Episode Transcript
Transcripts are displayed as originally observed. Some content, including advertisements may have changed.
Use Ctrl + F to search
0:09
Hello and
0:11
welcome to the EDH Wreckcast, where
0:13
we're all about commander, data, and dad
0:15
jokes. I'm Joey Schultz and I'm joined by my
0:17
fantastic co-hosts. Up first,
0:19
he wishes that the card Donna Noble
0:22
had the creature type Noble. It's
0:24
Matt Morgan.
0:25
I was talking to my friend's sons the other day and
0:28
I told them, actually, I can do magic. I can do some telekinesis.
0:31
And they said, well, Uncle Matt, can you show me? I said, I
0:33
can't show you because then it would be telekinefuse.
0:37
Oh, that
0:39
one took me a moment, but that's adorable. Telekinesis.
0:42
That's super funny. I love that. I mean,
0:44
they are cute kids and all, but sorry,
0:47
the cat's out of the bag on that one. I couldn't show them my magic
0:50
tricks. That's great.
0:52
All right. Up next, he cast the
0:55
spell once upon a time, and when he did,
0:57
he flipped over the top cards of his deck and revealed the card
0:59
twice upon a time. It's Dana
1:02
Roach.
1:03
I'm actually taking a trip next
1:06
summer to Europe. I
1:08
think Switzerland is a place I want to see the
1:10
most. I'm not sure why, but
1:12
the flag's a big plus. Another
1:15
pirated dad joke from the early years
1:18
of doing dad jokes on this
1:20
podcast. But Dana.
1:22
I was going to say. This is a reboot
1:25
of Matt's. A remix. Okay.
1:27
Oh no. Yeah.
1:30
I love that Matt has this just absolutely
1:32
analytical, like, no, I know that I've done that dad
1:35
joke before. He has it logged. He
1:37
has a perfect memory for it. I don't know
1:39
much about names and dates, and
1:41
especially this game, but I remember a dad
1:43
joke. Yeah. It's
1:45
just like, don't know all the new cards necessarily, maybe even
1:48
some face blindness in there, but dad jokes,
1:50
that's on lock. Mine is a steel trap for
1:52
dad jokes. A steel trap. That's so terrific. What
1:55
is it that we're talking about in this week's episode,
1:57
man? We're
1:58
going to be talking about a risky.
3:59
is cards that we're not
4:02
gonna talk about? I think there's
4:06
a collection of cards that might get
4:08
lumped into this, but I don't think they really
4:10
are. The main one to me is
4:13
EDH Staple Chaos Warp. Chaos
4:15
Warp's a risky card. There's a risk you
4:18
are going to flip over something
4:20
absolutely heinous and have it come into
4:23
play. But generally, the risk
4:25
and reward, that's just more often
4:27
than not, if you are willing to cast a Chaos Warp,
4:30
the thing that you are removing is probably
4:32
a serious problem, if not
4:34
a game ending problem. And maybe
4:36
something terrible will come into play, but
4:38
that's better than losing to that playstyle colossus
4:41
that you were trying to deal with that was coming at you, the hasted,
4:44
and going to remove you from the game.
4:46
You know, Chaos Warp also hits permanent
4:48
types of red can to really deal with most
4:50
of the times. There's a bunch of reasons
4:52
you run Chaos Warp. There's a risk to it.
4:54
But the risk is worth doing because it does
4:57
things that you can't otherwise
4:59
do in those colors.
5:00
And you will occasionally take a loss
5:03
from Chaos Warp because without having Chaos
5:05
Warp, you take the loss way more often. Tippled Strickery,
5:08
I think, is like that too. I mean, the spell
5:10
that you're countering is definitely worth countering.
5:13
Yeah, that's actually a good thing to clarify as well. There
5:15
are some cards out there that probably seem risky,
5:17
but in actual execution, they're definitely
5:20
worth it. So the bulk of this episode, yeah, we're not going
5:22
to talk about the Chaos Warp of the world, but I'm sure that there are other
5:24
examples of cards out there that maybe initially seem
5:27
risky, but we are playing because in fact, the
5:29
risk is mitigated by how it is that we
5:31
play or our deck building or the times that they're executed,
5:33
stuff like that. Well, I'm surprised that Dana
5:36
started off with saying Chaos Warp because your
5:39
life is a resource. And so Sylvan Library,
5:41
Black Market Connections, all of those types of cards,
5:44
I feel like that's kind of one of the big cards in just
5:47
the category of these where you're paying life
5:49
to get some sort of benefit. That's one of
5:51
the first big hurdles I think a lot
5:53
of new players get themselves into. It
5:56
is, why would I pay two life to have this land come
5:58
in and play untapped? It said
6:00
why would I pay for life to draw
6:02
one extra card? There's all those types of
6:04
situations where yes It initially
6:07
looks like a downside, but then when you see it kind
6:09
of executed to its fullest extent That's
6:11
when you're like, oh
6:13
I get it now But those are both cards
6:15
to were like when that downside becomes
6:17
too much You can just not do
6:19
it. You could just not draw the extra cards
6:21
Well, I don't do that very often.
6:23
I just keep drawing but you There's
6:26
a downside there you are paying a price but
6:28
when that price gets too costly you can just not do
6:30
it It'll be different if they were ones where they were forcing that
6:33
every single turn and there was a point
6:35
where it's definitely gonna burn You it doesn't
6:37
necessarily have to do that like there's there those
6:40
are cards that make you pay a price but I wouldn't
6:42
call them risky because When you get to the point
6:44
where there's a risk you could just not put yourself in that position
6:47
Well and also like in the case of black market connections
6:49
for instance paying the three life to get the three to changeling
6:51
token I mean that three two is probably gonna block
6:54
something that has more than three power So it is
6:56
in fact saving you life a lot of the time
6:58
when you use it in that way and paying life
7:00
to draw cards I mean necropotence I'm getting so
7:02
much going advantage off of that that the benefits
7:05
far far far outweigh the costs in basically
7:07
every single scenario I'd always be happy to see that
7:10
one Another that I'll
7:12
put in here would also probably be like Settle
7:14
the wreckage type of effects or a card that I
7:16
really enjoy is winds of abandon like yeah
7:19
Those are mass path to exile effects
7:21
You were giving your opponents a whole lot of lands and that
7:23
might seem risky But the times that you
7:25
play a settled a wreckage or a winds of abandon and
7:27
you can just crack back for lethal on an opponent
7:30
It's now completely empty board Girl,
7:32
they don't got time to use all the land that you gave them because they're
7:34
dead now So like in the actual execution
7:37
of those cards the risk is mitigated by the
7:39
times that they are Like necessary
7:42
and when they will appear so again Those are probably
7:44
some cards that like they seem risky and maybe
7:46
that you wouldn't want to put them into a deck But the times that I've seen
7:48
them played man have they swung a game completely
7:51
and often won a person in the game So that's
7:53
another example of those cards that might seem risky But are
7:55
actually totally worth the effort and probably
7:57
won't be the main focus of our episode, but we're spending a lot I'm
8:00
talking about the cards. We're not talking about this
8:02
is kind of funny Well, why don't we just jump in then to
8:05
some categories of types of cards on why we don't
8:07
play them because of whatever reason So
8:10
I know for me giving your
8:12
opponents any sort of just on board
8:14
power That I hate doing that giving
8:16
buffs giving just anything to your opponents. So
8:19
stuff like primal vigor to me Yes,
8:22
my deck likely is gonna be built to abuse it But
8:24
giving that door to for
8:26
opponents to walk through get a lot of power
8:28
out of it I don't love that we talk a lot
8:30
on the show about coat of arms coat of arms is
8:33
an overrun effect It's not an anthem effect and
8:35
there's a big difference in how those are executed
8:37
and why we would you know make that distinction
8:40
Yeah primal vigor being a doubling season
8:42
for everybody. I'm gonna
8:44
level with you that's probably like the reason that we
8:46
made this episode because Every
8:49
time that I've seen primal vigor in play It has not
8:51
won the controller of the primal vigor the
8:53
game It's fully like enabled someone
8:55
else to make either so many tokens or buff up
8:57
all of their stuff so much that someone else was able To
9:00
run away with the extra resources that that card gave
9:02
that it was just like that was a real
9:04
risk to put onto the battlefield And I like
9:06
the distinction there between that and coat of arms because
9:08
coat of arms is also a symmetrical ability But that
9:10
is again one of those cards that you can by
9:13
by choosing when you deploy it You can mitigate
9:15
that risk completely because you turned it into more of a
9:17
sorcery and then the game is over as opposed to a persistent
9:20
Thing on the battlefield. So there are things that can be mitigated
9:22
with timing and there are totally ways where primal vigor
9:24
could be one of those Cards, but in
9:27
general giving that symmetrical double
9:29
bonus buff to everybody at the table
9:32
I've seen opponents really really easily
9:34
abused that type of effect So even if
9:36
your deck contains more of the things that primal vigor could
9:38
abuse that is still a tough sell
9:40
to put into A deck I think at least in my
9:43
case For me personally
9:45
on a lot of these cards The reason I
9:47
don't like them is the feel of lack of
9:50
control Like I
9:52
don't know what my opponent is going
9:54
to do
9:55
with the buff. I provided them
9:58
That is out of my hands
9:59
I have done something and at that point
10:02
my opponents might possibly kill me based
10:04
on a thing that I did. Now,
10:06
coat of arms, I can't control
10:08
that necessarily except for you can
10:11
a little bit in the right deck. Like I've read this for
10:13
a lot of years in my Tower of the Sky Summoner deck because
10:15
I'm not playing this on turn four or something
10:17
and letting it sit there in the like, well, I
10:20
hope no one else has a bunch of creatures that they're going to attack
10:22
me with. I'm dropping this when I've ate drakes
10:24
out and I'm killing everybody before they
10:27
can take advantage of it. So like this is a card that
10:29
I have played in decks and the reason I
10:31
have put in decks is I can control
10:33
to a degree how much of a benefit
10:35
my opponents get
10:36
from it.
10:37
Evolutionary escalation works similarly.
10:39
You can put three plus one counters on a creature you control
10:42
and then put three plus one counters on a creature your opponents
10:44
control. I've got some control over
10:46
that. I put them on a creature that's going
10:48
to probably have some kind of a huge benefit
10:51
because it's in a plus one counters deck and
10:53
I may well have ways to double those counters or
10:55
triple those counters. Now I put the other three on
10:57
one of my opponents Sakura tribe builder that
11:00
is either going to get sacrificed and go away or
11:03
it's going to make them not want to sacrifice or
11:05
get the benefit, whatever. I have some control
11:07
over where those go. So that's
11:09
for me again the real difference in a lot of these
11:11
is how much control I have or I have
11:14
over how effective the card is.
11:15
Well, and a tragic thing about some of these is that often
11:18
risky cards are also like really fun. Like,
11:22
and like honestly that can be enough
11:24
reason to play them. If you want to sow a little bit
11:26
of chaos and into the play experience. If
11:28
that's what you're up to then totally lean into it completely.
11:31
And in fact, a card that we've mentioned liking
11:33
on the show in the past is crescendo of war, which is
11:35
a white enchantment from the very first commander 2011 set. A
11:38
white four man enchantment that says at the beginning of each
11:41
upkeep put a strife counter on crescendo of war attacking
11:44
creatures, not just your attacking creatures, all attacking
11:46
creatures get plus one plus oh for each strife
11:48
counter on this enchantment. But blocking
11:51
creatures you control get plus one plus oh for
11:53
each strife counter on crescendo of war as well. So
11:55
this is the thing that like hypercharges
11:57
all combat steps and it just keeps going.
12:00
bigger and bigger and bigger every single
12:02
turn. And honestly, the things that that
12:04
does to a game, the stakes that get increased
12:06
and increased, and it isn't a completely symmetrical
12:08
effect because there's a slight extra bonus for you, but
12:11
in general, it's definitely the case that
12:13
this is the thing that your opponents could totally abuse if
12:15
you are not able to control it like you were just saying
12:17
there, Dana. I think that this still could be fun to put
12:19
into a deck, but I've got a tokens
12:21
deck and as much as I've considered this one, it
12:24
has not made it into my roster. I
12:27
have not played it because I'm just like...
12:30
Man, it would be fun, but it would
12:32
probably blow up in my face too. Yeah,
12:35
and there's cards too, like Fractured Identity
12:37
that I certainly think this falls
12:39
into. It's fun, but is it good?
12:42
Probably not type of category where if
12:44
a card is worth spending something to get rid
12:47
of it, why would you want to give it to
12:49
the two other people at the table? And
12:52
yeah, you can do the phage trick where you give everybody
12:54
a phage, the one where
12:56
it enters the battlefield, and if you didn't cast it, you
12:58
lose the game. Well, yeah, that's all well and good,
13:01
but that's very narrow to put a card in your deck. Why
13:04
would you want to give somebody a creature that is worth
13:06
removing because that just means there's two more
13:08
on the battlefield you have to deal with? And
13:11
since this is a sorcery, you have
13:13
to deal with theirs before you
13:15
actually get to use the one that you got for yourself. And
13:17
I think that's why I know two
13:20
cycles of cards that I personally really
13:22
like in my decks. I know both of you don't
13:24
though, is the Vows and the Impetus
13:26
cycles where you're putting them
13:29
on creatures that opponents control and basically
13:31
those creatures can't attack you with
13:33
the Vows or the Impetuses where they're
13:35
goaded so they have to attack and they can't attack you
13:38
until there are no other opponents. I
13:40
like those a lot because like Dana
13:42
said, you have control over that. So
13:44
you're moving the board forward, you're controlling
13:46
what creature is getting that so you can choose
13:48
the most opportune thing. So if
13:51
you're giving it to some infecting
13:53
creature, well you can make sure that that player picks off
13:55
the other two players before you
13:57
have to worry about it. So it's a way to kind
13:59
of fog for yourself or just
14:01
make sure, okay, the rest of the board might be
14:04
scary, but I don't have to worry at least about this
14:06
specific thing, which a lot of times
14:08
is better than removal sometimes because you
14:11
still have to get rid of the other two players and that's what's
14:13
really motivating you playing these cards.
14:15
I'll clarify real quick. The Vows I'm
14:18
not a fan of. I do like the impetus cards.
14:20
Some of them are expensive, like the green
14:22
one is pretty expensive, but like I do have ghoulish
14:25
impetus and I think psychic impetus each
14:27
in a different deck. Yeah,
14:30
I do appreciate that those do kind of
14:32
turn a potential problem into a potential
14:34
asset and that is kind of neat. The
14:37
risk involved here I think is just like sometimes
14:39
the thing that you need getting rid of is
14:41
more of a utility creature or a commander that isn't
14:44
necessarily punching really hard or it's got
14:46
a tap ability and you're just like, dang it, I wish I could do
14:48
something actually. It's static ability is actually the thing
14:50
that's frustrating me right here. There are
14:52
a lot of people who are able to cleverly get around
14:54
the stuff that the impetus would do. In some cases it does
14:56
feel like, oh, I wish I had a proper removal
14:59
spell here, but the impetus is in
15:01
particular I am just kind of like, it's fun
15:03
to make that a you problem instead of a me
15:05
problem. Yeah.
15:08
Well guys, so far in this episode we've talked
15:10
a lot about stuff going outward, the
15:12
risk of giving your opponent stuff that can eventually
15:16
come back and blow up in your face or something like that, but
15:19
there's also another version
15:21
of risk that definitely needs to be examined
15:23
here and that's the inward level of risk.
15:25
The risk where potentially
15:29
Dana, those Sylvan Library-esque type
15:31
of cards do come back to bite you in
15:33
the butt because you've gone overboard with them or where
15:36
if your plan does not line
15:38
up the way that you hope it will, then you just
15:40
completely massively set yourself
15:43
back in potentially a way that you can never
15:45
come back from. So there are other cards like Shrekse
15:47
and Processor, for example, which is an artifact
15:49
that you can pay a bunch of life into to make
15:52
huge tokens. And in the right
15:54
deck, hopefully those tokens will life-link
15:57
you back up into getting all of that life that you spent
15:59
back or your you'll be able to use the tokens in such a way that
16:01
it doesn't matter how much life you paid. But
16:04
like if that thing gets blown up before you're able to
16:06
make any use of it, then you've just paid a whole bunch of life for nothing,
16:08
for example. So there are a lot of other cards
16:10
that are, the risk comes with their self-infliction
16:14
and how much you are yourself putting on the
16:16
line. Not something that's going on to other people that they could abuse,
16:19
but something where you maybe, your
16:21
eyes get too big for your stomach. When
16:24
I was first playing commander, a friend
16:26
of mine played almost exclusively
16:28
token decks. And he had Michaeloth
16:31
in almost all of his decks.
16:33
It's a fungus with Devour II and
16:35
at the beginning of your up keep you create a plus
16:38
one plus one green saproling token for each
16:40
counter on Michaeloth.
16:42
He got burned every time he cast it
16:44
because every time he'd be like, I'm
16:46
in a second place, you know, 90%
16:49
of my tokens I have out in place to
16:51
put as many counters on as possible and then like one
16:54
sword supply shares and it's
16:56
just all gone. So
16:59
yeah, this is a situation where like
17:02
absolutely there's a massive upside, but
17:05
how deep
17:07
of a hole are you going to dig to try
17:09
to take advantage of that? Well, there's all
17:12
sorts of cards that they look
17:14
flashy, they look really good, but then sometimes
17:16
they just don't even work at all. Like you can set
17:18
yourself back, you can just totally whiff. There's
17:21
all sorts of cards. One that I want
17:23
to play more often than I do is
17:25
Hunter's prowess and kind of along the same line, Soul's
17:28
majesty where you have
17:30
a big creature, you want to draw a bunch of cards from it. Well,
17:33
it's very easy. Okay, well, I'm going to cast this, I'm going
17:35
to target Soul's majesty, I'm going to target my
17:37
commander. Well, like you said, Dana,
17:39
a simple source of plowshares and all that benefit
17:42
is gone, all that work you put into it, it's
17:44
all for nothing. And so it's just, I
17:47
understand the allure to it because I fall
17:49
right into that, but sometimes it just,
17:52
yeah, you swing
17:54
for the fences and you just miss, you strike out. Yeah,
17:57
yeah, the risk involved with that one is dead. The
18:00
card is just like the dead completely
18:02
dead or the stitch in time
18:04
is another that comes to my mind in that vein a little
18:07
Bit where you flip a coin and if you win the flip
18:09
you get an extra turn and in a coin slip deck You can probably
18:11
manipulate the results a little bit and that's really good for you But if
18:13
you're just playing and is it deck I can't say I recommend
18:15
playing this one because what if you fail and you
18:18
just spent All card slot and a whole
18:20
bunch of mana on like I think that just like
18:22
straight up did nothing Nothing at all.
18:25
Yeah, I think that things like like the final fortune spells
18:27
There's there's also last chance and warriors Oh, I
18:29
think they're
18:29
all basically the same thing where
18:32
you take an extra turn after this one And then
18:34
you lose the game at the end of that turn I
18:37
mean There's I think
18:39
those don't see a good bit of play in like CED H
18:41
because they're used in decks where you're gonna
18:43
win Very often if you have an extra turn
18:45
then they're there you're being intentional
18:48
about using them in a situation where You're
18:51
going to win and those decks are explosive and
18:53
intend to function in a way where like You
18:55
can see that winning turn coming and you've set that
18:58
up Outside of that environment
19:00
There's a whole lot of variables to worry
19:03
about that make casting a spell
19:05
that just says you're gonna lose next turn if
19:07
you don't Kill everybody much more
19:09
risky than it is in the super competitive
19:11
environment Yeah There's ways that you
19:13
can get around like say you you plan on you know
19:15
having a delay trigger and you play sundial the infinite Well,
19:18
you can just have somebody blow up your sundial I
19:21
know right one of the wildest things I
19:23
ever saw when I was playing modern years
19:25
ago was somebody cast a pact of navigation
19:28
and Counter spell which is very
19:30
important But then somebody just stone
19:32
range their fifth land So they just pass
19:34
the turn they untapped and lost because they couldn't pay
19:36
for the pact of negation trigger There's
19:38
all sorts of just the you lose the
19:40
game triggers. I I feel like are
19:42
easy to Get tempted
19:45
into but sometimes players maybe
19:47
buy off more than they can chew when it comes to these types
19:49
of cards Yeah, and demonic
19:52
pact like you've got the four modes on that
19:54
one and you can't choose the same mode twice So
19:57
eventually like oh you get great benefits from it,
19:59
but then eventually If you haven't mitigated it, it will
20:01
lose you the game. Or like, nine
20:03
lives to mitigate damage, but then if you take
20:06
too many counters from it, then it also
20:08
will lose you the game. Lich's Mastery, there's a whole bunch of those
20:10
cards that are playing on a knife's edge, but
20:13
man, you'd better be really, really good
20:15
at manipulating them, because if you don't, your
20:18
own card will just completely kill you. And those
20:20
are fun! Those are really fun to try and build around.
20:23
But they're also tough. They're also tough to
20:25
try and build around. There's a lot of these risk
20:27
cards out there,
20:29
ones that might not work at all.
20:32
When we're talking about the final fortunes of
20:34
the world, we're going to get an extra turn.
20:36
There are some cards that just are dead
20:38
sometimes.
20:40
And this depends entirely
20:43
on
20:43
maybe your play style as well, but
20:46
I've
20:47
had really good luck with Council's judgment
20:49
of a voting card, but I've also
20:52
seen other people who aren't really used
20:54
to using it
20:55
have it absolutely do nothing.
20:57
So how often you play
20:59
the cards and what your plan is to can really
21:02
swing how effective they are. Yeah, very
21:04
much. Another that I've kind of encountered,
21:06
and these are ones that I feel like I always want to play
21:08
more of in my deck, are legendary
21:11
spells. But if I don't
21:13
have a legend in play, then I just cannot cast them. And
21:15
that is getting easier to do, because they've been printing
21:17
so many legends these days. But they are
21:19
just straight up dead spells if you don't have one of your creatures,
21:22
or maybe specifically your commander in play. And
21:24
that can feel pretty bad. The risk is a deck building
21:27
choice there. Or another that I used
21:29
to play a bunch of was Blade of Sells. I
21:32
had that in a whole bunch of decks, because giving Myriad to a creature
21:34
sounded really, really cool. But once you're down
21:36
to a one-on-one, that card is also just
21:38
completely dead. It does literally no single
21:41
thing for you. And that can also have
21:43
a bit of a feels-bad moment when you run into
21:45
those situations. And I can't lie, that
21:47
does affect me during deck building about whether or not I want
21:49
to play those things, because of the risk that
21:51
they maybe do nothing. And this is just
21:53
us talking about tokens and stuff. I
21:55
think this gets even more complicated when
21:58
we move into talking about... The risky
22:00
cards that actually give your opponents card advantage
22:03
in some way. Yeah. Those
22:05
are especially thorny. Those
22:07
ones make me feel even more like, uh oh, like,
22:09
can I afford to play these? I don't know. Yeah,
22:12
well if you want to talk about risky propositions,
22:16
Horn of Greed, it's so
22:18
fundamentally tied to what you're doing in the game of
22:20
Magic. You're playing lands and
22:23
letting people draw cards is
22:25
not really the way to go. This is another
22:27
card, and I feel like a lot of cards we're probably going to talk
22:29
about for the rest of the episode, they're going
22:31
to be cards that they served a purpose for a time,
22:34
but people kind of realized, man
22:36
Horn of Greed is great, but letting people draw cards and
22:38
like, oh, there's another landfall deck
22:40
at the table. So they're just really cranking
22:43
out all the cards and they probably end up drawing more than I
22:45
did. That happened all the time
22:47
and just all the howling mind
22:49
type of effects. Unless you're playing a group hug
22:51
deck, you probably don't want to be playing those anymore
22:54
because you have so many other ways that are more efficient
22:56
to not give your opponent's cards.
22:59
One thing I know, Joey, you love to point out is a howling
23:02
mind effect draws you an extra card, but
23:04
it draws your opponent's three extra cards every turn
23:07
and that just doesn't hold up when you're trying to keep up with
23:09
the benefits that you're giving out to other players. Yeah,
23:12
to clarify on that is like, if you view
23:15
your opponent as a single opponent, it
23:17
is like giving a single person three extra cards
23:19
in that regard. Not that a single person is drawing three extra
23:21
cards. No, no, no. Unless you have
23:23
howling mind and temple bell and dictated
23:26
crew fix and all that, like that whole game. Listen,
23:28
if you banned the top 200 draw
23:31
spells in EDH, I still
23:33
wouldn't run howling mind. Wow. I
23:36
would not have card draw in attack when
23:38
I'm howling mind. Really?
23:39
I think you are better off not drawing
23:41
cards. I'm better off being down one
23:43
cards and having my opponents be up three
23:46
cards on me. Like, how does it just not draw that I would
23:48
give my opponent three cards for no mana? Yeah,
23:51
I think that that's – I think it's true. Howling
23:53
mind is a terrible – with the exception
23:55
of like maybe some particulars deck
23:58
where like you're punishing your opponents for drawing.
23:59
cards or and that's your
24:02
playing group hug for the particular for the fun of it but like
24:04
strategically speaking how long mine is
24:06
a card where your deck is worse if
24:09
it's in it some bold words for like
24:11
a terribly popular card and I don't mean that
24:13
in like it's bad that it's popular but howling
24:15
mine is in a huge amount of
24:18
decks and so yeah that's not
24:20
to say it's not fun there's
24:22
situations where I get where like you want to create
24:25
that effect but I think it's a bad card there's 65,000
24:29
angry listeners right now and they're going to let you
24:31
know that you said that Dana well
24:33
so here's another thing that makes these especially risky
24:35
is I mean Matt you just
24:38
meant 65,000 decks is how much howling mine is showing up yep
24:41
smothering tithe is showing up in 373,256 set
24:46
time of recording so like yeah
24:48
playing some of these extra things it's not even just that you are
24:50
giving your opponents extra cards that they could use it's
24:52
that also at any moment of smothering
24:55
tithe which shows up in a quarter of decks that are eligible
24:57
to play it could come down and or really
24:59
start to abuse all of that extra card draw trigger
25:02
so I feel like I know what the answer to this one
25:04
will be but like Dana when you were talking about
25:06
you know the extra card draw for opponents your
25:08
thoughts on secret rendezvous my guy
25:10
the three-man-of-white source where you and target opponent each
25:13
draw three cards or yeah with
25:15
that one fella so I do
25:17
think secret rendezvous has that thing going on where
25:19
you can control it a little bit
25:22
you can target the person who probably
25:24
isn't a threat and I feel like very
25:27
often there's someone at the table that's
25:29
missed three land drops in a row and like
25:31
gotten burned by that last board wipe and hasn't
25:33
able to rebuild and and I
25:35
don't think you are going to like I
25:38
don't really for the most part believe you can make friends
25:40
in any age because
25:43
you'd made them draw three cards I don't think that's a real thing
25:45
that but I do
25:47
think you can like control that
25:49
to a degree and sculpt
25:52
it in a way that it benefits you way more
25:54
than a benefit to the other person that
25:56
said I think there's enough other good ways to draw cards
25:58
that maybe you don't even need to worry about
25:59
that? I'm not far off with
26:02
where Dana stands. Yeah, there's
26:04
always gonna be situations where maybe one person they
26:06
jump out to an early lead but then the rest of
26:09
the pot kind of gangs up to make sure
26:11
that they're beaten down, they're kind of brought back to
26:13
the rest of the pace and maybe they just
26:15
can't recover. So there's been a lot
26:17
of games I would say maybe even
26:19
half the games I've been in where one person just
26:22
gets set back so far and they just can't really recover.
26:24
Giving opponents like that a chance
26:27
to maybe catch up because you are, you know, Dana
26:29
said you're not making friends in a game of
26:31
EDH, you know, you're making friends because of EDH
26:34
but not in the game. Yes,
26:37
maybe you are gonna need that person to
26:39
help take out somebody who is a problem now
26:42
and so it's more it's not so much I'm
26:44
giving you cards or I don't want to give
26:46
you cards because I have to beat you it's because
26:49
I need you to have cards because we have to beat
26:51
this person and that's a situation
26:53
I think has come up a lot more than
26:56
anything else and Tenuous Truths is a similar type
26:58
of card as Seeker Rendezvous
27:00
where yes we're gonna
27:02
agree that I'm
27:05
not the problem you're not the problem this person is
27:07
a problem and we need to work together to do this and
27:09
so kind of incentivizing that
27:12
Tenuous Truths quite literally yeah
27:15
yeah I can see why these types of cards get
27:17
played because you're acknowledging
27:20
that hey we need to work together to
27:22
beat this common enemy yeah I
27:25
think wedding ring is another that potentially falls
27:27
into that where like there's a mutual benefit
27:29
going for that and I do like the interplay
27:31
that can happen from from those like it
27:33
sometimes you do need help taking down a mutual enemy
27:35
I totally get that the thing is you don't
27:38
always need need need that
27:41
and so for me when I see the Seeker Rendezvous showing
27:43
up in 41,000 decks I have
27:45
a little alarm bells in my head to
27:48
fully be transparent about where I'm at with this card I've
27:50
seen it four times in games of EDH and
27:53
every single time the person who got the free extra
27:55
cards has won that game because yes
27:57
maybe you needed help to take down a mutual
28:00
or something, but in so doing, you
28:02
have created another even more powerful person
28:04
potentially. So just from
28:06
my completely anecdotal situation here,
28:09
every time I've seen Secret Rendezvous occur,
28:12
it did not go well for the person casting
28:15
it. They did not end up winning
28:17
that game, and to me that strikes me as like a,
28:19
hmm, I think I personally
28:22
am going to avoid this one. That's
28:24
too risky for me. Well, and sometimes it just feels
28:26
good to be like, I drew three cards,
28:28
I'm going to, you know, give you three cards.
28:31
I've done a bunch of segues. Joey, would you
28:34
like to also do a segue of some sort?
28:36
So like, sometimes you need to throw someone
28:38
a bone when they are way behind. We're not
28:40
even done talking about the card advantage section
28:42
here, Dana. Come on, man. But
28:45
sometimes it just feels good to get a segue
28:47
in, Joey. It feels good to help somebody out who's struggling. We
28:51
thought you would want to do it for once, so. Alright,
28:53
fine. Well, instead of talking about Skullwinder
28:56
next, which I was excited to do, Dana, because
28:58
that has a similar vibe, instead, I
29:00
guess, I will take the opportunity and
29:02
have a secret rendezvous so that we can
29:05
segue into challenge the stats. How
29:08
very, very gracious of you. I
29:11
don't like this evolution of this bit
29:13
that we've been doing on the show, where instead
29:15
of stealing it, you've generously decided to
29:17
give it back. How magnanimous of you? That
29:19
makes me more uncomfortable somehow. I don't know
29:22
how you managed to pull that off. It
29:24
is a tenuous truce both within the cards and
29:27
between the three of us. This is,
29:29
I feel, this feels icky. Okay, well,
29:31
we're just gonna do it. Let's take a
29:33
quick break for challenge the stats, because there's so
29:36
much data on Ediatrek that we don't always agree
29:38
with, so we will be right back after this quick
29:40
break. Ugh, that doesn't feel earned.
29:43
How dare you, Dana? Hi, everyone. I'm
29:45
Nolan Sykes, and I'm one of the hosts of Past Gas.
29:48
Past Gas brings you a weekly episode about the most
29:50
amazing, scariest, craziest,
29:52
and weirdest moments in automotive history.
29:55
From Formula One to flying cars to
29:57
races through the jungle, we cover it all. on
30:00
Past Gas. You don't have to like cars to like
30:02
our show, you just have to like great stories
30:04
and larger than life characters. I'll
30:06
tell you what, Past Gas has a bunch of them. Past
30:09
Gas by Donut Media. Check it out.
30:15
My challenge this week is brought to us by MJ
30:18
Brown. Hey Transporter, thank you very
30:20
much for supporting the show MJ, we appreciate it. MJ
30:22
says I was building my Fight Club deck using
30:25
Naeth of the Dire Hunt, and
30:27
I realized that having a lot of incident sorcery
30:29
fight spells made Naeth one of the best
30:32
sources of card draw in the deck. So Naeth
30:34
is a human warrior, a 3-3, and whenever
30:37
one or more creatures you control fight or become
30:39
blocked, you draw a card. MJ
30:41
says I wanted something that acted like
30:44
her, so if she got removed I could still
30:46
draw more cards. Hence I fell upon
30:48
Gnarlback Rhino. Gnarlback
30:50
Rhino was two green greens, so same casting
30:52
cost as Naeth. It has trample, and
30:54
it says whenever you cast a spell that targets Gnarlback
30:57
Rhino, draw a card. It's currently
30:59
only in 28 of about 2500 Naeth
31:02
of the Dire Hunt decks.
31:05
It's a simple common 4-4. He triggers
31:07
every time he is targeted by a fight spell,
31:10
so having 15 or 20 fight spells in the deck
31:12
means you're going to get your fair share
31:14
of card draw off him, and as a 4-4 he's probably
31:17
going to survive most fights as well. He
31:19
makes a really great backup for Naeth
31:21
if you have a commander who's either been removed
31:24
or stolen or who is just too expensive
31:26
to recast after having been knocked out
31:28
multiple times.
31:29
So yeah, I am very
31:31
much on board this. It's a
31:34
card that does exactly what you want your
31:36
commander to be doing. It's a perfect backup for it,
31:38
and it's only in 28 decks. It should be in way more for
31:40
sure. So thank you very much MJ for your
31:43
contribution and for supporting the show. Sweet deal. We'll
31:45
all move to my challenge next,
31:48
and this is one that
31:50
came up in the last weekend
31:52
that I was playing at the Portland Command Fest.
31:54
I played against a bunch of fantastic listeners,
31:57
had some seriously truly amazing games
31:59
there.
31:59
There was a couple of cards that came up in a game
32:02
against a player named Lily, who I really
32:04
wanted to shout out here. This was a
32:06
younger player who had a really fantastic
32:08
Thalia and the Gitrog Monster deck, which is
32:10
that odds on deck that lets you sacrifice stuff to draw
32:13
all the cards. And Lily made excellent,
32:16
excellent use of Audric and
32:18
Majestic Muryark, which
32:20
are those really fantastic things that help
32:22
you spread around or gather a bunch of amazing
32:25
keywords from your team. So Audric Lunark
32:27
Marshall, for example, that's the four-man-a-white human that shares
32:29
any keywords that you have on one creature to
32:31
all of your creatures. And Majestic Muryark
32:34
is that green bird-looking kind
32:36
of creature that absorbs any keywords that your team
32:38
has. And it also, its power and toughness
32:40
are equal to double the number of creatures that you control, so it
32:42
hits like a truck. And when Lily got
32:44
these cards in play, it was just so
32:47
much damage, particularly because Thalia
32:49
and the Gitrog Monster, the commander right there,
32:51
has First Strike and Death Touch. So
32:54
like, suddenly none of the players at
32:56
the table were ready to block, like, anything
32:59
that she had in play. And then she played like a
33:01
single Birds of Paradise with a gift flying, and
33:03
then suddenly we couldn't block anything. Cards
33:05
like Audric or Muryark are pretty
33:07
common maybe in cards like, in decks like Cathril,
33:09
for example, since that's a deck that is already themed
33:12
around sharing tons of keywords. And we also
33:14
tend to see Audric in, like, some mood force
33:16
of descent who also has amazing keywords that you want to share around
33:18
with the whole team. But I also just want to take a leaf
33:21
out of Lily's book here and sort of encourage
33:23
folks to consider these cards for any commanders
33:25
that have multiple cool keywords. Like,
33:28
Wilson, Refined Grizzly has Trample
33:30
and Vigilance, for example. But the Muryark
33:32
and Audric don't appear on any of its pages
33:34
where it has a green or white background pair. Or I
33:37
think Dristourden would especially be powerful
33:39
for both of these cards, because Drist has Double Strike
33:41
natively, and Drist makes
33:43
a token that has Trample. So that's really cool
33:45
stuff for these cards to absorb. So
33:48
give Audric and Majestic Muryark
33:50
a look for any commander that has a couple
33:52
of cool keywords. Lily proved to me
33:54
that you can deal a lot of damage this way, and I
33:56
agree with her that these cards have
33:59
plenty more homework. out there. Well I'll
34:01
wrap us up here with my picks. So one thing that I like
34:03
to do is look at commanders and then
34:05
compare it to a kind of a similar strategy
34:07
maybe that has a color or two difference
34:10
anything like that and just to get help on
34:12
maybe something that is missing from the commander's page.
34:14
So King of the Oathbreakers is one of the new
34:16
Lord of the Rings cards and I
34:18
know that Dr. Who just came out but I'm still excited about Lord
34:21
of the Rings and all the legends there and so
34:23
this Orzhov spirit is
34:26
it's fantastic and it has a lot of overlap in
34:28
the strategy as far as cards
34:30
like Millicent's Restless Revenant.
34:33
So that was one that came out when we
34:35
were in Innistrad last, it was a pre-con commander
34:37
and one card that is not showing up on King
34:40
of the Oathbreakers at all for all of its spirit
34:42
synergies but is showing up on Millicent
34:44
is Hallowed Spirit Keeper and
34:47
this card it's just such a
34:49
great fantastic creature that benefits from
34:51
playing a bunch of creatures having them in your graveyard
34:54
but also you're gonna create an army of spirits.
34:56
So Hallowed Spirit Keeper is one white white for
34:59
a creature avatar that with vigilance it says
35:01
when Hallowed Spirit Keeper dies create X11
35:03
white spirit creature tokens with flying where
35:06
X is the number of creature cards in your graveyard.
35:09
This is not showing up on King of the Oathbreakers page
35:11
at all and it's playing black if
35:13
you're playing against necromancers you'll know
35:15
that black decks usually have a lot of creatures in the graveyard
35:18
but why not play something that's gonna
35:20
benefit you from having that. Now I know Hallowed
35:22
Spirit Keeper is not a spirit itself it is an avatar
35:25
so there is a little bit of a line that you have to walk here
35:27
where you're making sure you're not diluting the amount
35:30
of creatures and amount of spirits that are in
35:32
your deck because obviously the King of the Oathbreakers
35:34
you want spirits in there so they can phase in
35:36
and out make more spirits but
35:39
I think with a card that has as much upside as Hallowed
35:41
Spirit Keeper it is absolutely a card
35:43
you want to consider it's in 28% of Millicent
35:46
decks but like I said it's not on the page
35:48
at all for King of the Oathbreakers you're gonna
35:50
make a whole bunch of them and the
35:52
tokens can phase in and out and it's gonna trigger King
35:55
of the Oathbreakers as well it's just it's a
35:57
fantastic way to make a whole bunch of spirits
36:00
have them go wide. I love
36:02
this card. Halas Spirit Keeper is a card I find
36:04
myself cutting but I wish I didn't and
36:06
I just think in King of Oathbreakers decks, you
36:08
want a whole bunch of spirits. Halas Spirit Keeper makes
36:11
a bunch of spirits so I think it's just a great match right
36:13
here. Yeah, I do like those cards that
36:15
are sort of a little insurance policy
36:18
on like if someone wipes your board, you've
36:20
got your board completely back again. Oh
36:22
yeah. Like and they're only like you know
36:24
usually we'll do insurance policies like oh here's
36:26
a selfless spirit. I'll sacrifice it to give my board indestructible
36:28
so that my board won't go anywhere but there are only
36:31
so many selfless spirits out there and another way
36:33
to make sure you still have a board left over is
36:35
with cards like that that if they die, well the
36:38
pinata pops and I've still got a whole bunch of stuff
36:40
left over so your board wipe didn't get you out of the mess
36:42
that you thought it would and so I
36:44
definitely like cards like that. That is a really cool pick.
36:47
Yep, me too. Alright, well I am going
36:49
to segue us back of my own
36:51
accord and setting instead of having it handed
36:54
to me by Dana, you rapscallion
36:57
because we were just talking about... I'm glad.
36:59
Holding
37:00
you responsible for this, I dare you. We
37:03
were just talking about cards like the
37:06
Secret Rendezvous and all of that and there are
37:08
a couple of other cards and this is one Dana that I know
37:10
you have actually run in your death touch
37:12
deck before probably because it was just
37:15
a creature with death touch but it was Skullwinder, the
37:17
green snake that when it enters you get a card back from
37:19
your graveyard but you also give an opponent
37:22
a card back from their graveyard. I mean
37:24
I've seen some pretty cool moves happen
37:26
with Skullwinder in a way that didn't necessarily
37:29
feel quite as like hugely
37:31
monumentous in the way that like three extra cards off of a rendezvous
37:33
has felt. I've also seen Skullwinder give
37:35
people back stuff that they definitely shouldn't have back
37:38
but I don't know, Skullwinder is a very political
37:40
card that I've seen used to pretty interesting
37:42
effect and I'm wondering whether that's a risky
37:44
card that Dana you have played in the past and do you
37:46
play it still? I do play it still. I think
37:49
it's one of those cards that you can control what's
37:51
going on and how I usually
37:54
wind up playing it is looking
37:56
at some situation where there's a very clear problem
37:59
on the board.
37:59
and
38:01
I maybe have some way to deal with something
38:03
and someone else has a way to deal with something and I
38:06
can usually do a I will play skull
38:09
winder right now and I will deal with
38:11
that problem if you use your Thing
38:13
in your graveyard to deal with that problem Mmm,
38:16
and people are usually willing to take you up on that kind
38:18
of deal and there's usually that kind of thing
38:20
in play There's usually something that you can
38:22
make a deal with someone Whereas
38:24
you will remove one thread of their move another
38:26
thread There's just almost always going
38:28
to be someone in a position that wants
38:31
to it was willing to make that
38:33
kind of a swap. So Again,
38:35
it's one of those cards that I think I have enough control
38:38
over the outcome It
38:40
works out favorably in my case. Gotcha.
38:43
See I'm torn
38:44
Yes, you're giving somebody and it
38:47
becomes a political deal sometimes but also if
38:49
you're just trying to get stuff back for yourself and just
38:51
kind of Picking yourself up by your bootstraps
38:54
or anything like that. You have a turn of witness You
38:56
have a few different variants of that
38:58
at this point where sure yes for
39:00
a death touch specific deck Then yeah,
39:02
that makes sense to have school winder in there But
39:05
if you don't want to be giving your opponents any
39:07
cards back from their graveyard You
39:09
don't need to be pulling school winder There's a bunch of other
39:11
ones that you can be playing if that's the type
39:14
of gameplay you're going for I think
39:16
it's much like that secret rendezvous thing
39:18
I said where you can definitely probably
39:20
make it work out in your favor Most
39:23
often or you could just run something
39:25
that always works out in your favor like eternal witness
39:29
Yeah, I think that like related to
39:31
these are also kind of the tutoring ones like
39:33
scheming symmetry and Wish
39:36
call talisman which are tutors But you also
39:38
like potential like you have to let your opponents
39:40
tutor as well and that one strikes me even more
39:42
dangerous like school Winder I feel like Dana you're right. It does
39:45
open up specific like
39:47
there is a Very delicate
39:49
but a very specific instance that that would come up
39:51
where you see that someone has like a path to exile in their graveyard
39:53
And you're like I want them to get that back so that they can use
39:55
it against the person that we need to get that Like that thing
39:57
off of the board. Whereas like a scheming symmetry
40:00
Like, you can say, like,
40:02
oh yeah, yeah, hopefully we get this kind of thing, but you don't really
40:05
know necessarily what it is that people are going to get.
40:07
And they could get just like the most powerful thing, as
40:10
opposed to a removal spell that they've already
40:12
used. Or the secret rendezvous, giving them, you
40:14
don't know what it is that they're getting. And so the
40:16
school wonder specifically giving you back something that, like, you
40:18
know, and that sort of baked into the deal
40:21
of you casting the card in the first place and choosing that
40:23
player. I think that that has a lot of extra
40:25
built-in safety mechanisms in a way
40:27
that I don't feel necessarily as good about the
40:29
others. And symmetry is a card that I know a lot of people
40:32
have used to amazing effect, because especially if your deck
40:34
is powerful enough to just abuse the tutor or the instant that
40:36
you do it and your clones won't even get a chance to draw that
40:38
card, then yeah, go ham, that can totally
40:40
happen. But I've already been
40:43
avoiding tutors kind of just in general, but especially
40:45
this one. Because I'm just like, you know what? I
40:47
can't trust that if I give Matt something real good
40:49
that it's not going to end up killing me in this game,
40:52
because that's just what Matt does with the good cards
40:54
in his deck, so I'm just too afraid to do it. I
40:56
mean, yeah, the solution to never
40:59
drawing bad cards is only playing good cards. That's
41:01
just... Somebody
41:03
said that once, and I feel like
41:05
I'm just going to take credit for it. Fun. There
41:08
is one, though, that does give opponents card advantage that
41:10
I've just been enjoying so much, and that's keen duelists,
41:13
where you're like enemy Bob
41:15
with another person, if folks know the Bob reference.
41:18
You and a target opponent will flip the top card of your decks,
41:20
and then you'll put them into your hand, but each other
41:22
will lose life equal to the mana cost of the other person's
41:25
deck. That's a little mental duel.
41:27
That one, I just love. I've got that in my Yannette deck,
41:29
so it's top deck manipulation, and I've been able to manipulate
41:31
it, but honestly, I'm having so much fun with it that I'm just
41:33
like, do I put this into other places? Because
41:36
you do get to choose every single turn, and
41:38
I don't know, I
41:40
just really, really enjoy it, and ultimately, you are getting
41:42
more benefits than anyone else's, so if you give it to
41:44
one person, then another person, then another person, you are still
41:46
ending up more positive over the long term
41:49
in this way. And so I really,
41:51
really enjoy that one. That's the one that I definitely
41:53
enjoy running. So that one, ooh, relying
41:56
on your opponents not to be playing big and expensive
41:59
creatures. creatures or cards or anything
42:01
like that. That's where I would be so
42:03
afraid of, I know I'm building my deck correctly,
42:06
quote unquote, but
42:08
I'm playing against myself and I have
42:10
a bunch of eight drops in my deck. That's
42:12
where it gets kind of scary. You have to be very careful about
42:14
who you're selecting to also draw
42:17
the cards because as we
42:19
noticed a few episodes back when the
42:21
average CMC in a deck
42:24
is going up again and so cards are getting
42:26
more expensive. Payoff cards are getting more
42:28
and more expensive to cast and so
42:31
keen duelist, I understand why
42:33
you would want to play this, but also you have
42:35
to be super, super careful with
42:37
who you're selecting because otherwise you could be taking a
42:40
hefty amount of damage. Yeah, I
42:42
think honestly if I'm being just completely
42:44
truthful, this is one of those cards that were like it's
42:47
just exciting enough that that kind of justifies
42:49
it for me. Fair, fair. The moments
42:51
that it creates are just like, you know what, this is
42:53
just dang fun. Like when you do the flip it's just
42:55
like there's a dramaticness to that moment in the
42:57
game and that's really what I'm enjoying the most of, but
43:00
also like the extra advantage even if it's a little bit dangerous.
43:02
Like this is a card where I feel like I'm willing to live dangerously
43:05
for the fun moments of whoa, but
43:07
it can create. Matt, we were talking about giving
43:09
other people tokens before when you mentioned Fractured
43:12
Identity. I'm curious what you think of like the
43:14
offering cycle, like Sylvan offering for
43:16
example. That's another pretty famous one, X and
43:19
a green. You give one of your opponents
43:21
an XX green tree folk and you
43:23
also get that and then you can give an opponent,
43:25
maybe the same one, maybe a different one, a bunch of elf
43:27
tokens and then you also get those elf tokens. So you are
43:30
ending up more positive out of this deal, but you
43:32
are giving away a whole lot of bodies. Is
43:34
that one that you as a green player have ever enjoyed
43:37
in your decks or is that one kind of like
43:40
giving away too much stuff and this could be,
43:42
that could turn against me? I've never
43:44
played any of the offering cards. I know
43:46
that I would say probably
43:48
before the format got so big when these were
43:51
originally printed for example, these
43:53
were much, much better. But even, so
43:55
stuff like this and even the Join Forces cards,
43:58
those also were kind
44:00
of they were very good for the
44:03
purpose that they were printed at in the times
44:05
like stuff like collective voyage for example where it was
44:08
one of the Joint Forces cards where everybody can pay
44:10
any amount of mana and you search the library for
44:12
up to x basic lanes where X is the total mana
44:15
that was invested that way and you put them on everybody
44:17
puts them on a battlefield tapped so it's nice
44:19
if you can get people to pay mana
44:22
to ramp you with the downside
44:24
of they're also ramping but
44:27
the downside of that can be so
44:29
massive you you really have to be building
44:31
your decks in a very specific
44:33
way to benefit from either the offerings
44:36
Joint Forces cards all of that because it's
44:39
not just you getting one thing somebody else is getting
44:42
just as much as you and it usually
44:44
want to limit how much you're giving out mm-hmm
44:46
that definitely makes sense a lot of this stuff
44:48
is very situational to like Sylvan offering being
44:50
a good example you know when
44:53
I run that in a generic token deck
44:56
probably not because even if I
44:58
maybe have access to Dublin season or parallel
45:00
eyes here or there and will on
45:02
occasion be
45:04
able to reap twice as much benefit as somebody
45:06
else because of a token doubler there can be times when
45:08
I don't do it all I'm doing is paying a
45:10
bunch of mana and losing a card to give my opponent
45:12
the same advantage I have
45:14
on the other hand if I'm like maybe playing
45:16
a Marwan the nurturer deck or something and
45:19
dropping seven elves in the battlefield
45:21
off of this is gonna give my
45:23
opponent seven elves too but it's also gonna put seven
45:25
counters on Marwan and then make her tap for
45:28
you know 22 mana or something absurd
45:30
like that that I can then use for some then
45:32
some other ginormous bit of advantage
45:35
so it's gonna depend very much
45:38
on
45:38
whether or not this one-sided
45:41
spell the spell that helps my opponents how
45:43
much more is it gonna help me and that's gonna
45:46
make a lot of
45:47
that's gonna be wildly dependent on
45:49
what your particular deck isn't how it's built well
45:52
a difficult part with some of that too though is that like there
45:54
it never hmm I can't okay I can't say never
45:57
sometimes it feels though that there are opponents
45:59
at Like you don't realize how dangerous it could be to give
46:02
them some of these things. Yeah. Because then they
46:04
might drop a single anthem next turn or
46:06
like, you know, a
46:08
moonshaker cavalry and like suddenly, uh oh. And
46:11
I didn't know that that was going to happen, but now
46:13
this is a problem. Or an astronaut's altar or a skull
46:15
clamp of some kind. And it's just like, oh, dang
46:17
it. Or you don't even realize how much all of those extra
46:19
blockers and extra sacrifice floater have
46:22
helped to insulate their Voltron player from
46:24
sacrifice-based removal, for example. So
46:26
like sometimes these things really can come up and bite
46:28
you. So like even the times that you are getting your
46:30
own advantage, it turns out that your opponents can
46:33
also have a lot of ways to abuse extra stuff
46:35
that you give them. I'd be remiss not to mention
46:37
some reanimation spells in this discussion too,
46:39
I think. Like incarnation technique
46:42
is one of my recent favorites. Uh,
46:45
side mana, you mill five cards and then
46:47
you can reanimate a creature from your graveyard. But
46:49
you can also demonstrate so that you get to copy it, but you also
46:51
make someone else copy it. And most of the time you
46:53
do have control over this. But sometimes, you know, you
46:55
could give someone something really good that they
46:58
happened to flip off the top of their deck. You
47:00
just usually will point it at hopefully the person who's
47:02
maybe just playing a couple of like elf mana
47:04
dorks and maybe won't get something, you
47:07
know, huge. And so this has been a really
47:09
successful card for me. Getting two creatures back is
47:11
very much worth it. There are some that I
47:14
don't always go for, though, like Exume.
47:16
That's the symmetrical reanimation spell for
47:18
only two mana. Everyone gets back one thing.
47:21
And that's that that one
47:23
feels a little bit harder to mitigate
47:26
for compared to some of the other like
47:28
bigger mastery animation spells. Like when I cast a living
47:30
death, I know that I'm getting the best benefit
47:32
out of that one in a way that Exume, where it's
47:35
just the one off, feels like it's a little bit harder to
47:37
really thread the needle as much
47:39
as I really want to. And
47:41
then I think also another one that I'm hit or miss
47:43
on is Command of the Dread Horde. I've seen some really
47:46
great success with that one, but it does so much
47:48
damage to you that it feels really
47:50
risky to me. And I feel
47:52
like I've usually aired towards other reanimation
47:55
spells instead. And let's be honest,
47:57
when it comes to just reanimating stuff, I'm going to
47:59
love doing it.
47:59
No matter what the last kind of
48:02
grouping here among this this
48:04
bunch of cards. I think we should maybe talk about
48:06
is wheels Okay,
48:09
so so my thought on the various wheels
48:11
and those are cards that make everyone You
48:14
know do a discard and drop some amount of cards
48:16
either a full new seven or the amount
48:18
They had in their hand or the greatest amount that an
48:20
opponent controlled or whatever a couple
48:22
different variants on that
48:24
I've seen a lot of games lost by
48:26
people who cast wheels over the years
48:29
I think people have a tendency to kind
48:31
of tunnel vision down on What
48:34
this wheel is going to do to my hand
48:36
without maybe thinking about the broader
48:38
implications about what it does to everyone
48:41
else's hand And everyone else's board state and
48:43
I think it's a result of that It's
48:45
result of people just kind of looking exclusively
48:47
at what it's doing to me and not thinking about
48:50
how this is impacting everything else Around them
48:52
Dana. I have fully seen people cast or reforge
48:54
the soul or a windfall into a smothering
48:57
tithes so like That's
49:01
that yeah, that doesn't feel good. Mm-hmm.
49:04
And that's one thing too. And I think that's why
49:06
smothering tithes is so heinously
49:10
Imbalanced because smothering
49:12
tithes you have to pay to mana in
49:14
order to prevent your opponent from gaining one So just automatically
49:17
you're investing more mana to then
49:19
it the opponents are getting That's
49:22
where it gets so out of hand
49:24
for me is if it were a one-to-one ratio
49:26
I would understand but two to one that's
49:30
Especially for something so fundamental is drawing
49:32
cards Everybody wants to draw as many cards
49:34
as possible in this game and punishing people
49:37
at that rate. Oh Yeah,
49:40
that's another that's another topic altogether We
49:42
don't need to bash or praise smothering
49:45
tithes more than we have More than
49:47
the entire community has yeah pretty much
49:49
wheels as a genre of deck I
49:51
think like it's very clear like oh they know how
49:53
to abuse this for sure Like
49:56
neckus are you're just like probably gonna wheel
49:58
into a wheel into a wheel into everyone dead. Exactly,
50:01
yeah. But like when it is
50:03
just sort of generally used as like, oh, I hope to refill
50:05
my hand because I'm playing mono red. I think that I've
50:07
seen some very dangerous situations where
50:09
it actually wound up benefiting other
50:11
players a little bit more. And that now
50:14
there are especially other forms of card advantage that
50:16
I hope that wheels don't need to be the only way to do it. Those
50:18
definitely strike me as a very risky
50:20
proposition that people can, I mean, heck,
50:23
even the fact that it fills up the graveyard for some players, like,
50:25
if you're playing mill
50:27
against me, girl, that's a risk too because I
50:29
will use my graveyard. So even mills can
50:32
be
50:32
like a risky thing there too. Yeah,
50:35
yeah. Or situations where like someone
50:37
is in
50:38
a situation where they are taking off
50:41
maybe about to win and you have an answer
50:43
in hand to stop them. And then the third
50:45
party does some kind of a wheel to reset
50:47
everything and then no one has
50:49
an answer. You know, maybe they,
50:52
someone draws well, maybe not. But like,
50:54
that's been a situation I've seen happen before too
50:56
where like, you are going to stop someone from
50:58
winning and it's prevented
51:00
by a third party casting a wheel. Yeah,
51:03
not even just giving people cards, but giving
51:05
people the opportunity to use the cards they draw
51:07
before you have a chance to. That's
51:10
also something that I see happen a whole lot is
51:13
somebody, you know, they cast a couple of spells
51:15
and then, well, I have this wheel and so they
51:17
tap out to cast the wheel and then they end the turn. They
51:20
don't have a chance to use any of the cards they
51:22
just drew and they are passing over to
51:24
somebody who is going to untap their lands. They
51:26
are going to have a full grip and that's when you
51:28
really come into these situations where you are actively
51:31
just handing over a whole lot
51:33
of benefit to three other people before you
51:35
have a chance to draw whatever benefit you happen
51:37
to get from casting that wheel.
51:40
Well, and Matt, you talk about like giving people the ability to
51:43
cast those things. I mean, what about the cards out
51:45
there that give extra
51:47
mana resources to your opponents, not just extra
51:49
cards in hand, but like fully doubling the
51:51
amount of mana that everyone's lands produce. Or
51:53
there's a really fun one that I've seen a whole lot, a descent
51:56
into Avernus, a red enchantment. Beginning
51:58
of your upkeep, it gets two descent counters. and then each
52:00
player creates treasure tokens and takes
52:02
damage equal to the number of descent counters that are on it.
52:05
And that will definitely speed up a game.
52:07
Like, it is producing very fun moments. But
52:09
also giving out extra treasures. That's extra mana for everybody.
52:12
You know, there are rites of flourishing cards to give extra
52:14
land drops. There are a heartbeat of springs
52:17
and you mentioned collective voyage earlier, I think. Like,
52:20
this can supercharge a game, but
52:22
sometimes supercharging a game gives
52:25
players like a really fast out into a
52:27
combo or something like that. And that
52:29
can be especially difficult to rein in or
52:32
to control. Yeah. And
52:35
one of the things about those kind of effects
52:37
that I don't love either is I feel like
52:39
there's a weird thing where they
52:42
disadvantage decks that
52:44
are built really well. For
52:48
example, if you've built your deck with a bunch of like,
52:51
with a really good curve and a bunch of efficient
52:53
draw and you're building up to this big game
52:55
maker series of spells you're going to use to win
52:57
the game. When suddenly everyone's
52:59
drawing five cards a turn, then having
53:02
that ponder in your deck that you've baked in
53:04
to be a way to bridge yourself from like
53:06
one step to the next and make sure you have lands in hand becomes
53:09
way less meaningful. And the person
53:11
who's just running some, you know,
53:13
poorly costed 8.8 that
53:16
they can now that they would normally
53:18
not be able to ramp out, but it's been enabled
53:20
by this, by this, you know, large amount
53:22
of mana that's been input into the game. I feel
53:25
like it's a situation where sometimes it punishes
53:27
good deck building and rewards quote
53:30
unquote poor deck building. I hate to say that,
53:32
but like deck building where you're like just
53:34
hoping, Hey, maybe I'll get to that point where I can start casting
53:36
all these nine drops and someone
53:39
else enables you to cast them all. Whereas
53:41
your efficient cards then become way less useful.
53:44
So yeah, I find that maybe
53:46
not
53:47
great to deal
53:49
with any game. You know, a lot of the stuff we've been talking about
53:51
for the, you know, a past couple minutes have been
53:53
like, this is the gambit of the group hug deck, right?
53:55
Where you are giving extra stuff to people and
53:57
you're hoping that you can indeed control.
54:00
what you give out, but sometimes it's hard
54:02
and it requires a definite bird's eye view of
54:04
knowing how people may end up using the resources
54:07
that they need or that you will give out
54:09
to them. And unfortunately, like giving
54:11
extra cards or extra mana resources are one
54:13
of the only like universal things that people
54:15
definitely do want when it comes to making political
54:17
deals. That and potentially like
54:19
removing mutual problems in my
54:22
experience with Group Hug, those tend to be the things that are
54:24
kind of the only stuff you can rely on as opposed to like,
54:26
oh, I'll give you a one-one. People don't necessarily always
54:28
go for that politically versus give
54:30
you a card draw. So that is the group
54:33
hug in particular is always like dancing on a knife's
54:35
edge because it could very much be enabling your opponents
54:37
just take over in a way that you cannot in fact
54:39
rein in. So it's especially difficult for
54:42
those decks, but there are plenty of decks that could use cards
54:44
like this. Well, in one card too, that I think
54:46
paces itself very well because whatever
54:49
an opponent gets something, you're also getting something when
54:51
it comes to mana. Curse of opulence, I
54:53
think is a card that really walks
54:55
that line very well because with a
54:58
lot of these other cards, we talked about how you get a
55:00
card, but everybody also gets a card. Well,
55:03
every mana that somebody gets, you also get that mana.
55:05
So the ratio keeps up and it paces
55:07
itself. So yes, with Curse of Opulence, you're
55:10
encouraging people to attack, but also it's
55:12
doing a couple things where you're getting just
55:14
as much mana that is given out to the opponents, but also
55:17
one opponent just can't get that. So you can choose the biggest
55:19
and scariest person. You're not getting
55:21
them any benefit where some of these
55:24
symmetrical effects would otherwise be giving them
55:26
mana, but also the
55:28
two opponents who do get mana, you just keep
55:30
up with that. So the ratio, the
55:33
pacing of Curse of Opulence, I
55:35
struggle to think that it's too much of a downside. Yes,
55:37
you are giving them a little bit of mana, but
55:39
you're getting just as much in return and the
55:41
best player doesn't get it. So for a couple of those reasons,
55:44
I really like Curse of Opulence. I don't think
55:46
it's a card that is super risky
55:49
because you're always pacing along with
55:51
what's happening with it. You're also not
55:53
just getting extra mana
55:55
off those gold tokens. In a lot of cases,
55:58
you might be running a deck that's...
56:00
Taking additional advantage maybe you're playing
56:02
jury master into review where your commander gets buff
56:05
on counters I've already sacrificed a thing. So now you're
56:07
making gold that's providing with mana That's also putting
56:09
counters on your commander Or maybe you're running some kind
56:11
of a artifact deck where things
56:13
get buff based on a lot of artifacts you control
56:16
So you're creating all this mana. That's also like buffing
56:18
other things based on you having artifacts. There's
56:20
just a bunch of Ways
56:23
to take advantage of them like curse of opulence
56:26
that maybe doesn't exist with a holy mind
56:28
effect or something You can really lean
56:30
into the ways that helps you
56:32
in a way that doesn't help other people Another
56:34
one that comes up sometimes is grasp of fate and
56:38
I think this is a card that I
56:40
Early on in our show was a little bit down
56:42
on because
56:43
the issue I had ran into with it was
56:46
Because you're hitting multiple
56:48
permanents and exiling them with grass of fate that's
56:51
three times as many people that have Have
56:54
a reason to remove grass of fate if
56:56
you're just like oblivion ringing something Then
56:58
you own the only person that wants to remove it and
57:00
get their thing back is the person has a thing that's been Ringed
57:03
with grass of fate. You have three people with
57:05
a reason to remove it until I saw
57:07
someone use it to remove a scary thing
57:09
And then hit someone else's like Demir
57:12
signet and a third person's, you
57:14
know, whatever it was The
57:16
other two people had no reason to remove it
57:18
to get that signet back So you so
57:21
what it wound up being was like, oh you can
57:23
just run this as an oblivion ring That
57:25
gets a little bit of extra value. You
57:27
just have to not be greedy with it But
57:30
that's the kind of thing that like you have to
57:32
sometimes play a card for a long period of time to
57:34
figure out how To really work we talked about working
57:37
around the downside I
57:38
missed that early on and it wasn't until I saw
57:40
someone else that knew how to work around the downsides
57:42
that I Then realized how to better
57:45
use that card Yeah I've had kind of similar
57:47
experiences where if you make sure
57:49
that the thing that is getting rid
57:52
of is Scary enough that the other two players
57:54
don't want it to come back Then you're
57:56
not really working against three other players
57:59
two players kind of except like, okay, you got something good
58:02
for me, but like that thing over there, that was
58:04
really scary. I don't want that coming back. And
58:06
so there's kind of an understood situation
58:09
where even the person who has the biggest
58:11
thing that was removed, they're also thinking, well,
58:13
I do want this back, but I also don't want them
58:16
to get their two things. And so
58:18
everybody's kind of invested in like, okay, let's
58:21
just let this be. So it really has to
58:23
be something incredibly valuable
58:25
to one specific person for them to
58:27
want to get rid of grasp of fate. They've had great
58:29
success with the card. Yeah, ultimately,
58:31
as with a lot of these, I think it does come down to
58:34
like, there are ways to mitigate risk in
58:36
the way that they're played specifically with like, the
58:38
timing of them. There are ways to mitigate risk on
58:40
any and all of these cards. And
58:44
I think like for that, like, these
58:46
are also just like, like a bunch of the
58:48
cards that we've read out, I'm just like, these are also just fun cards.
58:50
Like living a little bit on
58:52
that nice edge, like is
58:54
kind of awesome sometimes. And
58:57
sure, I don't like, some
58:59
of these are just like, I can see situations where
59:01
they would not work. So for the most part, I've avoided plenty
59:04
of these. But sometimes
59:06
getting more of that experience, like you guys were just saying,
59:09
is actually the important thing. And that
59:11
can help you lean into the fun of
59:13
them and find ways that they might be even better than you
59:15
thought that they were based on your first impression.
59:18
And so yeah, a little bit of risk
59:20
is how you get the good reward. So I think ultimately
59:22
a lot of these cards are worth checking out
59:24
more and more because
59:27
of the fun stuff that you can unlock with them.
59:29
So even if they're not necessarily optimized
59:31
and guaranteed to help you in all of the situations, the
59:34
times where they do shine, they might shine
59:35
brighter than what you're used to. And that could be
59:37
incentive to actually give them more of a try
59:40
than you have historically. What would be
59:42
interesting here too is like,
59:43
in two or three years, we might
59:46
come back and look at a couple of these spells through
59:48
a different lens. Maybe things in the
59:50
game will change that will like mitigate the
59:52
risk on some of them. Maybe we will find
59:54
out that some of them function a little bit differently once
59:57
we learn how to play around them like the grasp of fate
59:59
thing, for example.
59:59
So
1:00:00
a lot of
1:00:03
this stuff is changing, whether the game changes around
1:00:05
it or
1:00:06
how you change it or what you want
1:00:08
from the game changes probably how you want
1:00:10
to play these cards as well. So
1:00:14
none of this is necessarily set in stone. It's
1:00:16
always going to be in flux a little bit. Yeah, yeah.
1:00:18
No, I feel that. I think I find myself
1:00:20
wanting to try out a few more of these
1:00:23
in the future and we'll see whether
1:00:25
or not that pays off for me or if, like
1:00:28
the segues, it blows up in my face. We'll
1:00:30
find out. Listeners, we've got
1:00:32
to hear from you about what your favorite risky
1:00:34
cards are out there in the EDH world.
1:00:37
What are the things that feel a little bit like you're living on
1:00:39
the edge and are they worth it? Which
1:00:41
cards do you want to play and which cards do you super want
1:00:43
to stay far away from? You got to let us know. But
1:00:46
with that, we will call this episode to a close. So fellas, if
1:00:48
our listeners want to get in touch with us, where is it
1:00:50
that they can find you all? Matt? Matt
1:00:52
is anywhere social media can be found at Mathemist55.
1:00:56
That's M-A-T-H-I-M-U-S-5-5. And
1:00:58
don't forget, we stream Wednesday evenings. So make sure you
1:01:00
tune in to that over at twitch.tv
1:01:02
slash EDH RecCast. We have guests on
1:01:04
every single time that we stream and it's
1:01:06
always a super fun time. So tune in. And
1:01:08
Dana, how about you? You can find me on the interwebs
1:01:11
at Dana Roach. I'm writing articles for EDH Rec
1:01:13
and Commander's Herald. And you can find all
1:01:15
of us together at patreon.com
1:01:17
slash EDH RecCast.
1:01:18
And I'm Joey Schultz. You can find me online at
1:01:21
Joseph M. Schultz and you can find the cast online
1:01:23
at EDH RecCast. And if you've got a question for us,
1:01:25
you can contact us at EDH RecCast at
1:01:27
gmail.com. Our thanks go out once again
1:01:29
to Chase for assisting me with the post-production
1:01:31
of the show. You can find them online
1:01:34
at ManaCurves. And listeners, we'll be back at you
1:01:36
next week with more data and insights. But until
1:01:38
then, remember, EDH, rec your deck before
1:01:40
you rec your deck.
Podchaser is the ultimate destination for podcast data, search, and discovery. Learn More