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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