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
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give you one for free, let's
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And finally, if you're thinking, gosh, I
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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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