Episode Transcript
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0:10
Hello and welcome to North100, a
0:12
Canadian highlighter podcast. My name is Serge.
0:14
Joining me today, I've got a Nelly.
0:16
Hey, I'm here. We got a Wheeler.
0:18
Foun. And on tech,
0:20
we got a James. Dations. Oh,
0:24
you do practice that? That was gonna be my bit
0:26
for the end of the show. Are you kidding me?
0:29
Now I have to say something else?
0:31
You got an hour to figure it
0:33
out, my man. This place is a
0:35
prison. Reminder
0:37
that you can keep Wheeler
0:39
locked up in this jail
0:41
over at patreon.com/loadingreadyrun. Your money
0:43
means he can't go home. The
0:46
jail of employment and capitalism, hell
0:48
yeah. All right, so real talk
0:50
very quick. We never do this
0:53
here on North100, but
0:56
the LRR MTG YouTube channel
0:59
is like a thousand subscribers
1:01
away from the incredible milestone
1:03
of a hundred thousand YouTube
1:05
subs, at which point they'll
1:07
send us a plaque, which
1:10
is pretty cool. I don't know, it's a thing.
1:12
That's a milestone. Number go
1:14
up. And according to the analytics, one
1:17
in five of you who enjoy... Look
1:20
at these handsome boys over here. One
1:22
in five of you have not subscribed
1:24
to the channel. So consider this a
1:27
very rare subscriber
1:29
ask. That's all.
1:33
Welcome to our foundation set review.
1:36
And I know what a lot of you are
1:38
thinking. A lot of you are thinking, thank God,
1:40
the very first people in the entire magic world
1:42
to talk about this set. Sorry,
1:45
hold on. What's that? It's been out for
1:47
a month? Oh. No way. No.
1:50
All the other content creators in the magic sphere were
1:53
patient, just waited for us. They've waited for us? Oh
1:55
my God. We were first in line.
1:57
Their set reviews are also just worse. Yeah,
2:01
welcome. Because again, our set
2:03
reviews are through the lens
2:06
of Canadian Highlander, quite possibly Magic's greatest
2:08
format. Now, to that end, it
2:10
is important to note that our format is not
2:12
our format. Pardon me. The format of our set
2:15
review is not exhaustive. We're not going to talk
2:17
about every single card, only the cards that we
2:19
think are interesting or relevant or that we want
2:21
to get ahead of you for conversations about why
2:23
we are talking about it or not. We're
2:26
covering the Foundation's Core
2:28
Set. We're covering the
2:30
JumpStart product. And while
2:32
technically there is also Foundation's Commander,
2:35
it's only three cards, Wheeler.
2:37
Three reprints. And they're all reprints and they're
2:39
all staples, so you already know what they
2:41
are. Today, we're covering
2:43
white, blue, and black. That's
2:46
enough housekeeping. Let's get right into
2:48
it. Wheeler, start us off. Bragone,
2:50
Soldier of Miletus from the JumpStart
2:53
product is a 2-2 legendary human
2:55
soldier. It's a creature for one
2:57
in a white. It has vigilance,
3:00
heroic. Whenever you cast a spell that
3:02
targets Bragon, you put a 1-1 counter
3:05
on it and tap, remove
3:07
a 1-1 counter from Bragone, draw
3:09
a card. The counters
3:11
deck is very exciting to me, which
3:14
is why it is something that if
3:16
there's any new card that
3:18
can be featured in it, I like
3:20
putting it on the spreadsheet because they're
3:23
not going to stop. People
3:26
love these 1-1 counters and
3:29
they love cheaper cards. It's also just
3:31
one of the card styles that even
3:33
if it's geared towards something like Commander,
3:35
we get cheap ones because they know
3:37
that they need time to scale. So
3:39
we can take advantage of that, especially
3:42
in products like JumpStart. Bragone
3:44
is an interesting one because it fills
3:46
kind of a similar role to something
3:49
like Dusk Legion,
3:52
something or other. Dusk Legion also 2-2 for
3:54
2 that draws cards. There's another one, a
3:56
2-2 for 2 that I believe also has
3:58
vigilance that says Whenever a 1-1 counter is
4:00
put on it, you draw a card, but
4:03
that can only be once per turn. Which
4:06
redundancy in that type of deck is
4:08
pretty interesting. Card draw in
4:10
that type of deck is pretty interesting.
4:12
But also this card has heroic, which
4:15
is kind of a way for it to put counters on it
4:18
by itself, which the Dusk Legion card
4:20
does not have access to it. And
4:23
the few spells that the
4:25
counters deck plays outside of stuff
4:28
like Swords to Plowshares and whatnot
4:30
are typically going to be cards
4:32
like Snake Skin Veil, Legolas's Quick
4:36
Reflexes. God, that card is so good. That card
4:38
is so good. Those style of cards. So getting
4:40
counters on this is not as
4:42
difficult as the heroic ability, or
4:44
not as narrow as the heroic ability may lead
4:46
you to believe. And
4:50
also just like side little
4:52
archetypes is that the
4:54
Death and Taxes of the Monowite
4:56
Humans deck does have a lot
4:59
of ways to put counters on
5:01
cards. Also
5:03
has some of those protection spells.
5:05
Like the League of Arc Aspirants now or whatever too.
5:07
So many of the Arc Aspirants. Thalia's
5:10
Lieutenants. Whatever
5:13
some other crap that I can't think of.
5:17
But also the Soldiers deck is getting
5:19
more, that's another archetype. There
5:21
are two type of archetypes that I have my eye on. Soldiers
5:25
and Zombies. We were
5:27
talking about Human and Soldiers for ages too. Like this is the slam
5:29
dunk of creature types. One
5:31
thing you didn't mention that I have been
5:33
keeping my eye on is actually red, white,
5:36
heroic. Yeah. Because
5:38
Bloomborough introduced the Valiant mechanic, which was
5:40
particularly strong in a bunch of like
5:42
red rares and mythics. I'm thinking about
5:44
that one mouse with valiant haste and
5:47
whatever. And Prowis is just stupid. The
5:49
challenger, yeah. That card's great. That
5:51
card looks absolutely cracked. I
5:53
don't know why I would play red, white, heroic
5:56
instead of just like Gruul Monsters. Maybe
6:00
the problem but the more cards you get
6:02
like this the more tempted. I mean feather
6:05
Exists. Yeah, right. I did have
6:07
a little blurb about Heroic
6:10
and pump spells like later In
6:14
the review admittedly once we got to red-green sure a
6:16
couple of cards that reinforce that too But
6:18
yeah, I mean I've killed so many
6:20
people with berserk and it is I
6:23
think there's a reason to go for
6:25
a heroic style as opposed to a
6:27
girl monsters It's just you're faster. You
6:29
are there's a bit more risk reward,
6:31
right? Well,
6:33
there's more of a risk and that like you are playing
6:35
pump spells in 2024, but also the reward is
6:41
You get to really take advantage of some
6:43
of the pump spells that even the girl
6:45
monsters kind of decks are playing and also
6:47
just berserk Is one man win the game
6:49
like it's you know You get access to
6:51
these tools that are other decks
6:53
are using like wow this kills people and then a
6:55
deck like this is like Wow, this murders
6:58
people like it is You
7:00
know very good at that all
7:03
in all to say about this card
7:06
is that I think it fits into the
7:10
counters arc type smoothly and then some of the
7:12
more niche arc types that we've mentioned are always happy
7:14
to have Two drops
7:16
that do that. I love when we spend five
7:18
minutes talking about a two-man of two to Some
7:21
of these cards were gonna be very quick There's not much
7:23
to say about some of them, but this one There's
7:26
some nuance. It's got three lines of text Did
7:28
you have anything you wanted out on this one
7:30
particular Nella? We later said most of it just
7:32
that the main reason I'm excited for the new
7:34
counters cards from this set is that like I've
7:36
been playing with various different counters decks this year
7:39
in some different color pairings and Though
7:42
I think like looking at the the
7:44
Highlander forum, especially like the Highlander discord
7:46
Like I don't think the best like
7:48
counters deck has been solved yet No,
7:50
like this is a pretty new burgeoning
7:52
archetype still so that so anytime anything
7:55
looks like maybe it goes in you're like Well, we got
7:57
to try it right there. There wasn't this is gonna date
7:59
me date me. What
8:01
am I talking about? But like
8:03
pre-pandemic, there were a couple of
8:06
players that were just like jamming
8:09
Jund counters and
8:11
that deck felt so real and
8:13
then just disappeared. And so
8:16
like to what Nelson's saying is
8:18
that whatever we talk about counters,
8:20
my brain immediately goes to green, white as the
8:22
base. That's so funny. But Jund is just like...
8:24
Well, one of the first ones... I played Soul
8:26
Tire. Yeah, I was going to say Bug was
8:28
one of the first ones I saw because you
8:31
had green for hardened scales, green, black for winding
8:33
constrictor and blue for... What's the
8:35
one that makes tentacles in every draw cards?
8:37
Oh, Nadir Kraken. Right, right. Like so many
8:39
of those growth threats in blue, right? One
8:41
of the tournament winning counters lists from maybe
8:44
a couple of years ago by now was
8:46
like four colored, no white.
8:49
So yeah. No white? It
8:51
hasn't been solved? That's so funny because I mean,
8:53
like we mentioned, all the best creatures that make
8:55
plus one plus one counters and spread it on
8:57
white, I would argue. Yeah. And they keep doing
9:00
it. They just... Incredible. They'll keep printing them. All
9:02
right, let's move on to the next
9:04
card. Nellie. Let's talk about Celestial Armor
9:06
from the foundation set. Yeah.
9:08
Two and a white for an artifact
9:11
equipment with flash and when this enters,
9:13
attach it to target creature you control.
9:15
That creature gains hex proof
9:17
and indestructible until end of turn. It
9:19
also gets plus two plus zero and
9:21
it has flying. And after
9:24
the initial equip, it equips for three
9:26
and a white. So a color restricted
9:28
four mana equip. Obviously
9:31
going to be everyone's least favorite thing about the card, but
9:33
let's talk about the good sides, right? This is sort of
9:35
like a counterspell for
9:37
removal spell with massive upside. You
9:39
could play it mid combat and
9:42
just get value out
9:44
of the indestructible. You can play
9:46
it pre combat or on your own
9:48
turn if it's safe to just jump
9:50
one of your creatures and get in
9:52
with flying. Alla. Help
9:55
me out here. Three mana from Zendikar. Also
9:57
free to equip the first time. Plus two plus two flying first
10:01
The mall? The mace? Oh the
10:04
mall. Skymall. Skymall. Yeah. All of
10:06
the conclave I think? No. Yeah.
10:08
Mall of the skyclaves. Mall of
10:10
the skyclaves. Yeah. We got there.
10:12
So it fills
10:14
the same niche as Mall of the
10:16
Skyclaves when you're like trying to attack
10:18
for lethal, but it also
10:20
has flash and counters
10:22
their burn spell on your creature
10:24
or their fatal push, whatever
10:27
it is and, and or can play
10:29
combat trick to just give indestructible until
10:31
end of turn. So a lot of
10:34
flexibility. Obviously it's a three
10:36
mana equipment. So only in
10:38
places where you want to play those. Um,
10:41
I could see white decks
10:43
that only have like, you know, shadow spear
10:45
off saga and skull clamp and mall of
10:47
the skyclaves trying this one out instead of
10:49
mall mall, the skyclaves, um,
10:51
all the skyclaves gives you a bit more. Once
10:54
you've done the initial, I played it, I got the free
10:56
equip, we traded with whatever was going on and then the
10:58
game's still going because I think mall is kind of close
11:00
because plus two plus two as well
11:02
as first strike. Thank you. First strike and
11:04
flying. Yeah. So it's a bitch. It's a bit
11:06
easier to equip this new one. Uh, and
11:10
obviously it has flash and gives the extra
11:12
constructible versus the mall just being like the
11:14
beefier first striking one. Um,
11:16
but I could see, I could definitely see players trying
11:18
to adopt this one in those decks. And
11:20
then also probably, you know, any,
11:23
any very deeply equipment focused decks, probably
11:25
excited to have like a flash equipment
11:27
that gives it a trigger. I
11:30
feel like this is where we divide on the equipment
11:32
deck. Cause I like this. I like this too. Oh,
11:34
can't ever mind. Why would you, why would you think
11:36
I don't like this? Mm. Cause
11:39
it's good. Do I want to roast you? Yeah. I
11:41
feel like, I feel like search was just like Wheeler
11:43
roast me. No, because my approach to
11:45
the equipment deck tends to be more mid range.
11:47
Right. You, I like to try and win very
11:49
quickly, which is so funny. Cause you like to
11:51
go like big hammer mode. Yeah. I think of
11:54
as a combo mode, which I think wins out
11:56
of nowhere, but I guess you,
11:58
I like you'd like to take your time. I'm just
12:00
set it up where I like to go fast. Yeah,
12:02
I like, it's not the first Colossus hammer hit that
12:04
kills them. It's that they struggle to deal with it
12:06
and then they have to deal with it again. Sure.
12:09
Sort of set a fourth there. Sure. And
12:11
I think my build tends to play
12:14
more cards that
12:16
can circumvent the equip cost. Like I love,
12:18
my favorite card in that deck is Arden
12:21
from Commander of Legends. Sure. That
12:23
you can attach one of your equipment to anything. Yeah. Arden
12:26
and you Skullclamp that you- And you can like forge a new
12:28
or whatever and all that stuff. Yeah, yeah. I like those kinds
12:30
of cards. Sure. And this tends to
12:32
fit better in that style of deck. I think
12:34
I want to change my style of deck anyways.
12:36
And I like this because, and this
12:38
is going to seem like maybe a weird tangent, but
12:43
kind of like the modal double faced cards.
12:45
I love the flexibilities that tutors are giving
12:47
you now. Where with a
12:49
stone forge, I'm just picturing a line
12:51
of like activate aetherval, get stone forge,
12:54
and then like flash and this is a
12:56
combat trick. You're giving yourself
12:58
a toolkit that you can
13:00
interact with the board more. Cause typically with
13:02
the equipment you have, you
13:05
are kind of in this
13:07
position of always having to go forward and you're
13:09
not very flexible. And if you're going to opponent
13:11
can stall you that way. There's not a lot
13:13
you can do. And so it's why
13:15
I love, oh
13:18
my God, what's the big red finishing artifact called?
13:20
Ember Cleave. That's why I love Ember Cleave. Is
13:23
because it's so unexpected and getting
13:25
people like that. I
13:27
feel is really how you have to win in that deck. And that's
13:29
why I like the pressure of going fast is you
13:32
get them before they can find a defense to
13:34
it. And I think this fits that play style
13:37
well. Yeah. But I
13:39
should slow down your right. Does
13:41
anyone know if we've had any other art
13:43
from Elena Richards? Feel like we're maybe. Yes.
13:46
Okay. Yeah. This isn't
13:48
their first piece. Very striking. All right. Next up,
13:50
Eindolan of Astral Winds. This is from the Jumpstart.
13:53
This is a three-mana two-four enchantment
13:55
creature spirit for Tuna White. It
13:57
has vigilance and constellation. Whenever.
13:59
For Eidolon or another enchantment creature
14:02
you control enters, choose target creature
14:04
you control until end of turn
14:06
that creature has base power and
14:08
toughness for 4 and gains flying.
14:12
This is such an absolute
14:14
slam dunk in the
14:16
green white Sanctum Stompy style
14:18
deck. I just wanted to
14:21
choose target creature. It's not even an enchantment creature! I
14:23
was worried there was another enchantment in there. So
14:25
this can even jump your enchantresses which
14:27
normally want to sit back and are
14:29
very vulnerable and you don't do anything
14:31
proactive with them. Oh sorry
14:34
this card slices, it dices, it's beautiful
14:36
and because of the way the constellation
14:38
is awarded here because it triggers off
14:40
itself you're in the position where
14:42
if you have an enchantress in play you draw
14:44
a card and the enchantress hits for 4 and
14:46
you're left with a 2-4 body. Very
14:50
excited about this. I feel this card is
14:52
exactly what the deck was needing which
14:54
was more punch,
14:56
more kill in that, more proactive. The
14:59
deck already has a pretty good draw
15:02
engine going but it didn't have a lot of
15:04
threats and this also being
15:06
an enchantment creature that synergizes is incredible. This
15:10
isn't a jab at you because I also like this
15:12
deck. This deck was a deck that
15:14
had a bunch of bad creatures that you tried
15:16
to make good and now it
15:18
is slowly becoming a bunch of- That's what I
15:21
mean right? Good creatures that you are now making
15:23
better. Yes. Right? Oh
15:25
you summarized that very very well. I don't have too much more.
15:27
Thank you it's my job. Well
15:30
back to you then. Okay big angel
15:33
guy who is flying and does the
15:35
thing. No exemplar
15:37
of light. Two white
15:39
white for a 3-3 angel from
15:41
the main set with flying. Whenever
15:44
you gain life you put a 1-1 counter
15:46
on this creature and whenever you put one
15:48
or more 1-1 counters on this creature draw
15:50
a card. This ability triggers only once each
15:52
turn. This is
15:55
a 4-drop that does die to lightning bolt and
15:58
that makes it not great. that
16:00
said, I'm only
16:03
really interested in this, in playing this
16:05
card in the, you
16:08
can't even call it Soul Sisters. I mean, I guess you
16:11
can call it Soul Sisters now. Like back
16:13
in the day, there's a
16:16
modern list called Soul Sisters where
16:18
you play, get this, Soul Sisters.
16:20
And then you played actual
16:22
factual Ajani's pride mates. Yeah, well you
16:24
had access to four Soul Sisters. There's
16:27
the white one and the green color
16:29
shifted one. Am I thinking of the
16:31
same deck? Well, you had
16:33
eight copies of one man a
16:36
Soul Wardens in white. You had Soul
16:38
Warden and Soul's attendant. Right. It
16:40
was kind of a meme deck cause it wasn't
16:43
that great, but it could just win games because
16:45
you would get a Ajani's pride mate. That's like
16:47
an eight eight on turn three. Yeah, exactly. It
16:49
was great in the first two weeks of that
16:52
standard format after it had been figured out. Cause
16:54
everyone was like, what's happening? They
16:56
didn't know how to deal with your deck. Yeah. And
16:59
so it's something that I want to mention
17:01
with this card because this is, well, it's
17:04
a soul. Well, it's an
17:06
Ajani's pride mate that draws cards and that
17:08
has evasion. And while
17:10
there are certainly better four drops out there
17:13
in the world, this
17:15
is the kind of four drop that with
17:17
a, in a deck that has every single
17:19
Soul Warden possible, at least
17:21
replaces itself. And if it's
17:23
unchecked and you're a deck
17:26
that plays mother of runes and giver of runes and
17:28
all these protective cards, it could just
17:30
take over the game. To be
17:32
clear, I'm not suggesting this card in
17:34
something like ruin your evening, where that's
17:36
more of a grindy kind of control,
17:39
like a boa constrictor style deck that
17:42
also just doesn't always play all the Soul
17:44
Wardens. But in a world where they gave
17:46
us guide of souls and ocelot pride, and
17:48
now we have, I think
17:50
across Abzan, we have
17:53
actual factual, like eight
17:56
or nine two drops Soul Wardens. Like
17:58
it is a ridiculous. Number
18:00
of them and again deck like
18:02
this just wants redundancy So cool top end
18:04
for a niche deck that is just it
18:07
wants more of this and it's getting in
18:09
this set a bunch of it Yeah
18:13
Let's talk about generous pup from jump
18:15
start It's one and a wait for
18:17
a two two vigilance dog with when
18:19
I'm for whenever one or more plus
18:21
one counters or put on generous pup
18:23
But a plus one counter on each
18:26
other creature you control this ability triggers
18:28
only once each turn This
18:30
one may be a little bit easier to
18:32
figure out than Brigone Dog
18:35
typal I actually want to say yeah called dog Kindred
18:37
You could put it in your dog Kindred deck if
18:40
you have a meme deck. That's all dogs It's
18:42
if you're listening do yourself a favor
18:44
and look at this card. It's very
18:46
adorable but
18:49
I actually I do want to argue like
18:51
this card might not be as good in
18:54
the counters decks as it
18:56
reads just because Plenty
18:58
of your draws don't revolve around more than
19:00
one creature right like the the counters deck
19:02
Fundamentally wants to get you know an opener
19:05
with like lands and a creature and a
19:07
way to like double up counters and a
19:09
way To move counters onto creatures right so
19:11
there isn't always necessarily like two or three
19:13
other creatures around in
19:16
decks that are playing like you
19:18
know Ozilith and I'm
19:20
sorry the namesake one man of green and change hard
19:22
and scales You know it's like opening up with these
19:25
and also trying to find lands and like maybe your
19:27
deck has a thought season It or a path to
19:29
exile right like you know there's not
19:31
always room for a ton of other creatures But
19:33
that said like it's a two two for two
19:35
vigilance That says whenever that you
19:37
know it doubles the counters right basically like
19:39
or more than doubles the counters Ideally if
19:41
you have three creatures, so it's still
19:44
like pretty great. We're gonna try it if you're playing
19:46
a version of a counters deck That has elves absolutely
19:51
10,000% right like yeah, probably it's probably
19:53
a lock for the green white only
19:55
versions And I'm saying and
19:57
then if you're you know Abzan or Naya like it's
19:59
on the made back on the maybe list. But
20:02
yeah, adorable dog. All
20:05
right, next up we have the helpful
20:07
hunter. This is a two-mana one-one cat.
20:09
It's cute as heck. When
20:11
this creature enters, draw a card.
20:14
I'm actually more excited about this common
20:17
than you might think. This actually fills
20:19
a really interesting spot in a lot
20:21
of decks where you might not have
20:24
too many two drops. In
20:26
particular, in particular part of me, a lot
20:28
of the three color white initiative decks focus
20:31
a lot of blink and a lot of ETB,
20:33
and they don't actually have a ton that
20:36
they want to do in those early turns. And
20:39
this is awesome. This is
20:41
phenomenal. It goes right
20:44
there with your charming princes and stuff like that.
20:46
It's a great gap filler. And again,
20:49
redundancy. We just got a card like
20:52
this in green blue, the
20:54
frog in blue payment. Yeah, pawn profit.
20:56
Pawn profit. Pawn profit and stuff like
20:58
that. The fact that this is just
21:00
in white right now offers a ton
21:02
of flexibility in deck building. And
21:05
it's another Elvish mystic. We don't have to talk about it too
21:08
much, but I love to see it. Decks rarely want one of
21:10
these, and now white has two of
21:12
these, and that's pretty cool. All
21:14
right, yep. Wheeler. Speaking
21:16
of redundancy, Hinterland Sanctifier, a
21:19
card made specifically for me.
21:22
It's a one-mana one-two rabbit cleric
21:24
that says whenever another creature you
21:26
control enters, you gain one life.
21:29
I briefly mentioned that- Wotzi was worried
21:32
you wouldn't notice it unless they gave
21:34
you an extra toughness. Yeah, exactly. It
21:36
doesn't die to bow masters. What? Okay.
21:38
Well. Hey, hey, hey,
21:41
hey. Yeah,
21:43
I like Soul Wardens. There
21:46
is a bit of a split with the Run
21:48
your evening deck where there are some versions that
21:51
have kind of moved into just
21:53
being what if I built
21:55
Orzov mid-range, except didn't play
21:57
bad cards, and that's a pretty-
22:00
way of approaching that style of deck. I
22:03
do think that there is a version that
22:05
sticks to playing some of the Soul Wardens.
22:08
That life gain is really
22:10
good at just stretching out the
22:12
game and really
22:15
kind of locking in that
22:17
W for you. While also just having
22:20
some splash damage against like tendrils of
22:22
agony decks and other
22:24
like aggressive kind of gruel style
22:27
decks, Mona Red, Goblins, the kind
22:29
of deck that actually just has
22:31
a bit of a better game
22:33
against the more mid-range
22:36
builds. The mid-range builds can
22:39
struggle with the all-in aggressive
22:42
red-based decks, but the
22:44
life gain once with the Soul Wardens, they have a-
22:46
They start to gas? Yeah, you
22:48
just have an easier time of locking people out.
22:50
So redundancy, I think
22:54
we're at the point where I'm good now.
22:56
Like I'm good. You don't want any more Soul
22:58
Wardens? I mean, if they give me like
23:00
another Guide of Souls, I'll take it. But
23:03
this is close to where I draw the
23:05
line because while they are good in multiples,
23:07
you do hit a point where you're like,
23:09
damn, these cards suck. I'll turn
23:12
eight or whatever. You
23:14
rip one off the top, turn 14, you're
23:16
like, ugh. Well, like how stoked are you
23:18
when it's like Caracas, Fetchland, Plains, Four Soul
23:20
Wardens? Because if you try to play every
23:22
copy, you start to get those. I am
23:24
kind of stoked. I've
23:26
got into that. Starting at 24. I
23:30
mean, if I draw a Pride Meat,
23:32
then I have a two-mana eight-eight on
23:34
immediately. But yeah, I'll take this one
23:37
because the second toughness is pretty great.
23:39
Well, and it's a bunny. And it's
23:41
a bunny, yeah. But like, I
23:43
don't know. They could print one that is exactly
23:45
this card, not a bunny, and just triggers off
23:47
of any creature. And I might. Yeah,
23:50
I don't. Right, right. Yeah, I've done my time
23:52
in this format. I'm allowed to make some suboptimal
23:54
decisions. Like is this card maybe kicking out, is
23:57
Souls Attendant the one that's like only your creature?
23:59
No, Soul of the Tenants, everything, it's just me.
24:02
Oh, okay, okay. Is there
24:04
a one man, a one one that's only your creatures? There's
24:06
one of them, isn't there? There are. Well,
24:10
there's the one man, a one one that's only
24:12
your creatures, but also when it dies, it has
24:14
a disturb or whatever it's called. So you can
24:16
bring it back. I'll bring it back as a
24:18
flyer or something. Yeah. Okay, yeah,
24:20
okay. I heard the wa. Thank you, thank
24:22
you, thank you. But it just kind of
24:24
made you sound like you were Waluigi. Like
24:26
you're like wa. All right. No
24:29
one's cleanly getting kicked out by Bunny yet. Let's
24:32
talk about Raise the Past, two white
24:34
white for a sorcery that says return
24:36
all creature cards with mana value two
24:38
or less from your graveyard to the
24:40
battlefield. It feels like this year we
24:42
talk about, especially at the beginning of
24:44
the podcast, we talk about this ruin
24:46
your evening deck a lot. I
24:49
don't know how many other decks would play this. Oh,
24:51
I don't like this and ruin your evening. You don't
24:53
like it and ruin your evening? Okay, all right. Do
24:55
you have some sort of soldier combo you're pulling off?
24:57
No, no, no, no, no, second sunrise item. This
25:00
card's not on my radar. No, this is not a surge card.
25:03
I assume that this was here because we want to get
25:05
back a bunch of soul words. No, I want to get
25:07
back a bunch of blood
25:10
artists. This is an aristocrats card. I think
25:12
this is a rally the ancestors style card.
25:14
Okay, great. And that was around
25:16
Zuliport cut throat and all that sort of stuff. Yeah,
25:18
you just have a bunch of sack outlets, a bunch
25:21
of cheap creatures. You sack them all, drain them, play
25:23
it, get them all back. Do it again. And
25:26
sort of combo them out for like 13 damage or
25:28
something like that. Yeah, you draw it late
25:30
game against some of the control decks. And
25:32
if it resolves, you get to bring three
25:35
bodies in play. It's good with the helpful
25:37
hunter kind of cards. All right, Nelly's 2025
25:39
resolution is to play some aristocrats because it
25:41
certainly seems like, you
25:43
know, it's a meme, but it's also true
25:45
that figuring out which cards can fit into
25:47
this deck is
25:50
like a real test of skill. I don't
25:52
even know if I play this in like
25:54
actual crats proper. Okay, like I think you
25:56
would jam rally ancestors specifically. Yeah,
25:59
and like a combo. kind of
26:01
version. Yeah, self mill. We're playing
26:03
buried alive. Again, three mana worth
26:05
of cards. Oh yeah. Again, redundancy,
26:07
right? Yeah, this is the third
26:09
or fourth version of this because
26:11
there's the awakened, there's the backside
26:13
of the land in black. There's
26:15
Raggedy's Awakening. There's the white black
26:17
X one. Mortal servitude. Yeah. Like
26:20
there's... Several. God, what
26:22
would I do on this podcast without Wheeler, y'all? There's
26:25
a couple more if you want. I mean, I don't doubt
26:27
it, right? I'm curious
26:29
about this. And that's the thing,
26:31
right? Like you, through Dredger, through self mill,
26:33
it kind of feels like a Angel
26:37
of Glory's Rise style of... Yeah, you could
26:39
even have it be a Hermit Druid deck
26:41
if you really want to. Right. Like
26:44
that's kind of hot. You just have to wait to get one of
26:46
these sorceries into your hand first and then your Hermit Druid, I guess,
26:48
because none of them have flashback or anything, do they? No,
26:51
I mean, well, you could have Snapcaster
26:53
Mage and Hermit Druid together at last.
26:57
That's kind of hot. There's
26:59
some old magic players that are really stoked
27:01
for this. Yeah, yeah, yeah. Two people just...
27:03
Hello. Yeah, this one's
27:06
for the millennials listening
27:08
to this podcast. Yeah, absolutely. All
27:10
right. Let's move on
27:12
to Sky Knight Squire God. We're
27:14
either talking about weird like four-man
27:16
of dirtles or killer two-man drops
27:18
or something like that. What
27:21
a weird set review so far. So Sky
27:23
Knight is a two-man, a one-one cat scout
27:25
for one in white. Whatever
27:27
another creature you control enters, put a plus
27:29
one plus one counter on this creature. As
27:32
long as this creature has three or more
27:34
plus one plus one counters on it, it
27:36
has Flying End is a knight in addition
27:38
to its other types. So
27:40
this is, I mean, I actually like this
27:42
in the plus one plus one deck as
27:44
well because it grows by itself. It synergizes
27:47
with cards that do that and then it
27:49
eventually, it doesn't stop growing and
27:51
eventually it has flying and kills people. So the
27:53
nice thing is if you can
27:55
put plus one plus one counters on it outside
27:57
of its first triggered ability, it still counts. and
28:00
it gets big and it gets it. But you
28:02
can also just play this in like a go
28:04
wide white strategy deck because it's going to get
28:06
out of hand pretty quickly. Similar, I
28:08
mean, probably the downside to this, I was going to
28:10
compare it to some of the great humans
28:13
that grow on synergies. It's a cat scout,
28:15
so it doesn't fit into those other decks, which
28:17
I think would make it kind of god
28:19
tier. But this
28:22
is a fine above the curve threat that's going to
28:24
grow and with a little bit of support, it's going
28:26
to be very hard to deal with. Yeah,
28:28
it doesn't say non token in the first sentence.
28:30
So it's like kind of interesting card, you
28:32
know, next to a trip, good spirits or whatever. And
28:37
also, it bothers me when I
28:39
see these abilities and they don't say alliance
28:41
or landfall at the beginning. You know, it
28:43
doesn't bother anyone else, like templating issues. Oh,
28:45
what is the what is the creature one?
28:48
Yeah, it's the same as Alliance from New
28:50
Capella. But obviously, this is called Alliance. Just
28:52
call the alliance. I thought Alliance specifically, though,
28:54
had an additional effect when it was the
28:56
second time it triggered. Oh, maybe you're right.
28:58
Maybe I don't know. They're not consistent. Yeah.
29:00
Nice, nice hat, though. Yeah. Yeah. I mean,
29:03
for a cat deck. We
29:05
don't talk about the cat deck. All right, Wheeler. Sun
29:09
blessed healer is the next card. Another
29:11
two drop. One and a white for
29:13
a three one human cleric with kicker
29:15
for one and white life link. And
29:17
when this creature enters, if it was
29:20
kicked, return target non land permanent card
29:22
with mana value two or less from
29:24
your graveyard to the battlefield. Just
29:27
had to say non land, huh? Couldn't
29:29
let us get back our stripper or is a saga. Come
29:31
on. This
29:33
card has a couple of things going for
29:35
it that is kind of nice. I'm
29:38
not wholly convinced on this card being like
29:40
a slam dunk and something like ruin your
29:42
evening or the humans deck. But
29:46
three power lifelink is just so annoying.
29:48
Like that's just a very large
29:50
life swing. If it connects with
29:52
your opponent, if it
29:54
trades with a creature, pretty easily, one
29:56
toughness can be a little bit awkward. But again,
29:58
the decks that I. mentioned are decks
30:00
that find it pretty easy.
30:03
They can easily kind of adjust its power
30:05
and toughness. The
30:08
second ability, like the kicker ability is
30:10
where I'm really interested in this because
30:12
being able to just be
30:14
a four mana card, four mana three,
30:16
one bring back another two mana card
30:19
from your graveyard. I'll
30:21
take it. Two bodies for the cost of one. Flexibility
30:25
on when you cast it. You can fight it off for a recruiter
30:27
of the guard. It's a human. It's
30:29
got a lot of good going for it. It's
30:32
whether or not all that is going to line
30:34
up and find a
30:36
home for it. Just really wish you could
30:39
return lands. I mean, yeah,
30:41
we already have Renegade Rallyer, but...
30:44
Yeah. Yeah. But while
30:46
Renegade Rallyer unfortunately has another color
30:49
attached to it. I just want
30:52
the ability to return either my Thalia
30:54
or my spirited companion or... Or is
30:56
a saga. Fire is a saga. Not
30:58
a big ass. Not a big ass.
31:01
But being able to return a skull
31:03
clamp or a shadow spear that's being
31:05
blown up is pretty appealing as well.
31:07
See, it's like that exploding brain meme.
31:09
The lower level is dyes to Orcish
31:11
Bowmaster and the Giga Brain is brings
31:13
back your Orcish Bowmaster. Yeah, brings back
31:15
my Orcish Bowmaster. Nice.
31:19
All right. I don't know if we have one
31:21
more white card after this, but take us home,
31:23
Nelly. I'll do the next white card if whether
31:25
it's last or not, it's Urdanan, Dromoka Warrior. One
31:28
and a white for a 1-1 legendary human
31:30
warrior that when it enters the battlefield, put
31:32
a plus and plus one camera on target
31:34
creature. Look, it's another two drop in white
31:36
for the counters deck. But actually it has
31:39
another ability that says whenever you attack, not
31:41
even just with this, target attacking
31:43
creature with a plus and plus one counter on
31:45
it gains first strike until end turn. If that
31:47
creature has two or more plus and plus counters
31:50
on it, it gains double strike until end turn
31:52
instead. So yeah, like
31:55
another pretty solid slam dunk for the counters
31:57
deck. It's a two drop. We've talked about
31:59
why. that deck wants two drops. It's
32:03
sort of half immune to Caracas,
32:05
which I love anytime I see like, you know, the
32:07
legendary creatures, I know we always have Caracas in the
32:09
back of our minds when we're trying to evaluate them.
32:11
And this one, it's like, yeah, you
32:14
still get the counter every time you play it.
32:16
Good with your Caracas. Yeah, you might end up
32:18
setting up your own Caracas just to generate counters
32:20
in the late game. Also,
32:22
like if they want to turn off the
32:25
trigger, like the second part, they have
32:27
to Caracas you like at the beginning combat,
32:30
so you'll have, you know, your second main phase worth of
32:32
mana, like they can't even kind of get you on end
32:34
of turn unless they're willing to deal with the first strike
32:36
slash double strike. Yep,
32:40
solid, solid Jamoca Warrior. It's a human. It
32:42
is also a human. And a warrior. And
32:44
a warrior. We might
32:46
have a mono white version of this deck pretty soon.
32:49
Yeah. If we don't already. All
32:51
right, welcome to blue. Our starting
32:53
card is the Archmage of Runes.
32:55
This is a five mana three,
32:57
six giant wizard for three blue
32:59
blue. Instant and sorcery
33:01
spells you cast cost one generic last
33:04
to cast, less to cast.
33:07
And whenever you cast an
33:09
instant or sorcery spell, draw
33:11
a card. It's
33:13
so big. This
33:15
reminds me of the
33:17
good old days where
33:19
Blue Moon would play like actual
33:21
finisher threats. Like consecrated sphane? Like
33:24
frost? Or Titan inferno titan? Well,
33:26
not inferno titan. I was thinking
33:28
consecrated sphanes and was it
33:30
seven mana or no? Caranos. Caranos, right?
33:33
The five mana indestructible god that would
33:35
like either draw you a card every
33:37
turn or lightning bolt something. And
33:40
this feels like
33:42
that's where it wants to go. It discounts
33:45
your spells, which is huge. But a lot
33:47
of the issues with the creatures that discount
33:49
your spells, so goblin, electromancer, brawl, they're tiny.
33:51
They're just little guys. They don't impact the
33:53
board that much. I mean, obviously they impact
33:55
the board a huge amount of
33:58
the spell discount. But like, This is
34:00
going to gum up the board beautifully to give you
34:02
time to kind of cook with your spells and
34:06
card advantage. I
34:08
definitely went on a roller coaster ride with this
34:10
card because I put it on here because I'm
34:13
like, Oh my God, I'm excited to play this
34:15
in Blue Moon and like scape shift turns. Yeah.
34:17
Uh, and then I was like, ah, it's a five drop.
34:21
I'm not actually playing this. Like it's not a legend. And
34:23
then I got back and like,
34:25
actually, yeah, who cares? Nelly's gonna sit
34:27
at the firmly the second stage here,
34:29
which I think was my first stage
34:31
when I first read it. And it's
34:33
like, this is five minutes at three,
34:35
six. It sort of has an ETB,
34:38
right? Like it does get value immediately
34:40
theoretically, but so go with me on this
34:42
journey. If we get to five
34:44
mana, then we can really start ramping. No, no, no,
34:46
no, no, no, no, no, no, no. You have six
34:48
mana. Great. And then you cast this with a mana
34:50
leak in hand. Great. Or you just have force will
34:53
enforce negation. Yeah. It's a right. My
34:55
thought for this is that it doesn't very good job of protect
34:57
good cards with force of will. Yeah. This is a good card.
34:59
This is a good card. Okay. Okay.
35:01
Okay. All right. So my, my,
35:03
my baby deck for the past like
35:05
three months has been, uh, rug
35:08
scape shift turns that
35:10
splashes black for demonic tutor. Like your
35:13
point spread is walk DT mystical and
35:15
it used to be run six, but this
35:18
dreaded council had to ruin all
35:20
of her. And
35:23
you get to five man a lot very
35:26
easily, right? You play these, these for sure.
35:28
Yeah. Yeah. Yeah. That's on five man up
35:30
before it dies. Almost always. And you
35:32
want to have like
35:34
cost reduction because like five man
35:37
is actually not enough because
35:39
it's not just if you're just casting a temporal
35:41
manipulation or a time warp or whatever, uh, without
35:44
any board presence, then it
35:47
is just explore, which
35:49
can actually be enough because exploring the deck
35:51
off. Yeah, you're playing exploring gross spiral and
35:53
everything. And the classic turn two time walk
35:56
just to draw a card and play a
35:58
land, right? Like, I mean, that's breaking
36:00
the rules of the game might as well do
36:02
it. Yeah. And so
36:05
the fact that this card just, it
36:07
doesn't get caracased. It
36:09
doesn't die to prismatic ending
36:12
or cut down or fury.
36:14
Magmatic sinkhole doesn't
36:17
die to specifically because it's a
36:19
three six, which would normally be
36:21
so bad. But like
36:24
it does get disrupted. But also,
36:27
I don't know, sometimes, especially with that
36:29
deck, you just set up
36:31
turns where this is just going
36:33
to be the best up the beanstalk you've
36:35
ever seen. I was actually thinking about the
36:37
beanstalk this whole time as well. Yeah. And
36:39
like I I'm a I'm a Hercule hater.
36:42
The three minute two for I hate that three minute
36:45
two for talking about the recall. No, so I mean,
36:47
I do hate her call. You never call. You
36:49
never drawn two cards with it? I mean, I have. OK. But
36:52
I've also just played a horn turtle. And
36:54
this is a bigger horn turtle that doesn't
36:57
get crackers. That's true. It
36:59
doesn't get. But like
37:01
the horn turtle games like sometimes are
37:03
sweet, too, because, you know, the format's very
37:05
agro. I'm I'm not sold. I'm curious of
37:07
your list. The Jams this. I remember you
37:09
told me the same thing about the five
37:11
drop from Duskmorn. Is it five?
37:14
Oh, the Overlord. Yeah, the Overlord was all right. That
37:17
one. I'm I'm I'm curious to try on that
37:19
deck, too. I haven't played the Rook scape. I
37:21
cut the Overlord with the intention of playing this.
37:23
Also, this this being a wizard is also additional
37:25
upside with like flames of
37:28
Anor. Yeah, that's true. That just
37:30
come up quite like it's actually relevant,
37:32
right? Also, it doesn't die to flame
37:34
of anor. Yeah. That's kind of
37:37
like three six is such a good. Don't get me
37:39
wrong, Nelly. I am normally not high on cards like
37:41
this, but this one I think has enough. I don't
37:43
I don't have to convince you. I just have to
37:45
defend myself. No, no, I like I'm going to remain
37:47
unconvinced until this thing kills me. You
37:49
can get this effect where you draw a card off
37:51
in a certain sorcery for unlike a four mana two
37:53
to write like there's one of those. It just dies.
37:56
Sure. Yeah. I know. I'm just saying that like if
37:58
if either if either. half
38:00
is is your poison like looking this card and you're
38:02
like excited to get your spells reduced you know you
38:04
can do that on a bunch of good cards for
38:06
only two mana and then if you really just want
38:08
to draw cards off all your spells you can also
38:10
do that from that mage craft buddy from
38:13
Strixhaven yeah arch mage emeritus yeah
38:15
one less mana I get that
38:17
it has six mana or six
38:19
toughness and I get that it
38:21
draws a card off like I love
38:23
the beans is this card that's like a
38:25
good card that then like lets everybody like
38:27
trick themselves and be like oh yeah five
38:29
man sweet spot thank God this isn't four
38:31
mana you know first of
38:33
all oh I wasn't even thinking about
38:35
this drawing a card off beans alright
38:38
let's move on let's move on wheeler
38:40
Drake Hatcher one and a
38:42
blue for a 1-3 human wizard with
38:44
vigilance prowess and whenever this creature
38:46
deals combat damage to a player you put
38:48
that many incubation counters on it remove three
38:50
incubation counters from this creature create
38:52
a 2-2 blue Drake token with flying I
38:54
think this cards pretty bad it's
38:58
it's definitely the kind of card that convinces you that
39:00
it's good and like
39:03
can get away with it because it's
39:05
cheap not to tie it back
39:07
to our committee of emeritus or mark mage of
39:09
runes or whatever it's called is
39:12
that like you look at this card you're like oh wow
39:15
I mean I just have to play like two
39:17
spells and I hit them and then all of a sudden
39:19
I get to make a Drake and
39:21
it's like yeah that's pretty cool I
39:23
mean like maybe like this card is
39:25
just I'm
39:28
willing to give it fine but I've
39:30
I've gotten got by like
39:32
storm chaser mage style cards too many
39:34
times in the sense of like being
39:36
convinced that it was good I'm
39:39
just not impressed by this card it feels
39:41
like the it
39:44
doesn't really have a home it doesn't
39:46
drive me to want to find it
39:48
a home or to brew a new
39:51
home for this card and
39:53
like the payoff is reasonable
39:56
but also just like I
39:59
get a 2-2 Like
40:01
I guess that's kind of all right if you're
40:03
in the position that you just played that Otterball
40:05
elite Creature Kitza and you
40:07
were like and if only it
40:09
weren't for Caracas Then
40:11
maybe you're in the position of being like sweet.
40:13
I love this car. Damn. I wish Kitza was
40:16
worse They're
40:18
just they're just better prowess. Yeah, the payoff is
40:20
definitely worse I think the two of the kids
40:22
and this thing are the only two mana one
40:24
three vigilance prowess Yeah, so like it's not a
40:26
very explain It is like a brand new kind
40:29
of like stat line set of French vanilla abilities
40:31
for this year, but I'm with Wheeler I don't
40:33
think this cards good. All right
40:35
next up Nelly. Hey,
40:37
let's tell you all about Kaito
40:40
cunning Infiltrator one blue blue
40:42
for a legendary planeswalker Kaito that starts with
40:44
three loyalty and has Triggered
40:46
ability says whenever a creature you control deals
40:48
combat damage to a player put a loyalty
40:50
counter on Kaito So that's gonna give you
40:52
a loyalty counter for each creature you control
40:54
the deals cometched damage to a player during
40:56
each combat damage step Plus
40:58
one up to one target
41:01
creature you control can't be blocked this turn draw
41:03
a card then discard a card minus
41:05
to create a 2-1
41:07
blue ninja creature token minus
41:10
9 you get an emblem with whenever a
41:12
player casts a spell you create a 2-1
41:14
blue ninja creature token okay,
41:16
so We're
41:19
a three mana planeswalker that comes down with three loyalty
41:22
It can gain loyalty if you're winning
41:24
right if you're ahead it gains loyalty
41:26
a whole bunch the more you're winning
41:30
and then I think the most
41:32
important ability to focus on at first when
41:34
you're evaluating is the plus one
41:37
lets you loot even if there's no creatures on
41:39
the board and it lets you get a creature
41:41
in and then possibly
41:43
just exchange Attacking that
41:45
creature if you have one for another loyalty
41:47
So that's gonna be like five loyalty that
41:50
you can sort of count on if
41:52
you manage to play a one or two drop And
41:54
then you untapped you can cast this and
41:56
your opponent's tapped out, which is a
41:58
pretty common enough situation On turn three like your
42:01
opponent probably play a three drop as well And
42:03
so you could think of it as a three mana
42:05
five a little two planeswalker that let you loot It's
42:08
gonna either gain you some life or keep getting to
42:11
push damage through or it's
42:13
gonna make some creatures I just
42:15
I keep thinking of moo Yan Ling which
42:17
is a card that like doesn't get played
42:19
a bunch Currently I did
42:22
for a little while Yeah And I just think of
42:24
that card as being so much more impactful than this
42:26
card looks like I'm not very excited for the so
42:28
The yeah, my issue with this card is what are
42:30
you ticking up towards? Like you're
42:32
getting this loyalty you like that you like all
42:34
the two ones. No that ultimate wins the game
42:37
That's the only good thing about this car.
42:39
Yeah, it's ultimate actually just wins the sure
42:42
It's just gonna poop out 18 of the
42:44
into yeah where the only where the other
42:46
version of this card the
42:48
Dovin from Ravnica allegiance three
42:51
mana it's like Makes
42:54
Thopters its plus one ends up because
42:56
so it's like one blue and
42:58
a white planeswalker that
43:01
has a plus ability that's that
43:03
is this passive right like plus
43:05
one is until end of turn
43:07
right this It's
43:10
minus makes a Thopter token and then
43:12
it's alt Requires a
43:14
lot of loyalty. There we
43:16
go Dovin grand arbiter. Yeah, three starting loyalty plus
43:18
one cards or whatever Whenever a creature you control
43:20
deals common damage to a player you put a
43:22
loyalty counter on it minus one You make a
43:25
flying Thopter token and gain of life and minus
43:27
seven is you look the top three top ten
43:29
cards your library But three of them into your
43:31
hand the rest on the bottom now that does
43:33
kind of win you the game But not if
43:35
your deck is full of cards like Dovin grand
43:37
arbiter Right and so
43:39
but like getting an emblem anybody casts a
43:41
spell you get a two one like that
43:43
does just oh it's a player Yeah, whenever
43:45
you play your player cast a spell. Yeah,
43:48
but like I don't know I looked at this
43:50
card while you were talking about it, and I
43:52
just thought like I could just be playing a
43:54
Johnny Nakata Pariah yeah, like I could just be
43:57
playing a deck with better cards, or
43:59
if I am I'm playing a deck that
44:01
wants this kind of card, like Flying Men
44:03
comes to mind. For 3 mana, I better
44:05
be casting back to basics, or I better
44:08
be Vendelian Cliquing them, or casting my Brazenbauer
44:10
or whatever. Like it just... I want a
44:12
minus ability that does something more than just
44:14
make a 2-1, because it just feels like
44:17
its impact on the board is so minimal
44:19
other than maybe dictating that
44:21
your opponent's gonna start trying to attack Kaido
44:23
instead of you, so it can't ult. But
44:26
like, that's... You're playing
44:28
a 3 mana fog suddenly? The
44:31
only nod I want to give this card is that
44:33
there's been a bunch of cards this year, not just
44:35
in this set, that have been templated like Titans. So
44:37
there's a bunch of cards that are like, okay
44:40
or good, that say when this attacks.
44:43
And the plus one works
44:45
well with those. So if we keep
44:47
getting more of those kinds of cards,
44:49
and we start seeing decks that are
44:51
leaning into these Titan-style creatures and playing
44:53
things like Swiftfoot boots or the Greaves
44:55
or whatever to try to maximize your
44:57
value off Omnivorous Flytrap or
44:59
whatever. Like if that ends up being a viable
45:02
strategy in Canadian Highlander, then maybe we look back
45:04
at this guy and say hey. I mean it
45:06
is a 3 mana planeswalker. I
45:08
did think it's really good when Na'Doo. Exactly,
45:11
yeah, well, yeah. Next
45:14
up, Kyora, the rising tide. This
45:16
is a 3 mana 3-2 legendary
45:18
merfolk, legendary merfolk noble for 2
45:21
and a blue. When
45:23
it enters, draw two cards, then
45:25
discard two cards and threshold. Whenever
45:28
Kyora attacks, if there are seven
45:30
or more cards in your graveyard,
45:32
you may create Sion of
45:34
the Deep, a legendary
45:37
8-8 blue octopus creature
45:39
token. I
45:42
really had a hard time pronouncing a lot of the
45:44
words. There were a lot of letters in that word,
45:46
yeah. Right, I just wrote
45:48
a note to build a deck with this card.
45:52
Does it play Swift Foot Boots? No. Is
45:54
it a commander deck? No. Yeah. I
45:56
think this card's fun. You don't like this card? No, I
45:58
like this card. It's
46:01
tough because in merfolk,
46:04
it doesn't really do the things that I think
46:06
I'm missing in merfolk, which is like more lords
46:08
and a better density of like killer
46:11
two drops. But
46:13
it's a three mana three, two. It's
46:15
going to get stronger from the other things that
46:17
merfolk is doing. It's going to offer
46:19
card selection, which is huge because if you're playing
46:21
sort of this like tempo, if you've
46:24
played fish before, if you're playing the fish strategy, the
46:26
card selection can be helpful. I don't know how better
46:28
to describe it than that. If you know the archetype,
46:30
you know what you're talking about. And
46:32
it does give you this wonderful eventuality
46:37
of, hey, I'm going to start making
46:39
eight eights and you're going to die. And you're going
46:41
to get threshold faster than you think. If you're playing
46:43
like cantrips and counterspells and your creatures just dying in
46:45
fetch lands. Oh yeah. Why did you look at
46:47
this and think merfolk? Because
46:50
it has the word merfolk on it. I
46:53
see. Would you just play this
46:55
as a blue mid range card and just kind
46:57
of have fun with it? Well, the places that
47:00
I've seen this card pop up, it's funny because
47:02
this card looks terrible. Like,
47:05
I think it looks pretty bad. I
47:08
spend three mana for faithless looting all the
47:10
time. That's not good. And
47:12
you get a body afterwards? Well, you played three
47:15
mana for faithless looting because you've already spent one
47:17
mana or you're like, oh, I just milled a
47:19
faithless looting. So you're thinking
47:21
like salt-tie recurring nightmare or something like that.
47:23
You've got to have delve cards if you're
47:25
playing this card. Where I've seen this card
47:28
pop up is in check
47:30
pile, the four color, no
47:32
white, best cards in the format into
47:34
one deck. Specifically the versions
47:36
that are all in on like every
47:39
goif and like abhorrent
47:41
oculus style cards. Fan of
47:43
power life here. Yeah. I
47:45
ran into this. Somebody's
47:48
playing like a rug saga
47:50
kind of deck. It was like rug.
47:53
I think all the things that you would hate to
47:56
see in Magic the Gathering, but it filled its deck
47:58
pretty quickly. It is odd
48:00
that this is making it into mid-range piles. Like
48:02
that's strange to me. That's what
48:04
I'm saying, is that it looks bad, right? Like it's like
48:06
three. It's like a. That's good enough
48:08
for that. That's why, yeah. What if champion of wits could
48:11
get Caracas and also just didn't
48:13
have that late game like uncounterable
48:16
four, four, draw four. Until
48:20
you have this on the board and you don't
48:22
have a removal spell for it. Oh, and you
48:24
just see it's hanging. And then it just makes
48:26
an A. Like, oh. Yeah, it's the kind of
48:28
card that when it's on the board, if you
48:30
don't respect it, it will just make an A.
48:32
Even if they have three cards in their graveyard
48:34
or whatever, they're, no. They're about
48:36
to like go untap, fetch land, surveil
48:39
land, thought, scour, attack, make an
48:41
A. It's not
48:43
the best thing in the world, but it
48:45
has shown up in these decks that have
48:47
proven to be pretty good and have tournament
48:50
success and does something that
48:52
you have to deal with. And
48:54
yeah, Caracas'ing it over and over again will
48:58
kind of stop it. It's three-man at a
49:00
replay, but letting that kind of deck just
49:02
churn through its library is
49:04
a little tough. That's so funny. I can picture
49:06
this getting cut in like three months from that
49:08
deck. Yeah, maybe. I think maybe it's got new
49:10
toy syndrome if it's seen playing mid-range decks. I'll
49:14
happily eat my words on that one. I'm gonna kill
49:16
this man with this kill. Oh yeah, I will die
49:18
with it. I don't even think it looks that bad.
49:21
Like sure, if you don't get
49:23
the eight-eight, it's worse than champion wits, I guess,
49:25
but it actually has more power than champion wits
49:27
off the rip. In
49:29
the Caracas situation, it's awkward. Yes, you
49:31
got to dig for three-mana, but that's
49:34
not good enough. But in every other
49:36
situation besides Caracas, I played three-mana
49:38
for the back half of a faith saluting and I got
49:40
a three-two. I got to sculpt
49:42
my hand and I have a roadblock. I'm
49:45
not super enthused for that though in a world
49:47
where I could be playing Barrowgoif. In
49:50
a world where the other, I mean, I am
49:52
playing this card with Barrowgoif. But what I mean
49:54
is that like- You played Barrowgoif first, and you
49:56
played this in Attack with Barrowgoif. Yeah.
50:00
What I'm saying is like well you you could
50:02
play this first too. I mean sure what I'm
50:04
getting at is that like This
50:07
is three drops are a competitive slot.
50:09
Absolutely. Two toughness is really bad on
50:11
a three-drop creature Yeah, that's fair and
50:13
it's bad on a three-drop creature and
50:15
just like it You look
50:18
at this and you think that it has so many strikes
50:20
against it But then you play with
50:22
it and then it's actually kind of threatening this
50:24
card of habit evaluation is cracking me up All
50:26
right Mischievous
50:31
Mischievous mystic one in a blue for
50:33
a two one human wizard with flying
50:35
and whenever you draw your second card
50:37
each turn you create a 1-1 blue
50:39
fairy creature token with flying There
50:42
was a card printed in Modern Horizons 3
50:44
called Emrakul's messenger that
50:46
is very similar to this. It
50:48
was a two mana two one
50:52
fairy L. Drazi rogue that
50:54
made a Sion
50:57
tokens one on yeah
50:59
the one one sion tokens whenever you draw your second
51:02
card each turn These two cards
51:04
are very comparable the
51:06
benefits of playing this one is that the Emrakul's
51:09
messenger is devoid. Yeah, which it it
51:11
sounds goofy to say but like not
51:14
being able to pitch it to your
51:16
forces your subtlety to your There's
51:20
some other bad blue pitch cards directions blank
51:22
misdirection like that kind of thing is a
51:24
big deal It being
51:26
a wizard Has
51:28
some genuine consideration for some of the other cards
51:31
that you were playing in your deck and
51:35
It makes more blue fairies. So while it's
51:37
not a fairy itself I can make additional
51:39
fairies which you know comes into the conversation
51:41
with like that deck is just dying to
51:44
play spell stutter sprite and Small stutter sprite
51:46
is getting better as cards are getting cheaper
51:48
and So I think you
51:50
can maybe Craft an argument of like do
51:53
I play which one do I play between the two? I? Have
51:56
that argument with myself and that I settled on I'm
51:58
just playing both. Yeah, I'm just playing Classic. And
52:01
in which deck, just flying men? Just flying men. OK,
52:03
great. Yeah, just flying men. I'm
52:05
into this card in flying men. Yeah. All
52:08
right, Nelly. Let's also talk
52:10
about Phantasmal Shieldback from the Jumpstart
52:12
set. One blue mana for a
52:14
1-3 turtle illusion with when Phantasmal
52:17
Shieldback becomes the target of a
52:19
spell or ability, sacrifice it. It's
52:21
an illusion. And when
52:23
Phantasmal Shieldback dies, draw a
52:25
card. So this is a
52:27
1-3 roadblock that looks
52:30
absolutely heinous across
52:32
the board from a Raghavan. Like, oh, I've got
52:34
to kill that. So I'm not going
52:36
to have my spare mana to dash this turn. And I
52:38
really like it for that reason. And
52:40
then also, it just sort of like, it
52:43
feels like maybe a way back into
52:45
a simpler time when we could play
52:48
cheap creatures like wall of omens that
52:50
would cycle and allow us to
52:52
get up to the mana to be able to play like
52:54
Wrath of Gods and have counter magic up
52:57
in hard control. Look, Luke's got a wall
52:59
of omens, Nelly. Yeah, I mean,
53:01
it's not the first blue cantripping creature or anything.
53:03
We mentioned Pawn Prophet earlier, this podcast.
53:06
But this is only one mana. And so
53:08
I just, because it's one mana, I think
53:10
it deserves some consideration. It's
53:13
really good at drawing the card because if your
53:15
opponent tries to exile it, it's going to sacrifice
53:18
itself. So like, although you
53:20
have to wait until it dies, you're
53:22
getting that card eventually, unless they fly over.
53:25
You know what? Wall of Omens
53:27
can't attack. Wall of Omens can't attack. This
53:29
thing can't wear a sword or anything. But
53:32
I mean, yeah, if you just need to
53:34
go wide to get the initiative back, you
53:36
know, this is another Mons Goblin Raiders for
53:39
the call of that, not that you're playing those, but
53:41
you know, it's got a point of power.
53:43
I'm glad you got this card, Nelly. I'm happy for
53:45
you. Me too. These two don't like this card at all.
53:48
And that's fine. But
53:51
blue weight, like real control, is
53:53
this archetype that kind
53:56
of has just gotten outcompeted
53:59
mostly in the future. format like it
54:01
might have some real stalwarts that are
54:03
like true blue and sticking with it
54:05
but if you look at the tournament data
54:07
it's like this deck isn't the deck
54:09
that it was five ten years
54:11
ago and like that's fine and like I obviously
54:14
am dating myself with this comparison this explanation of
54:16
why I wanted to include this
54:18
card in the podcast but I just think
54:20
that this is kind of like
54:23
it reminds me enough of like what those
54:25
decks would have been excited about that it's
54:27
like a little I don't know little beacon
54:29
for people who want to play cheap cantry.
54:31
So I like blue-white like as a deck
54:35
and but one of the strikes against
54:38
it is that why am I
54:40
playing just blue-white when I could play blue-white
54:42
X right throwing that third color and
54:45
I found that the color that most
54:47
best kind of retains that feeling of
54:49
classic blue-white and the play patterns was
54:51
green like bant control
54:54
yeah legitimately dope right like yeah
54:56
you get your ocos and stuff
54:58
yeah but also what green gives
55:00
you is icefang
55:04
kodal and walla blossoms like
55:06
and they're totally fine they're good up
55:08
the beanstalk like the bant beans kind
55:10
of deck like beans is in the
55:12
road block I
55:15
don't I don't want this sir I
55:17
gotta tell you you haven't been helping
55:19
me on the ark major ruins I
55:21
appreciate the enthusiasm but I'm trying to
55:23
speak to the scape shift and you're
55:25
just like sure sure and what if
55:27
we wrath of God so my
55:31
issue with this card is that like
55:33
yeah I like the roadblocks I like
55:35
a slower game of magic I
55:38
just couldn't think of a place to put it and
55:42
that would be like reasonable and then
55:44
the pitch was just
55:46
like oh but I I wouldn't
55:48
play blue-white I would just play bant and then
55:50
by playing band I get the better versions of
55:52
these cards that's that's my my take that's a
55:54
fair argument I mean yeah the only are the
55:57
reason to play less colors in our format is usually just
55:59
whether your meta is particularly like Mooney
56:01
or whatever, but like the format isn't very much
56:03
right now. So that's fine. I may be shooting
56:05
myself in the foot too with the next card
56:08
because I'm gonna talk about it in positive terms
56:10
that this card might actually be okay if I'm
56:12
playing the next card with it. Right. Yeah,
56:14
it's- Well, why don't you take that one and I'll take the
56:17
first one. Yes, okay. Let's move on. We might
56:19
forget Shield back, but Nelly wanted to say it's one
56:21
mana. Play gone, Lord of the Beach, also
56:23
from the Jumpstart set. Two and
56:25
a blue for a zero three legendary
56:28
creature, Starfish Wizard. When
56:31
play gone, Lord of the Beach enters,
56:33
draw a card for each creature you
56:35
control with toughness greater than its power.
56:37
And then for a hybrid blue-white, target
56:39
creature you control assigns combat damage equal
56:41
to its toughness rather than its power
56:43
this turn. So this is a
56:46
card that looks like crap, but-
56:49
No, I mean the art is fantastic. The
56:51
art's great. Yeah, it's beautiful. Yeah, it's fire,
56:54
man. This card popped up in CDH a
56:56
bit. Whoa. I was like, that's
56:58
very weird. And then I read this card
57:00
again. For some reason I thought maybe the
57:03
abilities were kind of reversed. This
57:06
is a three-mana
57:08
creature that if
57:11
you have some consideration to
57:13
play more defensive cards in your deck,
57:15
it is going to regularly draw
57:17
two or more cards. The
57:20
floor is that it just draws one card. And
57:24
it can attack four three, which
57:27
is not the end of the world. It does cost a mana. It's
57:30
really good into Caracas. It's
57:32
really good with your own Caracas. And
57:35
then this isn't probably helping my case, but Riptide
57:37
Laboratory, you get this card. It's kind of, it's
57:39
a wizard. It happens to be a wizard. I
57:41
mean, it's probably worth noting because if you just
57:43
got excited about this card with Caracas, the very
57:45
next game you play, you're going to cast it,
57:48
and then your opponent's going to Caracas it when
57:50
you have no other creatures on. Yeah, exactly. You
57:52
turn it on the stack, no other creatures on
57:54
the board, and you're going to draw zero, but-
57:57
Wheeler's still right. He uses last
57:59
noon. information and I wish no,
58:02
no, no, no. Yeah, I don't do that. Don't
58:05
do that. Yeah. Yeah. So I don't know.
58:08
There was enough convincing by people that are
58:10
very good at this game, admittedly in different
58:12
formats. But we share a lot of DNA
58:14
with CDH. They like drawing cards and doing
58:17
brutal things. And like they don't have
58:19
to worry about Caracas. And we get
58:21
to play this with Caracas. That feels
58:23
kind of neat. I just think there's
58:26
nothing that does this at this man of
58:28
value, right? Yeah. I could say three-manic card
58:30
that can draw you like
58:33
repeatedly two or
58:35
more cards every time it hits play. If you play
58:37
this, draw three cards, and then I try to attack
58:39
into it and can't because it has three toughness and
58:42
Raghavon only has two power. Like this
58:45
thing's going to seem like a house. Yeah. And
58:48
the last card we're going to talk about
58:50
is the Sphinx of Forgotten Lore. This
58:53
is a four-mana three-three creature Sphinx
58:55
for two blue. It
58:57
has flash and flying. And
59:00
whenever this creature attacks, target instant or
59:03
sorcery in your graveyard gains flashback until
59:05
end of turn. The flashback cost is
59:07
equal to its mana cost. So this
59:10
is a flash
59:12
flying repeatable snapcaster-ish sort of thing.
59:15
Obviously, the comparison to snapcaster falls
59:17
off immediately in that it has
59:19
to attack to do it. So
59:22
you're not going to get the play pattern of being able to
59:24
set up like a protection spell or a counter spell, which is
59:26
what a lot of the play pattern with
59:28
a snapcaster is. Probably closer
59:31
to the one-three
59:35
in red. Dreadhorde Arcanist. Like
59:37
a Dreadhorde Arcanist, right? Like if you're
59:40
playing a lot of cheap lightning bolts,
59:42
chain lightnings, or thought
59:44
seizes, you want to reuse
59:46
those spells over and over. That's
59:49
the sort of deck you'd want to put it into. But
59:52
I mean, also, it's a flash flying three-three, which
59:54
is cool because a lot of flash flyers are
59:56
like three ones or smaller bodies or something like
59:58
that. And so you can just play it as
1:00:00
a thing. a flash threat with upside. It's neat.
1:00:02
I don't have immediate home
1:00:04
for it outside of maybe that Grixxis shell
1:00:06
or blue red shell I was talking about.
1:00:09
I'd be more up to bat for this
1:00:11
card if Galvanic Discharge didn't get printed. We
1:00:13
just have more one mana deal
1:00:15
three instant speed cards. And
1:00:18
now I would rather play with,
1:00:20
I would rather play Kess, Dicident
1:00:22
Mage. Honestly, yeah, three, four, right?
1:00:24
Yeah. Even though the
1:00:26
Krakkis are the legend or whatever. And
1:00:29
that's Grixxis, this is blue. This has
1:00:31
some game to it. But it feels
1:00:33
very, like four drops have to be
1:00:35
really good. That's the thing, right? Everything
1:00:37
on it is good, but it's just
1:00:39
not good enough, which
1:00:42
is a heartbreaking evaluation for Mythic.
1:00:45
Yeah. I could see games
1:00:47
where this takes over. Of course. The
1:00:49
ceiling on this card is huge. You're
1:00:52
going to have games where if you chose to include this in your deck
1:00:55
and then you can even get back like an insert
1:00:58
sorcerer that costs two and does something helpful
1:01:00
on the following attack, like that game might
1:01:02
be over. You
1:01:04
manage to untap with your three, three for four
1:01:07
and attack with it. And now the
1:01:09
world's your oyster, right? But you also have to
1:01:11
build the deck for that to work, right? Yeah.
1:01:14
Because it's a work in blue, white control. Yeah, exactly.
1:01:16
Right? If you're just getting a free
1:01:18
ponder off of this or something, you're like, that's nice,
1:01:20
but it's- Yeah. And none of us
1:01:22
can think of a deck where we feel it's definitely correct
1:01:24
to include this. Sorry. All
1:01:27
right. So- It's my
1:01:29
turn. Well- Whatever. It's
1:01:32
Wheeler's turn. No, no, no. It is your- Yeah.
1:01:35
We've had you- Let's have you start and go back to me. Yeah. Nellie,
1:01:38
start us off with black. is
1:01:40
bloodthirsty conqueror. It's three
1:01:42
black, black for a five, five vampire night
1:01:44
with flying and death touch. And
1:01:47
whenever an opponent loses life, you gain
1:01:49
that much life. Hooray. It's one of
1:01:51
those combo enchantments, except it's also a
1:01:53
five, five flying death touch. Like,
1:01:56
looks at butterfly, is this Spain's Slayer Angel?
1:01:58
You know? I mean- kind of it
1:02:00
is a five five flying life link actually doesn't
1:02:02
have first strike or protection from dragons but I
1:02:05
don't know like this line death touch this doesn't
1:02:07
have lifelink no it means that if you hit
1:02:09
them for five yeah five life so kind of
1:02:11
it doesn't actually have lifelink but it kind of
1:02:13
has life yeah you
1:02:16
have to you have to connect with your opponent
1:02:18
with the opponent yeah yeah it is Asterix lifelink
1:02:20
so I don't know I wanted to say before the
1:02:22
common Senate it's fine yeah it doesn't actually have lifelink
1:02:24
if it blocks you don't gain life or anything but
1:02:28
yeah there's like there's another card
1:02:30
in this set that this goes like infinite
1:02:32
with at common and there's a bunch
1:02:34
of other cards that are popular
1:02:36
more in commander where you have like away with
1:02:38
several black enchantments or just two or whatever that
1:02:41
you can combo kill people off of one gain
1:02:43
or loss of life and so
1:02:45
this being a piece of that combo that's a
1:02:47
creature is kind of like well
1:02:50
maybe that's legit for two player I haven't
1:02:52
messed around with it it's also just a
1:02:54
vampire that's like got okay stats it's
1:02:57
a flying vampire you
1:03:00
know it's got like big old Baron singer
1:03:02
energy of like oh this is what a
1:03:04
vampire lord ought to look like yeah like
1:03:08
goblins has this situation for quite a
1:03:10
while now but it doesn't
1:03:12
come up that often in games but it's
1:03:14
there where they can get a combo together
1:03:16
off of like their
1:03:20
Boros Reckoner style creature that's a two minute
1:03:22
one-one Mog maniac and then like dealing a
1:03:24
bunch of damage to that with something and
1:03:26
then they combo you the combo I thought
1:03:28
you were going for it's fun like Snoop
1:03:30
Kiki Jiki line now yeah there's that too
1:03:32
or yes Snoop Kiki to turn Snoop into
1:03:34
Kiki Jiki that's probably the more regular calm
1:03:36
but they have a couple anyway they're got
1:03:39
a few different combos they get so vampires
1:03:41
having access to also I
1:03:43
have a combo is honestly more exciting
1:03:45
because black is the color
1:03:47
of tutors so will
1:03:49
we see black-white vampires going for this and
1:03:52
like having a combo line available Angel
1:03:55
will let us know next up for From
1:04:00
the Jumpstart product, we have Everith, the
1:04:03
Viceroy of Plunder. God,
1:04:05
that's so weebie. Sorry, I just like looked at
1:04:07
the art and I couldn't read the words anymore.
1:04:11
This is a 3 mana 2-2
1:04:13
legendary vampire soldier with flying. Sacrifice
1:04:16
another creature or artifact. Put a
1:04:18
plus 1 plus 1 counter on
1:04:20
Everith's. If
1:04:23
the sacrificed permanent was a treasure,
1:04:26
gain lifelink until end of turn activate
1:04:28
only as a sorcery. Then,
1:04:31
when Everith dies, you may pay 1
1:04:34
and a hybrid black red. When
1:04:36
you do, deal damage equal to its
1:04:38
power to each opponent. So
1:04:41
we have a free sac
1:04:43
outlet, which is always good. However,
1:04:45
this free sac outlet is
1:04:48
only as a sorcery, which is kind
1:04:50
of interesting. And
1:04:52
it also has a sort
1:04:54
of like fling cost
1:04:56
at the end. In
1:04:59
that, you know, if it dies, you can
1:05:01
pay fling cost to deal power to each
1:05:03
opponent. It
1:05:06
has a lot of upside. All right, let's talk about the upside about
1:05:08
this. This is a vampire. Vampires love
1:05:10
stuff like this. It's a free sac outlet,
1:05:13
which is always very strong. It has evasion,
1:05:15
which is great. It has a lot of words
1:05:17
on it, which is all very strong. It's also
1:05:19
a three mana two, two legend, which
1:05:21
means dies to everything and it gets
1:05:23
bounced by Krakus. So if you
1:05:25
are maybe look, I don't even
1:05:27
think you need this as a sac outlet in
1:05:29
aristocrats. So I think if you're looking for maybe
1:05:31
a little bit of aristocrats, shenanigans and vampire, check
1:05:34
it out. But I'm, I don't know if I'm
1:05:36
too stoked on this card. Let me tell you
1:05:38
if I, I did update Mardu aristocrats like literally
1:05:40
yesterday. Let me tell you if this ended up
1:05:42
making the cut. I can't imagine it would. I
1:05:45
like that you're pulling your phone out to check because
1:05:47
are you genuinely not doing that? I'm
1:05:50
not sure. I'm genuinely not sure. I remember humming and hawing
1:05:52
and then I was like, yeah, this is the right call.
1:05:54
It is a free sacrifice. I like five times, but it's
1:05:56
a big deal. The fact that
1:05:58
it's sorcery only is a meager. Mega
1:06:00
downside mega downside so I did not
1:06:02
include this in my list All right,
1:06:04
but after not seeing it I went
1:06:07
well, that's weird. Why I think you
1:06:09
should be playing this. Yeah.
1:06:11
Yeah I just think like
1:06:13
Freesack outlet despite it only being source
1:06:16
the sorcery speed is huge But anyways
1:06:18
finish your thought free sack outlet with
1:06:20
a permanent buff on a flyer and
1:06:22
like yeah you get Caracas but also
1:06:25
There are certain decks where Caracas
1:06:27
is pretty awkward with some of
1:06:29
your cards, but like I
1:06:31
don't know if my
1:06:33
opponents using their resources to Caracas my
1:06:35
stuff like I'm
1:06:38
probably okay with it. I'm just
1:06:40
killing them, right? Like I'm
1:06:42
killing them with other stuff It's not
1:06:44
like the Caracas on this just kind of
1:06:46
I mean it can just ruin your plan
1:06:48
and in some spots But like it's not
1:06:50
the same as like I'm a
1:06:52
gruel deck. I need to kill you before I run
1:06:54
out of gas Right. You're a
1:06:56
deck where just all your cards suck And
1:07:00
so just like but you just have
1:07:02
this constant stream of them and your
1:07:04
opponent is constantly trading down This
1:07:06
does kind of go outside of that
1:07:09
rule But I think
1:07:11
you could just catch people with this card and you
1:07:13
like there's enough Benefit to high-rolling
1:07:15
with this card that I think I'm
1:07:17
okay playing it Yeah,
1:07:20
there are a lot of lines like if you get to untap
1:07:22
with this, you know, yeah you win the
1:07:24
game You would just kill the yeah, you have another sack
1:07:26
outlet So after combat you've like hit them for five with
1:07:28
this thing and then you hit them for ten because you
1:07:30
get to fling it So that's
1:07:33
a lot of damage. That's yeah Yeah, if
1:07:35
your opponent untaps and you don't have Caracas
1:07:37
for their ever like watch out you might
1:07:39
be dead. Yeah All right,
1:07:41
Wheeler Hungry ghoul
1:07:44
one in a black for a two-two zombie
1:07:46
with pay one generic sacrifice another creature put
1:07:48
a one-one counter on this creature I mentioned
1:07:51
up at the top of the show that there are
1:07:53
two type old decks that I have had my eye
1:07:55
on for quite Some time soldiers being one
1:07:57
of them zombies being the other This
1:08:00
card looks like a draft common, and it is.
1:08:03
But one of the issues that
1:08:05
Zombies has is that it doesn't have a
1:08:07
lot of two drops. The deck has a
1:08:09
lot of one drops that are pretty good,
1:08:11
has a lot of three drops that are
1:08:14
pretty incredible, but it lacks two
1:08:16
drops. And this set gives us two
1:08:18
of them. This is definitely the worst of the
1:08:20
two, but it provides something the
1:08:22
deck already wants, which, you know, a
1:08:24
two drop with an easy to pay
1:08:27
mana cost. Doesn't have a downside. Yeah,
1:08:29
I think that's it, right? Like you can look
1:08:31
at this and be like, okay, why
1:08:35
are we talking about this? But it
1:08:37
just, it's all upside. It's an upgrade
1:08:39
over walking dead. It's just the upside
1:08:41
is not as flashy as some of
1:08:43
the other typele decks now get,
1:08:46
right? But like, yeah, you need to
1:08:48
play your Dwinan's elites and- Zombie
1:08:50
players look at this and you're like, oh yeah,
1:08:52
you have it so bad, right? It's
1:08:55
another sack outlet that
1:08:58
provides a permanent buff on
1:09:00
curve and it's easy to
1:09:02
cast. And that's good enough for me.
1:09:07
Nelly. Zombies rejoice. Yeah, let's talk
1:09:09
about Infestation Sage. One black
1:09:11
mana gets you a 1-1 Elf
1:09:13
Warlock with when this creature
1:09:15
dies, create a 1-1 black and green insect
1:09:18
creature token with flying. It's Doom Traveler in
1:09:20
black, which is already a color that you
1:09:22
play in a rest of the ride. It's
1:09:24
so big for aristocrats. Yeah, one mana, two
1:09:26
bodies. Everybody clap. The backside is flying just
1:09:29
like Doom Traveler. The
1:09:32
kindred types, the creature types are like, kind
1:09:35
of relevant, probably doesn't matter in the
1:09:37
decks that care about this card the most, but it is
1:09:39
an Elf and a criminal or
1:09:41
whatever. What's- Oh, an Outlaw?
1:09:43
It's an Elf,
1:09:45
it's an Outlaw, and then it makes an insect on the
1:09:48
back for your, I don't know,
1:09:50
cards that count insects. Oh wait, it's Warmweaver. Oh
1:09:53
yes, Warmweaver hit. Woo, Warmweaver
1:09:55
hit. All right, next up,
1:09:58
Vengeful. Blood
1:10:00
Witch. This is a two mana,
1:10:03
one-one vampire warlock for one and
1:10:05
a black. Whenever this creature or
1:10:07
another creature you control dies, target
1:10:09
opponent loses one life and you gain one life,
1:10:12
it is so huge
1:10:15
to get another blood artist.
1:10:18
This is wild. Do
1:10:20
you want to take a guess as to how many
1:10:22
blood artists that we have? There's got to be ten
1:10:24
now, right? Is there two digits of blood artists? Two?
1:10:26
Sorry, at two mana or in general? Let's
1:10:29
go... We play the Bastion of Remembrance, right? Yeah.
1:10:31
We always play Bastion of Remembrance. Let's say three
1:10:33
or less. At three or less? I'm
1:10:36
gonna say this is number five?
1:10:38
Maybe less. Hold on, hold on.
1:10:40
Zilliport, cutthroat, blood artist, Bastion of
1:10:42
Remembrance. There's
1:10:45
a black and white one from... Oh, the zombie
1:10:47
one. No. There's
1:10:49
definitely a blood artist that costs the black and
1:10:51
white. There is, but I'm not counting the zombie
1:10:53
one. Because it's only zombies,
1:10:55
right? I'm gonna say this is number five. Here's what I'm gonna
1:10:57
qualify. Get ready, kids. You
1:10:59
can count at home. Blood
1:11:03
artist, cruel celebrant,
1:11:05
LS Ilkor, the legendary black and
1:11:07
white one, Judith
1:11:12
the Scourge-D, the erectile one,
1:11:15
Marionette Apprentice, the
1:11:18
Modern Horizons 3 one. I'm gonna give a shout out to Mayhem Devil.
1:11:21
It's basically it. Card's kind of messed up. The
1:11:25
vengeful blood witch. Zilliport
1:11:28
cutthroat, Bastion
1:11:31
of Remembrance, the
1:11:33
Meat Hook Massacre. Meat Hook Massacre, yeah. And
1:11:35
then you could maybe say like Goblin Bombardment.
1:11:38
Sure. It's kind of there, too. Ten? I... Ten?
1:11:43
You're gonna be picking now. You're gonna have
1:11:45
a blood artist when you play. I'm
1:11:48
just saying like when you play this deck, 10%
1:11:51
of your deck now are blood artists. So you're gonna have
1:11:53
a blood artist. Lacking a blood artist wasn't the problem with
1:11:55
why you lost that. I love that math, by the way.
1:12:00
This is a conversation, we could do an entire episode
1:12:02
about this, which is, let's not talk
1:12:04
about blood hearts for a second, let's talk about counterspells. So
1:12:07
let's say you are a combo deck or a
1:12:09
control deck, and you want to
1:12:11
guarantee as much as you can with randomness
1:12:13
and magic, that you get one
1:12:15
counterspell. You're like, okay, I want to make
1:12:17
sure that in every game I can counter
1:12:19
at least one thing. What is
1:12:21
the density of counterspells that you need to have? By
1:12:24
what turn? Exactly, right? And stuff
1:12:26
like that. But that's the whole point. That's what
1:12:28
we talk about when we talk about density. You're
1:12:30
not talking about density because you want to make
1:12:32
your deck look good on paper or something like
1:12:34
that. It's about creating a consistent experience when you
1:12:37
play the deck, right? And a counterspell is
1:12:39
a great way to look at that. And now, with
1:12:41
that level of density of blood artists, you can
1:12:43
be like, wow, it is reasonable now to assume
1:12:45
I will always have one and probably
1:12:48
two blood artists per game. What
1:12:50
can I do with that now? How does
1:12:52
that change the turn that I kill on?
1:12:54
Like sometimes magic is just math, but I
1:12:56
love stuff like that. To make
1:12:58
it very Canadian, it's basically party mix,
1:13:00
right? It's like, how many pretzels
1:13:03
do you want? How many Cheetos do you
1:13:05
want? Do you want more of one thing
1:13:07
than another? And aristocrats is like one of
1:13:09
the iconic versions of that kind
1:13:12
of conundrum because that's all it
1:13:14
wants, right? Is you want things
1:13:16
to sack, ways to sack, things
1:13:18
that do a thing after you've
1:13:20
sacked. That's it. And then lands.
1:13:22
I'm redundant. See, you have three
1:13:24
things, right? Oh, I almost gave
1:13:26
them the finger. Blood artist effects,
1:13:28
sack outlets, and creatures that die
1:13:30
gracefully. Swords to plow, shears. Maybe
1:13:33
you play Thotsey's, maybe, right? Yeah.
1:13:37
But yeah, super stoked to get another blood artist. Wheeler.
1:13:40
To continue the aristocrat discussion, wriggling
1:13:42
grub from jump start. One in
1:13:44
a black for a 1-1 worm.
1:13:47
When wriggling grub dies, you create
1:13:49
2-1-1 black and green worm tokens.
1:13:51
That's so huge. Yeah,
1:13:53
this is three bodies on one card at
1:13:55
two mana. That's so big. Oh my God.
1:13:58
Yeah. Yeah. that
1:14:01
may have kind of passed over the mind
1:14:03
of a lot of people that don't run
1:14:05
into a lot of aristocrats or haven't played
1:14:07
it themselves, is that this
1:14:09
deck does play a lot of bad
1:14:12
cards, right? Like Infestation Sage and Wrigling
1:14:14
Grub, they're not like Rogavon
1:14:16
or Minscan Boo or whatever. Not White
1:14:19
Plume Adventurer. But there
1:14:21
are a lot of incredibly powerful
1:14:24
cards that fit into
1:14:26
aristocrats, and not just because you're
1:14:28
in those colors, right? Like Orcish
1:14:31
Bowmasters makes two bodies on one
1:14:33
card. Ocelot Pride. You're
1:14:36
probably gaining a bunch of life,
1:14:38
and so you're making tokens, and
1:14:40
you can easily ascend, get the
1:14:42
city's blessing, and then your deck
1:14:44
that makes multiple types of tokens,
1:14:46
so you will get multiple things
1:14:48
off your Ocelot Pride trigger. Flage,
1:14:50
a thing that sacrifices itself and
1:14:53
is in Mardu, some
1:14:55
of the best colors for aristocrats, that
1:14:57
also, you're
1:15:00
garbage. Your graveyard is full
1:15:02
of garbage, right? Like, yeah,
1:15:04
you blocked with your Doom Traveler, and now you
1:15:07
can fuel your flange. Play like
1:15:09
a Fable, the Mirrorbreaker too. Fable's great,
1:15:11
it makes a token. It
1:15:14
makes more tokens. The backside says
1:15:16
sacrifice. Exactly. Yeah,
1:15:21
aristocrats is a deck that was kind of a bit
1:15:23
of a meme, but
1:15:26
has always been pretty good. It's just
1:15:28
a little more matchup dependent. Still a
1:15:31
bit weak against the Academy decks and
1:15:33
whatnot, but I mean, this
1:15:35
card is just doing something that we don't have
1:15:37
anywhere else. This is a new card. This
1:15:40
is phenomenal. Yeah, I
1:15:42
think aristocrats got a
1:15:44
ton of cards in this past year, and
1:15:47
we've seen some of those cards pop up in
1:15:49
like Mardu tokens, which has become a real powerhouse
1:15:51
of the format, but aristocrats is just Mardu tokens,
1:15:53
but your curve is lower, which is very, oh,
1:15:56
and a Johnny Nakano pariah. But also just in
1:15:58
black, just in the. past five cards we talked
1:16:00
about, we have a new two-man blood artist, which
1:16:02
is huge, a new
1:16:04
free sack outlet medium,
1:16:07
and two of the best blood
1:16:09
artist sack creatures that we've seen
1:16:11
printed in recent memory. That's
1:16:14
absurd. Yeah. The card's
1:16:16
getting good. All right. Very
1:16:19
last card of the day. Nelly,
1:16:21
take us home. It's Zul Ashur
1:16:23
Lichlord, one and a black for
1:16:26
a 2-2 legendary zombie warlock with
1:16:28
Ward, K2 life, and
1:16:30
Tapp, you may cast target zombie creature card
1:16:32
from your graveyard this turn. Okay.
1:16:35
This isn't the most flashy and exciting
1:16:37
zombie lord. It doesn't pump your other
1:16:39
zombies or even really add
1:16:41
any abilities to any of your other
1:16:43
zombies unless you count getting to cast
1:16:45
them again from the graveyard. But
1:16:47
it's a two-drop. Yep. It's a
1:16:50
2-2 for two, and we talked earlier about
1:16:52
how that was one of the main things
1:16:55
Hungry Ghoul had going for it. So
1:16:57
now you have a 2-2 for two
1:16:59
that's legendary but has Ward. So
1:17:02
if they're trying to bounce it with Krakus, they
1:17:04
at least get nugged. And
1:17:08
if you untap with it, you are
1:17:10
going to get to recast your zombies. So
1:17:12
fits into the curve. Well
1:17:14
if you're just trying to attack, you can just attack
1:17:16
with it on turn three and so
1:17:19
on, or it gives you that
1:17:21
late game sustain that the zombie deck is already
1:17:23
pretty good at. So it's not
1:17:25
going to be the only card in your deck that gets creatures back
1:17:27
from the graveyard. Shocked. I
1:17:29
know, right? But that's okay. It has
1:17:31
Ward too. It attacks for two. You only put
1:17:33
two mana into it. Goes
1:17:36
in zombies. Great. All
1:17:38
right, friends. That is going to do it
1:17:40
for part one of our set review. Thank
1:17:43
you very, very much for watching. A reminder
1:17:45
that everything we do is brought to you
1:17:47
by you through support over the Patreon at
1:17:50
patreon.com/loadingreadyrun. This is one more very subtle subscription
1:17:52
call-out on YouTube. Get us 200k. I'll
1:17:55
never mention it again, I promise, but we are so close
1:17:57
and I want to see that play button. Reminder.
1:17:59
There's any cards that we miss that you want to see us
1:18:01
talk about let us know in the description down below We like
1:18:04
actually legitimately love reading the comments on on our
1:18:07
set review. Thank you. I do Not
1:18:09
the play review games. I mean there was no misplace in
1:18:11
this that they can talk about at fourth
1:18:14
Oh, there are misplays they could talk about
1:18:16
they'll find a way. That's fair. No, it's
1:18:18
a joy. I've been surge I've been joined
1:18:20
by Nelly. I was here a wheeler stations.
1:18:22
Yes James
1:18:25
is on tech found Let's
1:18:28
go Thank you very much for
1:18:30
watching and we will see you next time a buh-bye
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