MTG Foundations Set Review Part 1 || North 100 Ep171

MTG Foundations Set Review Part 1 || North 100 Ep171

Released Friday, 29th November 2024
Good episode? Give it some love!
MTG Foundations Set Review Part 1 || North 100 Ep171

MTG Foundations Set Review Part 1 || North 100 Ep171

MTG Foundations Set Review Part 1 || North 100 Ep171

MTG Foundations Set Review Part 1 || North 100 Ep171

Friday, 29th November 2024
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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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