Limited Resources 798 - Tarkir: Dragonstorm Set Review: Rare and Mythic Rare

Limited Resources 798 - Tarkir: Dragonstorm Set Review: Rare and Mythic Rare

Released Monday, 7th April 2025
Good episode? Give it some love!
Limited Resources 798 - Tarkir: Dragonstorm Set Review: Rare and Mythic Rare

Limited Resources 798 - Tarkir: Dragonstorm Set Review: Rare and Mythic Rare

Limited Resources 798 - Tarkir: Dragonstorm Set Review: Rare and Mythic Rare

Limited Resources 798 - Tarkir: Dragonstorm Set Review: Rare and Mythic Rare

Monday, 7th April 2025
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Episode Transcript

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0:00

What is

0:02

up everybody?

0:05

Welcome to

0:08

another episode

0:11

of Limited

0:14

Resources. This

0:16

episode number

0:19

700. and 98. My

0:21

name is Marshall. I'm one of your

0:23

limited resources and joining me on the

0:25

line all the way from Denver, Colorado.

0:28

It's Louise, Scott Vargas, Louise. We've got

0:30

rares and mythic rares, including a whole

0:32

bunch of gold cards today. I'm stoked.

0:34

And you know why? Because I've gotten my

0:36

hands on Turkey at this point. I've had

0:38

the early access event. I bought a box

0:41

of physical packs and me and me and

0:43

BK were like cracking packs to do draft

0:45

picks and like build draft picks and like

0:47

build sealed seal-sealed seal-sealed seal-up

0:49

pulls. So it's just like a perfect

0:51

storm because perfect dragonstorm if you

0:53

will because the Spotlight series is

0:56

this coming weekend You know it's

0:58

a big tournament here in Denver big

1:00

seal tournament like a Grand Prix Coverage

1:02

is gonna follow me and read throughout

1:04

the tournament. You know it's gonna be

1:06

GP redoop version two And this is

1:08

the only tournament I'm gonna go to

1:10

this year because I'm not really traveling,

1:12

but it turns out I would play

1:14

no matter what obviously if this was

1:16

the worst set in the past ten

1:19

years I would be like great Tarkier

1:21

is like right at my alley, like

1:23

I love cons, I love the flavor,

1:25

I love the three color draft format.

1:27

I've liked what I've seen out of

1:29

the clans and the gameplay, like let's

1:31

just say I'll be doing a lot

1:34

of harmonizing in the drafts, you know,

1:36

and I think that this is set

1:38

up to be a really nice one. So

1:40

yes, of course, it's a little too

1:42

early to tell if this is going

1:44

to be in, you know, quite a

1:47

bit against that. Just... It's got a lot

1:49

of the fun stuff that goes into making good

1:51

draft sets and I'm really stoked to bring you

1:53

guys this plus I've gotten a chance to play

1:55

with a lot of these cards now so you

1:57

know I jammed I jammed like seven drafts and

1:59

then I watched a couple more so that's

2:01

I would say a pretty good heads

2:04

up and. Well, let's get to the

2:06

interview, shall we? Yeah, this is going

2:08

to be great. And Luis needs this.

2:10

He's going to be playing in that

2:12

event. And, you know, everybody else there

2:14

too, such a quick turnaround time from

2:16

when the set came out to when

2:18

that event happens, which I mean, I

2:20

think it advantages people like Luis a

2:23

lot, but it's really cool to get

2:25

to see that as well. That's this

2:27

weekend. So, you know, this show's going

2:29

up on a Monday and just on

2:31

the weekend, that'll just on the weekend.

2:33

That'll be weekend. That'll be weekend. That'll

2:35

be weekend. That'll be the weekend. That'll

2:37

be up on the weekend. That'll be

2:40

on the weekend. That'll be on the

2:42

weekend. That'll be on the weekend. Before

2:44

we get to the set review, I

2:46

want to say thank you to everybody

2:48

who supports us on Patreon. It's patron.com/limited

2:50

resources. Patrons is a place where you

2:52

can go to support your favorite content

2:54

creators and make sure that the shows

2:56

that you love keep coming out and

2:59

are at the quality level that you

3:01

demand. Patreon is where we've been since

3:03

really it came out and we really

3:05

appreciate everybody who supports us over there.

3:07

We also want to say thank you

3:09

to Ultimate Guard, Ultimate, or. you know,

3:11

deckbox or maybe like some of their

3:13

sleeves. They are the best. They are

3:15

robust products that last for a long

3:18

time. They look really good and they

3:20

feel really nice in your hand as

3:22

well. You can tell that these were

3:24

designed with that full complete. picture in

3:26

mind where it's like yes it has

3:28

to look cool yes it has to

3:30

do its job well protect your cards

3:32

but also human beings are going to

3:35

be handling these products so it has

3:37

to feel nice it has to be

3:39

premium and that's exactly what it is

3:41

you can check out their full line

3:43

of products at ultimate guard.com and you

3:45

you can pick them up at your

3:47

favorite local game store or your favorite

3:49

online retailer thank you. The side winders

3:51

my favorite ultimate guard deckbox and also

3:54

one of my favorite verbal maneuvers So,

3:56

you know, it really lines up nicely

3:58

Who would you say in your life

4:00

has been the victim of the most

4:02

side winders from you? I know I

4:04

think I know who it is I

4:06

think you know, it's tough. I think

4:08

I think it's actually a pretty close

4:10

between Paul and BK at this point.

4:13

Paul and BK. I was going to

4:15

say BK. Yeah. Well recently it's been

4:17

BK because I spend more time with

4:19

him. Obviously before it was Paul because

4:21

I spent more time with him. Right.

4:23

But you know I would say that

4:25

the thing is it's just so easy.

4:27

There's just so many things that you

4:29

could use as ammunition. You give a

4:32

monkey like a loaded shotgun. What are

4:34

you expecting to do with it? I'm

4:36

assuming you're the monkey with a loaded

4:38

shotgun in this analogy Yeah, but those

4:40

are seriously though. Those are sweet sweet

4:42

tech boxes and All other products are

4:44

really good. Make sure you check them

4:46

out. Okay, so we're going to jump

4:49

into the rarest and mythics. But before

4:51

we do, we're going to go over

4:53

a grading scale, particularly because we're going

4:55

to put a grade on every card,

4:57

but also because it does change quite

4:59

a bit between the commons and Commons

5:01

review and the rare and mythic rare

5:03

review. So we're going to use an

5:05

A through F grading scale where A

5:08

is the bombs, game winners, cards that

5:10

are good in many situations, especially when

5:12

Unsurprisingly, you're going to see a lot

5:14

of haze. The haze are the rare

5:16

and mythic reviews kind of where the

5:18

haze hang out. The bees are cars

5:20

that actively pull you towards our colors.

5:22

In this case, they pull you towards

5:24

specific clan in the case of like

5:27

a three-color card. And even in a

5:29

two-color card, they pull you towards one

5:31

of those two clans. We're talking like

5:33

premium removal, good efficient, haunt, haunt the

5:35

network. C's are playable. The pawns have

5:37

limited. They're pretty interchangeable. They're a step

5:39

above filler. Like, you know, they're not

5:41

necessarily like, I'm unhappy when I run

5:44

this. Those are the D's. But there

5:46

are the cards that you're not that

5:48

excited to run. So we're talking cards

5:50

like Keen Buccineer or Crash and Burn,

5:52

just your average limited card. You'll see

5:54

definitely plenty of those in this review,

5:56

though, of course, the grades tend to

5:58

cluster higher, doesn't mean what it used

6:00

to be. Like 15 years ago, a

6:03

D or an F would be really

6:05

bad cards. F still are. Now, D's

6:07

are just cards that are slightly too

6:09

bad. Cards like Goblin Survey or Deer

6:11

Seek or Serpent, which totally find cards

6:13

just a little bit below the cards

6:15

that are a little too expensive, a

6:17

little too much setup cost, a little

6:19

bit too narrow, you know, and these

6:22

are cards that if you run more

6:24

than a couple of these, you sounds

6:26

like your draft didn't go well. Fs

6:28

are cards that are unplayable in virtually

6:30

all scenarios. We're talking cards that cost

6:32

10 plus mana or refer to planes

6:34

walkers, cards like unstoppable plan or full

6:36

throttle that just don't do anything in

6:39

limited. And then we have two subgrades.

6:41

We have sideboard cards that you wouldn't

6:43

typically main deck or like a D

6:45

level card in the main deck, but

6:47

can be up to like a B

6:49

or even an A, though that's rare,

6:51

out of the sideboard cards like broken

6:53

wings, kind of the archety. Rare and

6:55

Mythics tend to go. And then lastly

6:58

we have build around. These are cards

7:00

that on their own don't really do

7:02

much or anything, but when well supported

7:04

can be among the best cards in

7:06

your deck, a card you would in

7:08

fact build around. Cards like push the

7:10

limit and it's going to see plenty

7:12

of these I hope in the rare

7:14

mythic review because rare mythic build-arounds are

7:17

among the most fun. Yeah, and this

7:19

is also where they really do get

7:21

to push that limit, right? Okay so

7:23

let's jump in we're gonna start with

7:25

white we rotate which color we start

7:27

on and we're back to white here

7:29

our first card up is called voice

7:31

of victory it's one in a white

7:33

for a one three human barred at

7:36

rare it has mobilized two and if

7:38

if you remember that's when it attacks

7:40

you get two tapped and attacking one

7:42

one red warrior creature tokens that get

7:44

sacrificed at the beginning next end step

7:46

and it has another static ability your

7:48

opponents can't cast spells during your turn

7:50

Well, first of all, this card is

7:53

very strong. I'm actually gonna be trying

7:55

this one in my vintage cube. The

7:57

text of your opponent can't cast spells

7:59

during your turn means you can't get

8:01

ambushed by a flash creature. They can't

8:03

have a combat trick. They can't have

8:05

a counter-spill. They can't even leave me

8:07

up to try to remove something. Like,

8:09

you know, a common player, you have

8:12

a removal spill, they have a three-three

8:14

out. You're like, well, I could kill

8:16

that, but why don't I take three

8:18

or see if they play anything before

8:20

attacking or any of that? With what's

8:22

victory out? Or see if they play

8:24

anything before attacking or any of that.

8:26

With what's victory out? They're going to

8:28

try to try to try to remove.

8:31

Late game, imagine a board that's like

8:33

pretty stalled out, a lot of cards

8:35

in both players hands, a lot of

8:37

creatures in board. You kick things off

8:39

by casting this, tapping two of your

8:41

seven lands. Your opponent now has to

8:43

like unload whatever they want or just

8:45

you know, forever hold their piece and

8:48

you get to make attacks, even risky

8:50

ones without any fear. So great card,

8:52

obviously gets much better if you're using

8:54

the mobilize, that's a lot of the

8:56

power of this card. But I would

8:58

give voice of victory a B plus.

9:00

Secondly, three toughness. Really good inflection point

9:02

for a two man of card. A

9:04

lot of the removal does two damage

9:07

and a lot of the creatures have

9:09

two power. So this thing could realistically

9:11

turn sideways multiple times before they even

9:13

have a blocker for it. And that's

9:15

that's going to mean that you're going

9:17

to get some mileage even just straight

9:19

up damage wise out of it, let

9:21

alone if you're taking advantage of the

9:23

mobilized tokens in other ways. Next card

9:26

up is Onafenza unyielding lineage. This is

9:28

two in a white for a two

9:30

two legendary spirit soldier at rare. It's

9:32

got flash and first strike and it

9:34

says whenever a another non token creature

9:36

you control dies Onafenza endures two which

9:38

is put two plus and plus encounters

9:40

on it or make a two two

9:43

spirit token. There's a lot to like

9:45

here. Two and a white for a

9:47

two two flash first strike would already

9:49

be pretty good and they would never

9:51

even print that at like common or

9:53

probably not even uncommon just because it's

9:55

like oh I attack with my three

9:57

two I guess I'm getting snapped off

9:59

right and then the indoor ability means

10:02

you're just gonna. to get value. Often

10:04

you're going to cast this as like

10:06

a 4-4 at the end of their

10:08

turn of combat happened because putting two

10:10

counters on this is better than in

10:12

most creatures because it has first strike.

10:14

So it kind of gets additional value

10:16

from the counters, but it's also very

10:18

common that you're going to want to

10:21

spread around the counters. But it's also

10:23

very common that you're going to want

10:25

to spread around the love and just

10:27

endure into spirits. Because you're going to

10:29

lose with this. Do you think that

10:31

like is a reasonable line of play

10:33

that like you block with a creature

10:35

to do a trade or maybe even

10:37

a chump block and then your opponent

10:40

passes priority and you see okay before

10:42

damage I'm just going to play on

10:44

a fence here and then your creature

10:46

you know assuming your creature is going

10:48

to. die like either by trading or

10:50

jumping or whatever and then you get

10:52

your your two two or your two

10:54

counters. Oh sorry sorry that's what I

10:57

meant not end of turn you'll play

10:59

at mid-combat right to see the trigger

11:01

yeah so like a pretty common scenario

11:03

is you have like a three-three out

11:05

they attack with their three-two you're like

11:07

okay block before damage cast anafenza and

11:09

then now they have a brief window

11:11

to kill anafenza but they're not going

11:13

to be that many times when they

11:16

and that can happen that can happen

11:18

so Like you, it's already okay because

11:20

of the block that you mentioned, but

11:22

one trigger and you got a really

11:24

good card. Next is Clarion Conqueror. This

11:26

is two and a white for a

11:28

3-3 dragon. It's got flying, it's rare,

11:30

and it says activated ability of artifacts,

11:32

creatures, and planes walkers can't be activated.

11:35

So I've now seen this in play

11:37

a couple times and I've never seen

11:39

the text do anything besides the fact

11:41

that it's a three-3-3-3 flying dragon, which

11:43

already gives it. I think like about

11:45

a B plus as well. Yeah. It's

11:47

funny. We've given three B pluses here,

11:49

but it's because none of these cards

11:52

quite crack the A level. Like these

11:54

aren't like, if I open one of

11:56

these cards, I can't imagine taking a

11:58

different card, right? Right. You can very

12:00

easily imagine taking an uncommon over one

12:02

of these cards, but these are all

12:04

very good. Yes, I would say that.

12:06

They also all fit the description of

12:08

pull you into the colors. Like you're

12:11

like, oh, I don't have a second

12:13

color. I got an on offensive. Sure,

12:15

yeah, let's do it. Yeah, so I

12:17

would say clearing concurs a B plus.

12:19

You just draft it and play it

12:21

as a three minute, three, three flying,

12:23

dragon type is overall upside. So that's

12:25

great too. And I guess every now

12:27

and then, you know, they could have

12:30

a planes walk or they have an

12:32

elspeth in their deck and they're in

12:34

their deck and you, and you, and

12:36

you, and you have this and you

12:38

have this and you have this and

12:40

you have this and you have this

12:42

and you have this and you have

12:44

this and you have this and you

12:47

have this and you have this and

12:49

you have this and it. And it.

12:51

And it like, and you have this

12:53

and it like, and it like, and

12:55

it like, and it like, and it's

12:57

like, and it's like, and you have,

12:59

and you More likely to hurt your

13:01

opponent than you because you know about

13:03

the text and so you'll kind of

13:06

play no manner that it doesn't get

13:08

you But it's mostly irrelevant. I don't

13:10

think it's it's super big a big

13:12

part of the card So I like

13:14

B plus for clearing conquer, but uh

13:16

the next one is actually a preview

13:18

card I got for a TCG player

13:20

and it was good then and it's

13:22

good now sage of the skies is

13:25

two and a white for a human

13:27

monk at rare It's a to two

13:29

three it's got flying and lifel and

13:31

lifel Whoa. So if you play this

13:33

as the second or more, it doesn't

13:35

have to be exactly second spell, you

13:37

get three mana for two, two, three

13:39

flying life links. That's crazy. That's an

13:42

A. That's just a flat A. Like,

13:44

when you cast Age of the Sky's,

13:46

first of all, counter spells don't even

13:48

stop this. The trigger ability just happens?

13:50

You'll get a two, three. And technically

13:52

they can counter both of the copies,

13:54

but that's really not going to happen.

13:56

So. Even against a counter you get

13:58

a two three against removal you still

14:01

are left with a two three if

14:03

they don't kill your either of these

14:05

you have two two three flying lifelinks

14:07

there's no way you're losing that race

14:09

and it's just two really great creatures

14:11

for one plus in a disaster scenario

14:13

of casting it for three mana and

14:15

not getting a token a two three

14:17

flying lifelink is like a B that's

14:20

just a good card straight up I

14:22

like a for sage of the skies

14:24

of the skies yeah you don't even

14:26

have to do anything special like you

14:28

don't If I'm pack three and I'm

14:30

the slowest odds on deck in the

14:32

world and I open this, I'm gonna

14:34

take it and I'm gonna cast it

14:36

on turn five or six alongside another

14:39

spell. And it's gonna be fantastic, even

14:41

at that point. Yeah, and you're so

14:43

priced into waiting, right? It's hard not

14:45

to. Yeah. Yeah. I guess it does

14:47

beg the question, if it was turn

14:49

three and you had no other play.

14:51

Like let's say you have a two

14:53

drop and this in your hand, but

14:56

the two drop isn't one that you're

14:58

running out on this on turn two.

15:00

It's like a, let's say it's a

15:02

removal spell or something like that. Like

15:04

are you waiting? I would say most

15:06

of the time you are. It's so

15:08

much better to get the copy. You're

15:10

on the draw, you didn't have a

15:12

two drop in your hand, but let's

15:15

say you do have one that you

15:17

could play later, but you didn't have

15:19

one like you said, like that you

15:21

could play, or let's say it's two

15:23

minutes, like a just guy monument or

15:25

something. And you're on the draw and

15:27

your Marto opponent played a two drop

15:29

and a three drop and now it's

15:31

your turn three and you're in another

15:34

place. Yeah, you probably got to just

15:36

play this. You're just going to pretty

15:38

great length not to pretty great length

15:40

not to do that. Awesome. A first

15:42

age of the sky is next is

15:44

united at battlefront. This is three in

15:46

a white for a sorcery at rare.

15:48

It says look at the top seven

15:51

cards of your library put up to

15:53

two non-creature non-land permanent cards with man-of-value

15:55

three or less from among them onto

15:57

the battlefield put the rest on the

15:59

bottom of your library in a random

16:01

order. Let's just call enough and move

16:03

on. There's just nothing. It would be

16:05

rare that you would even have two

16:07

targets at all. Yes. She's back. Elspeth

16:10

Storm Slayer. Doesn't she die? I'm going

16:12

to say without having read the entire

16:14

text. A plus. A plus. It is,

16:16

it's five manna Elspeth, five loyalty. So

16:18

A plus. They couldn't have screwed this

16:20

up. Let's see what happens. This is

16:22

legendary planeswalker Elspeth at Mythic with a

16:24

static ability. If one or more tokens

16:26

would be created under your control. Why

16:29

is that many of those tokens are

16:31

created instead? Geez, they just tack that

16:33

on now, huh? Again, five loyalty, three

16:35

activated abilities, plus one. Create a one-one

16:37

white soldier creature token. Z. Second ability,

16:39

zero loyalty, put a plus one plus

16:41

one counter on each creature you control,

16:43

those creatures gain flying until your next

16:46

turn, and minus three, destroy target creature

16:48

and opponent controls with man-of-value three or

16:50

greater. Well, you nailed it, Louise. This

16:52

is one of the best cards in

16:54

the set. If not, maybe the little

16:56

or best. Let's just talk to it.

16:58

First of all. Playing this for five

17:00

plus one getting two tokens. You have

17:02

a six loyalty plane walker and two

17:05

blockers aren't really hard to kill from

17:07

that spot. Then you have a zero

17:09

which gives all your creatures plus on

17:11

plus one and flying and it's a

17:13

counter so it's even permanent. You're just

17:15

going to kill them most of the

17:17

time when you activate this. In fact,

17:19

some of the times you're just going

17:21

to cast this play that used the

17:24

zero and they're just dead It's an

17:26

overrun for five manna that gives all

17:28

your creatures possible stone flying and then

17:30

sticks around in the form of an

17:32

elspeth. If five loyalty elspeth is still

17:34

bad But wait, wait, what if they've

17:36

got a big dragon, oh, okay, then

17:38

you can use the third mode and

17:40

you can blow up their big flyer?

17:43

So it's it's it's don't. Well, those

17:45

aren't getting by the soldiers most likely.

17:47

Totally! Or if they are, let's say

17:49

they have a two man, a two,

17:51

two flyer, just plus one this, they

17:53

attack it from six loyalty to four,

17:55

it doesn't constrain its abilities. And then

17:57

the next turn zero it and they

18:00

can't attack. This is just a plus

18:02

for else. What a ridiculous card. There's

18:04

not even any challenge. This stops everything.

18:06

This gets better if you have more

18:08

creatures. You should want to put this

18:10

into creature deck. The static works with

18:12

mobilize though it just really doesn't really

18:14

doesn't matter. If you're like a creatureless

18:16

control deck, this is still very good.

18:19

You're not getting as much value out

18:21

of the second mode. Honestly, the second

18:23

mode is probably like the most powerful

18:25

one in a lot of games, but

18:27

still. Elsebeth, A plus, you don't have

18:29

to worry about it. You just draft

18:31

it. Other mythic for white is called

18:33

Smile at Death. It is three white

18:35

white for an enchantment enchantment. graveyard to

18:38

the battlefield, put a plus one plus

18:40

one counter on each of those creatures.

18:42

So this is a really interesting one.

18:44

I saw this in a pack once,

18:46

but I didn't take it because I

18:48

was like green, black, splash, white. It

18:50

didn't really make sense to take. If

18:52

you have a lot of creatures that

18:55

this can bring back, it's a pretty

18:57

strong card. Imagine you and your opponent

18:59

just. trade-off stuff the first couple turns

19:01

and then on turn five they play

19:03

this with just one two two in

19:05

their graveyard you're in your graveyard you're

19:07

like okay well they didn't they spent

19:09

five minutes did nothing but then on

19:11

their next turn they're getting back a

19:14

two two now it's a three and

19:16

if I kill any other creatures they

19:18

just come back and that's not even

19:20

close to the optimal scenario the optimal

19:22

scenario is you cast this with four

19:24

creatures in your graveyard and it's just

19:26

gonna be an overwhelming advantage so I

19:28

think this gets the build-around tag because

19:30

creature with two power or less is

19:33

not a gimmy. You're going to have

19:35

some naturally, but you're not going to

19:37

have, you probably want like seven or

19:39

eight if you can. What you're looking

19:41

for is things like four man at

19:43

creatures with two power are kind of

19:45

nice because you get a little more

19:47

bang for your buck. But yeah, I

19:50

would think it's like a build-around card

19:52

if you can build around it. Yeah,

19:54

I mean, did they forget to put

19:56

a finality counter on these things on

19:58

these things? Like if your opponent has

20:00

a 7-7 on the ground, you just

20:02

block and you just keep getting your

20:04

creature back over and over, like they

20:06

can just never get through it? Yeah,

20:09

I mean, that is. That is definitely

20:11

the case. Yeah, because obviously your brain

20:13

goes to like get back to, get

20:15

back to, but like even just getting

20:17

back one or two feels like it

20:19

would be good. And you know, if

20:21

you have any ETB, your opponent can't

20:23

do that much. The only downside, right,

20:25

right, right, is that this is that

20:28

this is five manna, five manna, nothing,

20:30

nothing, like go. Right, it does take

20:32

that turn. Yeah. It's not even just

20:34

five minutes ago, it's also sometimes you

20:36

could draw this and have nothing to

20:38

agree with you that it gets back.

20:40

They did intentionally make it fairly narrow,

20:42

I would say. But like you said,

20:44

from a build around perspective, you don't

20:47

just build around based on the cards

20:49

that you put into your deck, you

20:51

also build around based on how you

20:53

play out. your cards, right? You're not

20:55

like trying to race somebody when you've

20:57

got smile at death in your hand.

20:59

You're like trade, trade, chump, trade, smile

21:01

at death, I can take this hit

21:04

and now all of a sudden I've

21:06

got this kind of unassailable long-term advantage.

21:08

Cool card. That's it for white. Elspeth.

21:10

Not very many cards because of all

21:12

the gold cards. We're going to get

21:14

to it. We're going to get to

21:16

a lot of gold cards. Next is

21:18

stillness in motion. This is blue. We're

21:20

moving to blue. Stillness in motion is

21:23

one in a blue for an enchantment

21:25

at rare. It says at the beginning

21:27

of your upkeep, mill three cards. Yikes.

21:29

Then if your library has no cards

21:31

in it, exile this enchantment and put

21:33

five cards from your graveyard on top

21:35

of your library in any order. I

21:37

can't imagine wanting to do this. Would

21:39

you believe me if I told you

21:42

I've already cast this card? I would

21:44

definitely believe you. This is an extremely

21:46

Scott Vargasian card. So what this does,

21:48

and the reason I think it could

21:50

be something, this is definitely a builder

21:52

on and probably closer to like, it's

21:54

honestly closer to an F than any

21:56

other rating. So I'm not out here

21:59

saying this is a great card, but

22:01

I had this in a like blue

22:03

black. deck splashing green that had a

22:05

bunch of omen cards because the joke

22:07

here is once you get to know

22:09

cards you exile this put your five

22:11

best cards on top of your deck

22:13

and then if you have own omen

22:15

even interested your graveyard to put back

22:18

you can just not deck because you

22:20

can cast the omen every turn. I

22:22

had the rare dragon that gives minus

22:24

x minus x to all non-dragons as

22:26

an omen so I could just wrath

22:28

over and over again. That is hilarious.

22:30

I wonder if there's a lot of

22:32

those scenarios that pop up with this

22:34

where you can kind of get yourself

22:37

out of it. Or you can kill

22:39

them with just whatever creatures if you

22:41

have. But to make still listen motion

22:43

work, I would want a decent, some

22:45

omen cards to make sure you don't

22:47

get decked, some really good resilient finishers

22:49

to make sure you can kill them.

22:51

Because let's say you have the like

22:54

search for a land omen. Yes, you

22:56

won't get deck, but if you're not

22:58

progressing. But if you're not progressing your

23:00

game. You need that and a deck

23:02

that cares about self mill kind of

23:04

by itself because then this card does

23:06

something into kind of beginning middle of

23:08

the game Okay all that together maybe

23:10

you got something probably not good, but

23:13

obviously I wanted to try it Of

23:15

course so closer to an F than

23:17

anything if you just probably viewed it

23:19

at that you might just be better

23:21

off But if you're Creative, let's say,

23:23

you know, you can get a build

23:25

around C minus or something out of

23:27

stillness in motion. That's pretty cool. Look,

23:29

here's the good news. If you open

23:32

a pack and you see this, no

23:34

one's gonna take it unless someone's rare

23:36

drafting. So you'll get it back and

23:38

then you'll be able to do something

23:40

with it then. There you go. And

23:42

it does have screenshot equity too. Next

23:44

is TIGOM Master opportunist. This is one

23:46

in a blue for a two-two legendary

23:48

human monk at Mythic and it has

23:51

Flurry whenever you cast your second spell

23:53

each turn copy it then exile the

23:55

spell you cast with four time counters

23:57

on it if it Doesn't have suspend

23:59

it gains suspend which I will read

24:01

here because I'm assuming this is the

24:03

only instance of suspend in the set

24:05

it says at the beginning of the

24:08

owner of its owner's upkeep, they remove

24:10

a time counter. When the last is

24:12

removed, they may play it without paying

24:14

its manic cost. If it's a creature,

24:16

it has haste. So you copy it

24:18

and you get to resolve the copy,

24:20

but this one kind of goes into

24:22

the bank for a while and you

24:24

don't get to resolve that one. Basically,

24:27

when you play your second spell, you

24:29

get the same thing that you were

24:31

going to get already, and then in

24:33

four turns, you just get a bonus

24:35

spell. Okay. And then they start chaining

24:37

where let's say you have, you know,

24:39

a tie game spell exiled, then it

24:41

comes in off suspend. Then it's really

24:43

easy to cast your second spell because

24:46

you've already cast your first one. Oh,

24:48

because it does still count as casting

24:50

it even off of suspend. That's great.

24:52

Yeah. And it's, you know, it's a,

24:54

it is a two, two for two

24:56

with that even if slow does kind

24:58

of draw you extra cards. I mean,

25:00

I mean, Oh, that's cool. It's not

25:03

just copying like instance and sorceries. Like

25:05

spell can be kind of ambiguous. It's

25:07

part of the reason I don't love

25:09

their terminology. Spell sounds like instance sorcery

25:11

and often will use it like that.

25:13

But in this case, no, it really

25:15

just means anything. Right. When we say

25:17

the spells deck, we usually mean instance

25:19

and sorceries. But then prowess also blurs

25:22

that line because it's just non-creature and

25:24

then this just means spell as in

25:26

by the book. This seems like a

25:28

card that if my opponent played on

25:30

turn two, I would feel a real

25:32

sense of urgency about killing. And that's

25:34

a compliment to TIGOM. So I like

25:36

that. Imagine they have this in play

25:38

and then on turn four, they just

25:41

play two, two drops. There are two

25:43

men, a two, two is draw, that

25:45

drew them an extra card, plus the

25:47

man at a cast. Like you don't

25:49

have to spend the man on it.

25:51

It is slow, right? It just comes

25:53

down. For time counters counters. It's pretty

25:55

free is kind of my point. It's

25:58

kind of my point. Like that you're

26:00

kind of my point. I'm a pretty

26:02

big fan. I would just give it

26:04

a B. I think Thai gam is

26:06

good. I think if you see Thai

26:08

gam early, you're pretty, it's a good

26:10

reason to take it, you know, going

26:12

to blue. I agree. I like that.

26:14

You don't get that much. Look, if

26:17

this cost three man animals or one

26:19

one, then yeah, it wouldn't be that

26:21

good because you're putting so much of

26:23

the power into, can I get the

26:25

trigger? When you're playing a two-man-a-to-to-two-two-two-two-two-two-two-two-two-two-two-two-two-two-two-two-two-two-two-two-two in

26:27

general, you know, you know. But it's

26:29

still like it mostly paid for itself

26:31

so you don't have to stress too

26:33

much about how much you're getting out

26:36

of it. So I like Tagam master

26:38

opportunist. Oh, another note by the way,

26:40

if you exile one of the omen

26:42

cards, so let's say you go turn

26:44

to Tagam, master, opportunist, oh, another note

26:46

by the way, if you exile one

26:48

of the omen cards, you get a

26:50

copy of the Lela land, sure. So

26:52

that's that's a kind of nice little

26:55

little bit of extra value with this

26:57

one. Okay. Yeah. Okay. That is cool.

26:59

All right. B for TIGAM master opportunist.

27:01

That's a cool card too. These. These

27:03

designs are neat. Next is Dragonologist. This

27:05

is two in a blue for a

27:07

one three rare human wizard. It says,

27:09

when this creature enters, look at the

27:12

top six cards of your library. You

27:14

may reveal an instant sorcery or dragon

27:16

card from among them and put it

27:18

into your hand. Put the rest on

27:20

the bottom in a random order. And

27:22

it also has a static ability untapped

27:24

dragons you control have hex proof. Don't

27:26

forget if you're playing paper. Nice. I

27:28

mean that that feels like it's a,

27:31

you know, six cards to see those

27:33

three different card types, you're going to

27:35

hit a lot. And if three men

27:37

on one three is a real piece

27:39

of material, plus it protects your dragons,

27:41

which is really nice. So like you

27:43

can, they have to go through this

27:45

first or your attack. One of the

27:47

things I like small note about this

27:50

set, they have a lot more conditional

27:52

hex proof, and I think that plays

27:54

pretty well. Okay. Like, because they have

27:56

like. This has hex proof due to

27:58

the Kerra-A-K-6-5 or whatever. This is hex

28:00

proof until it's dealt damage. This is

28:02

untapped dragons. You have hex proof. Like,

28:04

I think that's actually really legit to

28:07

be able to put hex proof on

28:09

cards, then it falls off eventually. It's

28:11

not quite as oppressive as just, this

28:13

has hex proof forever, you know. Right.

28:15

Yeah, I mean, I would assume that

28:17

in a normal build with blue that

28:19

you're a very very high chance to

28:21

hit with the dragonologist I mean, like

28:23

to the point that I wouldn't put

28:26

a strong build around tag on or

28:28

anything like that. And if you are

28:30

in that scenario. B minus. Yeah, I

28:32

would say I would just say B.

28:34

This is just gonna be a really

28:36

strong. One thing that takes away from

28:38

a little bit is the SubSig appraiser,

28:40

the common two one for three that

28:42

lets you, you know, you know, draw

28:45

a draw a draw a card. If

28:47

you get a bunch of those, then

28:49

you don't really need to get this

28:51

at quite the same level of urgency.

28:53

But still, I think that the dragonologist

28:55

is pretty good. Yeah, nice guard. Next

28:57

is winter night stories. This is two

28:59

in a blue for a sorcery. It's

29:02

rare. It says. draw three cards and

29:04

do it again. Like. If you drew

29:06

this one card, can you imagine flooding

29:08

out? You can lose a game where

29:10

you draw this to getting beaten down,

29:12

definitely, or they play a 6-6 flyer,

29:14

you can't answer, sure. But in a

29:16

nutrition game where you're getting to cast

29:18

spells and they're getting to cast spells,

29:21

doesn't this make you basically immune to

29:23

flooding to flooding? Doesn't this make you

29:25

basically immune to flooding out? And I've

29:27

had this in two different decks. free-ish

29:29

value. Yeah, you self-milled this card. I

29:31

mean, yeah, can you cast the the

29:33

two men awayfare and you mill you

29:35

mill this? Okay, like you just milled

29:37

an ancestral like you see so many

29:40

cards. Honestly, I like a minus for

29:42

winter night stories because I feel like

29:44

this just one card puts you in

29:46

such a good position in the card

29:48

race. And I think that I think

29:50

this format is going to have a

29:52

lot of games where being able to

29:54

draw cards at this rate is going

29:57

to just, you're going to have time

29:59

to use all those cards. You're going

30:01

to get to use them and you're

30:03

going to get to beat your opponent

30:05

with them. Okay, wow. And do you

30:07

also think that this is a format

30:09

that finding like certain key cards is

30:11

going to have a big impact versus,

30:13

you know, decks that are a little

30:16

flatter, you know, with like, there's like

30:18

those peaks like, like, like, like, oh,

30:20

I hit my alspeth, or whatever, or

30:22

whatever, or whatever, G, G, G, G,

30:24

G, G, G, G, G, G, G,

30:26

G, G, G, G, G, Yeah, I

30:28

think that, I mean, that's true. Every

30:30

format, obviously, the better cards you have

30:32

in your deck, the more true that

30:35

becomes. But I do think that this

30:37

format's gonna have some games that lend

30:39

themselves to that sort of play. I

30:41

agree. I mean, we've got dragons and

30:43

triple color gold cards. like there has

30:45

to be some like real. There's some

30:47

pretty powerful stuff going on there. This

30:49

format is not not short on power.

30:51

I'll go B plus on winter night

30:54

stories, but you've talked me up. I

30:56

was going to give it a B.

30:58

So that's that's I mean, yeah. Anyway,

31:00

next is Naga fleshcrafter. This is three.

31:02

It says you may have this creature

31:04

enter as a copy of nice any

31:06

creature on the battlefield. And it has

31:08

renewed. You can pay two in a

31:11

blue and exile it from your graveyard

31:13

to put a plus one plus one

31:15

counter on target non-legiary creature you control.

31:17

Each other creature you control becomes a

31:19

copy of that creature until end of

31:21

turn. And you can activate that only

31:23

at sorcery speed. Cool. Oh, more than

31:25

cool. This card is just basically unbeatable

31:27

in any sort of board stall. And

31:30

it starts out as clone. It started

31:32

as you get to pay for real

31:34

clone. Wow. Because it's not just your

31:36

side of the board. A lot of

31:38

the clones they make are only yours.

31:40

This one is not. It's anyone's. And

31:42

that is just absurd. So I think

31:44

Naga Flushcrafter is a. I think that

31:46

you'll take this card and you'll just

31:49

get huge benefits. Because look, if they

31:51

have the best creature at least you're

31:53

tied and you get the trigger ETBs,

31:55

all that stuff, and then. If you

31:57

have the best creature, well now I

31:59

have two copies of the best creature,

32:01

that works pretty well. And look, there's

32:03

some creatures that copying a second one

32:06

isn't that great, whether it's a legend

32:08

or maybe a utility creature or something.

32:10

But most of the time, casting this

32:12

is gonna put you in a pretty

32:14

good position. And then when you renew

32:16

it later, you're just killed up most

32:18

of the time. I had a funny

32:20

play with this that you can make,

32:22

and I think it's gonna come up

32:25

a lot. I cast it, chose nothing,

32:27

chose nothing, it, it, chose nothing, it,

32:29

it, it, it, it, it, it, chose

32:31

nothing. It went straight to the graved,

32:33

it, it, chose nothing. It went straight

32:35

to the graved, it, it, it, it,

32:37

chose nothing. It went straight, it, chose

32:39

nothing. It went straight, it, it, it,

32:41

it, it, it, it, it went straight,

32:44

it went straight, it, it went straight,

32:46

it, it And that happened in like

32:48

the second game I ever had with

32:50

the card. So I have to imagine

32:52

that's a pretty common play. Because if

32:54

you choose not to copy anything, it's

32:56

a zero and it dies. That's crazy.

32:58

That's a sweet play. If you self-mill

33:01

it, it's great. If you discard it,

33:03

it's good. A for nago flesh. and

33:05

try to make sure you have enough

33:07

creatures in your deck to, you know,

33:09

get good use out of it. But

33:11

yeah, it's an absurd card. Straight up

33:13

clone with upside is, that's a lot.

33:15

A lot of upside. So I don't

33:17

even know that the clone is the

33:20

most powerful part of the car. Oh,

33:22

really. Wow. Yeah. I mean, imagine you

33:24

have a three-three flyer out and you

33:26

just turn all your creatures into three-three

33:28

flyers. Yeah. Good game. This is three

33:30

blue blue for a five nine turtle

33:32

at rare. It's got ward two. That's

33:34

its shell. And it says whenever this

33:36

creature attacks, put three stun counters on

33:39

it and draw three cards. And remember

33:41

the stun counters are if it were

33:43

to become untapped instead you remove a

33:45

stun counter and keep it tapped. And

33:47

then it says whenever you cast a

33:49

turtle spell, untap this creature. Okay, whatever

33:51

on that part, I'm assuming there's not

33:53

a lot of turtles in the set.

33:55

But this is kind of crazy, right?

33:58

Five man of five nine means you're

34:00

just, and it has word two also

34:02

means you're just rarely gonna get attacked

34:04

on the ground to turn after you

34:06

play it. And then you get to

34:08

slam. It's huge. I mean, five nine

34:10

is weird stat line. I don't know

34:12

if I've ever seen that, but it's

34:15

good, huge toughness and enough power to

34:17

actually. I think so. Okay. Yeah, if

34:19

that's the case, then yeah. But, but,

34:21

but, but you freaking ancestral? Like yes,

34:23

it knocks itself out forever, but you

34:25

just get to draw three cards and

34:27

slam with a five nine? Yeah, first

34:29

of all, there's not, there's not, there's

34:31

not many turtles in the set, there's

34:34

still only one. Okay, okay. But the

34:36

way I see this card and I

34:38

had this in a deck too. You

34:40

cast this, like you said, they probably

34:42

can't kill it, very hard to kill

34:44

a nine toughness ward creature. You attack,

34:46

if they block and trade for it,

34:48

then you're golden, because you're very happy

34:50

with... that outcome. If they don't, they

34:53

take five, you draw three cards. And

34:55

it's not like the turtle's gone. Yes,

34:57

it's locked down for three more turns,

34:59

three stun counter turns, really kind of

35:01

like fourth turns. But if you just

35:03

get to use those three cards and

35:05

then you just have to survive, you

35:07

don't have to win the game. Eventually

35:10

you survive. Can you imagine getting into

35:12

a text twice? And doesn't again. Yeah.

35:14

It's just. I like this better. This

35:16

is now my officially my favorite five

35:18

nine creature of all time creature of

35:20

all time. You didn't even know a

35:22

second ago you didn't even know there

35:24

were any others. It's not a big

35:26

upgrade for the storm shell, but it's

35:29

there. This is amazing. I love this

35:31

card. Yeah, this card is super super

35:33

super sweet. It looks like an A

35:35

by the way. Like I don't think

35:37

it's an A. I think it's an

35:39

A. I think it's like a B

35:41

plus because it does cost a lot

35:43

of mana and if you're not in

35:45

a position to attack, it's quite bad.

35:48

How can you not be in a

35:50

position to turn this sideways? Also, how

35:52

is it quite bad? It's a five

35:54

man of five nine with Ward 2.

35:56

That's like the best, I mean, okay,

35:58

there's some better, but I mean, that's

36:00

a premium blocker. Sometimes you cast this

36:02

and then they have a bounce spell

36:05

and they pay the word, like you

36:07

are paying five manna. Like, there are

36:09

a game for I don't think this

36:11

gets you out of it. You're not

36:13

going to pass it very often. Okay,

36:15

I'll say A minus for Ambling Storm

36:17

Shell, and I want to give it

36:19

an A plus, because look at M.

36:21

Look how cool he is! Terts McGurts!

36:24

Last blue card is Morang River Regent.

36:26

This is four blue-blue for a six-seven

36:28

rare dragon. It's got flying and when

36:30

this creature enters, return up to two

36:32

other target non-land permanence to their owner's

36:34

hands. Wow! Double Manamore? Nice! This is

36:36

an A-plus. Six-seven flying bounced two of

36:38

their things. That's crazy! You can bounce

36:40

your own stuff. And there's... a lot

36:43

of pretty strong ETBs that I think

36:45

it's worth considering doing that. How about

36:47

ambling storm shell go attack with it

36:49

play mering river region next turn return

36:51

it to my hand we're doing it

36:53

Louise the dream sure just return there

36:55

stuff it also by the way has

36:57

omen it's got coil and catch for

36:59

three and a blue it's an instant

37:02

and it says draw three cards then

37:04

discard a card Dang! Wow! Morang River

37:06

region. This is a regular rare, too.

37:08

This is a non-mythic. Yeah, this is

37:10

one of the best parts. Did Blue

37:12

One Mythic? They did. Why? There probably

37:14

is different numbers of like the... Oh,

37:16

it's probably because of Elspeth or something.

37:19

Yeah, yeah. Okay. That looks like an

37:21

eight plus. It isn't a plus. It's

37:23

I think very easily an a plus.

37:25

I also think that like if you

37:27

are in a spot to To cast

37:29

the coil and catch part of this

37:31

you often are just gonna want to

37:33

you think so. And here's where here's

37:35

where Oman is really cool because it

37:38

has Oman you don't really feel bad

37:40

about casting that and then shuffling it

37:42

in. That's true. You're also getting through

37:44

a whole bunch of your cards, right?

37:46

I mean, you get to draw three

37:48

and discard, then you shuffle it in,

37:50

your library is like not that big

37:52

at that point. Right, like, unfortunately you

37:54

don't get to shuffle it until, yeah,

37:57

like you said, until after you draw

37:59

the cards, but like it's still just,

38:01

I think that, I think that the,

38:03

oh, the coin and catch part, it

38:05

was funny, I was drafting on early

38:07

access and passing to, to, to the

38:09

ham. Oh yeah. And he was wondering

38:11

why I passed a river region, it's

38:14

because I opened a pack with two

38:16

of them. Oh! And we both got

38:18

one. Great deal. He's probably going like...

38:20

This guy. Oh, that's incredible. Okay, so

38:22

A plus from Ring River, you know,

38:24

the reason- And don't be afraid to

38:26

cast the coil and catch part. If

38:28

you need to do that, you need

38:30

to do that. It's totally fine. You're

38:33

probably going to be able to buy

38:35

yourself. Even just like logically, knowing that

38:37

you're going to get it back is

38:39

awesome. Any time somebody cast coil and

38:41

catch, it's just like a flex, it's

38:43

like I'm good. Yeah, I mean, you

38:45

know, the cards that make it up

38:47

to A plus are the ones that

38:49

can either completely turn around or- you

38:52

know, re-stabilize a game that you were

38:54

quite behind in, or even turning around

38:56

in your favor. And this is one

38:58

of the rare cards that can actually

39:00

do that. I can't believe this is

39:02

just a rare too. Wow. Yeah. Okay,

39:04

that'll move us to black. Next card

39:06

is rot curse rakshasa. This is one

39:09

in a black for a five, five

39:11

demon with trample. It's mythic rare. There's

39:13

got to be more to this. It's

39:15

got decayed. It says this creature can't

39:17

block. When it. And then it has

39:19

renew for black black X and exile

39:21

this card from your graveyard and it

39:23

says put a decayed counter on each

39:25

of X target creatures and you can

39:28

only activate this at sorcery speed. So

39:30

it means that they get one more

39:32

attack with their creature and then it

39:34

gets sacrificed. Probably that's even less important

39:36

than the other part. Decayed creatures can't

39:38

block. Oh, it just means they can't

39:40

block it. You just go like, all

39:42

right. I mean, look at this, you

39:44

play this, you get there for five,

39:47

they're not gonna block it. Right. Now

39:49

they're at five less, and you just

39:51

have, all your creatures can't block this

39:53

turn. Well, forever, actually. Like, you can't

39:55

block, and if they attack you back,

39:57

their creatures just die. So, like, what

39:59

are you supposed to do about this?

40:01

Wow. And then just slam them. not

40:03

even in like a massive hurry though

40:06

obviously it can be good to do

40:08

it whenever. The cat even just doing

40:10

it for two is awesome. Does this

40:12

require aggression on your part? I wouldn't

40:14

say that it requires aggression because it's

40:16

so good at doing its thing like

40:18

it's spotting you five points of damage

40:20

so even if you're like a mid-range

40:23

deck or even on slightly controlling side

40:25

if you play this and you hit

40:27

them for five and then you have

40:29

two creatures out like you've already gotten

40:31

a good lead but even then as

40:33

a defensive card this is worse. But

40:35

imagine you decay their three three and

40:37

their four four like now they can't

40:39

attack you with those no like you

40:42

they get one hit that's it yeah

40:44

they're then they're kind of forced to

40:46

and there's no way out right like

40:48

if you play this on turn two

40:50

like even if they kill it it's

40:52

like you're maybe even happier if they

40:54

use a removal spell you're like sure

40:56

like sure like yeah you're not gonna

40:58

feel bad about right like that's not

41:01

a bad outcome for you and you

41:03

still get to do the renew which

41:05

is even more powerful than the five

41:07

damage or whatever. Wow, that's a nasty

41:09

card. Rock, Curse, Rock, Shoss, that is

41:11

mean stuff. Like that is an unkind

41:13

magic card right there, hostile. I mean,

41:15

it forces your opponent to fight and

41:18

they may not be well set up

41:20

for it or they just die and

41:22

or they just die, I should say.

41:24

What would you give it? Like this

41:26

is a weird card. It's just a

41:28

nay. It's a really good part. There's

41:30

just not really a scenario like where

41:32

it's really hard for it to end

41:34

up where this card doesn't do some

41:37

pretty good stuff for you. Yeah, I

41:39

mean, I guess the scenario right would

41:41

be that you are behind. It doesn't

41:43

lock and if they're, you know, I

41:45

mean, maybe it's still okay because if

41:47

they can't just kill you with their

41:49

board exactly, then like it still does

41:51

have a huge effect because their creatures

41:53

are basically all dead. That's

41:56

interesting. If you if you are at

41:58

high high. enough life total that their

42:00

attacks just aren't very strong. Right, but

42:02

what if they're, yeah, exactly. So there's

42:04

that threshold. Like if you're just behind

42:06

in a race, then the rock curse

42:08

rakshas is kind of. That's the worst

42:10

part. An agri-deck beating you down, it

42:12

could be bad. But even then, if

42:14

you rock curse like a two-two flyer

42:16

and like a two-three ground creature, or

42:18

like imagine like the one-three mobilized creatures.

42:20

Mm-hmm. You take one last hit from

42:22

them and then they go away. Right.

42:24

There's not really any losing with this

42:27

card. I want to gain life with

42:29

it. Sure. I want to gain 20

42:31

life and then just, you know, renew

42:33

their whole squad and be like, you

42:35

don't have enough damage. You end up

42:37

looking at this card and you're like,

42:39

wow, this looks like it'd be really

42:41

good and agro. Is it good in

42:43

control? And it's like, yeah, no, it

42:45

really is still, it's just a great

42:47

card. Okay, I'm going to go A

42:49

minus on Rott, Rott, Kurs Rochausa, just

42:51

for those scenarios where you are behind

42:53

in it, and it kind of doesn't

42:55

do anything. I'm going to go A.

42:57

I think this is just going to

42:59

be one of the better cards. I'm

43:01

going to go A. I think this

43:03

is just going to be one of

43:05

the better cards. I mean. I think

43:07

it. I think it. I think it's

43:09

an A. I think this, I think

43:12

this, I think this, I think this,

43:14

it's a, it's just, it's, it's, it's,

43:16

it's, it's, it's, it's, it's, it's, it's,

43:18

it's, it's, it's, it's, it's, it's, it's,

43:20

it's, it's, it's, it's, it's, it's, it

43:22

Bullied me down on it. Okay, nago

43:24

fleshcrafter I think is comparable to the

43:26

rock curves It's a it's better. I'd

43:28

rather have fleshcrafter I would take the

43:30

Rachasa over winter night stories pick one

43:32

pack one Rachasa is really good. Okay.

43:34

Yeah, I mean that is extremely powerful.

43:36

Here's the three things it combines. It's

43:38

a two-minute deal five because they're probably

43:40

just taking five And if they use

43:42

a removal spill it doesn't stop the

43:44

other parts of the cards. So like

43:46

that part is kind of like that

43:48

part is kind of like that kind

43:50

of like that part is kind of

43:52

separate. So like that kind of separate.

43:54

So like that part is kind of

43:57

separate. So like that part is kind

43:59

of separate. Two men of deal five

44:01

with your creatures can't block anymore, not

44:03

even this term, just anymore. If you

44:05

put a decade counter onto the fender,

44:07

that card is really bad. And your

44:09

creatures can only attack once. Like the

44:11

combination of those three things is really,

44:13

really powerful. Yeah, it's just you only

44:15

get to do it for this one

44:17

window on, you know, like the creatures

44:19

they cast after they can do stuff.

44:21

Right? So like the question becomes, like

44:23

if they're beating you down, you kind

44:25

of want to do it as soon

44:27

as possible, right? Because you want to

44:29

limit how many more attacks they get

44:31

with their squad. So maybe in two

44:33

turns later you do it and you're

44:35

like, okay, your three best creatures can

44:37

only attack me once more. So they're

44:39

like, okay, send them all in and

44:42

you're like, I'll block one, take the

44:44

others, whatever, your life total gets lower,

44:46

but not bad, but now anything they

44:48

do gets lower, but not, but not,

44:50

but not You know what I mean?

44:52

So like again, if I'm facing like

44:54

an assertive opponent, this card feels like

44:56

kind of middle ground to me. What's

44:58

that? I didn't hear what you said.

45:00

It doesn't kill all their creatures forever,

45:02

but it kills a lot of their

45:04

creatures at very cheap cost. Yeah. Okay,

45:06

well, I'm still gonna go A minus

45:08

on rock. I mean, we're obviously splitting

45:10

hairs here, but this card is, that

45:12

is a gnarly magic card. interesting card

45:14

to play. Definitely. It's very powerful, so

45:16

you won't, even if you mess it

45:18

up, it'll still be pretty good. But

45:20

Rockers, Rock Shossa, compared to something like

45:22

Murray River region, like the Rock Shoss,

45:24

I think, actually there's a lot of

45:27

judgment on how you use it. The

45:29

River region, mostly you cast it. You

45:31

cast either side at any point. Next

45:33

is Sadisi Regent of the Meyer. This

45:35

is one in a black for a

45:37

one-three legendary legendary, zombie, zombie, snake, warlock,

45:39

warlock at rare lock, at rare, and

45:41

it has an activated ability. And it

45:43

has an activated ability. tap it, sacrifice

45:45

a creature you control with man-of-value X

45:47

other than CEDEC, and return target creature

45:49

card with man-of-value X plus 1 from

45:51

your graveyard to the battlefield at sorcery

45:53

speed. So it's kind of like a

45:55

weird birthing pod recurring nightmare? Yeah. And

45:57

it has to be exactly that. If

45:59

you want to get a four drop

46:01

back, you have to sack a three

46:03

drop. I mean, this is a powerful

46:05

card. Like when you have this in

46:07

play. You know, they use a removal

46:09

spell on your four drop and it's

46:12

like, well, any three drop can get

46:14

it back and it's... especially if it's

46:16

like one with like an ETB that

46:18

can be pretty nice. Yeah. I don't

46:20

know that I would like build necessarily

46:22

too far around to optimize this, but

46:24

it's a two-man a one-through with a

46:26

strong ability. I would give it a

46:28

B. I think Cese is probably just

46:30

gonna be kind of hanging out and

46:32

then when it's he's probably just gonna

46:34

be kind of hanging out and then

46:36

when it's good, he's probably just gonna

46:38

be kind of hanging out and then

46:40

when it's just hanging out. He's probably

46:42

just going to be just going to

46:44

be just going to be just going

46:46

to be just going to be just

46:48

going to be just going to be

46:50

just going to be just going to

46:52

be just going to be just going

46:55

to be just going to be just

46:57

going to be just going to be

46:59

just going to be just going to

47:01

be just going to be just going

47:03

to be just going to be just

47:05

going to be just going to be

47:07

just going to be just going to

47:09

be just going to be just going

47:11

to be just going to be just

47:13

going to be on Sadisi region of

47:15

the Meyer. Next is Sinkole Surveyor. This

47:17

is one in a black for a

47:19

one three flying bird scout at rare.

47:21

It says whenever this creature attacks, you

47:23

lose one life and this creature endures

47:25

one. So it either gets a plus

47:27

one plus one counter or makes a

47:29

one one token on the ground. Pretty

47:31

nice. I mean, a lot of the

47:33

time you're going to want to use

47:35

the the indoor ability to give this

47:37

the counter, which is. Different than most

47:40

of the indoor cards. Making this before

47:42

the 35 is really good. Like this

47:44

wears plus one plus one counters quite

47:46

well. But you're not really losing out

47:48

either way. Attacking and making a one

47:50

one is also really good. Do you

47:52

think there's any like, like how are

47:54

people going to describe creating from a

47:56

bird a one one white token down

47:58

on the ground? Like I will produce

48:00

a one one white token. Like in

48:02

terms of flavor wise? Yeah, like what

48:04

words are they used to describe this

48:06

action? I'm a drop a one one

48:08

white token. Right, exactly. But I like

48:10

what I'm seeing here a lot. It's

48:12

certainly worth the one life, right? To

48:14

be able, you know, to create a

48:16

little. It does matter. It does matter.

48:18

It does. But usually you can trade

48:20

the one one token in for more

48:22

than that just even on a chum

48:25

block, you know. But imagine you cast

48:27

this card on turn 5 in your

48:29

11 life. It's like not quite as

48:31

a free role casting on turn 2

48:33

is great though. I would give single

48:35

surveyor a B. It's not. the best

48:37

top deck in the world, but it's

48:39

a very good card early. And even

48:41

later, it's still a pretty solid card.

48:43

You're not paying that much for it.

48:45

Yeah, I think I would give it

48:47

a B plus. Yeah, I was going

48:49

to say, I was going to say,

48:51

I guess, I would give this a

48:53

B plus and I'd give this a

48:55

Dc, a B minus because these cards

48:57

are not that close, because these cards

48:59

are not that close to Dc, a

49:01

B minus, because these cards are not

49:03

that are not that are not that

49:05

big, like, like, big, big, big, big,

49:07

big, big, big, big, big, big, big,

49:10

big, big, big, big, big, big, big,

49:12

big, big, big, big, big, big, big,

49:14

big, big, big, big, big, big, big,

49:16

big, big, big, big, big, big, big,

49:18

big, big, big, big, big, big, big,

49:20

big, big, big All right, next is

49:22

Avengers of the Fallen. This is two

49:24

in a black for a two four

49:26

human warrior at rare. It's got death

49:28

touch and it has mobilize X where

49:30

X is the number of creature cards

49:32

in your graveyard. Man, a two four

49:34

death touch for three is good. Yeah,

49:36

that's, isn't that like a, like a

49:38

B minus level already in terms of

49:40

stats? It is. And then it just

49:42

scales with your graveyard growing. I mean,

49:44

and it, you know. It has a

49:46

pretty nasty ceiling if it's like six

49:48

or something wild, right? Like I had

49:50

this in a saltide act that never

49:52

got any mobilize out of it. And

49:55

it was great. We got a two

49:57

touches like, Rick. How are they getting

49:59

by that card? And attacking with it,

50:01

you know, if it makes three tokens

50:03

and you're attacking with it, they're going

50:05

to have to double block the avenger

50:07

and trade for two creatures and take

50:09

three damage. And if you have a

50:11

trick, it's a disaster. I'm a pretty

50:13

big Avenger of the Fallen fan. I

50:15

will say that. Yeah, this card looks

50:17

really solid to me. I would give

50:19

it a B. Yeah. It just doesn't

50:21

ask that much of you and it

50:23

has a decent upside. Next is Carcy

50:25

Revenent. This is one Black Black for

50:27

a 3-3 vampire at Rare. Wow, it

50:29

has flying, death touch, and lifelink. And

50:31

it has renewed exile two and a

50:33

black exiles card from your graveyard put

50:35

a flying counter death touch counter and

50:38

a life link counter on target creature

50:40

at sorcery speed. Dang! This card is

50:42

obviously just a. I mean, three minutes,

50:44

three, three, three, three, four, three, four,

50:46

death, stretch, life link is amazing. And

50:48

then later in the game, you're just

50:50

like, all, I guess I'll power up,

50:52

you know, my other thing here. Just

50:54

anything with three or more power from

50:56

that point is awesome. Yeah, there's really

50:58

just no losing with the Carson Revenet.

51:00

So I would like. A minus A?

51:02

I mean, this is amazing. Like, it's

51:04

just really good. And then if you

51:06

have a 4-4 and play later and

51:08

you're like, all right, I guess I'll

51:10

go ahead and and pay three men

51:12

and then attack you for four lifelink

51:14

in the air. Yeah, totally. And you

51:16

can hold this over your opponent's head

51:18

because they are going to kill the

51:20

Carson Revenen if they can. And then

51:23

you can just kind of wait for

51:25

a good window to fire off the

51:27

renew on something huge and something huge.

51:29

And even just, you know, you know,

51:31

you know, you know, You get one

51:33

big hit in with a life linker

51:35

and you will because it has flying.

51:37

You know, that can really swing the

51:39

way a game goes where it's at

51:41

that point, maybe it if they kill

51:43

it, you're like, yeah, sure, you know.

51:45

Yeah, I like A for Carson Revenen.

51:47

I mean, it just has, it's really

51:49

efficient. You know, yeah. Next is the

51:51

SibSig ceremony. This is black. Black, black.

51:53

This is going to be difficult. It's

51:55

a legendary enchantment at rare. It says

51:57

creature spells you cast, cost too less

51:59

to cast, and whenever a creature you

52:01

control enters, if you cast it, destroy

52:03

that creature, then create a two-two black,

52:05

zombie, druid creature token. Wait, what? Yeah,

52:08

you don't have to worry about it.

52:10

This is like some weird constructed card.

52:12

It's like heartless something type deal where

52:14

you're like your creatures are cheaper, but

52:16

they all die and become zombies. Okay,

52:18

so there's not put this card in

52:20

your deck. Just enough. It kills your

52:22

own stuff. Okay, last black card is

52:24

scavenger regent. It's three and a black

52:26

for a four four dragon at rare.

52:28

It's got flying and ward discard a

52:30

card, which is interesting because it's not

52:32

manna, but also like. Sometimes they don't

52:34

have one, you know, so like, they're

52:36

gonna have to save up, you know,

52:38

a removal smell plus. card to discard.

52:40

It also has a sorcery speed omen

52:42

called exude toxin for black black X

52:44

where each non-dragon creature gets minus X

52:46

minus X and tone of turn. Wow.

52:48

Yeah, this is the card I was

52:50

talking about where the non-dragon part is.

52:53

not flavor text. You know, there are

52:55

some sets where obviously it would be.

52:57

This is very much not flavor text

52:59

in this set, but it's still, you

53:01

know, it's going to kill a lot

53:03

of the things you care about killing.

53:05

And then a four men, a four,

53:07

four flying ward is obviously very good.

53:09

So the overall combo here is quite

53:11

strong. Yeah, that's a great card. I

53:13

would give it an A. Yeah, this

53:15

is an easy A like it's a

53:17

wrath plus a big flyer and if

53:19

you cast the wrath you eventually shuffle

53:21

it back or you shuffle it back

53:23

and eventually draw it again later The

53:25

downside is that it can't kill other

53:27

dragons, but you'll have to live with

53:29

that I guess Yeah, you just have

53:31

to work around it That moves us

53:33

to red our first red card is

53:35

called stadium headliner. It is Red for

53:38

a one one goblin warrior at rare.

53:40

It's got mobilize one and it has

53:42

an activated ability one in a red

53:44

sacrifice this creature. It deals damage equal

53:46

to the number of creatures you control

53:48

to target creature. Ooh, that's nice. Obviously,

53:50

this is a bit of a constructed

53:52

plant. I mean, that's just, you know,

53:54

really cheap creatures like this, you have

53:56

an eye towards it. But it's great.

53:58

One man, a one, one, one, one

54:00

is one is pretty solid. It's obviously

54:02

not just... You can't just attack for

54:04

free because often this won't be able

54:06

to attack. But by the time this

54:08

has kind of gotten blocked down, you

54:10

just get to sack it and kill

54:12

one of their creatures often for three

54:14

or four damage pretty easily. So you

54:16

can also just play this as a

54:18

three minute removal spell later in the

54:20

game, doesn't have to attack, doesn't have

54:23

to be something, you know, it can

54:25

be summoning sick, all that stuff. points

54:27

of damage probably for and then trade

54:29

it for another create card later you

54:31

just cast it like a mold and

54:33

exhale. That's cool. Fine card. Plus a

54:35

creature removal spell is easy to recur

54:37

in some in some color combinations. So

54:39

like Mardu might be able to get

54:41

this back. Imagine this with that enchantment.

54:43

Yeah. That is sick. You're just going

54:45

to win the game if you have

54:47

that. Totally. You just get a little

54:49

machine back every turn. Yeah. Yeah, totally.

54:51

And all of this for one manna.

54:53

Right? I mean, that's a lot. You're

54:55

barely paying for it. What would you

54:57

want to give it grade wise? Oh,

54:59

did I lose you for a second?

55:01

A B? A B? Okay, stadium headliner

55:03

gets a B. Next is Corey Steel

55:06

Cutter. This is one in a red

55:08

for an artifact equipment. It's rare. It

55:10

says equip creature gets plus one plus

55:12

one and has trample and haste. And

55:14

it says it has flurry, whenever you

55:16

cast your second spellage turned, create a

55:18

one, one, white monk creature token with

55:20

prowess, and you may attach this equipment

55:22

to it. And the equip cost ends

55:24

up being one in a red. Yeah,

55:26

fantastic card. I mean, two mana for

55:28

an equipment that gives plus and plus

55:30

one trampled haste with equip two is

55:32

not very good. Like you wouldn't, you

55:34

wouldn't really think twice about this, but

55:36

this is just going to make free

55:38

monk. Most of the turns in a

55:40

good flurry deck or even like half

55:42

the turns and then equip the monk

55:44

so now the monk is now a

55:46

two two prowess trample haste can attack

55:48

right away if you have more spells

55:51

you get to pump it like I

55:53

If you put this in like a

55:55

teamer deck that's based on harmonize and

55:57

ramp it might not work very well

55:59

and you wouldn't you wouldn't prioritize it

56:01

you probably don't even drafted at that

56:03

point or you'd cut it from that

56:05

point or you'd cut it from a

56:07

This card seems awesome. So yeah, I

56:09

would give the steel cutter an A

56:11

minus. I think that it's, if you're

56:13

up on a place on turn two,

56:15

you just kind of feel like you're

56:17

under a lot of pressure. They're going

56:19

to make. If they make two months

56:21

in a game and then have this

56:23

thing lying around, that's pretty good. Yeah,

56:25

there's also a lot of the cheaper

56:27

privacy creatures that would benefit a lot

56:29

from equip to and then it gets

56:31

haste and trample and plus like that's,

56:33

you know, any of the double strike

56:36

stuff or whatever really likes to see

56:38

this card to. I'll say B plus

56:40

for Corey Steel Cutter, that's a problem.

56:42

That card's really. Yeah, I'll go B

56:44

plus sounds good to me. Dragon ascendant

56:46

is next. It's one in a red

56:48

for a two to legendary human druid

56:50

at rare. It says when Sarkon enters,

56:52

you may behold a dragon if you

56:54

do create a treasure token. And it

56:56

says whenever a dragon you control enters,

56:58

put a plus one plus one counter

57:00

on Sarkon and tell enough turn. Sarkon

57:02

becomes a dragon in addition to its

57:04

other types and gains flying. Yeah, this

57:06

card is quite good. I think Sarkon

57:08

is... Really low downside two minute to

57:10

two and the outside is very strong.

57:12

It's not hard to behold a dragon

57:14

and two minute to two that makes

57:16

a treasure is great and then when

57:18

the turn you play that dragon this

57:21

hits in the air for probably like

57:23

four or five damage depending on how

57:25

big the dragon is and then later

57:27

it can also just keep doing that

57:29

if you have more dragons. Like you're

57:31

not really missing out or anything here

57:33

like. No. In a deck with zero

57:35

dragons, obviously this is just a trade-up

57:37

two-two for two. You're not gonna heavily

57:39

prioritize it, but that's just not most

57:41

of the decks. And even with like

57:43

two dragons, this is still a good

57:45

card. I don't think Sarcan's like a

57:47

busted card, but I think I would

57:49

give Sarcan just like a B. It's

57:51

a real strong card. I mean, you

57:53

need a dragon or two in your

57:55

deck to make it work, but otherwise

57:57

it does. Works really well. Next is

57:59

terse light shatter. This is two in

58:01

a red for a three three legendary

58:03

ork wizard at rare. It's got haste

58:06

and when it enters discard up to

58:08

two cards, then draw that many cards.

58:10

Wow, that's a lot. And then whenever

58:12

it attacks, if there are seven or

58:14

more cards. in your graveyard, exile a

58:16

card at random from your graveyard, you

58:18

may play that card this turn. Cool.

58:20

Yeah, a very neat card. That's a

58:22

really cool card. How much do you

58:24

value that discard up to two cards

58:26

than draw that many cards part? Because

58:28

you get that just whenever it enters,

58:30

like you're just getting that. Yeah, I

58:32

would definitely value that highly. Like getting

58:34

to. Getting to filter out your two

58:36

worst cards, put a card in the

58:38

graveyard that you want in your graveyard,

58:40

kill, you know, discard some lands if

58:42

you've got lands. Like that's pretty good.

58:44

And I think that the fact that

58:46

it comes on a three three haste

58:48

is a pretty good deal too. Plus

58:51

the actual trigger is quite strong. Yeah,

58:53

I like that. I would give terse.

58:55

I'll probably give it a B. At

58:57

least yeah B plus maybe B maybe

58:59

B plus yeah B plus if you

59:01

could if you're good at filling your

59:03

graveyard this card I think it's going

59:05

to be really good. Yeah, definitely and

59:07

you know, obviously it works towards that

59:09

goal B plus for terse light chatter

59:11

next is magnetic Hellkite. We've got some

59:13

dragony and here to our red cards.

59:15

This is two red red for a

59:17

dragon. It's rare. It is a four

59:19

five with flying. That's a nice sweet

59:21

spot. It says when this creature enters,

59:23

destroy target non-basic land. An opponent controls

59:25

its controller searches their library for a

59:27

basic land card, puts it on the

59:29

battlefield, tapped with a stun counter on

59:31

it, then shuffles. So that thing won't

59:34

untapped during the next untapped step, basically.

59:36

How relevant is that? You know hitting

59:38

their triland and downgrading it is that

59:40

something that we're Excited about I mean,

59:42

I don't need much like four man

59:44

a four five flying you kind of

59:46

had me already, but is that extra

59:48

bit of text anything to that we

59:50

care about? Well, it's It is because

59:52

of the stun counter because it means

59:54

if they have a non basic you're

59:56

you're you're putting them at one fewer

59:58

land next turn no matter what and

1:00:00

that that is a pretty big game

1:00:02

like that itself makes me pretty interested

1:00:04

in this car. Well that and the

1:00:06

four man a four five part obviously

1:00:08

you know if you add those things

1:00:10

together then you have a really good

1:00:12

deal because imagine if you play this

1:00:14

on turn four and you'd lock down

1:00:16

effectively one of their lands for a

1:00:19

turn like you're you're gonna end up

1:00:21

in a spot where they you know

1:00:23

they can't really do anything and you

1:00:25

know they have to play off curve

1:00:27

they have to play a three drop

1:00:29

instead of a four drop or a

1:00:31

four drop instead of a five drop

1:00:33

and That's a pretty good deal given

1:00:35

that a four men of four or

1:00:37

five flying is already a good a

1:00:39

good card So it doesn't add like

1:00:41

a huge amount to the card But

1:00:43

I would say this card looks like

1:00:45

a B plus to me. Yeah, it

1:00:47

does to me too And I do

1:00:49

assume that we will actually have targets

1:00:51

for that fairly frequently Yeah, just the

1:00:53

common game land are enough. Right. Next

1:00:55

is Storm Scale Sion. This is Four

1:00:57

Red Red for a Four Four Flying

1:00:59

Dragon at Mythic Rare. It says other

1:01:01

dragons you control get plus one plus

1:01:04

one, and they couldn't help themselves. It

1:01:06

has Dragon. Storm if you will so

1:01:08

it has storm which is when you

1:01:10

cast this spell copy it for each

1:01:12

spell cast Before it this turn and

1:01:14

copies become tokens in this case It's

1:01:16

just that's really tough on a six-manner

1:01:18

card, right? Yeah, but this card is

1:01:20

such a huge payoff. I mean if

1:01:22

you cast this as your second spell

1:01:24

You you get two five five dragons.

1:01:26

That's that's a lot. You don't need

1:01:28

a whole lot more than that So,

1:01:30

yeah, the way to do that is

1:01:32

to like take like the iridescent tiger,

1:01:34

you know, from the five mana three

1:01:36

four that adds prismatic mana to your

1:01:38

mana base or two to your binnepole.

1:01:40

So you go like, turn six, just

1:01:42

play that, play this, two five fives

1:01:44

for six mana, great. Obviously, if you

1:01:46

can wait until seven or eight mana

1:01:49

and play like two or three spells

1:01:51

total in a turn, you're really talking,

1:01:53

but I think this looks like a

1:01:55

build around. I mean, think of it

1:01:57

as an eight man a card that

1:01:59

you cast a two drop and you

1:02:01

cast these two like. You can get

1:02:03

to eight manna in this format and

1:02:05

casting this card will be really strong.

1:02:07

And if you can squeeze in one

1:02:09

more spells and you have three six

1:02:11

sixes instead of two five pives, every

1:02:13

additional spell is really, really strong. Is

1:02:15

this like a ramp payoff then? I

1:02:17

would say it's a ramp slash flurry

1:02:19

payoff where if you can pick up

1:02:21

like, the free spell, obviously that's a

1:02:23

big part of it. If you can

1:02:25

pick up other ways to kind of

1:02:27

get. You know a spell on the

1:02:29

stack at very low or cheap cost

1:02:31

like that's what you're looking for but

1:02:34

ramp also really works I can imagine

1:02:36

playing this in a teamer deck that's

1:02:38

trying to go You know ramp ramp

1:02:40

play some removal or card draw and

1:02:42

then just cast this as your second

1:02:44

spell and that's that's it doesn't seem

1:02:46

impossible to me honestly. No, what do

1:02:48

you think about it without? Let's just

1:02:50

say it's not, you know, you've got

1:02:52

six man on one card or whatever

1:02:54

so you're just straight up I

1:02:56

mean, six men of four, four flying your

1:02:59

dragons get plus one, plus one is not

1:03:01

a very good card. So that is not

1:03:03

a card. I wouldn't put it in my

1:03:06

deck if I thought that that I was

1:03:08

going to be doing any of that. Okay.

1:03:10

So you would build around it enough to

1:03:12

enable at least trying to get one other

1:03:15

spell off with it. Yeah. I would like

1:03:17

for that to be a possibility either because

1:03:19

I have like a free spell or because

1:03:22

I have a. You know like a enough

1:03:24

ramp that I can get to enough cards

1:03:26

man and play and play this as like

1:03:28

a seven or eight drop that sort of

1:03:31

thing. Okay. So a build around grade is

1:03:33

appropriate here just because if you wouldn't play

1:03:35

it otherwise. But I mean this does seem

1:03:38

like the hammer and by the way, you

1:03:40

know, we're this conversation is aiming at getting

1:03:42

a single copy, but Storm does not like.

1:03:44

you know if the game goes really long

1:03:47

and you get up to ten manna you

1:03:49

could get three or four of these things

1:03:51

depending on how you line everything up i

1:03:54

you know not likely but there's things that

1:03:56

can happen where you go hey look i

1:03:58

got you know Four of

1:04:00

these things and they all pump each

1:04:03

other up and all that so you

1:04:05

know you'd be You'd be real happy

1:04:07

at that point. This to me seems

1:04:09

like a a strong high-end ramp finisher

1:04:12

This is a way that you can

1:04:14

close out the game if your deck's

1:04:16

capable of either producing a crap ton

1:04:19

of manna or You're kind of leaning

1:04:21

towards the flurry stuff as well, and

1:04:23

that's pretty good. I mean I don't

1:04:25

know I'm not jumping out of my

1:04:28

seat for this thing that's a lot

1:04:30

of setup cost storm on a six-drop-drop-drop

1:04:32

is hard Yeah, it is a lot

1:04:35

of setup calls, but the payoff really

1:04:37

is there. I would give it a

1:04:39

build around B. Okay, build around B

1:04:42

is for Storm Scale Science. Last red

1:04:44

card, also Mythic Rare, is Dracogenesis. This

1:04:46

is six red red for an enchantment

1:04:48

at Mythic, and it says, you may

1:04:51

cast dragon spells without paying their manicos.

1:04:53

Enjoy that one commander players have fun.

1:04:55

Yeah, that is enough. That's an F.

1:04:58

That's not for us. We're not playing

1:05:00

that one That moves us to green

1:05:02

our last of the single colors here.

1:05:05

It's heard heirloom is our first card.

1:05:07

It's one in a green for an

1:05:09

artifact at rare. It says tap add

1:05:11

one man of any color spend this

1:05:14

manna only to cast a creature spell

1:05:16

That's not too bad. A little manor

1:05:18

rock there for us. And then it

1:05:21

also has tap, until and of turn,

1:05:23

target creature you control with power four

1:05:25

or greater gains trample. And whenever this

1:05:28

creature deals combat damage to a player,

1:05:30

draw a card. That's cool. So, I

1:05:32

mean, creatures are kind of the most

1:05:34

important thing, right? Yeah, it's a somewhat

1:05:37

restrictive... Manorock, otherwise if

1:05:39

it was just a straight up Manorock, this card

1:05:41

would be absurd, I think. Yes. But it is

1:05:43

somewhat restrictive, but the plus side is tap one

1:05:45

of your big creatures draws a card if it's

1:05:48

hitting them. I think that's really strong. I would

1:05:50

say this is a build around because you need

1:05:52

to make sure that when you tap it for

1:05:54

Mana, you can spend it like most of the

1:05:56

time, not all the time, but most of the

1:05:59

time. You want this to be an effective manor

1:06:01

rock. Like a teamer ramp deck with 12 spells

1:06:03

doesn't want this card. But an abson deck, I

1:06:05

bet can use it really well. Or some teamer

1:06:07

decks or some sultide decks. It just depends on

1:06:10

kind of what is going on in your deck

1:06:12

because the payoff is really there. Herd heirloom is

1:06:14

probably like a build around B, but you can

1:06:16

get this to a B plus A minus in

1:06:18

your deck. If this taps to cast

1:06:21

almost all your spells, all your spells,

1:06:23

you're your spells and you have a

1:06:25

four-powered power power power power power-powered creatures.

1:06:27

This is going to be one of

1:06:29

the best cards in your deck. It's

1:06:31

a man or rock that also taps

1:06:33

to draw cards. That's exactly what you

1:06:35

want. And of course, the more expensive

1:06:38

cards tend to cost, creatures tend to

1:06:40

cost more in this, it plays into both

1:06:42

of those things. Yeah, I mean, I like

1:06:44

B for herd heirloom. I mean, this card

1:06:46

seems like it will definitely pull its weight.

1:06:48

And then in the right build, like you

1:06:51

said, this could be an A minus or

1:06:53

even an A level card that could power

1:06:55

card, That's a cool card. Yeah.

1:06:57

Nature's rhythm is next. It's green,

1:07:00

green, X for a sorcery at

1:07:02

rare. And it says search your

1:07:04

library for a creature card with

1:07:07

man of value X or less

1:07:09

and put it onto the battlefield

1:07:11

and then shuffle. And then you

1:07:14

can harmonize this, but the harmonize

1:07:16

cost is kind of crazy. It's

1:07:19

green, green, green, X. I mean,

1:07:21

you know, these cards are interesting

1:07:23

because they give you... card

1:07:25

selection if you will plus they put the

1:07:28

thing onto the battlefield so it kind of

1:07:30

covers two bases but you're adding double green

1:07:32

to the cost of any card in your

1:07:34

deck like that's just too steep to pay right

1:07:36

and certainly quad green is like ludicrous yeah

1:07:38

I don't think this card's good I get

1:07:40

the harmonized joke where you're like paying for and

1:07:43

tapping a five drop but then you're still you

1:07:45

paid green green X to get the first thing

1:07:47

which is not a good deal and then you

1:07:49

paid Four manna and tapped a big creature to

1:07:51

then get a five drop. This looks like an

1:07:53

half to me. I just don't think to me

1:07:55

to I don't think you're gonna have the time

1:07:57

or inclination to really actually do this. No, it's

1:07:59

just not. efficient enough. Next is Sorock

1:08:02

elusive hunter. This is two and

1:08:04

a green for a four three

1:08:06

legendary creature human warrior. It's rare.

1:08:08

It can't be countered and it

1:08:10

has trampled. So three men of

1:08:12

four three trampled. And whenever a

1:08:14

creature you control or a creature

1:08:16

you control becomes the target of

1:08:19

a spell or an ability, an

1:08:21

opponent controls, draw a card. Wow!

1:08:23

That's like the most annoying guy

1:08:25

ever! Yeah, like what are we talking about

1:08:27

here? This card is awesome. This is

1:08:29

crazy. It can't be countered. And then

1:08:32

whenever they mess with anything on your

1:08:34

side, it has that leifold kind of

1:08:36

vibe. Yeah, including this. So you just

1:08:38

get to play this. There's just

1:08:40

no way out. Like they have to have

1:08:42

a sweeper or something weird. Yeah, you're getting

1:08:44

a nice little two for one and

1:08:46

you're getting a three man, a four

1:08:48

three trample is like really strong. I

1:08:51

mean, I mean, it's got a lot

1:08:53

against counter spells spells, which is not.

1:08:55

Not something that you're too

1:08:57

worried about overall, I wouldn't

1:09:00

say. No, it just kind of guarantees

1:09:02

that you'll get it. I think

1:09:04

I would say It's either a minus or

1:09:06

a for Surak for me just

1:09:09

because there's just no in

1:09:11

limited There's just no realistic

1:09:13

way for people to get

1:09:15

around this thing So if you cast

1:09:17

this though the fail case scenario is

1:09:19

you cast this and they just

1:09:21

don't care in terms of stats

1:09:24

Yes, and that's hard. This is

1:09:26

a four, three for three. Yeah, it

1:09:28

hits pretty hard, so I don't

1:09:30

think you're going to be that

1:09:32

likely to end up in a

1:09:34

spot where that's relevant. So yeah,

1:09:36

I think Soroc is just an

1:09:39

A minus. It's... I think so too.

1:09:41

Seems pretty great to me. Great

1:09:43

card. Next is warden of the grove.

1:09:45

This is two and a green for

1:09:47

a two to hydra at rare. It

1:09:50

says at the beginning of your end

1:09:52

step, put a plus one plus one

1:09:54

counter on this creature. Nice. And whenever

1:09:56

another non token creature you control enters,

1:09:59

it endures X. where X is the

1:10:01

number of counters on this creature.

1:10:03

It doesn't have any evasion, no

1:10:05

trample, no reach, no, nothing like

1:10:07

that. But, I mean, it's a three man

1:10:09

of three, three, you know, by the

1:10:12

time it's their turn, and then it's

1:10:14

getting smaller. No, and then when you

1:10:16

play another creature, you just get

1:10:18

more creatures if you're behind, or

1:10:20

you can make that creature bigger

1:10:22

if that's what you need to do.

1:10:25

Yeah, that seems really good to me. you

1:10:27

know you paid three man and they killed

1:10:29

it with a shock window but like this

1:10:31

seems like the upside's worth taking it even

1:10:33

have a whole turn because you're probably not

1:10:35

you're not getting anything out of this the

1:10:37

first turn in terms of counters so like

1:10:40

you play this it gets a counter they

1:10:42

untapped they cast their source or speed kill

1:10:44

spell they got their one-for-one yeah but

1:10:46

so they have a whole turn cycle yeah if they

1:10:48

don't you you you get you start to get value

1:10:50

the next turn I mean the next turn I mean

1:10:52

I mean the I think that would be like a

1:10:54

B minus. Yeah, I think so too. It's a three

1:10:57

man, a three, three on their turn, then a four,

1:10:59

four, next turn, and the other part makes it awesome.

1:11:01

I would give Warden of the Grove an A minus.

1:11:03

I think it's just, look, Surak and Warden of the

1:11:05

Grove, and we're actually going to get to another one

1:11:07

here, and we're actually going to get to another one

1:11:09

here, Laced Prowler, Laceda, and Warden of the Grove,

1:11:11

and we're, and we're, and we're, and we're, and

1:11:14

we're, and we're, and we're, and we're, and we're,

1:11:16

and we're, and we're, and we're, and we're, and

1:11:18

we're, and we're, and we're, and we're, and we're,

1:11:20

and we're, and we're, and we're, and we're, and

1:11:22

we're, and we're, and we're, and we're, and we're,

1:11:24

and about it that gets you out of that

1:11:26

in like any advantageous way. Yeah, and you're under

1:11:28

life total pressure. I mean, these cards slam. Like,

1:11:30

Ward and the Grove gets real big, real quick,

1:11:32

and Surak starts that way. That's nice. Let's

1:11:34

take a look at Laced Prowler. What does

1:11:36

it do? It's two green-green for a five-five

1:11:38

snake ranger at rare, and what enters you

1:11:40

may mill cards equal to the number of

1:11:43

lands you control. So, you can cast this

1:11:45

and you can mill yourself for like seven

1:11:47

if you want. Or on turn four, mill

1:11:49

for four. My experience having this in a,

1:11:51

in a, in a teamer deck was, I

1:11:53

would mill more than half the time, but

1:11:55

not all the time. It just depends on

1:11:58

the, the situation, depends on your deck. how

1:12:00

much stuff you have in your

1:12:02

graveyard. If you're running it on

1:12:04

on four, are you just milling? Almost

1:12:06

100% of the time. You're just

1:12:08

not worried about decking at that point

1:12:11

in these decks. A, they have a

1:12:13

lot of things to do with their

1:12:15

graveyard. And B, let's look at the

1:12:18

next part of the card, which is

1:12:20

renew, one of the green, exile this

1:12:22

from your graveyard, but let's look at

1:12:25

the next part of the card, which

1:12:27

is renew, renew, which is renew, renew,

1:12:29

Very good card. So format a

1:12:32

55 that helps enable your mill

1:12:34

stuff that also flashes back for

1:12:36

like three plus counters sometimes much

1:12:39

more than that I like I like probably

1:12:41

be plus for Laced Prowler. Yeah,

1:12:43

it's still really I would give it

1:12:45

an A minus. Would you? Okay, the two

1:12:47

halves of the card are just so good.

1:12:49

I mean, it's really good. I really

1:12:52

like how they're leaning into the

1:12:54

power. Power and toughness stuff on green

1:12:56

and when we see three mana four

1:12:58

three two mana three three that gets

1:13:00

bigger two two that gets bigger Laceda

1:13:02

four man of five five and our

1:13:04

last two green cards are four fives

1:13:06

and five fives respectively They're you know

1:13:09

I like having just a lot of

1:13:11

power and toughness on green side and

1:13:13

Laced prowler certainly gives you that in

1:13:15

addition to the the renewability Next

1:13:17

is bloom vine vine region region. This

1:13:20

is three green green for a four

1:13:22

five flying dragon it's rare it's rare

1:13:24

And it says, whenever this creature or

1:13:26

another dragon, you control enters. Oh, it's

1:13:29

nice. You game three life. Thank

1:13:31

you. A minute four, five, flying

1:13:33

game three? Awesome. Yeah, that's a

1:13:35

great stabilizer. And it has a

1:13:37

sorcery speed omen called Claim Territory

1:13:39

for two in a green. It

1:13:41

says, search a library for up

1:13:43

to two basic forest cards, reveal

1:13:45

them, one onto the battlefield tapped,

1:13:47

and the other into your hand,

1:13:49

and then shuffle. Dang. That is a

1:13:51

nice magic card right there, Bloomvine Region,

1:13:53

nice. Oh yeah, I mean, love it. This

1:13:56

is another card that like, it

1:13:58

curves into itself perfectly for... or

1:14:00

for people lucky enough to just

1:14:02

immediately redraw it. But you know,

1:14:04

three men and to go get a

1:14:06

forest into play and then and a

1:14:08

force in your hand is a very

1:14:10

strong ramp. And then five men, four,

1:14:12

five, flying, gain three, that also gains

1:14:14

three if you play another dragon. Yeah, bloom

1:14:16

by region just looks like an aid to

1:14:18

me. It does to me too. Both

1:14:20

haves are great. I'm in for both.

1:14:22

I would be casting claim territory a lot

1:14:25

of the time too. That is really

1:14:27

powerful ramp. Yeah. The hoof baby crater

1:14:29

hoof behemoth is back it's five green

1:14:31

green green for a five five beast

1:14:33

at mythic rare it's got haste and

1:14:35

it says when this creature enters creatures

1:14:37

you control gain trample and get plus

1:14:39

x plus x until end of turn

1:14:41

where x is the number of creatures

1:14:43

you control you control of turn where

1:14:45

x is the number of creatures you

1:14:47

control basically in almost any reasonable board

1:14:49

state you don't need to have much

1:14:51

at all just two creatures or something

1:14:53

like that crater will often just end

1:14:55

the game the cost. in a three-color

1:14:57

set. So is this an attainable goal?

1:14:59

Oh, it's definitely attainable. It just

1:15:02

puts it firmly in the builder on

1:15:04

camp where you are going to need

1:15:06

basically green ramp, most likely. The blue

1:15:08

card draw helps. The way to get eight

1:15:10

lands to play partially is to make your

1:15:13

land drop every single turn. It's true. I

1:15:15

would say it's like a build around a

1:15:17

minus where it's eight men a win the

1:15:20

game. It is. The difference. The difference is,

1:15:22

I don't compare to something like Ugan.

1:15:24

You need to actually have a creature in

1:15:26

play or a couple of creatures with

1:15:28

just two creatures. You're adding this

1:15:31

as itself as an 88 plus an additional

1:15:33

plus 6 plus 6. That's 14 points

1:15:35

of trample plus the power of your

1:15:37

creatures to start with. So it doesn't

1:15:39

take much for this card to be

1:15:41

really good, but it does take something. If

1:15:43

they're at 20 and you have one creature,

1:15:45

it's not going to be a win the

1:15:48

game spell, which is to win the game.

1:15:50

Yes. I do like this in a team of ramp

1:15:52

deck, but you are balancing two things, which is

1:15:54

having eight manna and having creatures in play. That

1:15:56

actually makes me want to drop it to build

1:15:59

around B where... Okay. When this card goes on the

1:16:01

stack, it's going to have a very high win percentage.

1:16:03

But sometimes you're just not going to be able to

1:16:05

cast it or you're going to be able to cast

1:16:07

it and it won't do enough. So yes, I bet

1:16:09

in Sealed this is like one of the better things

1:16:11

you can open. I bet it is. You just cast

1:16:13

this with three creatures in play, they're almost automatically dead.

1:16:16

With four creatures in play, forget about it. You know,

1:16:18

so. I like Build Around B for Craterhoof. You

1:16:20

gotta be ramping, you gotta have a high creature

1:16:22

account, and it's kind of hard to balance both

1:16:24

of those things sometimes. Yeah, but it looks like

1:16:27

it's here. There's good ramp spells where you just

1:16:29

had one with Blue and Lime Region, plus the

1:16:31

cards we did in the last review. So

1:16:33

build around B for Craterhoof, and that'll put

1:16:35

us into the real meat of the rare

1:16:38

and mythic rare review for a set like

1:16:40

this, which are the gold cards, which are

1:16:42

the gold cards. So our first one is

1:16:44

called. It looks like there's a full cycle

1:16:47

of sieges here. The first one is called

1:16:49

Baron Step Siege. This is two white black

1:16:51

for an enchantment at rare. It says, as

1:16:53

this enchantment enters, choose Obzon or

1:16:56

Mardu, which is the two clans that

1:16:58

black and white touch here. If you

1:17:00

choose Obson, it says at the beginning

1:17:02

of your end step, put a plus

1:17:05

and plus one counter on each creature

1:17:07

you control. Dang. If you choose

1:17:09

Mardu, it says at the beginning

1:17:11

of your end step, if a

1:17:13

creature died under your control this

1:17:16

turn, each opponent sacrifices a creature

1:17:18

of their choice. Oh man. So

1:17:20

all the seizures are awesome, except

1:17:22

actually the blue-green seizures, it kind

1:17:25

of sucks. But this one, both

1:17:27

the choices push you in the same

1:17:29

direction, which is a little unfortunate.

1:17:31

You'd kind of rather, one of

1:17:33

the modes be good when you

1:17:35

have a lot of creatures. But.

1:17:37

They're both really powerful and they

1:17:40

both have their moments. So if your

1:17:42

board is wide, you're probably going

1:17:44

to choose OBSON. And if I had

1:17:46

to guess, you're going to choose OBSON 80%

1:17:48

of the time and Marty 20% of the

1:17:50

time, something like that. But imagine a scenario

1:17:52

where they have just a 5-5 in play

1:17:54

and you have a mobilized creature. You

1:17:57

just attack them, mobilize, then you cast

1:17:59

this and. immediately you have

1:18:01

to sack their big creature at the

1:18:03

end of your turn because this doesn't

1:18:05

have to be in play when your creature

1:18:07

died. Right they don't know it's coming.

1:18:09

So you could even without mobilize attack

1:18:12

a 2-2 into their 6-6 and they're

1:18:14

like okay block you're like okay

1:18:16

baron step siege go you sack

1:18:18

your creature. Right. So there's really

1:18:20

no way to lose out with this as long

1:18:22

as you have plenty of creatures in

1:18:24

play this on Hobzon. Yeah. Three plus and

1:18:27

plus one counter is that turn. And then

1:18:29

next year you play another creature now you're

1:18:31

getting four. Like that's just a complete, you

1:18:33

know, completely unbeatable amount of counters if they're

1:18:35

not really doing some good stuff. And if

1:18:38

you're kind of on the defensive and you

1:18:40

don't have that many creatures in play, the

1:18:42

Marty mode can still be pretty good. It

1:18:44

just depends on like how you can kind of

1:18:47

manage it. Once they know about it, they're not

1:18:49

going to block your things, but mobile wise still

1:18:51

kind of does kind of does the thing. They

1:18:53

might not be able to beat USAC a

1:18:55

creature every turn. Yeah, if you're playing Teamer

1:18:57

and you have, even if you have to

1:18:59

throw away a mobilized creature or two, just

1:19:01

to get the thing going, it'll work.

1:19:03

So I like A for Baron Step

1:19:05

stage. Just make sure you draft enough

1:19:08

creatures. Yeah, just have enough creatures in

1:19:10

your deck. Next is Frostcliff Siege. This

1:19:12

is one blue red for an enchantment

1:19:14

at rare. These are all, all the

1:19:16

sieges are rare. And you can choose

1:19:18

Jess Guy or Timor. If you choose

1:19:20

Jess Guy, whenever one or more creatures,

1:19:22

you control, deal combat damage to a

1:19:24

player, draw a card. Nice. Or Timor,

1:19:26

creatures you control, get plus one plus

1:19:29

zero and have trample and haste.

1:19:31

Once again, this is kind of,

1:19:33

you know, oh, both modes are

1:19:35

good if you're hitting your opponent.

1:19:37

So it's like, okay, that's not,

1:19:39

you know, the ideal scenario. But

1:19:41

Frostcliffe Siege still has some pretty

1:19:43

high upside. You really want to

1:19:45

choose Jess Guy, mostly, because if

1:19:47

you can go like two-man, two-one,

1:19:49

two-one, flyer, play Frost Cliff Siege,

1:19:51

you still have some pretty high

1:19:53

upside. You really want to choose

1:19:55

Jess Guy, to play, casting the

1:19:57

team remote, the team, and it's...

1:20:00

The games where it's good are often games where

1:20:02

you're ahead. You're either hitting them with creatures for

1:20:05

just guy or you have some big creatures to

1:20:07

play for teamers. So I would give Frostcliff's

1:20:09

Ease a B. I think it's still a powerful

1:20:11

card when your opponent plays it. You sit up

1:20:13

in your chair a little and you're like, okay,

1:20:15

got to stop them from hitting me if they

1:20:17

chose just guy or got to make sure I

1:20:19

play defensively enough to beat the teamer mode, but it's

1:20:21

not a card that. I don't think

1:20:24

this is going to transform that many

1:20:26

losing games into winning games. It doesn't

1:20:28

have that defensive aspect that like choosing

1:20:30

Mardu on Beren Step Siege does. Or

1:20:33

not even defensive. Well, I wouldn't say

1:20:35

defensive. Because you have to attack with

1:20:37

the Mardis side. It doesn't have a

1:20:39

good thing if you're not making forward

1:20:42

progress. Yeah, that's a good way to

1:20:44

put it. Is I think part of

1:20:46

the problem. Yeah. Yeah, both of these

1:20:48

do have that similarity. It's a major

1:20:51

weakness for sure. baron step, you know,

1:20:53

the abson mode just growing any creatures

1:20:55

huge is great. This doesn't quite have

1:20:57

that consistency to it.

1:20:59

I agree with you B for frost

1:21:01

cliff siege. It is asking a bit

1:21:03

more of you. Next is hollow murk

1:21:05

siege. This is green black. Again, enchantment

1:21:08

rare, you can choose Obzon or

1:21:10

Sultai. If you choose Sultai, it

1:21:12

says, whenever a counter is put

1:21:14

on a creature, you control, draw

1:21:16

a card, this ability triggers only

1:21:19

once each turn. And if you

1:21:21

choose Obson, it says, whenever you

1:21:23

attack, put a plus one plus

1:21:25

one counter on target attacking creature,

1:21:27

it gains menace until a turn.

1:21:29

I've had the pleasure of this

1:21:31

in like an aggressive green black

1:21:33

deck, and it was obscenely good.

1:21:36

This is another kind of 80-20 year because

1:21:38

if the thing if you're doing the thing

1:21:40

Sulti will will will push you ahead right

1:21:42

like you chose you choose Sulti you renew

1:21:44

something you draw a card you do that

1:21:46

again next turn you're like you're two minute

1:21:48

cards drawing you a card each churn and

1:21:51

you're kind of like yeah this is going

1:21:53

good. Mm-hmm. Obson doesn't require you to do

1:21:55

anything but attack which is much easier and

1:21:57

you also end up either way you're getting

1:21:59

an advantage. but Obson you're actually getting on board

1:22:01

too. So I kind of think just getting plus one

1:22:03

plus one counters here is gonna be enough of an

1:22:05

advantage that you don't need to also be drawing cards

1:22:07

in a mode that's a lot harder to get to

1:22:09

work and less aggressive. Plus this gives menace. So I

1:22:11

like this a lot, I would play this in a

1:22:13

deck with lots of creatures and I would just

1:22:15

use the Obazon mode most of the time. There

1:22:17

were only times when you play the soul time

1:22:20

mode and you connect immediately draw a draw a

1:22:22

card off it. You're going to be going to

1:22:24

be pretty happy. You're going to be pretty happy.

1:22:26

Yeah, I like the Absan mode for lining up

1:22:28

with the prices. Well, you know, just two manna

1:22:30

for hollow murk siege means that, you know, you

1:22:32

could double spell on a turn where you get

1:22:34

to play this, get a good attacking and maybe

1:22:37

even still play another creature to keep the attacks

1:22:39

flowing next turn, you know, if that first one

1:22:41

died or whatever. Where the Sultai mode, that is

1:22:43

clunky. Right, I mean putting counters on creatures is

1:22:45

hard, renew is the most common ability, but

1:22:47

that requires stuff hitting the graveyard, the renew

1:22:49

costs can be expensive. Yes, you could get

1:22:51

a card back, but I mean, you got

1:22:53

to get another card off of this before

1:22:55

you're even kind of feeling happy about it

1:22:58

if you're even kind of feeling happy about

1:23:00

it if you chose that mode. So yeah,

1:23:02

the Obzon mode though, if you're being assertive

1:23:04

and it just unlocks a bunch of attacks

1:23:06

that don't get any better for your opponent

1:23:08

for your opponent over time. That's. I mean,

1:23:10

think about this, you play two drop, three drop,

1:23:12

they play like their own. Turn four, you're like,

1:23:15

hollow murk siege, attack, make my three drop

1:23:17

into a, like a four, four, menace. They

1:23:19

can't really block, maybe they double block and

1:23:21

get blown out by something, or they just

1:23:24

don't block, then you play another thing. next

1:23:26

turn you're like attacking and get another counter

1:23:28

on something you can move it around based

1:23:30

on the board situation the menace part really

1:23:33

matters. It means it means if they just

1:23:35

have one creature you can attack with your

1:23:37

two to make it at three three minutes

1:23:39

they take three they attack with their three

1:23:42

minutes they take three they attack you back

1:23:44

with their four four next year you attack

1:23:46

you attack with their four four next year

1:23:48

you attack them you attack them you're getting

1:23:51

more more counters it's not that different it's

1:23:53

good in keeper's talents to busted card, but

1:23:55

it's still pretty good. I would give B

1:23:58

plus for Hall of Mercy. Just mainly. because

1:24:00

like what if I flip it around

1:24:02

on you and I say well your

1:24:04

opponent played two drop three drop you

1:24:07

know they curved out on you and

1:24:09

maybe you stumbled once or something then

1:24:11

the siege is like it's looking a

1:24:13

lot slower where you'd rather have it

1:24:15

be like a removal spell or just

1:24:18

anything that could help you stabilize. So

1:24:20

I'm not disagreeing with what you said

1:24:22

about the power level. Let's talk about

1:24:24

it once you've cast the card and

1:24:26

then you know you'll be happy to

1:24:29

bump it to an egg. Yeah no

1:24:31

I mean it's it's it's just. I

1:24:33

have found myself not ahead in games

1:24:35

before. Next is Win Craig Siege. This

1:24:37

is One Red White for an enchantment.

1:24:40

Again, it rare. You can choose Mardu

1:24:42

or Jess Guy. If you choose Mardu,

1:24:44

it says if. A creature attacking causes

1:24:46

a triggered ability of a permanent u-control

1:24:48

to trigger. That ability triggers an additional

1:24:51

time. And if you choose Jess Guy,

1:24:53

it says at the beginning of your

1:24:55

upkeep, create a one-one red-goblin creature token.

1:24:57

It gains lifelink and haste until a

1:24:59

different turn. So the default mode here,

1:25:02

because all of these seem to have

1:25:04

like a bit of a default mode.

1:25:06

They do. The default mode here is

1:25:08

Jessica. You don't have to do anything.

1:25:10

Getting a one-one life link or every

1:25:13

turn, just even defensively is very good

1:25:15

and as hasty, you can kind of

1:25:17

press the advantage. If you're winning the

1:25:19

game, you can choose Martin. If you

1:25:21

have some good attack triggers going on,

1:25:24

then yeah, you can choose Martin, you

1:25:26

can really get in there. And that

1:25:28

doubles your mobilize, is that kind of

1:25:30

the baseline for it? That's the main

1:25:33

thing, but there's other attack triggers too.

1:25:35

I think even if you didn't have

1:25:37

the Marti mode, I would give this

1:25:39

card like probably a B plus a

1:25:41

minus and given that it does have

1:25:44

the Marti mode, well, I would, I

1:25:46

think just give it an a minus.

1:25:48

Yeah, I agree. I agree. I think

1:25:50

that just guy mode is worth an

1:25:52

a minus on its own. Yeah. Right.

1:25:55

This is just a huge problem on

1:25:57

turn three and it's an enchantment and

1:25:59

it works well on defense and offense.

1:26:01

So yeah, that's great. That that card

1:26:03

is nice. at the last of the

1:26:06

siege is this glacier wood siege. This

1:26:08

is when you said you thought it

1:26:10

was probably the worst of the bunch.

1:26:12

One green... and you can choose Sultai

1:26:14

or Teamer. If you choose Teamer, it

1:26:17

says whenever you cast an instant or

1:26:19

sorcery spell, target player mills four cards,

1:26:21

well I'm in, or you can choose

1:26:23

Sultai, you may play lands from your

1:26:25

graveyard. Okay, now I see what you're

1:26:28

saying. These are interesting, but they're totally

1:26:30

different than the ones that all the

1:26:32

other ones are like these like. you

1:26:34

know, you're attacking your opponent, you're drawing

1:26:36

cards, you're doing it, this is kind

1:26:39

of like, I'm going to be over

1:26:41

here maybe generating some incidental value or

1:26:43

something like that. Yeah, Gayshwood Siege has

1:26:45

its moments. Like, not the saltine mode

1:26:47

so much, because I think Crucival World

1:26:50

is just a really weak play to

1:26:52

make. Even if you had five lands

1:26:54

in your graveyard, you've done a bunch

1:26:56

of stuff already. So I kind of

1:26:58

feel like, like you're not going to

1:27:01

end up. needing to do that. And

1:27:03

the teamer mode is the one that's

1:27:05

interesting. You do have to have a

1:27:07

deck that works with it, though. Not

1:27:09

all decks will. Yeah, you need to

1:27:12

have a bunch of instances. I do

1:27:14

think it's a legit build around. So

1:27:16

this is the only one of these

1:27:18

is to build around. I would give

1:27:21

it a build around B. If you

1:27:23

have a spell heavy teamer deck, you

1:27:25

don't need that many triggers before this

1:27:27

card kind of. kills them. Like if

1:27:29

you cast three spells and build them

1:27:32

for 12, that's already a pretty good

1:27:34

start. If you cast four, I assume

1:27:36

that's good enough, you know. Yeah. I

1:27:38

feel like also Glacierwood Siege is like,

1:27:40

if you told me that I just

1:27:43

got both of these, like I wouldn't

1:27:45

be floored by that. You know, like,

1:27:47

like these, it would be like, okay,

1:27:49

that's kind of even more interesting. Like

1:27:51

the fact that I have to choose

1:27:54

one or the other is like pretty

1:27:56

tough for that siege. But like, but

1:27:58

like, like, like, like, like, like, like,

1:28:00

like, like, like, like, like, like, like,

1:28:02

like, Triple color cards. There are many.

1:28:05

The first one is called Thunder of

1:28:07

Unity. It is red white black for

1:28:09

a saga. So that's an enchantment saga

1:28:11

at Rare. And just as a quick

1:28:13

reminder, it says, as this saga enters

1:28:16

and after your drawstep, a lower counter

1:28:18

and then you sacrifice it after chapter

1:28:20

three. So chapter one, so this is

1:28:22

when it ETBs, is you draw two

1:28:24

cards and lose two life and chapters

1:28:27

two and three are the same and

1:28:29

it says whenever a creature you control

1:28:31

enters this turn, each opponent loses one

1:28:33

life and you gain one life. This

1:28:35

card's awesome. That's sweet. Three men I

1:28:38

draw two, lose two is obviously tough

1:28:40

on triple color card. But if you

1:28:42

just cast one creature a turn afterwards,

1:28:44

then the net result was you drew

1:28:46

two, your opponent lost two, and you

1:28:49

know you broke even on life because

1:28:51

you gained two. But I don't think

1:28:53

that's how these are going to play

1:28:55

out. When you mobilize this triggers. Right.

1:28:58

If you have a mobilized two card,

1:29:00

like oof. And if you just and

1:29:02

you because you drew two two cards,

1:29:04

you're probably casting a few things too.

1:29:06

Right. That chapter three, like where you

1:29:09

get to like use the mobilized card

1:29:11

you have plus the one that you

1:29:13

drew off of it from chapter one

1:29:15

and cast it or whatever, like that's

1:29:17

gonna be a lot. I wouldn't be

1:29:20

surprised at all, you know, if you

1:29:22

end up up two cards and up

1:29:24

on life and, you know, having, you

1:29:26

know, seven or something hit your opponent

1:29:28

over the course of those turns. Yeah,

1:29:31

I think Thunder Unity looks like a

1:29:33

great reason to be Mardoun. kind of

1:29:35

a point I want to make when

1:29:37

we're talking about these three-color cards especially

1:29:39

is looking at them early in a

1:29:42

pack, say pack one, pick one. When

1:29:44

you take one of these, you're committing

1:29:46

pretty hard to either I'm going to

1:29:48

go Mardue and play Thunder of Unity

1:29:50

or I'm not going to play it.

1:29:53

Whereas a mono color card can go

1:29:55

into three different clans or a two-color

1:29:57

card, you know, because they're all enemy

1:29:59

color, can go into two different clans.

1:30:01

So the combination of those things means

1:30:04

that it's If you're first being a

1:30:06

three color card, it has to be

1:30:08

strong enough. Not quite a level, but

1:30:10

B plus or above generally. And so

1:30:12

we're kind of grading them with that

1:30:15

in mind. That being said, if you.

1:30:17

look at a three color card later

1:30:19

in the draft and you're already those

1:30:21

three colors, then there's no rule. There's

1:30:23

not much of a cost. There's still

1:30:26

some because it's still in a Marti

1:30:28

deck easier to cast a mono color

1:30:30

or two color card. But also we

1:30:32

came to cons to cast triple color

1:30:35

cards like this. Yeah. And of course

1:30:37

they also are we are assuming that

1:30:39

you are those three colors like you

1:30:41

know this would not be good in

1:30:43

Timor. Right like you're not splashing for

1:30:46

these type of cards. obviously in Mardu

1:30:48

with Mobilized being a thing, you could

1:30:50

set up turn cycles after Thunder of

1:30:52

Unity that are just gnarly, right, where

1:30:54

it's just like drain you for six

1:30:57

on this attack step and you still

1:30:59

have to deal with all this combat,

1:31:01

right? Like you can't just afford to

1:31:03

sit there and jump block or eat

1:31:05

the one ones for Mobilize anymore because

1:31:08

they're coming back in next turn too.

1:31:10

You know, and if you don't, well,

1:31:12

you got drained a bunch, you took

1:31:14

a bunch of damage, and this is

1:31:16

the type of card that could just

1:31:19

pile up so much advantage over the

1:31:21

short period of time that it's on

1:31:23

the battlefield that you could just win

1:31:25

with it. Yeah. What would you give

1:31:27

it? I want to say to give

1:31:30

it an A minus. Yeah, I think

1:31:32

so too. It has a slight build

1:31:34

around component, but it's just going to

1:31:36

be built in because of the colors

1:31:38

that it's in. So I don't think

1:31:41

you'll have to think about it. You're

1:31:43

just going to be like, oh my

1:31:45

God, this is so bad. Totally. And

1:31:47

they drew the cards too. So they're

1:31:49

going to like use those cards over

1:31:52

the next couple turns. two and during

1:31:54

your end step warrior tokens you control

1:31:56

have oh really this token can't be

1:31:58

sacrificed so Zirgo's a funny one because

1:32:00

I do think Zirgo's good and I

1:32:03

would be happy to play this in

1:32:05

any Mardou deck it's a little it's

1:32:07

aggressive enough to the point where I

1:32:09

think I would want to I don't

1:32:12

think I'd want to first pick this

1:32:14

card like I think it's like a

1:32:16

B level card but I don't think

1:32:18

I'd want to start on this most

1:32:20

often. Do you mean because it's like

1:32:23

so critical that you try to play

1:32:25

this on like turn three basically? It

1:32:27

loses so much value later because it

1:32:29

can't attack nearly as well. It's just

1:32:31

not, I just think it's not going

1:32:34

to be that that strong. Right. Like

1:32:36

later in the game and keeping some

1:32:38

one-one tokens also gets worse. over the

1:32:40

course of the game as well. But

1:32:42

yeah, but if you do get it

1:32:45

on three at snowballs, right? And it

1:32:47

can be like a kind of a

1:32:49

one-card win if they can't deal with

1:32:51

it. Oh, definitely. If you cast this

1:32:53

on three, it's like a hero bladehold.

1:32:56

Totally. They can't kill it. Maybe they

1:32:58

can't even block the tokens and you

1:33:00

just get to start to go off

1:33:02

with it. But turn five, it's like

1:33:04

mediocre. Yeah, okay, so B for Zurgo,

1:33:07

A on turn 3, C, C, C,

1:33:09

plus on turn. It loses a half

1:33:11

grade every turn after that. Exactly. Next

1:33:13

is... To be not, to note, you

1:33:15

can play this and it saves your

1:33:18

other mobileized creatures. It doesn't have to

1:33:20

attack to do that, but it is

1:33:22

still, yeah, not a card I think

1:33:24

is incredible. Next is inevitable defeat. This

1:33:26

is one. red, white, black for an

1:33:29

instant. It's rare. It says this spell

1:33:31

can't be countered. And what it does,

1:33:33

Exile Target non-land permanent, its controller, loses

1:33:35

three life, and you gain three life?

1:33:37

I guess when you're playing one in

1:33:40

a Mardu, you get to do stuff

1:33:42

like this, but holy smokes. Well, I

1:33:44

guess the other thing I want to

1:33:46

mention, not only are there cars that

1:33:49

pull you into Mardu versus not, right?

1:33:51

Also, one of the biggest differences that

1:33:53

we didn't touch on until we saw

1:33:55

Zurgo is Zurgo's good on curve and

1:33:57

less good off curve. Inevitable defeat is

1:34:00

good at any point in the game.

1:34:02

Yeah, arguably better later in the game.

1:34:04

Yeah. Right, you have better targets, the

1:34:06

life totals will be closer, all that.

1:34:08

So I like inevitable defeat and part

1:34:11

of the reason I wouldn't mind taking

1:34:13

this early compared to something like Zurgo

1:34:15

is I can splash this and I

1:34:17

cast it whenever it. It's going to

1:34:19

be good. So I would give inevitable

1:34:22

defeat an A minus. Same. Just a

1:34:24

huge swing, kills their best thing, exiling

1:34:26

it so it doesn't get death triggers.

1:34:28

It can't be countered, cuts right through

1:34:30

ward and counter spells, and lose three,

1:34:33

gain three is just a pretty big

1:34:35

swing too. So A minus for inevitable

1:34:37

defeat, which brings us to a really

1:34:39

sweet one. Mardu, siege breaker. So Mardu

1:34:41

Mana plus one, four man a total,

1:34:44

four, four, human warrior at rare. It's

1:34:46

got death touch, death touch and haste.

1:34:48

When it enters, excel up to one

1:34:50

other target creature, you control until this

1:34:52

leaves the battlefield. Okay. When it attacks

1:34:55

for each opponent, ignore that part because

1:34:57

there's only one in the context we're

1:34:59

talking about. So when it attacks, you

1:35:01

put a tapped token that's a copy

1:35:03

of the exiled card attacking it and

1:35:06

then it sacrificed it at end of

1:35:08

turn. Whoa! It mobilizes another thing? That's

1:35:10

cool. But it's really strong. I mean,

1:35:12

you cast this, you exile something, you

1:35:14

attack, you make a copy it, and...

1:35:17

Let's say they block and kill the

1:35:19

Martis siege breaker. Well, you still got

1:35:21

to hit them for a lot in

1:35:23

a 4-4 death touch, probably traded in

1:35:25

a pretty favorable way. Maybe they had

1:35:28

to block with the 2-2 plus a

1:35:30

3-3 or a pair of 2-2s or

1:35:32

whatever. But the part that really just

1:35:34

gets completely ridiculous is imagine you exiled

1:35:37

something with an ETB. Oh man. You

1:35:39

play this, exile ETB, attack, get the

1:35:41

ETB trigger when the token comes in,

1:35:43

That's wild. That's just completely obscene. I

1:35:45

think Mardu Siege Breaker is incredible. You

1:35:48

really want to find good ETBs when

1:35:50

you draft this card. Like that is

1:35:52

how you're going to get the most

1:35:54

value from it. And a four-four death-touch

1:35:56

haste with a bunch of upsides is

1:35:59

also pretty good. So I like A

1:36:01

minus for Mardus Siege Breaker. It does

1:36:03

go up if you get good creatures

1:36:05

to exile with it, because that... I

1:36:07

mean that that is just like a

1:36:10

game ending play. I guess the the

1:36:12

rules question is, does the token trigger

1:36:14

mobilize on itself? No, no. If you

1:36:16

exiled a mobilized creature with this and

1:36:18

then attacked, you would create a tapped

1:36:21

mobilized creature attacking, but it wouldn't. But

1:36:23

you would never have it go from

1:36:25

not attacking to attacking, which is when.

1:36:27

Right, right. It wouldn't do that. Okay.

1:36:29

Well, that's a little bit of a

1:36:32

miss, I guess, for a Mardu card.

1:36:34

But whatever, it's... You also can just

1:36:36

not do the exile thing, right? Yes,

1:36:38

you can also make it just a

1:36:40

4-4 haste, if you want. With death

1:36:43

touch, yeah. With death touch. Yeah, you're

1:36:45

right. A- minus for Mardu Siege Breaker.

1:36:47

Next is Niriv, heart of the storm.

1:36:49

Same manacost, again, one red-white-black, for a

1:36:51

four-five flying legendary spirit dragon at Mythic

1:36:54

Rare. And it says, if a creature

1:36:56

you controlled that entered this turn would

1:36:58

deal damage... It deals twice that much

1:37:00

damage instead. That is cool. So mobilize

1:37:02

tokens plus haste creatures just double up.

1:37:05

Yeah, that's basically what it is. That's

1:37:07

awesome. Yeah, I don't know if it's

1:37:09

awesome, but that's really cool. I like

1:37:11

that design. Yeah, it's a cool card

1:37:14

for sure. It's like Zirgo, a lot

1:37:16

of the value of this is that

1:37:18

you played a four or five on

1:37:20

turn four. So I'm not like the

1:37:22

most excited about about Nirev. I think

1:37:25

it is a good card. I think

1:37:27

I would play it if I was

1:37:29

Mardu. I don't think I would take

1:37:31

it super highly as a reason to

1:37:33

go into Mardu because it's like four

1:37:36

men of four or five that maybe

1:37:38

you're mobilized stuff is dealing two damage

1:37:40

instead of one or you combine it

1:37:42

with another haste creature and I guess

1:37:44

you're kind of getting somewhere. But overall,

1:37:47

this looks like a B plus to

1:37:49

me and that's not I want to

1:37:51

slam a triple color card, pick one

1:37:53

level. Yeah. That does knock it a

1:37:55

little bit and I agree with you

1:37:58

the you know, not that many creatures

1:38:00

have haste and you know for the

1:38:02

most part Well, that does get interesting.

1:38:04

I guess you're I view a lot

1:38:06

of these mobilized tokens as just getting

1:38:09

eaten by random 2-2s that are around

1:38:11

and I guess that doesn't happen anymore

1:38:13

with the river on the battlefield does

1:38:15

it? They trade? Yeah, that part is

1:38:17

good. B-plus for a nerve heart of

1:38:20

the storm. Next is all-out assault. This

1:38:22

is two red-white black for an enchantment

1:38:24

at Mythic Rare and it says creatures

1:38:26

you control get plus one plus one

1:38:28

and have death touch. Okay, well that's

1:38:31

pretty good already. When this enchantment enters,

1:38:33

if it's your main... I'll let us

1:38:35

figure out exactly how that works. When

1:38:37

this enchantment enters, if it's your main

1:38:39

phase, there is an additional combat phase

1:38:42

after this phase, followed by an additional

1:38:44

main phase. When you attack this turn,

1:38:46

untap each creature you control, what is

1:38:48

this trying to tell me? What do

1:38:51

you think is trying to tell you?

1:38:53

If you... Did you

1:38:55

just get an additional combat I

1:38:57

guess? So yes, but the reason

1:39:00

it's got the very convoluted wording

1:39:02

is it wants to Let you

1:39:04

cast this before your first attack

1:39:07

and still get two subsequent attacks.

1:39:09

Oh, I see Yeah, these cards

1:39:11

always just confuse me. So basically

1:39:14

you have two, two, twos out.

1:39:16

You cast this, now they're both

1:39:18

three, three death touches. Now you're

1:39:21

getting an additional combat phase. And

1:39:23

when you next attack, attack with

1:39:25

both, they're both on top, then

1:39:28

you get a combat phase, then

1:39:30

you get a main phase, then

1:39:32

you get a combat phase. But

1:39:35

you get an additional main phase

1:39:37

in between. Yeah, I mean, I

1:39:40

guess I can't really like fully

1:39:42

explain how all that. Is it

1:39:44

good? All that. I

1:39:47

think it's going to be quite

1:39:49

good. Five men to give all

1:39:51

your creatures plus one plus one

1:39:53

and death catch is a pretty

1:39:55

big game. And this whole second

1:39:57

clause is just for the turn

1:39:59

that it entered. Right. Yes. It

1:40:01

gives you one extra attack. That

1:40:03

is all it gives you. Okay.

1:40:05

But you do get the plus

1:40:07

and plus one in death touch

1:40:09

kind of forever. Man, that is

1:40:11

pretty strong. And again, it obviously

1:40:13

works really well with Mobilize. That's

1:40:15

kind of the joke with all

1:40:17

these cards, it seems. But even

1:40:19

just on anything. Yeah, if you

1:40:21

have three creatures in play, this

1:40:23

is giving you a pretty substantial

1:40:25

board presence. Especially if one of

1:40:27

them produces another creature or two.

1:40:29

Right. So I like. A minus

1:40:31

for all out of salt. Like

1:40:33

this, this is the kind of

1:40:35

card that pulled me into Mardu

1:40:37

if you just had, because here's,

1:40:39

oh, here's the other thing. Oh,

1:40:41

you get more mobilized triggers? Yeah,

1:40:43

imagine you just have the Dalcovin

1:40:45

pack beast out, you play this,

1:40:47

you attack with your one, five,

1:40:49

death touch, it makes three, two,

1:40:51

two, two, two death touches, if

1:40:53

they don't kill your one, five,

1:40:55

it attacks, can you, can't? Like,

1:40:57

like. Because the tapping and attacking

1:40:59

mobilizes don't actually have haste, right?

1:41:01

Oh sure. What the heck? So

1:41:03

you end up with a few

1:41:05

random untapped two-two death touches, but

1:41:07

you get two hits. This is

1:41:09

really weird how this works, but

1:41:11

it does leave you in a

1:41:13

really good position. Like, even if

1:41:15

it doesn't feel particularly elegant with

1:41:17

the way that Mardu's core mechanic

1:41:19

works, that is... It's still an

1:41:21

excellent place to be left, right?

1:41:23

Yeah, um. Bizarre though. Yeah, I

1:41:25

guess the untapped mobilized token, sure.

1:41:27

But I just think, I still

1:41:29

think it's. But then you have

1:41:31

these death touch blockers, like it's

1:41:33

all good stuff. It's just weird.

1:41:35

Yeah. A minus for all out

1:41:37

of salts? Yeah, I think. I

1:41:40

think I would just, I think

1:41:42

you could just give it an

1:41:44

A. I guess that's fine too.

1:41:46

It is powerful. I'm just going

1:41:48

to trust that this is just

1:41:50

going to all work out in

1:41:52

my favor if I'm playing Mardue

1:41:54

cards and I play all out

1:41:56

of... and then the game will

1:41:58

just be over really quickly. Next

1:42:00

is, oh, we move into Teamer.

1:42:02

It's Songcrafter Mage. This is green,

1:42:04

blue, red for a three-two human

1:42:06

barred at rare. It's got flash,

1:42:08

and when it enters, target instant

1:42:10

or sorcery card in your graveyard,

1:42:12

gains harmonize until enough turn. It's

1:42:14

harmonized cost is equal to its

1:42:16

manicost. Can you do that at

1:42:18

instant speed? Like you've it's sort

1:42:20

of snap castering it. Yeah, you

1:42:22

can you can cast out I

1:42:24

mean you can't cast a source

1:42:26

for it instant speed, but you

1:42:28

can target instance with it. Yeah.

1:42:30

I mean, I know you can

1:42:32

target it. So it still it

1:42:34

works the way you want with

1:42:36

instance. Okay. Yeah, that's cool. Yeah,

1:42:38

no, I think Songcraft or Major

1:42:40

is pretty sweet. It's obviously a

1:42:42

little bit difficult to cast, but

1:42:44

it's still, I think, is going

1:42:46

to end up being a pretty

1:42:48

effective card here. And then the

1:42:50

joke is that you use it

1:42:52

to cover. Like imagine you have

1:42:54

the riverwheel, the foremana put a

1:42:56

quick card back on top or

1:42:58

the gate. Turn four, you're like,

1:43:00

you know, or it's in your

1:43:02

graveyard already, you go Songcraft from

1:43:04

each, target it, harmonized, like. right

1:43:06

that's that's that's really nice yeah

1:43:08

that's really nice and that's also

1:43:10

probably why we see three power

1:43:12

on it you know yeah no

1:43:14

it's definitely built for that yeah

1:43:16

this is a build around this

1:43:18

is you can't just slot this

1:43:20

in your deck unless you have

1:43:22

some good targets for it but

1:43:24

this is a little bit more

1:43:26

of the kind of card that

1:43:28

getting this fifth picture payoff for

1:43:30

it for being teamer you're not

1:43:32

first picking this and going to

1:43:35

go on I don't think it's

1:43:37

generally going to be worth doing

1:43:39

that so definitely that that's kind

1:43:41

of how I see the songcaster

1:43:43

Yeah, I like that. I mean,

1:43:45

it basically will just let you

1:43:47

buy back a removal spell or

1:43:49

a, you know, card advantage spell

1:43:51

or something at some point during

1:43:53

the course of the game. I

1:43:55

would give it a B. Yeah,

1:43:57

exactly. I like B for Songcrafter,

1:43:59

Major. Team or Battle Criars. Next

1:44:01

say, Manicost, Green, Blue, Red for

1:44:03

a four-three ork Ranger at Red.

1:44:05

it says during your turn spells

1:44:07

you cast cost one less to

1:44:09

cast for each creature you control

1:44:11

with power for or greater. And

1:44:13

so again spells means creatures everything

1:44:15

and this is already making making

1:44:17

all your stuff one cheaper which

1:44:19

is pretty nice. How do you

1:44:21

feel about three man of four

1:44:23

three with this type of cat

1:44:25

you know three different colors? It

1:44:27

can be, it can work out,

1:44:29

but it's, you can't really count

1:44:31

this as a three men, a

1:44:33

four, three that you're gonna be

1:44:35

playing and attacking with on turn

1:44:37

four, you know. Right, just doesn't

1:44:39

happen that often. Yeah, I mean,

1:44:41

there's, this to me, this isn't

1:44:43

the type of card that I,

1:44:45

this, it kind of reminds me

1:44:47

of Songkrafter Mage, how you described

1:44:49

it, where it's like, I don't

1:44:51

think I would jump into the

1:44:53

teamer for a teamer for a

1:44:55

teamer battle cryer, into

1:44:57

the color trio for that, you

1:45:00

know. I think I would also

1:45:02

just give it a B. You

1:45:04

know, making all your stuff cheaper

1:45:06

is powerful and, you know, Teamer

1:45:09

is the one that tends to

1:45:11

have the big, big, splashy stuff

1:45:13

at the top end. And now

1:45:15

I'm not going to complain about

1:45:17

a 4-3-4-3 even if it's tough

1:45:20

manna. So I'd say B for

1:45:22

Teamer Battlecryer. What do you think?

1:45:24

Yeah, I like B for Teamer

1:45:26

Battle Cryer. You'll have some games

1:45:28

with this where you cast this

1:45:31

on three and then turn four

1:45:33

you cast like a really nice

1:45:35

double spell. Totally, yeah. Next is

1:45:37

Eshke Dragon Claw. This is one

1:45:40

green blue red for a four

1:45:42

four legendary human warrior at rare.

1:45:44

It has vigilance, trample, and ward

1:45:46

one. And it says at the

1:45:48

beginning of combat on your turn.

1:45:51

If you've cast both a creature

1:45:53

spell and a non-creature spell this

1:45:55

turn, draw a card and put

1:45:57

two plus one plus one counters

1:45:59

on Esheke Dragon. claw. So if

1:46:02

you get the if you if

1:46:04

you get the triggers you get

1:46:06

you end up with a six

1:46:08

six vigilance trample ward one and

1:46:11

you drew a card. Also this

1:46:13

can count towards the creature aspect

1:46:15

so on turn six you can

1:46:17

play this and play play a

1:46:19

non-creature spell. On yeah even on

1:46:22

turn five right. Or turn five

1:46:24

if you have a one drop.

1:46:26

Yeah. Yeah,

1:46:30

I mean this funny because all these

1:46:32

teamwork cards are kind of feeling the

1:46:34

same Where like yeah, of course, I

1:46:37

mean, I'm I'm playing the heck out

1:46:39

of Esheke dragon claw I'm not 100%

1:46:41

sure I would you know jump ship

1:46:44

off of a adjacent color trio to

1:46:46

jump into it for this type of

1:46:48

card It's kind of just a bunch

1:46:50

of stats, but man one trigger. It's

1:46:53

like stupid right like You get the

1:46:55

card back and this thing's huge. I

1:46:57

keep thinking about Ward 1 on it

1:47:00

just because that could be the difference

1:47:02

between giving you that window to actually

1:47:04

do that thing. Because I assume you're

1:47:07

not going to be triggering this like

1:47:09

two or three times in a game.

1:47:11

It's just kind of about getting that

1:47:13

first trigger to really make it amazing.

1:47:16

It's already pretty good. I mean, Form

1:47:18

Anna 44 with all those abilities isn't

1:47:20

bad. Yeah,

1:47:23

sure. I mean, I would say

1:47:25

B plus for Eshke Dragon Claw.

1:47:27

I think the upside's there. Yeah,

1:47:29

I like B plus for Eshke.

1:47:31

I mean, if you can, if

1:47:33

you can reliably trigger this thing,

1:47:35

you are, you are really making

1:47:37

some, some good moves. Roar of

1:47:39

Endless Song is next. It's two

1:47:41

green, blue, red, so five manna

1:47:43

for an enchantment saga at rare.

1:47:45

Chapters 1 and 2 are the

1:47:47

same in this case. You get

1:47:49

a 5-5 green elephant creature token.

1:47:51

So turn you cast it next

1:47:53

turn, you just got two 5-5s.

1:47:55

And then chapter 3 is double

1:47:58

the power and toughness of each

1:48:00

creature you control and tell them

1:48:02

of term. What in the world?

1:48:04

Yeah. Okay. Yeah, I mean, I'm

1:48:06

in obviously, like this one's just,

1:48:08

this is, this is kind of

1:48:10

what I was hoping for from

1:48:12

the others, not that the others

1:48:14

were bad, but you kind of

1:48:16

left going like, sure, this one's

1:48:18

just like, are you kidding me?

1:48:20

Like, yeah, please, I'll take two

1:48:22

five five. Five minute for a

1:48:24

five five. Not a good deal.

1:48:26

Especially across three colors. Two five

1:48:28

flaps? Okay, yeah, that's a great

1:48:30

deal. And then they attack as

1:48:32

ten tents? Okay, sure, sure, why

1:48:34

not? And it's each, just each

1:48:36

creature on that last thing too.

1:48:39

So if you have other stuff

1:48:41

laying around, they just get all

1:48:43

doubled up too. Oh

1:48:45

man, yeah. Well I like A

1:48:47

for Roar of the endless song.

1:48:49

That seems like a really really

1:48:51

good card in any mid-range parody

1:48:53

or a head scenario and it

1:48:55

seems totally fine if you're behind

1:48:57

to just go here's a 5-5

1:48:59

and there's another on the way

1:49:01

deal with all of this to

1:49:03

try to kill me. It also

1:49:05

just breaks out board stalls like

1:49:07

nothing, right? I mean Roar of

1:49:09

endless song just completely shatters parody

1:49:11

with that. third ability. I guess

1:49:14

it's just an A. Yeah, I

1:49:16

would give Roars in the song

1:49:18

an A. Dragonback assault is three

1:49:20

green red blues, so six man

1:49:22

and now this is an enchantment,

1:49:24

it's mythic rare, and it says

1:49:26

when this enchantment enters it deals

1:49:28

three damage to each creature and

1:49:30

each planeswalker and it has landfall.

1:49:32

Whenever a land you control enters

1:49:34

you get a 4-4 red dragon

1:49:36

creature took in with flying. Oh

1:49:38

man, so clean up the mess

1:49:40

when it comes in and then

1:49:42

just start playing lands and getting

1:49:44

5 or 4-4 flyers? I mean,

1:49:46

that's cool. Dragonback assault is just

1:49:48

like, what would you, what text

1:49:50

would you want on your landfall

1:49:52

make a 4-4 flyer enchantment? Well,

1:49:54

a sw- would be really nice.

1:49:56

Yes, we'd probably be really good.

1:49:58

And this doesn't quite do that,

1:50:00

but it's really close enough. It's

1:50:02

gonna take care of the types

1:50:04

of boards that can mess with.

1:50:06

Dragonback assault. You know, the only

1:50:08

knock on a card like this,

1:50:10

we're not the only, but you

1:50:12

know, the biggest knock on it

1:50:14

is that it is six mana

1:50:17

and it's a landfall card. So

1:50:19

there are some times where, you

1:50:21

know, the next turn, you don't

1:50:23

have a land drop and you

1:50:25

draw a two drop for the

1:50:27

turn and you're going to draw

1:50:29

a two drop for the turn.

1:50:31

But whatever, that is not going

1:50:33

to stop me from playing it.

1:50:35

That's just a nitpick more or

1:50:37

less. What grade would you give

1:50:39

dragon back a salt? I would

1:50:41

say it's an A plus. When

1:50:43

you catch this card, you often

1:50:45

are sweeping the board. Three is

1:50:47

a lot. I mean, it doesn't

1:50:49

kill everything, but it kills a

1:50:51

lot of things, including like three,

1:50:53

three dragons. And then every land

1:50:55

is now a four, four. Like

1:50:57

flyer. Yeah. Yeah. When you're going

1:50:59

to place this, you have to

1:51:01

kill them very quickly or you're

1:51:03

never going to. And it does

1:51:05

so much to stop you from

1:51:07

doing that. All right, I'll go

1:51:09

A for Dragon Back Assault. That's

1:51:11

early on favorite cards in the

1:51:13

set. Last Teamer card is Erini

1:51:15

the Song Unending. This is five

1:51:18

green blue red. So now we're

1:51:20

up to eight manna for a

1:51:22

10-10 legendary spirit dragon at Mythic.

1:51:24

It's got flying and protection from

1:51:26

white and from black. And when

1:51:28

it enters, it deals X damage

1:51:30

divided as you choose among any

1:51:32

number of target creatures and or

1:51:34

planes walkers, your opponent's control, where

1:51:36

X is the number of lands

1:51:38

you control. There's a ramp target

1:51:40

for you. This card and it

1:51:42

was just the best card in

1:51:44

my deck. And the only thing

1:51:46

stopping it from being the literal

1:51:48

best card in the set is

1:51:50

that it costs eight manna. Yeah.

1:51:52

But it really checks every other

1:51:54

box. It's got... Pro-black and pro-white,

1:51:56

so all the good removal spell

1:51:58

colors can't kill it. Right? So

1:52:00

you're just like, okay, well, I

1:52:02

can't kill it with destroyer exile

1:52:04

effects. Well, how can I kill

1:52:06

it? Well, how can I kill

1:52:08

it? Well, how can I kill

1:52:10

it? Well, it's a 10-10, so

1:52:12

your damage effects, aren't gonna kill

1:52:14

it. The best 10, so your

1:52:16

damage effects aren't gonna kill it.

1:52:18

Well, blue can bounce it, but

1:52:21

its ability says kill all your

1:52:23

opponent's creatures when you cast it.

1:52:25

When you cast it. bouncing it

1:52:27

is not an advisable way to

1:52:29

deal with it. So, I mean,

1:52:31

it's eight manna, 10, 10, unkillable,

1:52:33

and when you cast it, it

1:52:35

kills all their creatures. Like, the

1:52:37

song doesn't last very long once

1:52:39

you cast this card. Let me

1:52:41

put it that way. It sounds

1:52:43

like it ends real quick, at

1:52:45

least the song of that game.

1:52:47

So the only caveat is that

1:52:49

you need to be either geared

1:52:51

towards the lake game or ramping

1:52:53

or something like that, but otherwise

1:52:55

it's an A plus. Yeah, I

1:52:57

agree that it's a plus and

1:52:59

if I saw this I would

1:53:01

do my best to draft around

1:53:03

it. That's amazing. Next up is

1:53:05

Absan. It's Felithar Dawn of the

1:53:07

Absan. This is white black green

1:53:09

for a legendary human warrior at

1:53:11

Rare. It's a 3-3 trampler. And

1:53:13

it says, whenever it enters or

1:53:15

attacks, you may sacrifice a non-land

1:53:17

permanent, when you do, put a

1:53:19

plus one plus one counter on

1:53:21

each creature you control. So, fellow

1:53:24

Thar is basically saying, you know,

1:53:26

you want to go wide and

1:53:28

make it worth it, that sacking

1:53:30

a permanent is worth enough counters,

1:53:32

which, including itself, it gets one

1:53:34

too. So can you sacrifice the...

1:53:36

Mobilized tokens? You can sacrifice Velothar.

1:53:38

I meant to mobilize tokens or

1:53:40

something like, is there a window

1:53:42

where you can? Yeah, they die

1:53:44

end of turn, so you would

1:53:46

be able to sacrifice them. Okay,

1:53:48

yeah, I guess what I mean.

1:53:50

is so you attack with felothar

1:53:52

and a mobileized creature. Yeah, you

1:53:54

can stack the trigger such that

1:53:56

you mobilize then sack a token

1:53:58

and then and then get to

1:54:00

get full value there. Okay, so

1:54:02

that's another little thing. I mean,

1:54:04

obviously, maybe not obviously, but that's

1:54:06

not what this is going for,

1:54:08

but there's something there. Yeah, so

1:54:10

I, you know, because again, my

1:54:12

mind goes to what are my

1:54:14

expendable tokens or non-line permanence, let's

1:54:16

say. What are the things that

1:54:18

I don't mind? Mobilize is certainly

1:54:20

the best place to look for

1:54:22

that. I agree. What else? I

1:54:24

think just like playing like the

1:54:27

Wayfair or cheap creatures that you

1:54:29

don't mind sacrificing like cards with

1:54:31

ETB abilities or what have you.

1:54:33

Okay. What do you want to

1:54:35

give, Fellithar? This one's tricky because

1:54:37

I think there are spots where

1:54:39

it can be really good, but

1:54:41

it's also not like... Not always

1:54:43

going to be good. There's definitely

1:54:45

times when it's it's just really

1:54:47

doesn't do that much. I mean,

1:54:49

it's a very real cost To

1:54:51

sacrifice nonland permanence, you know, it

1:54:53

generally speaking creatures are the ones

1:54:55

that you have around the most

1:54:57

and that works against itself here

1:54:59

Now there just seems to be

1:55:01

something decent about that though. I

1:55:03

mean you don't need to do

1:55:05

much to really change combat if

1:55:07

you mobilize with it. This card

1:55:09

is awesome, but even then if

1:55:11

you suck a real creature because

1:55:13

you have three creatures in play

1:55:15

like like I think that you're

1:55:17

still going to get some pretty

1:55:19

good value out of this. There

1:55:21

are times when it's just a

1:55:23

3-3 sample for three with a

1:55:25

difficult cost, but there's times when

1:55:27

this represents tons of extra damage

1:55:30

on the board. I think fellow

1:55:32

Thar is good. I think so

1:55:34

too. I would say B plus

1:55:36

for fellow Thar Don of the

1:55:38

Obzon. Yeah. I don't trust it

1:55:40

completely to get it into the

1:55:42

A range, but it's up there.

1:55:44

Next is Severance Priest. Priest. This

1:55:46

is... black green for a three

1:55:48

three gin cleric at rare. It

1:55:50

has death touch and it says

1:55:52

when this creature enters target opponent

1:55:54

reveals their hand. You may. a

1:55:56

non-line card from it if you

1:55:58

do, exile that card. When this

1:56:00

creature leaves the battlefield, the exiled

1:56:02

card's owner creates an X-X white

1:56:04

spirit creature token where X is

1:56:06

the man-of-value of the exiled card.

1:56:08

So it's like a skyclave apparition,

1:56:10

but it eats a card out

1:56:12

of their hand. I'm not a

1:56:14

big fan of this because the

1:56:16

casting cost means, unless you're like

1:56:18

really good at fixing or snappy

1:56:20

about casting this, you're not necessarily

1:56:22

looking at great stuff. And if

1:56:24

you excel a six-minute dragon from

1:56:26

their hand and they kill this

1:56:28

and they get a six-six, it's

1:56:30

not like you completely destroyed them.

1:56:33

Not at all. Ah, I got

1:56:35

your already. You don't really want

1:56:37

to trade off with this card,

1:56:39

you know? Yeah, you kind of

1:56:41

want to set it off to

1:56:43

the side. Yeah, it's tough because

1:56:45

this is sort of like, you

1:56:47

know, a twisted version of these

1:56:49

cards that are like, you know,

1:56:51

two in a white, destroy something,

1:56:53

and they get a creature. Right,

1:56:55

even if you're downgrading, they're six

1:56:57

manna dragon to a stupid tutu,

1:56:59

those type of cards suck, like

1:57:01

they never ever do well. And

1:57:03

this is a lot different than

1:57:05

that, but it has some of

1:57:07

those vibes, right, where like this

1:57:09

is kind of built to die,

1:57:11

being a death toucher, and then

1:57:13

your opponent's just gonna get this

1:57:15

advantage back. You kind of have

1:57:17

to capitalize on getting a card

1:57:19

out of their hand and having

1:57:21

this on the side and then

1:57:23

never really trading it off or

1:57:25

just leaving it back as blocks.

1:57:27

That's not that bad. What happens

1:57:29

about, what about instant speed? Like

1:57:31

they can kind of get you,

1:57:33

right? Like if let's say they

1:57:36

have a, they had you get

1:57:38

rid of a four drop or

1:57:40

something like that, and then they

1:57:42

kill this at instant speed, they

1:57:44

just get that four, four, four

1:57:46

right now, right? Yeah. So it's

1:57:48

like also a liability for your

1:57:50

own combat in some way? Yeah,

1:57:52

I think that uh... This is

1:57:54

starting to get a little fragile.

1:57:56

I like kind of like C

1:57:58

for Severance Priest, like I would

1:58:00

play it in an Obson deck,

1:58:02

but I'm not really that excited.

1:58:04

about it. Agreed. It creates some

1:58:06

problems for you. Revival of the

1:58:08

Ancestors is next. This is one

1:58:10

white black green for an enchantment

1:58:12

saga, rare, and it has three

1:58:14

different chapters. Chapter 1 creates three

1:58:16

one-one-white-spirit creature tokens. Chapter 2 is

1:58:18

distribute three plus-one plus-one counters or

1:58:20

one among one-two or three-target creatures

1:58:22

you control, and chapter three is

1:58:24

creatures you control, gain trample and

1:58:26

lifelink and tell into turn. Hey,

1:58:29

that's pretty good. I mean, any, any

1:58:32

one card that creates three tokens tends

1:58:34

to do pretty well. This one is

1:58:36

difficult to cast, but then it builds

1:58:38

an army, you know, from there. Yeah,

1:58:40

so for manna, you get three tokens,

1:58:42

then they, if you want, all become

1:58:44

two twos, and then you get trampled

1:58:47

on lifelink. Yeah, this looks like a

1:58:49

great, a great way to get. your

1:58:51

absendek across the finish line because it's

1:58:53

like you cast this you probably aren't

1:58:55

going to be too far behind when

1:58:57

you cast this because you made three

1:58:59

tokens. At the very least you're chomping.

1:59:02

Then you get three three more of

1:59:04

stats assuming you have things to put

1:59:06

it on which pretty hard not to.

1:59:08

And then the the the life link

1:59:10

in the third saga means that your

1:59:12

attacks are probably pretty decent there too.

1:59:14

Yeah, especially if you put it on

1:59:17

something kind of bigger. Some of your

1:59:19

other creatures plus one of the tokens

1:59:21

or whatever. Yeah, I think I like

1:59:23

I think I like B plus for

1:59:25

revival of the ancestors There's just a

1:59:27

lot of good things going on with

1:59:29

this card Yeah, I wouldn't be surprised

1:59:32

if it was like an A minus.

1:59:34

I mean, yeah, imagine imagine a game

1:59:36

where like you're both just doing stuff

1:59:38

and then they cast this and you're

1:59:40

like, okay, well, they just put three

1:59:42

three stats here and then three three

1:59:44

next turn and then next turn they

1:59:47

get to attack with a huge lifelink

1:59:49

attack, like if you kill them before

1:59:51

the third one, you're gonna have a

1:59:53

hard time. I feel like I think

1:59:55

so too. Also, there's a good world

1:59:57

where you have two other creatures. early

1:59:59

putting the plus and plus encounters or

2:00:02

the chapter three stuff towards them. They're

2:00:04

just kind of there, but you put

2:00:06

those on your real creatures and grow

2:00:08

them huge. Yeah, B plus a minus

2:00:10

for revival of the ancestors. Next is

2:00:12

Joffin road watcher, the same cost one

2:00:14

white black green for a three three

2:00:17

human scouted rare. When this creature enters,

2:00:19

if you cast it, mill four cards,

2:00:21

when you do return to a creature

2:00:23

card with man of value three or

2:00:25

less from your graveyard to the battlefield.

2:00:28

That's pretty good. I had this

2:00:30

one and it was pretty good.

2:00:32

Like again, this is like the

2:00:34

kind of card that gets you

2:00:36

to your obson deck to a

2:00:38

better spot, not a card that

2:00:40

I see first pick. And I'm

2:00:42

like, oh, yeah, I've got to

2:00:44

be obson. Yeah, it looks like

2:00:46

a bee. Yeah, I'll give you

2:00:48

off and roadwatch or a bee.

2:00:50

Note that the creature you return

2:00:52

doesn't have to be among the

2:00:54

mill, the four melt. Yeah. And

2:00:56

three or less is that that's

2:00:58

a pretty good range of a

2:01:00

pretty good range of range of

2:01:02

stuff. two white black black green

2:01:04

for a five seven legendary spirit

2:01:06

dragon at mythic rare and it's

2:01:09

got flying and it says at

2:01:11

the beginning of your end step

2:01:13

if creatures you control have total

2:01:15

toughness ten or greater draw a

2:01:17

card and you've already got seven

2:01:19

on this thing okay then if

2:01:21

creatures you control have total toughness

2:01:23

what the 20 or greater untapped

2:01:25

each creature you control let's keep

2:01:27

going then if creatures you control

2:01:29

of total toughness 40 or greater

2:01:31

each opponent loses half their life

2:01:33

rounded up Run it up. That's

2:01:35

it's really there it is Yeah,

2:01:37

so you only need three additional

2:01:39

toughness to get the card at

2:01:41

the beginning of your end step.

2:01:43

That's you had me. That's an

2:01:45

a five man a five seven

2:01:47

flying draw a card into churn.

2:01:49

Yeah, we're done done. The rest

2:01:51

is whatever like I'm not even

2:01:53

thinking it won't come up. It

2:01:55

could definitely could. But it doesn't

2:01:57

matter. You could it wouldn't change

2:01:59

the draft Like the rating I

2:02:01

give this at all. No. I

2:02:03

do think it's funny that there's

2:02:05

a card checking if you have

2:02:07

40 toughness on the battlefield, but

2:02:09

A, for Betor, kin to all.

2:02:11

Next is a perination. This is

2:02:13

three white-green black for a sorcery

2:02:15

at Mythic Rare. It says return

2:02:17

target permanent card. Oh, I get

2:02:19

it. From your graveyard to the

2:02:21

battlefield with a hex-proof counter and

2:02:23

an indestructible counter on it. Wow,

2:02:26

I mean it is six mana

2:02:28

over three colors for a reanimate

2:02:30

from only your graveyard But it

2:02:32

does make it like impossible to

2:02:34

deal with like Like how good

2:02:37

is this if you brought back

2:02:39

a one-one flyer? Not very good

2:02:41

like Can't be killed blocks for

2:02:43

blocks forever Soaks up every piece

2:02:45

of damage. This is, I'm trying

2:02:47

to think of like the worst

2:02:49

case scenario, right? I mean, yes,

2:02:52

but it still isn't really going

2:02:54

to stop them from doing any

2:02:56

of the things they're doing. Yeah.

2:02:58

Okay, but again, I'm trying to

2:03:00

think of worst case. What's a

2:03:02

better, what's an average case? You

2:03:05

get back a four or five

2:03:07

drop. Yeah, or something with lifelink,

2:03:09

you know, like lifelink, or evasion.

2:03:11

What about if it had death

2:03:13

touch? A one flying death touch

2:03:15

with this? It's just the most

2:03:17

annoying thing ever. This card has

2:03:20

upsides here, but I really just

2:03:22

don't think it's very good. It's

2:03:24

it's too situational. In the times

2:03:26

when it works, it's going to

2:03:28

be pretty awesome. You're going to

2:03:30

get back, you know, three, four,

2:03:33

lifelinker or whatever, and then what

2:03:35

are they going to do about

2:03:37

it? Right. But I would say

2:03:39

most of the time, it's just...

2:03:41

You're going to have this in

2:03:43

your hand and you're just going

2:03:45

to be like, well, I hope

2:03:48

I get a good target and

2:03:50

I hope it works out, you

2:03:52

know, and I'm behind because I

2:03:54

spent. six mana and now I'm

2:03:56

gonna not be able to attack

2:03:58

with this thing and they're just

2:04:01

gonna go around it so yes

2:04:03

hexproof and instructable strong combo I

2:04:05

actually think oh this is the

2:04:07

rare mythic that's a sideboard card

2:04:09

I think there's some matchups this

2:04:11

card probably incredibly good I just

2:04:13

don't think it's gonna be that

2:04:16

good most of the time yeah

2:04:18

I feel like it's gonna be

2:04:20

kind of good like I think

2:04:22

if you get back anything that

2:04:24

costs like four mana or more

2:04:26

you're probably pretty happy about it

2:04:30

I don't know it is really expensive

2:04:32

conditional so I feel weird about going

2:04:34

out on the limb, but my gut

2:04:36

is just saying that like what are

2:04:39

they gonna do? There's just so many

2:04:41

cards. Like a C plus B minus?

2:04:43

Yeah, that's exactly what I'm saying. I'm

2:04:45

fine giving it a C plus or

2:04:47

B minus. I think that my most

2:04:49

common use case will be boarding this

2:04:51

in if I think that there's a

2:04:54

matchup that's going to go long and

2:04:56

they're particularly soft to this car. I

2:04:58

don't want to fall into the trap

2:05:00

of is like this creates a very

2:05:02

annoying card, right? Like whatever it is

2:05:04

that you get back could be very

2:05:06

annoying to your opponent. That doesn't mean

2:05:09

that it's really good. It also gives

2:05:11

you the safe warm feeling of you

2:05:13

really can't kill my creature. But that

2:05:15

doesn't necessarily lead to victories. It just

2:05:17

makes you like not worry about your

2:05:19

creature dying. And so I don't want

2:05:22

to over index for those things. But

2:05:24

there's something there. I just, the average

2:05:26

deck that just plays its best creature

2:05:28

that costs four or five manner or

2:05:30

whatever it dies and you just play

2:05:32

this and get it back is probably

2:05:34

pretty happy. Like I just don't, you

2:05:37

know, decks just aren't built to be

2:05:39

ex-proof indestructible creatures. It's just not really

2:05:41

a thing. It's true. Just guy. Flamehold

2:05:43

Grappler is our first one. It's blue,

2:05:45

red, white for a 3-3 human monk

2:05:47

at rare. It's got first strike. And

2:05:49

it says when this creature enters, copy

2:05:52

the next spell you cast this turn

2:05:54

when you cast it. You may choose

2:05:56

new targets for the copy. But you

2:05:58

just get that one window. Yeah, so

2:06:00

it's it's kind of like the segate

2:06:02

strong caller. Do you remember that card?

2:06:05

The two man or two one that

2:06:07

copies your next spell. Yeah, yeah, it's

2:06:09

the exact same text. Okay, you're gonna

2:06:11

want to play this and then play

2:06:13

a spell. So what I like about

2:06:15

flame old grappler is it's a three

2:06:17

and a three, three first strike and

2:06:20

sometimes you'll just play that. It's not

2:06:22

like song crafter mage where if you

2:06:24

don't have a spell to bring back,

2:06:26

it. Yeah, this one I think ends

2:06:28

up working out just fine. And then

2:06:30

if you cast it later, it's going

2:06:33

to have a pretty good effect on

2:06:35

the game too. So. Yeah. And this

2:06:37

could lead to some very explosive turns

2:06:39

as well. I like it a lot.

2:06:41

I like a flammable grappler of B.

2:06:43

Bea, right? A pretty solid card, yeah.

2:06:45

That's what I wanted to give it

2:06:48

to. Next is Narset, Jess Guy, Waymaster,

2:06:50

same cost, blue, red, white, for a

2:06:52

three, four, legendary, human, monk, at rare.

2:06:54

At the beginning of your end step,

2:06:56

you may discard your hand if you

2:06:58

do draw cards equal to the number

2:07:00

of spells you've cast this turn. Oh,

2:07:03

man! Three and a three four is

2:07:05

kind of sweet. I like that gives

2:07:07

you a little time to set up

2:07:09

these flurry turns and stuff. But what

2:07:11

do you think of discard your hand

2:07:13

and draw cards equal to the number

2:07:16

of spells you've cast this term? Is

2:07:18

it just a late game engine? Yeah,

2:07:20

but I think it's actually a pretty

2:07:22

good one because look, you're not going

2:07:24

to discard three cards to draw one

2:07:26

card, but it's pretty easy to cast

2:07:28

like two spells in the same turn.

2:07:31

And when you end up doing that.

2:07:33

If you have one card in your

2:07:35

hand or no cards in your hand,

2:07:37

sure, cash them in. I mean, I

2:07:39

don't really see a reason not to.

2:07:41

Yeah, and I could easily see a

2:07:43

scenario where you run out of gas,

2:07:46

you draw your card, play it, and

2:07:48

then on the end step you just

2:07:50

get to replace it basically, and then

2:07:52

you still get your drawstep next turn.

2:07:54

The only thing I don't like about

2:07:56

Narsit here is that, and I guess

2:07:59

it's on point for Narsit's flavor, but

2:08:01

like, it's flavor. Yeah, if I draw

2:08:03

a card draw spell, then I'm not

2:08:05

going to want to discard my hand.

2:08:07

This card does seem good to me

2:08:09

though. It's three man of three four,

2:08:11

which I like, not amazing, but I

2:08:14

do like the idea of getting into

2:08:16

the late game and having just like

2:08:18

a little bit of an extra engine

2:08:20

going. You know, I'd probably give Narset

2:08:22

like a B. Yeah, I think it's

2:08:24

a B. It's reasonable stats for your

2:08:26

for a cost. If you have it

2:08:29

in play, you're a point for a

2:08:31

point. Land, spell, spell, and different, draw

2:08:33

two cards, and then that fuels itself

2:08:35

to maybe draw a card or two

2:08:37

next turn, like, I don't know, does

2:08:39

some real things. There's some stuff there.

2:08:42

Next is, rediscover the way, same cost,

2:08:44

blue, red, white. This one's a saga

2:08:46

at rare, and chapters one and two

2:08:48

are the same. It says, look at

2:08:50

the top three cards of your library,

2:08:52

put one of them in your hand,

2:08:54

and the rest on the bottom of

2:08:57

your library in any order. Nice, and

2:08:59

there's no restriction. It's just three cards

2:09:01

you get one of them. And then

2:09:03

chapter three says, whenever you cast a

2:09:05

non-creature spell this turn, target creature you

2:09:07

control gains double strike until end of

2:09:09

turn. We've really seen that double strike

2:09:12

kind of sub-themed here for those explosive

2:09:14

turns from Jess Guy. It also feels

2:09:16

like almost a cycle of like, thing,

2:09:18

thing, overrun, which is like. There's a

2:09:20

lot of that. I wonder if this

2:09:22

is their stopgap on, well, we made

2:09:25

kind of a set that has a

2:09:27

whole lot of like setting up for

2:09:29

your man and we don't want these

2:09:31

games to go forever, you know. Anyway,

2:09:33

yeah, this card seems good to me

2:09:35

though. It is slow, right? Three mana

2:09:37

over three colors to effectively get a

2:09:40

card, even if there is card selection,

2:09:42

but that has to be worth it,

2:09:44

right? Yeah, it's double anticipate into like

2:09:46

a nice little overrun. Yeah. And I

2:09:48

mean, it, you know, I mean, it,

2:09:50

you know, maybe it doesn't need to

2:09:53

be said, but it triggers prowess and

2:09:55

all those other things too. I do

2:09:57

think, though, that this is kind of

2:09:59

pushing the limits on how much manna

2:10:01

you want to spend on these type

2:10:03

of effects, like, you know, three man

2:10:05

over three colors and it doesn't affect

2:10:08

the board. That turn is a, it's

2:10:10

acceptable, but it's starting to push that

2:10:12

limit a little bit. But, you know,

2:10:14

by the time you get your free

2:10:16

anticipate on the next turn and you're

2:10:18

just like off to the races, that's

2:10:20

awesome. Yeah, it really helps

2:10:22

you set up for double spelling. This is

2:10:25

going to be great in any jescai deck

2:10:27

and also you can just try to play

2:10:29

it as one of the last cards you

2:10:31

play once you've stabilized the board or you

2:10:34

just throw it out on turn three if

2:10:36

you don't have a better play there too.

2:10:38

Yeah, you talked about flood protection. This definitely

2:10:40

gives you that too. Or any land drops,

2:10:43

it's good. I like rediscover of the way.

2:10:45

I would also give it over the way.

2:10:47

Yeah, same thing. What about discovering the new

2:10:49

way, what about discovering the new way forward?

2:10:52

It's a two plus jeschi mana, so two

2:10:54

blue white red for an instant rare. The

2:10:56

next time a source of your choice would

2:10:58

deal damage to you this turn, prevent that

2:11:01

damage, and would damage us from that way,

2:11:03

draw that many cards and deal that much

2:11:05

damage to them. Whoa. And that's any source,

2:11:07

so like a spell or a creature hitting

2:11:10

you or anything. Yeah, though a spell is

2:11:12

probably not that likely, but yes. It would

2:11:14

have to be a weird burn spell. Yeah,

2:11:16

most likely it's it's a creature and So

2:11:19

they say they say attack you for five

2:11:21

and you say play a new way forward

2:11:23

you take five I draw five Yeah, that

2:11:25

is that is the Well, do it So

2:11:28

the main problem I have with this doesn't

2:11:30

come up in best of one. I think

2:11:32

it's a pretty strong card. It's like prevent

2:11:34

you take four draw four Marshall if we

2:11:37

play against each other and you get me

2:11:39

with this game one you're just not gonna

2:11:41

get me with it again getting with you

2:11:43

again never it costs so much man and

2:11:46

I have to hit you so you're gonna

2:11:48

pass with five manna up and I'm just

2:11:50

like I won't attack yeah play another thing

2:11:52

go yeah yeah so just be aware that

2:11:55

that is kind of how that is going

2:11:57

to play out but what a brutal swing

2:11:59

though Anything like

2:12:01

three or above, right, is just

2:12:03

like, oh God, that's gonna hurt.

2:12:05

I was really gonna hurt. Also,

2:12:07

it could just end a game

2:12:09

if the game's really close, you

2:12:11

know? Yeah, I mean, it does

2:12:14

do quite a bit of damage,

2:12:16

but how good is this card?

2:12:18

Assuming your opponents aren't gonna play

2:12:20

around it, it's probably like a

2:12:22

B or B plus. Yeah, once

2:12:24

they play around it, it's like

2:12:26

a D, maybe worse. I don't

2:12:28

know, it's pretty hard. Well, let's

2:12:30

assume that you're playing on arena.

2:12:32

It's a B plus for new

2:12:34

way forward because people don't play

2:12:36

around stuff usually till you get

2:12:38

up to the upper realms and

2:12:40

in Best of One, this is

2:12:42

a rare, like what are they

2:12:44

supposed to do, play around new

2:12:46

way forward? Like that, you know,

2:12:48

that would almost be worse than

2:12:50

playing around, playing around new way

2:12:52

forward, like that, you know, that

2:12:54

would almost be worse than one

2:12:56

world, this type of card that

2:12:58

can do, that can completely swing

2:13:00

a completely swing a game. Next

2:13:02

is Shiko Paragon of the Way.

2:13:04

This is two blue-red white for

2:13:06

a four-five legendary spirit dragon at

2:13:08

Mythic Rare. It's got flying and

2:13:10

vigilance and when it enters, exile

2:13:13

target non-land card with man-of-value three

2:13:15

or less from your graveyard. Copy

2:13:17

it, then you may cast a

2:13:19

copy without paying its manicost and

2:13:21

then it does remind you that

2:13:23

a copy of a permanent spell

2:13:25

becomes a token. Yeah, so you

2:13:27

can copy. a creature or whatever.

2:13:29

Fantastic card. So it just flashes

2:13:31

back a three or less anything.

2:13:33

Yeah, I mean, you're just going

2:13:35

to play this and get a

2:13:37

four, five, five, and vigilance plus

2:13:39

three mano worth of stuff in

2:13:41

one card and that's just going

2:13:43

to be great for you. Yeah,

2:13:45

I mean, I guess I would

2:13:47

just give this an A. Yeah,

2:13:49

it's it's just classic zero work.

2:13:51

Two for one city. And

2:13:54

you get to cast the spell

2:13:56

too though, right? I mean this

2:13:58

is this is better than just

2:14:00

like drawing a random card like

2:14:02

yeah. It puts a bunch of

2:14:04

stuff into play, like puts, you

2:14:07

know, eight mana worth of cards

2:14:09

into play right away here. Yeah,

2:14:11

the only thing is that you

2:14:13

have to have a target, but

2:14:15

I just don't think that that's

2:14:17

going to be a problem. So

2:14:20

yeah, Chico, Paragon of the Way,

2:14:22

I will follow you, Chico, you

2:14:24

get an A, next is Jesci

2:14:26

revelation. This is seven mana, it's

2:14:28

four blue-white red for an instant,

2:14:30

it's mythic, it's mythic, create two

2:14:33

one, one, one, white, monk, creature

2:14:35

tokens with prowess, draw two cards,

2:14:37

you gain for life. Holy crap.

2:14:39

That is a revelation. Yeah, I

2:14:41

mean, this card's awesome. It's like

2:14:43

the jeska ultimatum basically. It really

2:14:46

is. And it really, it just

2:14:48

does like exactly. What you want

2:14:50

to do like you you spend

2:14:52

your time getting up to seven

2:14:54

manna you play this and then

2:14:56

you just boom you you bounce

2:14:58

something you gain life you play

2:15:01

two one ones like it's pretty

2:15:03

hard to end up in a

2:15:05

spot where you're not Where you're

2:15:07

dying if you cast this and

2:15:09

then the two cars impossible I

2:15:11

mean this is unbelievably powerful You

2:15:14

just have to get seven men.

2:15:16

I mean that that's the thing

2:15:18

your deck has to be capable

2:15:20

in jesci of Consistently getting you

2:15:22

to seven, but if you can

2:15:24

get to seven and you resolve

2:15:27

jesci revelation like there is No

2:15:29

way your opponent can kill you

2:15:31

that turn and You've drawn two

2:15:33

cards you've created a board state

2:15:35

for yourself. You've decimated their board

2:15:37

You killed, you bound something and

2:15:40

killed something big on their side.

2:15:42

You also just gained for a

2:15:44

life. I, wow. I mean, again,

2:15:46

I'm throwing out the man a

2:15:48

consideration because I think that just

2:15:50

guy isn't as well built to

2:15:53

get to seven manna like this,

2:15:55

like it's not really one of

2:15:57

its core. competencies, but I mean,

2:15:59

this is an A plus plus

2:16:01

plus plus plus if you can

2:16:03

do it. Yeah, and getting to

2:16:05

seven mana is easier when you

2:16:08

have a bunch of card draw

2:16:10

spells. Definitely, you don't miss your

2:16:12

land drops, you know, a few

2:16:14

well-timed tempo cards, you know, to

2:16:16

give you the time to get

2:16:18

to your revelation. But I mean,

2:16:21

yeah, assuming that your deck is

2:16:23

remotely capable of casting it, this

2:16:25

is going to be one of

2:16:27

the best instance I've ever seen

2:16:29

in my life. That card's crazy

2:16:31

for limited. Yeah, it reminds me

2:16:34

of what's it called. It's even

2:16:36

better though, isn't it? Then what

2:16:38

is it that I'm thinking of?

2:16:40

The. You think of cruelty made

2:16:42

him? No, yeah, it does kind

2:16:44

of remind me of that too.

2:16:47

No, I was thinking of the

2:16:49

the one that you could like

2:16:51

cycle for a treasure and it

2:16:53

was eight mana, magma opus. It's

2:16:55

like that, but better. That moves

2:16:57

us to our last. Trio of

2:17:00

colors here, Sultan. Awaken the honor

2:17:02

dead is the first one. It

2:17:04

is black, blue, green for a

2:17:06

saga, again it rare. Three different

2:17:08

chapters. Chapter one, destroy target non-land

2:17:10

permanent. Hey, done. This is all

2:17:12

now, gravy after that. Two is

2:17:15

mill three cards. All right, that's

2:17:17

some kind of water down gravy.

2:17:19

Chapter three is you may discard

2:17:21

a card. When you do return

2:17:23

target creature or land card from

2:17:25

your graveyard to your hand. So

2:17:29

they really front-loaded this one, right? Three

2:17:32

Man of Destroy Target, Nonland, Permanent, Sweet,

2:17:34

that's fine at sorcery speed. And then

2:17:36

you get to Mill 3, which, you

2:17:38

know, has upside but isn't, you know,

2:17:40

super great. And then the third one

2:17:43

is you can kind of upgrade a

2:17:45

card in your hand from something junkie

2:17:47

like a land or whatever into a

2:17:49

spell from your graveyard. That's really good.

2:17:51

Yep. Very solid. Kill something, set up

2:17:54

your stuff with the mill, and then

2:17:56

get to shade your worst card for

2:17:58

something good? Yeah. Not a two for

2:18:00

one. Right? No card advantage here. No,

2:18:02

no, there's no actual card advantage. But

2:18:05

there are advantages. Yeah, you're getting the

2:18:07

mill three advantage and you're getting to

2:18:09

that exchange is not quite worth a

2:18:11

card, but like it's coming up on

2:18:13

it. Pretty close to turn your worst

2:18:16

card into your best creature. Right. from

2:18:18

the yard. Or if you need to

2:18:20

hit a land, then it's really good.

2:18:22

Yeah, if you're returning a land with

2:18:24

the third chapter, which I don't think

2:18:27

of that all likely. It's turn five.

2:18:29

Yeah. Um, I give Awaken the honor

2:18:31

debt a B. I think I would

2:18:33

give it a B. Yeah. But this

2:18:35

is, this is again, one of those

2:18:38

cards that you play in Sultai, but

2:18:40

doesn't make you Sultai. Right. Exactly. black,

2:18:42

green, blue for a 3-3 snake. It

2:18:44

is rare. It has flash, and it

2:18:46

says when this creature enters, choose one.

2:18:48

You got three choices. You can gain

2:18:51

three life and surveil three. Whoa. Or

2:18:53

you can destroy an enchantment. Or you

2:18:55

can counter target creature spell. That's sweet.

2:18:57

I really like that first mode. right

2:18:59

because it gives you that out of

2:19:02

just I want to play my fankeepers

2:19:04

familiar and I just want to get

2:19:06

something and gain three life surveil three

2:19:08

is legit like that's that's a serious

2:19:10

advantage to get but then the other

2:19:13

two are more conditional but also really

2:19:15

strong you know I mean those are

2:19:17

like straight up killing things that that

2:19:19

could be killing you this card's awesome

2:19:21

that's sweet yeah It's also really nice

2:19:24

that you can leave up manner for

2:19:26

this. This is a little different than

2:19:28

new way forward. In game one, you're

2:19:30

going to get them with fankeepers to

2:19:32

remember most of the time. It's a

2:19:35

rarer. They're probably not going to play

2:19:37

around it. They'll think you have like

2:19:39

rock shots as bargain or whatever, a

2:19:41

card draw spell, and then run into

2:19:43

this. Well, if they don't play a

2:19:46

creature into this, and you just cast

2:19:48

it end of turn to surveill three,

2:19:50

game three, and you get a three,

2:19:52

and you get a three, three, three,

2:19:54

three, three, three, three, three, three, three,

2:19:57

three, three, three, three, three, three, three,

2:19:59

three, three, three, three, three, three, three,

2:20:01

three, three, three, three, three, three, three,

2:20:03

three, three, three, three, three, three, three,

2:20:05

three, three, three. Right, if they didn't

2:20:08

play a creature and then aren't able

2:20:10

to use the manor. So I like

2:20:12

a minus for fankeepers familiar. There's not

2:20:14

really a situation where it's bad. No.

2:20:16

Your opponent has some control over how

2:20:19

good it is. They can make it

2:20:21

worse, but it's still very good. Right,

2:20:23

and it just has that like game

2:20:25

three life really is a game changer

2:20:27

on these, especially if you're behind you.

2:20:30

Flash us and in combat when your

2:20:32

opponent's kind of making their big final

2:20:34

hit and all of a sudden your

2:20:36

up three life with a three blocker,

2:20:38

they didn't know about that's a big

2:20:41

swing. But you know, the most common

2:20:43

use case that you're going to be

2:20:45

really happy with is just counter target

2:20:47

creatures. I mean, you just get a

2:20:49

straight up two for one. That's the

2:20:52

money mode. That's the one you want.

2:20:54

That's the one you want. Next is

2:20:56

Cotis the Fangkeeper. This is one black-green

2:20:58

blue for a two-one, oh it's indestructible,

2:21:00

legendary, zombie warrior rare, two undestructible. That

2:21:03

is annoying. Whenever Cotis deals combat damage

2:21:05

to a player, exile the top X

2:21:07

cards of their library where X is

2:21:09

the amount of damage dealt, you may

2:21:11

cast any number of spells with man-of-value

2:21:13

X or less from among them without

2:21:16

paying their manicoths. What? But I have

2:21:18

to pay four mana for a two

2:21:20

one. It's indestructible, but it just isn't

2:21:22

going to get by there are one

2:21:24

threes. I think this card's pretty bad.

2:21:27

I did play against it and play

2:21:29

with it and it was like, oh,

2:21:31

this is not a card I should

2:21:33

be taking. This is terrible, right? It's

2:21:35

like a D. Or is two one

2:21:38

indestructible just fine for like just sort

2:21:40

of an infinite blocker or is it

2:21:42

not? Kind of but like against the

2:21:44

Mardoudek, it's not that good? Against Blocks

2:21:46

one thing? I just think it's bad.

2:21:49

I would give the fankeeper a D.

2:21:51

but I still don't think it's like

2:21:53

a trample or something. Okay, I get

2:21:55

it. That's cool. That's cool. But yeah,

2:21:57

I would say D for Cote's the

2:22:00

fankeeper. Next is Lotus Light Dancers. This

2:22:02

is two green, blue, black for a

2:22:04

three, six, zombie bard at rare. It's

2:22:06

got Lifelink. Oh, now we're talking. When

2:22:08

this creature enters, search your library for

2:22:11

a black card, a green card, and

2:22:13

a blue card. Put those cards into

2:22:15

your graveyard, then shuffle. So it's... Three

2:22:17

renew cards, hopefully? And it's a really

2:22:19

good body for renew, because it's a

2:22:22

three-six life linger. Yeah. Picking up counters

2:22:24

just makes it unassailable. It's already pretty

2:22:26

good. So

2:22:28

I don't think this is an amazing

2:22:30

card, but I think this is a

2:22:32

pretty strong high-end card I would give

2:22:34

it a B minus like okay You're

2:22:36

not you're you're probably getting like One

2:22:38

card's worth of value from the trigger

2:22:40

Okay, like if you get two different

2:22:43

cards with plus and plus one counters

2:22:45

if you have three good renew cards

2:22:47

to get then yeah, that goes up,

2:22:49

but I would say on average you're

2:22:51

getting one to one and a half

2:22:53

card So five men of three six

2:22:55

and draw a card and draw card

2:22:57

is a good card is a good

2:22:59

card is a good card, but you

2:23:01

know, but you know, but you know,

2:23:03

but you know, but you know, you

2:23:05

know, you know, you know, but, you

2:23:07

know, you know, you know, you know,

2:23:09

you know, you know, you know, you

2:23:11

know, an unbeatable card or anything. Yeah,

2:23:13

I would wonder if there's other things

2:23:15

besides renew that would be really nice

2:23:17

to have. Also, would you, like if

2:23:19

this was later in the game, would

2:23:21

you take out undesirable draws from your

2:23:23

deck and put them in the yard?

2:23:26

Like, let's see. Yeah. two manna two

2:23:28

one or something that you just don't

2:23:30

want. Your first priority is putting good

2:23:32

renew cards in it, but if it's

2:23:34

late enough you might not even want

2:23:36

to do that if they're if they're

2:23:38

good on their front end, like you've

2:23:40

a Naga flashcrafter. Yeah. So you probably

2:23:42

can set up a win with that

2:23:44

if you renew it honestly. Yes, I

2:23:46

think it's totally legit if you don't

2:23:48

have something better to do with the

2:23:50

trigger to one anymore. So let's just

2:23:52

dump that one in the graveyard one

2:23:54

in the graveyard. And you can always

2:23:56

dump that one in the graveyard. And

2:23:58

you can always Yeah, you could get

2:24:00

one black card if you want or

2:24:02

what or zero or whatever Okay, next

2:24:04

is Taval arbiter of virtue. This is

2:24:06

two black green blue for a six

2:24:09

six legendary spirit dragon and mythic rare

2:24:11

It's got that combo flying and life

2:24:13

link and then it says spells you

2:24:15

cast have delve which means each card

2:24:17

you exile from your graveyard while casting

2:24:19

those spells pays for one generic And

2:24:21

whenever you cast a spell, you lose

2:24:23

life equal to its mana value. Whoa,

2:24:25

for any spell you cast. Yep, not

2:24:27

even just the, not even just the,

2:24:29

the delve ones. Man, I got to

2:24:31

say though a five man a six

2:24:33

six flying life link, you don't need

2:24:35

to cast many spells. Like, you just

2:24:37

turn this thing sideways a few times

2:24:39

and your opponent can't do anything they

2:24:41

can't attack into it. Like it's a

2:24:43

must, must, must kill. Okay, here's a

2:24:45

question. Is the text not the keywords

2:24:47

the text on this an overall drawback?

2:24:49

I think it is a drawback. If

2:24:52

it was just six man of or

2:24:54

five man of six of flying life,

2:24:56

like I would be happier than this

2:24:58

delve nonsense. That's what I thought. You'll

2:25:00

still play this card because look, even

2:25:02

if you're at low life, you cast

2:25:04

this. If they lock it down, then

2:25:06

you're dead, and that's cool, you get

2:25:08

to move on to the next. Right,

2:25:10

right. That's the only scenario. But like

2:25:12

even the one from... The locked on

2:25:14

cards in this deck, in the set.

2:25:16

They kill abilities. Yeah, yeah, the minus

2:25:18

five, minus so the new life or

2:25:20

whatever, fresh start, kills abilities. So that

2:25:22

doesn't even matter. But, and then if

2:25:24

you get a hidden with this and

2:25:26

gain six, that kind of gives you

2:25:28

the cushion to cast a spell and...

2:25:30

I think that could be that could

2:25:32

be pretty good, but overall I think

2:25:35

ten balls like an A minus just

2:25:37

because five man a six six flying

2:25:39

lifelink really does rule the roost like

2:25:41

yeah, they have to deal with it

2:25:43

or they lose. I would give it

2:25:45

an A for what it's worth. Yeah,

2:25:47

that's fine. A seems reasonable. Yeah, I

2:25:49

mean, six, six flying lifelinks unassailable. It's

2:25:51

just the best creature on the board

2:25:53

every time. Just they can kill it.

2:25:55

You know, it's not. you're not able

2:25:57

to attack with this, then the game

2:25:59

is going to go really badly for

2:26:01

you. Yeah, that is a tough spot.

2:26:03

Although they probably can't attack you either.

2:26:05

Yeah, but you can't cast passes. Yeah,

2:26:07

you can't cast anything. Death begets life

2:26:09

is our last soltite card. It is

2:26:11

five black, green blue for a source.

2:26:13

It's mythic rare. So we got an

2:26:16

eight man a sorcery that says destroy

2:26:18

all creatures and enchantments draw a card

2:26:20

for each permanent destroy this way Okay,

2:26:22

you know, I kept waiting for these

2:26:24

really expensive, you know, Jessica revelation death

2:26:26

because life to just be like some

2:26:28

big dumb thing that I don't care

2:26:30

about and they just keep delivering. I

2:26:32

mean if if you're gonna make me

2:26:34

get to eight manna Let's do it.

2:26:36

Kill everything Yeah, if you pass this,

2:26:38

you'll probably win. The biggest, the biggest

2:26:40

fear I have with this, because I'm

2:26:42

not getting to eight, is you have

2:26:44

you have nine cards, new deck, and

2:26:46

there's seven creatures in play. Totally. But

2:26:48

that's where, that's where the omen cards

2:26:50

come into play. So yeah, I would

2:26:52

give this a builder on A, if

2:26:54

you, if you can see this early

2:26:56

and then just draft a sol-tie control

2:26:59

deck, control deck splashing black. You know,

2:27:01

the fixing is good. You can totally

2:27:03

draft. Blue, green, base, splashing black and

2:27:05

red if you want to or what

2:27:07

have you. So I think that Death

2:27:09

Be Gets Life is a great card

2:27:11

to build around and I think it

2:27:13

has really strong applications. It does cost

2:27:15

eight mana. So just make sure you

2:27:17

can do that. To be clear, the

2:27:19

way you get to eight mana in

2:27:21

Magic and limited magic is card draw,

2:27:23

manna ramp, and removal spells. And if

2:27:25

you can draft a combination of those,

2:27:27

this card, this will be a very

2:27:29

good way to make sure you just

2:27:31

win the game. card that covers all

2:27:33

the colors. It's called Call the Spirit

2:27:35

Dragons and it is literally Woburg. It

2:27:37

costs white, blue, black, red, green. So

2:27:39

straight up it's an enchantment and mythic

2:27:42

rare. It says dragons you control have

2:27:44

indestructible losing interest. At the beginning of

2:27:46

your upkeep for each color, put a

2:27:48

plus one plus one counter on a

2:27:50

dragon you control of that color if

2:27:52

you put plus and plus one counters

2:27:54

on five dragon. Five dragons this way

2:27:56

you win the game. Sure call the

2:27:58

spirit dragons. You got it. That's gonna

2:28:00

happen. So F. Don't even draw this

2:28:02

one. What about this next one? Mox

2:28:04

Jasper. This is zero mana legendary artifact

2:28:06

at Mythic Rare. It taps to add

2:28:08

one man of any color, but you

2:28:10

can only activate it if you control

2:28:12

a dragon. There's no beholding here either.

2:28:14

You've got to control a dragon to

2:28:16

do it. No, this is an F.

2:28:18

You just can't have your mana source

2:28:20

only work when you have a... Probably

2:28:22

a five drop in place. Sometimes I

2:28:25

know there's some cheaper ones, but it's

2:28:27

just not a playable card. Okay, Dragon

2:28:29

Fire Blade is one manna for an

2:28:31

artifact equipment. It is rare. By the

2:28:33

way, these are the only two artifacts

2:28:35

in the rare review here. So it's

2:28:37

a rare equipment and it says equip

2:28:39

creature gets plus two plus two and

2:28:41

has hex proof. from monocolored that's pretty

2:28:43

good though plus two plus two and

2:28:45

that expert from monocolor covers a lot

2:28:47

of removal spells unlimited and this is

2:28:49

one manna so what is the equip

2:28:51

cost it's four but it costs one

2:28:53

less to activate for each color of

2:28:55

the creature at target so gold cards

2:28:57

it's two monocolor cards it's three tricolor

2:28:59

cards it's down to one and then

2:29:01

if you have I don't even know

2:29:03

if there are any targets for it

2:29:05

that would make it free in the

2:29:08

set but I didn't think so yeah

2:29:10

but down I mean one or two

2:29:12

yeah yeah I'm a little skeptical though

2:29:14

because you you would need to have

2:29:16

cast a pretty good card to really

2:29:18

make it cheaper because the tricolor cards

2:29:20

are generally good. There's the hybrid ones.

2:29:22

This is a really good at the

2:29:24

common hybrid cycle. Oh, right, right, right,

2:29:26

right. That's kind of idea. Yeah. And

2:29:28

you need a deck that is interested

2:29:30

in plus two plus two equipment, which

2:29:32

not all decks are. So yes, if

2:29:34

those pieces come together, this is like

2:29:36

a B. But I think a lot

2:29:38

of decks wouldn't play it. Three to

2:29:40

equip it, I don't think that's particularly

2:29:42

great. You might pay four to equip

2:29:44

if it's a colorless creature. Yeah, that's

2:29:46

true. Yeah. But I think Dragon Fire

2:29:48

Blade's all right. I kind of suspect

2:29:51

that Tarkir here is about doing slightly

2:29:53

bigger things than re-equipping a 2-2 equipment.

2:29:55

So I'm a little down on this

2:29:57

card, but it will have some games

2:29:59

that are good. Speaking of a, cards

2:30:01

that will have good games, Ugan Eye

2:30:03

of the Storms, Seven Mana, legendary Ugan

2:30:05

Plains Walker at Mythic Rare, Seven Loyalty,

2:30:07

when you cast it, exile up to

2:30:09

one target permanent that's one or more

2:30:11

colors. And then whenever you cast a

2:30:13

color to spell, you do the same.

2:30:15

It's plus two is gain three draw

2:30:17

card. It's zero is add three colorless.

2:30:19

And it's minus 11 is search library

2:30:21

for any number of colorless nonlands and

2:30:23

then cast them for free. So the

2:30:25

ultimate is basically irrelevant. But seven manna

2:30:27

to exile their best thing and then

2:30:29

immediately plus two gain three draw card

2:30:31

of nine loyalty. So in my mind,

2:30:34

the top three cards in the set

2:30:36

are probably, or any, or any, the,

2:30:38

the, the, the, humor dragon, Gugin and

2:30:40

elspeth. And I think this might be

2:30:42

the best pick one pack one out

2:30:44

of all of them because it's colorless

2:30:46

You can just colorless and set seven

2:30:48

is a funny point to it's not

2:30:50

quite eight eight is the inflection point

2:30:52

where if you don't build your deck

2:30:54

to cast eight You're really not casting

2:30:56

eight's you're really not casting eight's right

2:30:58

you can if you open this pack

2:31:00

three and you're a Mardou agro deck

2:31:02

you just take it and put in

2:31:04

your deck and sometimes you'll hit seven

2:31:06

manna. That's right so I would say

2:31:08

it's an A plus and play it's

2:31:10

an A plus and the play plus

2:31:12

and the play pattern with this is

2:31:14

kill the play pattern with this is

2:31:17

kill their That's incredible. That's it. You

2:31:19

don't need to do anything else. Sometimes

2:31:21

once you have plus two twice, you

2:31:23

might use the zero to add three

2:31:25

men and to deploy all your cards

2:31:27

on the same turn. But you don't

2:31:29

really need to do anything else. And

2:31:31

I would not put colorless cards in

2:31:33

my deck to trigger this. So it

2:31:35

could come up sometimes. You don't need

2:31:37

to optimize for having Oogen in play.

2:31:39

That's not necessary. If you have one,

2:31:41

play this, exile, or thing. Add three

2:31:43

colorless, and other thing is obviously. Another

2:31:45

thing is obviously. Like if you have

2:31:47

like some of the monuments right the

2:31:49

uncommon Manifixers like that's a sick play

2:31:51

so just keep that in mind too

2:31:53

keep it in your I mean you

2:31:55

wanted it on the battlefield but and

2:31:57

it like combo with dragonfire blade right

2:32:00

just Boom, it's a removal spell. It's

2:32:02

the colorless sword, the plowshares, Louise.

2:32:04

You only need Ugan on board to

2:32:06

do it. A plus for Ugan eye

2:32:08

of the storms. There are a cycle

2:32:10

of lands here at rare. All of

2:32:12

the next five cards are, in fact,

2:32:14

actually the rest of the cards here

2:32:17

are rare. We are gonna cover the

2:32:19

bonus sheet real quick too. But it's

2:32:21

actually pretty straightforward. So I'll

2:32:23

use the first one, which

2:32:25

is Dalkoven encampment. It's a

2:32:27

land, it's rare. It enters

2:32:30

tapped unless you control

2:32:32

a swamp or a mountain. It taps

2:32:34

to add white manna itself. So you

2:32:36

can kind of see how it fits

2:32:38

into the Mardu. They're all the plan, whatever.

2:32:41

the two colors next to the it are.

2:32:43

So like this is the Mardu one, the

2:32:45

Teamer one is a blue land that enters

2:32:47

tap unless you control a mountain or forest

2:32:49

and so on and so forth. Right. So

2:32:52

there's one for each. It's all the it's

2:32:54

all the colors with the two enemy colors

2:32:56

attached to it. Exactly. And then they also

2:32:58

have activated abilities and they're all different. So

2:33:00

this one is the first one that Dela

2:33:02

Kovan encamp is two and a white tap

2:33:05

it. Whenever you attack this turn, create two

2:33:07

one one one red warrior, or creature, that

2:33:09

are tapped in attacking sacrifice from the

2:33:11

beginning next end step. So it kind

2:33:13

of gives you a mobilized two

2:33:15

on your attack step. That's pretty good,

2:33:18

actually. Does these first look good? I

2:33:20

think we'd maybe just talk through what that what

2:33:22

each one does here. So the blue one is

2:33:24

blue tap, the next bell you cast

2:33:26

this turn can't be countered. The black

2:33:28

one is one in a black tap,

2:33:30

exile a creature from your graveyard, make

2:33:32

a one one one spirit. Red is

2:33:34

three in a red tap, Excel, a

2:33:36

top cardier library, to an attorney, you

2:33:38

can play the card, and green is

2:33:40

three in a green tap, surveilled, too.

2:33:43

So a good way to look at

2:33:45

all of these cards is how much

2:33:47

of the drawback, and it's very

2:33:49

minimal, because assuming you're

2:33:51

not, is it possible to, it's not

2:33:53

possible to be in a clan and

2:33:56

have one of these completely off, I

2:33:58

don't think, because it was, even if

2:34:00

you're obsolete, the Del Kovan encampments on tap

2:34:02

if you have a swamp. Like it's pretty

2:34:04

difficult to have these always be off. Obviously

2:34:06

sometimes you might end up not very high

2:34:09

on like your jescai deck that doesn't have

2:34:11

a ton of mountains, but the opportunity cost

2:34:13

here is quite low. Even if these straight-up

2:34:15

people to play tapped, they'd almost all be

2:34:17

good. But looking at them individually, the white

2:34:19

ones quite good. Mobile is too off your

2:34:21

land is great. I would say that it's

2:34:23

that's a B. The blue one's basically an

2:34:25

F. It's blue tap the next play you

2:34:28

cast the turn can't be countered. That's just

2:34:30

not relevant text adds to to the cost

2:34:32

of your spell. And you can't even use

2:34:34

it once you know they have a counter.

2:34:36

You have to use it in advance. So

2:34:38

I would just not play that with the

2:34:40

blue one. Maybe I'd side it in if

2:34:42

they had a bunch of counter spells. The

2:34:45

black. The red one I think is decent.

2:34:47

It's basically four taps, so five mana to

2:34:49

excel the top card to your library, and

2:34:51

then you can play it until the end

2:34:53

of your next turn. I would still call

2:34:55

it a B. If you run out of

2:34:57

stuff to do, it's good. It's, you know,

2:34:59

it's just a nice callback. Yeah, for both

2:35:01

Corey Mountain and the Kishla Village, so the

2:35:04

green and the red, the green is the

2:35:06

surveale two for three in a green tap.

2:35:08

Do you have a sense for us running

2:35:10

out of stuff to do you, running out

2:35:12

of stuff to do in the stuff to

2:35:14

do in the stuff to do in the

2:35:16

format? I think the games

2:35:18

go long, so I actually think you will

2:35:21

use the red and green ones. These

2:35:23

are the ones that are paying five mana

2:35:25

to either surveil two or exile the

2:35:27

top card. And I think that I would

2:35:29

give them both a B, the green

2:35:31

one is the surveil two, the red one

2:35:34

is the exile your top card, just

2:35:36

because... They're just so expensive. Well, I would

2:35:38

say that yes, but it's just so

2:35:40

free to put them in your deck. Yeah,

2:35:42

yeah, I just met the cost like

2:35:44

are we actually going to be able to

2:35:47

pay for other mana plus tap this

2:35:49

So five lands get tapped to do the

2:35:51

thing. They're powerful things. Late games prevail

2:35:53

too is excellent. I had a green one

2:35:55

in a teamer deck and I did

2:35:57

use it once in the draft which is

2:35:59

enough to justify playing it. It never

2:36:01

came to play tapped. Okay. And If it's

2:36:04

good and come into play tap and

2:36:06

it's your opening hand, it doesn't matter either.

2:36:08

So, okay. I like bees across the

2:36:10

board except for the blue one, the

2:36:12

misprised village gets enough. And then there's one

2:36:14

more land. Last card is or last,

2:36:16

but sort of the border bonus sheets, mousstrom

2:36:19

of the spirit dragon. It's a rare

2:36:21

land, it's mousstrom of the spirit dragon, it's

2:36:23

a rare land, it's mousstrom of the

2:36:25

spirit, it's a rare land, a search for

2:36:27

a search for a search for a

2:36:29

search for a search, a search, a search

2:36:32

for a search, a search, a search

2:36:34

for a search, a search, a search, a

2:36:36

search, a search, a search, a search,

2:36:38

a search, a search, a search, a search,

2:36:40

a search, a search, a search, a

2:36:42

search, a search for a search, a search,

2:36:44

a search, a search for a search,

2:36:47

a search, a, a search, a search for

2:36:49

a, a, a, a Most of the

2:36:51

time you probably shouldn't because the downside of

2:36:53

tapping for colors for probably 19 of

2:36:55

the cards in your deck or 20 of

2:36:57

the cards in your deck means it's

2:36:59

pretty bad. Most limited decks, especially in cons,

2:37:02

are not going to want to call

2:37:04

this land. So I would say Melstrom, the

2:37:06

spirit dragon, is probably a D. It

2:37:08

plays as a D. Right. If you have

2:37:10

your wreathy or some other or like,

2:37:12

you know, the the the the six seven,

2:37:15

the Morang River region, or whatever, the

2:37:17

double bounce region or whatever, the double bounce

2:37:19

dragon. Yeah, I'm willing to pay some

2:37:21

manna to go get those dragons, but most

2:37:23

of the time, I mean, even with

2:37:25

your ethic, though, you're going to sack your

2:37:27

land to go get your eight drop.

2:37:30

That's kind of like an anti-kop. No, and

2:37:32

you're going to have to live with

2:37:34

this colorless land up until that point where

2:37:36

you have like triple colored spells in

2:37:38

your deck. No, I am not swallowing that

2:37:40

bitter dragon. Okay, then I'm off it.

2:37:42

Okay, so that's it for the main cards.

2:37:45

We actually have not that many. The

2:37:47

bonus sheet is 10 cards total and it's

2:37:49

relatively straightforward. The ultimatums are here. So

2:37:51

we'll read them and give them a

2:37:53

quick grade. They show up so infrequently that,

2:37:55

you know, we don't want to go

2:37:57

super deep on these, but there's eerie ultimatum

2:38:00

which costs white, black, black, black, green,

2:38:02

it's a sorcery. These are all mythic, but

2:38:04

whatever, they're on the bonus sheets. It

2:38:06

says return any number of permanent cards with

2:38:08

different names from your graveyard to the

2:38:10

battlefield. For ob... It feels like it would

2:38:13

be better in Sultai, but. Yeah, so

2:38:15

when you look at ultimatums, this is just

2:38:17

like, there are almost more extreme version

2:38:19

of the eight drops. Though in this set,

2:38:21

it's actually like, somewhat similar, right? Seven

2:38:23

man and an obson, but you need the

2:38:25

exact man, versus eight, it's pretty close.

2:38:27

I want these cards just win me the

2:38:30

game when I cast them when I

2:38:32

cast them. And a couple of them are

2:38:34

pretty good at doing that. I also

2:38:36

think that you have to look at the

2:38:38

context right so we'll do that here

2:38:40

I think that the Sultai and Timor ones

2:38:43

are the ones that you're most likely

2:38:45

to actually be able to cast because you

2:38:47

have a heavy green component and it

2:38:49

kind of fits in. So here's emergent ultimatum.

2:38:51

It's black, black, green, green, green, blue,

2:38:53

blue, blue. Search your library for up to

2:38:56

three monocholored cards with different names and

2:38:58

exile them. An opponent chooses one of those

2:39:00

cards. Shuffle that card into your library.

2:39:02

You may cast the other cards without paying

2:39:04

their manicosts. That is powerful, but my

2:39:06

guess is that that is not good enough

2:39:08

to actually win me the game. Like

2:39:10

your best cards are not gonna be monocolored.

2:39:13

Getting two spells is really strong. It

2:39:15

is, like that will be good. I would,

2:39:17

I feel like it's borderline on whether

2:39:19

it's just to win the game or not.

2:39:21

What do you think? Is it cross

2:39:23

that threshold for you? It is, it is

2:39:26

pretty unfortunate that your best cards aren't

2:39:28

gonna be monocolored generally. If you have one

2:39:30

really good one, they're just never going

2:39:32

to give that one to you. So, so

2:39:34

if I give you two removal spells

2:39:36

or a card draw spell and a

2:39:38

removal spell, it's a big advantage, but it's

2:39:41

not the same thing as winning. Yeah,

2:39:43

I would say that both eerie and emergent

2:39:45

do not cross that threshold and therefore

2:39:47

I would not want to play them. Genesis

2:39:49

ultimatum is green, blue, blue, blue, blue,

2:39:51

red, red. Look at the top five cards

2:39:53

of cards of cards. permanent cards from

2:39:55

among them on the battlefield, and the rest

2:39:58

into your hand. This is also, and

2:40:00

then you have to exile Genesis ultimatum, this

2:40:02

is also close, I think. This one's

2:40:04

a little better than emergent ultimatum, I think,

2:40:06

on average, but I actually still think

2:40:08

it's a little short. If I got like

2:40:11

a creature and then the, and a

2:40:13

land, and then I drew three cards off

2:40:15

of this, but I was completely tapped

2:40:17

out, like I would feel like I wanted

2:40:19

a little more. Again, it's good. I

2:40:21

mean, that's a very powerful effect, but I

2:40:24

think even Genesis ultimatum would be a

2:40:26

borderline one for me. This is the closest

2:40:28

of the three that I would actually

2:40:30

put in the deck, and I would have

2:40:32

to kind of see what I have,

2:40:34

because this could easily win you the game,

2:40:36

right? I mean, there's a good chance

2:40:38

you play source, you play Genesis ultimatum, and

2:40:41

you're just like, okay, here's two dragons

2:40:43

or whatever, and I got the rest in

2:40:45

my hand, and it's GG, and it's

2:40:47

GG, but. This one is a little closer

2:40:49

though. Does it cross that threshold for

2:40:51

you, the close enough to winning the game?

2:40:54

So here's a funny thing about these

2:40:56

three ultimatums. I want my seven minute cards

2:40:58

to win the game, right? And we're

2:41:00

talking about whether he's will do that. Part

2:41:02

of what's awkward is all of these

2:41:04

require other cards to actually win the game.

2:41:07

Yes, they do. How many other big

2:41:09

cards are you going to win the game

2:41:11

from this card? Well, that's that's what

2:41:13

inspired ultimatum and ruinous ultimator are for, you

2:41:15

know, that we'll get to those in

2:41:17

a second here. Yeah, so I think

2:41:19

the tennis ultimatum also has the problem that

2:41:21

the teamer decks sometimes are going to

2:41:23

have a lot of spells. Yeah, you just

2:41:26

draw three cards. It's fine. Which, which

2:41:28

by them, you know, land, yeah. What about

2:41:30

it? So, where do you, where do

2:41:32

you come down on? I would say that

2:41:34

Eury, Eury, emergent and Genesis, and Genesis,

2:41:36

both look in the D range, Maybe Erie's

2:41:39

the best one because I could see

2:41:41

like you're playing the Obson mirror on the

2:41:43

games just goes so long and you

2:41:45

just cast this and put five different things

2:41:47

or seven different things to play But

2:41:49

like when the game goes long and I

2:41:52

cast a virtual momentum You're just gonna

2:41:54

look at your little deck. You're like wow

2:41:56

I have five mono color cards left

2:41:58

and like two of them are good. Okay,

2:42:00

so I get one good card one

2:42:02

mediocre card and then that's what I spent

2:42:04

my seven men on. Yeah, you know,

2:42:06

I would just generally not play these cards.

2:42:09

I would neither. I need that I

2:42:11

doesn't have to be guaranteed, but I really

2:42:13

need to be convinced that I'm winning

2:42:15

that term. So inspired ultimatum on the other

2:42:17

hand is it's funny because the Jessica

2:42:19

revelation is almost the same thing. It's blue,

2:42:22

blue, red, red, white, source mythic. Target

2:42:24

player gains five life. Inspired ultimatum deals five

2:42:26

damaged any target and you draw five

2:42:28

cards. So yeah. This is the kind of

2:42:30

card I'll build up to where you'll

2:42:32

cast this, kill their big thing, gain five

2:42:35

life, and then you'll beat them with

2:42:37

the five extra cards you draw. There's no

2:42:39

dependencies. I don't have to look at

2:42:41

mono color cards or hope there's good cards

2:42:43

in my graveyard or permanence on top

2:42:45

of my deck. Just cast inspired ultimatum. This

2:42:47

looks like a B-level card to me.

2:42:49

It's a build around. It costs a lot

2:42:52

of manna. But like it's that much

2:42:54

worse because gain five deal five is going

2:42:56

to cover most of the situations. The

2:42:58

biggest bind it'll get you out of is.

2:43:00

You have seven lands and play, and

2:43:02

three of them are planes, and only

2:43:04

two of them are mountains, and you can't

2:43:07

cast it. You're dead. Whereas Jessica Ultimata,

2:43:09

or Jess Guy Revelation, you can still cast

2:43:11

at that point. So that's the biggest

2:43:13

difference. I feel like Inspired Ultimatum is just

2:43:15

like the Winmore version. Like, because, you

2:43:17

know, Jess Guy Revelation gets you out of

2:43:20

more spots. Get you less on board.

2:43:22

Right, it just, like, way less, I mean,

2:43:24

it's enough, still, like. Realistically, how many

2:43:26

games are you playing where deal five, game

2:43:28

five doesn't at least buy you another

2:43:30

turn? Yeah, it usually does. It's true. And

2:43:32

then you have a ton of cards

2:43:34

to cast in a bunch of man. So

2:43:37

I would say build around B for

2:43:39

inspired ultimatum. And that brings us to ruinous,

2:43:41

the Mardi one, which is red, red,

2:43:43

white, white, black, black, black, source rate, destroy

2:43:45

all non-land permanence, your opponents control. Thank

2:43:47

you. Thank you. Wait me the dang game.

2:43:50

Boom. The biggest downside on this is

2:43:52

I think Mardu is probably literally the worst

2:43:54

clan about getting to seven manna. Right.

2:43:56

I would say you probably never actually want

2:43:58

to put ruinous ultimatum in your deck

2:44:00

and everything. in a normal Mardu deck. Yeah,

2:44:03

I bet there's a Mardu control deck

2:44:05

you could build. There's some card draw there.

2:44:07

There's some, you know, the draw two,

2:44:09

lose two life. There's the five man a

2:44:11

dragon that deals to and you gain

2:44:13

two or whatever. Like you can assemble that.

2:44:15

Yeah. And Roonus ultimatum is good there.

2:44:17

But, but inspired ultimatum, I think will fit

2:44:20

into a Jessica control deck a lot

2:44:22

cleaner ultimatum into Rundi. Uranus is like a

2:44:24

build around sea and the other three

2:44:26

I think you just don't really want to

2:44:28

play which is leads us to our

2:44:30

actual last five cards which are the five

2:44:33

enemy fetch lands arid Mesa marsh flats

2:44:35

misty rainforest scald and torn inverting catacombs which

2:44:37

I think are good what do they

2:44:39

do oh they use you sack it to

2:44:41

get a basic land so arid Mesa

2:44:43

tap sack pay a life get a

2:44:45

mountain or planes from your deck put it

2:44:48

on mountain or planes from your deck

2:44:50

put it on the mountain or planes yeah

2:44:52

So yes, you pay a life, but

2:44:54

it's untapped, all of this. Aired Mesa is

2:44:56

untapped, so is the land you get.

2:44:58

And it puts a card in your graveyard.

2:45:00

So the sultai colored ones, so like

2:45:02

misty rainforest and verdant catacombs, I think, are

2:45:05

generally better than the other ones, I

2:45:07

think are generally better than the other ones,

2:45:09

because sultai, just does a little more

2:45:11

with cards in your graveyard. Mostly this is

2:45:13

an untapped two-colored dual, which. I think

2:45:15

it's worth paying a life for so I

2:45:18

would say these are these are better

2:45:20

than the the lands and their enemy color

2:45:22

which all is fits with nicely but

2:45:24

overall these aren't you're gonna take them when

2:45:26

you open them in a booster pack

2:45:28

because they're expensive cards but most in terms

2:45:31

of actual like I'm playing at the

2:45:33

pro tour I opened this it's you know

2:45:35

it's like a C plus level card

2:45:37

it's just kind of like one of the

2:45:39

common lands yeah I was gonna say

2:45:41

I mean if you were to put these

2:45:43

up against the gain lands the gain

2:45:45

lands the gain lands are better I actually

2:45:48

don't know that that's true because the

2:45:50

first tools having an untapped land is really

2:45:52

nice and this if there's if you

2:45:54

care about shuffling or you care about putting

2:45:56

cards in your graveyard, these are better,

2:45:58

but maybe the game lands are even better.

2:46:01

I don't know. Dual lands are pretty

2:46:03

nice in these type of sets where you

2:46:05

kind of shift around. And by dual

2:46:07

lands you mean dismal backwater taps for blue

2:46:09

and black man at the same time.

2:46:11

You crack misty, you get your island or

2:46:14

your forest, but then you're locked into

2:46:16

that choice. So yeah, I would say they're

2:46:18

still about C plus level. They're pretty

2:46:20

close. Okay, that's it. Those are all the

2:46:22

cards from Tarker Dragon Storm. We have

2:46:24

we have covered them and you are now

2:46:26

ready. The set comes out tomorrow Tuesday

2:46:28

on Arena and somehow Louise is playing

2:46:30

in a GP level event on Saturday. So

2:46:33

this is a life comes at you

2:46:35

fast. But that is going to do it

2:46:37

for our set review. Thank you so

2:46:39

much for hanging out with us. If you

2:46:41

want to find us on social media,

2:46:43

I'm Marshall underscore L.R. and Louise is LSV.

2:46:46

Pretty much everywhere you can find us.

2:46:48

everything related to the podcast over at lrcast.com

2:46:50

including all old episodes of the show

2:46:52

even the one we did last week or

2:46:54

over on our YouTube channel as well

2:46:56

you know we've put up every episode on

2:46:59

there for years now so you can

2:47:01

go back through there and find a bunch

2:47:03

we want to thank everybody who supports

2:47:05

us on patron thank you very very much

2:47:07

it really does mean the world to

2:47:09

us and thank you to Ultimate Guard for

2:47:11

supporting the show we really appreciate it

2:47:13

as well that is going to do it

2:47:16

for this one we will see you

2:47:18

next week I just want

2:47:20

to follow up with what you just

2:47:22

mentioned. I'm playing in a grand pre-level

2:47:24

event, the Spotlight series, and I just

2:47:26

want to say one more time, I'm

2:47:28

really excited for the opportunity to have

2:47:30

everyone follow me. I'm really hoping this

2:47:32

doesn't turn into like me opening a

2:47:34

terrible seal and going two and three.

2:47:37

That would be such a bummer. So

2:47:39

I'm thinking of some ways I could

2:47:41

maybe stack the deck to make that

2:47:43

less likely. Because these days, I hear

2:47:45

that if you get banned or if

2:47:47

you get banned or decued from a

2:47:49

magnetic. For me, just going complete savage.

2:47:51

I'm not even playing a tournament for

2:47:53

a year. So really, what's stopping me

2:47:55

from just drawing extra cards, intimidating my

2:47:57

opponents? Well, if they did ban you,

2:47:59

how would we even know? Yeah, but

2:48:01

what are they gonna enforce it? I

2:48:04

mean, clearly not at this point. I

2:48:06

believe you Louise. I believe I could

2:48:08

get away with some pretty good stuff.

2:48:10

Combination of brow beating my opponents, lying

2:48:12

to judges, drawing extra cards. Though actually

2:48:14

drawing extra cards is one of the

2:48:16

worst cheats because you can just count

2:48:18

the cards and see. But like, there's

2:48:20

a lot you can do that a

2:48:22

lot of people have been and this

2:48:24

is maybe my. So, you know, roundabout

2:48:26

way of saying that, that sucks. And

2:48:28

I wish people that got decued from

2:48:31

Magic Tournament felt or had more of

2:48:33

a penalty than simply being decued from

2:48:35

that Magic tournament. When someone gets decued

2:48:37

from an RC and then makes the

2:48:39

finals of the next pro tour, not

2:48:41

saying anyone in mind, but that literally

2:48:43

did happen, that's nonsense. That's not cool.

2:48:45

And I think that Wizards might want

2:48:47

to wash their hands of enforcing, is

2:48:49

real. I, I know some friends who

2:48:51

play a lot online who haven't played

2:48:53

much in paper are like, I don't

2:48:56

really want to play in paper, people

2:48:58

are just going to cheat against me.

2:49:00

It's kind of hard to defend them.

2:49:02

What are you going to say? Yeah,

2:49:04

a bunch of cheaters play at these

2:49:06

tournaments now because they get kicked out

2:49:08

of one tournament and just move on

2:49:10

to the next one. So does anyone

2:49:12

listening who's got any power to change

2:49:14

that? That would be a great thing

2:49:16

to do.

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