Episode Transcript
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0:01
A strong A strong host
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your Game Day spread, and
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enough to always get you
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Boneless for your next watch
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party. Someone just wrapped up the
0:28
title of Most Valuable
0:30
Host. Hello
0:40
and welcome to the EDH Redcast, where we're
0:42
all about Commander, Data, and Dad Jokes. I'm
0:45
Joey Shultz, and I'm joined by my fantastic
0:47
co-hosts. Up first, he thought that either drift
0:49
was actually aathered rift, a sequel to Cyclonic
0:51
rift. It's Matt Morgan. So I got my
0:54
partner a golden bracelet and I asked her
0:56
to wear it. She said, it's just not
0:58
really the aesthetic. I think it's too loud
1:00
for me. I said, well, well, that makes
1:03
sense. It's a heavy metal band. It's a
1:05
heavy metal band. It's a heavy
1:07
metal band. Hey, you need to stop
1:09
talking about gold, Matt. Well, maybe it's
1:11
more treasure. That's a little more improved
1:14
than gold, yeah. I was doing a
1:16
chemical element joke there. Hey, you, come
1:18
on, bro. You got to see my
1:21
dad's in return, too. Ah. See, I
1:23
totally didn't expect it coming from you,
1:25
so nice job. You really worked it
1:28
in there. Right. Up next, he knows
1:30
that either drift, that set, a send-up
1:32
of Fast and Furious, clearly, is going
1:34
to have the most important mechanic
1:37
of all. It'll be all about
1:39
family. It's Dana Road. It's so cold out
1:41
here today, my barometer broke. could not handle
1:43
the pressure. Shoot, I think I'm missing something
1:45
on this one. I was so clever with
1:48
my own joke that I am just tunnel-visioned
1:50
on. I don't know the other one here.
1:52
I really like the atmosphere of that joke.
1:54
That really set up very, very well. No,
1:57
there it is. Now it's watching over me.
1:59
Now I feel the shame. All right. Cool.
2:01
Matt, what is it that we're talking about
2:03
in this week's episode? So this week we're
2:06
going to give some light on two cards
2:08
that maybe you shouldn't let your opponents keep
2:10
around. Oftentimes these cards we're going to talk
2:12
about, they're not up to any good. They're
2:15
oftentimes going to be fairly dubious to let
2:17
them sit around so we're going to make
2:19
sure that you all know as an audience
2:21
not to let these cards sit around for
2:24
too long. Yeah, a couple of things that
2:26
should really draw your focus. They won't be
2:28
later. Yeah, this will be really interesting. We've
2:30
got a couple of things we want
2:33
to shout out before we get into
2:35
this topic, though. First, find us in
2:37
Magic on Chicago. We will be at
2:39
the convention February 21st to the 23rd,
2:42
playing some games, meeting some folks, and
2:44
we're doing a panel on Sunday. So
2:46
come hang out with us for a
2:48
live show. We are also now probably
2:51
suited up as knights of the order
2:53
of Dragon Shield, I bought. when I
2:55
got into EDH, and they've kept my
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decks safe for a decade, and it
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feels good to be using them again.
3:02
They come in a dazzling array of
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colors and designs, and you can even
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make your own custom sleeves using unique
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art. We'll be using them at Magic-Con
3:10
Chicago, like Joey mentioned, and come check
3:12
out the custom sleeves we'll have there.
3:15
Find us for a game or find
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us at the Dragon Shield booth. Just
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click on the link in the description
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below to get 5% off your purchase
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and make sure sleeves cheaper and it
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supports the show. Remember, the idiot's recast
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to get something back in exchange for
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supporting us monetarily. So make sure you
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head over to patreon.com/EDH recast for all
3:55
of those, including the patron shout-out tier,
3:58
which everybody wants. And this week. we're
4:00
going to give a very special
4:02
shout out to Jonathan Fisk. So
4:04
please don't tell your cousin Wilson
4:06
Fisk, aka. The Kingpin? Yeah, that
4:08
one. I knew it was a
4:10
comic book name. Jonathan, thank you
4:12
for not sending us to sleep
4:14
with the fishes that are owned
4:16
by your cousin Wilson. Definitely our
4:18
favorite patron, yes. So much. Try
4:20
to keep the king of it
4:22
happy, are you Matt? Absolutely, I've
4:24
seen the cartoons, saw the show,
4:26
and Vincent de Nafrio is quite
4:29
intimidating, so if Jonathan, if your cousin
4:31
looks like that... We are intimidated. Well,
4:33
all right guys, let's get into our
4:35
main topic here. These are cards that
4:37
are up to no good. Maybe they
4:39
don't look like they're doing anything at
4:41
first, but a little bit later in
4:43
the game, if they've been allowed to
4:45
stick around, they will definitely become a
4:47
problem. And Matt, this was an idea
4:49
that you proposed for a show topic.
4:51
I'm kind of wondering if there's any
4:53
specific moment or specific card that inspired
4:55
that inspired this topic for you. Yeah,
4:57
so I was actually watching an episode
4:59
of the command zone recently and... Rachel and
5:01
Jimmy were both talking about how they identify
5:03
who the threat is at the table. And
5:06
there are a couple cards I kept mentioning
5:08
that I thought to myself, now, hold on.
5:10
If you're letting somebody cast an illusionist
5:12
bracers, that card is very rarely ever
5:14
cast with good intentions. And they had
5:17
a really fantastic conversation. So make sure
5:19
you check out that video first. But
5:21
there are just some cards I kind
5:23
of got thinking about. I was like,
5:25
no, if I see somebody with this
5:27
card or that card. I'm not going to
5:29
give them the benefit of the doubt because
5:31
so often like nobody's playing card like I
5:34
don't play the card a learn with good
5:36
intentions I play that card to win the
5:38
game and so I recently played in a
5:40
game where I had a learn and I
5:42
was allowed to untap multiple times with it
5:45
and nobody should let me do that. I
5:47
can admit I'm the problem, hi, it's me.
5:49
And these are a bunch of cards that
5:51
kind of fit into that category. And just
5:53
for clarity's sake here, Alarin is an enchantment
5:56
to a double green. Any player may play
5:58
creature cards with converted manicost. three
6:00
or less without paying their manicost
6:02
and as though they had flash.
6:04
That is a really powerful effect,
6:06
particularly if you are building around
6:08
it, and that's usually how it
6:10
winds up working, you are playing
6:12
a deck that can utilize that
6:14
way better than anyone else's. And
6:16
Illusious Bracers is a two-man artifact
6:18
equipment, and whenever an ability of
6:20
equipped creature is activated, if it's
6:22
a man or equipped creature is
6:24
activated, if it isn't a man
6:26
and ability, copy that ability, and
6:28
you may choose new targets for the
6:30
copy. And crucially, for a card like
6:33
illusion, like illusionus, a feto alchemist, and
6:35
then you can use the feto alchemist's
6:37
ability to untap itself, but that ability
6:39
is copied by the bracers, which then
6:41
allows you to also untap your other
6:43
artifacts, say your manorocks, at which point
6:45
you are producing. infinite manner. So it
6:48
isn't just the case of getting an
6:50
extra hit off of Boberigmos and Rage
6:52
dealing a little bit more damage, although
6:54
for the record even that sounds very
6:56
dangerous. This is fully a case of
6:58
like, oh, the game could be over
7:00
because of the infinite situation that just occurred.
7:02
And that can also be the case with
7:05
the lure. Like these cards are actually hints
7:07
at potential infinite combos in the future. They're
7:09
not doing anything on their own, but if
7:11
they are allowed to just stick and stay
7:13
there, up the rest of that game. Well
7:15
and the problem I think maybe I misread
7:17
the table a little bit but Dana you
7:19
you know because you've been playing long enough
7:21
you see an alert you don't let that
7:23
person do anything the rest of the game
7:26
because they're they're just gonna mess it up
7:28
everything gets to be cast at instant speed
7:30
and when I cast it the table
7:32
that I was at they saw it
7:34
and said Oh, so I can cast
7:36
my things too. That's neat. And that
7:38
was the end of the conversation. That's
7:40
not how that conversation should have gone.
7:42
No. Because they found out a couple
7:44
turns later I cast six hair parents
7:46
and got six cases of those triggers
7:48
all happen and I won the game.
7:50
That's what happens when you cast a
7:52
lot of these spells is you let
7:54
the person on tap with them. Usually
7:57
things aren't gonna go well for you.
7:59
What a learn. Actually says in reality
8:01
is you're gonna cast a couple
8:03
creatures at flash speed for free
8:05
and I'm gonna cast all of
8:07
the creatures at FlashBeep for free.
8:10
Yeah, guys, it's symmetrical. So it's
8:12
totally good for everyone, right? It's
8:14
totally fair. It's totally fair. Yeah,
8:16
I absolutely am playing this with
8:18
good intentions because I want to
8:20
help all three of you. Said
8:22
no alert player ever. Right, just
8:24
like any board wipe is symmetrical
8:26
too. Yeah, it doesn't feel symmetrical
8:28
when it happens. And that can
8:30
also be true of cards like this.
8:33
And that's the whole point of this
8:35
episode is making sure we've. during a
8:37
game. Yeah, well, why don't we get
8:40
into more examples? Because I love talking
8:42
about a learn. I also don't want
8:44
to out some of my industry secrets.
8:47
Let's get into some of these cards
8:49
that folks should be keeping an eye
8:51
out because these show up in a
8:53
lot of different games. I think a
8:56
lot of the cards weren't talking about
8:58
here to start off, but you're
9:00
not playing that particular card if
9:02
it's doing something, someone innocent. And
9:05
the easy example to start with
9:07
is Spore Frog. On the face,
9:09
Spore Frog looks like you are
9:11
just playing a creature that gives
9:14
you the option to use it
9:16
as a fog. So Spore Frog
9:18
is a one man of frog.
9:20
It's a one-man of frog. It's
9:23
a one-one. Sacrifice Spore Frog, prevent
9:25
all combat damage that will be
9:27
dealt this turn. Looks like it's,
9:29
you know, just a simple fog effect.
9:32
No one's playing Spore Frog as a...
9:34
fog effect. I mean, they are, but
9:36
they're plugged as a fog effect that
9:38
they intend to reuse through some kind
9:40
of looping mechanism, whether it's a reanimation
9:43
or whatever it is, each and every
9:45
single turn. You a lot of times see
9:47
it in like a marin deck or a
9:49
mildrotha deck where the intent is to replay
9:52
Spore Frog every single turn and prevent you
9:54
from ever being able to swing through the
9:56
profitable attack. Yeah. Yeah. This is a lockout
9:58
piece in those decks. It is wild. And
10:01
the thing is, one of the hints of
10:03
this too, you probably will notice it just
10:05
from like the commander being Oltrotha or whatever,
10:07
but there are so many nasty fogs out
10:09
there that can give you a huge upswing
10:11
or huge benefit, arachnogenesis and stuff like that,
10:14
but there are one time effect, whereas this...
10:16
Like if you see this one, that specifically
10:18
means art, there's going to be a recursion
10:20
loop, otherwise they would be using different types
10:22
of frogs that are more of a surprise.
10:25
This one is so repeatable and so much
10:27
of an issue. As soon as you see
10:29
that one in play, I think there needs
10:31
to be a pretty concerted effort from everyone
10:33
else at the table to be like, hey,
10:35
this person needs to be pressured or else
10:38
we will never deal any combat damage to
10:40
them ever, ever again throughout the rest of
10:42
this game. This is a problem. as sport
10:44
frog if you see this cast you know
10:46
that pretty much no matter what happens it
10:48
turns into a three-view one you kind of
10:51
become the arch enemy and concept miss is
10:53
one in a green for an instant it
10:55
but has buyback where you can sacrifice a
10:57
land and then it's a fog effect well
10:59
the problem is all these landfill decks
11:01
well they can't play lands that are
11:03
in battlefield so they sacrifice the land
11:05
get constant miss back to their hand
11:08
and they just replay those lands from
11:10
their graveyard whether they're using you know
11:12
crucible worlds type of effects or whatever
11:14
Constant Miss is absolutely a pain and
11:16
I've cast many constant Miss. such a
11:18
struggle and it's the same thing as
11:20
Sporfrog. Both of these cards, as somebody
11:22
who really enjoys the combat step, I
11:24
hate it when I see these cards
11:26
being cast by somebody else. See also
11:28
Kami of False Hope, which is Sporfrog,
11:30
but in White. And you know, there
11:33
are also plenty of cards that can
11:35
recur those allurists or whatever can bring
11:37
those back. And White has a lot
11:39
of ways of recurring tiny creatures as
11:41
well. So even though it's not quite
11:43
as direct as direct as you for
11:46
you if you. even if they're not
11:48
playing the traditional reanimation stuff. Yeah, all
11:50
cards are frustrating when it comes to
11:52
just preventing combat damage because it's so
11:54
easy to, especially creature versions. It's so
11:56
easy to recur those in so many different decks
11:58
that it really does feel. Super,
12:00
super punishing if you can't handle it right away. Well,
12:04
Dana, it's so funny that you would
12:06
mention an example that is very near
12:08
and dear to my heart as the
12:10
nasty graveyard player that I have always
12:12
been. And I've recurred many a sport
12:14
frog in my time. I want to
12:16
pick an example here that I think
12:18
will be very familiar to you, Dana.
12:20
And it is similar to the commander,
12:22
Dragon Lord Dremoka. I specifically want to
12:24
talk about Grand Abolisher as my example
12:26
here. And Dragon Lord Dremoka I know
12:29
is a commander that you have a
12:31
lot of experience against because you have
12:33
a buddy with a Dremoka deck. And the crucial
12:35
thing that these two cards share in common,
12:37
Dremoka and Grand Abolisher, is that your opponents can't
12:39
cast spells on your turn. And
12:41
that is frustrating and awesome, but
12:43
frustrating. And it's again, one of
12:46
those things that for the most
12:48
part, no one's dropping a Grand
12:50
Abolisher in like being like, okay,
12:52
now I'm just going to play the
12:55
game normally and not have anyone cast counter
12:57
spells. That's not how that works. I just
12:59
happen to have this in my deck just
13:01
in case I run into someone who's playing
13:03
a ton of counter spells. It's not a
13:05
thing that anyone ever says. They're dropping a
13:07
Grand Abolisher so they can win that turn
13:09
and not have anyone stop that from happening.
13:11
Or even if it's not, I'm going to
13:13
cast this so I can win this turn.
13:15
I'm going to cast this so I'm going
13:17
to do something even crazier next turn. Yes.
13:19
And then I'm going to cast an Overrun
13:21
effect. I'm to cast a Craterhoof Behemoth. I'm
13:23
to cast all these game -winning spells now that
13:25
I've taken away your ability to interrupt what
13:27
I'm trying to do. Or just comboing off,
13:29
doing something big, maybe not this turn, but
13:31
next turn for sure. Oh, yeah. This card
13:33
shows up in 9 % of decks that are
13:35
eligible to play it, including plenty of like
13:38
five -colored decks out there, specifically because of
13:40
its ability to shut off counter spells for
13:42
CEDH territory, combo territory. Make sure that no
13:44
one can counter spell the stuff that you're
13:46
up to. Sure. I think in just general
13:48
games of Commander, though, this is still like
13:50
totally dangerous because of, like, not even being
13:52
able to, not just cast spells, but you
13:54
also can't activate abilities of Artifact Creatures or
13:56
Enchantments, either. So, Spore Frog, ha -ha, you
13:58
have met your match again. the grand abolisher,
14:00
you will not be able to fog the
14:02
combats from this one, but not being able
14:04
to interrupt a combat step, even with removal
14:07
effects, not even just a fog effects, that
14:09
is actually huge. I think this starts off
14:11
as being an appealing way for people to
14:13
be like, oh, maybe I can have my
14:15
attacks be interrupted. and it starts there and
14:17
it very very quickly escalates into oh no
14:19
this secures me my wins yeah anytime you
14:22
see a city of solitude type of effect
14:24
which is a probably the original version of
14:26
these types of cards where it just restricts
14:28
when people can be casting their spells the
14:30
original city of solitude said each player may
14:33
cast spells and abilities only on their turn
14:35
gross so yeah it's just absolutely strips strips
14:37
strips away those are really cards if it's
14:39
removing people's ability to interact with other people
14:42
that usually is a pretty clear green light
14:44
that this person is trying to do something
14:46
that they you need to interrupt you
14:48
need to disrupt this game plan because it's
14:51
you're not gonna have very much longer to
14:53
do that. I was thinking dose in the
14:55
fallen leaf, which Dana, I want to say,
14:57
is a card that you've got in a
14:59
mono green legends deck of yours as well.
15:02
That also stops people from doing stuff on
15:04
other people's turns as well. And any time
15:06
I see that, I know that it's not
15:08
going to go well for me if I
15:10
let it live. So that cards up to
15:13
no good. I have to go well for
15:15
me if I let it live. So that
15:17
cards up to no good. That's a card
15:19
that comes down when I'm doing an Alpha
15:21
Strike. that Grand Abolisher sets up so they're
15:23
gonna have one turn that kills you. There
15:25
are definitely cards that maybe they're not setting
15:27
up for a turn that's gonna kill you,
15:29
but you might only have a turn with
15:31
any sort of agency left in the game.
15:33
And cards I'm talking about specifically are gonna
15:35
be stuff like Sterling Grove or Sphere of
15:37
Safety. where there's not so much lockout pieces,
15:39
but they're definitely prison pieces where you're
15:41
going to lose the ability to kind
15:43
of meaningfully interact with what they're doing
15:45
in a pretty short order where Sterling
15:48
Grove, that's the classic Schlesney Enchantment that's
15:50
at other enchantments you control have shroud,
15:52
that you could pay one and sacrifice
15:54
Sterling Grove to search your library for
15:56
an enchantment card, but on top of
15:58
your library. Those types of effects. where
16:00
I'm gonna set up and just pillow
16:02
fort and make sure that you don't
16:04
get to attack me and don't get
16:06
to mess with any of my stuff.
16:08
That's another kind of red flag for
16:10
me is, okay, what are they trying
16:13
to protect? Because it's usually so much
16:15
worse than the Sterling Grove, just protecting
16:17
it in general. So another cart that
16:19
no one has ever played with intentions
16:21
of playing it fairly, grave packed, those
16:23
are enchantments that whenever you lose a
16:25
creature, your opponents also sacrifice a
16:27
creature. No one casts grave packed. And
16:30
then goes, well, if something I control
16:32
dies, you guys are going to lose
16:34
a creature too. What happens is someone
16:36
casts those when they have, you know,
16:38
a bunch of Eldrazi science and play
16:40
that they can sacrifice that will, or
16:42
when they have something that they can
16:44
cast on a recurring loop, whether it's
16:46
coming back from our chase of the
16:48
black rose, or it's like a reskelling
16:50
skeleton that brings itself back, that's just
16:52
done to wipe your board to wipe
16:54
your board. breaks parody and doesn't
16:56
affect the person who is casting it
16:58
nearly as much. Some of the Ora
17:00
shards tends to only come down in
17:03
a situation where the person is about
17:05
to put 14 tokens into play. I
17:07
am very guilty of playing Ora shards
17:09
with bad intentions. I can fully endorse
17:11
that this card belongs on that list.
17:13
I only have it in one deck
17:16
specifically because it is that type of
17:18
hardware. If it's at the higher power
17:20
levels, sure, that's kind of where you
17:22
get into all things are on the
17:24
table, but definitely I do not play any
17:27
of these cards. I don't play Dicative Arabos
17:29
anyways, but it's definitely at the higher power
17:31
tables. Well, and it's funny to observe, like,
17:33
you know, the Dicative Arabos example, something like
17:35
that. I don't think it's fooling anyone when
17:37
that one hits the field. That one, you
17:39
see it, it's making people lose their stuff.
17:41
We know that it's up to no good,
17:44
but I think really what is the important
17:46
point to hit on here. It isn't saying
17:48
don't play these cards, obviously not. Play what
17:50
you want, play what people find fun. But
17:52
it's more like, don't put this card into
17:54
your deck willingly is more the thing here. This
17:56
is very indicative of the type of deck that
17:59
we'll be able to. to particularly abuse it.
18:01
So it's maybe not even just a watch
18:03
out for this one on the battlefield, but
18:05
it's like watch out for that one in
18:07
deck lists, because if it's in a deck
18:10
list, then that entire deck is very much
18:12
built to abuse cards like these. These types
18:14
of cards do not appear in a deck,
18:16
so to speak. Yeah. Because once you've got
18:19
a sphere of safety or a dictator or
18:21
whatever in play, they're taking up a lot
18:23
of a lot of attention as soon as
18:25
they're there. They're not necessarily a secret. That's
18:28
a good point Joey and like actually one
18:30
thing I want to clarify because like I've
18:32
used the word fair. I don't mean that
18:34
is a value judgment. I mean that as
18:37
like an evaluation of the cards effectiveness right?
18:39
Like I'm not saying you are doing something
18:41
that's like unfair and you shouldn't do it
18:44
when I say no one's playing these cards
18:46
fairly. I'm saying no one's playing them in
18:48
a way that doesn't provide you the person
18:50
playing them with significant advantage in the game.
18:53
Yeah, I think a good way to describe
18:55
these is, these are Eniga Montoya cards, where
18:57
I don't think that card does what you
18:59
think that card does. Because it does so
19:02
much more, I should say, than what just
19:04
the card text actually says on the box.
19:06
Something funny here, hitting off of your point,
19:08
Matt, about like, these cards indicate potential loss
19:11
of agency in the future. I kind of
19:13
have that feeling about Cardor. And I have
19:15
that feeling because I built that deck. I'm
19:17
sure. Yeah. Cardor is the demon who enters
19:20
and basically goads the entire table. And if
19:22
you're able to make a copy, which Carter's
19:24
legendary, the copy will immediately die, but you
19:26
will get that trigger again. Or if you
19:29
can blink it back and forth between the
19:31
graveyard a couple of times, just sacrifice it.
19:33
reanimated or put it on a mimic mimic
19:35
bat or something like that you are routinely
19:38
you're continually removing the table's ability to hit
19:40
you successfully yeah but the first time you
19:42
see a car door you may not entirely
19:44
be sure that yes that's definitely what is
19:47
going to happen but it could that potential
19:49
is certainly there and I think that's a
19:51
an especially interesting one for me are those
19:53
cards that like you're not entirely aware like
19:56
are they probably I don't know Maybe could
19:58
they? And like those types of cards are
20:00
especially interesting to me. And having built a
20:03
card door deck and having wrought a lot
20:05
of wrath upon the table as a result
20:07
of it and having subsequently taken that deck
20:09
apart because of the amount of agency it
20:12
ripped away from you Matt. That's another example
20:14
that really sticks out to me in your
20:16
situation of like, oh, these cards that could
20:18
potentially remove player agency almost completely. Cards that
20:21
remove agency is something that we, I know
20:23
we've talked about a lot on this show
20:25
over the course of all of our episodes.
20:27
But it's also probably one of the hardest
20:30
things for players to describe as they're getting
20:32
into the game, because I think Carter is
20:34
a card that you learn a lot, but
20:36
it's hard for you to actually put into
20:38
words what you learn about the game because
20:40
of it. It's hard to describe like, oh,
20:42
I felt like I was forced to do
20:44
things, but I didn't want to do any
20:46
of those things. I wanted to be able
20:48
to do the things that I want to
20:50
do. And it's so wild how cards like
20:52
Carter, they really tip that on its side
20:54
and kind of challenge your regular perception of
20:57
what you're able to do in games because
20:59
it's warping that so severely. Well, and actually
21:01
continuing the idea of people not being able
21:03
to attack very well anymore, kind of going
21:05
in and especially, oh, this can be really
21:08
sneaky, it's not quite as obvious immediately, kind
21:10
of going in that direction. I actually want
21:12
to shout out a few cards that also
21:14
affect combat in that way, but that trick
21:17
you into doing it yourself. And that would
21:19
be the second doctor and cards like Noble
21:21
Heritage. So the second doctor is actually a
21:23
very cool, clever piece of design, form in
21:26
at 2-4, players have no maximum hand size.
21:28
And at the beginning. of your endstep, each
21:30
player may draw a card, but each
21:32
opponent who does can't attack you or
21:34
permanence you control during their next turn.
21:36
And Noble Heritage is similar, but instead
21:38
of giving a card away, you're giving
21:40
plus one counters away. And you'll gain
21:42
protection from that player. These are really
21:44
cool political cards. I like them a
21:46
lot. I've seen them in games a lot.
21:48
But when people take that deal, when they
21:50
say, yeah, I'll draw that extra card. Very,
21:52
very frequently, I see them on their next
21:55
turn. Dang, I wish I hadn't taken
21:57
that dang deal because they have now
21:59
allowed the person. playing the second doctor
22:01
to become a really big issue in
22:03
a way that they cannot meaningfully interact
22:05
with anymore by pressuring that person's life
22:08
total. So these are other cards I'd
22:10
put on that radar as well, but
22:12
in particular they they trick you into
22:14
becoming an accomplice in your own potential
22:16
destruction. So you really got to watch
22:19
out for cards like that. I mean
22:21
there were cards like collective voyage back
22:23
in the day where you got to
22:25
you were given options. You were allowed
22:28
to kind of choose your own fate.
22:30
effectively. Do you mean template discovery? Like if
22:32
you find lands, I'll find more lands and
22:34
then get out of control? Yeah. Yeah. That
22:36
was kind of the beauty of a lot
22:38
of those cards, but it's also kind of
22:40
a shame that we don't get to see
22:42
those very often because I think overall players
22:44
have kind of learned. I shouldn't trust you
22:46
with getting more resources than I do. And
22:48
so yeah, I'm glad that the community has
22:50
kind of wisened up to you almost never
22:52
want to take the deal unless it's... You've
22:54
got very specific ways to answer what's going
22:56
to happen. It's funny to mention that actually,
22:58
because somebody in a potter was playing in
23:01
just this week, cast, temp with vengeance, and
23:03
that's the one that makes the one-one tokens
23:05
with haste. and all three people in the
23:07
pot are really like nope not interested in
23:10
that there's no way that ends well for
23:12
me like everyone has figured out that like
23:14
that is not a that is not
23:16
a deal that never works out in your
23:19
favor I do think that any group
23:21
hug card is worth a lot of scrutiny
23:23
for any group hug player some of
23:25
these things do announce themselves right there from
23:27
the command zone like no that's keneo
23:29
centero I probably need to be a little
23:31
watchful of your gifts come with a
23:33
couple of strings attached to them. But any
23:36
group hug ability, you know, quaint drawing people
23:38
extra cards, salvala, drawing extra cards, every single
23:40
one of those is potentially something that they
23:42
will turn back on you. Maybe they want
23:44
you to have a big board because they're
23:46
going to mob rule you later. Maybe they
23:48
want you to plenty of lands because they'll
23:50
treacherous terrain you or play reins of power
23:52
to steer creatures, a whole bunch of things
23:54
like that. So, you know, whenever anyone is
23:57
offering stuff to everybody, that is worth quite
23:59
a lot of. on your part? I'm struggling
24:01
to come up with an example of
24:03
a card, but there's definitely something I've
24:05
run into before, where I'm playing a
24:07
game against somebody who I know is
24:10
a very good player and a very
24:12
good deck builder, and they play a
24:14
card that doesn't see a lot of
24:16
play. It's like some obscure card, some
24:18
enchantment from stronghold or something, and I
24:20
read the text, and I'm like, this
24:23
doesn't look scary, but it's... but I
24:25
know you have it in your deck
24:27
for a reason and it's going, it's
24:29
in there, that reason is something that's
24:31
going to wildly help you out and
24:33
wildly hurt the rest of us. I
24:36
don't know what it is, but it's
24:38
something. Like when you see that kind
24:40
of card in someone's deck. It's there
24:42
for a reason, you just haven't figured out
24:44
what that reason is yet. Dana, I think
24:47
you pretty much just summed up the way
24:49
that you build decks, because every time that
24:51
we see these cars, like, what the heck
24:53
kind of card is this? I know, right?
24:56
Usually the card ends up killing us in
24:58
some obscure way, anyways. So really, like, you
25:00
just outed yourself in a way. I guess,
25:03
no, you're, you are not wrong. Yeah, it's
25:05
just really a funny way to work
25:07
a compliment on himself in here. Yeah,
25:09
kind of a fun little humble background.
25:11
But no, Dan, I absolutely relate to
25:13
that. Frankly, any hyper obscure card in
25:15
a person's deck that you have to
25:17
be like, wait, I've never seen that
25:19
card before. That definitely is worthy of
25:21
attention for sure. And to kind of
25:24
out onto that point. Whatever you
25:26
see, the more, I guess, obscure
25:28
is still the word, version of
25:30
a popular effect. Like, we all
25:32
know the very famous sacrifice outlets
25:34
that are out there, but when
25:36
someone plays a spawning pit, it's
25:38
a little bit more obscure of
25:40
a sacrifice outlet, and that in
25:42
fact, the sacrifice ability barely even
25:44
matters. It's just a two-man artifice
25:47
creature put a counter on it,
25:49
and you can pay one minute
25:51
and remove two counters to make
25:53
a two-two, which is like, like, Maybe eighth
25:55
in line in terms of like the most
25:57
popular sacrifice outlets compared to the Ferexian altars
26:00
the viscera seers that are out there in
26:02
the world. So if I see someone who's
26:04
playing a spawning pit, then I'm like, cool,
26:06
you've done your homework. I know I need
26:08
to be afraid of you and what you're
26:10
doing because clearly this effect is so important
26:12
to your deck that you have found even
26:14
the eighth in line versions of them. And
26:16
that indicates to me that there's a lot
26:18
of potential problem that could happen as a
26:20
result of that. Joey, as you were talking
26:22
about that, I just grabbed a couple cards
26:24
off my deck or off my desk here.
26:26
I thought spawning pit was in this pile
26:28
because I'm putting in the deck. I've already swelled
26:30
it up. There you go. So it's not
26:32
it's not here to hold up for an example.
26:34
But I just put that in a deck
26:36
and it is being used for nefarious purposes. Yeah,
26:38
absolutely. You are you are completely correct. I
26:40
would say potentially another one is like Kira, great
26:42
glass spinners and other that leaps out to
26:44
me as a potential example of an interesting way
26:46
that maybe not all players know about that
26:48
can give your stuff shroud. And so you're bypassing
26:50
a lot of the other traditional hex proof
26:52
and a lot of other protection effects, you know,
26:55
the lightning greaves and all that to find
26:57
Kira who can negate the first spell that an
26:59
opponent plays. You didn't find that by searching up
27:01
the keyword shroud. You found that by having
27:03
quite a lot of experience and knowing specifically
27:05
that there is something in your deck that
27:07
you need to protect not all costs. So
27:09
if I see that, then I am my
27:11
my red alert goes up. I'm like, cool,
27:13
there's something that I'm going to need to
27:15
be worried about so that Kira needs to
27:17
be solved before the problem arrives. And I
27:19
can't deal with the problem. So yeah, definitely
27:21
cards like that. I love your obscurity point
27:23
there. It is a thing to be very,
27:25
very watchful for. Well, yeah. So with that
27:27
said, I mean, let's talk about some more
27:29
obscure cards ourselves, the ones that we've done
27:31
our work on in Challenger stats. That's a
27:34
good place to do it. Nice ways to
27:36
kind of reveal some some hidden tech we've
27:38
been discovering or trying to point against. What
27:40
do you say? Sounds good to me. Yeah,
27:42
you're right. There's a lot of data on
27:44
EDA track that we don't always agree with.
27:46
We love to find some hidden gems or
27:48
potentially overplayed cards. So let's get into challenge
27:51
the stats. And by the way, challenges this
27:53
week is brought to you by cardsphere.com, a
27:55
great website to bring trading back into your
27:57
trading card game. This episode is brought to
27:59
you by Architect. Architect is our favorite deck building
28:01
website of choice and if you're familiar with
28:03
our Upping the Average series on YouTube you'll
28:05
know I've been a big fan of this
28:07
site for years now. Architect is full of
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features that can take all the hassle out
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of deck building online. For instance, did you
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know you can drag and drop cards from
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either EDA Trek or Scryfall right into Architect
28:18
and it will add those cards to your
28:20
deck for you? Whenever I brew I already
28:22
have a bunch of searches on EDA Trek
28:24
and Scryfall open in other tabs anyway so
28:26
literally just clicking and dragging cards right into
28:28
my deck list saves me so much time
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that way I don't have to type out every single
28:32
dang card name. Not only that but they also
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have a great system for you to create packages of
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cards too. If there's a group of cards that
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than just one list or even just a group of
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total breeze. Check them
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out at archidekt.com.
29:05
So we recently had a challenge for
29:07
the card Nanogen Conversion. I believe it
29:09
was in Captain Negrod decks. Is that
29:11
what you say that Joey? Negathrod. Negathrod.
29:13
Yes. Yeah. We had a listener challenge
29:15
for that card as underplayed and I
29:18
thought it was a great piece of
29:20
tech. It was. The challenge I have
29:22
this week is from a listener wheels
29:24
up and that's for Nanogen Conversion being
29:26
overplayed in the Celestial Toymaker decks and
29:28
I kind of liked the symmetry of
29:30
having a very cool card be overplayed
29:32
in some decks and underplayed in other
29:34
ones. Yeah. OK. The Celestial Toymaker is
29:36
a Doctor Who card. It is three mana
29:39
in Esper covers for two four. Whenever
29:41
the Celestial Toymaker attacks look at the top
29:43
three cards of your library and exile
29:45
any number of them on a face down
29:47
pile and the rest in a face
29:49
up pile. Defending player chooses one of those
29:51
piles and you put that pile into
29:53
your hand. Then at the beginning of each
29:55
end step each opponent loses to life
29:57
or each spell or ability that caused one
29:59
or more. to guess or to group cards
30:01
or permanence into a pile this turn.
30:04
So it's a deck basically built around
30:06
making your opponents like make choices in
30:08
terms of piling up cards. Then you're
30:10
dealing damage to them for making those
30:13
choices. Like you're dealing damage to them
30:15
for making those choices. Like factor fiction
30:17
effects and stuff like that? Yeah, just
30:19
like that Joey. Navaging conversion for those
30:22
that are forgotten. Sourcery for three and
30:24
a blue, choose target creature you control.
30:26
Each target creature you control. Each. First
30:28
things first, I've actually seen this
30:30
card be misused a couple different
30:32
times. People sometimes miss that it
30:34
says each other creature, and they
30:36
read it as each other creature
30:38
you control. So that can cause
30:40
problems. Again what, this is something
30:42
that turns all creatures into play.
30:44
Into copies of that creature till
30:46
end of turn and that's a
30:48
much much different thing And it's
30:50
a much different thing in the
30:53
celestial toy maker deck because of
30:55
the way you stack triggers So
30:57
if you were forcing someone to
30:59
do some searching and you've cast
31:01
nanogene conversion and turned everything into
31:03
celestial toy makers you are the
31:06
opponent of the person who has
31:08
made their creatures into celestial toy
31:11
makers. And because of the way
31:13
triggers get stacked, you can wind
31:15
up taking the damage before they
31:18
take damage. And in the case
31:20
of the wheels I've mentioned, when
31:22
they cast the card, it created
31:25
a situation where they died before
31:27
anyone else because of the celestial
31:29
toy makers they functionally gave to everyone
31:31
else. This is wild. I definitely, this
31:33
is an interesting read on both the
31:36
nano gene and also on the toy
31:38
maker because yeah, I'm reading this second
31:40
paragraph very carefully. Beginning of each end
31:42
step, each opponent loses two life for
31:44
each speller ability that caused one or
31:46
more players. So like it could be
31:48
your own stuff, but it's not just
31:50
since you did it, only opponents are
31:53
affected by it. So if you just
31:55
gave an opponent a bunch of saplings,
31:57
a whole bunch of celestial to toy makers
31:59
and you. that is easy to miss
32:01
and very very cool actually I
32:03
love this challenge wheels up and
32:05
it's in almost 30% of celestial
32:07
toy maker decks whoa and I'm
32:09
sure there's situations where like you
32:11
can you know set everything up
32:13
so it does work to your
32:15
advantage but I feel like it's really
32:18
easy to not do that. So
32:20
I think this is an excellent
32:22
challenge and definitely a card I
32:24
think that can backfire in a
32:26
bunch of ways, including the original
32:28
way I mention where like people
32:30
just misread how it works. Yeah,
32:32
very, very cool. I love that
32:34
overplayed challenge. And I will use
32:37
that as a segue to my
32:39
overplayed challenge for this week's challenge
32:41
of stats. I want to talk
32:43
about Valgavath, hero hero of souls.
32:45
award pay to life, and whenever an
32:47
opponent loses life for the first time during
32:49
each of their turns, you put a plus
32:52
one counter on vagaboth and you draw a
32:54
card. This is a very super popular commander
32:56
from the Dusk Point set, already over 9,000
32:58
decks and hasn't been out all that long.
33:00
It's a great commander, it's very punishing. Ractos
33:02
Punisher is very much the vibe for this.
33:04
So a lot of really neat effects, you
33:07
know, sulfuric vortex kind of cards that will
33:09
allow your opponents to lose life on their
33:11
turn so that you can buff up your
33:13
commander and draw some more cards. But there
33:15
is a card that's showing up on this
33:17
commander's page with the new foundations cards that
33:20
are coming out. This one is showing up
33:22
in half of the, over half of the
33:24
newly built Vagavat decks out there. It's perforating
33:26
artist, just an uncommon from foundations, that doesn't
33:28
actually work with Vagavath in the way that
33:30
we want it to work with Vagavath. Perforating
33:32
artist is a three man a three two
33:35
devil and Rachdos it has death touch and
33:37
raid at the beginning of your end step
33:39
if you attacked this turn Each opponent loses
33:41
three life unless they sacrifice an online permanent
33:43
of their choice or they discard a card
33:45
That is indeed Rachdos punishing, but it's not
33:47
particularly good for Valghav who needs your opponents to
33:50
lose those life points on their own turn and
33:52
this deck is flushed with so many possible options
33:54
to make your opponents lose life lose life on
33:56
their turns not on your turn that I do
33:58
not think that you you need to take up
34:01
a slot with the perforating artist here. It's neat,
34:03
it's a shiny new toy from Foundations, so it
34:05
makes sense why people would see it, connect the
34:07
threads of Ractos Punisher card into a Ractos Punisher
34:09
deck. There is definitely some symmetry going on there,
34:11
but there is not synergy going on here. So
34:13
if you have just gotten some Foundations cards and
34:15
you saw this one and considered it for your
34:17
Valgavot deck, I would actually say that you can
34:19
remove that card slot and you can find other
34:21
cards here that will trigger Valgavot that will make
34:23
you a lot happier and your opponent's a lot
34:25
more miserable instead. So let me get us wrapped
34:27
up then with a challenge that I think it
34:29
was really easy for folks to miss. It
34:31
was just kind of a common in Bloomboro
34:33
that maybe just people kind of glanced over,
34:35
but it is starting to get played in
34:37
a little bit more decks. So the card
34:40
I'm looking at is Dire Sight, which is
34:42
two and a black for a sorcery that
34:44
says surveil two, then draw two cards and
34:46
you lose two life. So this is very,
34:48
very similar to a card that we all
34:50
know and accept as read the bones. It's played
34:52
in a ton of decks. It's showed up in
34:54
pre -cons. It's been all over the place for
34:56
a long, long time. So
34:58
I'm looking at some lists that I think
35:00
you just want to have Dire Sight in
35:02
there instead of read the bones because read
35:04
the bones is just the same thing as
35:06
Dire Sight, but you scry to instead of
35:09
surveil to then you draw the cards, lose
35:11
a life. A Dana Roach special type of
35:13
card. And a deck that I'm seeing a
35:15
just a very, very obvious upgrade is Siddharja
35:17
Bari of Zelfir. And it's the number 38
35:19
most built deck in the past two years.
35:21
It's that Esper Knights commander but has a
35:23
really important ability where when Siddharja Bari deals
35:25
combat damage to a player you return target
35:27
night creature card from your graveyard to the
35:29
battlefield. And if you look at the
35:31
typical deck there's a lot of reanimator synergies
35:33
in there. There's ways to fill the
35:36
graveyard. They're playing cards like buried alive and
35:38
then reanimate to bring them out of
35:40
the graveyard. This is just such a fantastic
35:42
upgrade from read the bones, scrying and
35:44
putting those cards you look at on the
35:46
bottom of your library. Dire Sight's able
35:48
to fill the graveyard for you. This seems
35:50
like such an easy and obvious upgrade.
35:52
31 % of decks are currently playing read
35:54
the bones for Siddharja Bari. I think that
35:56
number should just be 31 plus percent because
35:58
of just the synergy that is
36:00
built in with dire sight. So if you need
36:03
an amazing 15 cent option to upgrade, just look
36:05
at dire sight. This is such a powerful card,
36:07
such an important interaction, and I like that this
36:09
is a kind of a knob they talk about
36:11
on design space where you can kind of play
36:14
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36:16
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36:18
very good way that they're exploring a lot of
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build with card sphere. Cool stuff you guys
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and now we're going to get back into
36:55
our main topic here and for the second
36:57
half of the show while we're talking about
37:00
cards that are up to no good
37:02
I think there's been something like a
37:04
large shadow looming over the conversation that
37:06
we we do need to address this
37:09
elephant in the room we've mentioned some
37:11
cards that could be indicative of some
37:13
powerful plays but we haven't mentioned like
37:15
combo pieces. Some cards that maybe folks
37:17
aren't always quite as aware that they
37:19
could lead to some infinite situations. We
37:21
like hinted at this at the very
37:23
top of the show with cards like
37:25
illusionists bracers, which can often be a
37:27
part of a combo and that might
37:30
be the reason why people are playing
37:32
it. But I think we should get
37:34
into some other examples of cards like
37:36
that too. When you see that card
37:38
on the field, there is potentially an
37:40
infinite amount of danger in your future.
37:42
So guys, where should we start on
37:44
that? I think the easiest one to
37:46
start with is is maybe one of
37:49
the most well-known combos in the format
37:51
and that's the sanguine bond exquisite blood
37:53
combo. Sanguine bond is an enchantment for
37:56
five mana, three and double black. Whatever
37:58
you gain, life, target opponent. loses that
38:00
much life and exquisite blood is also if
38:02
I've been enchantment but it's four and single
38:04
black whenever an opponent loses life you gain
38:06
that much life so with both of those
38:08
in play whenever a life trigger happens it
38:10
just loops right yeah everyone your opponents will
38:13
lose all of their life and you gain
38:15
all of the life game just ends you
38:17
have to have a way I guess to
38:19
trigger that life gain to start the whole
38:21
thing in the first place but there's just
38:23
so many ways to to trigger either the
38:25
life loss for the life game to start
38:27
the loop happening it's just a really easy
38:30
combo and one of the advantages this this
38:32
combo has as well that it isn't
38:34
always something you see is both halves of
38:36
this combo are really good on their
38:38
own right like that that's sometimes you're in
38:40
a situation when a two -card combo where
38:42
the cards are kind of dead or
38:44
at least one half of them is so
38:46
like they're not doing a lot till
38:48
you have the combo assembled both these cards
38:50
even if something happens where you don't
38:52
have both of them out are just really
38:54
good on their own yeah an exquisite
38:56
blood that is just sitting around gaining you
38:58
life whenever opponents lose life well I'm
39:00
not gonna attack player B if player C
39:02
gains life off of that that means
39:04
that my attack didn't I'm just funneling life
39:06
in a different direction rather than reducing
39:08
the amount I have to chew through to
39:10
end this game but yeah as you're
39:12
pointing out there even an honest sanguine bond
39:14
that isn't trying to do the infinite
39:16
combo is still a problem because of the
39:18
number of things in this format that
39:20
can double a person's life total so it's
39:22
like all right cool here's a beacon
39:24
of immortality I'll double my life total and
39:26
now I'll chunk somebody for probably 40
39:28
plus damage well that may not be an infinite
39:30
combo but I would still die so I
39:32
need to be worried as soon as that's
39:34
there so even honest versions of these effects
39:36
can be a little bit like oh yeah
39:38
honest versions I had an experience similar to
39:41
this I tried to play an honest Ashnaud's
39:43
altar and that never went well nobody trusted
39:45
me even when it was in my Victus
39:47
as Madi deck where I wanted to steal
39:49
people stuff and then just use it as
39:51
permanent removal that's all I wanted to do
39:53
that was not what people thought I was
39:55
gonna do and so it just it almost
39:57
became I was drawing too much attention to
39:59
what I was trying to do and there's
40:01
no point in even trying to play
40:04
some of these cards honestly because Ashnaw's
40:06
altar is in 378,000 decks. It is
40:08
everywhere and on top of that it
40:10
is one of the most used pieces
40:13
in infinite combos in the
40:15
format. There's just so many accidental
40:17
ways to combo off with Ashnaw's
40:19
altar. For me, there just was
40:21
no reason to try to play
40:23
this honestly because nobody ever believed
40:26
me when I tried. I think
40:28
it's worth noting that Matt's version
40:30
of playing this card fairly is
40:32
taking your stuff, sacrificing it so
40:34
you don't get it back, and
40:37
then making Maniford himself. That's the
40:39
fair version of this. Which admittedly
40:41
is pretty great. It's something that
40:43
valid strategy, but you are correct Dana,
40:45
yes. That's the quote, fair way to
40:47
play it. And that's still not even
40:49
fair. So one thing you can do,
40:51
go to Commander Spellbook and just plug
40:54
in Ashnod's altar, you can see what
40:56
I'm talking about. There are so many
40:58
ways to just oops into so many
41:00
different ways to win games, just out
41:02
of the blue. Yeah, Commander Spellbook has
41:04
a really cool repository of information that
41:06
the community has assembled about possible infinite
41:08
combos. And they walk you through like
41:10
what the combo is, which pieces are
41:12
there. They have a really cool feature
41:14
where you can plug your deck list
41:16
in there and they will show you
41:19
any combos that happen to exist if
41:21
there's specifically something that you want to
41:23
find to remove from your deck or
41:25
that you want to highlight in your
41:27
deck. That's a very cool feature. And
41:29
indeed there are some cards like this.
41:31
as another, like one of the most
41:33
popular, like if you see a retreat
41:35
to Coleham, which can landfall, untap something,
41:38
that could also be abused in quite
41:40
a lot of ways for specifically some
41:42
combos that, you know, a creature can
41:44
tap and then put a land from
41:46
your hand from your hand onto the,
41:48
and then put a land from your
41:50
hand onto the battlefield. Well, potentially, the
41:53
land you put there is some type
41:55
of simic growth chamber, and there are
41:57
a lot of landfall cards that will
41:59
be. extremely happy about infinitely handful
42:01
triggers. So even though a Retreat to Coal
42:03
or Helm might just look like a simple
42:05
value engine, you can use things like Commander
42:07
Spellbook to see, hmm, should I be worried
42:09
about this? Ah, I see the answer is
42:11
yes, because of the number of results that
42:13
have come up when I typed it into
42:15
the search engine. Well, one thing that I've
42:17
sneakily started doing is whenever a friend of
42:19
mine builds a new deck, I'll plug that
42:21
into Commander Spellbook's feature where you just enter
42:23
a URL and it's gonna search up everything.
42:26
I'll use that to kind of scout out
42:28
my friend's decks and see what problem cards
42:30
could be. And that's just such a, I know
42:32
that's maybe next leveling it and getting a
42:34
little petty honestly, but one more mana crew was
42:36
on the show recently, so I feel like
42:38
we have a little bit of petty leftover to
42:40
do. But oh my gosh, it's so helpful
42:42
just to kind of identify what is this deck
42:44
trying to do? Even if there's not explicit
42:46
combos in there, I can still kind of see,
42:49
oh man, they have XYZ cards and those
42:51
cards do kind of suck to play against. You
42:53
play games against Dana and I, Matt. I
42:55
think it's very fair for you to research our
42:57
decks to see what it is we're up
42:59
to. Yeah, yeah, absolutely. Well you can look it
43:01
up Matt like what creatures do they want
43:03
to steal from their decks to then sacrifice to
43:05
my Ash Nautilus? Thankfully
43:09
for my sake I took Ash Naut's Altar
43:12
out of the deck because it just wasn't
43:14
worth the hassle and all the attention. Dana,
43:16
you do a really good job in your
43:18
decks of you avoid attention until you are
43:20
okay and you know you can handle it.
43:22
My decks never are built to handle the
43:24
attention from Ash Naut's Altar. So just it
43:26
wasn't worth me playing anymore Because sure people
43:28
know that card the community is so smart
43:30
these days You can't sneak an astronaut's alter
43:33
into play and be like, okay past
43:35
my turn because gonna trust
43:37
you Right. Well, and Matt,
43:39
let's be clear There are some
43:41
cards that you play that I
43:43
think also should give Dana and
43:45
I pause absolutely because of their
43:47
also potential The combo potential that
43:49
they could represent in a game
43:51
as well Like whenever you play
43:53
a devoted druid I get a little
43:55
bit zero good intentions zero Right,
43:58
it's a two -man a mandador It
44:00
says an O2 can tap for a green,
44:02
but you can put a minus one counter on
44:04
it to untap it, which means you could
44:06
get a little boost of bonus mana. But if
44:08
you have certain cards out there, like a
44:10
Swift Reconfiguration to remove it from creature status, then
44:12
you can just keep piling minus one counters
44:14
onto it. And it doesn't care, it's not gonna
44:16
die, it's not a creature anymore. The Swift
44:18
Reconfiguration turned it into a vehicle. So you can
44:20
just get infinite mana, or if you're playing
44:22
a Vazir of Remedies so that the minus one
44:24
counters won't have an effect either. You can
44:26
take that activated ability, but Vazir of Remedies will
44:28
reduce the minus one counter from happening at all,
44:30
and you can just untap it for free.
44:32
Those are also things that I know to be
44:34
a little bit afraid of in an occasional
44:36
deck that you have played as well. So Dan
44:38
and I have done some gnarly stuff, but
44:40
occasionally even your honest mana dorks are not so
44:42
honest. No, I tried for about 20 minutes
44:44
before I took it out. I tried putting into
44:46
a plus one, plus one counters deck just
44:48
because the synergy you put a minus one, minus
44:51
one counter on it, which just takes a
44:53
plus one, plus one counter on it. So I
44:55
just use it as a high power mana
44:57
dork. That even then in an honest deck where
44:59
I wasn't comboing out, still got so
45:01
much attention because it still was
45:03
very powerful, even just taking out
45:05
all the combo potential there. Yeah,
45:07
I had the same exact situation
45:09
with the crystalline crawler, and what
45:11
is that trilobite from the Icoria
45:13
pre -cons as well that you
45:15
can remove counters for mana? Yeah,
45:17
there's, if you see one of
45:19
those run, there's gonna be an
45:21
issue. What's maybe even a bigger
45:24
red flag than a combo where
45:26
both haves are really, really good
45:28
is a situation where the haves
45:30
aren't good necessarily. Basil
45:32
Monolith, in terms of like
45:34
how many good mana rocks
45:36
are out there is way
45:38
down on the list, except
45:40
for it allows you to run infinite
45:43
mana combos in a way that you can't
45:45
with like say a talisman or something. When
45:47
you see a card that's a much,
45:49
much worse version of say a mana rock
45:51
or something along those lines, the person
45:53
didn't make a mistake, right? They didn't like
45:55
put that in their deck instead of
45:57
an arcane signet because I didn't know any.
46:00
better. They put it in there because
46:02
they're intending to do something with
46:04
it that makes up for the fact
46:06
that on its own it's not
46:08
as good as Arcane Signet or a
46:10
Signet or a Talisman or whatever.
46:12
Yeah. Basalt Monolith, three mana artifact, doesn't
46:14
untap during your untap step, but
46:16
it does tap for three colorless mana
46:18
and you can pay three mana
46:20
to untap Basalt Monolith. So an easy
46:22
thing to do here is any
46:24
ability that reduces the activated ability costs
46:26
that you pay. Well, now if
46:28
you're only paying two mana to untap
46:30
it and it taps for three, you
46:32
can feed that mana into itself and
46:34
you will net gain one every activation.
46:36
Infinite mana is approached there, but also
46:38
people will sometimes just use this with
46:41
a mesmeric orb, where whenever something becomes
46:43
untapped you'll mill a card. Well, I'll
46:45
just repeatedly use the Basalt Monolith on
46:47
itself and now, oh, fun. My entire
46:49
library is in my graveyard. It's a
46:51
little bit of a build your own
46:53
hermit druid. Another card, by the way,
46:56
that is up to no dang good.
46:58
If someone's mass filling their graveyard, watch out.
47:00
So, yeah, Dana, these are definitely other
47:02
types of cards to be very keenly
47:04
aware of on the field because even
47:06
if Basalt Monolith just gave a quick
47:08
boost of mana now and it seems
47:10
useless, it seems like it's used up,
47:12
it's tapped out. Well, it won't be.
47:14
Right. It won't be. There's something going
47:16
to happen probably later. Aggurated Assault is
47:18
another one that jumps to mind. It's
47:20
two in a red in enchantment and
47:22
has an activated ability for three and
47:24
a double red and you untap all
47:26
creatures you control and after this phase,
47:28
there's an additional combat phase followed by an
47:30
extra main phase. The red flag situation
47:32
there, is that like that's relatively expensive
47:35
for one activation? If you plagued Aggurated
47:37
Assault, presumably, you know, on the turn
47:39
that you're going to use it because
47:41
you ideally don't want to have it
47:43
sit there as a target, that's eight
47:45
mana. And then, like, for an extra
47:47
combat step, you can do that much
47:50
cheaper with a one off effect, where
47:52
one less assault is two and two
47:54
red, you know, half the price. So,
47:57
if someone's running Aggurated Assault,
47:59
more off the not, the reason they've
48:01
chosen that more expensive version of
48:03
that effect is because they're not
48:05
just going to use it one
48:08
time like with relentless assault, they
48:10
have some method, some way to
48:12
generate mana usually on an attack
48:14
trigger to basically infinitely use aggravated
48:16
assault. Right. Savage Ventma attacks, gives
48:18
you six mana on that attack.
48:20
Oh look, another free combat. Right.
48:23
So then Savage Ventma attacks, gives
48:25
you six mana, yada. I feel
48:27
like, uh, aggravated assault. a card
48:29
that you've probably had a handful of experiences
48:31
with. It seems like a card that might
48:33
be near and dear to you. Yes. But
48:35
just know we're afraid. Yeah, I cast it
48:37
a few times, but there's also cards that
48:39
build into that like Drew's repository. That's a
48:41
card that goes hand in hand because whenever
48:43
a creature attacks. you get manna and well
48:46
a way to get man I should say
48:48
and so yeah that just kind of compounds
48:50
and there's a lot of different cars I
48:52
feel like we're just summing up the nagila
48:54
CEDH deck where you just find ways to
48:56
have infinite combo or infinite attack steps and
48:58
yeah absolutely it's super easy with so many
49:00
different cards these days just because the card
49:02
pool is getting bigger and bigger so it's
49:04
just hard or easy because we have a
49:06
bunch of tools now like commander spellbook that
49:09
help keep track of all these things that
49:11
you can do with just wildly powerful cards.
49:13
Actually, speaking of some stuff
49:15
that you play, you've also recently
49:17
built an MEL deck, and I
49:20
feel like MEL is another commander
49:22
that kind of oopses into infinite
49:24
here and there, almost in the
49:26
way that like a lot of
49:28
nivmizets can just oops into infinite's,
49:30
can there, almost in the way
49:33
that like a lot of nivmizets
49:35
can just oops into infinite as
49:37
can just oops, MEL being repeatedly
49:39
to blink them. The entire category
49:41
of blink decks feels like it
49:44
could almost at any moment accidentally fall into an
49:46
infinite combo with Velodar Guardian and those angels that
49:48
are just like immediately blinking each other as soon
49:50
as they hit the field. Is that something you've
49:53
had to fight to avoid or is it something
49:55
you've leaned into? I usually just leaned into all
49:57
those types of things, yeah, absolutely. Yeah, yeah, that
49:59
sounds... but right just accept it like accept
50:01
what you're trying to do I need to
50:04
be honest with yourself and be honest with
50:06
the other people that you're sitting at a
50:08
pot with and so if you kind of
50:10
like deflect that a little bit to me
50:13
that seems disingenuous just accept what you're trying
50:15
to do and and like I said we
50:17
joke all the time like Joey your necromance
50:19
for yourself we can't Joey has to die
50:21
first as we like to say when we
50:24
play games together just embrace and kind of
50:26
wear it as like a badge of honor
50:28
almost Yeah, sure. But yeah, that is a
50:30
thing to be aware of. I think not
50:32
just for playing against these decks, but when
50:35
you are playing them yourself. If you put
50:37
a Felidar Guardian and a Restoration Angel into
50:39
the same deck, which makes sense, they're great
50:41
things to blink and get you extra value
50:44
off of an ETB effect, you know, double
50:46
up an effect like that, but if you
50:48
get those in play with a panharmonicon or
50:50
just with each other, and then they're repeatedly
50:52
blinking each other immediately blinking until the onset,
50:55
they just come right back. They just come
50:57
right back. potentially what you've done there is
50:59
create a loop that even you yourself may
51:01
not have noticed. So that is a thing
51:03
to be aware of was sometimes just entire
51:06
swathes of strategies can be very susceptible to
51:08
the combo tasticness. I have absolutely built. combos
51:10
into decks that I didn't mean to do.
51:12
I joked for a long time when I
51:15
built my omnath locus of rage deck. I
51:17
had amule to vigor because it's very good
51:19
and I was playing a lot of tapped
51:21
lands. Well, I had perilous forays as well,
51:23
which is just a way to stack all
51:26
the elementals, get the death trigger, but then
51:28
also get lands out of my library. But
51:30
I didn't realize that playing them together, kind
51:32
of was newer to the format. Having something
51:34
like Commander Spellbook is a fantastic way to
51:37
just, what did I miss? What synergies did
51:39
I not intend on putting in there? So
51:41
absolutely there's a bunch of ways you can
51:43
just kind of proof yourself and do some
51:46
editorializing with your decks. And frankly Matt, sometimes
51:48
not even just an infinite combo, but just
51:50
a synergy that may not perhaps be completely
51:52
infinite, but is still like, it's enough for
51:54
it just needs to go enough to like
51:57
for the game to end. And this is
51:59
an experience I've had with a mind crank.
52:01
in a couple of texts that I've built
52:03
here and there. Mindcrink is a two-manner artifact
52:06
of Never an opponent loses life. They mill
52:08
that many cards. I think this one's easy
52:10
to at first blush assume. All right, this
52:12
is just great to help mill some opponents.
52:14
I'll get some extra stuff into their graveyard
52:17
that maybe my particular deck can pilfer from
52:19
them. This is very popular in Captain Negathrod
52:21
decks, for instance, because the more that you
52:23
mill them, the more that you mill them,
52:25
the more potentially stuff, you could pirate from
52:28
their graveyard decks. Because the more that you
52:30
mill them, the more potentially stuff you'll mill
52:32
them, you could mill them, and then I'll
52:34
mill them. me play a mind crank. Or
52:37
frankly, if you see anyone play a mind
52:39
crank. Beware, there are infinite combos with it
52:41
for sure, with like blood chief attention and
52:43
stuff like that, desk mental gildenage as well.
52:46
But even if it's not going infinite, I'm
52:48
still a problem. I mean, sorry, it is
52:50
still a problem. Dana, I don't know about
52:52
you, but Joey just kind of summed up
52:55
a lot of his deck building acumen and
52:57
strategies is, it doesn't need to go infinite,
52:59
it just needs to go enough. Yeah, right.
53:01
Well, I think that actually, actually kind
53:03
of a good lesson to take away
53:05
from this like entire episode is
53:07
to look at the board state and
53:10
think about the things that you're not
53:12
necessarily seeing as part of the board
53:14
state. Yeah. When you see that Alarin,
53:16
you need to like think beyond what
53:18
the words on the Alarin. says and
53:20
what the impact of that is probably
53:22
going to be, your deck compared to
53:24
the person who cast it, right? Like,
53:26
there's a lot more going on there
53:28
than just what the card says, because
53:31
like we talked about earlier, the person
53:33
who cast it is probably going to
53:35
just play. all of their creatures versus
53:37
a few of yours. When someone plays that
53:39
mind crank, there's probably a lot going on
53:41
that you don't see. And I think the
53:44
lesson to take away here is like when
53:46
you're playing commander, look for the information that
53:48
isn't visible to you. The stuff in between
53:50
the cards makes a really big difference and
53:52
learning to like recognize that is a kind
53:55
of a level up moment, I think, for
53:57
a lot of people. Yeah, thinking in terms
53:59
of of what's the worst case scenario with
54:01
this card is definitely a valid strategy and
54:04
thought process. And maybe you want to give
54:06
them the best benefit of the doubt that
54:08
you can. So maybe not expecting it, but
54:11
knowing to play around it is a good
54:13
way to approach that too, where, okay, like
54:15
I know this, that Peregrindrake. that's a pretty
54:17
powerful card. What could you be doing with
54:20
that? And then keeping in mind, okay, well
54:22
that untaps a lot of lands, if they
54:24
have a way to flicker that, then we
54:26
just need to take them out or get
54:29
rid of the paragon Drake, whatever that looks
54:31
like. Yeah, for sure. And frankly, there are
54:33
so many possible combo pieces out there. It
54:36
would be impossible for us to be comprehensive.
54:38
truly so many of them out there. So
54:40
there are a lot of things to be
54:42
watchful for. And Dana, I love your point
54:45
there. Basically about observing a card's potential energy
54:47
versus just its kinetic energy. And that's how
54:49
we evaluate any threat any threat. And that's
54:52
how we evaluate any threat. We look at
54:54
a card that is sort of the engine.
54:56
It's giving them a little bit of extra
54:58
manor or it's giving them a little bit
55:01
of extra card advantage. Those tend to be
55:03
the kinds of things that we want to
55:05
be. kind of the similar deal. We are
55:07
evaluating that like, oh, this is going to
55:10
become a problem over the course of time.
55:12
So yeah, observing that potential energy is certainly
55:14
a thing that we can apply as a
55:17
way of leveling up our threat assessment and
55:19
making sure that we don't get got by
55:21
any of these cards. Yeah, well said, so
55:23
I'm glad that we took this opportunity to
55:26
kind of talk about cards, especially with Magic
55:28
on Chicago coming up. Anytime that we're going
55:30
to play a lot of games in a
55:33
short time span, definitely good to just have
55:35
a refresher on. Okay, what cards do we
55:37
need to keep an eye out for? Yeah,
55:39
just always nice to have that reminder. Yeah,
55:42
definitely a good takeaway. This has been a
55:44
really fun episode. Matt, I love that you
55:46
brought this topic up, and I especially want
55:49
to hear from our listeners about which cards
55:51
they encounter out there that they definitely want
55:53
to make sure that everyone is keeping an
55:55
eye on. So let us know in the
55:58
comments, get a hold of us with that.
56:00
we're going to call this episode to a
56:02
close. So fellas, if a listener's want to
56:04
tell us about some other cards that they
56:07
think are up to no good, where can
56:09
they find us being up to no good?
56:11
Matt? I mean, I'm always up to some
56:14
good at least over pretty much any social
56:16
media platform, Blue Sky, especially lately, at Mathimus
56:18
55, that's MATH, IMUS 55. And don't forget
56:20
if you're going to see us at Magic
56:23
on Chicago, we're going to be rep and
56:25
Dragon Dragon Dragon Shield. We're going to the
56:27
best. Yeah, just sleeves check it all out
56:30
over at Dragon Shield. Click on the link
56:32
in the description below if you want to
56:34
check out their stuff. And Dana, how about
56:36
you? You can find me online at Dana
56:38
Roach. I'm running articles for Radio Tracking Commanders
56:40
Herald, and you can find all three of
56:42
us collectively at patron.com/media trackcast. And I'm Joey
56:44
Shultz, you can find me everywhere online from
56:47
Instagram to Blue Sky at Joseph M. Shultz,
56:49
and you can find the cast online at
56:51
EDH Recast. Plus, if you've got a question
56:53
for us, perhaps a challenge of stats submission
56:55
that you'd like to get in touch with
56:57
us about. You can contact us at EDH
56:59
Recast@gmail.com. Listeners will be back at you next week
57:02
with more data and insights, but until then remember,
57:04
EDEDH Rec Your Deck before you rec your rec
57:06
your rec your deck.
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