so just that's a nice incentive I think
9:27
it makes me play the cards that I actually wanted
9:29
to play in the first place rather than feeling I
9:31
got Optimized well and you talk about it leading to
9:33
interesting gameplay or not I think that's why cards like
9:35
Edgar Markov and Joyra whether like captain there
9:38
They're powerful but also I don't know if
9:40
they're particularly interesting anymore because Those
9:42
are uncapped Edgar Markov cranking out vampires as
9:44
fast as you can cast them and
9:47
Joyra just drawing you cards as fast as you
9:49
can Cast historic spells That's
9:51
where you get kind of those Incentivized
9:54
you know what what's the cheapest thing that we
9:56
can just crank out instead of I'm
9:58
making an interesting deck that's gonna have fun in
10:00
some sort of capacity. The way I would phrase
10:02
it is it always feels like it makes you
10:05
want to build a deck versus making you assemble
10:07
a list. Ooh, wow. Yeah.
10:09
Yeah. That is the difference to
10:11
me that really stands out. Yeah, interesting. And
10:13
Matt, I'll also shout out some of the careful wording
10:15
that you were pointing out there too. I
10:18
really enjoyed the wording of stuff like Sarah
10:20
Jane Smith where she says it's the first
10:22
time that she sees you cast a historic
10:24
thing rather than the first historic spell that
10:26
you cast that turn. Sure. And
10:28
there's just a little careful wording like that that allows her, because
10:31
when you cast her, she could be the first historic
10:33
spell that you play, so then you would not get
10:35
the trigger if you cast an artifact or
10:37
a legend right after you played her. Whereas that
10:39
little wording also allows you to actually get that benefit but it's still
10:41
kept but you can still get it on the turn that you play
10:44
her. A bunch of little small
10:46
wording things like that do help kind of rein
10:48
things in and it feels
10:50
nice. It helps you focus on things that
10:53
feel very natural to the deck building and the playing
10:55
experience. And it's also too like there's
10:57
little tweaks that they've been playing around with where you
10:59
have cards like Old Nob bone where whenever a
11:01
creature you control deals combat damage to a player,
11:03
you create that many treasure tokens. So it just
11:05
kind of it's uncapped potential. Every creature
11:07
that you connect with, you're
11:10
getting that many treasures. Whereas
11:12
you compare it to, and I realize I'm throwing
11:14
out another Nuka Pena card, but Professional Facebreaker
11:16
where it was whenever one or more creatures
11:18
you control deal combat damage, you create a
11:21
treasure token. It's
11:23
still dialed back significantly but it's lumping
11:25
in everything going on at once. Whereas
11:28
if this occasion happens, you only get the
11:30
one bonus. And again, it's not to say
11:32
that people aren't playing either Old Nob bone
11:34
or Professional Facebreaker because both those cards are
11:36
playing a ton of decks. Facebreaker,
11:38
150,000 decks plus. Like
11:41
that's an enormous number. But
11:44
again, it's a kind of
11:46
tweaked and corrected version of Old Nob bone
11:49
and let's just say none
11:51
of these effects, it's not like you're hampering yourself
11:53
because you're playing the toned down
11:55
versions of whatever untapped
11:58
potential cards you're not playing instead. I
12:00
mean with a facebreaker, I wish that the last
12:02
ability, that activated ability, Sacrevester Treasure to impulse draw
12:04
the first top card to leverage. I
12:06
wish that did have a one per turn cap to be
12:08
honest. It should, yes. That thing's an engine. But
12:11
I'll actually use professional facebreaker to audible in
12:13
an extra thing that I also enjoy
12:15
about Commander design. This is a cool design
12:18
trend. Professional facebreaker also incentivizes
12:20
you to attack multiple opponents rather than
12:22
just go all ham on just one
12:24
opponent because you do get that trigger
12:26
if you hit multiple players. That's
12:28
all of those things and so that's also neat.
12:31
Little things that encourage a melee style. I
12:33
also enjoy seeing those whenever they crop up
12:35
rather than just thundering down a single player,
12:37
leaning into that multiplayer aspect. It's also a
12:40
nice byproduct of some of the designs like
12:42
that and I really enjoy seeing them when
12:44
they crop up. Well, it's also a difference
12:46
between a combat damage trigger and an on
12:48
attack trigger too. A combat damage trigger, I
12:50
feel like there's a lot more counterplay. You
12:52
have to make decisions. Your
12:55
opponents have a lot more chances to... There's a
12:57
lot more inflection points they can respond to it
12:59
versus an attack trigger. The thing just
13:01
happens. It's
13:03
easier and it's one of the things that
13:06
you like to get rewarded from the
13:08
thing as simply as possible but I
13:11
don't think it always makes for good
13:13
gameplay when it's difficult to prevent a
13:15
thing from occurring. It's a difference
13:17
between a death trigger or a leads to battlefield
13:19
trigger. A death trigger gives you ways to play
13:21
around it a little bit. A leads to battlefield
13:23
trigger, you feel like,
13:25
oh, I can't deal... I can't respond
13:27
to that. I can't deal with it
13:30
and I understand why having that feels
13:32
good but I don't think it leads to
13:34
particularly interesting gameplay. Another one
13:36
I've kind of liked lately that we've seen more
13:38
and more of is them doing
13:41
things that reward mono color decks.
13:44
Throne of Valor Drain being the most
13:46
obvious one recently where it's
13:48
something that you basically have to
13:50
use mana from a mono color deck to really
13:53
take advantage of that card. We've
13:55
also seen them put Stacked
13:57
pips in casting cost of cards more
13:59
often. He. Noted that
14:01
sorry for years to conviction was kind
14:03
of my might go to example to
14:05
convictions are really really good card on.
14:08
The. Or three car was three. White
14:11
gives your creatures lifeline can double strike
14:13
that's really, really powerful, but it's constrained
14:15
by the casting cost like I'm. Wary
14:19
of running it in a lot of to codec
14:21
sometimes let alone a three colored act of and even
14:23
doing more and more of that were like powerful
14:25
cards or that they're limiting them and where they can
14:27
go by the amount of tips they put it. As
14:29
again I think that restriction is really good for
14:31
the game in the grand scheme of things. Yeah.
14:34
Cats Can you imagine if Cyclonic Rift it's
14:36
overlook. Cost wasn't six and a blue but
14:38
it was instead like three. Blu B B
14:40
do a slick or are they going to
14:42
join? How? How did how did that go?
14:45
How did the blue costs go that it
14:47
appears? Yeah, that was that good at the
14:49
offices. Of the
14:51
or of like smothering tie have had more
14:53
than just a single white bet if it
14:55
was dislike one white, white white or get
14:58
to white light A Even like little things
15:00
like that can really change how flexible those
15:02
cards are. You in like three, four, five
15:04
color. Next and I enjoy rewards for mono
15:06
colored x a lot like good meetings and
15:08
incentivize playing super colors. That way I don't
15:10
just have access to all of the things
15:12
and against and specialized stuff that makes that
15:14
deck really shine. I guarantee you will. Would
15:16
complain about rift a lot less if it
15:18
wasn't is easy to cast and mana blue
15:20
as it isn't a five Kodak exactly. Yeah,
15:22
and it's like you said, the Throne of
15:24
All Drained giving you a all the manner
15:26
of a single color and only usable in
15:28
mono colored. I also I'm partial to the
15:30
Scepter of Eternal Glory from the Warhammer products
15:32
as well. On the are form a legendary
15:34
artifacts that can give you three men have
15:36
any one color but only control three more
15:38
lands with the same name was gonna be
15:40
pretty hard to pull off into three color
15:43
desk or or hire some and even kind
15:45
of challenging. The to colored act so like it's
15:47
really does feel origin or just impossible if
15:49
you're Dana. Yeah.
15:53
I don't know. He could be good. like make a
15:55
bunch of Vesuvius. He could. He could copy some of
15:57
them have a reason I basically headdress if it's. Alright
16:00
fair you got me you got me. Yeah, I don't think
16:02
Dana has any decks right here He plays like three of
16:04
basic lands that have the same name. Does he? Yeah, that's
16:06
a good point Matt. I Think
16:09
I think the least I check I think the
16:11
least I have in a deck is four So
16:13
like I'm not it's not not bad for total
16:16
basic lands. No, no for a four of a
16:18
type four of a type Uh-huh. Yeah Nods
16:22
in suspicion That's
16:24
much better than three But
16:26
I mean to narrate your point though Joey I
16:29
did have a similar experience where I was trying
16:31
to I recently played some commander sealed with some
16:33
friends a couple weeks ago And
16:35
I really wanted to find room for transcendent message
16:38
Which is X and then blue blue blue
16:40
blue so for blue pits to
16:42
draw X cards But it has convoque which kind
16:45
of makes it a little bit easier to pull off But
16:47
I was playing a three color deck and that was already
16:49
just super hard to do and I was making tokens
16:52
But I noticed that well, I don't really have a lot of blue
16:54
tokens in this deck So it was just
16:56
something that like I as much as I wanted
16:59
to cast this spell especially in a limited environment
17:01
like that Transcendent message like it's
17:03
a powerful card instant speed draw X
17:05
is that's that's great
17:07
That's amazing But you can't really pull it
17:10
off in every single situation just because for
17:12
blue pips even if you're building your mana
17:14
base perfectly It's not exactly
17:16
easy either. Yeah, it's a
17:19
lovely trend to see more of those and
17:21
wizards We'd love to see even more
17:23
of them all the time Yeah, like it's like having
17:25
because cuz monocolor we do know that they are going
17:27
to have some very inherent weaknesses to them There are
17:29
certain card types that my black decks can't deal with
17:31
for instance Or at least that they can't deal with
17:34
very efficiently or very well or very consistently But
17:36
having those things that do reward you That
17:38
is really really awesome to like give us
17:41
more of a pull to like go into
17:43
those territories and so we love seeing them when they do
17:45
come up and another thing
17:47
that I also love and I think that all of us
17:49
feel the same way about this are Not
17:52
just rewards for monocolor decks, but
17:54
also rewards for having a high
17:56
mana commander like a commander that
17:58
costs or something
18:00
like that. Cards like stinging study, I remember
18:02
when that one came out, which you draw cards equal
18:05
to the mana cost of your commander if it's in
18:07
play or in your command zone, and you lose that
18:09
much life of course, because black spell, that's how I
18:11
love to draw it, but it's an instant speed spell,
18:13
and if your commander's expensive, you could draw a whole
18:15
lot off of that, and that sounds fun. Or the
18:18
new one, imposing grandeur, which is the red spell that
18:20
is an optional wheel, but again, if your commander's nine
18:22
mana, you could draw a whole bunch of cards off of
18:25
that stuff. Those are also so cool to see. My
18:27
favorite example of this, I think, Joey, is the visions
18:29
of cycle. You had some cards like
18:32
visions of dominance and visions of glory that
18:35
you got to do the
18:37
spell on the face side, but then you had
18:39
a flashback that cost less depending on how expensive
18:41
it is to cast your commander. That
18:43
ability, it's such a fantastic way to
18:45
reward players for playing something, maybe a
18:47
little greedy, and with partners too, like
18:49
you can play an expensive one and
18:51
a cheap one, play around with
18:53
that a little bit, but still, it's a
18:56
fantastic way to put in-game excuses
18:58
to have a expensive
19:00
to cast commander and just
19:02
running with that and building a deck around it.
19:04
Yeah, I really like this kind of thing, and
19:06
just kind of in a general sense, I like
19:10
when they make cards that are really
19:12
good, but they're not good in every
19:14
single deck, and I think
19:16
this is something we can talk about, cards that reward
19:19
high mana commanders, but I think this also applies to
19:21
the thing that we talked about just a moment ago
19:23
with high pip count on a card. Like,
19:27
I think, I don't have any problem with Watsy
19:29
printing really powerful cards, we all love powerful cards.
19:32
I don't like powerful cards where I see it
19:34
and go, oh, that's going to go into every
19:36
blue deck, oh, that's going to go into every
19:38
white deck, that's gonna go into every whatever. I
19:41
like seeing a powerful card, you're like, oh, this
19:43
is really strong in this deck,
19:45
oh, this is really good in this
19:47
particular configuration. Like, that is much
19:49
more interesting to me than a card
19:52
that is just universally something that's a
19:54
bomb in any deck that's able to
19:56
run it via color. And rewarding
19:58
high mana commanders do that like
20:00
seeing Saudi is a really strong card in that right
20:02
deck. I love those kind of things. Well,
20:05
and also just like, I don't know, we're supposed to
20:07
be focusing on the good stuff here, but like I
20:09
don't want to see more two mana commanders. I
20:12
don't want to see too many more three mana commanders
20:14
either. Like I want to see a
20:16
lot more of those that do like flex it because like
20:20
I think a lot of players do feel like they look like
20:22
at a commander like a Vishkal, which is like seven mana and
20:24
they're just like, when would I ever, why or
20:27
why would I ever build this?
20:29
Why, when would I ever get the chance to play this
20:31
just because of the pace of games, but having cards that
20:33
do actually like discourage you a
20:35
little bit from playing the optimal, the efficient,
20:37
the stuff that's just like boom right there.
20:39
It's so easy to get that underway. Giving
20:42
yourself like rewards for those types of challenges.
20:45
I think it's awesome. Yeah. I mean, variety
20:47
is what I think a lot of people
20:49
were attracted to about commander in the first place.
20:52
Like it's a chance to play cards that don't
20:54
see play anywhere else. And
20:56
anything that encourages that kind of variety, I
20:58
think is good for the format as a
21:00
whole, whether it's things that reward you for
21:03
playing monocolor commanders or things that reward you
21:05
for playing high cost commanders or whatever it
21:07
is. I think that's just generally good for
21:09
the game. Even if maybe on an individual
21:12
level, people like wish things were a little
21:14
bit easier. I understand that, that thought process,
21:16
but like, I think sometimes what we want
21:18
and what is good for the game don't
21:21
always necessarily line up. But I think to
21:23
a degree, I think a lot of these
21:25
things are those things. They are good
21:27
for the game as a whole and reward
21:29
and creativity. And I think that's very, very
21:31
positive. And one thing I personally
21:33
think is kind of a nice shift into
21:36
something that overall the health of the game is
21:38
going to be better is abilities that they've kind
21:40
of slowed down a little bit. You know, it
21:43
used to be, you could do any ability at
21:45
almost any given time, but they started putting the
21:47
kind of the line on abilities of activate this
21:49
only as a sorcery. And that's
21:51
something that I think is super healthy
21:54
because it means that people have
21:56
to kind of make some strategic decisions when
21:58
it comes to gameplay. Are they going
22:00
to be able to sit back and kind of
22:02
lay around a little bit or are they going
22:04
to activate that ability and kind of leave their
22:06
defenses down a little bit maybe? Are they going
22:09
to maybe tap a blocker or two because they
22:11
want to tap something and do something as they're
22:13
going or they can't hold up mana at any
22:15
given time because you have to put
22:17
whatever mana into active unit
22:19
ability on your turn instead of, oh, at the
22:21
end of your turn I'm going to do 10
22:23
different things because also that just slows the game
22:26
down so considerably. Yeah, like
22:28
seeing the new Xavier Sal for example
22:30
which can do a bunch of populating
22:32
proliferation nagons but again, it's only as
22:34
a sorcery. The Tenth Doctor
22:36
has an ability that you can time travel three
22:39
times but only as a sorcery. There's
22:41
the new Will and the new Rowan which have
22:43
their tap abilities to make your stuff cheaper but
22:45
again, only as a sorcery. And those are like,
22:49
thank you, those are refreshing to
22:51
see. I don't know that like, yeah, timing
22:53
and stuff like that, that's, you know, it's
22:55
got a long storied history throughout all of
22:57
Magic but like especially on Commanders, I
22:59
feel it's very important for those abilities to have
23:01
those types of caps on them as well because
23:03
Matt as you said, they do force you into
23:06
making difficult choices and for you to get the
23:08
benefit you have to take a little bit of
23:10
a risk and that risk is what makes gameplay
23:12
fun. Yeah, like being able to do things at
23:14
instant speed is objectively stronger but having to make
23:17
choices I would argue is objectively more interesting
23:19
and creates more interesting games.
23:22
It's especially quiet how powerful the Dalkan
23:24
Aurory is. Right. Being able to always
23:26
cast anything whenever you want. It's
23:29
incredibly powerful. There's whole, you know,
23:31
cards are devoted to, well, you can cast sorceries
23:33
whenever you can cast an instant and so being
23:35
able to, it's not reducing interaction but it's increasing
23:38
the amount of thought process
23:40
you have to put into the timing of whenever
23:42
you're going to try to capitalize on having cards
23:45
on the battlefield. Yeah, I mean head over to
23:47
archidext.com and look at our deck list. You will
23:49
see more than a few Dalkan Aurories and lines
23:51
of anticipation in my decks. I
23:54
like those cards and I like having those options but
23:57
there's a difference between setting yourself up in a situation where
23:59
you can't do anything. where you can play those
24:01
things optimally and just always having the ability
24:03
to make the perfect choice. Yeah, exactly. Like
24:05
when the Willow Dusk commander came out and
24:07
it can like pump things up, but again,
24:09
only as a sorcery. I'm like, cool. That
24:12
way we're not like, like I know that there was potential for
24:14
like, ooh, combat trick stuff there, but then it also
24:16
makes blocks basically impossible for your opponent to them. Just
24:19
like, I'd rather just like get the buff, then let's do
24:21
some combat stuff and wreck someone's day. Like
24:23
it's actually more interesting to me if I am
24:25
the one who's actually put in the driver's seat
24:28
for that type of situation rather than like, I'm
24:30
always, as Matt said, able to just always make
24:32
the optimal choice and stuff like that. Like do
24:35
y'all remember cons limited, which had the
24:37
Outlast mechanic for the OBSON? I do.
24:40
The cons limited is my favorite draft environment because
24:42
of the Outlast mechanic. There's a lot going well
24:44
in that, but like Outlast, which a lot of
24:46
people lamented when it came out, can only be
24:48
used at sorcery speed. No, that's the best thing.
24:50
Like you don't want like, it's not interesting gameplay
24:52
when it's at instant speed with that ability in
24:54
a limited environment. But like, it was really, really
24:56
cool when you are forced to make difficult choices.
24:58
And that's what allows you as a good player
25:00
to like find the best stuff to do. And
25:02
I just, yeah, I just
25:05
can't, can't say highly enough how much I love
25:07
sorcery speed activation stuff. See, see, Joey, I know
25:09
a lot of people would agree with you when
25:11
it comes to cons was an amazing limited format.
25:13
I don't know if Outlast is the reason they
25:15
would quote it as being the best, but I'm
25:17
glad that you at least are coming to the
25:20
right conclusion, even if the way you
25:22
got there is a little, little funky. There's
25:24
no, there's a lot going on. It just, I
25:26
especially loved drafting odds on in that. Like,
25:29
yeah, Joey took the scenic route, but he got there
25:31
in the end. You know what? It
25:34
was a relevant example and I stand by it. And now
25:36
we're going to challenge the stats. Stick
25:39
it to you guys. Yeah,
25:41
these have been fun, but we've, we got another segment we've
25:43
got to do here on the show too, because there's so
25:45
much data on the direct that we don't always agree with.
25:47
So let's come right back with some challenges. This
25:51
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Northbrook, Illinois. So my challenge
27:46
this week is a card that I've been playing
27:48
a little bit lately. I recently built a mono
27:51
blue deck that doesn't have any incense or sorceries
27:53
and that limits the amount of draw I
27:56
can get in a deck like that. So
27:59
one card I... I tried about a
28:01
month ago that I've always wanted to find
28:03
a home for but never really could figure
28:05
out where I wanted to use it was
28:07
illusory ambusher. It's a cat
28:09
illusion with flash a 4-1 for 5 mana. Whenever
28:13
illusory ambusher is dealt damage draw that
28:15
many cards. It's in about
28:17
5400x right now and I would
28:20
wager part of that is maybe the same reason
28:22
I wasn't running it like it looked like a
28:24
decent card but I also felt like why
28:28
there's enough other things in blue that let
28:30
you accomplish the same thing draw cards and
28:32
it just seemed maybe a little bit clunky.
28:34
I don't know what I would say but
28:36
I just never quite was the card I
28:38
wanted to use until I found myself in
28:40
a position where I'm trying to find things
28:42
that aren't instance or sorceries to run in
28:44
a deck to run cards and I
28:47
should just have been running this card way more often.
28:49
Illusory ambusher should be in way more
28:52
decks for 5 mana being able to
28:54
more or less blank an attack that's
28:56
coming in while also drawing a
28:58
ton of cards pretty regularly. That
29:01
is a really efficient spell and I'm
29:03
going to be putting it in more
29:05
places than just that one deck because
29:07
it's been outstanding so far. So illusory
29:10
ambusher take a look at it even if
29:12
you're not a weirdo running mono blue with
29:14
no instance or sorceries. Dana I
29:16
love this card. This is in my council of
29:18
four deck which is inspired by shelled memories
29:21
you did the seer self deck. It's
29:23
so so stinking good and this
29:26
deck probably more people than anything
29:28
can I see your council four deck? It's
29:30
in the description so check out the link there
29:32
go to architect but I absolutely love
29:34
illusory ambusher. It's probably just like one of the
29:36
most slept on cards because people see it's an
29:38
uncommon and kind of write it off. This
29:41
card is so stinking good at so many things.
29:43
Can I real quick like I look at this
29:45
card and my worry is always like if they
29:47
have trample then excess damage is just going to
29:49
like go right over. Is that not a concern
29:51
that you guys have run into a whole lot?
29:53
Now I've not written a situation where like it
29:55
wasn't something that I couldn't still drop four cards
29:58
off of like maybe when someone swings in with some ginormous
30:00
like trampoline 2020 you're
30:03
gonna be in a problem
30:05
but like if you're not greedy you're dead anyways. Yeah,
30:07
yeah. If you're not greedy you're still gonna be
30:09
able to very often find that five or six
30:12
card draw you can get off it while
30:14
also blocking something. Yeah, yeah, Joe, you can't
30:16
always be playing against me which means other
30:19
people have to play trample. I'm
30:21
pretty sure I'm one of the few anymore. Oh,
30:23
cool. Cool. Ambusher is so
30:25
good. I agree with Dana. You can kind
30:27
of routinely count on it being a draw five
30:29
spell. That's terrific. And actually I've managed
30:32
to at least one time flash it in in
30:34
response to a blastmas act which felt really good
30:36
too. Oh, okay.
30:39
Alright, sold, totally sold. Matt what's your
30:42
challenge? Well, my challenge this week
30:44
so I started coming into some
30:46
more murders of Karlov manor decks and Anzrak the
30:48
Quakemull is a card that I see a lot
30:50
of decks running around for me. It's
30:53
got almost 2,000 decks to its name so far.
30:55
It's growing in popularity and it's a powerful deck
30:57
for sure. It's two and gruel so a green
30:59
and a red for an 8-4 mole god and
31:01
that's a card I or something I thought I
31:03
would never say is mole god but here we
31:05
are. Whenever Anzrak the
31:07
Quakemull becomes blocked untap each creature you
31:09
control after this combat phase there is
31:12
an additional combat phase. So this deck
31:14
is all about playing a bunch
31:16
of lure type of effects and it has
31:18
a lure you can pay three red red
31:20
green green that says Anzrak must be blocked
31:22
each combat this turn if able. So you
31:24
have a lure effect stapled onto it. But
31:28
one thing that I've kind of noticed that people aren't really
31:30
doing is finding ways to minimize the blockers. So that people
31:32
say that oh well you can just have it teamed up
31:34
people are gonna kill it only has five toughness. So
31:37
a card that I suggested to a friend who was playing
31:39
this deck and they said well it's not really I haven't
31:41
really thought of that card it's alpha authority. An
31:44
alpha authority I think is just kind of very
31:46
very good in general but it's one and a
31:48
green for an enchantment aura that says enchant creature.
31:51
Convenient creature has hexproof and can't be blocked by
31:53
more than one creature. This is
31:55
a really good way of a protecting Anzrak
31:58
from any target removal but also makes sure
32:00
that you can't gang up on blockers. So
32:03
for toughness not super
32:05
tough when it comes to you know mole gods but
32:07
yeah it gives it a weight to make sure that
32:10
you're not gonna be able to team up on it.
32:12
It's going to get the trigger you're going to survive
32:14
the first combat and then be able to attack the
32:16
next combat as well. There's a lot that I think
32:19
is just great about alpha authority in general but putting
32:21
alpha authority on a mole god is just it the
32:23
flavor here is just very very strange but I
32:26
also think it's just a powerful card. So if
32:28
you're playing anzrag you want to make sure you're
32:31
being blocked but also not blocked by too
32:33
many creatures alpha authority is an absolutely fantastic
32:35
way to do so. Matt I
32:37
gotta say I'm actually I can have some
32:39
pushback on this one from what I've seen anzrag players
32:42
doing they love to have the lure so that everyone
32:44
is like forced to block because they give like
32:46
anzrag indestructible and then they clear out like a bunch
32:48
of creatures at once and just give attacking and attacking
32:50
and attacking. I enjoy the
32:52
hexproof of alpha authority always I'm gonna enjoy
32:54
the hexproof but this is one I'm questioning
32:56
just just a little bit based off of
32:59
the patterns that I've seen anzrag love to
33:01
use that commander basically as like all removal
33:03
for a whole bunch of stuff at once so I've got
33:06
some question marks above my head for this guy.
33:08
Mmm okay I'm moving into my challenge
33:10
here now and I actually have the
33:12
listener submitted challenge this week which comes
33:14
to us from Nathan McGinty who sent
33:16
us an email talking about the card
33:18
mandate of peace which is only showing
33:20
up in about seven thousand decks right
33:22
now this one folks may
33:25
not be completely familiar with it it's back from
33:27
like I think commander 2019 so
33:29
goodness it's five years old at this
33:32
point. Mandate of peace is a two
33:34
mana white instance you can cast only
33:36
during combat anyone's combat your opponents
33:38
can't cast spells this turn and it ends
33:40
the combat phase which means that you'll remove
33:42
all attackers and blockers from combat you'll exile
33:44
all spells and abilities from the stack including
33:46
this spell mandate of peace so this is
33:48
just one of many different fog variants that
33:51
are out there and white certainly
33:53
has plenty of them I think the one that
33:55
we're classically the most familiar with is going to
33:57
be a Tefarious Protection type of spell to save
33:59
us from And that card is so popular,
34:01
Tefarious Protection is so popular that I think it
34:03
looms really large, and it kind of obscures some
34:05
of these other fog effects that you could be
34:08
using. But Nathan wanted to point
34:10
out Mandate of Peace being a really tricky
34:12
one. Like, this is an
34:14
especially cool thing because of the fact that it
34:16
is shutting off your opponent's ability to cast spells
34:18
further on in that turn. But
34:20
Nathan also brought up one extra use application I
34:22
didn't even think of for Mandate of Peace, which
34:24
I really, really enjoy. It can be cast only
34:26
during combat, but again, it can be
34:28
cast during anyone's combat. So you can cast it on
34:31
your own turn, actually. If, for example,
34:33
on your second main phase, you're going to be
34:35
doing some stuff that you don't want your opponents
34:37
to be able to cast spells for. Like,
34:39
maybe you're setting up a... you're gonna combo
34:42
something out, for instance. So this is a
34:44
very, very cheap 50 cent
34:46
fog effect that I think is a little
34:48
bit overlooked just in general, and
34:50
also has some neat applications, even offensively, that I
34:52
think are worth looking at. Especially
34:55
if you're playing on a budget. Don't let the
34:57
big, famous fog effects loom so large that they
34:59
make us forget about cool spells like this.
35:01
This is a very, very versatile one. So,
35:03
Nathan, thank you so, so much for sending
35:06
in that challenge. Yeah, a fog with a
35:08
pseudo make your 8-drop uncountable in your second
35:10
main phase, that's pretty dang powerful.
35:12
I think people don't look at it as a
35:14
fog sometimes too, because it doesn't specifically,
35:16
say, prevent all combat damage like a traditional
35:19
fog does. But this is so good,
35:21
I mean, you can mess up people's combat
35:23
stuff, you can mess up the attackers, the blockers, anything like
35:25
that. There's a lot
35:27
of flexibility to this card, I think it's an absolutely great
35:29
challenge. Yeah, that's actually a really good point too. It doesn't
35:32
come up very often in the Scryfall searches, because if you're
35:34
searching prevent combat damage, then you're not
35:36
going to find that specific wording on this, but it
35:38
does have that use, it's very, very clever. And it
35:40
even exiles the attack abilities that your opponents are getting,
35:43
because it ends it, it's like... that's just really, really
35:45
neat. Lots to praise here, so, again, thank you so
35:47
much, Nathan, for the challenge. And, guys,
35:49
with that, I think we're going to move back into our
35:51
main topic. Matt, where are we
35:53
going next? What's the next thing that we love to
35:55
see in Design Trends? So,
35:57
we've talked a lot about... trend
36:00
that we don't like is how commanders will
36:02
sometimes solve themselves. They have some
36:04
way to trigger their own reward system a
36:07
lot of times. So you just have everything's kind of
36:09
stapled onto one specific card. But
36:11
we really really like it when commanders don't
36:13
have to solve themselves. Maybe they have either
36:15
the setup or the payoff and you
36:17
have to pick one or the other. Who
36:20
would have thought you actually had to make
36:22
an impactful decision when choosing your commander? Oh
36:25
man, this is a huge one for me and it's
36:27
kind of like, okay, can I be honest? This is
36:29
actually kind of my way of sneaking in a gripe
36:31
that I have rather than praising a thing that I
36:33
love. But like it can be both. It can be
36:35
both. Okay, but like yeah, yeah, commanders
36:38
that are just flowcharts do
36:40
get a little tedious for me. I want
36:42
a commander not a flowchart. So commanders that
36:44
are like suggesting a question rather than solving
36:46
their own equations means
36:49
a lot to me. It means a whole lot.
36:51
Like the fact that the gaffer doesn't gain life
36:53
itself. It just rewards you when you have gained
36:55
enough life on the end step or like Obniksla's
36:57
captive kingpin gives you reward when you deal exactly
36:59
one damage. But he is himself not capable of
37:02
dealing exactly one damage. Those are huge moments for
37:04
me. But I love seeing more of those. More
37:06
of those please. Give me commanders that don't solve
37:08
themselves. Well, by the time
37:10
this show airs we will have already
37:13
seen the new Vraska, the Silencer, the
37:15
creature version of Vraska who when
37:18
a creature in a point of control dies, you bring
37:20
it back into play if you pay a mana as
37:22
a treasure token. It's
37:24
no longer a creature, but it has like whatever static
37:26
abilities or activate abilities that creature would have
37:28
had. Vraska has Death Touch,
37:31
but like doesn't have any innate
37:33
way baked into that card to make
37:35
those things happen. So there's
37:37
also a bunch of different ways you can prove that. Do
37:39
you want to do fight effects? Take advantage of her having
37:41
Death Touch? Do you want to run, you
37:43
know, effects that make your opponent sacrifice multiple
37:46
creatures? Whatever. You get
37:48
the treasures, but Vraska herself doesn't
37:50
have it. It's not like it has a
37:52
tap assassinate ability baked in to give you
37:55
those those those death triggers that make
37:57
the treasures for you. That I think
37:59
makes for a much more interesting brew
38:01
than it does when everything is just there
38:03
on the card for you. Having
38:05
things be open-ended and letting you be creative with
38:07
it I think is just a much better design.
38:10
Yeah, well, and a similar one from Outlaws of
38:12
Thunder Junction, Kellan the Kid. I even got to
38:14
do a preview article about that with doing an
38:16
early deck tech, but Kellan the
38:18
Kid rewards you for casting spells not from
38:20
your hand but also doesn't have an inherent
38:23
way to put spells into
38:25
exile, casting them from your graveyard or anything
38:28
like that. So the payoff is there but
38:30
you don't have a chance to really set
38:32
up and enable it all on the same
38:34
card. And I think a lot of players
38:36
may be kind of shy away from it
38:38
because it requires you to do a little
38:40
extra work on cards like Raska, like Kellan,
38:42
but also it creates a fun challenge you
38:44
have to actually solve within the deck building
38:47
process versus everything's all together in one card
38:49
package. That's exactly it. Like I
38:51
like commanders that need a little bit of
38:53
support that don't because otherwise it just feels like
38:55
the commander is the only star of the show. And
38:57
yeah, I especially like
39:00
commanders that do flowchart their own
39:02
success, they
39:04
can become very, very commander centric
39:06
decks. And that can also be
39:08
its own like dangerous type of ruin. It can be
39:11
very, very rewarding. But it also like when all of
39:13
your eggs are in one basket because that basket is
39:15
doing everything that can create up some
39:17
types of gameplay that I do also want to shy
39:19
away from a little bit because I have I
39:22
enjoy having those commander ambivalent decks where the deck
39:24
can actually still do stuff even if the commander
39:26
isn't necessarily in play to do all
39:28
of its all of its own things. So like
39:30
it has extra benefits for that reason too, which
39:33
I think are just also fantastic to highlight.
39:35
I really enjoy seeing those types of designs when they
39:37
crop up and I'd love to see even more of
39:39
them. I love that like Zoyowa doesn't
39:41
allow like it doesn't descend itself all of
39:43
the new Sahili that sounds brilliant doesn't give
39:45
herself thopters to start copying. It just gives
39:48
you like here's a thing that you can
39:50
do. And now it's up to
39:52
you to find this stuff to do. And that's
39:54
just so rewarding. So I mean it's not even
39:56
to say that like commanders that aren't solving themselves
39:58
aren't popular either because Everyone here
40:00
is played against a Chatterfang Squirrel General deck,
40:02
but Chatterfang itself doesn't make the tokens, it
40:05
makes more of them for sure, but Chatterfang's
40:07
ability is one or more tokens would be
40:09
created under your control. Those
40:11
tokens plus that many squirrels are created instead.
40:13
So it doesn't have a way to actually
40:15
generate the squirrel itself. But it's also one
40:17
of the most popular commanders at this point
40:19
of all time. It's
40:21
a super common commander, it's super powerful, but
40:24
it also isn't finding a way to solve
40:26
itself. So it's not to say
40:28
that these types of commanders aren't powerful or popular,
40:31
they're definitely out there. My example
40:33
of this that I just always think of
40:35
is, years ago when
40:38
your commander died, it didn't generate a death trigger.
40:41
Right. Because there was a replacement effect before it
40:43
went to the command zone. And
40:45
I remember playing against someone who had
40:47
an Allenda the Dusk Rose deck back
40:49
before that change was made, and Allenda's
40:51
ability triggers on death. So in order
40:54
to take advantage of Allenda, you
40:56
had to actually let your commander go
40:59
into the graveyard where then you had to worry about
41:01
someone but you could vlogging it away or whatever. I
41:05
ran into someone who had an Allenda
41:07
deck that was filled with ways to
41:09
actually work around that and take advantage
41:11
of Allenda. It
41:13
was just a super fun experience to see
41:15
someone who dealt with that constraint, it
41:17
wasn't built into the commander a way
41:19
to do anything, and they had to
41:21
figure out how to make that deck
41:23
work and made it work, and it
41:25
was a satisfying experience to lose to
41:27
that list. I love that. That's
41:29
such a great example. And
41:32
that is, players really do enjoy a jet—magic
41:34
players are crafty, and if Wizards gave us
41:36
even just some random simic legend that was
41:38
just creatures you control plus encounters on them
41:41
are mutants in addition to their other types.
41:44
Who even knows? But immediately my brain starts worrying
41:46
about what does that do? What can I do with that? I
41:48
don't know. But it doesn't need all of the
41:51
other stuff to then flow from there. And also, you
41:53
can put counters here. And
41:55
whenever you're mutant, we don't need all of that. Sometimes we
41:57
just need one line of text to immediately activate our brain.
42:00
get us curious and see what we can do. So
42:02
this is also kind of my secret way of
42:04
saying I like when commanders don't have 48 lines
42:06
of text. But again, we're getting into
42:09
some other stuff that we've already talked about last week, I
42:11
think. So I'll move off of it. I'll
42:13
move off of it now. So one thing that we have
42:15
praised a lot on this show, and we're going to do
42:17
it again because why not, is the
42:19
evolution of partner as a mechanic. When
42:21
it first was introduced, it was very
42:24
open-ended. It led to some very broken
42:26
combinations. It's kind of taken over the
42:28
CDH space for sure. But
42:30
I just cannot say enough how
42:32
much I've loved the evolution of
42:35
partner as a mechanic or that turned
42:37
into partner with, whether it was background,
42:39
the doctor's companion, and friends forever kind
42:41
of the same type of execution there.
42:43
The way that they found a way to
42:45
take the feedback from how kind of broken
42:47
partner was when it comes to the commander
42:50
format and mold it into something
42:52
that's pretty dang awesome actually,
42:54
I just cannot say enough how
42:56
much I love the character arc
42:58
that partner's gotten. The character arc,
43:00
I love that description. Not since
43:02
the first season of Halt and Catch Fire,
43:04
I've seen like a complete turnaround. And that's
43:06
a deep cut for all four of you
43:09
out there who watched all four seasons of
43:11
Halt and Catch Fire. I
43:14
genuinely like deeply disliked the
43:16
partner mechanic after the first
43:18
iteration. I thought so many
43:20
of those original 15 were very generic
43:23
and very powerful and they just led to people
43:26
mixing and matching the most broken combinations to
43:28
create the most broken decks. And
43:30
for me at least that doesn't lead itself to
43:32
remotely interesting gameplay. And they've completely turned me around
43:34
on the variants of the mechanic since. And even
43:36
with the switch to the model color ones from
43:39
the second series of open-ended partner
43:42
commanders we got, they
43:45
just have started building them in a way that
43:47
I think leads to much more interesting decks for
43:49
me in the way I want to play than
43:51
that original sequence of 15 that were
43:53
just generally useful in
43:55
whatever color accommodations you wanted to
43:58
build your deck around. And
44:00
not only that, but like how flavorful those
44:02
evolutions have been as well is especially impressive
44:04
to me. It doesn't feel like they changed
44:07
it just because they needed to change it.
44:09
It feels like they changed it because that's
44:11
what this particular variation deserves. Like that's one
44:13
of the things that I love so much
44:16
about the backgrounds, for example. It is a
44:18
way to draft commander, which you need that
44:20
color flexibility when you're drafting. It's so important
44:22
to have some type of partner-ish thing for
44:25
drafting. But also a background
44:27
for a D&D character. Of course. It
44:29
just fits so logically, so immediately. Like,
44:31
oh, yeah, or the doctor's companion. I
44:34
never even really was a big Whovian. But that
44:36
immediately makes sense to me. I immediately am anchored
44:38
to what that is going to do, what that
44:40
is going to be. It just makes so much
44:42
natural sense that I just... Yeah,
44:44
it wasn't done just because. It was done because
44:47
it was right, and that's especially what I love
44:49
to see. Well, and I want to give just
44:51
more praise to the R&D team. They took a
44:53
mechanic that, in a lot
44:55
of minds, it was kind of a failure. And
44:58
they were determined to make sure, like, we're going
45:00
to do it again, but we're going to learn,
45:02
we're going to do better. And I think it's
45:04
absolutely just proof that, like, there is feedback that
45:06
is being heard, put into practice, and just... The
45:08
game is better for it. Backgrounds
45:10
are amazing. I love backgrounds, just
45:12
in the 99, in the command
45:14
zone. And we never would have gotten that if they would
45:16
have said, okay, this didn't work, let's just move
45:19
on. No, like, they went through
45:21
iterations. They're doing better. So,
45:23
whenever people kind of get discouraged about the state
45:26
of design, they're learning lessons. They're
45:28
not going to stop doing something, but they're
45:30
maybe going to stop doing it as poorly
45:32
as it was in the first version until
45:34
we get something that is actually just great
45:36
for the format. Yeah, these iterations are delightful
45:38
to see. And Matt,
45:41
at the risk of us repeating ourselves again,
45:43
which this is a point that we've said
45:45
for probably, like, the past year... Again, again.
45:47
But, I mean, we also have to,
45:50
like, we can't not say it in this
45:52
episode. We keep talking about it, but, like, we like three-man
45:54
of rocks as well. We enjoy combined three-man of rocks. And,
45:56
like, they've been a lot of those too. And, like, sorry,
45:58
I know that we're a broken record. to this point, but
46:00
like where else? We gotta talk about it in this episode. We
46:02
have to. Especially
46:04
if they have a color pip in the
46:06
casting cost, so like they're limited to whatever
46:08
that particular guess. At
46:11
this point I have way more decks that are running
46:13
these than ones that aren't for sure.
46:16
Yeah, give us choices. Give us things that make
46:18
us look at our two mana rocks and go,
46:20
ah, do I want the efficiency or do I
46:23
want the cool thing? Do I want the glistening
46:25
sphere to proliferate my stuff or that gate watch
46:27
beacon to give me more things for my planeswalkers?
46:29
Do I want those? What's the one that
46:31
you use, Matt? The signpost? Misleading
46:33
signpost, yeah, from Wild of Eldraine. That
46:35
one is so stinking fun because it's
46:38
better than a fog because, yes,
46:40
it stops you from receiving the damage,
46:43
but also it makes your opponents receive
46:45
the damage that otherwise would have gone
46:47
through. Misleading signpost, I
46:49
love those cards so much. Matt, if
46:51
I may correct you, it lets
46:53
your opponents receive the damage they deserve.
46:56
Yes, that too. Yeah,
46:59
and there's a mana rock that if you draw it
47:01
late game you don't feel like, oh, again,
47:03
that's awesome. I love seeing that. That's
47:05
so cool. Yeah, when
47:08
the decision was made to start making those
47:10
three mana rocks and give them an upside
47:12
beyond just the Dark's Kilimanan destructible upside, give
47:14
them an upside to make it
47:16
a tough choice. Again, it
47:19
just comes down to choices are just better
47:21
and making you have to make a choice
47:24
in almost every situation makes for better
47:26
gameplay. Yeah, these are just really fantastic
47:28
things to see. And honestly, there are
47:30
probably plenty more so listeners, you're going
47:32
to have to let us know what
47:35
trends in design you've been enjoying seeing
47:37
lately. Are there any things that we
47:39
said we like that you're just like, no, I need
47:41
less of that. I'm also curious to hear about that
47:43
too. But guys, this has been
47:45
a really fun conversation. I like that we can go
47:47
from like, all right, here's some stuff we're like, hey,
47:50
Wizards, we're a little bit worried about. And now we
47:52
can also be like, but also here's more stuff
47:54
that we love, like, and focusing on the joy
47:56
of it. I don't know, I think that's absolutely
47:58
fantastic. So Matt, I'm delighted
48:00
to see more of your Misletting
48:02
signposty kind of things in the future. I hope
48:05
you get even more of them to be honest
48:07
I mean I hope Selfishly that I get more of
48:10
them because like there's just so many cool moments that
48:12
these types of cards lead to Anything to get
48:14
you to play more blue buddy anything to get you to
48:16
play That's not
48:18
the reason but that's that's that's
48:21
the cure not the disease Just
48:24
just the symptom of some stuff. Yeah. Yeah.
48:26
Yeah Like design trends that force
48:28
us out of our boxes is really what I'm trying
48:30
to say like get that to play a little bit
48:33
More blue get me to play a little bit less
48:35
graveyard, you know things that encourage us out of our
48:37
comfort zone These have been fantastic. So get me to
48:39
play basic lands Yeah, one of
48:41
these days Dana Some day something.
48:43
All right with that We're gonna call this episode
48:45
to a close of fellas if our listeners want
48:47
to get in touch with us Where is that
48:49
they can find us all Matt so you can
48:51
find me on pretty much any social media platform
48:53
at mathemas 55 That's mathemus 55 and don't forget.
48:55
We are proud members of team ultimate guard So
48:58
if you want some of the best deck accessories
49:00
best deck boxes sleeves for your cards all that
49:02
and more check out ultimate guard Just the best
49:04
out there and Dana. How about you? You can
49:06
find me on the interwebs at Dana roach I'm
49:09
writing articles for EH rec and commanders Harold You
49:11
can find all of us together at patreon.com/adh rec
49:13
cast and you should get a find us at
49:15
a few upcoming Magic events the
49:18
next ones coming up would be the command fest
49:20
in San Francisco and Seattle and I'm Joey Schultz
49:22
You can find me at Joseph M Schultz online
49:24
I spend most of my time on Instagram these
49:26
days It's more fun over there and you can
49:28
find the cast at EDH rec cast everywhere online
49:30
Plus you've got a question for us You can
49:33
contact us at EDH rec [email protected] our thanks go
49:35
out once again to chase for their Fantastic work
49:37
in the post-production of the show you can find
49:39
them online at mana curves and listeners We'll be
49:41
back at you next week with more data and
49:43
insights But until then remember EDH rec your deck
49:46
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