Tarkir: Dragonstorm Initial Impressions || TTC Ep545

Tarkir: Dragonstorm Initial Impressions || TTC Ep545

Released Monday, 14th April 2025
Good episode? Give it some love!
Tarkir: Dragonstorm Initial Impressions || TTC Ep545

Tarkir: Dragonstorm Initial Impressions || TTC Ep545

Tarkir: Dragonstorm Initial Impressions || TTC Ep545

Tarkir: Dragonstorm Initial Impressions || TTC Ep545

Monday, 14th April 2025
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Episode Transcript

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0:16

Broadcasting live from the frontier

0:18

Bivouac on the plane of

0:20

Tarkhear, it's tap tap concede.

0:23

Welcome everybody. Kons of Darkhear

0:25

is out and that means

0:27

we are doing a special

0:29

Kons of Darkhear, Kons

0:31

of Tarkhear, Tarns of Karkhear,

0:34

first look, sort of, what our

0:36

vibe check is on the set,

0:38

is just falling apart. Joining me

0:41

are Nelson and Cameron who are

0:43

laughing at my misfortune. Dragon

0:45

Storms. Did Mardou kick

0:47

your ass? That's so easy now, is

0:49

it? Also, on the board, we've

0:52

got James. Tarkier Dragonstorm is

0:54

the name of the set.

0:56

Yes. Tarns of Karkier. Tarns

0:59

of Tarkier. Darnes of

1:01

Tarkier. Like, it's got those

1:03

old Tarkier vibes, and I'm so

1:05

happy for it. Yeah, yeah. Who knew

1:07

that you could have the Tarkier

1:10

vibe independent of the morph? Oh.

1:12

But as it turns out. Yeah,

1:14

yeah, there were other cards in that set.

1:16

Yeah. Yeah, no more ponyback brigade

1:18

and more dragons. It's great. But

1:21

before we get started on our

1:23

hot takes, although I did just

1:25

give you one for free, let's

1:27

thank our sponsors because. We don't

1:30

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1:32

free because of them. It's card

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1:37

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1:58

no more buttons are. on the

2:00

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2:02

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2:04

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2:07

my cards in? How do I

2:09

protect them? How do I shield

2:11

them from these dragons

2:13

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2:15

shield of dragons. Yeah, or

2:18

a dragon shield. And you

2:20

can use code LRRMTG05. and

2:22

get 5% off your order, which isn't

2:24

a ton, but it's not nothing. It's

2:26

a discount. So, you know, and they're

2:28

nice sleeves and then come in a

2:31

cool variety of colors and that's, we

2:33

like them enough, that's the sleeves that

2:35

we use when we make our own

2:37

sleeves, and the sleeves I buy when

2:39

I just want some weirdly colored sleeves.

2:42

And finally, if you're thinking, gosh, I

2:44

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2:46

Good news. We've tried to make that

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2:50

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you can throw us a couple of bucks

2:55

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2:57

get like there's no like special patron only

2:59

content on our patron. It's just more like

3:01

a tip jar and we really appreciate it

3:03

and it allows us to keep doing this

3:05

kind of stuff which this week, as I

3:07

mentioned before, is talking about the cards

3:10

that we are excited for in

3:12

Tarkier Dragonstorm. Nailed it nailed

3:14

it first time, but I

3:16

feel that's a that's

3:18

a I think that's

3:20

an impressive Freudian slip

3:22

because everybody's like mmm

3:24

cons vibes Yeah, well maybe

3:27

they're not so sexy

3:29

about it The flu are I

3:31

came from a place of honesty.

3:33

Yeah, yeah, exactly. Yeah, you know

3:36

people are having strong feelings about

3:38

this set And who am I

3:40

to tell them to pump the

3:42

brakes on that? Yeah. Just remember

3:44

to Dragon Shield first. True.

3:47

They can pump their attacker.

3:49

It's okay. They're allowed. Yeah.

3:51

There are some combat tricks that

3:53

does that. There's Wild Ride

3:55

plus Three Plus O. Yeah. That

3:57

was a sorcery. Wild Ride is a.

4:00

exciting card because I think it's the

4:02

first time we've had a functional reprint

4:04

of reckless assault right which is back

4:06

from the like I want to say

4:09

Odyssey days or maybe it was invasion

4:11

block but or reckless charge not assault

4:13

reckless charge same spell one red

4:15

sorcery target creature gets plus three

4:17

plus so and haste but then

4:19

it has flashback instead of harmonize

4:21

for two in a red whereas

4:23

this new one harmonized four in a

4:25

red sure that's more mana but if you

4:27

have a like fresh four four line

4:29

around that can tap instead of attacking

4:32

to pump something else. I mean it's

4:34

kind of a weird one right because

4:36

that when you're playing with the harmonized

4:39

cards one of the advantages of harmonize

4:41

is that you can tap summoning sick

4:43

creatures. Yes yeah but this would be

4:45

like yeah this is like the one

4:48

harmonized card we're like well actually yeah

4:50

you might not want to pump your

4:52

it's an odd one it's an interesting

4:54

card I'm not is it good I feel

4:56

like the situation for this is you've just

4:59

cast something big and then you can tap

5:01

your little guys to like give it haste

5:03

and then win return because it's like a

5:05

board stall this is a big flyer yeah or

5:07

something with trample I'm not like actually

5:09

super keen on this card I just wanted

5:11

to change the subject away from like the

5:14

sort of sex adjacent talk that we're getting

5:16

into yeah you definitely want to break that

5:18

with a wild ride yeah nothing sexy about

5:20

saying the words wild ride over and

5:22

over again But honestly, I think this

5:25

card is playable. You can pump a

5:27

large creature for one extra man to give

5:29

a haste and attack the turn comes down.

5:31

And then later in the game, you can

5:34

just put three more power on your

5:36

evasive threat. Right? Like if you have

5:38

a trampler or you have a flyer, you

5:40

know, the fact that it grants haste

5:42

doesn't always mean it has to target

5:45

a something except creature, right? That's true.

5:47

I've never like the most keen for

5:49

like these sorcery speed things, but...

5:51

Yeah. Here's some things that you

5:53

are keen for. Nelson, the first

5:55

one on your list was Atooned

5:58

Hunter. Yeah, this curts good. Yeah,

6:00

this is a good card. I think

6:02

of this card as a sulti card,

6:04

but it's two in a green and

6:06

it's a 3-3 trample with another ability.

6:08

That's not a drawback. So trampling sent

6:10

to our Courser, you know, you could

6:13

put it in any deck that has

6:15

green manner. It's... you know, it's certainly

6:17

not dead weight, it's totally fine on

6:19

rate. The other ability is whenever one

6:21

of more cards leave your graveyard during

6:23

your turn, put a plus one plus

6:25

one counter on this creature. So it

6:28

grows every time you use a raised

6:30

dead effect or a regrowth effect or the

6:32

sultize ability word, which is renew. I don't

6:34

think it has any rules meaning because each

6:36

card just tells you what to do, but

6:38

they all exile themselves from the graveyard. So

6:41

there are creatures that you can use as

6:43

a creature and then you can use the

6:45

renewability after it hits the graveyard and every

6:47

time you do, even if whether the renew

6:49

targets a tuned hunter or not, the tune

6:52

tender will get bigger. For an example of

6:54

a new creature, let's look at Sagu Pummler,

6:56

unless you had another one. Yes. Yeah, I

6:58

actually just want to bring up that there

7:00

is another card that there is another card that

7:02

there is another card that there is, I'm so sorry

7:05

to do this, James. I'm looking it up

7:07

right now, but I completely forgot it existed

7:09

until now. Because I'm not convinced it's great.

7:11

But it did feel good to use, which

7:13

was Jade Cast Sentinel. Jade Cast Sentinel. Okay,

7:15

yeah. This is a format of one five

7:18

reach, right? Yeah, which is, it's an artifact

7:20

creature. It's an ape snake, which I find

7:22

kind of, like, amusing. But its relevant ability

7:24

is for two tap, put target card from

7:26

a graveyard from a graveyard on the bottom

7:29

of its owner's owners library. is

7:31

a useful way of being able

7:33

to consistently turn on your saltai

7:35

abilities. Right. True. Also, it's a

7:37

good way to hose somebody who's

7:39

put a bunch of gas into

7:42

their yard. Yeah. Yeah, because this

7:44

can hit an opponent's good reanimation

7:46

targets. And against saltai cards, right?

7:48

Yeah. It did useful work. And,

7:50

you know, it eats bird tokens

7:52

all day long. That's true. I have

7:54

not played with this card, because I

7:56

am always wary of these put things

7:59

back in the grid. artifact, but I'll

8:01

try it. Oftentimes there's an

8:03

artifact like this. It sort of

8:06

looks like it's trying to get

8:08

the attention of a new drafter who's worried

8:10

that 40 cards is too few

8:12

and you just you're gonna naturally

8:14

need this of it this ability

8:16

so you don't mill out and

8:18

like. if you've drafted a few times you

8:20

start to learn that like that's not usually a

8:22

concern no probably not worth the spot in your

8:25

deck but this thing is a reach creature for

8:27

four men with five toughness yeah so it does

8:29

at least just offer to stand in front of

8:31

dragons for a while not all of them but

8:34

like the three three ones the the green common

8:36

one yeah there's three and four power dragons all

8:38

over the place mm-hmm All right, speaking

8:40

of you wanted to talk about

8:42

Sagu Pumler, which is a great

8:44

creature. It's a it's a square

8:46

creature. I think Graham describes it. Yes,

8:49

Sagu Pumler, three in a green for

8:51

a four four beast with reach. So

8:53

right away my giant spider. devotion is

8:55

offended. I'm, you know, I'm always, I'm

8:58

always mad when they strictly upgrade Giant

9:00

Spider. But that just means I need

9:02

to cast this one. It also has

9:04

renew for four in a green, exile

9:06

this from your graveyard and put two

9:09

plus one plus one counters and a

9:11

reach counter on target creature. That

9:13

renewability is so good. Yeah, activate only

9:15

as a sorcery. So you get a four, four

9:17

reach for four. Right away, I mean, we've

9:20

had limited environments, admittedly they're like 10 years

9:22

old now or whatever, but some of them

9:24

are just built around the fact that there's

9:26

a common for, for, for, for, and green.

9:28

Like, there was a vanilla for, for, for,

9:31

in, I want to say, M12, for two

9:33

and green, green. Like, you even had to

9:35

pay extra green pips to get it. And

9:37

it was just... It was pretty good though,

9:39

wasn't it? It was just so, so much

9:42

farther ahead on rate than most of the

9:44

other creatures. Like if they had a three

9:46

man exile removal or a three man a

9:48

murder spell, fine. But like in every other

9:50

situation, you're just like, well, my creature's bigger,

9:52

so I get to decide how this game

9:54

works. Yeah. Yeah. So you can, it attacks,

9:56

it blocks, it exiled itself from your graveyard

9:58

and making your attuned. or bigger. I

10:01

recommend playing this card. Yeah, I

10:03

recommend taking it. I would say, not

10:05

like, you're not first picking some pummler,

10:07

but like, you know, you see this

10:09

going around fourth or fifth, and you're

10:11

like, yeah, let's go. Yeah, it's the

10:13

kind of card that does table.

10:15

It's just that like when it

10:17

tables and you're in green, you're

10:20

pretty stoked, right? The push to

10:22

green off this card isn't massive,

10:24

but when you're in green, you're

10:26

probably taking one or two. If I'm

10:28

in green and I'm in, say, pack three,

10:30

and there's not very anything good in this,

10:32

I would be like, great, I'll just

10:34

take a segupoe. It's not a terrible

10:37

first pick because it is such a

10:39

windmill slam, like, on turn four. Yeah,

10:41

I'm a fan. If there's nothing better for

10:43

you in the pack, you can take it

10:45

highly, you can take it highly. But like,

10:47

you can take it highly. I like I

10:49

said I would I would I would expend

10:51

a later I would expend like a sort

10:53

of a mid pack pick on it if

10:55

I was in green and there was

10:57

nothing better right yeah yeah taking it

11:00

fifth or sixth is totally fine

11:02

speaking of things that are a good

11:04

and saltide deck. Nelson, can we

11:06

talk about a couple of other

11:08

cards that you've put on your

11:11

list, which is constrictor sage, which

11:13

is a card I also really

11:15

like? Right, okay, so constrictor sage

11:17

I think is actually a pretty

11:19

important one. This is an uncommon

11:21

in blue. Another one of the

11:23

saltai renewed creatures, four, four, four,

11:25

snake wizard, and when it enters,

11:28

tapped our creature and opponent controls,

11:30

put a stun counter on it.

11:32

So. It offers a way to

11:34

hold down the opponent's creatures twice

11:36

and it's available as well if

11:38

you can just mill it or

11:40

discard it because you can use

11:42

the renew from your graveyard. So

11:45

sometimes you you get a three

11:47

mana sort of frost breath effect,

11:49

maybe even before turn five, depending

11:51

on how you know you've got

11:54

various cards that mill yourself in

11:56

Sultan. So you can use this

11:58

aggressively, you can use defensively. important.

12:00

There's not a ton of tapping effects. There's

12:03

this card and then there is a white,

12:05

I'm sorry I didn't write down the name

12:07

of this card, but there's a white common

12:09

tapping creature. But there's not a ton of

12:12

frostbreadth effects. It's like a four

12:14

manna creature though. Then you have to

12:16

pay white. Yeah, that one's slow as well.

12:18

It's relevant though. You get a four man

12:20

of three, four. But I just think it's

12:22

important to... Be aware of, thank you very

12:25

much James, the Arish and Sun Shield

12:27

also can tap down a creature. So

12:29

both of these I think are important,

12:31

especially if your opponent has, which one

12:34

was it, is it venerated storm

12:36

singer? Which, does I want to remember which one,

12:38

I wrote down the name of this card,

12:40

but I don't know which one is the

12:42

one that is a blood artist, because there's

12:44

a common or uncommon, thank you, yeah, uncommon

12:46

blood artists effect in black, three in a

12:48

black for a three, three, three, three, or

12:50

cleric with mobilized one, which means whenever it

12:52

attacks, you create a tap and attacking one,

12:54

one, and then sacrifice to the being the

12:56

next end step. And whenever this creature or

12:58

another creature you control, you control, you control

13:00

dies, you control dies, each, each opponent loses

13:02

one life, each opponent loses one life, The

13:04

venerated Storm Singer's second ability does not say

13:06

non-token and all of the mobilize effects sacrifice

13:09

the creature. They don't. Oh yeah. They

13:11

don't get exile. They don't like leave

13:13

the battlefield for some other way. They die.

13:15

I had this card once in a Mardu pool

13:17

and it was backbreaking. Right. Right. You only

13:19

need a couple of mobilized triggers in

13:21

your drain and you're like you're kind

13:23

of a damned if you do damned if

13:25

you don't situation for a proponent. The

13:28

Mardu deck is very good at per

13:30

presenting. its opponent with dilemmas not

13:32

problems right right like it's

13:34

very good at making no-win

13:36

scenarios yes exactly yeah between

13:38

this sort of thing we've got a

13:40

couple of other cards on the list

13:43

that go with the Mardue deck there's

13:45

bone care and butcher right another

13:47

great dilemma card yeah one in

13:49

a Mardue so one red-white black

13:51

for a four four demon with

13:53

mobilized to and attacking tokens you

13:55

control have death touch so both

13:57

of these black formanna uncommon kind

13:59

of create inevitability. And I mean,

14:01

the king of these is, it didn't

14:04

occur to me at the time when

14:06

we were putting these in the list,

14:08

but the siege. With the Mardi mode.

14:10

Sure. With whenever one of your creatures

14:13

dies, or if a creature you control

14:15

died, your opponent sacrificed a creature. Right,

14:17

sort of a grave packed effect on

14:19

the, I don't remember the name of

14:21

the siege. It's not hollow, That's the

14:24

green black one. Is it the wins

14:26

card? Is it the red way one?

14:28

I'm sorry, James. Ha ha ha, James.

14:30

You have to look up all the

14:33

sieges and then tell us which one

14:35

has Mardu. What I do, what I

14:37

like it, what's really important, what I

14:39

think is really good about bone care

14:42

and pitcher is it says mobilize two.

14:44

Because those mobilize triggers are a little

14:46

bit... rarer than you want them to

14:48

be. You have to, I think you

14:50

do, if you're in Mardio, I think

14:53

you have to take creatures that say

14:55

mobilize fairly highly. Because there's a lot

14:57

that don't and that work really well

14:59

with mobilized stuff. There is a, oh

15:02

no, I'm doing it, I'm not doing

15:04

it, but there's lots of ways that

15:06

you can use your tokens and do

15:08

cool things, but the actual getting the

15:11

mobilize is a little bit, it's more

15:13

in the uncommon area I find. Common

15:15

for two mana. I want to say

15:17

frontline rush shock no, that's a spell.

15:19

Is it shock? Yes, shock brigade. So

15:22

Cameron put that on his list. Thank

15:24

you. Yes, seen it. Okay, so shock

15:26

brigade Common, goblin soldier one in a

15:28

red only two matter for a one

15:31

three with menace and mobilize. So this

15:33

one's kind of an important corner cornerstone

15:35

just because it's common. It's less than

15:37

four mana. And you don't mind throwing

15:40

it in sideways because it's a one

15:42

three. So yeah, you know. So you

15:44

got to really block it. They have

15:46

to like, if you want to, if

15:48

they're trying to stuff you on getting

15:51

any value, they need to block it

15:53

with two, two, two, two, which they

15:55

won't necessarily have by turn. No. They'll

15:57

probably just take, but like that, I

16:00

don't know. is very very key. Yeah,

16:02

and the card I was thinking of

16:04

was Baron Step Siege. Baron Step Siege.

16:06

With the relevant mode being at Mardio

16:09

at the being of your end step,

16:11

if the creature died under your control

16:13

this turn, each opponent sacrificed as a

16:15

creature of their choice. Right. It's, yeah,

16:17

it's a dilemma card. Yeah. So this

16:20

one's really interesting. It's an intervening if

16:22

trigger on Mardew. So unfortunately mobilize on

16:24

its own. Doesn't turn this on. No.

16:26

But the good news is, if Mobilize

16:29

on its own, didn't turn the turn

16:31

this on, you got in with your

16:33

tokens. Yeah. Maybe they have a bunch

16:35

of zero power walls kind of imagining

16:38

a scenario to stuff this appearance test.

16:40

Yes. But like, it's I'm doing mental

16:42

gymnastics to keep you your opponent from

16:44

having to sacrifice their creatures here. Realistically,

16:46

the Mardu player does make creatures die

16:49

on their own turn. Yes. Right. Yeah.

16:51

Yeah, speaking of, can we take a

16:53

sideways turn on talking about specific cards

16:55

for a moment and talk about the

16:58

various strategies of the clans? Yeah, let's

17:00

do that. So, yeah, Mardu, for example.

17:02

Yeah, exactly. Yeah, we're all pretty big

17:04

fans of Mardu around the office, I

17:07

think, like starting with them, I think

17:09

is good, right? This, this clan creates

17:11

tokens, wants to go wide, and then.

17:13

get there somehow. Either it's the tokens

17:15

have death touch or there's a blood

17:18

artist or the tokens are all getting

17:20

bigger somehow or Or there's eight of

17:22

them. Yeah, right? You're just attacked with

17:24

eight one ones. Yeah, exactly. So the

17:27

important pump spell uncommon in red and

17:29

white is frontline rush. Sorry I mentioned

17:31

this earlier. Remember now which card this

17:33

is this card? creates tokens or is

17:36

a might of the masses. So for

17:38

a red and a white at instant

17:40

you can either get two more tokens

17:42

and they stick around. This is just

17:44

like instant speed dragon fodder here to

17:47

red goblins or give target creature. plus

17:49

X plus X where X is the

17:51

number of creatures you control. And importantly,

17:53

it's an instant so you can wait

17:56

until after your mobilize triggers have resolved.

17:58

So like pumping the unblocked one for

18:00

six or 10 is not unheard of

18:02

because you know two or three Mardu

18:05

creatures during combat is actually quite a

18:07

few more creatures often because of mobilize.

18:09

So. I think this one is really

18:11

important for those decks. Like this is

18:13

one of the ways you can close

18:16

it. I was just like pumping the

18:18

unblocked one, which is weirdly, you know,

18:20

might of the mass is an interesting

18:22

card, right? Because it's a go wide

18:25

payoff that makes one creature big. You

18:27

know what I mean? It's like I'm

18:29

wide, therefore I can get tall with

18:31

this card, right, specifically. I think there's

18:34

only this one kind of this effect

18:36

in the set, but it's the signposts.

18:38

in a lot of the deck. A

18:40

lot of the frontline rushes that are

18:42

open are going to go into decks.

18:45

So if you are open, if you

18:47

are, you know, drafting, and you see

18:49

this, and this is pack one, would

18:51

you take this pack one? I might,

18:54

yeah, for sure. I mean, you're like,

18:56

all right. I think this is a

18:58

first pick, I don't hate. depending on

19:00

the pack, right? Okay. And then I

19:03

think if it's past, second or third,

19:05

it's like, I don't think there's a

19:07

ton of, like it's not as good

19:09

as some of the rares, right? I

19:11

don't necessarily think we didn't take it

19:14

over Zirgo, or there's some dragons or

19:16

whatever, or... Yeah, but say there's some...

19:18

But the average removal spells, I think

19:20

it's better than, you know? Like, it

19:23

sounds like... Oh, it's exhale, dragon's exhale

19:25

or something? For damage? There's a thundering

19:27

exhale, thunder's exhale? It's the, because there's,

19:29

it's a cycle, there's pierce, it's aus

19:32

exhale for white, caustic exhale for black.

19:34

Yeah. Thunderous exhale, chilling exhale, maybe, and

19:36

then I don't know what the green

19:38

one is, but I've played it. Some

19:40

sort of foresty exhale. Yeah, they were

19:43

just breathe plants on someone's sale. Yeah,

19:45

there we go. That's nice. Yeah, crispy

19:47

exhale So I would put frontline Russia

19:49

ahead of all of those dragon breath

19:52

cards for example Okay, interesting. Yeah, speaking

19:54

of so speaking of the Mardue strategy

19:56

We know that basically you want a

19:58

front-line rush you want one of them

20:01

good Mardue rayers and stuff like that.

20:03

What else are you looking to draft

20:05

if you're doing or if you're looking

20:07

for in your seals for Mardue? Absan

20:10

cards. Well, because we talked about how

20:12

the mobilized cards are obvious, right? And

20:14

then like, you know, you always want

20:16

removal in your limited deck. And then

20:18

we've talked a little bit about how

20:21

there's a few different ways you can

20:23

translate your wide number of creatures into

20:25

victory. But another one you can do

20:27

is like, sorry, while you're drafting the

20:30

sort of middle picks, the absons endure

20:32

ability also makes tokens. So any of

20:34

the cards that say... is Indoor, Indoor

20:36

is, yeah. Any of the cards that

20:39

say Indoor, you can think of as

20:41

two bodies. And so, all those cards

20:43

fit in really well to the, the

20:45

Marty strategy, strategy as well. Yeah, for

20:47

reference, Indoor is a, when a creature

20:50

enters, they'll have Indoor 1, 2 or

20:52

3, and your choices are Indur 1,

20:54

put a plus 1, plus 1 counter

20:56

on this, or make a 1, 1,

20:59

1, 1 spirit, and then Indur 2,

21:01

2, 2, 2, 2, 2, 2, 2,

21:03

2, 2, 2, 2, 2, 2, 2,

21:05

2, 2, 2, 2, 2, 2, 2,

21:08

2, 2, 2, 2, 2, 2, 2,

21:10

2, 2, 2, 2, 2, 2, 2,

21:12

2, 2, 2, 2, 2, 2, 2,

21:14

2, 2, 2, 2, 2, 2, 2,

21:16

2, 2, 2, 2, 2, 2, 2,

21:19

2 Yeah. Because there's an abzan, there's

21:21

an abzan green endure, it's like the

21:23

dustyat earth carver or something like that.

21:25

Yes. That I always choose in the

21:28

just make it really tall because it's

21:30

a 4-4 that can either make a

21:32

3-3, but it's a 4-4th reach and

21:34

a 3-3 spirit. And I always go

21:37

for the, in green. A 7-7? Pachau.

21:39

And also it deals with any dragons.

21:41

7-7 does block almost all the dragons.

21:43

And it just, you turn it sideways.

21:45

I got to draft a Urenny. But

21:48

I never got to cast it. It's

21:50

not that I didn't I couldn't have.

21:52

I had the man, I just didn't

21:54

draw it. Oh. Anyways. Yeah, this is

21:57

just a limited bomb we're mentioning. It's

21:59

like one of the few cards. I

22:01

had to go to Mythic Rare to

22:03

find a creature that can walk through

22:06

a dusky at Earth Carver. Yeah. Five,

22:08

green, blue, red for a 10, legendary

22:10

spirit dragon with flying, projected from white

22:12

and black. And then when it enters,

22:14

it deals like a million damaged all

22:17

your opponents stuff. each clan has them

22:19

which kind of makes sense. They have

22:21

their own like bananas thing. Well they're

22:23

supposed to have a couple because they

22:26

have a con and a dragon. But

22:28

what I like about that is that

22:30

that earth carvers are common. Yeah. And

22:32

it will block rare dragons if you

22:35

choose the seventh. To me that's a

22:37

sign of a well-balanced set that like

22:39

eat like you know there's answers for

22:41

many of the... degenerate problems for sure

22:43

right you're not just like oh they

22:46

get that card I have there's nothing

22:48

I can do about it they win

22:50

right right there's nice to have common

22:52

answers yeah exactly yeah yeah yeah rare

22:55

meets rare who opened better class it's

22:57

like I don't like sets like that's

22:59

where it's like okay this deck is

23:01

kind of a bit jank but gets

23:04

there because the common quality is high

23:06

yeah Um, all right, so we're, but

23:08

back to the Mardu ability. So you're

23:10

drafting Mardu, you've gotten your, you've gotten

23:12

your front line assault or your front

23:15

line rush, you've taken some good Absen

23:17

cards to endure. Yeah. What are you

23:19

closing out, closing it out with? I

23:21

also like the card bearer of glory.

23:24

This card, um, it's got. this ability

23:26

four into white creatures you control get

23:28

plus and plus one until end of

23:30

turn which typically when I see that

23:33

and they've specifically given us five mana

23:35

for charge right like all your creatures

23:37

get one bigger just this turn for

23:39

five mana and oftentimes that's not good

23:41

enough for limited you know it's like

23:44

a last pick or whatever or a

23:46

23rd include when you're desperate but in

23:48

this set and and specifically next to

23:50

the Mardi or Abzan This card puts

23:53

in work. It's one and a white

23:55

for a two, one human soldier that

23:57

has the ability I mentioned as well

23:59

as during your turn this creature has

24:02

first strike. And I've actually seen both

24:04

half of this card put in a

24:06

lot of work. There's some auras that

24:08

pump power. So just a five power

24:10

first striker sometimes is like, even with

24:13

only one toughness, like it's kind of

24:15

too much for any board to deal

24:17

with. Like if they get to attack

24:19

once because you were tapped out and

24:22

they knew you didn't have a good

24:24

block and then the next turn. they

24:26

have manna up you know if you

24:28

don't have if you don't have a

24:31

kill spell like first strike is just

24:33

a hell of a drug oh yeah

24:35

it's a real problematic all their pump

24:37

spells are better than yours right yeah

24:39

exactly like you've got a you basically

24:42

are looking at you've got a double

24:44

block right and maybe you don't want

24:46

to put that many resources in it's

24:48

always it's put your opponent on the

24:51

backfoot it's a good ability yeah so

24:53

I think this one's another way to

24:55

take your mobilize and your cards and

24:57

your cards and and get there We've

25:00

mentioned them already, but another one of

25:02

the clans are the Absan. And so

25:04

this one, I'm kind of thinking of

25:06

the... The the Absan teamer

25:09

and and Mardu clans and sort of

25:11

a triangle and on one end is

25:13

the Mardio That's always trying to go

25:15

wide and the other end is the

25:17

teamer that's always trying to go tall

25:20

And the middle is kind of like

25:22

the Absan who can do one or

25:24

both I actually I do want to

25:26

look at a rare normally this isn't

25:28

how I like to think of things

25:31

but in limited, but I want to

25:33

talk about fellow Thar dawn of the

25:35

Absan. That's one of those big like

25:37

that's That's one of them big bananas

25:40

creatures for that's the con yeah, this

25:42

is the con so black white green

25:44

for a three three legendary creature with

25:46

trample and when it enters or attacks

25:48

you may sacrifice an online permanent when

25:51

you do put a plus and plus

25:53

encounter on each creature you control So

25:55

you can't sacrifice your lands, but you

25:57

can sacrifice your creatures or your Jam's

26:00

artifact explains markers or whatever And then

26:02

when you do you get permanent buffs

26:04

on all of your other So the

26:06

absent kind of had this thing where

26:08

like they can go tall after they've

26:11

gone wide You know like if you

26:13

if you have this card specifically, but

26:15

also that's kind of like What they're

26:17

up to like your early and your

26:19

creatures are probably going to make multiple

26:22

bodies and then try to set up

26:24

like decent looking blocks make it to

26:26

the mid game and then you can

26:28

find a way to get tall right

26:31

yeah you convert from wide tall exactly

26:33

close out the game yeah another rare

26:35

to do I'm sorry we're looking at

26:37

the rarest but like the commons we've

26:39

sort of already talked about if you

26:42

play crater hoof behemoth for five green

26:44

green green that's a reprint you probably

26:46

seen it before if you're a magic

26:48

player but it's back in this set

26:51

it is a mythic rare so it's

26:53

not gonna you're not gonna run into

26:55

it too often but this is a

26:57

5-5 haste that pumps all of your

26:59

creatures for xx and gives them trample

27:02

and excess number of creatures you control

27:04

so actually it's it's the second frontline

27:06

rush there's two yeah you know this

27:08

one it's not gonna surprise you after

27:11

blockers or anything but this is another

27:13

another one of these cards it's like

27:15

hey did you go wide you can

27:17

also go tall now And I think

27:19

that's happening, although we mentioned it for

27:22

frontline rush, it's like one of the

27:24

ways a Marty Deck can close out.

27:26

It's sort of the core vibe of

27:28

the Abzan this time around, I feel

27:30

like. They want to get a bunch

27:33

of little creatures and then establish some

27:35

way to make a big creature or

27:37

make all their creatures. And then the

27:39

teamer, their main thing is Mammoth Bellow.

27:42

Yes. It seems to be like the

27:44

most important kind of teamer draft card.

27:46

I'm a little. disappointed with Timor this

27:48

time around. I mean, Timor were very

27:50

good in the original Tarquere. I don't

27:53

know if they're quite as good this

27:55

time. Okay, I like this card. I

27:57

like this card. I like this card

27:59

too. Yeah, two red, green, blue for

28:02

a sorcery that says create a five,

28:04

five, elephant creature token and harmonize for

28:06

five green, blue, red. So you can

28:08

pay five to make an elephant. not

28:10

get attacked into or lose your elephant.

28:13

Those are the two things that happen

28:15

the following turn. You either you either

28:17

hold the door with this thing or

28:19

they kill it immediately and then on

28:21

your next turn you could pay three

28:24

to get one more elephant and tap

28:26

your current elephant. Pretty elegant harmonized cost.

28:28

Yeah, yeah and you get ten manna

28:30

worth of creatures for ideally eight manna.

28:33

10 power, right? Oh sorry, 10 power.

28:35

Yeah, no worries for ideally 8 mana,

28:37

exactly. So not a bad deal, you

28:39

paid installments. This is a good one.

28:41

Yeah, this card's really powerful. Like if

28:44

you were in Teamer, I think this

28:46

is first pickable for sure. Yeah, like

28:48

if you're already in Teamer, like if

28:50

you're in Teamer, I think this is

28:53

first pickable for sure. Not a ton

28:55

of commons, though, I don't think. No.

28:57

other clanss. But maybe, I don't know,

28:59

maybe I, this could, I could be

29:01

misinformed. If we want to talk about

29:04

some more harmonized cards. Yes. Also really

29:06

like Arendi's rebuff? Yes, that is the

29:08

two-manna sorcery. It just says bounce creature

29:10

to its hand, harmonize six. Hmm, so

29:13

this is kind of like, it's sort

29:15

of like the anti-mamath-bello, they're both teamer

29:17

cards, they're both harmonized cards, but Arendi's

29:19

rebuff, really good counter to mammoth bello,

29:21

to mammoth bello, you're going to Theoretically

29:24

less manna, although I guess at the

29:26

very most you could spend the same

29:28

amount But yeah, just being able to

29:30

bounce two things I don't remember this

29:32

card's name from in a straw, but

29:35

we had one blue sorcery Yeah And

29:37

then five mana harmonize or yeah five

29:39

mana flashback it I can see the

29:41

card art right it had the ghost

29:44

going down this wide staircase wide staircase.

29:46

Yes, exactly yeah But if we could

29:48

continue to talk about a teamer card,

29:50

and I can tell us a teamer

29:52

card because of how the art is.

29:55

But I mean, that's important. The art

29:57

is designed to show you how to

29:59

play the set. That's true. But I

30:01

think this works better in Salta. It's

30:04

a card called a rural procession that

30:06

you had on your list. Another one

30:08

of my attuned hunter cards, yeah. And

30:10

then you can tell it is a

30:12

teamer card because it is snow and

30:15

there's these stags in the sky and

30:17

also the flavor text says the teamer

30:19

celebrate the end of the unbroken night

30:21

with stories, dances, and feasts. They gather

30:24

to witness the first light of dawn

30:26

as the lens dances and harmony. You

30:28

little story about what Turkey here is

30:30

like and it's really cool. But I

30:32

was like, this is a teamer card

30:35

from your graveyard to your hand and

30:37

like I am all about that in

30:39

Saltay because Saltay also wants to return

30:41

cards. If I have something that puts

30:43

things into my bin, which sometimes you

30:46

can do with salt tie, then you

30:48

can put a, you can put a

30:50

renew card in there or a harmonize

30:52

card in there, and then maybe, hey,

30:55

you pull it back out. If you

30:57

get this. Yeah, you could surprise them.

30:59

Maybe you, engineer a scenario where your

31:01

opponent knows you're gonna be able to

31:03

harmonize the rebuff, but then you just

31:06

a rural procession instead and then you

31:08

harmonize too, or you get to rebuff

31:10

two things. Yeah, exactly. Yeah, exactly. wins

31:12

the game for you. I really like

31:15

this card. Instance speed regrowth. It's got

31:17

a bunch of relevant applications for constructed

31:19

as well. But yeah, certainly in a

31:21

tuned hunter card. There's a, I'm sorry,

31:23

I didn't remember the name of this

31:26

card either and I didn't think I

31:28

was going to want to talk about

31:30

it, but in blue there is an

31:32

uncommon archaic and if you do. you

31:34

get back an instant. It's the trawers.

31:37

trawlers. trawlers there they are that's a

31:39

that's a saltaker. Thank you. Sorry Jay

31:41

is split trawlers. Right. So a three

31:43

two human citizen. Yeah, exile a creature

31:46

when you do return to our instance

31:48

or sorcery from a graveyard. So if

31:50

you have the attuned hunter and then

31:52

you get this you get back your

31:54

oral procession by exiling something else. Yep.

31:57

Yeah. Rube Goldberg machine of value. I

31:59

had an opponent do that to me

32:01

on arena and I was I was

32:03

like up Whoops, okay, I didn't see

32:06

it, but well played to you of

32:08

O.P. Yeah, so, so this card's really

32:10

good. Kind of fair, you know, kind

32:12

of fair, but like valuable, you know,

32:14

grind. Yeah, it's a useful card in

32:17

this. Absolutely, yeah. Grinding, another team record

32:19

that I think is really important, Karakik

32:21

Guardian, this is another uncommon, for two

32:23

and a teamer, five mana, no, three

32:26

and a teamer, six mana, my bad,

32:28

for a six, five dragon with flying

32:30

vigilance, trample, and this creature has hex

32:32

proof of it, hasn't dealt damage yet,

32:34

which is a neat, I think, tarkier

32:37

coded ability specifically, no, it's on. One

32:39

of the new versions of Rith the

32:41

Awakiner was Dominaria. So this ability is

32:43

really rare. Like I think there's just

32:45

literally two dragons that have it. This

32:48

and one of the riffs from one

32:50

of the newer Dominaria sets. And like,

32:52

it's cool. I mean, it's hex proof,

32:54

obviously. And if you're in the scenario

32:57

where your opponent isn't attacking because your

32:59

guardian has hex proof, then even though

33:01

it has vigilance, you can just choose

33:03

not to attack. And you can be

33:05

a... big slow rampant growth deck that's

33:08

using this hexproof flyer to hold the

33:10

fort. And then in every other scenario,

33:12

you know, pretty good rate, like six

33:14

man a dragon with six power vigilance.

33:17

This feels like the the the kind

33:19

of like reliable payoff for Teamer. Yeah,

33:21

like you're in these colors, have this

33:23

guy. Yeah, you've got this incredible Sarah

33:25

Angel that always attacks once, you know,

33:28

at least, right? Most of the dragons

33:30

are 4-4s and 5-5s too, like this

33:32

thing is big. It's so big, considering

33:34

it's not extra man. That's why you

33:36

endure, that's why you don't make go

33:39

wide with the dust, you know, earth

33:41

cover. You need to block this. I

33:43

have blocked more than a few of

33:45

these. Nice. people grab this and then

33:48

play it which makes sense right absolutely

33:50

yeah no this thing this is one

33:52

of those like simple cards where it's

33:54

just like yeah this is about as

33:56

good as looks it doesn't have too

33:59

many words on it and the numbers

34:01

or small in the top right and

34:03

big in the bottom right. Correct. You

34:05

know, it's kind of, it's a flying

34:08

vigilance trample. Yeah. Six, five for six.

34:10

Trample as well, right? Hexproof until it

34:12

has, until it's dealt damage. Yeah, this

34:14

is going to get, in a lot

34:16

of situations, this is going to get

34:19

two cards. This is going to get

34:21

two cards, or you probably got your

34:23

value out of it, or you, it

34:25

bought you enough time that you don't

34:28

mind that it traded, that it traded

34:30

with one thing with one thing, or

34:32

whatever, or whatever, or whatever, It puts

34:34

its foot down and demands respect. Yep,

34:36

yeah, it's a good card. It's a

34:39

really good card. Moving on from Teamer.

34:41

Yeah, okay. So those, so we talked

34:43

about the abs and the Marti on

34:45

the Teamer. Yeah, we haven't done. So

34:47

the Jeskei, yes. Are this interesting, I

34:50

think the Jeskei and the Sulti are

34:52

both sort of synergy decks, where it's

34:54

like, they might be wide, they might

34:56

be tall, they might be fast, they

34:59

might be slow, but every time both

35:01

these decks are requiring a bunch of

35:03

their pieces to interlock correctly in order

35:05

to win, yes. So for the Jeske

35:07

sky it's flurry. and we might as

35:10

well talk about fleeting effigy. Yeah, great

35:12

card. This is this card for this.

35:14

Yeah, I think this card is kind

35:16

of the cornerstone of the Jessica limited

35:19

strategy. This is something I keep asking

35:21

you this, but this is important because

35:23

like a lot of the cards we're

35:25

identifying here, like obviously you know a

35:27

rare is big and powerful, but like

35:30

when do you take a really important

35:32

uncommon for your archetype? And I think

35:34

that the ones that we're identifying here

35:36

are you take this pretty highly if

35:39

the rare is mid, right, right? Definitely.

35:41

Yeah, if I open a pack and

35:43

you know, the rare is not great,

35:45

but it has one of these. Yeah,

35:47

I personally. Well, here's an example of

35:50

like what I would say is a

35:52

good rare, but it's like probably pretty

35:54

mid. There's like, Sarkan is a two-two

35:56

that says if you if you behold

35:58

a dragon, he'll make a treasure and

36:01

when a dragon enters that he gets

36:03

plus one plus one counter and gains

36:05

flying solitaire. It's good. This is I

36:07

think more important. to a jeskeye red

36:10

deck than random sarcan that might get

36:12

a couple of triggers because you have

36:14

a couple of dragons, right? This is

36:16

what's going to enable your strategy, even

36:18

though that says rare and this is

36:21

uncommon. Sarcan is like cool. and in

36:23

jescy colors, but he's kind of just

36:25

a grizzly bear. Exactly, that's what I'm

36:27

saying. He's like a grizzly, yeah, Sarcan

36:30

Dragon Ascendant has lots of words and

36:32

is really good if you can make

36:34

it work, but like, he's just, even

36:36

though this is a too, too rare,

36:38

and the fleeting effigy is a what

36:41

you want if you're especially if you're

36:43

in a jescai deck. Right. Yeah. Yeah.

36:45

Yeah. Like I. I had fun playing

36:47

fleeting effigy, right? Which matters to me.

36:49

Putting this down on turn one, getting

36:52

in for two, then, you know, there

36:54

are slower decks in this game, or

36:56

in this format. So there's scenarios where

36:58

you get fleeting effigy, turn one, same

37:01

fleeting effigy, turn two, turn three, you

37:03

put down the devoted dual list, which

37:05

is red common two, two, one, first

37:07

strike. with Flurry to ping your opponent.

37:09

And then the third, the same fleeting

37:12

effigy a third time. And your opponent's

37:14

at 11. Right. If they haven't blocked

37:16

any of this damage, the devoted dualist

37:18

has haste. And so, yeah, this is

37:21

like half their life total almost on

37:23

turn three. If you, if the, yeah,

37:25

if your, the lands line out slow,

37:27

slow hand. Right. Yeah. I mean, you

37:29

were talking about slow and I thought

37:32

you meant like. not doing enough things

37:34

before turn eight or something which is

37:36

what I think about it but you

37:38

were like not playing untapped lands and

37:41

casting spells in the first two turns

37:43

of the game which is another thing

37:45

we haven't talked about yet but those

37:47

game lifelands are back and the drylands

37:49

are back so a lot of games

37:52

you know this isn't even slow by

37:54

Tarkier standards to do nothing until turn

37:56

three at which point you have two

37:58

mana right like you play you play

38:00

three top lands in a row So

38:03

this is one red manna way of

38:05

turning on flurry every turn. We haven't

38:07

read fleeting effigy for our listeners. People

38:09

who aren't watching the podcast. Yeah, one

38:12

red for a two two elemental with

38:14

haste and the text is at the

38:16

beginning of your end step return this

38:18

creature to its owner's end. So this

38:21

is one red manna way of turning

38:23

on flurry every turn. Even if

38:25

you don't attack with it. Two in

38:27

a red, this creature gets plus two

38:29

plus one until the end of turn,

38:31

which is not irrelevant. Yeah, no, it

38:34

keeps itself relevant in the late game,

38:36

meaning that it's like for only one

38:38

extra red mana, it also needs to

38:40

be blocked when you're doing an alpha

38:42

strike, because if you've got six more

38:45

manna lying around, suddenly it's

38:47

dealing six damage. Really cool card.

38:49

All of the flurry card, like

38:51

you mentioned, devoted dualists. So flurry

38:53

is just casting two spells in a turn.

38:55

I haven't drafted any jescide excellent yet,

38:57

maybe that's obvious from listening to me,

38:59

but it's like, it seems like from

39:02

what my opponents are doing, that it

39:04

doesn't always matter which flurry cards you

39:06

get, just that you get as long

39:08

as you're flurrying. You get some flurry

39:10

cards and then you manage to trigger

39:12

them. Maybe this is just me being like

39:14

me, me me me me me me me. But

39:16

like, I don't know, man, no matter what you're

39:19

doing in magic gathering, if you're casting two spells

39:21

a turn, you're doing, you're doing, you're doing,

39:23

you're doing well. So the

39:25

flurrier ability is almost sometimes

39:28

irrelevant. It's just win more

39:30

because you're already casting two spells.

39:32

Sure. Yeah. Another card I really

39:34

like for enabling flurry is the

39:37

sunpedal curin. Okay, sunpedal curin. Yeah.

39:39

Yeah. Which is a white uncommon,

39:41

I think it's two and a

39:43

white. No sun purl. Sun purl.

39:46

One and a white for two

39:48

one flash flying curin. When this creature

39:50

enters, return up to one other target. One other

39:52

target non-land permanent you control to its owner's hand

39:55

if it was a token draw card. So, you

39:57

know, you can play this in your Abson decks

39:59

to like... I don't know, get back some kind

40:01

of one-one, some sort of ETB or

40:03

a Mardoo deck, yeah, to get rid

40:05

of a token that's going to die

40:07

at the end of turn anyway. But

40:09

like being able to return one of

40:11

your ETB creatures in the Flurry deck

40:14

is really handy, right? And getting

40:16

something out of danger is also an

40:18

extremely handy thing. There's a

40:20

lot of removal floating around in this

40:22

set and being able to blank one

40:25

of those. For two mana. And get

40:27

a body. And get a body. Yeah, I

40:29

mean if you can cast a spell,

40:31

go to combat, and then after blocks

40:34

cast this, save your thing that got

40:36

blocked and then trigger all of your

40:38

flurry abilities, like that's pretty scary and

40:41

annoying. Yeah. Because there's flurribabilities,

40:43

like put a plus one

40:45

plus one counter on it, like

40:47

it's plus one plus one till end

40:49

of turn, like yeah, there's a suite

40:51

of like uncommon flurry cards. One of

40:54

them makes a bird token, one's a

40:56

monk that... tap something and what is

40:58

the red one I forget it's not

41:00

relevant but they're there they're

41:02

good they do they affect the board

41:05

in some way yeah all the all

41:07

the flurry cards like do something that

41:09

pushes you towards winning the game not

41:11

for nothing there there is a clone

41:14

I don't remember what's called but there's

41:16

a clone and then you could just

41:18

also draft two of these so Similar

41:20

to the fleeting effigy, you know, just

41:22

two sun pearl curans. Well, it will

41:24

use up for mana can just guarantee

41:27

that you are always fast. Yeah, actually,

41:29

yeah, great point. Great point. Great point.

41:31

And I believe Flurry is templated that

41:33

it's on your turn and your opponent's

41:35

turn. So like, once you get to eight

41:37

mana, I don't know, and that happens in

41:39

this format for sure, like things tend to,

41:42

there's a bunch of board parodies situations

41:44

between the cons, right. Yeah, sorry, between

41:46

the different clans, right? So you can

41:48

get games that are like tense the

41:50

whole time and one deck is agro,

41:52

but still both players make their landdrops

41:54

for a lot of time. I think

41:56

I feel like this format gives us

41:59

a bunch of. sort of that hearthstone

42:01

vibe where it's like, you know, every

42:03

turn, you have to keep putting things

42:05

down to compete. Like, there's not, there's

42:07

not a ton of decks that just

42:10

completely fizzle out. It's more like, you

42:12

can have some some fast draws with,

42:14

you know, the two one gobbling we

42:16

mentioned before, the fleeting effigy or any

42:19

of the Mardu cards, but then also

42:21

you've got to like still be able

42:23

to have something to have something to

42:25

say about their like for for life

42:27

like they play or like they play

42:30

or like they play or like they

42:32

play or whatever. keep up with the

42:34

turn that you're on. And so some

42:36

parole hearing lets you just guarantee your

42:39

your flurries if you have to. Yeah.

42:41

And like you said, I really like

42:43

curating back and forth on your opponent's

42:45

turn for sure, right? Yeah, just being

42:47

able to get additional value with no

42:50

real card disadvantage. It's so nice. Yeah.

42:52

Yeah. Can we can I notice that

42:54

we left them for last? Sure. I'm

42:56

going to say it's because they're the

42:59

best. But they're my favorite. But also

43:01

I have an update from Circovitz of

43:03

17 Lands who posted a very interesting

43:05

thread on Blue Sky, actually the morning,

43:07

the morning of recording. 17 Lands, if

43:10

you're not familiar, a big limited data

43:12

aggregation site, like data collection and sort

43:14

of survey of the format, windowed into

43:16

the hive mind. So basically if you're,

43:19

if you, I actually don't have it.

43:21

I don't use it. But basically it

43:23

gives you information like it's 17 lands

43:25

if you sign up for it can

43:27

like access is what cards you had

43:30

when you were playing the game and

43:32

can tell you basically things like card

43:34

and hand win rate card win rate

43:36

when right when played and all of

43:39

these things which don't necessarily like talk

43:41

about the quality of the card but

43:43

they can reveal like larger trends but

43:45

then the thing with draft is it's

43:47

really self-correcting so everybody sees like the

43:50

the blue cards have the highest card

43:52

in hand win rate then blue gets

43:54

overdraft and then they decrease over time

43:56

and they decrease over time and they

43:59

decrease over time and interesting overview. I

44:01

always love to get the data, even

44:03

if data by itself does not make

44:05

you the best player, right? You have

44:07

to interpret the data and use it

44:10

properly. It's kind of like net decking,

44:12

right? Like it's important to review tournament

44:14

results when you're a constructive player. Exactly.

44:16

And find out what's winning in different

44:19

regions of the world, and find out

44:21

what's winning overall, and then build your

44:23

deck accordingly. It doesn't mean you have

44:25

to play any of the decks that

44:28

you saw in the tournament data, but...

44:30

it is useful to know that that's

44:32

what's going on. Let's talk about, let's

44:34

talk about cards in hand win rate

44:36

because we're going to be talking about

44:39

saltai and the card with the highest

44:41

according to Circovids this morning. card in

44:43

hand, win rate is a, is the

44:45

mere Sibsig appraiser, the organ hoarder of

44:48

this format. It's a two one, saltai

44:50

common that just says when it enters

44:52

the battlefield, look at the top two

44:54

cards of your library, put one in

44:56

through your hand and the other into

44:59

your graveyard. Oh wow. Yeah, it puts

45:01

two. Probably hopefully it's putting two creature

45:03

cards in your graveyard. Well you always

45:05

have put one in your hand. Oh

45:08

you mean it's gonna jump? Yeah, right,

45:10

yeah, exactly. Yeah, this trades with, I

45:12

don't know. Trades with a Martin token.

45:14

Yeah, sure. Yeah, you don't feel too

45:16

bad about that. And then yeah, you

45:19

get something useful out of it. I

45:21

yeah, I played this. I liked it.

45:23

I liked it. I think it's a

45:25

really good card. I think it's pretty,

45:28

I think it's also fine. Just Guy

45:30

and Timor but Saltai is really where

45:32

you want it because like it's good

45:34

to like card selection is really good.

45:36

It's never not good. I think in

45:39

Just Guy it's really important because one

45:41

of the natural ways that you're casting

45:43

two spells a turn is by drawing

45:45

cards. That's true. That's true. And then

45:48

if you're in Timor you can you

45:50

can put a harmonized card into your

45:52

bin. Get it back. Yeah. Draws two

45:54

cards and Timor. Exactly, it really does

45:56

draw two cards and salt tie. But

45:59

I want to talk about some of

46:01

that we mentioned the cycle of exhales

46:03

in the top 10, dispelling exhale which

46:05

is the blue one, molten exhale which

46:08

is the red one, caustic and piercing

46:10

exhale, but not the Osseous exhale, because

46:12

that's the white one that says deal

46:14

five damage, but the creature has to

46:16

be attacking or blocking, which is very

46:19

interesting. But dispelling exhale was the number

46:21

two. Okay. Dispelling exhale is a very

46:23

powerful card. So it's a counter spell,

46:25

one in a blue for an instant,

46:28

that says as an additional cost to

46:30

cast a spell, you may be hold

46:32

a dragon. That means either choosing a

46:34

dragon you control or revealing a dragon

46:36

from your hand. And counter target spell,

46:39

unless its controller pays two generic mana,

46:41

if a dragon was beheld, counter that

46:43

spell unless the controller pays four instead.

46:45

That's a whole. Four may as well

46:48

say counter target spell and limit. Yeah,

46:50

so miscalculation, page two mana, or your

46:52

spell is counter or quench, right? Same

46:54

kind of thing. So yeah, these effects

46:56

are pretty good and limited. You know,

46:59

if you man a leak, they're a

47:01

big thing. It always feels good. And

47:03

then in the early game, most of

47:05

the time, players don't have one extra

47:08

mana to spend. So you could protect

47:10

yourself or stall. Yeah, this is a

47:12

good counter spell. I think Brian. I

47:14

used it. Yep. Two of them maybe

47:16

in a steamer deck. I saw it

47:19

coming up as pretty frequently. Yeah, it's

47:21

a good card. Another card that's really

47:23

good and that also is about card

47:25

draw and goes in Seltai is the

47:28

Anok Wayfarer. I mean, yeah. There it

47:30

is it is a saltai card because

47:32

he because this dog looks like he's

47:34

a member of the saltai and they're

47:36

talking about the sagu jungle which is

47:39

a saltai location right when this card

47:41

enters mill three cards you may put

47:43

a land card from among them into

47:45

your hand if you don't put a

47:48

plus one plus one counter on this

47:50

creature so it's a two two for

47:52

two if you completely whiff or it

47:54

puts two cards in your bin which

47:56

is fine but it gets a land

47:59

out yeah which is really important in

48:01

this for I think, and apparently it's

48:03

doing, it's very like, it's got a

48:05

high wind rate, like it's, it looks

48:08

like a little boring speed bump, but

48:10

it's the kind of card that just

48:12

gets stuff done, like a sibsig appraiser,

48:14

right? Yeah, again, like, this, this is

48:17

a body in your graveyard, too. Like,

48:19

you trade this with a mobileized token,

48:21

right. So, so both this and the

48:23

appraiser are kind of the nuts and

48:25

bolts of getting your salti value engine

48:28

started. and then things you can look

48:30

forward to in the later turns are

48:32

like using those renewables to make your

48:34

creatures too big or hard to block

48:37

or have death touch or whatever and

48:39

then also just being ahead on cards

48:41

because you traded early and you got

48:43

value out of these can trips already

48:45

so that you can just one for

48:48

one with your opponent's stuff and still

48:50

be up. Yeah, while we're talking about

48:52

Saltai, I would be remiss if I

48:54

did not talk about Cotis, the Fang

48:57

Bear, which is just bananas. I love

48:59

this card, and if you haven't read

49:01

it, it's one green black blue for

49:03

a two-one indestructible. or Kodis the Fangkeeper,

49:05

I'm sorry. And whenever Kodis deals combat

49:08

damage to a player, exile the top

49:10

X cards of their library where you

49:12

may, where X is the amount of

49:14

damage dealt, you may cast any number

49:17

of spells with men of value X

49:19

or less for among them without paying

49:21

their man of costs. uh... which is

49:23

so where cotus really pops off as

49:25

you put counters on him yeah which

49:28

saltai is really good at doing you

49:30

suddenly are like ooh disciple of cotus

49:32

it's a two-two and then i can

49:34

put counters on for two great let's

49:37

go yeah otherwise it's kind of boring

49:39

i'd lost more than one game to

49:41

this guy and uh... carcy day ruiner

49:43

the the the vampire nighthawk that oh

49:45

oh oh racy revenant i think yeah

49:48

yeah the puts a flying lifelink and

49:50

death touch counter on something when it

49:52

renews and it's just like man this

49:54

game sucks. I think they're offy. If

49:57

they're rarer synergized that's pretty harsh but

49:59

yeah. Yeah, Cottis loves getting the counters

50:01

from the new Vampire Nighthawks. Renewability because

50:03

it gives code as flying, which means

50:05

it's harder to block and then also

50:08

just like getting life link. The life

50:10

link is important. The death touch is

50:12

not. Death touch and indestructible is such

50:14

a miserable combo. Yeah, I feel like

50:17

that's overkill and limited though. For sure,

50:19

I mean, there both were me. Yeah,

50:21

hey, sometimes if you put all your

50:23

eggs into one basket, you get to

50:25

sell a lot of eggs. Can I

50:28

talk about there's a card called champion

50:30

of deuce sand? I think it's a

50:32

green. Okay, so it's a renewed two,

50:34

exile is card from your graveyard, put

50:37

a plus one plus one counter and

50:39

a trample counter on target creature. This

50:41

card I think is a little bit

50:43

underrated. Like a four two with trample

50:45

for three is fine. It trades really

50:48

well though. It's better and teamer if

50:50

you care about. power for or something

50:52

like that. Yeah, exactly. I like the

50:54

low toughness on this. It dies quickly.

50:57

Yeah, because you want to get those

50:59

trample counters onto things, because you can

51:01

make suddenly like a big 4-4. You

51:03

can make once you're like, I don't

51:05

know, there's plenty of big dumb sort

51:08

of 4-4-5-5-5s in the set or, you

51:10

know, things with a lot of power

51:12

and toughness relative to some of the

51:14

other smaller things. And once you get

51:17

trample on there, that's the end, though.

51:19

for my opponent because then like you

51:21

because he's just the abyss essentially because

51:23

they have to jump him right because

51:25

I don't want you to just get

51:28

two cards off the top of their

51:30

library and possibly get something but if

51:32

you can get like a couple more

51:34

power on codice that it's done well

51:37

I mean just blocking them a three

51:39

three or a two three off by

51:41

himself isn't so hard it's kind of

51:43

like locked down yeah a big enough

51:45

creature to hold him down but then

51:48

as soon as you get some evasion

51:50

or it gets too big then it's

51:52

the abyss like you just absolutely shockingly

51:54

out of left field there's no chance

51:57

that anyone would have ever thought i

51:59

would say this it's skirmish rhino is

52:01

pretty good Yeah, black, white, green for

52:03

a three, four trample and when it

52:05

enters, each opponent loses two life and

52:08

you gain two life. I had one

52:10

game at the Fam Jam where my

52:12

opponent played this and then played. Dragonfire

52:14

blade, which is kind of like a

52:17

the new ghost fire blade equivalent. It's

52:19

one. Oh, yeah. One generic mana equipment

52:21

and then equipped creature gets plus two

52:23

plus two and hex proof from monocolored

52:26

as equip four, but the equip cost

52:28

is reduced for each color of the

52:30

creature targets. Oh. So again, these three

52:32

mana, the three different colored creatures, it

52:34

equips for only one mana instead of

52:37

four. So. for you know two manna

52:39

you can make your skirmish rhino a

52:41

five six a five six with basically

52:43

can't be killed yeah it's multi-colored in

52:46

the set like there's the the Mardu

52:48

one that's like the four deal four

52:50

damage gain two life but like plus

52:52

two plus two like how are you

52:54

supposed to get this like almost all

52:57

of the removal is monokolers right in

52:59

albson as well there's the severance ritual

53:01

so you can target that's three mana

53:03

and it can it can hit the

53:06

the elephant still because it costs three

53:08

manner or more but you're right a

53:10

lot of the removal at common at

53:12

least that you're gonna see is either

53:14

damage or dragon's prey or the oblivion

53:17

ring affects storm plane detainment. Yes. Right,

53:19

so storm plane detainment, dragons prey pretty

53:21

common removal, smells you're running to, and

53:23

they're both one color, same with the

53:26

common red removal. So yeah, five, six,

53:28

hex proof from multi-colored, that's a lot.

53:30

Especially if they play the blade first,

53:32

then roll it a rhino, then on

53:34

the fourth turn, this is what happened

53:37

to me in the Fam Jam, they

53:39

can play another rhino and equip the

53:41

blade to the first one. I lost

53:43

that game pretty quickly. But I think

53:46

it is worth just pointing out that

53:48

skirmish rhino in general. I think it's

53:50

just good. I think it's the best

53:52

of the kind of uncommon cycle that

53:54

it's in where each clan has like

53:57

a powerful sort of cheap creature. The

53:59

Sultan one has this dragon that gives

54:01

a flying counter on renew as well

54:03

as like makes treasure tokens. Oh yes,

54:06

the Keru Goldkeeper. Yes, yeah. The card's

54:08

okay. Yeah. It's not like, but putting

54:10

a flying counter on Kodas. Any kind

54:12

of counter on Kodas is good. But

54:14

like, Keru Goldkeeper is fine. Yeah. It's

54:17

fine. It's okay. Similarly, I didn't remember

54:19

the name of this creature either, but

54:21

the chess guy have a four mana

54:23

to four double strike. Yeah, that really

54:26

did not impress me. Right. It's just...

54:28

Oh, but I don't... It's kind of

54:30

unfortunate that it costs $4. But I...

54:32

Is it the... Is it the dog

54:34

monk that's like standing and it's like...

54:37

No, that's a mono red card, right?

54:39

Yeah. That card is pretty cool. Yeah,

54:41

Jess Guy Brush Master. Right. Jess Guy

54:43

Brush Master. It's prowess and double strike,

54:46

which is a good combination of words,

54:48

but like, formana for this? Formana for

54:50

this. That's tough. That's three mana. The

54:52

rhino and the goldkeeper at least, like

54:54

the rhino kind of just does stuff

54:57

on its own. This needs to be

54:59

enabled by your other cards. Otherwise it's

55:01

okay. Right. Because like by the time

55:03

you're casting a four mana four four

55:06

essentially, your opponent has also cast a

55:08

four mana for four at common. They

55:10

have the sagu pummler. Right. Right. They

55:12

put up a big green creature. And

55:14

they're happy to trade. Come on in.

55:17

Yeah, and you know, hopefully your brushmaster

55:19

isn't going to just grade with a

55:21

4-4 because you'll have some instant in

55:23

response or you'll just cast a spell

55:26

and then attack, but... Or you'll just

55:28

do it next turn. The fact that,

55:30

yeah, I mean, just getting this thing

55:32

through is a bit more of a

55:34

puzzle. Yeah. Double strike and prowess are

55:37

great combat abilities, but they're not trample

55:39

and they're not flying, which you know,

55:41

the double strike or the prowess really

55:43

want to be paired with. Yeah, well,

55:46

yeah, because like trample and flying just

55:48

work on their own. Double strike and

55:50

like double strike does too, but prowess

55:52

needs, prowess says do other things. this

55:54

is better. And that's my kind of

55:57

like my vibes on the jest guy

55:59

is jest kai you already kind of

56:01

have to be succeeding to succeed. Right.

56:03

Whereas what I like about like the

56:06

saltide decks is just like hey is

56:08

all your stuff in the bin? That's

56:10

okay it's still useful. Right. Right. Like

56:12

have you been like aggressively trading because

56:14

it is kind of very attritiony formats

56:17

lots of removal lots of creatures. running

56:19

into one another. There's a lot of

56:21

low toughness creatures in here that are

56:23

trading with each other and stuff like

56:26

that. And the just guys, or the

56:28

salt I say, all right, it's been,

56:30

you know, eight turns and you're at

56:32

two life, but right now we're stabilizing

56:35

baby. Let's go. Yeah. Absolutely. It's great

56:37

to know that you still have all

56:39

this action in your graveyard as you're

56:41

like, you know, trading off the stuff

56:43

in your hand for their battlefield and

56:46

knowing as the Sultan player that like,

56:48

you're not going to run out of

56:50

gas anytime soon. Yeah. Yeah. There is

56:52

a common red creature, and again, sorry,

56:55

I don't have the name this one,

56:57

I didn't think I was going to

56:59

talk about it, but if you are

57:01

looking for ways in color. to push

57:03

the damage through from Brush Master. There's

57:06

a goblin that gives a creature with

57:08

power two or less unblockable until I'll

57:10

turn. Yes, it is, it's a red,

57:12

it's a Mardu one, and it comes

57:15

in with its own goblin. Thank you,

57:17

it's Underfoot, Underdogs. This card I think

57:19

is a little bit, I always want

57:21

one of these I think in a

57:23

red deck, possibly. Right. Yeah, I wouldn't

57:26

want more than one because it's a

57:28

little expensive, but it's not a goblin

57:30

that goes away It's not a mobilized

57:32

goblin's permanent addition to the battlefield Yeah,

57:35

and that one in tap target could

57:37

you control with power to your less

57:39

can't be blocked Let's turn it's great

57:41

because you can always tap it and

57:43

then do some sort of sorcery speed

57:46

Power like you can you can make

57:48

it unblockable then you can pump the

57:50

power as much as you want with

57:52

like a wild ride or anything like

57:55

that absolutely yeah, so this card obviously

57:57

is It's Mardue flavored and the Mardue

57:59

players are going to be going after

58:01

it because they just love having extra

58:03

bodies right but It has some really

58:06

good uses in the Jaskai deck, especially

58:08

for that second ability. Absolutely. It's also

58:10

good in the Mardew deck because you

58:12

have your, you know, your precious, maybe,

58:15

maybe that one three mobilize that you

58:17

really want to be turning sideways because

58:19

you want those mobilized triggers going off.

58:21

I mean, maybe they can block it

58:23

with 2-2-2-2s now. No, they can't, right?

58:26

because a lot of the a lot

58:28

of the Mardia creatures are a bit

58:30

fragile so this can help protect them.

58:32

Right, just allowing your mobilized creatures themselves

58:35

to keep getting in while you're in

58:37

the sort of chipping stage. Yeah, exactly.

58:39

Yeah, not really useful. I guess we're

58:41

almost done, but I wanted to briefly

58:43

mention the sweepers. I haven't run into

58:46

any. Does anyone gotten wrath of God

58:48

in this front? There's a couple. Yeah,

58:50

you know, I know there's a soul

58:52

tie one that destroys everything. Yeah, but

58:55

it's like mythic, right? I have not

58:57

seen it, honestly. I've not played with

58:59

it or seen that card. Fair enough.

59:01

Yeah, no. So that's an interesting thing

59:03

about this for me. I think maybe

59:06

even the regular rare mass destruction spells

59:08

are a bit less attractive to drafters

59:10

because each. Clan is trying to like

59:12

build the board. Yes. Like all of

59:15

the strategies are trying to like have

59:17

a creature on turn two and three

59:19

and like they're using them for one

59:21

thing or another. You need the salts,

59:23

I need the targets for the renew.

59:26

The absend need to have a bunch

59:28

of things happening so they can like

59:30

move their counters around. The Mardio obviously

59:32

are always going wide. The Jessica I

59:35

need to cast two spells and get

59:37

like everly. sorry keep increasing how many

59:39

flurry triggers they get yeah exactly that

59:41

they don't want to be wiping all

59:43

their little guys off the board yeah

59:46

so there's yeah the situation in which

59:48

playing a wrath is good is fairly

59:50

like dire right it's harder to find

59:52

it's harder to set up you can't

59:55

just plan to jump once then and

59:57

end hostilities to get a four for

59:59

one. There's a there's a teamer card

1:00:01

that's like a wrath that kills everything

1:00:03

with power two or less or toughness

1:00:06

two or less or something like that

1:00:08

and then I ideally that allows them

1:00:10

to dodge most of the worst of

1:00:12

it. Right. Because even like the teamer

1:00:15

devotees a three three but has defender

1:00:17

and I'm trying to remember what that

1:00:19

card is and I do not remember.

1:00:21

before the podcast started where we agreed

1:00:23

we were going to write down all

1:00:26

the names of cards that we were

1:00:28

going to talk about? We did. We

1:00:30

wrote down a ton of cards and

1:00:32

then we thought of a ton of

1:00:35

more. Yeah. Yeah. It turns out we're

1:00:37

not that good at, yeah, thanks James,

1:00:39

we're not that good at actually knowing

1:00:41

all of the cards that we're going

1:00:44

to talk about when we do a

1:00:46

little bit. But if I could. peel

1:00:48

the mask off for a second not

1:00:50

every card we've talked about here it's

1:00:52

dragonback assault thank you it is a

1:00:55

mythic when this enchantment enters it deals

1:00:57

three damage to each creature in each

1:00:59

plane's walker and then landfall whatever land

1:01:01

you control enters create a four four

1:01:04

red dragon creature token with flying yeah

1:01:06

I'd forgotten that dragon back assault did

1:01:08

the first half of this because the

1:01:10

second half is like that's the back

1:01:12

breaking yeah yeah like cool cool card

1:01:15

yeah so I actually played this Penelope

1:01:17

played this. Oh nice. In the pre-release?

1:01:19

Yeah, and uh... Did she crush you?

1:01:21

She did end up... Now I will

1:01:24

say this, this is, that makes me

1:01:26

sound like I'm some sort of horrible

1:01:28

person, but I will say not everyone

1:01:30

is motivated by having an easy victory.

1:01:32

So I actually like played against her.

1:01:35

Yeah, right. And like I tried to

1:01:37

win and Penelope did have her dad

1:01:39

sort of helping her because she's nine

1:01:41

and I'm not that bad at magic.

1:01:44

But the point being, like I wasn't

1:01:46

like I just won't attack. to give

1:01:48

you a chance. She won legitimately fair

1:01:50

and square. That card's real good. Yeah.

1:01:52

Also, speaking of... You can make some

1:01:55

mistakes and still win on Dragon Back

1:01:57

Salt. Yeah. The cards that you probably

1:01:59

won't see. But when you do, you're

1:02:01

like, what? Well, um... Just Guy Revelation.

1:02:04

Oh, right. This card just keeps doing

1:02:06

things. Kind of goes forever, right? Yeah,

1:02:08

four, four, and uh, jescai manna. So

1:02:10

it's seven manna. It's an instant. Better

1:02:12

be good. And it is. Uh, it

1:02:15

does. Return target spell or permanent to

1:02:17

its owner's hand. jescai revelation deals for

1:02:19

damage to any target. Create two one,

1:02:21

one, one, white monk creature took. with

1:02:24

prowess draw two cards gain four life

1:02:26

dear God that is kind of all

1:02:28

the things so it does counter a

1:02:30

spell kill their best kill their best

1:02:32

for four get two one ones draw

1:02:35

two cards gain four life yeah so

1:02:37

this is kind of a mass removal

1:02:39

like this this is plague wind you

1:02:41

know if they attack yeah I encountered

1:02:44

this once and thought Man what yeah,

1:02:46

yeah, yeah, no kidding like I got

1:02:48

countered by this Right, yeah, just like

1:02:50

well game's over put your put your

1:02:52

spell back in your hand also all

1:02:55

this other stuff Yeah, you can cast

1:02:57

your spell again next turn Yeah, if

1:02:59

you aren't dead on my turn, right?

1:03:01

Yeah, exactly. No, I mean to pass

1:03:04

the turn back to my opponent after

1:03:06

this happened to me It reads a

1:03:08

bit like a sublime epiphany with training

1:03:10

wheels Yeah, where it's like instead of

1:03:12

choose any numbers just like just do

1:03:15

all this stuff It'll be fine. Oh.

1:03:17

So who? I mean, we've been talking

1:03:19

for like over an hour now, so

1:03:21

I think we gotta wrap it up.

1:03:24

But like, let's get, let's wrap it

1:03:26

up with our initial impressions on the

1:03:28

set. I like Magic the Gathering. I

1:03:30

am obviously, Dupuilauta Magic the Gathering for

1:03:32

work. I want to play this just

1:03:35

in my free time. Yeah. My brain

1:03:37

thinks about Turkey or Penelope. was playing

1:03:39

with some dragon toys she just has.

1:03:41

We were like, Turkure Dragons. So there's

1:03:44

something about the Turkure setting that has

1:03:46

engaged the imagination, we'll say. Even if,

1:03:48

because Penelope is not bought into the

1:03:50

magic lore like I am, she's not

1:03:52

reading the stories. But she was just

1:03:55

like, cool dragons. Yeah. I agree. I

1:03:57

think they did the team, Watsy team

1:03:59

did a great job at presenting a

1:04:01

really fun looking. Magic the gathering set.

1:04:04

It delivered. I know that pre-release attendance

1:04:06

was higher than average from from the

1:04:08

reports of my social media feed at

1:04:10

least and Engagement in content for Turkey

1:04:12

or Dragon Storm has been pretty high.

1:04:15

So thanks for watching. But also, yeah,

1:04:17

I'm looking forward to playing this set

1:04:19

some more. I'd like to draft at

1:04:21

least until I get the feeling of

1:04:24

what the... pack one pick one sort

1:04:26

of tier is like and I've tried

1:04:28

all the different clans because I'm only

1:04:30

like three drafts deep right now. Yeah.

1:04:33

And can I say I really actually

1:04:35

big shout out to how is set

1:04:37

up on arena if you do the

1:04:39

sealed you can do the the Klan

1:04:41

sealed so which is something a pre-release

1:04:44

kid on arena basically but it's but

1:04:46

the night okay I mean Cameron had

1:04:48

some amazing luck opening and by amazing

1:04:50

I mean it's like that one scale

1:04:53

of the luck. Which, you know, technically

1:04:55

it's just, the bad outcome is just

1:04:57

as likely as the good outcome. So

1:04:59

technically it's the same kind of thing.

1:05:01

It's just our judgment of the outcome.

1:05:04

Weasel words, weasel words, but the point

1:05:06

being, you can, if you're like really

1:05:08

into one of the clans, you can

1:05:10

play, you can play it, and you

1:05:13

get a couple of seated packs, it

1:05:15

hopefully makes it easier for you to

1:05:17

play the clan that you are interested

1:05:19

in, you know, figuring out and experiencing

1:05:21

the cards for, which I think is

1:05:24

really great for getting to know a

1:05:26

set, honestly. Yeah. I don't know. No,

1:05:28

no, I'm going to, I want it

1:05:30

to play the flurry deck and I'm

1:05:33

going to play the flurry deck, even

1:05:35

though I opened no chess sky cards

1:05:37

in my seated pack. That's wild. Yeah.

1:05:39

I mean, it is, it's a seated

1:05:41

pack, but it's not like, you know,

1:05:44

here's, here's three trilands in your colors,

1:05:46

right? Yeah. But yeah, so my opinion

1:05:48

of the set is it's fun. I

1:05:50

love the flavor and it like I'm

1:05:53

genuinely enjoying the gameplay. Yeah, I, um,

1:05:55

I always say that I like the

1:05:57

weird sets. I don't hate, I did

1:05:59

not play a lot of like, you

1:06:01

know, outlaws and murders Tark, Tark, Tarkoff

1:06:04

Manor and the, the, the, off, you

1:06:06

know, the experimental sets that we've played,

1:06:08

I'd like to see them making it,

1:06:10

because I was like, well, maybe they're

1:06:13

just bored of making high fantasy sets,

1:06:15

but no, they got gas in the

1:06:17

tank, right? Right, this is our first

1:06:19

non-UB set in a little while where

1:06:21

everyone isn't wearing the same hat, right?

1:06:24

Because ether drift was also kind of

1:06:26

like, okay, everyone's racing. Yeah. You're all

1:06:28

in a car, right, and then the

1:06:30

sets you mentioned before, you mentioned before,

1:06:33

you mentioned, you mentioned, knowledge of this,

1:06:35

but I like clearly there is like

1:06:37

a decision made at creative to see

1:06:39

how aggressively themed you could make a

1:06:41

set. Yeah. And to talk about like

1:06:44

you know the sort of very top

1:06:46

down flavor design philosophy and get the

1:06:48

magic the gathering into it later, right?

1:06:50

Like let's explore the space of cowboys

1:06:53

and stuff. Yeah, it felt like I'm

1:06:55

bored of making high fantasy for a

1:06:57

while. Let's try to do something else

1:06:59

and see what else we can do

1:07:01

with this game. Like, Dalmanaria is high

1:07:04

fantasy. Yeah. We have plenty of magic

1:07:06

roles that are not high fantasy or...

1:07:08

I like to see them experiment. Yeah.

1:07:10

But this is really good. Yeah. This

1:07:13

is really good. Yeah. Yeah, I'm happy.

1:07:15

I'm happy to do this. Yeah, it

1:07:17

is what Magic the Gathering does best,

1:07:19

which it does tell. And like what

1:07:21

I really like about the set is

1:07:24

like I keep mentioning, well I can

1:07:26

tell what Deckless goes in because their

1:07:28

flavor text is there, the art is

1:07:30

there. Like they've put a lot of

1:07:33

effort into making the cards tell the

1:07:35

story, which I appreciate as a narrative

1:07:37

person. Yeah. All right, well,

1:07:39

I think that's about gonna wrap it

1:07:41

up for our opinions, but what do

1:07:44

you think? What is your in your

1:07:46

opinion the best clan? What cards have

1:07:48

you been succeeding with? What cards do

1:07:50

you think are traps? I would love

1:07:52

to actually we should do an episode

1:07:55

on what cards in the set are

1:07:57

traps What did you get blown out

1:07:59

by? Yeah, tell us in the comments

1:08:01

below and if you've got any opinions

1:08:03

on what we should talk about next

1:08:05

please let us know but until next

1:08:08

time I think we're gonna call it

1:08:10

here first up big up to James

1:08:12

who we prepped for about I would

1:08:14

say 60% of the cards we're talking

1:08:16

about and you had them on screen

1:08:19

very fast you did so good oh

1:08:21

wow until you didn't but yeah I

1:08:23

mean god though for James though that's

1:08:25

like that's like basically just told us

1:08:27

he loved us yeah hmm that's the

1:08:30

best he puts so in there there's

1:08:32

a modifier that's true Anyhow, thank you

1:08:34

to James for your putting the cards

1:08:36

on screen. Thank you to Graham, who's

1:08:38

getting these online while Heather's on vacation.

1:08:41

Thank you to everybody who supports us

1:08:43

at Patreon at patreon.com/a loading ready run.

1:08:45

If you were watching on YouTube you

1:08:47

can leave comments or like a YouTube

1:08:49

super like or a channel membership or

1:08:52

any of those other monetization things. You

1:08:54

can buy Dragon Shield sleeves at Dragon

1:08:56

Shield.com using code LRRMTG05 for 5% off

1:08:58

your order. And of course if you

1:09:00

are like gosh I really like Tark

1:09:03

Your Dragonstorm I'm gonna order a box

1:09:05

and do a draft with my friends.

1:09:07

highly recommend. You can do that by

1:09:09

going to cardkingdom.com unless you're Canadian. You

1:09:11

can't order a box from if you're

1:09:13

Canadian. You can still get singles though.

1:09:16

You can still get the singles but

1:09:18

and singles and you can use code

1:09:20

LRR and tell us that tell them

1:09:22

that we sent you because that's really

1:09:24

important because it helps us keep making

1:09:27

the show with sponsorship and paying our

1:09:29

bills and and employing us and so

1:09:31

we really appreciate that. So thank you

1:09:33

so much everybody. I've been Kathleen joined

1:09:35

by Nelson. Hey, thanks for listening. And

1:09:38

Cameron. Bye everybody!

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