Episode Transcript
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0:01
Greetings humans, you have
0:03
entered the command zone, your
0:05
destination for all aspects of
0:08
Elder Dragon Highlander. Enjoy
0:10
your stay. Hello
0:13
everybody and welcome back to another episode
0:16
of the command zone podcast. I'm your host,
0:18
Rachel Weeks. How's it, it's Josh Lee
0:20
Kwai. And today we are talking
0:22
about powerful
0:24
cards in Commander. Very powerful cards. Very powerful,
0:26
like there's a lot of powerful synergistic cards
0:29
in Commander, but there are some cards that
0:31
if you put in a Commander deck it
0:33
feels like they actually shift the
0:35
full power level of a deck, even
0:38
if you just add one or two of these
0:40
cards into your deck. Yeah, and you know, the
0:42
power level discussion is controversial, people have disagreements about
0:44
how to do it. I think you and I
0:46
aren't even on the same page about how it
0:49
all works. And so a lot of
0:51
people just see a single card and
0:55
make a judgment about the power level of the
0:57
deck based upon that one card. And so we're
0:59
gonna kind of dive into like how warranted is
1:01
that? Like if you see a mana
1:03
crypt, does that mean that the deck cannot be
1:06
a five or a six or whatever on the
1:08
power scale? What
1:10
cards do in our estimation sort
1:12
of vastly change the power level or
1:15
not? So I think it's gonna be
1:17
an interesting discussion, I'm excited about it. Yeah, we're gonna
1:19
talk about a lot of sweet, powerful cards
1:21
today. If you wanna pick up any of
1:23
those, you can do so while supporting the
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show by going to cardkingdom.com/command. Card Kingdom has
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a huge selection of magic cards. So every
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know that they have the professionalism and
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the team to handle all of that for
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you. We trust Card Kingdom with all of
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our card shopping. needs for building decks
2:01
for Game Nights Live and all of the
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decks that we build here at the Command
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Zone come from Card Kingdom. So support the
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show, pick up some sweet cards, go over
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to cardkingdom.com/command. And of course once you get
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those cards you don't want them to be
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damaged in any way, especially speaking of Mana
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So you want to protect that stuff, Ultra
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If you need it on your game board
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or in your game room they've got it
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and they've probably got lots of different versions
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with lots of different like pieces of art
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to you, pieces of art from the newest
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sets, they have the licensing agreement with Wizards,
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they have tons of deals on their website.
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Again, ultrapro.com/command. So if you want to protect
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your game pieces and make your game board or game room look
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awesome, Ultra Pro is the way to go. They're the
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best. I teased it a
2:58
little bit already but we are
3:00
reminding you that we're having a
3:02
Game Nights Live at MagicCon Chicago.
3:04
It's February 23rd on Friday
3:07
at 4 p.m. We are having
3:10
a big live Commander game featuring
3:12
us and also The Professor!
3:14
Yeah, it's his first ever appearance in Game Nights Live,
3:17
you do not want to miss it. He's very excited
3:19
about it, he's never been to a MagicCon before. I
3:21
like what you said there, Rachel. The
3:23
Game Nights Live performance is on the Friday, which is the
3:25
first day of the show, and we hear this from people
3:28
all the time, they show up on Saturday, Sunday, and they're
3:30
like, when's Game Nights Live? And we're like, we already did
3:32
it. So we're just trying to get that message out there.
3:34
If you are going to attend the con, it's a great
3:36
weekend, we're going to be there all weekend, obviously we'll be
3:38
there the other days, but the Game Nights Live, specifically that
3:41
performance is on Friday, so make sure you try and get
3:43
there on Friday. I mean, We're biased but I do think
3:45
it's the best part of the show. Yeah, it's a ton of
3:47
fun. So If you can at all catch the show, it is
3:49
worth that extra day for sure. Plus, it doesn't cost any extra.
3:51
We Get a lot of questions about if you need tickets or
3:54
if you need to reserve a seat. Nope, it's first come, first
3:56
serve. As long as you can get into the hall on Friday,
3:58
you can come see the show. The little
4:00
early make sure the that your seats. Yeah. Okay,
4:02
let's get into it. Oh well, it's
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ah fi away your in support of
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so is directly over a patron.com/command zone.
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There's tons of perks of being a
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we shot are one lucky patron every
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single podcast episodes and this one is
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dedicated. Through Andrew James, Ring Rose
4:25
Europe and are you definitely want
4:27
rocks all recovery like me? Yeah
4:29
the Surface and Ring Roses era
4:31
of Israel will mourn our own
4:33
for I phone him sort of
4:36
noom him to. Do. You judge
4:38
municipal your particular under Mr. Ah yeah Is
4:40
there another who hit his It's the big
4:42
question. Is this a go between the lead
4:44
us and the choir or officer who oh
4:46
this is interesting read have we ever since
4:49
that I don't think I've ever said that
4:51
requires my last day I met her is
4:53
just too or just trust my first name
4:55
I do have a middle name now because
4:57
I'm between their yeah exactly So people with
4:59
are perfectly is my middle name of mouth
5:01
or to assist. Them
5:06
and we talk about of the cool outside world. My sister.
5:10
Who reveals across his middle name
5:12
at the end up with a
5:15
thicker often? Oh man. Okay so
5:17
ah, I feel like in Casual
5:19
Commander like what when we think
5:21
about the matter with think about
5:23
precautions and then they're Cdh and
5:25
then there's this big months in
5:27
between that is as the Wolves
5:29
Commander just there's like And then
5:31
there's. Within. That big
5:33
mock there is is invisible line
5:35
that is like say or casual
5:37
commander and then there's more broken.
5:40
Like I've heard it called a like turbo. Commander.
5:44
Optimal. Have heard of? Yeah, yeah. Like
5:46
it insists, more supercharged acts are usually more
5:48
expensive. There are a little faster for that
5:50
are nazis? Yeah, they're not doing. Like
5:52
the best strategies in the games,
5:54
but there are you, the more
5:57
powerful. Cards and probably the average cat
5:59
castle to manage. commander player which is
6:01
sort of below this line. So
6:04
the cards that we're talking about today I think sort
6:06
of give you an estimation of where that line is.
6:09
It is very, you know,
6:11
it depends on your playgroup and everybody has sort of
6:13
a different idea of where that line can be drawn
6:15
and often that line is sort of drawn in salt
6:20
because people are like, your deck has more power, why does
6:22
it bother the line? And you're like, no, it's not.
6:24
It's below that line. And
6:26
so it's a very tricky thing to talk
6:28
about. So everything that we're talking about today
6:30
is relative but we're trying to give you
6:32
an idea of what cards sort of shift
6:35
up the power level and maybe push you
6:37
above that line into a more powerful casual
6:39
commander like a turbo casual. Yeah.
6:42
And as with everything, it depends is
6:44
the real answer to this question. But I think
6:46
at least sharing our thinking on how we sort
6:48
of tackle the subject matter when we're building our
6:50
own decks and thinking about power level and where
6:52
we want to sit will hopefully help some people
6:54
out there come to some sort of maybe, maybe
6:56
they can codify a little bit how they think
6:58
about it. I know it's been helpful
7:00
for me and I feel at
7:03
least pretty good about my own decks and
7:05
where I know they sit. Like I rarely
7:07
sit down at a game and I've misjudged
7:09
what my deck is. And
7:12
sometimes, you know, I feel like maybe my opponents have
7:14
misjudged what their decks are, but also sometimes it's just
7:16
impossible to tell with one game. So a lot of
7:18
times I just give them the benefit of the doubt.
7:20
It's like they said their decks are six, it's performing
7:22
very well, seems probably like it might be above that.
7:24
But at the same time, maybe they just got a
7:27
good draw and I can't tell from one game really.
7:30
So as always, and I feel like I say
7:32
this all the time, try and give people a break. But
7:36
yeah, if we want to sort of talk about
7:39
how we're going to refer to numbers here
7:41
and it's hard not to, on that one
7:43
to ten power scale, I
7:46
tend to think of a pre-con these days as a
7:48
five. And like the original pre-cons
7:50
they used to come out with are closer to a three. So
7:53
over the years, the pre-cons have gotten better because
7:55
they started in like 2011, And
7:59
you know, we are 12 years past that.
8:01
So somewhere in the middle years, they're probably closer to a
8:03
four and they've, I think, come to like
8:05
about a five these days. And then
8:07
a mildly upgraded pre-con or what would
8:09
be the equivalent of like you've changed
8:12
out 15 or so cards in a
8:14
pre-con? And that like one
8:17
of our budget upgrades, I would consider a six.
8:19
Yeah. Like not, you're not upgrading 15 cards
8:21
and you're adding manuscripts and the cards we're talking
8:23
about today, we're talking about 15 cards and like
8:25
you maybe put another 50 bucks into it.
8:27
You probably look through your collection and whatever you
8:30
happen to have, you kind of add it in.
8:32
Yeah. Again, we're not talking about the super
8:34
most powerful cards in the format here. Yeah. And
8:37
a seven is a deck that is you
8:39
have changed out enough that
8:41
it's not even really the pre-con anymore and
8:43
maybe has like the pre-con commander and less
8:46
than 10 to 15 of the cards that
8:48
were originally in it besides lands. And
8:50
you've really done a lot of work on it and
8:52
that's a pretty big step up, I think. And I
8:55
know everybody jokes that most, that everybody says their deck
8:57
is a seven and I do believe that like 80
8:59
or 85% of the decks in the format are sevens.
9:01
Like they can play together and they're about the same
9:03
power level. And then the one step past that is
9:06
what we were talking about was maybe supercharged
9:08
or optimized, I like to say. Yeah. Which
9:10
is, okay, now I've probably built this deck
9:13
from the ground up. There's probably almost nothing
9:15
left from the pre-con and I've added a
9:17
lot of very powerful cards. Yeah. There
9:19
could be a Manacrypt and an eight. Manacrypt
9:23
doesn't push you necessarily towards zero CDH
9:25
deck but that is probably the most
9:27
powerful that like quote unquote casual decks
9:29
kind of get. They might dip into
9:32
the very low nines but once you're
9:34
in a nine, that to me is
9:37
CDH but not top tier CDH decks.
9:39
Yeah, like second tier or off meta,
9:41
maybe dated CDH decks that still are
9:43
trying to compete on that timeline but aren't
9:45
necessarily updated to like the absolute current meta.
9:47
Yeah. And then 10 is of course like
9:49
a top CDH where you've checked the lists
9:52
and that's the list. If you have a
9:54
10, you've gone online. And you know it's
9:56
a 10. You know it's a 10 because
9:58
it is meant to be. As
10:00
powerful as decks can kind of get in the
10:02
format and I like to think of power level
10:04
like a deck can sort of Reasonably
10:07
play with decks that are within one One
10:11
step of it so a six can play with a five
10:13
and it can play with a seven is it advantage against
10:15
the sevens? No, but it can play and it won't feel
10:17
like this is not a game at all Right, you know
10:19
and a seven can play with an eight and can play
10:22
with a six but against a nine It's definitely like doesn't
10:24
really have a chance That's not to
10:26
say cdh is a weird thing where I've definitely
10:28
played in pods where like People are playing three
10:30
cdh decks and I have a in my you
10:32
know, my vials If
10:55
it was like three eights and a ten the tens
10:57
probably gonna win because it's just gonna combo out so
10:59
early and there won't Be able to stop it. They
11:01
just can't interact on that level Yeah So I like
11:03
to think of it I think in the old days
11:05
the power levels were a little different the format was
11:07
a little slower and you could play maybe two Steps
11:09
away, but it's contracted now where I think you can
11:11
play about one step away Like yeah, and eight can't
11:13
play with a ten But it would have a chance
11:15
against a nine and it really shouldn't be playing against
11:18
a six It'll just won't it'll just be a pub
11:20
stomping. Yeah. Yeah. Okay power level discussion. Yeah So
11:22
the cards that we're talking about today are we're gonna be
11:24
talking about like the difference between a six and eight Like
11:27
that that's sort of the power level Difference
11:30
that we're talking about between an eight and
11:32
a ten totally different cards But between those
11:34
like lower casual decks and the higher casual
11:36
decks These cards are gonna be the ones
11:38
that make the difference and it's like having
11:41
one to two of them in your six
11:43
and you Know ten plus of them in
11:45
your eight. Yeah is is where we're drawing
11:47
lines So all of that most decks
11:49
sit around seven. I think this is applicable to most
11:51
decks Yeah, sort of knowing like am I really where
11:53
exactly am I and it's a continuum, right? You could
11:55
be like a seven and a half like we just
11:57
talk about them in these ways and again more
12:00
art than science too. Exactly. A lot of
12:02
these cards have vibes. Yeah. We're reading the
12:04
vibes. Okay. That's
12:06
part of the discussion. So the first
12:09
category that we're going to talk about, the first group of
12:11
cards, I think is going to be the most obvious to
12:13
people. And I think it is maybe
12:15
the biggest factor in pushing your deck from
12:17
a six to an eight. And that's of
12:19
course fast mana. Yep. There's a lot of
12:21
different kinds of fast mana in the format.
12:23
I think the most recognizable is something we've
12:25
alluded to a lot, which is mana rocks.
12:27
Yep. Mana crypt specifically, we've already mentioned a
12:30
number of times. And that definitely
12:32
is a card I believe that feels like
12:34
if it is in your deck, it's difficult
12:36
for your deck to be a six. Yeah.
12:38
It's just that card alone is
12:41
so powerful that when you draw it early,
12:43
it totally changes how your deck plays to
12:45
a degree that makes it pretty
12:47
difficult for an
12:50
upgraded pre-con to feel even like it's an upgraded
12:52
pre-con. It feels more like it's a level or
12:54
two above that. Yeah. An
12:57
interesting thing here is, Sol Ring
12:59
is fast mana, right? Sol Ring
13:01
is 100% fast mana piece. It's a mana
13:03
rock. But because Sol Ring is
13:06
in most decks, 95%
13:08
of decks, right? At least it
13:11
doesn't really register on this. I don't think
13:13
a Sol Ring moves the needle of your
13:15
deck necessarily. But adding a mana crypt changes
13:17
the percentage of your deck that has fast
13:19
mana in it. So it just means that
13:21
you're dedicating two slots to very powerful fast
13:23
mana pieces. Yeah. Where like Sol Ring, I
13:25
don't know, you sort of expect Sol Ring
13:28
to happen in Commander. But Mana Crypt is
13:30
that second level where you're like, oh, you're
13:32
really trying to go fast. Yeah. And the
13:34
difference between one of a thing and two
13:36
of a thing is twice as much of
13:38
a thing as you had before. Right. Two X's a
13:40
lot. And so that's just twice as many
13:42
times when you're going to get off to a fast
13:44
start. And then you also have the possibility to do
13:46
something that a deck with just Sol Ring can't, which
13:48
is get both of them in your opening hand, in
13:51
which case you have a crazy start to a game,
13:53
which is going to happen some percentage of the time.
13:55
So your percentage like crazy starts just goes up. And
13:57
I think that's really one of the reasons or the
13:59
biggest reason why. Manicrypt on its own, I do
14:01
believe, is a card that single-handedly
14:04
should be factored into the power level of your deck. Right.
14:07
In addition to Manicrypt, there's a lot
14:09
of zero mana rocks. Chrome Mox and
14:12
Mox Diamond are the two that I
14:14
think of that are definitely, if they're
14:16
in your deck, I consider them a
14:18
higher tier casual deck. Both
14:20
of them pitch a card to give you a zero
14:22
mana rock that's half or one mana of any color.
14:25
And that's, again, more slots dedicated to fast
14:27
mana. It just means that you're more likely
14:30
to have a fast start. I
14:32
don't know. I'd be interested to hear. I don't
14:34
think Chrome Mox and Mox Diamond fit in the exact same spot
14:36
as Manicrypt in that if
14:38
you didn't have Manicrypt, you just have Soul Ring and
14:40
two mana rocks, regular stuff. And then
14:43
you have Chrome Mox in your deck also, but it's just
14:45
a one-off. That doesn't feel
14:47
like that deck is a ton more powerful
14:50
than the version of that
14:52
deck that just has a two mana rock in that same
14:54
slot because you are down the
14:56
card and you don't have enough redundancy for the
14:59
effect for it to really be like this huge
15:01
payoff because even those crazy starts where you go,
15:03
I have a Chrome Mox in my opening hand,
15:06
your deck's not necessarily equipped to take
15:08
advantage of it. It's when you have
15:10
Chrome Mox, Mox Diamond, Manicrypt. It
15:13
does indicate that maybe you have those other things and your
15:15
deck is very powerful, but I think it's possible to add
15:17
a Chrome Mox to a deck, and I'm not saying everybody
15:19
should do this, and
15:21
not really increase the power level that much. If
15:23
you see a player play a Chrome Mox, do
15:25
you assume they have a Manicrypt? I
15:28
assume their deck is powerful. If they told me
15:30
before the game, hey, my deck's a six, and
15:32
they go turn one Chrome Mox, I got
15:35
to be on it. They're like, hmm, alarm bells. Yeah, I
15:37
sort of don't believe you. I'm sort of going like, that
15:40
doesn't mean I think you're lying. I just think
15:42
this person's gauge of their numbers are different than
15:44
mine. In my mind,
15:46
your deck is already a seven and could possibly
15:48
be an eight just from playing that card. It
15:52
is possible to play that card in
15:55
a low-power deck, but
15:57
it's just unlikely. For sure. The
16:00
card you need to be aware that like they
16:02
are gonna set off alarm bells and your opponent's
16:04
that is specially be told them that it's effects.
16:06
Such a really good point I think if somebody
16:08
like all things being equal I have an early
16:10
creature out I'm an attack to play with the
16:12
chrome mox. That's fair I don't the you have
16:14
any like never complain about it and hopefully better
16:16
like a list my dad actually sexennio like when
16:18
him about artwork and the chrome mox. This happens
16:20
to fit in with the theme of the our
16:22
work there that's that's really get out of your
16:24
still hitting you for three.com a jagged than it
16:27
is assessed. ah. I think. Also, it's not
16:29
traditionally a man iraq, but it's repeatable. Source:
16:31
Of manner that gives you more manner
16:33
than it creates. So I think we're
16:35
going to consider carpet a Flowers also
16:37
in the sections yes where it's like
16:39
I consider i don't run purple flowers
16:41
been any household act for right now
16:43
because it does the same thing that
16:45
I mean it does were just suits
16:47
you into the. Next
16:49
the intellect turns return for earlier than
16:51
most my ducks need to be. When
16:53
it does it's thing is is similar
16:56
to a soul ring or America Pride
16:58
in his a thing that costs you
17:00
one manner. That often crates two, three
17:02
or more manner every single turn and that
17:04
is is on that parable. I agree, I
17:06
don't I am from the fires and next
17:08
but I. Won't. Call it like
17:10
the it's on anything That's baloney. At first I
17:12
was put in a deck that I want to
17:14
be a seven Me like I'm I say that
17:16
x a seven It couldn't have. Metacritic.
17:19
Couldn't have harbored flowers threatening yeah, and I
17:21
don't believe I have any sevens that have
17:23
that much the marks and either. yeah, don't
17:25
think so. Yeah, there's some that are on
17:28
the cusp of interesting and they are also
17:30
Moxon. And these Moxon means Americans Cossio that
17:32
would come to me. And so's Mox, Opal,
17:34
ad marks, Amber and both of these. We
17:37
neither of us really think that they're as
17:39
good as Com Os and Mclaren and. They.
17:41
Sort of fit a slightly different category.
17:43
Yeah, these are filled around. Mock says
17:46
that don't like they're they're gonna give
17:48
you more manner. But like the Mox
17:50
Opal requires that you have three artifacts.
17:52
Know it's like a build around artifacts.
17:55
Rock and It also. means to be played
17:57
on turn one it's not likely to make humana unless you're
17:59
a day Designated like ton of artifact decks
18:02
and then mox amber requires you to
18:04
have a legendary creature in play Yeah, so
18:06
it's harder to give you the mana on
18:08
those early turns where fast mana is really
18:10
really dangerous Yeah, it won't help you cast
18:12
your commander for the most part Which is
18:14
kind of a pretty big drawback right you
18:17
don't get your commander out early with mox
18:19
amber Obviously there are certain exceptions to that
18:21
rule. Yeah, I would be interested
18:23
if I'm building a deck and rogue rock
18:25
is in My command zone though does mox
18:27
amber become a thing where like I
18:30
can't have a rogue rock deck that I'm telling people is a Seven
18:32
if I have a mox amber in it I
18:34
so I had a rogue rock deck that I'd box
18:36
amber in it and it was just it was rogue
18:38
rocker chroma Which I played on game nights And I
18:40
think I think it had a mox amber in it
18:42
because I was like look at this cool synergy Yeah,
18:44
and it didn't have any other moxes And it didn't
18:46
have any but I was like this makes me like
18:48
gives me a reward for having this commander that doesn't
18:50
do anything So
18:52
I played it and you know it was just to get creatures
18:54
out so I could hit people a little bit faster But
18:57
it was like that in Sol Ring so
18:59
it had the fast mana package and rogue rock
19:02
really gave me that because it also I think I'd
19:04
had like springleaf drum and those other cheap
19:06
artifacts that take advantage of having a zero mana
19:08
commander So it did have some pretty serious
19:10
acceleration, but the wincon was Angels
19:14
so you think your deck could still be
19:16
qualified as a seven. I think it's probably
19:18
a seven I wouldn't call it innate it
19:20
doesn't interact on that level Yeah, it's just
19:22
interesting a rogok specifically means that mox amber
19:25
is guaranteed to be guaranteed a mox which
19:27
is very powerful Yeah, exactly so I again.
19:29
I it's about redundancy of the effect right
19:31
like yeah, yeah, okay interesting The
19:34
next category of course is mana dorks,
19:36
so they're similar rocks and dorks dorks
19:38
are creatures rocks are usually artifacts Or
19:41
enchantments I guess in the case of carpet of
19:43
flowers. Yeah, they don't have power and toughness It can't
19:45
be killed by destroy creature spells rocks Dorks
19:48
can and they don't have something to thickness.
19:50
Yeah, good point so deal big deal yeah
19:54
So mana dorks of course the most powerful ones
19:56
are Gonna be your one mana ones of the
19:58
Relanwar Elves and Elvish mystic. But I
20:00
think this category. Also includes will
20:03
Bloomed Hunter is probably
20:05
the most powerful. In
20:07
terms of like one and two men are
20:09
one yeah it's pretty good. it's the biggest
20:11
swaying and nana nerf but also this will
20:13
include like or circle of dreams thread which
20:15
is a guy as cradle on her creature
20:17
that's a huge amount of acceleration of on
20:19
trump or yeah but it costs so much
20:21
that it's like hard to put in the
20:23
same category grow up birds of paradise or
20:25
and when we I am all he had
20:27
the one minute ones I think are the
20:29
what we're talking about primarily but that also
20:31
includes your by things are holder answer at
20:33
and that kind of thanks How do you
20:35
feel are these in comparison to. The man rocks.
20:38
I mean, ah, but I don't think anybody there
20:40
was gonna say like you put a birds of
20:42
paradise in your deck and of a Marxist into
20:44
the power level of that that. Know that's the
20:46
interesting thing is like. Birds. Of Paradise
20:48
is just fixing and it's Iraq and it
20:50
works one turn. Slower rocks, Or
20:53
a full turn faster than manner dark.
20:56
Ah, big deal. But. We're
20:58
also talking about density here. Like I
21:01
think the more manner dorks you have
21:03
the sastre your deck wants to go
21:05
faster. that goes of course they give
21:07
you have. One.
21:09
Or two manner dorks you're like okay,
21:12
that's like ramp honor in a creature
21:14
decks few five or six mannered orcs
21:16
you're sitting towards the else Ball deck
21:18
was like a very powerful very snowball.
21:20
He strategy. Yeah. It's interesting
21:22
because we always talk about on the show
21:24
advocating a certain amount of ram pieces of
21:26
Zack and Now or in that you know
21:28
twelve his range I think is what were
21:30
these days saying you want but it. For.
21:33
The power level of your decks one
21:35
of the sort of rubric we use
21:37
is what turn as my dick normally
21:39
ready to win on and having a
21:41
lot more available to generally means you're
21:43
ready to try and win earlier. So
21:45
the density of sort of one man
21:47
oh man and are specifically one man
21:49
I'd say more than the rest although
21:51
you mentioned lieutenant which I think it
21:53
will be reception but yeah if you
21:55
if you have a decks. You
21:57
don't have the same necklace the I. am
22:00
I'm like I'm gonna add five cards to it
22:02
and you're like I'm gonna add five cards to
22:04
it and I add five Land of War Elves,
22:07
Eldritch Mystic, Birds of Paradise, Bloom Tender or something
22:09
else, Ever since Pilgrim, whatever and
22:12
you say I add five five to seven
22:14
drop creatures that are fun and gonna attack
22:17
My deck probably went up a power level or close
22:19
to it and your deck Stayed
22:21
the same or got worse or got slower. Yeah,
22:23
mine probably slowed down a turn while yours probably
22:25
sped up a turn Yeah, if you've added five
22:28
so but your odds of having one of these
22:30
on turn one is huge Give you three mana
22:32
on turn two It shoots
22:34
you into the late game a lot
22:36
earlier when you at that density now
22:38
the same scenario I add one
22:41
Birds of Paradise and you had one five to
22:43
seven CMC creature Doesn't really shift
22:45
the power level. Our decks are basically the
22:47
same as they were before and haven't changed
22:49
So it I think for the mana dorks
22:52
It's about density kind of similar to the moxon
22:54
almost where a one-off thing I think is fine.
22:56
It really is about having a lot redundancy. Yeah,
22:58
right. Yeah, absolutely It's changing the
23:01
consistency of your deck. Yeah, okay.
23:03
The next one is an interesting Well,
23:06
I guess we have a question here. How many mana
23:08
dorks do you think where's that line? I said five
23:10
as just a number I'm throwing out. I think five
23:12
is about right I mean like you're 20% to
23:15
have one in your opening. No, they're in they operate
23:17
they take up five out of a hundred It's five
23:19
percent. Yeah, you draw seven cards. What are
23:21
you with the likelihood you have one in your opening hand? 5050
23:24
I think yeah. Yeah And
23:27
you draw an 8th. Yeah, I think it's higher. I think
23:29
yeah, I think You
23:31
know if you took a normal deck with normal I'm ramping
23:33
at five I'm assuming there's some already there so did power
23:35
level But let's say your deck has zero ramp
23:37
in it and you're like I need ramp because you know And you
23:40
had five and Josh and Jimmy always say add ransom my deck What
23:42
am I gonna do and you pull out of your mana dorks and
23:44
you're like, I don't I currently have a sold ring That's it is
23:46
random and I put five in I
23:48
think it's you're not quite to the point where it's
23:51
that density is so high I think if you're like price 789
23:53
somewhere in there Once
23:56
you have that many one mana dorks or
23:58
two mana dorks you you'd significantly if it
24:00
can at least bed yourself up and you're likely to have
24:02
one in your opening hand most games. Yeah.
24:05
I think the big difference between like these
24:07
one-mana dorks and the two-mana signets that we
24:09
usually talk about is of course how much
24:11
like what turn they come down, what turn
24:13
they start working. Mana rocks come
24:16
down on turn two but don't really give you
24:18
additional mana until turn three because unless you have
24:20
like a one drop in your hand which you
24:23
may or may not. Yeah. Well and then even like a
24:25
signet wouldn't necessarily even be able to tap it on turn
24:27
two to cast the one drop. So
24:29
having the three-mana on turn two
24:32
means you've already ramped a whole turn earlier.
24:34
Yeah. So that's a huge
24:36
difference between rocks and dorks. Of course there's
24:38
like high risk, high reward because if there's
24:41
a board wipe, sign are a
24:43
ramp. Yeah. It
24:45
sets you back even farther. Yeah. I
24:47
think six or seven is probably where I'm like
24:49
that, okay, this is an elf deck where we're
24:52
really accelerating with creatures. Assuming you've still got a
24:54
few other ramp pieces and you're still at that
24:56
12 level or so. The
24:59
next category is rituals. Yeah. Which
25:02
is single-use sources of mana. So
25:04
these always give you more mana than they cost.
25:06
Yeah. If you're using them. You're
25:08
sort of trading a card generally and you're going to see
25:11
we're going to use that term loosely but generally you lose
25:13
the card in exchange for mana. So
25:18
a dark ritual is the most classic of these and
25:20
sort of, I guess black lotus is probably actually the
25:22
first one and I would classify black lotus as a
25:24
ritual but dark ritual is where we get the word
25:26
ritual. And it's just an instant.
25:28
You pay one black, you get three black. And
25:31
so you've traded that card, that card advantage for
25:33
two extra black mana because you obviously put one
25:35
in and got three back so you're up two.
25:39
So you can see with the lotus example
25:41
how we can kind of expand the definition
25:43
to include cards
25:46
that are not technically instance or sources.
25:48
In fact, you have mana vault on the list and
25:50
I think I had it originally in mana rocks and
25:52
you moved it down to ritual and I was like,
25:55
yeah, you're right. I think in a lot of decks
25:57
you see mana vault come down. It
25:59
costs one mana. and generates three and yes you can
26:01
untap it but there are many many games where you
26:03
never do. You just use it the one time to
26:05
get your commander out early or go off on a
26:07
turn and it's obviously better with
26:09
synergy if you can untap it and I get that but it
26:13
really is often a ritual. So it's
26:15
smart to put it in this category and think about
26:17
that way. Yeah I think people
26:19
think about Man of Alt wrong like
26:21
they think about it as a Man of Rock and you're like unless
26:23
you have a plan like you're gonna sack it or
26:25
you're gonna bounce it and replay it or
26:27
something this is single use. Yeah.
26:30
It doesn't make it bad. No. Just
26:33
be eyes open about it. Yeah you
26:35
just know it's not mana-crypt which is two mana
26:37
every turn. This is three mana now you have
26:39
to spend four mana or some other amount of
26:41
mana to get more mana out of it later.
26:44
So this is gonna be your jeweled
26:47
lotus, grim monolith and basalt monolith all
26:49
either cost less than they make and
26:51
don't untap or you have to sacrifice them
26:53
to do it. Yeah and also
26:55
the ability to sort of pay mana now
26:58
and save it till next turn is what
27:00
basalt and grim monolith do. So you
27:02
can almost think of it as like a delayed dark ritual.
27:04
It banks it yeah. Yeah so you bank it and you're
27:06
gonna get one use out of it. Man of Alt often
27:09
gets used that way. Play it now don't tap it this
27:11
turn tap it next turn and now I get three extra
27:13
mana in true not just two extra mana that I sort
27:15
of net from it yeah. Yeah.
27:18
So these are interesting because they're
27:20
not as to me
27:22
they're not as dangerous as Man at Rocks because they don't
27:25
give you a repeatable value and you do sort of have
27:27
to be able to use them. Like
27:29
they're not something you can just throw in your deck
27:31
and they'll be good. If you
27:33
don't have the card advantage to keep up with using
27:35
these then they cost you a card and they gave
27:37
you a little value but if you didn't take advantage
27:39
of it then you didn't get the
27:41
value out of it you're supposed to. So they
27:43
are a little bit more build around
27:46
but these kinds of cards indicate
27:49
to me that this deck is
27:51
designed to go as fast as
27:53
possible because we're spending a card to
27:55
go fast. And
27:57
traditionally fast decks are egg-rater.
28:00
And what they're trying to do is win the game
28:02
before card advantage matters, right? Card advantage is a longer
28:04
game play where you're just saying as the course of
28:06
the game goes on We're gonna slowly whittle away each
28:08
other's resources and eventually I'll have more to do than
28:11
you because I have more cards and This
28:13
is that opposite plan which is totally viable right
28:15
like as long as everybody signed up for it
28:17
There's no value judgment on it, but this is
28:19
the opposite plan I was like I'm going to
28:21
just hit you before you're ready for it And
28:24
I'm can probably knock you out and so what if you have
28:26
20 cards in your hand 20 cards I mean nothing if you're
28:28
dead. They're not on the board. Yep. Yeah. Yeah I
28:31
think the one here that we've talked about that
28:33
stands out for me is jewel jeweled lotus Yeah,
28:35
and it's kind of the Manacrypt of this section
28:37
to me where I do believe that a jeweled
28:39
lotus in your deck does Intrinsically
28:41
change the power level of your deck like it's hard
28:43
for me to imagine a deck That's a six that
28:45
has a jeweled lotus not that it's impossible But
28:48
just the fact that like that's a big
28:51
difference right three turns my commander comes
28:53
out three turns early And obviously we're
28:55
talking about in its best-case scenario But
28:57
the variants of like being
28:59
able to do that some amount of games You
29:01
know something like 10% of games you'll draw it
29:03
in the first ten cards Which is the first
29:05
three turns and if you've got a five or
29:07
six cmc commander Corvald coming
29:10
out that early is a lot different Yeah,
29:13
and even the ability to sort of it's not
29:16
dead later either the ability to like recast really
29:18
in Corvald Yeah exactly the ability to recast your
29:20
commander later and just this pays for the tax
29:22
and you can kind of do it out of
29:24
Nowhere is value so I believe that one sits
29:27
in a little bit of a different spot than
29:29
the other ones just cuz yeah It
29:31
just feels more powerful the rest of them
29:33
are sort of how you use them or
29:35
again the density of them if you have
29:37
a deck full of rituals now, we're a
29:40
storm deck now we're operating one big turn
29:42
and Hopefully that big turn
29:44
is significantly earlier than people are dealing with
29:46
you Which it generally means you're
29:48
a seven minimally probably innate if you're doing
29:50
some kind of storm strategy I had in
29:52
a functional storm deck at a seven that's
29:54
six. Oh my god. Yeah, that's what I'm
29:56
saying It's like a spell slinger deck, which
29:58
is usually based on like huge enchantments. But
30:00
out of the six, you can't be
30:02
storm, truly storming. Right. Yeah.
30:06
I just can't imagine it. Yeah. I
30:08
think you're totally right. If you're storming, then you're at least a seven.
30:10
I would think so. Yeah. Like, and
30:12
seven, we're talking about, like, you're running a lot
30:14
of acceleration pieces. And I, again, we have sort
30:16
of like a cusp section of
30:18
this one, which are cards that you see and you're
30:20
like, those are very powerful, but
30:23
aren't necessarily like, okay, this, there's no way
30:25
this is a six. Right.
30:27
So that for me is Basalt Monolith,
30:29
which is you're spending three and you're banking three later.
30:31
Like, yep, that's for one big turn. But
30:34
I don't know, it might have something to do
30:36
with Basalt Monolith is significantly cheaper like value
30:39
wise, like dollar wise than Grim Monolith. Yep.
30:41
And Man of All Two. And Man of
30:43
All Two. Oh my gosh. We'll talk, I think, near
30:45
the end about the effect that the price of cards
30:47
have on this because it definitely does. For sure. I
30:49
think it's impossible to remove that. So the cost of
30:51
a card is sort
30:54
of tied to the power level
30:56
of it in some ways. And of course, you know, your
30:58
brain can't help but factor it in a little bit. Yeah.
31:01
It's also three mana. So it like accelerates you
31:04
on turn four. If you haven't
31:06
ramped before that. Turn four, you can have seven, right? If you
31:08
go to a proper jewel, Basalt Monolith, then you want to tap
31:10
with four. You're like, okay, well that's scary. It's
31:12
pretty good. But you're
31:14
down two cards. You're down two cards. Yeah.
31:17
Yeah. So it's, Basalt
31:19
Monolith doesn't scare me as much as a Grim Monolith
31:21
or of course a Jeweled Lotus. It's
31:24
interesting. If I see Basalt Monolith, I think, oh,
31:26
you're going to combo with it in some way.
31:28
So it does scare me, but not because of
31:30
them. In a different way. Yeah, exactly. Some other
31:32
rituals that if we see them, I think it
31:35
would scare us are things like Simeon Spirit Guide
31:37
and Elvish Spirit Guide. And these are the cards
31:39
that you can discard from your hand to make
31:41
a mana. Exhale them. Yep. Exhale
31:43
them from your hand. So they, you're trading cards
31:45
straight up for one mana. One mana. Yeah.
31:49
But that's not actually that powerful of effect.
31:51
In Commander, yeah. It just denotes that your
31:53
deck, if you have the Hutzpah or whatever to
31:55
put that in your deck, then I
31:58
think your deck is probably very scary because. That
32:00
one mana means so much to you. What
32:02
are you doing with it? You must be
32:04
doing something incredible. Yeah. Because I've never seen
32:07
a casual deck that's just like, yeah, discard
32:09
an Elvish Spirit guide to cast, you know,
32:11
my commander one turn early and I'm not
32:13
doing anything broken for the rest of the
32:15
game. Yeah, no, it's they're getting Winota out.
32:17
It's what's happening. Yeah. Those are
32:19
very very powerful cards and like Lotus Petal does
32:21
exactly the same thing, right? It's one card for
32:23
zero mana that gives you one mana of any
32:25
color. Those kind of cards you're like, oh, oh
32:29
Yeah, if I see that it just
32:31
again, it's not that that cards powerful
32:34
it just implies. Yeah. Yeah certain power
32:36
Okay, there's two that we
32:38
talked about in red and this card the sex
32:40
card. I actually similar
32:42
to Mana Crypt and Jeweled Lotus,
32:45
I don't have in any decks Mana Crypt. I have in
32:47
a couple but again I would never call a deck below
32:50
an eight Or yeah,
32:52
I wouldn't put a Mana Crypt in any deck.
32:54
That's seven or below. It's got if
32:56
America's in this gotta be eight Yeah, and I sort
32:58
of feel the next same way about this next card,
33:00
which has made me think we should put on A
33:02
hot take. Yeah, Jessica's will is a card that I
33:06
start taking out of my decks that I wanted to
33:08
call sevens and just if
33:10
it's in there it has to be at least an eight in
33:12
my head I Don't
33:15
feel the same way about Jessica's well But I
33:17
do wonder if it's wishful thinking because this card
33:19
feels it's so fun to cast It's so fun
33:22
to cast Jessica's will really like I draw three
33:24
cards and I make six men and what can
33:26
I do with that? Yeah, then I cast the
33:28
three cards then you're like Incredible
33:33
but it definitely that is the kind of card
33:37
that Sneaks his way into
33:39
every single red deck if you don't put the cap
33:41
on it and it when it
33:43
gets cast you're like Oh, no, so it
33:45
has that sort of feeling that
33:48
makes you go Alright. Well,
33:50
I guess we're playing that way It
33:53
never feels like a Jessica's
33:55
will gets cast where it
33:57
doesn't just immediately tilt the scalp Tilt
34:00
the game, right? It's
34:02
just immediately that player, they're either going to win or
34:04
everybody's going to team up and stop them, but that
34:06
is just, that's the way. You almost never see a
34:08
Jessica's Will cast where it's just like, you
34:11
know, then game continues kind of as normal.
34:13
And the fact that it's three mana and
34:15
has that effect is what, it feels like
34:17
a six mana spell. It feels
34:19
so powerful. There's those games where
34:21
every once in a while you get 21 mana. Like
34:23
somebody's drawn a million cards. You get 12 mana, you
34:25
know? Sometimes, of course, the worry is sometimes you'd only
34:28
get four or five, but that almost never happens. You
34:31
know, you usually have a player in your game that's got six or
34:33
seven. I think the interesting thing about Jessica's Will
34:35
as a ritual is we think of like, you spend a
34:37
card, you make some mana. Jessica's Will,
34:39
you make some mana and you get
34:41
cards. Three! You're up
34:43
two cards. It's insane. Like you're up two
34:45
cards and usually up mana. So it
34:47
feels like a free effect that
34:50
you're just like, I just drew three cards for free.
34:52
And the impulsive draw nature of that draw is mitigated
34:54
by the fact that you get the mana to cast
34:56
it right now. So you don't even usually have to
34:59
worry about like, well, what if I can't cast all
35:01
these cards? I don't actually get the
35:03
full value. You almost always do. You get a land drop
35:05
and then, you know, the only time
35:07
you're with is when there's three lands, you know, or maybe like
35:09
two lands in a rock. It's still not the worst thing ever.
35:11
A lot of times you're like, oh, and if
35:13
you're smart and you play Jessica's Will a lot, you just account for
35:15
that and you go, I'm going to cast it at a time when
35:17
I have another effect in my hand that can take advantage of the
35:19
mana if I don't get something good off the three cards. And
35:22
even then, like, even if you just hit three lands,
35:24
you play the land you haven't spent a card. And now
35:27
you're up mana and you have two lands off the top
35:29
of your deck. So it's like a, it's a ritual
35:31
that doesn't cost a card, which means it's
35:33
so powerful. It's just three
35:35
mana. So it's like, we don't think of
35:37
it as broken as Dark Ritual because it doesn't
35:39
happen until, you know, turn three or
35:42
four, but it does have that kind of game swing
35:44
energy to it. Speaking
35:46
of game swing energy, mana
35:48
geyser, I feel like you spend a card and you spend
35:50
five mana, but you get 25, 20, 30, 18. A
35:56
lot. So much, man. That
35:59
you're like, you don't get... get the cards out of it,
36:01
but it is worth a card at that point.
36:04
And I think Managyzer is the kind of card that,
36:06
like, it doesn't, again, it
36:08
doesn't scream, I'm an eight, but it
36:10
does say, okay, your deck is designed
36:12
to do explosive things before we're ready
36:15
for them. Yeah. Because oftentimes, if
36:17
you and Cast Managyzer are on turn five, you're
36:19
going to get somewhere around 15 mana. And 15
36:22
mana worth of stuff coming out of your hand
36:24
on turn five is very
36:27
difficult to deal with in a more casual meta. If
36:29
you're a six, imagine you do that in a deck
36:31
and the pot is full of sixes. You
36:33
know, that's so early in the game for you to
36:35
be getting so much stuff out. Like, that's going to
36:37
tilt the scales very wildly. So the decks that are
36:39
able to deal with that kind of thing are probably
36:41
higher up on the scale. And therefore, again,
36:44
I don't believe that Managyzer by itself, you put
36:46
it in a deck and it automatically becomes an
36:48
eight, but it's not normally the type of thing
36:50
that, you know, sixes want to be doing. Right.
36:53
Yeah. So it's, yeah, it's one of those things.
36:55
Density, definitely. Jessica's will and Managyzer in the same
36:58
deck. You're like, hmm, hmm. Yeah. That's the
37:00
thing where like, if I did that,
37:02
I would be like, I can't, I can't with a straight face
37:04
say that this is a seven, this is an eight now because,
37:06
you know. Yeah. Okay.
37:08
Let's talk about the big, the big, the big
37:11
goblin in the room, the big pirate in the room.
37:15
Oh, it's docked that extortionist. Which
37:18
is kind of a ritual. It's
37:20
a ritual. It's a ritual. Yeah.
37:23
It's a very, very abusable ritual.
37:26
And I think we sort of glossed over the
37:28
fact that, you know, Jeweled Lotus and somebody does
37:30
those other ones, yes, you can recur them, Lotus
37:32
Petal and things like that and there are synergies.
37:36
So obviously we know those things can happen
37:38
and that happens with Dockside. But on its
37:40
face, Dockside is a two-mana thing that comes
37:42
in and gives you a lot more than
37:45
two-mana. Right. And it doesn't
37:47
have the ritual thing where it's like, okay, you're
37:49
going off now. Yeah. I could
37:51
go off later. Even better. I could get like
37:53
some kind of value. I could take advantage of just
37:55
having all those artifacts enter. I could tap those
37:57
artifacts for mana instead of sacking them. I could
37:59
get sacrifice triggers from sacrificing them.
38:01
Dockside gives you so much more
38:04
than a burst in
38:09
mana. And then on
38:11
top of that, you can clone it, you can
38:13
blink it, you can reanimate it, you can like
38:17
sack it for mana, you can block with it.
38:21
It's crazy. It can wear a sort of piece
38:23
of famine. Like it
38:25
just is everything and it
38:27
does everything, yeah. I feel like
38:29
Dockside is... I feel
38:33
like it's scarier to me than Mana Crypt. Like
38:36
if I see a Dockside, I'm like your dex
38:38
and eight. It goes from six to
38:40
an eight basically immediately. It's
38:43
super easy to tutor for in any
38:45
color. Yup. I
38:47
agree. I don't know where it
38:49
sits on my scale, but all the cards we've talked
38:52
about so far, I believe Mana Crypt, Jeweled Lotus, Jessica's
38:54
Will, do change the
38:56
power level of your deck and should be taken
38:58
into account. I think Jessica's Will probably could be
39:00
in a seven, but probably not a six. The
39:02
other two, you're at least an eight and Dockside
39:04
is in that category. I
39:06
don't think a Dockside can exist in a deck that
39:08
is a seven really. Obviously, people
39:10
can concoct these weird like crazy decks,
39:13
again, that are built around a theming
39:15
around art and they're most energy at
39:17
all, but it's guys with hats. Yeah,
39:19
exactly. And in that case, yes, Dockside
39:21
probably doesn't. But for, you know, we're
39:24
talking about the vast majority of that
39:26
here. That
39:28
deck can't be a one. It takes it from
39:30
a four to a five. It takes it from
39:32
a three to a four. Like it does fully
39:34
move it a step or two from where it
39:36
is. For sure. The moment you sleeve
39:38
up a Dockside. For sure. Yeah,
39:41
so obviously that's top of
39:43
the list. The next category that we're talking about
39:45
in the Fast Mana thing is on lands and
39:47
these are lands that tap for more mana than
39:50
one. Right. They're ramp lands.
39:53
Yeah. And often with no
39:56
other real downside. Right. Yeah,
39:58
because bounce line is obviously top for two, but they have a pretty big down. You
40:00
bounce another land, they come in tapped, so I
40:02
don't think they really count in this category. These
40:05
are ones where there often is a downside, but the downside is
40:07
not real. Yeah. So the
40:09
big one or the first one that comes to mind is ancient
40:11
tomb, which just straight up comes in
40:14
and just taps for two. Now, yes, it deals
40:16
two damage to you, but again, we have double...
40:18
We have the double the amount of life. So
40:20
it's almost like it really was rebalanced to only
40:22
deal one damage, which they never would have designed.
40:25
It's already broken in the current design. Yeah.
40:30
This is a very powerful card that I
40:32
think is close to Jessica's will for me, where I think
40:35
it does change the power of your deck. And I don't
40:37
think that, for the most part, you're probably a six anymore
40:39
if you have an ancient tomb or deck. Well, how do
40:41
you feel about it? I think
40:43
it has a similar thing as a Mana
40:46
Crypt. I'm really not putting it in any
40:48
deck that is operating
40:50
at a six or a seven. It's
40:53
just not. The kind
40:55
of deck that is willing to
40:57
pay life for resources is generally
41:00
just going to live as an
41:02
eight. It's more on the optimal side, for
41:04
sure. The way that I build is I sort of build
41:06
with none of these cards or all of these cards because
41:08
I like... Then
41:11
that's a very clear line for me, where it's like,
41:13
this deck doesn't play all of... It doesn't play Mana
41:15
Crypt. It doesn't play ancient tombs. It
41:17
just doesn't. And then there's
41:19
a very clear deck building line for me
41:21
that I can build something that's very
41:23
powerful and synergistic without any of that
41:25
stuff. But if I'm playing
41:27
ancient tomb, which I love to play ancient tomb, I'm
41:29
like, yeah, we're doing it. We're putting
41:32
Mana Crypt in. We're putting the gap. It's
41:34
like a cheat meal for me. I
41:37
don't want to say I'm never going to eat French fries again
41:39
for the rest of my life. I just
41:41
want to eat better in general, so I get a cheat meal
41:43
once in a while. I
41:46
still want... Ancient Tomb is a sweet card and Dockside is
41:48
a sweet card and Mana Crypt is a sweet card and
41:50
Jessica's Will is a sweet card. And I want to
41:52
be able to play those cards. I just need to pick
41:54
my spot. I don't eat that for every meal. And this
41:56
is like, oh, this is going to be a treat. This
41:58
deck is in the... eight or maybe
42:00
even nine category and I have a few of
42:03
those. But I know most of my decks want
42:05
to be seven so I can play with the most amount of people and in
42:07
those decks, I don't allow myself to
42:09
have an ancient tomb. Maybe I'm thinking more
42:11
and more just because Will doesn't belong down in the seven either.
42:14
And wherever anybody wants to personally draw that line, we're just
42:16
giving our opinions obviously. I think it's fine
42:18
but that is a healthy way to think about it I think. I really
42:20
like that of like, yeah, I like these cards. I'm not saying I don't
42:22
like these cards. They're awesome. I'm just aware of
42:24
where I place them so that when I play, I give the
42:26
best chance for everybody to have a good experience because we all
42:28
know, we were all signing up for what we got, right?
42:31
Yeah. But
42:34
then I tap my ancient tomb to cast my
42:36
Dockside Extortionist and you know, sac 27 treasures
42:38
to Korvald, which I got out in turn three
42:40
because of Jewel Lotus. Turns out it wasn't a
42:42
six. You know what I mean? It wasn't a
42:44
six. Yeah. This category also has
42:47
like a guys cradle. Of course, obviously there's
42:49
a bigger financial barrier to having a guys
42:51
cradle in your deck but when a guys
42:53
cradle comes down, it's like, all right, we're
42:55
not messing around. It's
42:57
not a seven if you've got a guys cradle. Yeah, it's just not. And
43:01
there's a couple of cards in this category. A
43:05
lot of them, like those are the big ones for me. It's
43:07
like ancient tomb and guys cradle. And
43:10
then with an asterisk, Sarah Sanctum, which
43:12
makes mana for all of your enchantments because it's
43:14
not that hard to build an enchantress deck. It's
43:16
not like that's a great limitation on your deck.
43:18
It's like guys cradle. Building enchantress, like it's just
43:20
great. Yeah. If it's in a
43:22
deck, it's going to be guys cradle basically. Yeah. You
43:25
wouldn't put it in a deck but it only has five enchantments. Yeah, but the city
43:27
of the chamber deck is probably not a six. True,
43:30
true. But those
43:32
are like the big three. Beyond that
43:34
the cusp cards that are sort of warning cards
43:37
for me is like Gemstone Caverns is a
43:39
big one, which is a
43:41
land that you can play on
43:44
turn zero basically. A pregame action, yep. Yeah,
43:46
if you're not going first. So
43:49
it just ramps you for free. It's kind of like a
43:51
mox but it's a land. Yep.
43:54
That's the kind of card that I'm like, oh, oh. Okay,
43:57
I guess we're playing Gemstone Caverns.
44:00
And then on a deal creators. Yeah,
44:02
honestly gemstones caverns, you
44:04
know after we've learned that the player going
44:07
first Gets such an advantage. Maybe it's not
44:09
that bad Yeah But
44:12
still if I see it, I know that
44:14
you are optimized You're very worried about how
44:16
fast you're moving and how fast you're going
44:18
off And that's to me is similar to
44:20
like chromox or something where mmm. The alarm
44:23
bells are ringing a little bit Yeah,
44:25
I'm worried about it. I'm just gonna keep an eye on
44:27
you. Yeah The next one is interesting.
44:29
I'd love to get your take on this one, which
44:31
is cabal coffers. Yeah, how do
44:33
you feel about? That
44:37
card and I think it's impossible to talk about it
44:39
without pairing it with herb org Yes, because the deck
44:41
that has cabal and not herb org I don't think
44:43
matters at all, but let's assume on
44:45
a black deck Let's assume it is a
44:47
deck that has herb org wants herb org
44:49
and you put cabal coffers in is that
44:52
a card? That has in effect
44:54
similar to ancient tomb or is it not that
44:56
big of a deal? So here's my thing on
44:58
cabal coffers in two color deck. Yeah, if you're
45:00
running cabal coffers I know you're running herb org.
45:02
Yep, and I know you're running tutors to find
45:04
them Yeah, like I have a because
45:07
it doesn't do anything if you don't have both
45:09
in a two color deck So now I've already
45:11
been like, okay, you're running a powerful land You're
45:14
running the combo piece with it and I you've
45:16
got to be fun at having at least What
45:19
one or two slots dedicated to just assembling
45:21
that yeah, I think the normal package
45:23
is Expedition map plus demonic
45:25
tutor plus vampiric. Yeah, then I sort
45:28
of assume you're running those other things
45:30
which moves it up for me Yeah,
45:32
but that's again. It's an assumption. It's
45:34
not like I don't think those two
45:36
cards on their own really move the
45:39
needle but I assume You're
45:41
gonna use them because otherwise cabal coffers is a very
45:43
big downside in a deck where you're that you're gonna
45:45
have like You have to get
45:48
to what if to get to four swamps in play
45:50
for it to be mana positive if you don't have
45:52
an Or Bergen play.
45:54
Yeah, if you have three, it's equal
45:56
three mana positive is four it taps
45:59
for two Until then, it doesn't have to happen.
46:01
And even at that, it's actually two. It's not like... Yeah. It's
46:04
not... Temple of the false gods.
46:06
Exactly. Right.
46:08
So yeah, Temple of the false gods, they're not broken.
46:11
No, no. Temple of the false gods is a little
46:13
slower. Yeah, so that's my assumption with Cabal Coffers, is
46:15
like, if you're there, then you're here. Well, it's
46:18
in black, so often blacks do have a couple of
46:20
tutors lying around anyway. So
46:22
yeah, let's assume that they do
46:24
have, you know, two to three tutors, just
46:26
their deck already did because they're black. Right.
46:29
So they're not like, you know, the fall coffers in and it didn't
46:31
before. Do you think it changed the power level of their deck? Yeah, I
46:33
think so. Yeah. So it'd be tough to be
46:35
a seven or an eight? I mean, it's tough to be a seven? It's
46:37
definitely... I don't think it's a six. I
46:40
think it's pretty tough to be a seven if you
46:42
have those and the tutors to find them. Yeah. Yeah.
46:46
Okay. Yeah, I kind of agree. Yeah.
46:50
And I think game nights is like in the seven and a half range generally.
46:52
Yeah. The eight low eights. Yeah.
46:55
Yeah. It's generally how we build. The next
46:57
one I think is interesting. It's a smothering type. Yeah.
47:00
This is almost like at its own
47:02
category? Yeah. I have it just listed
47:04
as smothering type. It's definitely fast mana. Yeah. Yes.
47:07
Yeah. I don't know if it's a mana
47:10
rock. It's not a dork. Yeah. It's
47:12
not fast mana until like... It's not that fast. It takes
47:14
a little bit of time. The thing about smothering type is
47:16
it's a mana source. And I think it's definitely going to
47:18
be more mana than you cast, especially
47:20
if you have ways to abuse it or if your
47:23
opponents are drawing extra cards, which they should be. They're
47:25
always are. Somebody is. Somebody is. Somebody
47:28
is drawing extra cards. Yeah. It's a permanent
47:30
that has to be removed that
47:32
takes advantage of your opponents taking regular
47:34
game actions that doesn't cost you anything
47:37
beyond that, right? And if nobody answers
47:39
a smothering type, they win. Yeah. It's
47:42
very difficult to beat a smothering type that
47:44
just goes unmolested. Even just two
47:47
rotations of normal play plus six
47:49
mana is because
47:51
of the fact that they're treasures. And
47:53
I think when this card originally came out, a
47:55
lot of people sort of misevaluated it
47:58
because they sort of... There's
48:00
a thread dynamo or something like that for me
48:02
and I'll get three back. But tracers as you
48:04
mentioned earlier are not the same thing. I can
48:06
store them up for later. I can get effects
48:09
when I you know they they synergies with things
48:11
that make capital. They go toward yards account they
48:13
are sacrifice Triggers has all kinds of different reasons
48:15
they're good but even just had a base level
48:18
of like states I cast this I don't use
48:20
any. The man of for two turns and now
48:22
on turned six. I have twelve manner and twelve
48:24
man is. No. Possible.
48:27
Starting to move towards winning the game
48:29
amount of man rs and so yes
48:31
and. That's. In the most modest
48:34
a possible scenario like how many games
48:36
have you been in of Commander Ever?
48:38
that. On. You know when
48:40
you're when you're at the for seem see
48:42
points of the game. To.
48:44
Rotations go by and no
48:46
one draws and Exenatide whilst
48:48
now at his never happens. Usually
48:51
it's it's. Dramatically. In
48:53
the other direction where let me drive eight and you're
48:55
like sweets. I eat a paper
48:57
that death is. I've eleven treasure. not every
48:59
line I'm on tapping with a C. Huge
49:02
advantage that you have not.west's because it's very
49:04
difficult the you can't pay the to and
49:06
on a tight and expect to keep up
49:08
with that's as asustek than every time we
49:11
drop arts. Nice thing about treasures that make
49:13
them so much more powerful us is that
49:15
they're emergency manager right where you can hold
49:17
up for a tennis ball. And
49:20
if. They. You don't need to spend the
49:22
counters volume filigree. I don't lose the man. I also
49:24
don't like if you hold up to lance nephew lose
49:26
that manner. We have. A bunch of
49:28
saves hours. Yeah, I didn't spend
49:31
anything, I didn't say anything, and I had the kind of spell
49:33
up. And that so is. It
49:35
makes you so flexible. End.
49:38
It. That and that's the power. As modern type right
49:41
where you like you have to pay the tooth
49:43
so they don't have a second treasure so they
49:45
don't have a counter spell up. It's is this
49:47
whole heart of you know to raise the to
49:49
because any spending to manage to stop you from
49:51
having one is a bad trails. If it was
49:53
one for one may maybe yeah but to for
49:55
one is bad enough that I don't actually believe
49:57
is even right to pay for most of the
49:59
tiger. A. It ever recent study or like list. never
50:01
got a pay. yeah and when you don't you're like. Usurper.
50:04
You split? Yeah, that's worth of
50:06
your i can't say you can
50:08
pay, Just wait. Yeah, exactly. Yes.
50:11
I'm sorry but you're wrong. Not that I've
50:13
never done it before. My mother entire that
50:15
would be will pay. I'm like yeah I
50:18
I kind of don't think you should know
50:20
I did. It's what he supposed to do.
50:22
Yes it's just and that if you're trying
50:24
to draw cards, remove at your for feeding
50:26
and more us It's brutal So let me
50:28
ask you jump on our scale Here we
50:30
when referring to let's just call it the
50:32
you know man a crib scale. Or whatever
50:34
it or if smothered ties in your deck do
50:36
you believe in intrinsically to Powell can you be
50:38
a six with his mother? Tie the deck as
50:40
six know announcing some be a seven with his
50:43
mother. time in X. Probably,
50:45
but. It. It
50:48
And that means that. You don't have a ton of
50:50
other acceleration in that acts like it is. This
50:52
affair with a man crept in. the Samsung turn
50:54
to my god it's like a. But.
50:56
Still has this America events rather die but smoking
50:58
at all myself We said turns around and eight
51:00
no matter what. Anyway, here's a snake. I I
51:02
think it would probably be a seven where the
51:05
smothering tides, but that means you're not trying wheels.
51:07
I think one thing I'll say what's on the
51:10
eyes of for drop? Yeah, so it's unlikely to
51:12
cause like a ton. You know for
51:14
when or turn five, when it's likely to
51:16
cause it turned seven or eight when buzzer
51:18
and maybe even a turn five when a
51:20
few months depending on that. But but if
51:22
your deck and went on turn five even
51:24
with my time as a modest have enough.
51:26
Yes Ah. Tigers. I'd I'd put
51:28
it in your desk as well. I'm closer than
51:31
it's it's of would dockside America up a little
51:33
bit higher than I'd put smaller time desk as
51:35
well. See I agree. Yeah I'll get the next
51:37
one's another one that's source hands on. some says
51:39
it is. If. Ass Man
51:41
I. Met
51:44
a drain and. We
51:47
as your toys r us all right? Yes, I
51:49
saw it as up with a lot of cards
51:51
were Race or Eric go through time Iraq? Where.
51:54
this would go i don't know sort of
51:56
enough money to talk about it where you
51:59
pointed out Because
52:01
I do believe the powerful part about it is the
52:03
mana you get, right? Because counterspell we're not going to
52:05
talk about. Yeah, counterspell doesn't change the power level. Yeah,
52:07
the fact that it counters a spell is actually not
52:09
what makes it powerful. It is the mana you get
52:11
for counters... Let's say this same card existed but didn't
52:14
counter the spell. Yeah,
52:16
you play that. And it would still be... Like,
52:18
blue, blue makes that much mana on your upkeep? You play
52:20
that. And it would almost be as
52:22
powerful. It's definitely less, but it would be... The
52:25
gap is not as huge as
52:28
the inverse of that, which is a counterspell that it doesn't give
52:30
you the mana, which we know because a million of that card
52:32
exists, but none of the other one does. Yeah.
52:35
The fact that, like, you
52:37
go ramp, ramp, have your
52:39
two things there, they're like, cool, five-drop, and
52:42
you're like, yep, counter that. Now
52:44
my turn comes around and I have 10 mana. Oh
52:46
my god. You know, I've got your
52:48
five and my five or six or whatever. There's
52:50
no limitation on that. You can spend it right
52:52
away. It's a... Yeah,
52:54
I mean, I don't... I think mana crypt is... Excuse me,
52:57
I think mana drain is mana crypt level. I think it's
52:59
like, if you're running mana drain, it's an eight. Like
53:02
I do, if I see mana drain in
53:04
a seven, I have big questions. Yeah, that
53:06
doesn't seem... It's better than smothering tithes. Not
53:08
better, but it's... It changes it for me
53:10
more than... It changes it more than... Yeah.
53:13
Yeah. I agree. I
53:16
think... Yeah, it's hard for me to envision a
53:18
seven that has a mana drain and is legitimately...
53:20
Like, yeah. Yeah, not closer to an eight. Yeah.
53:23
Yeah. I... Mana drain
53:26
is... It's part of that, the cost consideration though, because it is an
53:28
expensive card. It's possible. Like, let's imagine
53:30
a parallel universe where they've reprinted mana drain
53:33
so much that it's $2.12. Yeah. Does
53:37
it still do that? I think so. There's
53:40
so much mana. Yeah, it is. Like, the amount of times
53:42
I've seen people be like, sorry, I have to counter this,
53:44
I just need the mana. Right? That's
53:47
why they do it. That's why they do it. Yeah. So
53:50
it's like, it's a huge ritual that doesn't cost you a card
53:52
because it's naturally a one for one. So
53:54
you trade your one for their one. Yep. And
53:56
then you're up mana. And then you're like, oh, my seven
53:59
drop commander's coming out right. now, by the way, and
54:01
I still hold up mana for the next counter spell
54:03
when you try and kill it. Yeah. Okay. Up
54:07
next, we are going to talk about some
54:09
more very powerful spells in our format, specifically
54:11
the ones that cost no mana. Oh,
54:14
yeah. The free guys. We're
54:17
going to get to those after a few words
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56:32
Alright, welcome back. We are talking
56:34
about cards that change the power
56:37
level of your deck. The next
56:39
category we're talking about is free
56:41
spells. Spells that have an
56:43
alternate casting cost that isn't
56:45
mana. And of course, the first
56:47
one we're going to talk about is just
56:50
the free counterspell suite. That
56:52
means Force of Will, Fierce Guardianship, and
56:54
for me, Force of Negation are the
56:57
big three free counterspells that
56:59
I'm like, if you're running these, I have
57:01
a hard time believing you're a seven. Yeah.
57:04
Yeah, I don't have any rebuttal.
57:06
If I'm sitting at a seven table and my
57:08
commander gets free counterspelled, I'm like, okay,
57:11
I wasn't ready. Like, I didn't, I would
57:13
have played differently if I knew we were
57:16
playing there. Yeah, I believe you could have like
57:18
one Fierce Guardianship and maybe be a seven. Yeah,
57:20
I think that's fair. If you have two of
57:23
these, you're not. No. Yeah.
57:26
I think you have to have one Fierce Guardianship and
57:28
like, if you have a Fierce Guardianship and a Jessica's
57:31
Will, you're already above seven in my book. I think
57:33
so. It's like, I have this because I
57:35
opened it or whatever, but the rest of my deck is
57:37
not, you know, doesn't have any of the crazy cards we've
57:39
talked about. Yeah. But if you have three of
57:42
these, yeah, you're at least an eight and you're pushing
57:44
nine just with the three of them. I have like,
57:46
my Feldergrift deck is a very interesting, my Feldergrift deck
57:48
has a terrible plan, right? It's trying
57:50
to give you infinite hippos and take advantage of that. But
57:53
that deck runs Fierce Guardianship, it runs Force of
57:55
Will, it runs Smothering Tides, and it is not
57:57
a seven. Right. And it has a dumb.
58:00
It's a very good deck. It is a cool deck. And it's
58:02
sweet. And
58:05
I love it, but it is
58:07
like I would never tell you that it
58:09
is a casual, like it is playing powerful
58:11
cards. Yeah, I think you're just at the
58:13
top of casual. I still believe it's casual. It's not CEDX, right?
58:15
It is. Certainly not. Yeah.
58:19
But I love that about our format. And I think this is
58:21
a good thing to bring up here. I believe that like there
58:23
are some strategies that the only way to really make them viable
58:25
and by viable I mean like I get to sometimes do the
58:27
thing I want to do is to add
58:29
the powerful cards. Yeah.
58:32
Like I have a Tim deck. And my Tim deck I believe
58:34
is close to an 8. It's probably a little, I haven't updated
58:36
it in a little while, so it's probably a little below it
58:38
now. But it
58:41
has powerful cards just to allow to do the stupid thing it wants
58:43
to do. Because the thing it wants to do is pretty bad. But
58:46
if you back it up with Force of Will,
58:48
Force of Fierce, Guardianship, Jessica's Will, and something else,
58:50
then all of a sudden you're like, okay, cool.
58:53
My plan's still dumb, but these powerful cards
58:55
allow me to still try that plan. And
58:57
I think that's great. I think that's a
58:59
good thing. That's one of my favorite decks
59:01
in the world. Yeah. Just
59:03
be open-eyed about it. And I like that you're like, listen,
59:05
but that deck's an 8. I'm not really saying it's a
59:07
6 because of what it's trying to do. How it's trying
59:09
to do it makes it up in
59:12
the upper echelons. And that's often a smart way to build
59:14
if you know your playgroup and the people you're playing with
59:16
just to say like, because I won't have any fun if
59:18
I straight up build it in a manner that doesn't
59:21
have enough powerful cards to let me get to the
59:23
point where I can try the stupid thing. Yeah.
59:26
Yeah. We play in the
59:28
kind of playgroup where it's like you need
59:30
these powerful cards to sort of survive and
59:32
make these dumb, crazy things possible. So yeah.
59:35
It's a ... This
59:37
is an interesting category because I do think that
59:39
these cards, fundamentally if you're in your
59:42
deck, change it regardless of what your win
59:44
con is. And this is a little like Mandorks
59:46
where multiple of them. I think you get away
59:48
with one and still not be quite 8, but
59:50
multiple of them and you kind of immediately are.
59:53
Right. Pact of Negation is an interesting one. I
59:55
was gonna say because we haven't mentioned it. Where do
59:57
you put that on? Because it is
59:59
intrinsic. different from the other three in that
1:00:02
the downside of it is way larger. Yeah,
1:00:04
you have to pay five on your upkeep
1:00:06
to not lose the game immediately. Yeah. Pact
1:00:10
of Negation for me doesn't change,
1:00:13
like it's the worst of those, but
1:00:15
if you're playing Pact of Negation, I assume you're
1:00:17
playing others because it's
1:00:19
the lowest on the list. Yeah.
1:00:23
So I assume it also is
1:00:25
this only, no it's Counter-Target Spell. Yep. I
1:00:28
assume if you're running that, you're minimally running
1:00:30
for your Scardianship, and I'm going to be
1:00:32
more aware of Free Counter-Spells coming out of your
1:00:34
deck than I would normally. But
1:00:37
Pact of Negation is usually a defensive spell. It's usually
1:00:39
to protect your big turn. It's like you don't plan
1:00:41
on paying the five. You're just trying to like... I'm
1:00:43
not going to pay five because I'm going to win.
1:00:45
I'm going to win now, which
1:00:48
indicates a more powerful deck, but I don't
1:00:50
necessarily think of it as like this huge scary
1:00:52
boogie man. I've seen a lot of
1:00:54
Pact of Negation's cast to like save for a
1:00:56
boardwiper or whatever. And they
1:00:58
end up paying the five, and the paying
1:01:00
the five is like so bad that the
1:01:02
boardwipe almost would have been better for them.
1:01:04
Yeah. To the point where like I don't
1:01:06
believe Pact actually does change your deck too
1:01:08
much. It obviously is
1:01:11
a powerful effect, but it's so narrow
1:01:13
and situational that, yeah, unless you have
1:01:15
the other stuff, I don't believe Pact
1:01:17
sort of falls into the category of
1:01:19
changing your power level. Yeah. What do
1:01:21
you think about... Because this
1:01:23
is the Free Spells category. Yeah. And I put
1:01:25
in a bunch of one drops. In
1:01:28
this cusp category for this one. Which feels
1:01:30
fair to talk about stuff like Flusterstorm. Yeah.
1:01:33
So these are hyper efficient
1:01:35
spells that are narrow interaction.
1:01:38
So this category is like,
1:01:40
for me, it's like Flusterstorm, a
1:01:42
red elemental blast, Pyroblast, even something
1:01:44
like Silence. All of these are
1:01:46
one-mana instance that interact with your
1:01:48
opponents on a very specific axis.
1:01:51
And while these, I don't think, change the power
1:01:53
level of your deck, they say a lot to
1:01:55
me about what kind of things you're used to
1:01:57
or designed to interact with. And I think if
1:01:59
you're... running stuff that specifically counters
1:02:02
blue spells like Veil of Summer or
1:02:04
Pyroblast or stuff that specifically
1:02:06
stops storm turns like Silence,
1:02:08
you are prepared to play
1:02:10
in a very powerful, very
1:02:12
explosive meta which says
1:02:14
to me that your deck is designed to play
1:02:16
in a powerful explosive meta. And it therefore must
1:02:18
be powerful. If you can interact with that then
1:02:20
you are also probably in that category. Yeah. So
1:02:23
they're warning belts for sure. Yeah,
1:02:26
I agree. I can't, it's hard for me to
1:02:28
imagine a Veil of Summer in a six. Yeah.
1:02:31
Because a six just isn't worried about what Veil
1:02:33
of Summer is giving you. Those protecting a sword's
1:02:35
departure isn't garbage. Yeah, exactly. Yeah,
1:02:38
that's a really good way to look at
1:02:40
it I think. Those cards don't
1:02:42
intrinsically actually change probably your power level of your deck
1:02:44
but the fact that you've decided to put them in
1:02:46
and keep them in your deck. It means they do
1:02:48
something. It means you've been playing against powerful stuff and
1:02:50
if your deck can hang with powerful stuff it's probably
1:02:52
powerful. Yeah.
1:02:55
The more general category of free spells,
1:02:57
we're going to talk about just sort
1:02:59
of omniscience-ish cards. So
1:03:01
cards that allow you to play other cards for free. Okay.
1:03:06
Well, we should start with omniscience. Yes. Because
1:03:09
that's the category. Let's start with omniscience. Omniscience
1:03:12
is interesting to me because if you have omniscience
1:03:14
in your deck I do not think you're just
1:03:16
casting omniscience. Yeah, you're probably cheating
1:03:18
it out. You're probably like tutoring it to the battlefield somehow.
1:03:21
Nobody is just like I'm putting this in my
1:03:23
deck so that I can pay 10 mana someday
1:03:25
and do that. Yeah.
1:03:27
They're probably decks are decks that do do
1:03:29
that but that's not my experience with omniscience.
1:03:32
So I assume if you're playing omniscience you're
1:03:34
playing powerful like tutor to the battlefield type
1:03:36
stuff. Yes. Where
1:03:38
does it fall? Do you think it changes the-
1:03:41
But if you just throw an omniscience into your
1:03:43
deck, I don't think that makes your deck more
1:03:45
powerful. Right. It's just like now you
1:03:47
just have a 10 mana spell that you have to figure out how to cast.
1:03:49
But if you're an OG Jota deck, the difference
1:03:52
between a version of that deck that has omniscience
1:03:54
and doesn't is pretty big. It is a big
1:03:56
difference. Yeah. So that could push your
1:03:58
power level up. Right. What kind of
1:04:00
matters what's around it? It's a combo card, I think,
1:04:02
in most times that I see it. There's
1:04:05
a card called Dream Halls that
1:04:08
is pretty rare to see these days because it's an old card
1:04:10
and I believe it's on the reserve list. I think so. It's
1:04:13
very expensive. Yeah, but it is a very
1:04:15
powerful card that allows you to discard a
1:04:17
card of a color to cast another card
1:04:19
of that color for free. Turns
1:04:21
everything in your hand into force of that
1:04:23
card. Force of whatever the card is you're
1:04:25
casting. Yeah. Yeah, that's a good way to put
1:04:27
it. This
1:04:30
one is extremely powerful because it basically allows you
1:04:32
to cast half the cards in your hand for
1:04:35
free and ends up playing
1:04:37
a lot like Omniscience for
1:04:39
five mana rather than ten. Now, there's
1:04:41
a caveat. It does give your opponents the ability
1:04:44
to do the same thing, but generally you win
1:04:46
the turn you play Dream Halls. Yeah, or you
1:04:48
put it in decks that draw a huge amount
1:04:50
of cards. Yeah, and you're saying if I get
1:04:52
Dream Halls, I'm just waiting until I have 20,
1:04:54
30, 40 cards in hand and then
1:04:56
I cast it. Then you're like, whatever, you can
1:04:59
cast one card or two cards if you got an instance,
1:05:01
but I can cast 20 and
1:05:03
that'll just be the end of the game. So
1:05:05
Dream Halls is a card that I would earmark
1:05:08
as something that does change the power level of your
1:05:10
deck if you put it in. Because if you
1:05:13
have the wherewithal to put it in your deck, it's kind of going to be
1:05:15
like ... It's like how I say if Clamp's in your deck, it's probably the
1:05:17
best card in your deck. Yeah, Dream Halls is
1:05:19
kind of like that. Probably like in your deck. If it's
1:05:21
in your deck, it probably is very powerful at changing the power
1:05:23
level. Another one
1:05:25
I wanted to talk about in this category isn't
1:05:27
exactly free, but it is sort of this repeatable,
1:05:30
caster-free thing, is Isochron Scepter. Isochron
1:05:33
Scepter, of course, is a traditional combo piece. If you're
1:05:35
playing it, it's most likely that
1:05:37
you're playing it with Dramatic Reversal. But
1:05:39
even if you're not playing it with Dramatic Reversal, which
1:05:42
usually gives you infinite mana, I think if
1:05:44
you're playing it, it means you're running a very high
1:05:46
density, a very cheap instance, which
1:05:48
makes ... To me, that sounds
1:05:50
like your deck is very ...
1:05:52
It's highly interactive. It's
1:05:55
very efficient, and it's designed
1:05:57
to use this to put a counterspell on it
1:05:59
or to put a fog. on it or some
1:06:01
very difficult to interact with thing
1:06:03
that you get to use over and over again. Yeah.
1:06:06
I don't know that I think Isochron is
1:06:09
particularly different
1:06:12
than a lot of powerful cards if you don't have
1:06:14
dramatic version once your deck though. Like let's just say
1:06:16
it's counterspells and brainstorms. If you get
1:06:18
a counterspell on it, that's annoying for sure. But that's not ...
1:06:21
The table could overcome it. Yeah, for sure. And
1:06:23
probably will because that's annoying. Like it's super annoying. Yeah, it will
1:06:25
be hard a lot. Yeah. I've never
1:06:28
seen brainstorms on Isochron's Septors before which is like cool
1:06:30
and something I would like to do. The DIY since
1:06:32
they've defined that. Yeah, I would like to do that
1:06:34
personally myself because I see it was fun. Yeah.
1:06:37
Yeah. So I don't know that I
1:06:39
think if you just put an Isochron in, it changes much. But
1:06:41
yeah. It's a synergy piece. It
1:06:44
really depends on what you're putting under it and what
1:06:46
you're doing with it. But I think if you take
1:06:48
your average blue deck that just has let's say 15
1:06:50
cards that are
1:06:54
two mana or less than our instance, Isochron's
1:06:56
going to be good but I think it's
1:06:59
probably not insane. Not at all. Yeah.
1:07:02
Yeah. There's one more card in this category
1:07:04
I wanted to talk about and I think this is a cusp card. It's a card I
1:07:06
played with. It's
1:07:08
Fires of Invention. This lets
1:07:10
you cast two spells for free on
1:07:12
your turn. As
1:07:15
long as their mana value is less than the number of
1:07:17
lands that you have. And then
1:07:19
it's like you can't cast ... You can only cast spells
1:07:21
during your turn is the limitation. So
1:07:24
I used to run this in Kenrith. Yeah,
1:07:27
because you can use your mana in other ways.
1:07:29
Yeah, I'm using my mana. So I'll cast spells
1:07:31
for free and then I can dump all that
1:07:33
mana into activated abilities. And every time a Fires
1:07:35
of Invention comes down, I'm kind of like, whoa,
1:07:37
all right. What
1:07:40
are we doing? Yeah. So I think
1:07:42
it ... But it does require a huge build
1:07:44
around and it's like a very specific card. So
1:07:47
that's one of the ones that sets up Alarm Bells
1:07:49
but doesn't necessarily I think like jump your deck in
1:07:51
its power level. I was already playing Kenrith. It was
1:07:53
pretty good. Yeah, I agree. Every time I've seen Fires
1:07:55
of Invention, which admittedly is not that many times, I've
1:07:57
just thought, well, that's a good include. That's cool. Yeah.
1:08:00
Yeah, and it's often been very good, It felt
1:08:02
every time I've seen it. It
1:08:07
felt like, yep, that's pretty sweet. Yeah. Like
1:08:09
a little one. Yeah, but I think you could still
1:08:11
be a six with fires of invention. It depends on
1:08:13
what's going around. Yeah, that's true. What you're using your
1:08:15
mana for, for real. Yeah. OK,
1:08:18
the next one, the next category,
1:08:21
is life for mana. Also
1:08:23
kind of life for cards. Yeah, so well,
1:08:25
this first section is life for mana, and then
1:08:27
we'll talk about life for cards in a second.
1:08:30
I have this card in both categories. Yeah. Both
1:08:33
with the Citadel. Unless you
1:08:35
spend life to cast a card off of the top of your library.
1:08:39
It's just, if you get it into play,
1:08:41
it launches you into the stratosphere, especially if
1:08:43
you get it down early. This
1:08:47
is a card that I think for
1:08:49
myself fits in the category of Jessica's
1:08:51
Will, where you can easily
1:08:53
put it in every deck that has black.
1:08:55
And I started not
1:08:57
doing that purposefully to keep
1:08:59
my decks below a certain power threshold, which is,
1:09:02
I believe, the seven to eight line. Yeah. I
1:09:04
think it can be a seven with a bolus
1:09:06
to Citadel, but it's like a smothering
1:09:08
dive situation, where it's like, I don't put it in
1:09:10
every deck, because I know it could
1:09:12
go in every deck. Yeah. And it could
1:09:14
go in every deck because it is so
1:09:17
good. Like, if you cast it, your
1:09:19
chances to win the game go up a lot. Yeah.
1:09:22
Yeah, I've definitely seen bolus to Citadel's resolve
1:09:24
where that person didn't win, but it's rare.
1:09:26
This usually means that the deck isn't designed to take
1:09:28
advantage of bolus to Citadel, but. Or they're kind of
1:09:31
casting it at a point where it's a little bit
1:09:33
desperate. Like, they're behind and they know, I
1:09:35
just got to try and do something now and see what's up there.
1:09:37
But usually you set it up at a point and cast it where
1:09:39
you're going to win, yeah. The next one
1:09:41
you have, Alyssa, is Kirik, son of Yagmoth. And
1:09:43
this lets you turn all your black
1:09:46
pips into Phyrexian mana so you can pay two life
1:09:48
for all the black pips on all your stuff. Yeah,
1:09:52
this is turning life into mana, which
1:09:55
this whole section. It's, you know,
1:09:57
Channel is the banner card for this,
1:09:59
which is banner. Yeah in the format for
1:10:01
a reason just because even in 20 life
1:10:03
it's broken But in a 40 life format
1:10:05
all of a sudden this really kind of
1:10:08
almost could be talked about in the fast mana category We
1:10:10
had earlier. Yeah, yeah, this is sort of it I wanted
1:10:12
to talk about This because there's some
1:10:14
interesting cards like I want to talk about noxious revival
1:10:17
and get taxi and probe Because these
1:10:19
are these are cusp cards for me where they're
1:10:21
like they're not gonna change the power level of
1:10:23
your deck But if I see them they indicate
1:10:25
a more powerful deck to me because it means
1:10:27
that your deck is as Efficient
1:10:29
as it possibly can be yeah,
1:10:31
like you you're including free
1:10:33
spells intentionally Because you
1:10:36
need to be able to play on that access. I mean, I love
1:10:38
a good get probe I think your probe
1:10:40
is probably a little less powerful than noxious revival,
1:10:42
which is noxious rival is ridiculously good Yeah, and
1:10:45
another card that you could just play in every
1:10:47
deck with crane and it probably makes most of
1:10:49
the decks better But you're right they're
1:10:51
so efficient and the fact that you're so worried about efficiency
1:10:53
means that you're playing probably playing in a meta that is
1:10:56
very powerful and Sort of
1:10:58
indicative, you know the card that belongs this category
1:11:00
that I just thought of is treasonous ogre Oh,
1:11:03
yeah another card that I started pulling from decks
1:11:05
because I felt it was just pushing the power
1:11:07
level too much Which is let you pay life
1:11:10
for red mana three life for rad Yeah, and that sounds
1:11:12
crazy, but you often would play it and just be like
1:11:14
pay 30 get 10 mana win Try
1:11:16
and win. Yeah Because
1:11:18
how many games just you know you think about and
1:11:21
you're just like if I just had two more mana I had a
1:11:23
chance to win on this turn, you know, you're you're doing all the
1:11:25
sequence in your like crap I could cast this and this but
1:11:27
I'm just too man of short. Yeah. Yeah Okay
1:11:31
Okay, the next category is
1:11:34
draw engines. So these are very
1:11:36
powerful draw engines in the format. How
1:11:38
dare you? His
1:11:46
first category is called do you pay And
1:11:51
this of course is Rhystic study mystic
1:11:53
remora and s for sentinel are all
1:11:55
extremely powerful Draw engines that take advantage
1:11:57
of your opponents doing
1:11:59
stuff I
1:12:02
think risk of study is the kind of card that I don't
1:12:05
know if it like it's mothering
1:12:07
tide level for me. It's both just that it'll
1:12:09
just cause well category. I don't
1:12:11
think it's not automatically innate.
1:12:14
It's not mandatory. But you don't have a
1:12:16
lot to have a lot more going on to this gets you
1:12:19
most of the way to eight. Yeah, for
1:12:21
sure. Yeah, it's the kind of card that that
1:12:23
like if I see it, I'm like, okay, all
1:12:25
right. Well, maybe we need to I
1:12:27
need to keep a closer eye on you. They pay
1:12:29
the one but keep a closer eye on
1:12:31
you. Mr. Gromora
1:12:34
is interesting. That's
1:12:38
like I have a tough time placing. Well,
1:12:41
it's because it naturally becomes less powerful in
1:12:43
more casual. Right. Pods
1:12:46
and just by the nature of how the card
1:12:48
is designed. Yeah. So it's it
1:12:50
is an interesting sort of almost self policing one where
1:12:52
I do think it's probably more powerful than risk of
1:12:54
study. And when I see it, it tends to be
1:12:56
in more powerful decks. But
1:13:00
I believe and I've but I've seen it in casual decks
1:13:02
where people just happen to have it or have come across
1:13:04
it. And because lower
1:13:06
powered decks tend to be less
1:13:08
efficient, not casting
1:13:10
a lot of spells in turn
1:13:12
casting more single spells, they tend to be more
1:13:15
creature focused. Mr. Gromora often sort of does less
1:13:17
in those pods and therefore is kind
1:13:19
of an interesting card that is almost like I
1:13:21
don't believe putting a Mr. Gromora in your six
1:13:23
changes it much. Because
1:13:25
if you're playing against eight, it'll help you more in which case
1:13:27
you need it. And if you're playing against sixes and fives, it's
1:13:29
not that good. Yeah, you'll draw a couple cards
1:13:31
off of it. But the Cumulo Lovekeep, there's
1:13:34
more turns. Each turn is less impactful. So
1:13:37
it's going to just sort of do less for you.
1:13:39
Probably still be an okay card to include, but not
1:13:42
game breaking. Yeah. Yeah. So
1:13:45
it fits in a really good spot. It's almost like I wish they could design
1:13:48
more cards that fluctuate with the power level
1:13:50
in this way. Probably hard to do. Sorry,
1:13:52
Gavin. This is a
1:13:54
pretty cool place to sit where, you know,
1:13:57
in casual, it does something but it's not
1:13:59
broken. broken, but as you go up the
1:14:01
power scale, it gets better and better and is
1:14:03
still playable up, you know, 10s play Mystic Remora.
1:14:06
Yes, for sure. But if I
1:14:08
see a Mystic Remora, I don't assume you're a 10. Yeah,
1:14:10
it's really interesting. Yeah. It's, as
1:14:12
for Sentinel, sort of walks and
1:14:15
talks like a Mystic Remora, but isn't quite
1:14:17
a Mystic Remora. Yeah, limited
1:14:19
to one. Yeah. It's a big deal. Well,
1:14:22
it's limited to its power. You could buff it. No,
1:14:24
no, I meant one card. Yeah, you can't get multiple
1:14:26
cards, which is a big deal for Mystic Remora, because
1:14:28
in high power levels, they're going to play a lot
1:14:30
of Git probes, noxious revivals, you know, a lot
1:14:33
of low CMC stuff. And so
1:14:35
you're going to draw three or four cards
1:14:37
off one person sometimes, whereas S-Percentaels
1:14:39
capped at one. But you don't
1:14:41
have a cumulative upkeep. That's true. You can keep
1:14:43
it forever. I will say
1:14:45
S-Percentaels is extremely easy to pay the one for. If
1:14:47
it's just a one-one and you're not paying the one
1:14:50
for S-Percentaels, watch it. Watch
1:14:52
it. You should be paying. Watch
1:14:54
yourself. You can do it. Check yourself.
1:14:58
I mean, for the most part, I think a lot
1:15:00
of the reason why Mystic Study and S-Percentaels are
1:15:02
good is opponent's player. Yeah,
1:15:05
for sure. Yeah. And that's
1:15:07
probably another argument sort of, I'm going
1:15:09
to say, against them at lower casual tables,
1:15:12
because those players are, you know, often sort
1:15:14
of newer. They're not as veteran. And
1:15:17
they haven't learned yet to pay for it. So
1:15:21
it's taking advantage of sort of that
1:15:23
part of it, which might, you know, might be okay. Like part
1:15:25
of what we're trying to do is be smarter. You learn eventually.
1:15:27
Yeah. Yeah. Some
1:15:30
people don't though, because it's play area that's
1:15:32
hard to identify. At the end of the
1:15:34
game when they cast, you know, Craterhoof and kill
1:15:36
you, it feels like Craterhoof killed you when a lot
1:15:38
of times, Mystic Study killed you. And
1:15:41
that's just a hard thing to go back, replay the game
1:15:43
in your mind and identify that that was the reason you
1:15:45
lost. If I had just paid the one and my opponent
1:15:47
said, done the same thing, you know, three or four more
1:15:49
times, they probably don't have as many creatures. They don't hit
1:15:51
their land drops. Craterhoof comes out two or three turns later.
1:15:53
Maybe they never even draw it. It's
1:15:56
totally different game. So yeah. What
1:15:58
do you think that's for Sennel? as
1:16:01
a Citadel or is it off that list? I think it is,
1:16:03
but I definitely think you can be
1:16:05
a seven and have it as for Sentinel.
1:16:13
I don't think I'm going to see it in a
1:16:15
six probably because of price. But
1:16:18
it probably could. But it probably could operate.
1:16:20
Again, it's non-creature, so I don't
1:16:23
think it would be absolutely broken in a six
1:16:25
environment. But if you also
1:16:27
had some other entire something, then it's all of
1:16:29
a sudden that's a different proposition. I think it's
1:16:31
just for Jessica's Will for me, but it's not
1:16:33
far. If there's a third tier, so we've got
1:16:35
Manicrypt Dioxide in that top tier and we've got
1:16:37
Jessica's Will smothering tied Bull as a Sill in
1:16:39
that second tier, I think S-Percental is in the
1:16:41
third tier below that. S-Percental is something, yeah, is
1:16:43
there. I would put it somewhere even like a
1:16:45
Lotus Petal maybe where it's like, I expect if
1:16:47
there's something that you're taking advantage of, like there's
1:16:49
some synergy built around it or something like that.
1:16:52
You can pump it in some way. You can pump it or it's a human
1:16:54
or there's a reason it's there. Then it's just
1:16:56
cool. Then it's cool. I love
1:16:58
synergy. It's also in white, which
1:17:00
I think we didn't talk about how color matters, but
1:17:03
I think it does for something. It does, yeah. For
1:17:05
a card draw, it's like, it's white's
1:17:07
best card draw engine, I think. I
1:17:09
think if you're in a Boros deck or
1:17:12
a Mono white deck and you play an S-Percental
1:17:14
and you say you're six, I don't bat an
1:17:16
eye. Yeah. Because- You
1:17:18
don't have a ton of options. Yeah, exactly. You need card draw
1:17:20
and this is a good one and it doesn't change the power
1:17:23
level of your deck. It's different if
1:17:25
you're like in a five color deck,
1:17:27
you're in a Kenrith deck and you say you're
1:17:29
a six and you go turn one S-Percental. Yeah,
1:17:31
yeah. That's totally different than a Mono white deck.
1:17:33
Exactly. Yeah. This
1:17:35
next category is life for cards. The
1:17:38
first one I think is automatically innate. It's
1:17:41
automatically innate. Yeah, I actually think
1:17:43
it's automatically innate. Is this above?
1:17:45
Yeah, it's ad nauseam. This
1:17:48
is three black black. For those who haven't had the pleasure,
1:17:51
ad nauseam is three black black for an instant, reveal
1:17:53
the top card of your library and put that card
1:17:55
into your hand. You lose life equal to its converted
1:17:57
mana cost. You may repeat this process
1:17:59
at any number. of times. Have
1:18:02
you ever seen this card played in what
1:18:04
you would be what you would consider to
1:18:06
be a casual deck? I have a friend
1:18:08
who built specifically an adnause casual deck. It's
1:18:11
not a CEDH deck. It is not as it
1:18:13
is a Monoblax CEDC deck that came in, exploited
1:18:15
itself, tutored for adnause, drew the whole deck and
1:18:17
then usually he either
1:18:20
drew aether flux and won or didn't draw aether
1:18:22
flux and died. How do you not draw it?
1:18:24
You draw everything, don't you? Oh you die before
1:18:26
you get to it? Yeah, yeah. Okay.
1:18:28
And like I guess it's an eight but
1:18:31
it's really it's just a bad nine. It's
1:18:34
a bad nine. It just felt like it was a
1:18:36
nine that wasn't quite fair. That's
1:18:39
what all the plays are. Like it wasn't quite fair. Like
1:18:41
adnause for me if you're playing it in casual at all
1:18:43
you are not... it doesn't belong,
1:18:45
right? It makes no sense. You're gonna draw three
1:18:47
cards and take a bunch of damage. What are
1:18:49
you gonna do? It doesn't, yeah. I
1:18:52
think adnause just doesn't really have a place in casual
1:18:54
which is interesting. Like Dockside doesn't have
1:18:56
a great place in casual but you see
1:18:58
it. Adnause I feel like. You
1:19:00
could be an eight and be a Dockside. Yeah. You
1:19:02
probably technically could be an eight and be an adnause.
1:19:04
But for adnause to be correct to run in your
1:19:06
deck, your CMC has to be so low and you
1:19:08
have to be so combo driven to
1:19:11
make it worth it that it's almost
1:19:13
by default a nine. Yeah, I think so. Yeah.
1:19:15
It's not like I think adnause. It is probably
1:19:17
one of the higher possible
1:19:20
to be banned or on the possible, you know,
1:19:22
ban list cards on the list. I'm not saying
1:19:24
I would put it above Dockside or anything like
1:19:26
that but oddly enough I do believe
1:19:28
it pushes the power level of your deck or
1:19:30
it indicates a power level that's even more than
1:19:33
Dockside and Mana Grift. Yeah. It does sort of
1:19:35
do a Mr. Gromora thing where it's really bad
1:19:37
in casual and it's really good in CDH. Yeah.
1:19:41
Well Mr. Gromora I think is fine in casual. Yeah,
1:19:43
it's fine in casual. Adnause is bad
1:19:45
in casual. Bad. Bad. Yeah. Yeah, somebody
1:19:47
can tell you like this card is
1:19:49
amazing. In every CH deck, you put
1:19:51
it in your deck and it kills
1:19:53
you. It kills you. High. Pay
1:19:55
five mana, you draw two cards and you take eleven
1:19:58
damage. Yeah. This was good. It's
1:20:00
terrible. I could
1:20:02
play sign in blood. We lose two for two mana. Speaking
1:20:09
of losing life, Necropotence I think is
1:20:11
sort of mana drain, mana crypt level
1:20:13
for me. Like
1:20:15
if you're running an Necropotence, for me, I think
1:20:18
it makes your deck an eight. Yeah,
1:20:20
I think I agree with that. And this is
1:20:22
another card that's on my list with Jessica's Will
1:20:25
and mana crypt and Dockside where I purposely do
1:20:27
not play it in what I
1:20:29
want to be sevens and below. Yeah. I
1:20:31
mean, I run it in Lord of the Dresserhorn,
1:20:33
which is funny because I spend so much cards
1:20:36
to get this one stupid thing into play. There's
1:20:38
like, I need really powerful draw engines. But
1:20:40
it's sort of the Feltigraph thing where it's like, that deck
1:20:43
has a Rhystic Study and it has these things that make
1:20:45
it powerful even though the plan is hidden with a big
1:20:47
thing. I think you like that.
1:20:49
That's a stupid plan. I do. Yeah.
1:20:52
And then how can I enable my stupid plan so that it is in some way
1:20:54
viable? Yeah. Like I said, I think that's
1:20:56
one of the cool things about the format. It's fun. Embolism
1:20:58
Citadel, of course, is here, lets you cast spells off
1:21:00
the top of your library by paying life. So it's
1:21:02
sort of both life for cards and mana. I
1:21:05
think if it costs less than 6MC, it
1:21:07
would be in that top mana crypt here,
1:21:09
although we just created a nest here, which
1:21:11
is Adnaz. We just had no. Yeah.
1:21:15
But it's 6MC, so it's with Jessica's Will and Smothering Tithe
1:21:17
in that B tier. Cuspier
1:21:20
is Sylvan Library. I
1:21:23
think you can't have a 6 with
1:21:25
a Sylvan Library in it. Interesting. I
1:21:28
think... Okay, no. Tell me your... That
1:21:30
might be price-based. It's so much
1:21:33
card selection and it's so
1:21:35
much card acceleration so early
1:21:38
that it
1:21:40
just feels like it's
1:21:42
an insurmountable thing early. But
1:21:46
I do think in a lower powered thing,
1:21:48
I don't know. Maybe
1:21:50
having all of those cards that early isn't as
1:21:52
good. But
1:21:54
for me, Sylvan Library is just... It's
1:21:57
sort of like Sensei's Demining Top, where if you're playing it...
1:22:00
I expect you know how to use it and I
1:22:02
expect you're really looking for something. Yeah, the you know
1:22:04
how to use it part is really interesting and something
1:22:06
that just occurred to me is that no
1:22:09
place in our calculation are
1:22:11
we able to sort of factor in player skill but
1:22:13
this is a card that is
1:22:15
much more powerful in better players hands
1:22:17
than in worst player hands. Yeah.
1:22:21
So if Brian Kibler tells me his deck is a six and then he
1:22:23
plays a Sylvan library, he's gonna
1:22:26
utilize that card to a degree that maybe his
1:22:28
deck couldn't be a six because he's so good
1:22:30
at magic. Right. But
1:22:32
whereas my cousin who's still learning how to play or has only
1:22:34
played for a little bit of time and this is their first
1:22:36
upgraded pre-con and they put a Sylvan library into it and they
1:22:38
said this is a six. It might make your deck worse. Yeah,
1:22:41
they probably, my cousin won't pay the
1:22:44
life every time, won't know you know,
1:22:46
won't have learned yet like crack
1:22:49
a fetch and do the thing and like you know even when
1:22:51
you don't want the card pay because you want the card under
1:22:53
it and all this kind of stuff and
1:22:55
so it's probably is a six in
1:22:58
that deck. So it's like, I
1:23:01
don't know, I don't really know how to categorize it.
1:23:03
Yeah, it's really tough to use correctly but
1:23:06
I think the power level for the
1:23:08
efficiency just puts it in that
1:23:10
category where it's like I would
1:23:12
assume it's a seven or
1:23:15
at least has the cards of a seven. Interesting.
1:23:17
I don't think I'm quite there with it but
1:23:19
I see what you're saying. Yeah. Okay,
1:23:22
the next one though. Yeah. Man,
1:23:24
a crit. It's about life of cards. Man, a crit.
1:23:27
It's the one ring. Wow.
1:23:31
If the one ring is in your deck, I think it automatically makes
1:23:33
it an eight. Yeah,
1:23:35
I do agree. It's
1:23:37
yeah, it's so
1:23:39
good. I would never put it in a
1:23:42
six or a seven just because it's so
1:23:44
free, it's so powerful. It's
1:23:46
like the fairies protection plus card draw. It's
1:23:49
crazy. Yeah, it feels right. I think
1:23:51
it's eight and above. It's definitely in
1:23:53
the category with, is it, I'm
1:23:56
debating in my mind right now, is it closer to Jessica's will
1:23:58
or is it closer to Jessica's will? Darkside.
1:24:01
I. Think it's. I
1:24:04
think for me, it's closer just as well. Yeah, Where.
1:24:08
By. Still talks barrier as we talked it through
1:24:10
I still was idea of which has his wasn't
1:24:12
savage anymore in the air South's yeah it's one
1:24:14
of those cards as a similar just as well
1:24:16
in that for us specifically it wasn't clear see
1:24:19
how just how good it was and then you
1:24:21
played a few times and you see other people
1:24:23
play a few times you like wow holy cow
1:24:25
the app pens. Every time
1:24:28
is amazing. Death and it's versatile
1:24:30
and that it protects you and
1:24:32
stuff like yeah, it's it's against
1:24:34
Oh hey, I got this next
1:24:37
categories the name of one of
1:24:39
our shows sides Extra Turn. Ssssss
1:24:42
ah we named that. It's because much
1:24:45
as the spells would give you actually
1:24:47
turns his We thought like a weird
1:24:49
you do game night skies Answer: extra
1:24:51
thirty small town returns of more gameplay
1:24:54
turns out remittances. I'm sorry what we
1:24:56
call it x. T. Assistance
1:24:58
It's been an easy yeah that's
1:25:00
the own home fear as cel
1:25:02
are too young. Yet
1:25:06
just that hasn't yet. Or that's. Ah
1:25:08
exes earns I to. I feel like. Are.
1:25:11
Like manner dorks where if you have
1:25:13
one, maybe two, Fine. Young
1:25:16
A dozen. A dozen really move the needle. Mind.
1:25:18
As for why be two hundred and
1:25:21
one is like this year? Ah, but
1:25:23
if you have any more than that,
1:25:25
I feel like extra turns. really? Six
1:25:27
your deck to be a Italy's to
1:25:29
Seven strategies probably. and probably in a
1:25:32
year and a rough three, Exeter and
1:25:34
smells? Yes, you're probably. You're
1:25:36
right, The cusp of eight and legacy of
1:25:38
one, You know? Snapped. Up to
1:25:40
cast her major something and one of those are
1:25:42
stern says and shuffle yeah event an artery or
1:25:45
mansour the youth and yep, you're there are zero
1:25:47
mansour. It's even worse it I guess. Now you
1:25:49
can access the internet, access every deck and take
1:25:51
infinite turns. It's an eight. Because
1:25:54
that's the set, has a feeling that
1:25:56
the winter months that most. Sevens.
1:25:59
Are Not prepare. to fight against. Because
1:26:02
oftentimes your only way to fight against it is
1:26:05
character spells. Yeah. Yeah. Yeah.
1:26:08
An interesting part of this category. So that's
1:26:10
like we're talking about expropriates and nexus of
1:26:12
fates are the extra turns. But I
1:26:15
do think that Seedborne Muse also goes
1:26:17
on this category. There's also an extra turns
1:26:19
card. It's an extra turns card. As a
1:26:21
Seedborne Muse lover, I concur. I also said
1:26:23
unwinding clock, I think, is very similar. Yeah.
1:26:27
Whereas it's very difficult
1:26:29
for me to envision. No sixes can
1:26:31
have a Seedborne Muse unwinding clock. And
1:26:33
you're probably pushing eight. You
1:26:36
could probably get away with being a seven if your
1:26:38
plan is really dumb and you
1:26:40
don't have any of the other
1:26:42
powerful cards we talked about. But in general, those
1:26:44
cards let you on top of another player's turns. And assuming that's
1:26:46
a thing you want to do because you can use that man
1:26:49
on other players' turns, like you got Kenrith or you just have
1:26:51
a lot of instance or whatever. Yeah,
1:26:53
you're taking four turns for everybody else's one. Yeah.
1:26:55
Which I love to do. Don't get me wrong.
1:26:57
Super fun. But it is. You have a Seedborne
1:26:59
and you're like, I get to play so much
1:27:01
magic. The thing is, you're picking up a lot of
1:27:04
the chess clock, which is not
1:27:06
necessarily expected
1:27:08
at a lot of tables. Not just that. Just
1:27:10
you are able to spend 28 minutes at everybody's
1:27:13
seven. And
1:27:16
you're just going to win. If
1:27:19
you can use it, that will win you
1:27:21
the game. Yeah, it's just too powerful. This
1:27:23
is a tax on an axis, these extra
1:27:25
turn things. And going back to like, Nexus
1:27:27
of Fate and whatnot, that
1:27:29
a lot of decks are not prepared to deal
1:27:31
with it all. Right. Yeah. At least Seedborne means
1:27:33
you can remove. Yeah. Basically,
1:27:35
any time you have a
1:27:38
thing. We're going to talk about this a little
1:27:40
bit later, I guess. But any time you have
1:27:42
a thing that you cannot interact with without a
1:27:44
counterspell, I think it bumps the
1:27:46
level of your deck. Where if you are expecting
1:27:48
your opponents to have a counterspell to be able
1:27:50
to interact with you, it means
1:27:55
that you're certainly not a six. OK.
1:28:00
next category in the next category here? Yes.
1:28:03
Okay. This is a lonely card. This
1:28:05
is a one-off card. We couldn't figure out where to
1:28:07
put. It is Cyclonic
1:28:09
Rift. Yeah. And
1:28:13
I sort of want to talk about it with the
1:28:15
next card, but I can't exactly explain to you why.
1:28:18
Interesting. I don't
1:28:20
put Cyclonic Rift. I don't think Cyclonic Rift goes in
1:28:22
sixes. It's like Jessica's Will to
1:28:24
me. It's Jessica's Will. It's just like it's just
1:28:27
not a card that you put in a deck
1:28:29
lightly because it
1:28:31
does have that powerful shift in
1:28:33
balance that's in one card. Yeah.
1:28:36
And it doesn't really require you to have a
1:28:38
setup. It doesn't really require anything of you to
1:28:41
provide that shift. Obviously,
1:28:44
if you have like a ton of stuff on board and
1:28:46
you cast something and you like an
1:28:48
overrun, that's a shift in power, but it's something that took
1:28:50
a lot of work to do. If a
1:28:53
single card can throw the balance of the
1:28:55
game out of whack, then it feels like
1:28:58
it's going to be at least a seven or an eight. I
1:29:01
think the fact that it has a two-mana mode
1:29:03
is sort of what puts it. Because I think
1:29:05
if it just had the seven-mana version and that's
1:29:07
all it could do, it'd still be very good.
1:29:10
And that's what you do 85% of the time. But
1:29:13
the fact that it does save you sometimes when
1:29:15
someone's like, cool, suit up
1:29:17
my commander, give it Unblockable that you didn't
1:29:19
see coming and attack you for lethal. You're
1:29:22
like, it saved me. And
1:29:24
anybody who's played Commander for a very long time has
1:29:26
done that on multiple occasions. And I think if it
1:29:29
didn't have that mode, it would be a different proposition. But
1:29:31
because it's like, keep
1:29:33
me safe, and then when I don't have to use it,
1:29:35
win with it. That's not a
1:29:38
lot of cards fit that thing, but it is kind of a
1:29:40
unique... We're not going to talk about
1:29:42
another board wipe, right? No. The
1:29:44
only other one that even came close, and I decided
1:29:47
that it probably didn't make the list was Farewell. But
1:29:50
Cyclonic Rift doesn't do what Farewell does. Well,
1:29:53
if Farewell doesn't do it, Cyclonic Rift. Yeah,
1:29:55
that's what I mean. Is
1:29:57
like one just zeroes the board. Rift
1:30:00
shifts the board. It puts weight on the scale.
1:30:02
Yeah. So, Cyclonic Rift is definitely the kind of
1:30:04
card that if you cast it, you are likely
1:30:06
to win that game all on its own. And
1:30:10
I think this next card is kind
1:30:13
of the same. Interesting. It's
1:30:16
Tefarious Protection. Yeah. Because Tefarious
1:30:18
Protection is the kind of card that I feel like it went
1:30:20
in every white deck and you were like, yeah, of course. Yeah,
1:30:23
Tefarious Protection is Sol Ring in white deck. There's no
1:30:25
argument you can make from a power level point that
1:30:27
Tefarious Protection doesn't belong in the deck that has white.
1:30:29
If it's in white, it's going in the deck. Yeah.
1:30:34
And I think more and more to me, this is
1:30:36
just as well. Where it's like, it's
1:30:39
because it's not just board protection. It's
1:30:42
a fog. It's
1:30:44
an extra turn spell at
1:30:48
instant speed for three mana that can
1:30:50
interrupt or even counter an opponent's
1:30:52
turn. Tefarious Protection is
1:30:54
so flexible and
1:30:57
so powerful that it just
1:30:59
guarantees you a
1:31:01
second shot at the game. Right? Or
1:31:04
less. More or less. Like, it's an
1:31:06
instant speed extra turn spell that
1:31:08
can win you the game because you can like, all right,
1:31:11
I'll fog your attack and now I untap with my board
1:31:13
and I can attack back and you didn't expect that. Or
1:31:16
it can just be like, all right, there's a board wipe. I'll save
1:31:18
my whole stuff. Now it's a one-sided board wipe. And
1:31:20
I do think it's that level of powerful
1:31:23
that maybe we should be taking a second
1:31:25
look at where Tefarious Protection goes. Because again,
1:31:27
it's white. So we were like, eh, let
1:31:29
white use whatever tools it
1:31:31
has. But these days, white has gotten a
1:31:33
lot of tools. It has a lot of great board
1:31:35
protection pieces that Tefarious Protection
1:31:37
may just be too pushed
1:31:40
for asixis. That's
1:31:43
interesting. I sort of
1:31:45
thought about or think about Tefarious Protection. Like,
1:31:48
it doesn't, you
1:31:50
need to have stuff to protect. It doesn't like,
1:31:53
stop anybody from doing anything exactly. Obviously if
1:31:55
they're attacking you or whatever, but it doesn't
1:31:58
like, affect their boards in any way. way.
1:32:00
So if you don't have stuff
1:32:04
to protect, then it doesn't do anything.
1:32:07
Yeah. Which is, I
1:32:09
guess, Cyclonic Crypt is kind of like that. If you
1:32:11
Cyclonic Crypt and you don't have a lot, it won't
1:32:13
win you the game, but it will often even out
1:32:15
the game. Extra turns are kind of the same way,
1:32:17
where if you take an extra turn, it could just
1:32:19
be an explorer if you don't have stuff to take
1:32:21
advantage of. True. Yeah, and Tefarious Protection doesn't give your
1:32:23
creatures haste in the way that extra turn spells do.
1:32:25
Yeah. It's not, and
1:32:28
I guess it is kind of similar. It sort
1:32:30
of does. If you cast them in Cast of Furies Protection, you're
1:32:32
going to untap with them. That's
1:32:34
true. Yeah, it's interesting. But
1:32:36
your opponents get to act in between. Yes.
1:32:39
So which is kind of a big deal. So yeah, I
1:32:41
don't know. I don't have any good arguments against
1:32:43
you. And the more I think about it, it
1:32:45
is Jessica's will powerful, I think. Yeah. In
1:32:48
that second tier, or I guess now third because
1:32:50
of Ad Nauseam. Yeah. The first thing
1:32:52
you asked here was Manacrypt and Dockside, but that's Ad
1:32:54
Nauseam. And now A tier is Manacrypt,
1:32:57
Dockside. And now B tier
1:32:59
is Jessica's will. A bunch of
1:33:01
cards. The Fariest Protection, Smothering cards. Yeah, exactly. A
1:33:03
lot of these cards. Which means I think you
1:33:05
can have one or two in your seven,
1:33:08
but once you're above that, you're an eight. Yeah.
1:33:10
I mean, I think you could probably have one or two in your six.
1:33:13
Oh, interesting. And like, if you have just
1:33:15
a Tefarious Protection in your six sec, I
1:33:17
think that's probably fine. But if you have
1:33:19
Tefarious Protection and a Smothering Tide...
1:33:21
You probably already have seven. You're a seven. Yeah.
1:33:24
Tefarious Protection and a Jessica's will. Yeah. You're
1:33:27
a seven. That feels like a seven to me. Interesting. Okay.
1:33:29
I could buy that. Yeah. Tefarious Protection
1:33:31
is undoubtedly amazing and very good. It's extremely,
1:33:33
extremely powerful. And it's possible that it
1:33:36
doesn't do this. But for me, I
1:33:38
feel like I underrated Tefarious Protection, like
1:33:41
the impact that it has on a game. I knew
1:33:43
it was powerful, but I think it's the kind of card
1:33:45
that like, maybe if you
1:33:47
pull it out, you're like, the
1:33:49
difference is between with extra turns, well, this does exile
1:33:51
itself. You can't like loop Tefarious Protection. Yeah. Which a
1:33:53
lot of extra turns fells do, but not the old
1:33:55
ones. Yeah. Let me throw a few curve
1:33:58
ball here. Hit me. pots
1:34:00
in my head while we were talking about this. What about Ink Shield? Yeah,
1:34:05
I mean, it's
1:34:07
close, right? Like,
1:34:09
Ink Shield has two colors, so
1:34:11
it's not in every deck, but it
1:34:13
goes in every black-white deck. And
1:34:16
if you cast it, having done nothing, if
1:34:18
it like, it's narrow, it's narrower than
1:34:20
Teferi's Protection, but it
1:34:22
will win you the game after the, and
1:34:25
like, you didn't do anything. It fits your
1:34:28
earlier example of like, if
1:34:31
a lot of times the only way to stop
1:34:33
it is a counterspell. Mm-hmm, yeah. And, you
1:34:35
know, I don't know, a lot of decks, I'm
1:34:37
not sure what they're supposed to do, maybe just,
1:34:39
hey, I have 28 power, but I'm willing to attack you
1:34:41
for seven, thinking you got an Ink Shield, and hope that
1:34:44
I can live through the crackback of 14. 14
1:34:46
in the air? Still pretty big crackback. I probably still lose that
1:34:48
game, even though I'm trying to play around it, but what can
1:34:51
I do? Right. So,
1:34:53
the sixes are ill-equipped to deal with an Ink Shield, and
1:34:55
it might fall into, it's not as good
1:34:57
as Teferi's Protection, but it might just
1:34:59
the way it's positioned. That's interesting, yeah. And
1:35:02
it's like, if you cast
1:35:04
it at the right time, you
1:35:06
win that game. Yeah.
1:35:08
Like, for sure. It's interesting, yeah. Yeah,
1:35:10
it's more narrow than Teferi's Protection, but
1:35:13
again, it doesn't
1:35:16
cost much, other than holding
1:35:18
up five. There's been a lot of games I've been
1:35:20
in where I'm like, oh
1:35:23
man, they might have Ink Shield. And then I
1:35:25
think through, what do I do knowing that? Like,
1:35:27
let's imagine they showed it to me, and
1:35:30
your brain goes through the options, and
1:35:32
you're like, there's like- Hit
1:35:35
them with one turn? Yeah, what do
1:35:37
I do? Like, I don't have
1:35:39
a good option in my green-red deck to do
1:35:41
anything about it, so I either choose to attack
1:35:44
them with just one creature, which gives them more turns
1:35:46
to try and draw the Ink Shield, or I just
1:35:48
hope they don't have it here. Yeah. But
1:35:50
it's not like I didn't consider it, but what can I do? Yeah.
1:35:52
Yeah. It's interesting. You
1:35:55
fog back. Yeah. Fog the your
1:35:57
combat. Counter the thing. You
1:36:01
attack and then you go, crap, blasphemous act, I
1:36:03
guess. Yeah, you maze-vist, you big thing, I don't
1:36:05
know. Tiferi's protection and those kind
1:36:08
of things live in an interesting place where white
1:36:10
is getting these pieces that blue has,
1:36:12
that red has, that black has. Yeah. And, uh... That
1:36:14
are hard to interact with. That are really hard to
1:36:16
interact with. Okay, up next we
1:36:19
are going to talk about some of the
1:36:21
more controversial cards in the format. Very powerful
1:36:23
permanents, highly interactive. If they're not careful, they
1:36:25
can take a whole deck out of a
1:36:27
game if they're not ready for it. But,
1:36:30
we're going to get to those after a
1:36:32
few words from our sponsors. Where's
1:36:35
Jimmy? He's usually so punctual. Yeah. Hey,
1:36:38
sorry about that. I was just getting
1:36:41
my deck together. Or, most of it.
1:36:43
But that's just a really big stack
1:36:45
of envelopes. Ah, I prefer to think
1:36:47
of it as pre-sleeved. Well, where's your
1:36:49
commander? Um, let me check. Tracking says
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he's in shipping label created. Jimmy,
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Kingdom's huge selection of singles, sealed products,
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and more. Again, that's cardkingdom.com/command. Alright, welcome
1:37:25
back. We are talking about the cards
1:37:27
that change the power level of your
1:37:29
deck all by themselves. And
1:37:31
this next section is, uh, it's a doozy.
1:37:33
The next category that we're talking about is
1:37:35
hate cards. And this was sort
1:37:37
of an interesting name. Um, for
1:37:40
me, these are, the definition of these
1:37:42
are permanents that
1:37:44
prevent certain kinds of decks
1:37:47
or certain things from
1:37:49
happening when they're on the battlefield. So
1:37:52
they either have to be removed for certain decks to
1:37:54
participate, or they have to be
1:37:56
removed for any deck to participate. Yeah. So
1:38:00
similar to Stacks or something, but not exactly the same.
1:38:02
Not exactly. I think Stacks
1:38:04
fits in this category, but it
1:38:06
doesn't encompass this whole category. The
1:38:09
first one I consider combat hate
1:38:11
cards. And this for me is Glacial
1:38:13
Chasm, which says that it's
1:38:15
just damage, prevent all damage
1:38:17
that would be dealt to you, and it is a
1:38:20
cumulative upkeep. And your stuff can't attack, which most of
1:38:22
the time is in the downside in Dexet Play This.
1:38:25
And then Constant Mists, which
1:38:27
is a fog with Buy Back. Yeah, Buy Back
1:38:30
is sacrifice of land. So you can late
1:38:32
game fog forever, more or less. Yeah, because
1:38:34
it's fog five, six turns in a row
1:38:36
until you set up the road. Yeah, you're
1:38:38
green. You probably are getting land ramp out
1:38:40
there, yeah. Oh, yeah. You have plenty of
1:38:42
it. And both of these are very, very
1:38:44
difficult to interact with. You need either land
1:38:46
destruction or a counterspell. And
1:38:50
they turn off combat decks. And
1:38:52
combat decks encompass most a big portion of the
1:38:55
format are what is their main plan? Kill your
1:38:57
creatures. We just talked about this back in the
1:38:59
day. And I think Commander is in a different
1:39:01
spot now than it was then about,
1:39:03
yeah, if you're a combat based tech, you better have
1:39:06
a plan in your deck that can win in a different way
1:39:08
so that you can beat these cards. Because, yeah,
1:39:10
I used to play them a lot now. I almost never play
1:39:13
them now for the reason we were going to talk about. I
1:39:15
think these are the kind of the opposite of Mr. Kamura, where
1:39:17
they're almost better in casual. And then they
1:39:19
get worse as they get more competitive, which are
1:39:21
the really frustrating cards to play. Yeah,
1:39:24
yeah, you're right. It is the inverse of Mr.
1:39:26
Kamura. Because if you play these in
1:39:28
sixes, they will have no answer and just feel
1:39:30
like nothing in my deck matters against that
1:39:33
card. But
1:39:35
in a CEDH, they're going
1:39:37
to laugh at a constant miss because it doesn't matter. They're
1:39:39
not going to attack you for the win anyway. And they
1:39:41
have a million counterspells running around anyway, so they have a
1:39:43
lot of ways to interact with it. So it's like, you're
1:39:45
going to try and cast that every turn. Good luck. OK.
1:39:47
Yeah. You're going to strip behind yourself every turn? Great. Yeah.
1:39:49
Keep yourself busy. So
1:39:52
it's not that they, you know, I'm sure maybe they're
1:39:54
CEDH fringe ones that run a card or two. But
1:39:56
I'm just saying they have answers. They're running strip minds.
1:39:58
They're running waste plans. They're running waste. Because they
1:40:00
are like, we need answers to all kinds of different things. But
1:40:03
that's not how really casual
1:40:05
decks think. So yeah, it's great
1:40:08
you call these out because if you've
1:40:10
listened to Command Zone over the years,
1:40:12
we used to talk about these cards a lot and we
1:40:14
never talk about them now. And that's not because they're not
1:40:16
good anymore. It's because we stopped playing them because
1:40:19
for the same reasons, like these can
1:40:21
only go in higher power level decks. It's
1:40:23
not that fun to make it so my
1:40:25
opponents can't feel like nothing they're
1:40:28
doing matters. They interact on an
1:40:30
eight level but they interact with
1:40:32
six level which is very frustrating.
1:40:34
So I just don't think there
1:40:36
are great decks for them in
1:40:38
Commander. Like they're very powerful. Like
1:40:40
you could put Glacial Chasm I guess in
1:40:42
like an eight Enchantress deck. But
1:40:46
I don't love putting them honestly
1:40:48
in any Commander deck. Yeah,
1:40:52
I don't think I run either anymore. I might run Constant Miss
1:40:56
in my really high, couple of high powered decks
1:40:58
but that's about it. I have
1:41:00
a Windgrace Planeswalker's deck and I don't run Constant
1:41:02
Miss because it's like blech. It would also be
1:41:04
good in Glacial Chasm because- Yeah, you even keep
1:41:06
reanimating it? The best way to use Glacial Chasm
1:41:08
is actually to sack it and then play it
1:41:11
in your lamp return with Crucible Worlds so you
1:41:13
don't have to keep paying more life. The
1:41:17
next hate cards we're going to
1:41:19
talk about are Repeatable Edicts. Grave
1:41:21
packed, Dictate of Erebos. These are two big
1:41:24
ones. This is the
1:41:26
Butcher of Malacharia. Which is I think
1:41:28
less offensive just because it is a creature and it's more
1:41:30
CMC. Except mania. Yeah. But
1:41:32
these two cards, Grave packed and Dictate of Erebos, there's a
1:41:34
lot of decks in the form that just can't beat it
1:41:36
because if you're a Voltron deck, done. You can never keep
1:41:38
a creature out of the board. You're not going to play
1:41:40
enough creatures to be able to keep up
1:41:42
with however many they're sacking and they
1:41:45
do kind of often tend to be
1:41:48
like repeatable board wipes. So
1:41:50
it's just like everyone goes,
1:41:53
ugh. Because it's like, I don't want to play
1:41:55
creatures because they're just going to die. Even if I can get 20
1:41:57
out all at once, which my deck's not built to do, so what
1:41:59
the heck What are you supposed to do here? Right. It's
1:42:02
also the kind of card that it's just like, okay,
1:42:04
my deck cannot play until I draw this. Yup.
1:42:07
Until I draw Disenchant or a variant of Disenchant. Yeah,
1:42:09
like one of three or four cards in my deck.
1:42:11
Yeah. I hope I draw
1:42:14
it. Here we go. So, I feel like if
1:42:16
you're running this level of very intense
1:42:18
interaction, I expect that your deck
1:42:20
is an eight and is interacting
1:42:22
with eight level stuff. Yeah. It's
1:42:25
hard for me to imagine a Grave Pact in six
1:42:27
for sure. For sure, yeah. Probably not a seven either,
1:42:29
yeah. If it's in a seven,
1:42:31
it's a seven and a half. It's a
1:42:33
highly interactive seven. It's
1:42:36
sort of hard to have a sacrifice deck that's
1:42:39
honestly a six. It
1:42:43
depends. Aristocrats are just very synergistic
1:42:45
these days. But yeah, I think Grave
1:42:47
Pact and Dictate of Erebos tip your
1:42:49
deck certainly on the
1:42:51
high end of casual. Fun
1:42:54
thing to note is we outlaw these cards
1:42:57
in game nights. Yup. And
1:42:59
that's not just not power level because I think we
1:43:01
play close to eight for a lot of that stuff.
1:43:04
It's more about annoyance when editing. Yeah. Because
1:43:07
there's so many triggers. Every time something happens, this happens
1:43:09
and this other thing happens. It's just like, uh. And
1:43:12
so easy. It's not fun to watch. Just
1:43:14
nothing happens. Yeah. It just causes
1:43:16
stagnant games where everyone's just sitting there staring at each other.
1:43:18
The player that has a Grave Pact is incentivized to sack
1:43:20
whatever creatures they got to stop everybody else from having
1:43:22
creatures. So they often don't have very many creatures. So
1:43:25
even they are not doing a lot. Right.
1:43:27
Yeah. And then there's stall. And
1:43:30
speaking of stall, Oreshards. It's
1:43:33
almost like you made a list of all the cards that I don't
1:43:35
play anymore that I used to. Haha.
1:43:38
I'm the ghost of Commander Games Pass.
1:43:42
Or Drudge. We're just a month
1:43:44
late, that's all. Yeah.
1:43:47
Ebenezer. This
1:43:51
section is Artifacts and Enchantment Hate.
1:43:54
Yup. Oreshards is
1:43:56
specifically repeatable, simple
1:43:58
removal. for every
1:44:00
artifact and enchantment on the battlefield, except
1:44:03
itself. So I have a funny story about this card.
1:44:07
When we first were starting, and I think we didn't
1:44:09
even do the podcast yet, I was just first learning
1:44:11
Commander. Maybe
1:44:13
the second or third time I played. I played the whole first
1:44:15
night, and I don't do that
1:44:17
great because I took a Nekusar pre-con and I
1:44:20
was like, I'll turn it into a five-color chromat
1:44:22
deck. And then I added a bunch of cards
1:44:24
to it that weren't very synergistic because I didn't
1:44:26
know Commander very well, like Fleece mainline. And so
1:44:28
then I have fun, but I don't do very
1:44:31
well. So of course I get on the internet
1:44:33
the next day and I come across Oreshards and
1:44:35
I'm like, I need this card. And
1:44:37
I'm calling shops in LA, like, do you
1:44:40
have Oreshards? No. And I find
1:44:42
a shop up in Valencia and I have to drive all the
1:44:44
way up to this shop. So who far?
1:44:46
Yeah. I'm way up there and I'm like,
1:44:48
it's in this industrial park and it doesn't really have a sign and
1:44:50
I knock on a building and I walk in and I'm like, is
1:44:53
this whatever name? They're like, no, that's three over. Okay. And
1:44:55
I go in and I get there and I'm like, do you guys have
1:44:57
Oreshards? Because I called earlier. And the guy's
1:44:59
like, I think we have it. I'm like, well, I talked to somebody. They
1:45:01
said you had it. And he's like, who'd you talk to? I don't know.
1:45:04
So yeah. So he's like, did anybody here talk to an Oreshard? And I
1:45:06
thought I drove all the way up there for nothing, but the guy was
1:45:08
like, oh yeah, I talked to you. Hold on, I'll go
1:45:10
get it. Yeah. And that's how I
1:45:12
bought my first Oreshards. There you go. And
1:45:14
then you played it once and they were like, okay,
1:45:17
well, I guess I'll go home then. It
1:45:20
was sweet. And I was like, this card's
1:45:22
insane. And then I
1:45:24
got that feeling. Listen,
1:45:28
I don't want anybody to think I learned
1:45:30
quickly. It took a while. It's very, very
1:45:32
powerful. And you would draw it every game.
1:45:34
Yeah. This is the kind of card that
1:45:36
you look at and you're like, wow, that lets me do everything
1:45:38
and it's exactly my plan. I'm going to use it. And
1:45:41
you do. And then you play against
1:45:43
your opponent's enchantment deck and they're like, okay, well,
1:45:46
I'm out of the game then. And I'll
1:45:48
just sit, like I can't cast anything in my hand
1:45:51
until I draw a removal self for that. Yep.
1:45:54
And then you're like, does it feel like you won that game?
1:45:56
You just like deleted a player. Like you deleted
1:45:58
an opponent. It's narrow cards.
1:46:00
It's so ubiquitous too. I don't think it's about
1:46:02
enchantment decks or artifact decks You just at this
1:46:04
point you're just like play creature and pick off
1:46:06
mana rock play creature pick off mana rock and
1:46:08
they're like Okay, so even
1:46:11
if I destroy that thing now You
1:46:13
have nine mana and we all
1:46:15
have four or five like wow How do
1:46:18
how exactly are supposed to come back in this game?
1:46:20
I also so in this category I also put collector
1:46:22
roof just so we've mentioned it It turns
1:46:24
off the activated abilities of all artifacts. So most of the
1:46:27
time it's in a land ramp deck So all your you
1:46:29
have all your lands you're not using rocks and dream you
1:46:31
turn off all your opponents Rocks
1:46:33
and you're like great. I did it Um
1:46:36
and it but I want to make the point that I don't
1:46:38
think like you have to be able to interact with this Collector
1:46:41
was not as bad though because yeah, you can remove it.
1:46:44
Once you remove it you go Yeah, or
1:46:46
charge is like I finally removed it. I don't have
1:46:48
anything left though. I Rebuild it all
1:46:50
now. I can't rebuild until I remove it. Yeah
1:46:52
collector was like I can't use this stuff But
1:46:54
once I kill it, it's back online, right? I
1:46:56
can play it and then remove stuff Like
1:46:59
you should run vein of progress is that just
1:47:02
enters the battlefield and destroys all artifacts and enchantments
1:47:04
if if that's Advantages to you. You should run
1:47:06
a lot of artifacts and shambles Yeah, like that's
1:47:08
a very good thing for you to put into
1:47:10
your deck But the difference is when you cast
1:47:13
a bane of progress and you blow up all
1:47:15
this stuff done now They can rebuild. Yeah, when
1:47:17
you play an aura shards, they cannot rebuild until
1:47:19
the aura shards is gone. Yeah So
1:47:22
that's a big difference for me. It's like it operates like a
1:47:24
great pact Let me ask you
1:47:26
or shards on our yeah,
1:47:28
where does it go on our impromptu tier
1:47:30
list? Is it Jessica's
1:47:32
will? It's great pact. I hate
1:47:35
it Great back don't
1:47:37
play it great back go. It's like
1:47:39
you said you couldn't really you know Maybe you could
1:47:41
be like seven and a half but like I think
1:47:43
you're probably an eight if you're playing an aura shards
1:47:45
because you're you're expecting like they have to interact with
1:47:47
you and Eights are
1:47:49
at least expecting that they have to interact with
1:47:52
their opponents Sixes and sevens. I
1:47:54
feel like are just like no we're racing cars.
1:47:56
Yeah, and like we might interact so we don't
1:47:58
die What?
1:48:02
You sow Car racing was I don't know. Guys are
1:48:04
yeah sets. As far as a little a horse racing
1:48:06
I'm pretty sure. yeah. we. Could
1:48:09
have to divest mean rights as an like
1:48:11
or started says, like sooner you to interact
1:48:13
to play, yeah, so it feels like a
1:48:15
has to. Like. A level interaction
1:48:17
from Rove. I'm going to ruin something later.
1:48:20
own I am I wonder yet or grab
1:48:22
the reminder. Another conference I run as I
1:48:24
gonna ah the next section is graveyard hate
1:48:26
yeah so this is on board. this is
1:48:28
rest in peace where if your graveyard that
1:48:30
you have to remove that things in order
1:48:32
to player game. So doubt
1:48:34
the void walker rest in peace. Blue line
1:48:37
of avoid All of these I feel it
1:48:39
fall into this category. It's permanent base interaction
1:48:41
that they have to interact with. Yeah.
1:48:44
Rest in peace. I don't really play
1:48:46
and ah it's similar doors hard for
1:48:49
me in that is a hard to
1:48:51
remove. Ah. Card. Type and says
1:48:53
no, just shut off stealthy. I don't
1:48:56
doubt he is getting close to just
1:48:58
as well for me, where ah, I
1:49:00
probably do still have it in a
1:49:03
seven or two, but in general I've.
1:49:06
Chosen not to put it in new decks.
1:49:08
I'm buildings I don't push their parole to.
1:49:10
I yeah and it is a card where
1:49:12
I feel you couldn't justify. We played have
1:49:14
any deck with black but at least it
1:49:16
is a creature and that isn't the easiest
1:49:18
card type to remove right? It's
1:49:21
got that going for it but it often
1:49:23
does to serve turn off decks i think
1:49:25
Deathride som and is in this mobile. Totally
1:49:27
fine but it often will can turn off
1:49:29
your opponent's that's but only says one card
1:49:31
per turn Press hum. Interaction.
1:49:33
Totally. Fine, like even like scavenging
1:49:35
ooze. But you kebab, Do it. You
1:49:38
should have these things yes, but having
1:49:40
permanent basis while powerful. Doesn't. Exactly
1:49:42
make your games are fun and doesn't exactly
1:49:44
like. I don't know a I feel like if
1:49:46
your. behalf running for permanent basis face interaction
1:49:48
ear as seven or in eight psi
1:49:50
seven or an eight the eight when
1:49:52
somebody would you go bugs you your
1:49:55
offer like ah i have three dogs
1:49:57
but when somebody recipes his office i
1:49:59
ours is over I got my deck is
1:50:01
done. Yeah. Yeah, I'm playing black I don't I don't
1:50:03
have any removal for it Do you think any of
1:50:05
those cards changed the power level your deck and if
1:50:07
so which Changes it the most like is there any
1:50:09
you consider not playing due to power level? I
1:50:12
don't play douthy in in my sevens. I would
1:50:14
run it in eight because that's great Um and
1:50:16
rest in peace is like for
1:50:18
me It's an eight level type of interaction
1:50:21
Because it's just like you expect the
1:50:23
that level of interaction when you're playing
1:50:25
that powerfully But I don't
1:50:27
expect permanent based stuff that I have to
1:50:29
remove at sixes and sevens. Yeah, fair enough
1:50:31
All right. The next category is cards that
1:50:34
hate on lands. Yeah Like
1:50:36
these first few are non-basic lands, but yeah, this
1:50:38
first one is the one that I was comparing
1:50:40
to or shards Which is blood moon. Yeah, which
1:50:42
is I can't do anything. Okay,
1:50:45
and what I hate about blood moon is it also
1:50:49
Stops my lands from giving me the mana. I
1:50:51
would need to remove the blood moon Like
1:50:54
now I can't even hope that I draw
1:50:56
a disenchant I mean, obviously
1:50:58
you can have some basics, but if you just don't and you
1:51:00
know, we don't run a ton of basics in
1:51:04
Multicolored decks because you know, what are you gonna build your
1:51:06
deck to beat one card? Yeah So
1:51:09
you just don't happen to have it. You're just
1:51:11
like Hope somebody removes
1:51:13
it. Yeah, I mean, it's like free counterspells
1:51:15
for me Like there are certain power levels where
1:51:18
I expect to play against free counterspells and there
1:51:20
are certain power levels where I expect I could
1:51:22
Play against a blood moon. Yeah, we're like I'll
1:51:24
fetch a basic. I'll try and make sure that
1:51:26
I have those like you just If
1:51:37
I'm playing against a mana red deck in an 8 pod
1:51:39
I am playing around blood moon, right? Right,
1:51:41
that's true and like give me a chance, you know, like
1:51:43
if you're just playing a five color like six Then
1:51:47
then your hose you're just totally oh Yeah
1:51:49
back to basics is similar. Yeah, where you put
1:51:52
winter or he's it's like eight Like
1:51:54
I don't expect to be interacted with on that excess in
1:51:56
a seven I can't imagine playing a six that had it
1:51:58
with It would be
1:52:00
so weird. But even a seven, I feel like
1:52:02
this pushes you into eight. Yeah. Where
1:52:05
you're interacting permanently. You're twisting the game
1:52:07
in a way that sevens aren't, that's
1:52:09
not really what they're looking for in
1:52:11
general. Yeah. Next category is draw hate.
1:52:13
This is a nurse at parter of
1:52:15
veils or even like a notion thief,
1:52:17
a previously whole preacher, anything
1:52:19
that says, oh, you thought you were going to draw,
1:52:22
but you're not. Either I'm going to
1:52:24
draw or nobody's going to draw. Yeah, it's interesting. I
1:52:26
didn't think about the whole preacher thing, but we do
1:52:28
have a big signpost from the RCA C saying
1:52:30
that this sort of category is dangerous
1:52:33
and just kind of keep
1:52:35
an eye on it. And that is how they sort of
1:52:37
do the ban list or they think about the ban list
1:52:39
or at least used to, which is we're not going to
1:52:41
ban everything in this category, but we might ban a marquee
1:52:43
thing as sort of a big flag that says, hey, stuff
1:52:46
like this you should maybe think about, which is what we're
1:52:48
talking about today. And
1:52:51
yeah, I would say notion thief and nurse at both fall
1:52:54
into the Jessica's will category for me where I, not
1:52:56
that I would never play them, but I
1:52:58
certainly am aware like Dout the Board Rocker
1:53:00
we just talked about of
1:53:03
the power level I want my deck to end up at. And
1:53:05
if it's seven or below, I wouldn't
1:53:07
include either of these cards. How about you?
1:53:09
No, certainly not. If I was playing an
1:53:11
eight, sure. Yeah. Especially if you're playing
1:53:13
like a high power wheel deck, like those are the kind of
1:53:15
things that you expect to play against. Not my
1:53:17
favorite thing to play against, but I would expect it in a
1:53:20
high power one. Yeah. But
1:53:22
yeah, I wouldn't expect it. Certainly at a
1:53:24
six, probably not at a seven, although I
1:53:26
have seen like notion thief and like a
1:53:28
flashy blue black deck. At least
1:53:30
it's a creature and can be interacted with. Narset is
1:53:32
a planeswalker, which is not that difficult to kill. You
1:53:34
usually can attack them with creatures. So the one thing
1:53:37
I'd say they have going for them are there are,
1:53:39
you know, of the easier to remove permanent
1:53:42
types. They're not hull breacher for sure. Yeah.
1:53:44
But the decks that can go, you know, Narset wheel, that's
1:53:47
just not a thing I think that I want to
1:53:50
do at sort of mid power level. Definitely not a
1:53:52
thing. Yeah. And then this
1:53:54
list is Drann at Magistrate. So
1:53:57
this is the one off sort of it is a hate card.
1:53:59
Yeah. in the other categories.
1:54:01
It hates commander? The
1:54:06
fact that you can lock people's commanders in the
1:54:08
command zone make this a very, a card that
1:54:11
you just do not expect to run against in a six
1:54:13
or a seven in my opinion. Yeah.
1:54:16
I do think sevens need to be able to kill creatures.
1:54:18
They do. Yeah. But
1:54:20
like, yeah, it's pretty, you'll have to be able to do that early. It kind
1:54:22
of sucks. Yeah,
1:54:26
it is, it just interacts with the format in a really weird
1:54:28
way. It's
1:54:31
not the worst tape error in the world
1:54:33
and again, it's not a creature so you
1:54:35
are going to hopefully have sword supply shares
1:54:37
that is expected and in sixes and
1:54:39
sevens but Maybe
1:54:42
not a high of a density to deploy those
1:54:44
at a time. Yeah. It is
1:54:46
kind of like winter or maybe where in
1:54:49
seven and below, I don't expect the rules
1:54:51
of the game to be changed in this
1:54:53
way. Right. Where it's like, hey, you can't
1:54:55
cast commanders and hey, your lands
1:54:57
don't work. And you're like, what? They always
1:54:59
work. Yeah. But in eights and
1:55:02
above, that's sort of part of what
1:55:04
you're signing up for. It's like, okay, now from here on
1:55:06
up, we expect that you're ready
1:55:08
for everything or at least in some
1:55:10
respects. And even eights aren't necessarily ready
1:55:12
for super fast combo stuff.
1:55:15
So they're not ready for everything, everything. But at least
1:55:18
you don't get to hide behind ... It's
1:55:20
a land that's messing me up. You got to be able to deal with
1:55:22
the land somehow. Yeah. Yeah.
1:55:26
Yeah. Yep. Okay. So
1:55:28
the first one that we haven't talked about is tutors. Which
1:55:31
I think are honestly one of the ways that I've kept
1:55:33
my power level in check
1:55:35
the most over the last four years or so.
1:55:37
And I've talked about it on the show probably
1:55:39
not in a long time. But
1:55:41
one of the changes I made for game
1:55:43
nights, and I think if you watch
1:55:46
game nights, it'd be easy to not
1:55:48
notice. But for a long, long time, I just
1:55:50
didn't run any tutors. I stopped running tutors. I
1:55:52
felt like that was a really easy way for
1:55:55
me to just make sure Dex didn't
1:55:57
get specifically up above eight.
1:56:00
Yeah. It's just
1:56:02
hard to be, in a lot
1:56:04
of ways it's difficult to be above an eight with
1:56:06
no tutors in your deck because
1:56:08
above eight is usually implying combo
1:56:10
wins and without tutors reliably
1:56:12
getting combo wins is difficult. So I love
1:56:15
this category as a way to think about
1:56:17
just capping your deck's power level if
1:56:19
you just say, I'm not going to have tutors. And I'm not saying
1:56:21
don't play tutors. You can still play some and still be an eight.
1:56:24
Yeah. But the consistency
1:56:26
they give you is really what
1:56:29
sort of determines the power level. And it
1:56:31
is a little bit in the category of
1:56:33
density, right? How many you've got? Yeah. There's
1:56:36
fine at anything tutors, there's black tutors that
1:56:38
we're used to playing against, like demonic tutor
1:56:40
and vampiric tutor and even to some extent
1:56:43
like in tomb. All of
1:56:45
those are ... We play against all
1:56:47
the time and I feel like if you have one of
1:56:49
those it doesn't really change the power level of your deck.
1:56:51
But if you start to run two
1:56:53
or even three, it feels like to
1:56:55
me that there's something specific you're looking
1:56:57
for. Now there's a reason to run
1:57:00
a ton of tutors which often indicates combo deck
1:57:02
which just means your deck is more powerful. Plus
1:57:04
having three tutors makes your deck so consistent. You have
1:57:06
ramp when you need it. You have card draw when
1:57:09
you need it. You have a wind gun, a board
1:57:11
wipe when you need it. It just makes your deck
1:57:13
more powerful, more consistent. Yeah. Oh, you got the winning
1:57:15
hand? Go find the protection for the win. Oh, you've
1:57:17
got the protection for that win? Go find the win.
1:57:19
Like, yeah. That
1:57:21
level of consistency that tutors offer make
1:57:23
them very sort of seductive in the format and
1:57:27
can really raise the power level of your deck.
1:57:29
So I think like running one is kind of
1:57:31
fun. It's fun to have tutors but
1:57:33
running more than that and I expect your deck
1:57:35
is probably an eight. Yeah.
1:57:38
I think you probably could have two and still be
1:57:40
a seven but it really does depend on what's the
1:57:42
rest of your deck. You probably
1:57:44
... Yeah. It's hard to have three
1:57:46
and not start to be towards an eight. Demonic
1:57:48
vampiric I feel like is ... I
1:57:51
think if you purposely are like, I'm just
1:57:53
not going to have any combos that can
1:57:55
occur that are less than like four cards.
1:57:57
Yeah. Because it's almost impossible to build a deck that
1:57:59
won't combo. Once you get up towards like
1:58:01
the right five or six cards, right? I like right. Yeah,
1:58:03
yeah a certain point synergy becomes combo But if
1:58:06
you say like listen my deck doesn't have any two
1:58:08
card combos and maybe no three
1:58:10
card combos either then you can maybe
1:58:12
run three tutors and still be out of seven but Once
1:58:16
you're yeah, once you're three is even pushing it. Yeah.
1:58:18
Yeah once you're about four. I think yeah There's just
1:58:20
no way to be yeah I
1:58:22
would highly recommend to people who are worried about
1:58:25
power level and want to stay low cut them
1:58:27
all come on putting card Yeah,
1:58:29
your decks will still be great. Listen, you've watched me
1:58:31
play on game nights for years and years Probably didn't
1:58:33
even notice that my decks still look pretty good. Yeah.
1:58:35
Yeah, just it's fun Just don't run to what
1:58:37
I like about not running tutors is it means I don't
1:58:39
I have to figure out how to win Yeah, it's like
1:58:42
I this is what I got. So how do I win
1:58:44
with this? Yeah, Tudor says like I'm gonna go find the
1:58:46
thing that makes me win. Yeah, and So
1:58:49
I I appreciate the puzzle that not having
1:58:51
tutors appreciate Gives you and
1:58:53
we we haven't mentioned the more
1:58:55
specific tutors Yeah, I was gonna
1:58:57
say those ones are demonic vampiric.
1:58:59
They are get anything right any
1:59:01
time. Do you feel the same
1:59:03
way? About narrow
1:59:05
tutors enlightened tutor can only fill
1:59:08
find enchantment or artifact mystical
1:59:10
tutor we're not making any Distinction
1:59:13
between where the tutor goes you'll notice and
1:59:15
I don't think there is a big one
1:59:17
Vampiric going to top a library versus demonic
1:59:19
going to hand one is definitely better and more powerful
1:59:22
But they don't intrinsically power level change your deck because
1:59:24
you still get to find the card you're looking for
1:59:26
when you need it But how
1:59:28
do you how differently do you assess the narrow stuff
1:59:30
can only find a creature or whatever? It's
1:59:34
kind of weird. But my and my gut reaction
1:59:36
to that is they're more scary That
1:59:39
weird because if you're running I can't make a mistake
1:59:41
if you're running it I feel like you know what
1:59:43
you're looking for like if you're running mystical tutor. There's
1:59:45
a spell you're looking for Yeah, like there's there's there's
1:59:47
a reason there's an there's a specific artifact. There's a
1:59:50
specific enchant I mean it could be that you just
1:59:52
aren't in black could be then that you're like, all
1:59:54
right I just run a suite of like sort of
1:59:56
yeah, I have facts or I'm in five fifteen to
1:59:58
twenty spells. I know One of them, yeah.
2:00:02
But it makes me sort of more suspicious.
2:00:05
Most of the time, I think they're all kind of the same. Like
2:00:07
if you're running any tutor under, like two-minute
2:00:09
and under, I treat all of those
2:00:12
the same. It is about the number
2:00:14
that you're playing. I totally agree. I don't make
2:00:16
any distinction between enlightened tutor, vampiric tutor, mystical tutor,
2:00:18
and demonic tutor. How many tutors is more important
2:00:20
to the power level of your deck than the
2:00:23
narrowness of those tutors? The only exception
2:00:25
I might make is like Steel Shaper's Gift or
2:00:27
something like that because equipment is kind of capped
2:00:29
as to the most powerful thing you could get.
2:00:31
So as long as you don't have an equipment-based
2:00:33
two-card combo, which I'm not aware, then it's
2:00:36
fine to run like a Steel Shaper's Gift to say, I
2:00:38
would like to have two Skull Clamps in my deck. Obviously,
2:00:41
depending on what else is going on. But if you're doing that, there's
2:00:44
a good chance you're not a seven either. You're probably
2:00:46
an eight because you're like, Skull Clamp is an amazing
2:00:48
card and having two of it is easy. It's really
2:00:50
good. Yeah. Speaking of Skull Clamp, I do think Urza's
2:00:52
Saga goes on this list. Yeah, that's an interesting one.
2:00:55
I like that you put that down here. It is
2:00:57
like, is a tutor, it's a second Soul
2:00:59
Ring, it's a second Skull Clamp, it's a
2:01:01
second Shadow Spear that just
2:01:03
also... Top. Top.
2:01:06
Yeah. Tons and tons of really, really
2:01:08
powerful Ozzalith can all come out of this. And I
2:01:10
think Urza's Saga is like a very difficult to interact
2:01:12
with tutor that is really easy
2:01:15
to recur and can find you some of the most
2:01:17
powerful stuff in your deck. It's almost
2:01:19
like having a Mana Crypt because
2:01:21
it's a second Soul Ring. Absolutely. I
2:01:24
wouldn't put it in the Mana Crypt tier myself personally. I'd put it in the Jessica's
2:01:26
Wheel tier. I agree. It's slower than
2:01:28
that. But it is on that list. It's not
2:01:31
like whatever the cards were that
2:01:33
were below the Jessica's Wheel tier. Sorry,
2:01:35
sorry to the... We
2:01:38
talked about a lot of cards. Yeah, but I
2:01:40
totally agree. What do you feel about Survival of
2:01:42
the Fittest? Oh, that's multiple tutors. Yeah. Now
2:01:44
it's a combo deck. Yeah. I think
2:01:46
Survival is like an innate type
2:01:49
of card. For me, that's Mana Drain. I don't expect
2:01:51
to play against Survival in a six or a seven.
2:01:53
Yeah. I think the expense
2:01:56
takes it out of the range of your player. Because
2:01:59
it takes some time. skills to play as well because the
2:02:01
card you're choosing is scarred versus what you're going to
2:02:03
get in what order and things like that. Usually there's
2:02:06
a very specific line. Yeah. And
2:02:08
people that know those lines and can afford survival of the fittest, that
2:02:11
couldn't possibly be a six. But you could imagine
2:02:13
a deck which a new player and their brother
2:02:15
gave them the card and they just sawed it
2:02:17
in there and they're just big, stompy stuff where survival
2:02:19
would probably be fine. Yeah. Switch
2:02:21
to this one for that one is not that big a deal.
2:02:24
But those are in theory. In reality, that
2:02:26
deck probably doesn't exist. There's very few of those,
2:02:28
executions of survival, I would think. The
2:02:31
final category of cards we're going
2:02:33
to talk about is win cons.
2:02:37
The most conspicuous of which is just combo win
2:02:39
cons. Most of the time,
2:02:41
I think, if you're running any sort of A plus
2:02:43
B combo, like two cards, if
2:02:45
you assemble them, you win the game, I would
2:02:48
consider your deck an eight. Like I would just put you
2:02:50
there. Especially
2:02:52
if one of the two cards is your
2:02:54
commander. Yes. Oh my gosh. If
2:02:57
you're running Curiosity and it's an Amizit, your
2:03:00
deck can't be a seven. Yeah. I
2:03:02
don't care what else is going on. If you're
2:03:04
running Kiki-Jiki and you've got... I
2:03:06
can't remember. ...Azel's conscripts, then
2:03:09
your deck can't be a seven
2:03:11
probably. It's just... Tivid
2:03:14
and times of... Yeah. Those are just
2:03:16
easy to assemble with a card you're guaranteed to get. So
2:03:18
you only need to find the one other card. Especially
2:03:20
if you've got any amount of tutors plus that other card. Yeah.
2:03:24
Yeah. Then there are other cards that
2:03:26
even not in conjunction with your commander, they combo
2:03:28
with enough other things in your deck. Like
2:03:31
Thos's Oracle is the big one, right? And obviously in the
2:03:35
sort of S tier conversation of like,
2:03:37
if you have Thos's Oracle in your
2:03:39
deck, I just can't imagine
2:03:41
that you're a six. No. Yeah.
2:03:45
I've played against the closest thing to a
2:03:47
seven or eight Thos's Oracle. It's just like a wheel
2:03:49
thing that was with Thos's Oracle. But even
2:03:52
that deck, that was like, it
2:03:54
was like Zyrus that makes all the things. And it was
2:03:56
still janky. Oh yeah. And it passed a bunch of wheels
2:03:58
and drew their deck and like... Yeah, like
2:04:00
that's kind of a fair way. We were
2:04:02
still like That's really good.
2:04:04
You're like, okay, I guess we lose doing a
2:04:07
sassas oracle. I Suppose
2:04:09
it wasn't combo but yeah, you're like
2:04:11
still I don't love that Still
2:04:14
I still requires a counterspell for me to
2:04:16
have stopped that Yeah,
2:04:18
and that's what Oracle is template in such way.
2:04:21
It's even hard to stop with the counter. So
2:04:23
yeah, it's just like yeah I've never been playing
2:04:25
around like hey CTH people. When do I do
2:04:27
the thing here? Yeah Yeah,
2:04:29
I counter this or that yeah,
2:04:31
it feels like if I do this they still win right? Yeah,
2:04:34
like yeah, yeah Yeah That's
2:04:37
the Oracle for me is is not a
2:04:39
super fun win kind of play against in
2:04:41
in sevens although Technically,
2:04:44
I have seen I've
2:04:47
never seen that. Yeah, I don't have
2:04:49
thoughts of the single deck. It's just not my play style Cuz
2:04:51
I don't really play combo much but I don't like alternate win
2:04:53
comes all that much. Yeah, I'm not a big fan of myself
2:04:57
What about food chain? This is another classic
2:04:59
combo card if it combos with your commander
2:05:01
you're automatically innate Well food chain it
2:05:04
doesn't come with your manner, but does yeah I mean,
2:05:06
isn't that the one that like food chain you can
2:05:08
food chain prosh? Oh, yeah, yeah, like
2:05:10
that kind of stuff for sure But I'm saying it
2:05:12
combos with most commanders in that like it will often
2:05:14
be the man as a yeah the cast is again
2:05:17
We're you're there like go to remove it if it's
2:05:19
on your turn and you're like cool sack it replay
2:05:21
it now It's
2:05:23
it is I'm you never see a really Yeah,
2:05:26
no, yeah, that's true. You're playing food chain.
2:05:28
You're doing something with it. I don't trust
2:05:31
you it is fast mana Yeah, so okay
2:05:38
Yeah Here's a new
2:05:40
one. Yeah, I want to talk about this one
2:05:42
cuz I it's interesting. It's just
2:05:44
place for kitten Yeah, oh man, this card so
2:05:46
good. It's very difficult to interact with yep. It's
2:05:49
very easy to combo with yep on
2:05:51
accident on accident and It
2:05:54
feels like it's not the kind of thing that I am prepared
2:05:56
to interact with in a seven And
2:06:00
I can't really think of a
2:06:02
seven, like a blink deck that
2:06:04
you like a value dislaser can
2:06:06
is still, I don't know. You
2:06:09
still playing enough non-creature spells to trigger this
2:06:11
thing? You almost certainly accidentally
2:06:13
find infinite combos in the value
2:06:15
ETB deck. Yeah. Or sorry,
2:06:17
value spell deck. Yeah. You'll just be like,
2:06:20
oh, I didn't even think of this. I can
2:06:22
do this now and just like... It turns into
2:06:24
a paradox engine. Yeah. Most of the
2:06:27
time. Yeah. I have my experience with
2:06:29
it and I basically stop. It's in the Jessica's
2:06:31
Will category for me. Yeah. Or
2:06:33
it's in the very powerful, like I'll play this
2:06:36
in a very powerful deck, but man, it's too
2:06:38
powerful for sevens. Yeah. I
2:06:40
would agree. Okay. Okay.
2:06:43
So, I mean, that's like... There's
2:06:45
one more category that's sort of one-card
2:06:48
combos. Well, I guess... What
2:06:50
do you want to talk about the one-card combos
2:06:52
or the cusp wind guns? Oh, the cusp ones
2:06:54
are interesting. Yeah. Okay. Approach
2:06:57
to the second ten. I don't want to play against that in a
2:06:59
seven. Because
2:07:02
it requires a counterspell and even then it doesn't require a counter...
2:07:04
Like it doesn't work. This card
2:07:06
is just badly designed for a lot of reasons. There's
2:07:08
no way to interact with it. It just feels like,
2:07:10
oh, I can't
2:07:13
do anything about it. Yeah. Yeah.
2:07:15
Like my deck just doesn't have the tools and
2:07:17
maybe my color doesn't have the tools to
2:07:20
deal with that. So, you have to counter... What's
2:07:23
the catch from your hand and you've cast it. Even if you
2:07:25
counter it, it doesn't work. The second time. You have to counter
2:07:27
it the first time. The second time you just see it coming
2:07:29
and you got to like... Yeah.
2:07:33
I think you can like bounce it back to the hand or something. Yeah. You
2:07:36
can remand it and recast it and win that turn. Yeah. You
2:07:38
got to like force them to shuffle in some way or... Or
2:07:40
like mill them. It's just
2:07:43
not an access that you're prepared to fight
2:07:45
on in a six or a seven. Yeah.
2:07:48
And I guess if you could win that way in
2:07:50
an eight, but... I
2:07:53
don't like it. What about Torment of Hailfire? I
2:07:56
could see this in a seven, but I
2:07:59
don't love it. It gives again, it's
2:08:01
like all you had to do is make
2:08:03
a bunch of mana in a black deck Which
2:08:05
isn't that hard required pair of powerful cards to
2:08:07
do anyway Probably and requires a counterspell to stop.
2:08:09
It's interesting. I think a lot of these cards
2:08:11
and you called this out early Yeah, fall into
2:08:13
the category of Can't
2:08:16
interact with unless I have a counterspell Like
2:08:19
yeah a lot of what we've talked about today Neither
2:08:23
of us like and torment is another card that I played
2:08:25
for a while and was the rage and was a big
2:08:27
win Right in black decks for a long time and not
2:08:29
just me but many people start point back You don't see
2:08:31
as much as used to because those wins don't feel great.
2:08:33
Yeah Cuz like you said, it's
2:08:35
just like did I survive long enough to get this spell
2:08:37
off? And it's like you
2:08:40
can win the game in a lot of ways. I'd
2:08:42
rather win. It's you know strategically in some way Not
2:08:45
anybody that likes is totally fine to play and I still
2:08:47
lose to it sometimes Yeah, I don't get mad about it
2:08:49
or anything But I personally don't get a lot of satisfaction
2:08:51
from playing it But yeah I think that
2:08:53
is a common denominator that we found through this discussion that
2:08:55
I didn't really think about before Just
2:08:58
that stuff that feels like
2:09:00
if I don't have a counterspell. I don't have a
2:09:02
way to interact with this Not
2:09:04
because I don't have it in my hand, but
2:09:06
because the game doesn't give me that tool really
2:09:09
maybe there's a fringe Tibbles trickery
2:09:11
or whatever, but there was a so few
2:09:13
and far between that I really just if
2:09:15
it was I lucky enough to hold to draw that
2:09:17
card put first of all Was it smart enough to
2:09:19
put in my deck or lucky enough put in my
2:09:21
deck? Was it lucky enough to draw it and then
2:09:24
was it correct for me to hold on and wait
2:09:26
until they cast approach the second Center did I fire
2:09:28
my table trickery off on something else because I didn't
2:09:30
want to die to that. Yeah. Yeah, so It's
2:09:33
these are the kind of like they're cusp ones where
2:09:35
it's like yes, I could see these in sevens I
2:09:37
have seen them in sevens I just don't love them
2:09:39
because it's not it's not something that you're prepared to
2:09:41
interact Yeah, if you just put a torment of hellfire
2:09:43
into your otherwise black and green deck. I don't think
2:09:45
it makes it an eight Yeah,
2:09:48
yeah, it's uh, it's just sort of like
2:09:50
I guess what about crater hope he missed
2:09:53
I don't put crater hoof in a lot of my decks
2:09:55
anymore Yeah, even even my decks where it's gonna win just
2:09:57
because it's like I don't know there's lots of overruns and
2:09:59
crater hoof feels like the easiest to tutor
2:10:01
for and the easiest to get into play and
2:10:03
the easiest to win with and so I just
2:10:05
don't run it. But
2:10:08
the interesting thing about Craterhoof is I'm tempted to
2:10:10
run it more lately because when you run like
2:10:12
Kamal which is similar but it gives just like
2:10:15
a plus three plus three in Trample, there's so
2:10:17
much more math. Yeah. You have
2:10:19
to think about it, okay. I started to do one
2:10:21
of those. I was just like play it. I'm pretty
2:10:23
sure I win. I got like 30. Does it count?
2:10:25
Everybody blocked 300 damage and they're like no. You just
2:10:27
win. When you're like okay I have 82 damage
2:10:30
to split up, they are at a combined total
2:10:32
of 74 life but there's four blockers.
2:10:34
That has a six power tough. Okay I got to,
2:10:36
yeah. Yeah. It's one of
2:10:38
those things where I'm like I don't know, Craterhoof you still
2:10:41
assembled the board. You did the thing.
2:10:43
Go ahead. Sure. I've
2:10:45
gone up and down with Craterhoof because I felt the same
2:10:47
way for a long time and a lot of this is because
2:10:49
we do gameplay videos and I don't want the same ending a
2:10:51
lot. Yeah. So it's like oh I
2:10:53
won a game with Craterhoof. I don't want to, so
2:10:55
I'd be building another token deck even months later and
2:10:58
be like it's going wide. I would
2:11:00
normally put Craterhoof here but I'm going to do
2:11:02
triumph of the hordes because at least, yeah and
2:11:04
then I did that. It's like okay I'm going
2:11:06
to do beast master ascension. And now
2:11:08
I'm like whatever. I'm going to play a
2:11:10
card that says hey if I've got 12 creatures I
2:11:12
probably can win right now and if it's Craterhoof I
2:11:14
don't feel that bad about it because how
2:11:17
much more creative am I being if I say beast
2:11:19
master ascension or. Yeah overwhelming stampede. Yeah come on. There's
2:11:21
a whole bunch to choose from now. They're all
2:11:24
basically equivalent Craterhoofs just kind of the best one
2:11:26
but in most situations it'll win you in the
2:11:28
same situations as the others so I don't want
2:11:30
to think that hard sometimes about the wincon. It's
2:11:32
more about how I get there. So I've come
2:11:34
back around to like okay Craterhoofs okay. That's kind
2:11:36
of where I landed to where I don't play
2:11:38
it in any decks right now. But
2:11:43
yeah I probably just put it in and it's
2:11:45
like it doesn't make up for the deck. I
2:11:47
think your deck will still be a seven and
2:11:49
a half Craterhoof in it too because the setup
2:11:51
required and it's combat. It's creatures in combat. This
2:11:53
is the thing that sixes and sevens should know
2:11:55
is coming and be prepared for. Moon
2:11:57
they don't they don't know is coming and aren't going to be prepared
2:11:59
for. and you know
2:12:01
shouldn't necessarily. Yeah. This
2:12:04
is something I just thought of. It's like I
2:12:06
feel like when somebody plays a Blood
2:12:08
Moon and you're playing a six, it's like
2:12:11
if you were playing modern and somebody cast Force
2:12:13
of Will, you're like, what? You can do that?
2:12:16
Like that's what it feels like sometimes. I didn't
2:12:18
even know that I didn't worry about that. What?
2:12:21
I wasn't even, but I had so many other options.
2:12:26
Oh man. We
2:12:29
wanted to take a quick moment to talk about
2:12:31
the cards that don't necessarily change your cards, your
2:12:33
Dex power level. Like these cards are some that
2:12:36
maybe are overrated to the point where people
2:12:38
think that they change your Dex power level
2:12:40
and it doesn't really impact it all that
2:12:42
much. Yeah. I think Dual
2:12:44
Lands are the classic ones. So the original Dual Lands,
2:12:46
Tropical Island, Volcanic Island, Underground Sea, Tundra, all the ones
2:12:49
with blue of course. Yeah. But
2:12:52
Counting Plateau and Badlands as well. Yeah. Yeah.
2:12:55
A lot of people will see those and this is
2:12:57
the money, the price aspect,
2:13:01
which we'll talk about in a second. I think getting
2:13:03
mixed up with power level, but I think
2:13:05
you take almost any deck, you take
2:13:07
any land out, you put a tropical island
2:13:09
in its place and the power level is
2:13:11
0.01% different.
2:13:14
It made no difference. Yeah. Yeah.
2:13:17
To the power level. And even if you
2:13:19
did that for three lands, I still don't
2:13:21
think your power level has noticeably changed. These
2:13:24
might have been true 10 years ago,
2:13:26
but we've gotten so many lands with
2:13:28
land types now, so many triomes. Honestly.
2:13:31
This thing is so much better than it used
2:13:33
to be. There are a lot of lands that
2:13:35
are as good as Dual Lands are so close
2:13:37
that it's hard to tell the difference. The triomes,
2:13:40
like wouldn't you rather tap for three than two?
2:13:42
Yes, it comes into play tapped. There's a little
2:13:44
give and take there. Yeah. You
2:13:46
need two lands in play for them to come in untapped.
2:13:48
The Battlebond lands are
2:13:50
so good. Yeah, there's so much fixing that
2:13:53
it just doesn't meaningfully make a difference.
2:13:55
Like even Fetchlands, which I think do
2:13:57
change the power level of your deck more
2:13:59
than Dual lens, don't change it all that
2:14:01
much because the fixed thing is so good. Yeah.
2:14:04
Again, on game nights for a while, I just said, oh, I'm
2:14:06
not going to include dual lens indexing work because people were complaining
2:14:08
about it. Yeah, they're wrong. And I played shocks instead and you
2:14:10
know what? I couldn't tell. It doesn't change
2:14:12
anything. Yeah. The
2:14:15
next thing we were talking about is like
2:14:17
the really good wheels, like Wheel of Fortune
2:14:19
or even Time Twister just
2:14:22
aren't that different from the second
2:14:24
through fifth wheel that you could play.
2:14:27
Yeah. Wheel of Fortune obviously really good. Yeah.
2:14:29
But Windfall is also in there and basically
2:14:32
equal and there's so many wheels now. Wheels
2:14:35
are interesting. We didn't talk about wheels a lot.
2:14:37
Yeah. I do think if you're
2:14:39
playing like 10 wheels, then your deck
2:14:41
feels more powerful. They're kind of like one
2:14:43
drop manidarchs. Yeah, kind of. Yeah. I
2:14:46
think to me wheels are more about what's
2:14:49
happening that's synergizing with the wheels. Right. Yeah.
2:14:52
Than necessarily the wheels themselves because yeah, what other ...
2:14:54
do you have Narced in there? It's
2:14:56
a totally different thing. Fuddering type. Do
2:14:58
you have ... is it a Nekusar deck or something where
2:15:00
people are taking damage? Mm-hmm. Yeah. Like
2:15:04
again, you take any deck and you swap out a card and
2:15:07
you put Wheel of Fortune in there. Your
2:15:09
deck's better but it's not like insanely better. It's like $400
2:15:11
better for whatever it cost. Yeah.
2:15:14
Definitely not. We talked about
2:15:16
free spells but I don't think the red,
2:15:19
black and white, the Deflecting Swat,
2:15:21
which is a deadly, rolic and
2:15:23
flawless maneuver of that cycle. Certainly
2:15:26
not the fog, which I can't even think of the name of.
2:15:28
The green one's not even worth mentioning. Yeah. No,
2:15:30
we played it. Really change your deck all that much.
2:15:33
Deflecting Swat is defensive all the time so it's just
2:15:36
... it's a protection piece. You're going to
2:15:38
have those go nuts. Same with flawless maneuver. And
2:15:40
even deadly rolic is like, it's a removal spell. What's
2:15:42
the difference between one and two mana that you're going
2:15:44
to pay on that removal spell? Yeah.
2:15:47
I think Deflecting Swat's probably my pick for the next
2:15:49
best one after a first carding ship, but it still
2:15:52
doesn't meet the ... it's not even in the Jessica's
2:15:54
Will tier. It is ... certainly
2:15:56
makes your deck better, but by
2:15:58
itself doesn't change the power. level. Deadly log
2:16:00
for sure not, I don't think so. And
2:16:03
flawless maneuvers, good card, but I
2:16:06
don't think it changes the power level at all. There might
2:16:08
even be better board protection than flawless maneuvers. Certainly, it's to
2:16:10
a person's protection. Okay,
2:16:12
so at the start we
2:16:14
said, cards that change
2:16:16
the power level of your deck. That
2:16:19
was the name of this episode. And we talked about
2:16:21
a lot of cards, and I don't
2:16:23
want the takeaway to be that we thought all of these
2:16:25
cards changed the power level of your deck. I
2:16:28
think we talked about our tiers,
2:16:30
we kind of came up with that as during the
2:16:32
discussion. And how many of
2:16:34
the cards we talked about today or any specific
2:16:36
ones stand out to you that actually do, you
2:16:39
think, change the power level of your deck? I
2:16:41
mean, I think basically from that Manacrypt tier up
2:16:43
is kind
2:16:46
of a lot, honestly, because we were
2:16:48
talking about, especially when
2:16:51
we start digging into those interaction pieces, like
2:16:53
if you start talking about Back to Basics
2:16:55
and Blood Moon and like all, rest in
2:16:57
peace, all of those, I feel like automatically
2:16:59
fight on an axis that Sevens
2:17:01
and Below are not ready for. Right.
2:17:05
It does mean that there's like a lot of cards that are very,
2:17:08
very powerful and do actually shift
2:17:11
how your deck fights. But
2:17:14
if we're talking about just like the
2:17:16
big ones for me are Manacrypt, Dockside,
2:17:19
Manadrain, the One Ring. Adnauseum.
2:17:22
Adnauseum. Adnauseum. Up here.
2:17:24
If Adnauseum's good, get out of here. You're doing
2:17:26
something else. Yeah.
2:17:30
Go up the ladder. It doesn't really count because
2:17:33
you don't just throw an Adnauseum for any deck. No, it's
2:17:35
totally different. But these other four cards you can. Yeah,
2:17:37
I think so. You can throw them in any deck
2:17:40
for sure. Yeah. And if somebody casts a Manadrain, then
2:17:42
I'm like, I've totally miss-evaluated. What were the four? Dockside,
2:17:45
One Ring, Manacrypt. Manadrain. I
2:17:48
put Jeweled Lotus in there. Jeweled Lotus, yeah. Yeah. That would be
2:17:50
my fifth, yeah. Yeah. I
2:17:52
think those are, and most of those are Fast Mana. Most
2:17:55
of them are Fast Mana. I think the primary
2:17:57
difference between a seven and an eight
2:18:00
And even between seven and eight
2:18:02
is speed. I think that's
2:18:06
gonna be the biggest difference between like a seven, they
2:18:09
could have the exact same strategy, but if one has
2:18:11
fast mana and one doesn't, or if one has free
2:18:13
interaction and one doesn't, that's just a speed difference. They're
2:18:16
mostly trying to do similar things, what's just
2:18:18
doing one faster. Yeah. Yeah.
2:18:21
I do think eights have, are more efficient and
2:18:23
therefore have more little
2:18:25
bits and pieces left over to have more
2:18:27
interaction. And that's the other sort
2:18:30
of different is they,
2:18:32
so therefore they are able to fight
2:18:35
through sort of
2:18:37
more angles of attack. Yeah. So
2:18:39
an eight can maybe get around a glacial chasm
2:18:41
or a constant miss or something some way and
2:18:44
a seven will have more trouble because it being
2:18:46
less efficient leaves you with less a mana here,
2:18:48
a mana there, open, or I can still do
2:18:50
something and leave my protection up to
2:18:53
sort of get around your blood moon or whatever when
2:18:55
it comes out, your ore shard comes out and just
2:18:57
absolutely destroy me. And I hadn't
2:18:59
really thought about that before our discussion, but there was
2:19:02
a lot of things we kind of put just below
2:19:04
this tier where I think it was kind of like,
2:19:06
you know in the really old
2:19:08
Batman movie with Michael Keaton where
2:19:10
the Joker like poisons all
2:19:12
the stuff in all the grocery stores, but it's
2:19:14
not like if you put on deodorant you die.
2:19:16
It's like deodorant with lipstick and this will do
2:19:18
it and it's these weird combinations. And I feel
2:19:20
like it's kind of that where it's like, you
2:19:23
know, smothering tithes doesn't
2:19:25
fit the Mana Crypt thing where it pushes you
2:19:28
automatically to this power level. But if you have
2:19:30
a smothering tithe plus ABC, you're starting to get
2:19:32
there that are on this list. So
2:19:35
it's not like, hey, you can't play,
2:19:37
sorry, you can play whatever you want. I don't want
2:19:39
to put it in those terms. But it's not like
2:19:41
for me myself to stay in a certain power level.
2:19:43
I have to think about it as if I can't
2:19:45
play these cards. It's just like I can't have a
2:19:47
critical mass of them that, you
2:19:50
know, if I want to still sort of be
2:19:52
fair when I consider myself to be a seven
2:19:54
or whatever. Right. And it's
2:19:56
like, again, none of this is
2:19:58
judgment calls on where you want. play. Josh
2:20:00
and I love Commander and love playing
2:20:02
and love powerful cards. Yeah. Like I
2:20:05
built a vintage cube so I had
2:20:07
a place to put tons
2:20:09
of like really sick cards that I wanted to
2:20:11
play with. But in
2:20:13
Commander they're just harder to place because the
2:20:16
more you play and the more you invest
2:20:18
in a deck, the higher up the scale
2:20:20
it pushes you, the more difficult it is
2:20:22
honestly to find Commander games. And
2:20:25
Commander, you feel a responsibility
2:20:27
hopefully for
2:20:29
the amount of fun that your opponents are having too. Absolutely. And
2:20:32
so, you know, a lot of this is learned
2:20:34
by us from having the games where
2:20:36
we did the thing and it didn't feel great
2:20:38
because everybody else reacted in a way that told
2:20:40
you, oh hey, wasn't
2:20:43
fun for them. And in a fair
2:20:45
way that's like, hey, we didn't expect that this
2:20:47
is the type of fight we were getting into.
2:20:49
And so, you know, we're lucky now, we've cultivated
2:20:52
our play group and, you know, this place over
2:20:54
many, many years and, you know, for the
2:20:57
most part, everybody knows what they're getting into.
2:20:59
And we have a lot of people that self-regulate in the
2:21:01
same way we do because we talk about these things all
2:21:03
the time. All our job and things like that. But not
2:21:05
everybody has that. So I think hopefully this
2:21:07
has helped, you know, give people a little bit
2:21:09
of guidance with how to think about it and
2:21:11
how to have discussions with your play group about
2:21:13
what you're interested in and what's okay. And maybe
2:21:15
also try to decipher when people are upset why
2:21:19
that might be and what's causing that because that's not
2:21:21
a skill that everybody has either. And so, yeah,
2:21:24
I think that's, you know, that's what I hope people get
2:21:26
from this is that, you
2:21:29
know, I hope they don't get like Josh
2:21:31
and Rachel are saying do or don't play certain
2:21:33
cards. No. Yeah. Cards are sweet. I'm not against
2:21:35
playing any cards. Yeah. We have CDH all the
2:21:37
way on down to just regular pre-cons. You have
2:21:39
an upgraded pre-con package of Lord of the Rings
2:21:41
stuff that's like, you know, and so you like
2:21:43
to, and I do too, I love to play
2:21:45
all the way up and down. I love limited
2:21:47
so that I can play combat tricks and stuff.
2:21:49
So I'm against, you know, so that's a Swiss
2:21:51
army knife and I'm really playing with low powered
2:21:53
stuff and seeing what I can do. And all
2:21:56
the way up to scale is fun. And all
2:21:58
that I really want is to make sure that the
2:22:00
scale I'm currently at is matched by my opponents
2:22:02
and we are like, oh, we're here today. Okay,
2:22:04
now we're down here. You guys wanna play there?
2:22:06
All right, let's do that. And that's what we
2:22:08
want, yeah. Yeah, and
2:22:10
give you the tools to have these conversations because the power
2:22:12
level is such a blurry thing. It's so hard to talk
2:22:14
about. But if you know the cards that you're looking for
2:22:16
and maybe your opponent said that there were six and
2:22:19
you start to see some of these cards, it can
2:22:21
help you not yell at them for calling their deck
2:22:23
a six. It's a relative thing. But
2:22:25
you can recognize like, oh, maybe
2:22:28
this person thinks the power level different than
2:22:30
I do and I can evaluate their deck
2:22:32
different in game. So you're like, all right,
2:22:34
you've played a couple of pieces that make
2:22:36
me think your deck is more powerful. I'm
2:22:38
gonna send more attackers your way. Or
2:22:40
I'm gonna adjust how I play. I'm gonna remove your
2:22:42
thing rather than this other person's thing. Yeah,
2:22:45
and I think also when you're telling people about your
2:22:47
deck, these are cards we've talked about today that
2:22:49
you might point out. I've had people do this and I
2:22:51
love it when they do where they're like, I'm playing
2:22:54
this deck and it's a six but it does have a this
2:22:56
in it. And it's
2:22:58
like, okay, cool. It's good to know that you've
2:23:00
got a Blood Moon in your deck. Although if
2:23:02
they said that, I'd be like, wait a minute.
2:23:04
No, I wouldn't. Specifically Blood Moon against me, please
2:23:06
don't do that. But I will fetch carefully. Yeah,
2:23:08
but that's a- Knowing that there's a Blood Moon
2:23:11
as a possibility. Yeah, my deck's a whatever, but
2:23:13
I opened a one ring and a collector's booster
2:23:15
and it's in there. Okay, cool. That's great to
2:23:17
know. So, yeah. Okay.
2:23:20
To the listeners, what do you think? Can
2:23:22
a single card change a deck's power level? Do you
2:23:24
agree with us that those cards on that tier, if they're in the
2:23:26
deck, you're like, that's pretty good.
2:23:28
Are there any cards that you disagree with us where we
2:23:30
didn't put it in that tier and you think it belongs
2:23:33
or vice versa? Yeah. What cards do you
2:23:35
think are just too powerful to be in a six
2:23:37
commander deck? Any cards that we mentioned, of course, that
2:23:39
you disagree with? That you're like, I don't think Jessica's
2:23:41
Will is quite there. I definitely don't think Teferi's Production
2:23:44
is quite there. We love talking
2:23:46
to you guys and especially when it's about magic
2:23:48
cards. Yeah, for sure. Speaking of magic cards, if
2:23:50
you wanna pick up a Jessica's Will or
2:23:52
a Smothering Tithe or a Teferi's Protection,
2:23:55
cardkingdom.com/command is the best place to go to get all
2:23:57
your magic products, singles, anything at all. We
2:24:00
have Lost Caverns of Ixalan, we have
2:24:02
Murdered at Carlyle Manor coming up very
2:24:04
soon. Either you can pre-order it
2:24:06
now or very, very soon. cardgame.com/command
2:24:10
is just the best retailer on the internet
2:24:12
because you get all of your cards from
2:24:15
one place and it all arrives on your
2:24:17
doorstep all together. Also this
2:24:19
is a time of year where, not in Los
2:24:21
Angeles, but everywhere else, weather is happening. And
2:24:24
that means that you really don't want
2:24:26
amateurs packaging your cards and sending them
2:24:28
to your place because if they don't
2:24:30
do it all the time, they might not package it correctly.
2:24:33
We've all opened those packages where it's wet, the
2:24:35
tape is touching the card, all kinds of stuff.
2:24:38
Cardgaming, they're pros. They do this all the time, day
2:24:40
in and day out. They have procedures for it. They've
2:24:42
seen everything. They know to package stuff in
2:24:45
such a way that I've had stuff
2:24:47
arrive in the mailbox, it's rained that day,
2:24:49
the package is soaking, I open it up,
2:24:51
sure enough, they've wrapped it in bubble wrap, they've got
2:24:54
tape all around it, I open the cards, they're just
2:24:56
fine. That's good peace
2:24:58
of mind. So cardgaming.com/command. Yeah,
2:25:00
and once those cards are in your hand, they arrive safe,
2:25:02
you need to keep them safe. Go
2:25:05
to ultrapro.com/command. UltraPro
2:25:07
has some of the best, highest
2:25:09
quality magic accessories in the business.
2:25:11
They've got great deck boxes. I
2:25:13
love their satin cubes specifically, but if
2:25:15
you like to carry specific dice for each
2:25:17
deck, you can get those satin towers that
2:25:20
are super tall and you get everything all
2:25:22
in one place. They have beautiful dice that
2:25:24
are big numbers, so it's easy to read
2:25:26
over spell table and easy for your opponents
2:25:28
across the tables. If you just want to
2:25:30
decorate your sweet game room, get wall scrolls.
2:25:32
They have plushes and they have stuff for
2:25:34
every kind of game. So if you play magic
2:25:36
or anything beyond that, Dungeons and
2:25:39
Dragons, Pokemon, they have stuff to support those
2:25:41
games as well. We love UltraPro products here
2:25:43
and you can pick them up and support
2:25:45
the show at ultrapro.com slash command.
2:25:48
Okay, this has been a really long episode. It
2:25:50
has. It has. But I
2:25:52
do want to do a quick end step. Yeah. Because
2:25:54
I wore this shirt today. What is this shirt?
2:25:56
So there is a game called,
2:25:58
if you can't see my shirt... It's called
2:26:00
Stormgate. So
2:26:03
this is a bunch of, a lot
2:26:05
of them are expletive employees that worked on
2:26:07
Starcraft and they're trying to bring back the
2:26:09
RTS, which is a real time strategy game.
2:26:11
And I was a big Starcraft player. You've
2:26:13
probably seen me wear like protoss shirts or
2:26:16
hats on the show before. And
2:26:19
we had the pleasure to go down and meet some
2:26:21
of the devs and play the game a few
2:26:23
months ago. It's really, really
2:26:25
cool. And they're doing a Kickstarter for it right now.
2:26:27
So we'll put the link in the show notes. If
2:26:29
you're a fan of old Warcraft 3, Starcraft 2, League
2:26:32
of Legends and Dota were both birthed from
2:26:34
the real time strategy genre. And it's just
2:26:36
a genre that video games has just kind
2:26:38
of gone away and they're trying to bring
2:26:40
it back. If
2:26:42
you know Day 9, he started doing Starcraft
2:26:44
videos and stuff like that. His brother is
2:26:46
like one of the biggest Starcraft casters. And
2:26:49
anyway, his mom is actually working on the game. She's
2:26:51
like in the marketing department or something and we met
2:26:54
her. She's super nice. The
2:26:56
game is super fun, super sweet and it's just a genre
2:26:58
of video game. I would love to have come back into
2:27:00
the world. So if you're like me and you like RTS
2:27:02
games and you'd love to play. If you were looking
2:27:04
for, if you've been waiting for Starcraft 3, that's not
2:27:06
going to happen probably for a long time. But this
2:27:08
is, looks like it's going to be pretty close. Stormgate.
2:27:10
Stormgate. Link's in the show notes.
2:27:12
Go, go support their Kickstarter. Very cool. All
2:27:15
right. Finally, big thank you
2:27:18
to our amazing team here, especially the editors. The
2:27:20
command zone. Thank you to Damon Lenz,
2:27:22
Eric Lem, Megan Yip, Garav Galati, Jordan Prigen,
2:27:24
Jamie Block, Arthur Metacroft, Manson Lung, Josh Murphy,
2:27:26
Jake Boss, Sam Waldo, Evan Lindberger, Katie Cole,
2:27:29
Mitch Trafford and of course, the NFL.
2:27:31
Yours, Jimmy Wong. All right, everybody. Thanks
2:27:33
for watching. Bye. And
2:28:00
at Josh Lee Club. See you
2:28:03
later, all day. Greetings,
2:28:06
human.
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