Episode Transcript
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Pour. Live more. Greetings,
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humans. You have entered the
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Command Zone. Your destination for
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all aspects of Elder Dragon
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Highlander. Enjoy your stay. Hey
0:44
everybody and welcome back to another episode
0:46
of the Command Zone podcast. I'm your
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host Rachel Weeks and today joining me
0:50
is guest-upgrader Jordan Priggin. Hi everybody, I'm
0:53
Jordan Priggin. I do writing stuff on
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the channel. Sure do. Yup. And
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upgrades. Yeah. You're back for
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another one. Today we are
1:01
talking about the brand new
1:03
Endless Punishment pre-con from Desmoren
1:05
House of Horror. This
1:08
is the spooky, ukiest set and it's going to be a
1:10
ton of fun. We're going to
1:12
talk about what comes in this pre-constructed deck. We're going
1:14
to give you 10 cards to add, 10 cards to
1:16
take out to get it in peak fighting shape. If
1:19
you want to pick up any of the cards
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that we talk about in this episode, go over
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to cardkingdom.com/command. Cardkingdom has a huge selection of single,
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know how to ship magic cards. They've been doing
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it for a very long time. They put it in
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a plastic box. They put a little packing peanut in
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there to keep it from jostling around. They give you
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a token. They give you a sticker. They're
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the best. They have nice little tokens. I like the tokens.
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I like the tokens. Yeah. I
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love Cardkingdom. I like shopping at a place where when
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I get one package in the mail, I get to
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start building that day. You can
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pick up some sweet cards and support. over at
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cardkingdom.com/command. And once
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those cards are in your hand, you're
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gonna need to protect them. Go to
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ultrapro.com/command, pick up some of those satin
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cubes, satin towers. They're kinda like
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cubes. Yeah, I mean, they're the
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little. They're close, yeah. Yeah, they're cubish.
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Yeah. They're just very solid, very safe
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deck boxes. What I like about them
2:21
is they fit a double-sleeved deck and
2:24
they have room for tokens. There's
2:26
a lot of tokens that come with commander decks these
2:28
days, you need a little bit of extra room in
2:30
your deck box to make sure that everything you need
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fits in one place. You can keep all the
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tokens that Card Kingdom sends you. There you go. Bam,
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synergy people. A combo. Plus
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they do sales every so often, flash sales. If you
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sign up for their newsletter, you'll find out when they're
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dropping a ton of product and you
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can get all of the satin
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cubes, towers, deck boxes that you
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like all in one place while
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supporting the command zone over at
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ultrapro.com/command. Finally, you can support us
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directly over at patreon.com/command zone. You get access
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to Game Nights Extra Turns a
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one lucky patron every single podcast episode
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and this one is dedicated to Andreas
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Haack. Andreas, you
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Haack. You Haack. Also rock. Oh,
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that's good. Oh,
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that's solid. I'm pretty funny.
3:38
Wow. We did it. Let's get
3:40
into it. We're talking about the Endless
3:42
Punishment deck. Of course, you're dishing out the
3:44
Endless Punishment to your opponents. I was excited about
3:47
this one because I feel like most of the
3:49
time it does a little bit of punishment and
3:51
then it's done. Yeah, this one's forever. And this
3:53
one is like, no, keep it going. It's not
3:55
gonna kill you. It's just gonna punish you. You're
3:58
gonna be punished. For sure. And
4:00
sometimes that's what people are into. All
4:04
right, we're going to talk about the Rakdos
4:06
group slug deck, I would say, is what
4:08
the Endless Punishment deck is. That means you're
4:10
doing damage to everyone at the table, including
4:12
yourself sometimes. So we're going to get to
4:14
know the deck that comes in the box
4:17
before we tell you how to upgrade it.
4:19
So what better way to get to know
4:21
a deck by then by meeting its lead
4:23
commander. So the
4:25
leader of the Endless Punishment deck
4:28
is sort of the spirit
4:30
behind the whole Duskmorn House
4:32
itself, Valgavoth, Harrower of Souls.
4:35
He is two, a red and a
4:37
black for a legendary creature elder demon.
4:39
He has a four-four with flying. Has
4:42
ward, pay two life. Nice
4:44
little bit of extra punishment there. And
4:46
whenever an opponent loses life for the
4:49
first time during each of their turns,
4:51
put a plus one plus one counter
4:53
on Valgavoth, Harrower of Souls, and draw
4:55
a card. We're
4:57
getting closer and closer to my
5:00
Elder Typal deck that I'm very excited about.
5:02
Oh man, Elders are all over the
5:04
place. They're all the oldest deck. They're
5:06
going to be so old. Oh man.
5:08
Five color old. Yeah. Valgavoth
5:10
is sweet. This is a four mana,
5:13
four, four flyer that protects itself. So
5:15
on rate, it's just a really
5:17
good powerful body. And then it
5:19
gets bigger whenever an opponent loses life
5:21
for the first time during each of their
5:23
turns. It's got to happen on their turn,
5:26
which is a little, like a lot of
5:28
decks can't necessarily do that, but boy, I
5:30
mean a card and a counter on a
5:32
flying warded creature, that's a huge payoff. And
5:35
I mean, it can happen four times in a
5:37
turn cycle, right? Because it's only three times in
5:39
a turn cycle. It's got to be on the
5:41
opponent's turn. So for each opponent, you can get
5:43
a counter and a card, which is
5:45
pretty serious. And honestly, it's not that hard
5:47
to meet. There's a lot of cards that
5:49
deal damage on upkeep. There's a lot of
5:51
cards that deal damage on draw. So
5:54
I'd expect a Valgavoth deck to be
5:56
full of those kinds of things. Absolutely. Two
5:59
mana, three mana. enchantments that just steady do
6:01
this burn on everybody's upkeep so you know
6:03
that you're triggering Valgavoth when he arrives. Yeah
6:06
it's just like automatic engine so you get
6:08
Valgavoth out and bam you're off to the
6:10
races. Sweet! Alright let's meet the
6:12
backup commander before we get into the
6:14
rest of the deck. This one is
6:16
the Lord of Pain! Predictably they are
6:18
friends. The Lord of Pain and the
6:20
Harrower of Souls. Fun guys. This
6:23
is three black red for a legendary
6:26
human assassin he's a 5-5 with menace.
6:28
It says your opponents can't gain life.
6:30
Nice. All especially in a puns in a deck.
6:33
Whenever a player casts their first spell
6:35
each turn choose another target player. The
6:37
Lord of Pain deals damage equal to
6:39
that spells mana value to the chosen
6:42
player. So you
6:44
can trigger this, your opponents can trigger this and
6:46
you get to choose where it goes. I love
6:49
that and it's also like when your opponent
6:51
is gonna like I don't know play their
6:53
Blasphemous Act or something you can treat it
6:55
very much and be like oh well he's
6:57
the one who cast the spell I'm just
6:59
directing it. Yeah I mean that's a
7:02
very fun effect it's like
7:04
it's vialsmashery but you're in control and
7:06
your opponents also trigger it so it's somewhere
7:08
between like vialsmasher and kairvak. And it's just
7:10
gonna add up I mean you know with
7:12
the not being able to gain life that
7:14
sort of thing starts to overwhelm
7:16
you pretty quick. I think Lord of Pain seems
7:18
really cool. It's interesting there's not a lot you
7:20
can do to build around this other than just sort
7:22
of like putting high mana value spells in
7:24
your deck. Sure and protecting yourself from everyone
7:26
trying to stop you before you kill them.
7:29
Cool I mean the Lord of Pain seems very
7:31
sweet it goes well with Valgavath. I would think
7:33
the Lord of Pain just wants to whittle away
7:36
life totals is what the 99 looks like which makes
7:38
sense for a deck like this. Yep. So honestly
7:40
these are sort of two commanders that fit
7:43
together a lot better than we've
7:45
seen in pre-cons lately. It feels like you
7:47
could go either way depending on your preference
7:49
but let's get to know the rest of
7:51
the deck before we make a decision on
7:53
who's going to be the commander. The
7:57
way that we get to know these decks is we start with the
7:59
most expensive cards in the the deck. We talk
8:01
about the notable reprints that's anything over five dollars
8:03
comes in the deck when you buy
8:05
it off the shelf. Our usual caveats
8:07
is we take these prices before they
8:09
are announced so they're a little higher
8:11
than you guys are seeing on your
8:13
end. We take all of them beforehand
8:15
so they're more of a relative price
8:17
than a literal price. But the notable
8:20
reprints in this deck are Witch's Clinic
8:22
which is eighteen dollars, give your commander
8:24
lifelink. Makes sense in a punishment
8:26
style deck. Keteract Parasite which
8:28
is sitting at fourteen dollars. Wow,
8:30
I didn't realize that was so expensive. That's
8:34
when opponents draw. It pings them, makes a lot of
8:36
sense. Up next is Rampaging Pharasadon
8:38
at thirteen dollars. Again, players can't gain
8:40
life and whenever another creature enters it
8:42
deals one damage to that creature's controller.
8:45
More ways to ping. Vial
8:47
Smash of the Fierce called it. She's
8:50
sitting at ten dollars. Graven Cairns is
8:52
one of the lands. It's nine dollars.
8:55
Raids Arisen Nightmare at eight
8:57
dollars. Lightning Greaves at seven dollars
8:59
and fifty cents. And finally the group
9:02
slug master himself. Mogis God
9:04
of Slaughter at seven dollars and fifty
9:06
cents. This is a pretty good
9:08
setup of reprints I gotta say. Yeah,
9:10
I love these. I love to throw back to
9:12
some old slug commanders. I'm Mogis and Vial's match
9:15
I think are familiar faces in the Rakdos group
9:17
slug situation and
9:19
they throw around a lot of damage. Definitely.
9:21
And I always love it when Lightning Greaves gets a reprint in
9:23
one of these things. You can
9:26
just throw that into almost every commander deck.
9:28
Worth noting this is some hot new
9:30
art for Lightning Greaves. There's some glowing
9:32
sneakers that is fresh for Duskmorn. There
9:34
are eight cards over five dollars which
9:36
is quite good in a pre-con like
9:39
this. But let's talk about the total
9:41
reprint value to see if the rest
9:43
of the deck matches that trend. Worth
9:46
noting that these decks are pre-ordering around forty five fifty dollars.
9:48
We did all of our math based on a forty
9:50
five dollar pre-order price which is pretty normal for
9:52
these kind of commander decks. All
9:55
of that being said the total reprint
9:57
value is... Yo.
10:03
Nice. Nice. Pretty
10:05
good. I mean, these decks are
10:07
pre-ordering for $45, and this
10:10
only includes the 72 reprints in the deck.
10:12
It doesn't include Basic Lands. It doesn't include
10:14
many of the new cards. It also doesn't
10:16
include the 10 Arch Enemy cards that
10:21
come in every pre-con for Dusk of Morn.
10:23
Oh, yeah. Neat. We're not going to be
10:25
talking about them because they don't change the deck
10:28
mechanically, but they're in the deck. There's a little
10:30
bit of added free value. There's
10:32
also two main set cards in this deck
10:35
that we don't know the pricing on. So
10:37
169 is pretty good. If
10:39
you buy the deck at $45 and you'll get
10:43
$169 worth of reprint value, which means
10:46
you're getting $3.76 for your one American dollar spent,
10:51
which is insane. Yeah, that's great.
10:54
That's really good. Almost quadrupling your value
10:56
there, and that's not including 28% of
10:58
the deck. This
11:00
is well above the average reprint value compared to last year,
11:02
which was $123.75, and
11:06
the average bang for your buck was $2.60. This
11:09
is the highest reprint value in Dusk Morn.
11:12
So if you want to get the
11:14
best bang for your buck, this is the one to pick up. That
11:18
being said, that's what's in the deck financially. We
11:20
want to talk about what's in the deck mechanically.
11:23
We're going to break down the choo, choo,
11:25
choo, choo, choo, stats.
11:27
Stats. Stats. Stats. Stats.
11:29
We love stats. We do. We
11:32
like to break down the vegetables in the deck. Just
11:35
the stuff that goes in every commander deck.
11:37
Do you want to walk us through those numbers?
11:39
Yeah. Just for staff. So the basic deck stats,
11:41
the things we always talk about. First, this has
11:43
12 pieces of ramp, 15 card
11:46
draw cards. Nice,
11:48
including the commander, or one of the
11:50
commanders. Eight pieces of interaction. Interesting. Four
11:53
wipes of some sort. And
11:55
then 38 lands with 16 basic lands. Great.
11:59
So this is the vegetable. levels are looking pretty healthy
12:01
across the board. We also
12:03
like to break down the stuff that is more
12:05
specific to this deck, so you get an idea
12:07
of what the deck's actually trying to do, what
12:09
its strategy is. There are
12:11
35 cards that directly burn your opponents
12:13
in some way, those could be spells,
12:16
those could be permanents. There
12:18
are 26 cards in the deck that can
12:20
trigger your commander on other people's
12:22
turns. That isn't necessarily
12:24
enchantments that just regularly trigger, it's
12:27
just only cards that like instance
12:29
that could burn your opponents on their turn.
12:32
Sure, or things that like have a chance
12:34
of doing it on their turn, but don't
12:36
necessarily automatically do it. Yeah, stuff like rampaging
12:38
for Ossadon that's only if a creature entered,
12:40
can trigger your commander on your opponent's turn. I
12:43
think we counted stuff like Blood Artist on that
12:45
list that was like, oh yeah, this can, if
12:47
something dies on their turn it'll trigger it and
12:49
stuff. Some of it more situational than we'd
12:51
like, but still some pretty good stuff. There
12:54
are seven damage payoffs, stuff that care
12:56
about having dealt damage this turn. There
12:59
are eight dies synergy cards,
13:01
we mentioned Blood Artist. There's sort
13:03
of a large category of those
13:05
cards. It's a little confusing, it feels
13:07
a little out of place in the
13:09
deck, but it's there. Yeah, we mentioned braids before,
13:11
but it is sort of a large package. There's
13:14
also nine life gain cards,
13:16
which makes sense. You're doing a
13:18
lot of damage, you want to protect your life total as
13:20
well. Yeah, because if you're low too, people will
13:23
just remove you. Uh-huh, because you're
13:25
annoying. So those are the, it's
13:27
a bird's eye view at the deck. We wanted to zoom in
13:29
and take a look at some of the better cards in the
13:31
deck. These are the ones that were, if
13:33
you draw them you're like, okay, I know my
13:35
deck's online, I've got one of the better synergy
13:37
pieces in the deck. So let's talk
13:40
about those, starting with one we've already mentioned actually. Yeah,
13:42
this is one of the highest value reprints
13:44
and it is Keterict Parasite. This card is
13:47
perfect for the deck. It is one black
13:49
for a one-one creature horror. And whenever an
13:51
opponent draws a card, if you control a
13:53
red permanent, you may have Keterict Parasite deal
13:55
one damage to that player. So yes, you
13:57
do need to, like you can't just have
13:59
Keterict Parasite. and you're good to go.
14:01
But for instance, Keteract Parasite and your
14:03
commander just means that on everyone's upkeep,
14:06
they are going to be at least pinging for
14:08
one when they draw the first card, which turns
14:11
your commander on. It means if they get some
14:13
big combo engine going and they're drawing a bunch
14:15
of cards, it's going to be really punishing stuff
14:18
for them. Absolutely. That's just one mana to
14:20
get it down. That's the thing that's best about
14:22
this card, is the efficiency is really there. And
14:24
you can tell how efficient that is, because we
14:26
think Fate Unraveler is also one of the better
14:29
cards in the deck. And it's a four mana
14:31
Keteract Parasite. Whenever an opponent draws a card, it
14:33
deals one damage to that player. Just
14:36
anything that can consistently trigger your commander,
14:39
draw you a card, get you a
14:41
counter on your opponent's turn, is going
14:43
to feel so good. Absolutely. The
14:45
big difference between Keteract Parasite and Fate
14:48
Unraveler is Fate Unraveler is four mana,
14:50
which shares the mana value as your commander.
14:52
So it's a little more awkward in your curve. Yes.
14:55
It's also worth noting that both of these are asymmetric,
14:57
which is nice, because there's a lot of things that are
15:00
going to do damage in the deck, which are just like
15:02
symmetric do damage to everybody. But these
15:04
ain't. The next one we
15:06
have also mentioned, but
15:09
he's sick in the deck. Oh, so
15:11
good. It's Lord of Pain. The
15:13
backup commander, I think whether you are playing with
15:15
him as the commander or in the deck, he
15:17
is great in the deck. He
15:19
is. We already went over his stats
15:22
and stuff. So it's just basically the
15:24
fact that he is going to constantly
15:26
be dealing damage to people every turn
15:28
that they are doing stuff. This
15:31
is just the inevitability you need
15:33
to make a group
15:35
slug deck kill people. The
15:38
way that group slug decks win
15:40
is eventually they're sort
15:42
of stacks pieces that don't tax
15:44
your mana, they don't tax your
15:47
hand, they restrict what you can
15:49
do overall. If I
15:51
play three more creatures, I die. If I
15:53
cast another big spell, I die. If I
15:55
tap this many lands, I die. So you
15:57
need to be very careful with your mana.
16:00
life resources and the Lord
16:02
of Pain is one of those big cards that you can
16:04
slam at the end that says, okay, I can't cast anything
16:06
over five mana because what if
16:08
my opponent casts something that's over five mana
16:10
and this opponent casts something over five mana.
16:12
I'm only at 15 life or something. You
16:15
know? When you're at low life and
16:17
you see that there are two people who have turns before
16:19
you, you're in a tough
16:21
situation if the Lord of Pain is out. Yeah.
16:24
I think this is going to be one of
16:26
the big damage dealers in five mana is a
16:29
pretty solid rate for the amount of damage that
16:31
he can do. He's comparable to
16:33
something like Karavac which is seven mana
16:35
and has sort of been outpaced in Commander of
16:37
the East days. I do think Karavac's in the
16:39
deck but if you've got Lord of Pain, Karavac's
16:42
going to seem like small potatoes basically. All
16:45
right. We've got one more card that we
16:47
want to talk about in the best cards
16:49
in this deck and it's a new one.
16:51
This card is Sadistic Shell Game. This
16:54
is four and a black for a
16:56
sorcery and it says, starting with the
16:58
next opponent in turn order, each player
17:00
chooses a creature you don't control. Destroy
17:03
the chosen creatures. I
17:06
think this is super cool. Yes.
17:09
So this is interesting. There's a lot
17:11
to like about this card. Starting with
17:13
it's the first voting card that starts
17:15
with an opponent rather than the caster
17:17
of the spell. So what that does, which is
17:19
really nice, is it means that you don't just
17:22
get to choose something and then everyone goes, well,
17:24
we all agree it's that thing and they all
17:26
vote for it and that's all you lose. You
17:30
get a minimum of two things because
17:32
they have to vote for something and
17:34
you vote for something else. So it's
17:36
five mana, kill two things guaranteed, but
17:38
you can kill up to four things
17:41
depending on how your opponents are working
17:43
together. And if you're a little political
17:45
about it, like this immediately
17:47
makes me think of Council's judgment. Yeah.
17:50
But the council votes before you
17:52
do and you get the veto on. Yeah,
17:55
exactly. You get to make sure whatever it
17:57
is you were trying to get rid of,
17:59
like gets guy. got, for sure. Which
18:02
is nice. I
18:04
think this deck is going to take a
18:06
lot of attacks. And you need
18:09
something that's going to take out multiple threats
18:11
on the board, because all
18:13
of them are a threat to you.
18:16
So the more creatures you can take
18:18
off, the fewer creatures are coming at
18:21
you, which is going to protect your
18:23
life total. A huge consideration when
18:25
you're playing group slug is that you are
18:27
going to be the loudest deck at the
18:29
table, no matter what you do. People
18:31
will never forget you are there. They will
18:34
never forget that you
18:36
are a problem they would like to deal with.
18:38
So having two-for-ones like this that can take two
18:41
threats off the board and cost you a lot
18:43
of mana, five mana's a lot. But
18:46
it can really protect your life total in
18:48
the later game when you are very clearly
18:50
the big bad. It's worth mentioning, too,
18:52
that this gets around hexproof, because it
18:54
is a choose card. So you don't
18:56
have to worry about ward or hexproof
18:58
or any of that stuff. All
19:01
right, so that's what's in the deck off the
19:03
shelf. Those are the things that you're guaranteed to
19:05
get if you buy it. We're
19:07
going to talk about the changes that we are going to
19:09
make to this deck. But before we do, I want to
19:11
talk about our goals. What are
19:13
we trying to improve with Val'Gath as the commander?
19:15
I think we decided that with the card
19:18
draw, it's just really difficult to justify
19:20
putting Lord of Pain in the command zone,
19:22
even with him being as powerful as he
19:24
is. Yeah, he's great in the deck. If
19:26
you want to pop him into the thing,
19:29
go for it. But I think that Val'Gath's
19:31
an engine, so it just makes sense as
19:33
it. I think the first thing that we
19:35
wanted to bring into this
19:37
deck is the ability to protect yourself. Because like
19:40
we just said, when you are playing a group
19:42
slug deck, everyone is going to
19:44
want to kill you. They are going to
19:46
notice. Because you're trying to kill everybody. Yeah.
19:48
Even if you're just doing one or two
19:50
damage to people every turn, people notice and
19:52
remember that. The deck
19:55
will constantly bring that back to people's mind. So
19:57
we want to add things that will protect your
19:59
commander. protect you, and let
20:02
you keep your game plan going. Something
20:04
that I've been talking about a lot lately
20:06
is the what's doing that effect in Commander.
20:09
These days there's so many things on the board that
20:12
you're not constantly aware of everything that's going on
20:15
on the board. But if there is one thing
20:17
that is repeatedly doing two damage to you, it
20:19
makes your opponents go, OK, what
20:21
is doing that? That's exactly right. Every time you're like, I
20:23
cast a spell, you're like, take two damage from the something
20:25
something. And you'll be like, wait, wait, wait. What
20:27
is making me take two damage? Yeah,
20:29
it's like, I don't know everything about what's on
20:32
the board. Yeah, I don't know everything that's
20:34
on the board, but I do want that gone. So
20:37
I think you need to
20:39
be aware of that, going into it
20:41
emotionally, and also mechanically. You need to
20:43
have defensive spells to protect your life
20:45
total and also just your things. The
20:49
deck is also not great at just
20:51
consistently triggering your commander. There's some things
20:53
like Keterok, Parasite, and Fate, Unraveler that
20:55
will trigger your commander every single turn.
20:58
But we want you guaranteed to have one
21:00
in your hand. The consistency is so
21:02
important. Yeah, the ideal situation is that you
21:04
can focus your efforts on your board and
21:07
doing your thing, and the card draw and
21:09
the growing is automatic. It's just happening already
21:11
because of what's on the battlefield. This
21:14
deck is good at doing damage. We mentioned it's
21:16
got like 35 ways to
21:19
burn people's life total, but a lot of them are
21:21
sort of ticky tacky, one damage at
21:23
a time. One, two damage, things like that. We wanted
21:25
more effects. We wanted more effects that didn't work around
21:27
a little bit, too. We wanted more effects that just
21:29
slam the door. That's like, OK, I got
21:31
your life total to 20. Now I need something
21:33
that does 15. That
21:35
just gets people to dead faster because,
21:38
again, they're going to be aware that
21:40
you're the problem, and you're going to be the
21:42
first person they're going to target. Yeah, and things
21:44
that basically when people start going, oh my god,
21:47
we need to get rid of that player before
21:49
he can beat us, we want to be able
21:51
to slam the door on
21:53
them. Absolutely. Finally,
21:55
to protect yourself, something that we
21:57
talked about was just board wipes, making sure the board wipes.
22:00
can actually take out the entire board
22:02
when you need it to be taken out. And
22:05
you know, three is, or four is plenty,
22:07
but they're not necessarily the most consistent cards
22:09
in the world. So, those
22:11
are the changes that we're trying to make with
22:13
this upgrade. We're gonna get into the exact 10
22:16
cards we're adding and the 10 cards to take
22:18
out to get your deck in peak fighting shape
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27:55
Welcome back, everybody. We
27:57
are upgrading the Endless Punishment Pre-Combat.
28:00
from Duskmorn House of Horrors. This
28:02
is a group slug deck. We told
28:05
you everything that we're doing to upgrade
28:07
the deck. We're going to get right
28:09
into the cards to add, starting with a
28:11
couple of things that just trigger your
28:13
commander consistently. Every turn, cheap, steady
28:16
damage. Yep. The first,
28:18
and this is the first one I thought of
28:20
adding to the deck, is just roiling vortex. Perfect.
28:23
This is one and a rad for an enchantment.
28:25
It says, at the beginning of each player's upkeep,
28:28
roiling vortex deals one damage to them.
28:31
Easy. Honestly, I'm shocked this isn't
28:33
in the deck. Yeah. This strikes
28:35
me as one that they were like, this will be
28:37
an easy one people can upgrade. It
28:40
also says, whenever a player casts a
28:42
spell, if no mana was spent to
28:44
cast that spell, roiling vortex deals five
28:46
damage to that player. Cool, manic right.
28:49
This gets more relevant every
28:51
day. Yeah, I mean,
28:53
there's more and more commanders that cascade. There's more and
28:55
more that are
28:58
just free spells, plotting
29:00
stuff. They
29:03
have to actually be casting the spell. If they
29:05
cheat something into play, like off of a Calia,
29:07
they just put something into play, then it doesn't
29:09
trigger it. But if I cast it in Eldrazi
29:11
with Rakdos that I've reduced, I'm
29:15
taking damage a lot. Plus,
29:17
it also says, red pay red, colon,
29:19
your opponents can't gain life this turn.
29:21
That's nice. That can really
29:23
get somebody too. I
29:26
mean, you probably don't even need to activate that most of
29:28
the time, because people are just going to not do
29:31
their big lifelink or whatever thing. For sure.
29:34
They can't invest in a big
29:37
heliads intervention or something as long
29:39
as you have red up. And that's how
29:41
your deck loses, right? If somebody casts a gray
29:44
merchant of Asphodel and gains 15 life out
29:46
of nowhere, you're like, that is not something you've accounted
29:48
for. So you need stuff like the Lord of Pain
29:50
or the rampaging for us on rolling vortex to
29:52
just be like, all right, I have prepared for
29:54
this eventuality. No.
29:57
No life gain. Red can also say no.
30:00
Two dollars and fifty cents for a roiling vortex
30:02
pick them up now. It's perfect in this deck This
30:05
next card does a similar thing to
30:07
what roiling vortex does it is forsaken
30:09
waste It is two in a black
30:11
for an enchant world. Yeah world enchantment
30:14
It says players cannot gain life and
30:16
during each players upkeep that player loses
30:18
one life And if
30:20
forsaken waste is the target of
30:23
a successful successfully cast spell that
30:25
spells caster loses five Life
30:27
now that this is being added into the
30:29
deck for one reason which is to hate
30:32
on Concordant crossroad We
30:34
love your Gordon crossroads gives you your stuff ace
30:36
too. Yes, but well the only reason I
30:38
say that is because it's like one of those weird
30:43
Some people don't even know this is
30:45
a rule thing Yeah, but the world
30:47
keyword actually means that there can just
30:49
be one Enchantment with
30:51
the world keyword on the battlefield so
30:53
Highlander rules Yes, if
30:56
there is a Concordant crossroads across the table
30:58
from you and you play this that one
31:00
blows up If
31:02
they play a Concordant crossroads after you've done
31:05
forsaken waste your forsaken waste blow up just
31:07
a weird You know
31:09
they were trying stuff. Yeah, I
31:11
have it's roiling vortex, but worse
31:13
but cooler The
31:16
arts incredible it's a cool cool old
31:18
weirdo that you can still pick up for three dollars and
31:21
fifty cents Hair standing on in like
31:23
slightly Inefficiency here like it being
31:25
three mana versus two mana doesn't make a big
31:27
difference to me because it still is cheaper than
31:29
your commander And once it's out it just like
31:31
means your commander is on yep, and that's
31:33
great speaking of steady damage
31:36
The next card we talked about adding
31:39
was Chandra awakened Inferno Awake,
31:41
this is six mana Chandra. She comes
31:44
she cannot be countered which is a
31:46
bummer It's
31:50
a tick up is what we're here to talk about
31:52
it's each Opponent gains an emblem
31:54
with at the beginning of their upkeep
31:56
this emblem deals one damage to you
31:58
so Each player gets
32:02
an emblem, it deals damage to them on their upkeep, they can't
32:04
get rid of it. They never stop it. So
32:07
the damage train keeps on rolling. And
32:09
if you keep it around for a couple turns, those
32:11
emblems really start to add up. They really
32:13
do. This card is such a
32:15
huge pain in the butt, it also comes
32:17
down and is immediately 8 loyalty because
32:20
you play it for 6 and you take it
32:22
up to 2 and 8 is enormous. 8 serious. Especially
32:24
when you've got something like Vagavot that's getting bigger
32:26
and can block all day. It also
32:29
has a minus 3, deals 3 damage to each
32:31
non-elemental creature, can clean up all the little creatures
32:33
that are attacking you. It has
32:35
a minus 6 that can deal damage to one
32:37
target creature if you really really need... Creature
32:40
or planeswalker. Or planeswalker.
32:42
If you really need something gone. But this is
32:44
in the deck for the emblems I think. It's definitely
32:46
in for the plus 1, but as
32:49
we said having a little bit of extra board wipe
32:51
breach ain't bad. Really nice. Plus
32:53
it's only $300 in... $300
32:57
and 50 cents. $3
33:00
and 50 cents after a couple of reprints.
33:02
This one really does it all. The
33:06
next one's your lad. We talked about slamming the
33:08
door shut. So this is part of
33:10
why I wanted to do this upgrade
33:12
because I have an Obnixilus captive kingpin
33:15
deck and these decks are brothers in
33:17
many ways. They are. So the card
33:19
I'm adding is Obnixilus captive kingpin. Who
33:22
is? Two black red for
33:24
a legendary creature demon. Four, three.
33:26
Flying, trample. Whenever one or more
33:28
opponents each loses exactly one life,
33:30
put a 1-1 counter on Obnixilus
33:32
captive kingpin. Exile the top card
33:35
of your library until your next
33:37
instep. You may play that card. Giant
33:40
fliers that grow when you deal
33:42
damage. It is an enormous end.
33:44
Give you cards. Everything you want
33:46
to do for Valgavoth is going to
33:48
be triggering Obnixilus. A ton of things
33:50
in the deck are incidentally triggering Obnixilus.
33:53
So this is sort of like having,
33:55
you know, a backup
33:57
engine card draw thing. that
34:00
can also kind of distract from your commander a little
34:02
bit. Yeah. When I'm
34:04
playing a commander that I
34:06
know is super scary. It draws cards and it's
34:08
huge and it's encouraging damage and it has ward.
34:12
I love putting other things in the deck that
34:14
are also like you have to remove this though. You also have
34:16
to remove this. Yeah. And you have
34:18
to remove this. So it's one of those
34:20
things where you exhaust the removal spells in
34:22
your hand by spreading out your threats. Object Solace
34:24
is a huge threat. Your commander is a huge
34:27
threat. The Lord of Pain, huge threat. Chandra,
34:30
what? Yep. So you have to, I love
34:33
the idea in Arachdos deck of like your
34:35
best defense is a strong offense. In
34:38
a way more threats are also protection for
34:41
your commander. Yep. You have to get
34:43
people into panic, remove everything and then run out of
34:45
resources mode. He too is only $3.50 and
34:47
goes along perfectly with
34:50
everything the deck is trying to do. Which
34:53
leads us to our most expensive ad
34:55
for this one so far. Which is,
34:58
Sulfim, Mayhem Dominus. This
35:00
is a two red red for a legendary
35:02
creature Phyrexian Horror, which is a five four.
35:05
And it says, if a source you control
35:07
would deal non-combat damage to an opponent or
35:09
a permanent opponent controls, it deals double that
35:11
damage to that player or permanent instead. And
35:14
then it has the activated ability of one
35:16
and two red Phyrexian mana. Discard
35:18
two cards, put an indestructible counter
35:20
on Sulfim, Mayhem Dominus. Huge. Awesome.
35:24
You're drawing a ton of cards so it's easy to
35:26
protect Sulfim and all of your work that you're putting
35:28
in is now doubled for a very efficient
35:30
raid. I'm usually pretty
35:33
iffy on these like just damage
35:35
increaseers or doublers and stuff. But
35:37
Sulfim is just so good. I
35:40
agree. I tend to not like them. I think
35:43
it's because they're five mana and higher. Like
35:45
he's more efficient, he protects himself, he's
35:47
also a body on the board that
35:49
can protect you. Like a five four
35:51
indestructible means it's you're much more difficult
35:53
to attack. Especially when all of your opponents
35:56
want to kill you. Yeah, that's a
35:58
really serious body. does enough.
36:02
And $16 is like, this is the kind of
36:04
card that if you invest in a soul femme,
36:07
having one makes all of your future burn
36:09
decks even better. I
36:11
put him in so many decks that I didn't expect
36:14
to, because he's that good. It's also worth noting that
36:16
a lot of the cards that do things like this
36:18
only say like a red source you control, or a
36:20
red or an artifact source you control, or something like
36:22
that. It's better in two-color decks for sure. Soul femme
36:24
is just like anything that you do, which
36:27
is great. Well, you're non-creature stuff. All
36:31
right, up next, this card's a little risky.
36:34
Yes. But it's totally busted if you
36:36
can pull it off. It can absolutely end
36:38
the game. It's Shondra's Ignition. Three
36:41
red red for a sorcery. Target creature you control
36:43
deals damage equal to its power to each
36:45
other creature and each opponent.
36:49
You've got a commander that grows all
36:52
the time. It's always getting bigger. You've got
36:54
an obnixillus that grows all the time, is
36:56
always getting bigger. It's just a
36:58
great way to wipe the board. It's to do
37:00
a huge amount of damage all at once to
37:04
force a removal spell. If you're worried
37:06
about one, you can choose a creature
37:09
like Lord of Pain that's a 5-5. I feel like
37:11
I'm going to burn everybody for five and wipe the board.
37:14
Yep. And see if they
37:16
have the removal spell to
37:18
kill it. And that's one fewer removal spell for your
37:20
commander. And this can absolutely end the game too. Sometimes,
37:23
Valgavoth or Obnixillus will be
37:26
big enough to even kill
37:28
two of the players and then destroy
37:31
all the blockers that stop them from swinging in
37:33
and killing the other one. Because the one thing
37:35
that it leaves on the board is the thing
37:38
that you target with it a lot, especially if
37:40
it was the biggest creature there. I
37:42
guess I talked around it. I didn't actually say it.
37:45
The thing that's dangerous about Shondra's Ignition is
37:48
if they remove the creature that you're targeting, the spell
37:50
fizzles. So
37:52
if they remove your commander in response to
37:54
the Shondra's Ignition, you lose your wincon and
37:56
your commander. And if they have the option to
37:59
remove your commander, they They almost always
38:01
have to do it when you play Shondra's Ignition.
38:03
So it is, you do have to look
38:05
around and be like, all right, how many cards are
38:07
in hand, how much mana is open, is now the
38:09
time, like, am I going to get blown out by
38:11
Difari's Protection or something like that? But this
38:14
wins the game if you can pull it off. So
38:17
even if it doesn't win the game, it wipes the
38:19
board, which is pretty nice. Yeah, it can be
38:21
a huge swing. All right, that's also $3.50. They
38:24
all are today. Yeah, $3.50 is a
38:27
real magic number. We
38:32
alluded to it, but this deck needs some protection, some
38:34
way to protect your commander, some ways. Because we attack, but we
38:36
need to also protect. We need to also protect. Yeah.
38:39
And a good way to protect is to call on
38:41
Tybalt. Yes. A
38:43
little bit of Tybalt's trickery. This
38:46
card, you probably know it by now, is one
38:48
in a red. For an instant, it says counter
38:50
target spell. Choose one, two, or three at random.
38:53
Its controller mills that many cards and exiles cards
38:55
from the top of their library until they exile
38:57
a non-land card with a different name than that
38:59
spell. They may cast that card without paying its
39:01
mana cost. Then they put the exiled cards at
39:03
the bottom of their library in a random order.
39:06
It's a counter that spell. It's a
39:08
counter with a little bit of meh. A
39:11
little bit of risk. Yeah, but it's fun. A little
39:13
bit of trickery. It's
39:16
chaos-y. Yeah,
39:18
this is for countering removal spells, board wipes,
39:21
crater roofs. That are just
39:23
like, you know it's coming at you. If they have it, it's
39:25
coming at you. So you need to be able to defend yourself.
39:28
And a counter spell goes a long
39:30
way. It's $9, but it's
39:32
worth it. When you get people with a Tybalt's trickery, pfft. Nobody,
39:36
even as long as Tybalt's trickery has been
39:38
in the format now, people still don't see
39:40
Tybalt's trickery coming. No, they do not. If
39:44
you're more of a Pyroblast gamer, go
39:46
that way. Yeah, got a lot of
39:48
blue in your format. Do the red elemental blast.
39:50
That kind of thing. Alright,
39:52
$9 for Tybalt's trickery. Up next,
39:54
more protection for your commander. He's big,
39:56
he's scary, he's your entire draw engine.
39:58
Yes. Swifty! They're
40:01
$3.50. The boots with the fire.
40:05
Not much to be said about Swift Foot boots. Haste is great.
40:09
And your commander's scary. Hexproof's great. Hey, yep,
40:11
love it. It's all very good. Sorry,
40:14
not all that creative an ad, but boy,
40:16
it'd be useful. Really, really helpful. Lightning
40:18
Greaves are already in the deck, but again,
40:21
the protection is a huge deal. Yep. Up
40:23
next is sort of a pet card
40:25
favorite of mine, too, which is Imbrewild
40:28
Captain. This is
40:30
three and a red for a gen
40:32
pirate for two. When Imbrewild
40:34
Captain enters the battlefield, you become the monarch.
40:36
And whenever an opponent attacks you while you're
40:38
the monarch, Imbrewild Captain deals damage to that
40:40
player equal to the number of cards in
40:42
their hand. It's a
40:45
Bernie Ghostly prison. Yeah, exactly. And
40:47
you do get a lot of this
40:49
because people want the monarch. And
40:52
you have the ability to take the monarch back
40:54
pretty easily because you have a big flying commander.
40:57
You've got flyers. Yeah, I
40:59
like Imbrewild Captain a lot in here.
41:01
It's another way to get your opponent
41:03
swinging as well. Introducing the monarch and having
41:05
them take it from you is like, well, now
41:07
they're throwing damage around and working for their
41:10
benefit, but also yours. Yep,
41:12
exactly. Imbrewild Captain,
41:14
only $2.25. It
41:17
is creeping up in the world. But
41:19
this is under the stop hitting me category,
41:23
as is this next one, which is disrupt decorum all the way
41:25
down to $0.50. Go
41:27
to all creatures you don't control. I'm playing this
41:29
in more and more decks. I love this card. I
41:32
count it as a soft board wipe a lot of the
41:34
time, where it's like, you get to keep your stuff. You
41:36
get to do your cool thing. But it is not
41:39
my problem for a rotation. It will
41:41
wreck everybody else's boards. It does a
41:43
ton of damage to each other. They have to figure out
41:45
how not to kill each other, which is always good when
41:47
they're whittling down everyone's life totals. I
41:50
think it's just exactly what you want. I'm sort of surprised
41:52
it's not in the deck, to be honest. Yeah. That
41:54
gets our total upgrade to $47.75. Those
41:58
are the 10 cards we're adding a lot. A lot
42:00
of damage, a lot of protection, and a
42:02
little bit more value. Yeah.
42:05
And then. We do have an honorable
42:07
mention. Look, I had to mention this. Yeah.
42:10
Because I love this card. It's objectively
42:12
worse than a lot of the other
42:14
cards I added. And it's more
42:16
expensive than most of them. It's pretty expensive. Because
42:18
it's only been printed in like, you know, alpha,
42:20
beta, and Revive. Last time it
42:23
revised. Yeah. But it is copper tablet. If
42:25
you want to deal damage to people with style, you want
42:28
to drop a copper tablet. It's a top of a copper
42:30
tablet. It deals one damage to each player during his
42:32
or her upkeep. That's the
42:34
old text, of course. Yeah, it's perfect. It's
42:36
two mana. It comes down. It deals one
42:38
damage every time that person untaps. It's
42:40
old school. You just whack them with a
42:42
tablet every turn. I
42:45
love this card. It's old school. Yeah.
42:49
It's biblical almost. Exactly.
42:52
Yeah, copper tablet's sweet. It's $25 if you
42:54
get like a cheap damage version. So it's
42:56
pretty spendy. But again, you want tons of
42:58
these effects. And copper tablet is a very
43:01
cool version to pick up. Tablets. All
43:03
right. We've added 10 cards, 10 and 1.5 if you're looking
43:05
at copper tablet. So we've
43:08
got to cut some cards to make space
43:10
for them. The first one that
43:12
we're removing is a card that they have tried. And
43:14
I don't think it's very good. Yeah, it's
43:16
red enchantment removal. That's what people really
43:18
want, right? Nope,
43:20
it's Enchantress Bane. This
43:22
is basically one and a red. And it sits on an
43:25
enchantment and makes it deal damage to them every turn unless
43:28
they sacrifice it. It
43:30
only deals damage to one player is the
43:32
big thing here. And it's not going
43:34
to remove the enchantment. If it's good enough for them to pay
43:36
life for, they will. Yeah. And
43:38
if you want it to deal damage, it probably isn't
43:41
dealing enough. And it may not be doing it to
43:43
the right player because they don't have an enchantment. You
43:45
don't have enough control over it. This
43:48
next one breaks my heart. It is my
43:50
true, my one and only, my
43:52
Rakdos boy, Lord of Riots. He's
43:55
a demon that reduces colorless costs on your
43:58
card. creatures.
44:01
But he himself is black, black, red, red, and
44:03
you can only cast if you've dealt damage this
44:06
turn. And a lot of the damage
44:08
enablers that you're putting in the deck will damage on their
44:10
turn. He
44:12
looks like he goes very well with your commander, when in
44:14
fact, I think they do not synergize
44:17
particularly well because of the
44:19
timing. Cool cards, there's been a lot of decks, but not
44:21
this. You also just don't have that many creatures. It's a
44:23
very enchantment-heavy deck. Up
44:25
next is a new card from
44:28
the main set. It's fear of burning
44:30
alive. I mean, totally
44:32
valid fear. Sure. Six mana nightmare. I don't
44:35
want to burn alive. Now, I definitely have this
44:37
fear if this is a fear you can have. Yeah, I
44:39
don't think about it very often, so I don't know if I call
44:41
it an active fear. But if people are like, you want to burn
44:43
alive, I'd be like, that sounds scary. No, I'm afraid of that. Six
44:47
mana for an enchantment creature nightmare. When
44:49
it enters, it deals four damage to
44:51
each opponent. And then
44:54
if you have delirium, it deals
44:56
more damage. Yeah. Yeah.
45:00
I don't know how good this deck is
45:02
at getting delirium, is sort of the first problem.
45:04
I mean, it doesn't have anything that enables
45:07
delirium. We've got the thrill
45:09
of possibility, I think, is in
45:11
here. But it's not a self-mill deck. You
45:14
could sort of incidentally eventually get delirium,
45:17
but I don't think it's going to
45:19
be consistent enough to justify
45:21
playing what is basically otherwise
45:23
just a six mana deal four damage to each
45:25
opponent. It's just not
45:28
quite good enough. It also doesn't trigger your commander.
45:31
Yeah. Because it only burns them on your turn. We've
45:33
added some better ways to slam the door shut.
45:35
I don't think we need to be afraid of
45:38
burning alive anymore. Yes. Sadly, this other one we
45:40
are cutting is also a new card, which
45:42
is kind of neat. But this is
45:44
a barb flare gremlin, which is three
45:46
and a red for a three-two creature
45:49
gremlin. It has first strike and haste.
45:51
And whenever a player taps a land
45:53
for mana, if barb flare gremlin is
45:55
tapped, that player adds one mana of
45:57
any type that land produced, then that
45:59
land deals one. damage to that player.
46:01
So it's a bit like... Mana
46:06
barbs. Mana barbs. It's mana
46:08
flare, mana barbs. Mana flare plus mana
46:10
barbs for everybody. Oh
46:13
yeah, it's barbed player Krelin. Yeah, oh. Oh.
46:15
Ha ha ha ha ha ha ha ha ha
46:17
ha ha ha ha ha ha ha ha ha ha ha. Oh
46:19
my god. Ha ha ha ha ha ha ha ha ha ha
46:22
ha ha ha ha ha ha ha ha ha ha. Of
46:25
course it is. Yeah,
46:27
we just realized that. It's like we were both
46:29
like, is it mana flare or mana barbs? Oh!
46:33
Ha ha ha ha ha ha ha ha ha ha. So
46:35
this is interesting. It only works
46:37
if he's tapped. Yeah,
46:40
no. Yeah, if barbed player Gremlin is
46:42
tapped. Oh, yes. That player
46:44
adds. So it's almost harder to
46:46
trigger on your turn than the
46:49
other players. Yes, yeah. I
46:51
think he's difficult to get tapped. And then when he
46:53
is tapped, he's extremely dangerous. He has first strike and haste,
46:55
but he's still just a 3-2, which
46:58
just doesn't make him, you don't
47:00
necessarily want to attack all that much with him. And
47:03
then the big problem I see
47:05
is that I like the when you
47:08
tap, when they tap their lands, they
47:10
deal damage to them, because that can
47:12
really tax people. But giving them basically
47:14
double mana as well, they're going
47:17
to go, well, there's a
47:19
big problem on the board. I've got double mana. You know
47:21
what that double mana would be great for? Eliminating
47:24
that player. Yeah,
47:26
you're the most annoying player at the table.
47:29
Giving everybody double resources
47:31
to deal with you is
47:33
dangerous. This will really focus the table.
47:35
But? It will focus it on you. It's
47:37
chaotic. True. Very
47:40
true. Yeah, I like this better in a
47:42
deck that can control when he's tapped and untapped. I think
47:44
there's some really cool things you can do with barbed player
47:46
Gremlin. In this deck, when you're
47:48
probably going to need number one, I think it's pretty
47:50
tricky. Up next
47:52
is another new card. It's Séance Board. It's
47:54
a two-man artifact with more bid at the
47:56
beginning of each end step. If a creature
47:58
died this turn, it's put a soul counter
48:01
on Seance's board. Okay. Okay.
48:04
Add X mana of any one color where X
48:06
is the number of soul counters on Seance's
48:08
board. So this mana only to
48:10
cast instant sorcery, demon
48:12
and spirit spells. Woo,
48:15
much worse. There's a
48:17
lot that this deck is not good at.
48:19
Yeah. So first thing, it doesn't enter
48:21
with a Seance counter. So you have, a
48:23
creature has to die to make this tap for
48:25
any mana, which is very difficult on turn three,
48:27
which is when this would first be adding mana
48:29
most of the time. And the deck only has
48:31
16 spells that this can cast
48:33
even if you do get a counter on
48:35
it. Yep. And it's not like you have
48:39
like things to force everyone
48:41
to sacrifice all that much. Yeah. You
48:45
have removal. It's not cheap enough to make this ramp when
48:48
you want it to be a ramp. And it's not
48:51
consistent enough to cast most of your spells. So I
48:53
just don't think it's very good. With the right matchup, this
48:55
could incidentally get pretty big, but I just feel like it's
48:57
gonna sit there and do nothing for you too much. Yeah,
49:00
I agree. All right. We've alluded
49:02
to it a little bit. The next, we're
49:04
gonna cut five cards that are all sort of
49:06
for the same reason. And they're
49:08
all just a part of
49:10
this like sacrifice creatures dying
49:12
package that Seance board is even
49:14
included in. Yeah. So this next
49:16
one, I get why this is in the deck.
49:18
It makes sense. I just don't think it's very
49:21
efficient, which is Mask of Grizzle brand. This
49:24
one is just a three
49:26
mana equipment that gives a quick
49:28
creature flying in lifelink. And when
49:30
they die, you can pay X
49:32
life and draw
49:35
X cards, which, you know. So
49:38
it's six mana, give your commander flying, whichever
49:41
he has in lifelink, which is fine. And then
49:43
when it dies, you can draw a bunch of cards, but you're
49:45
not a sacrifice deck. You don't have great
49:47
ways to get your creatures into the graveyard.
49:50
And the most popular removal in our format
49:52
is exile. I
49:54
don't think you're gonna get the card draw off of
49:56
this very often. And there's way more efficient ways to
49:58
give your commander lifelink. And re-equipping this thing
50:01
for three feels so bad. Brutal, yeah. It
50:03
also makes your scary commander even scarier, not
50:05
necessarily what we want. Braids
50:08
we brought up already. Braids are risen in Nightmare. At
50:10
the beginning of your end step, you may sacrifice an
50:12
artifact creature in Shaman Land or Planeswalker. If
50:14
you do, your opponents have to sacrifice, or
50:16
they pay two life and you draw a
50:19
card. Usually,
50:21
Braids goes in decks where you've got
50:23
stuff flying around. Yeah, you make a lot of tokens and
50:25
you get rid of those. You've got artifacts tokens to stack.
50:27
You've got creature tokens to stack. This deck is
50:29
sort of precious about its permanence. You're paying a
50:31
lot of mana to get these four mana enchantments
50:33
into play. You just don't have free stuff to
50:35
sacrifice. So it almost hurts
50:38
you more than it hurts your opponents. Yeah,
50:41
I just don't think this really synergizes here at all.
50:45
This card is sort of incidentally pretty good, but
50:47
I just don't think it fits with the plan
50:49
of the deck, which is morbid opportunist, which is
50:51
just two in a black for a card that
50:53
says whenever one or more creatures die, draw a
50:55
card. This ability triggers only once each turn. It's
51:00
like if you had a way to kill
51:02
one of their things every turn or really
51:05
consistently make this go, it's a
51:07
very powerful card. Yeah, usually it goes in decks
51:09
where you're the one sacrificing the creatures, so you're
51:11
in control of when you're drawing. And then
51:13
you also draw when your opponent's stuff dies. Yeah,
51:15
and you maybe sack a token on every turn
51:17
to get them cards out of it. It seems
51:19
great. Yeah, I don't think this quite
51:22
does enough and it certainly doesn't defend you.
51:25
Falcon Wrath, Noble, and Bastion of Remembrance
51:27
are also in this deck. Bastion of
51:29
Remembrance is particularly bad. It only triggers
51:31
when a creature you control dies, which
51:34
you just don't have tokens in this deck. It
51:36
makes one token and you hope that's good enough.
51:38
And then Falcon Wrath, Noble triggers whenever
51:41
any creature dies, but again, you're not really
51:43
in control of that. Yeah, and
51:45
technically Falcon Wrath, Noble could trigger your commander if
51:47
stuff dies on their turn, but it's not going
51:49
to be consistent. It's four mana for a drain
51:52
one each time it happens. Yeah,
51:54
I don't think this package gets there. If
51:57
you want to lean into a more aristocratic
51:59
build of your- I think that's
52:01
absolutely a way that Valga Both could
52:03
be built. Yeah. You use blood artists
52:05
and tokens to sacrifice them to deal
52:07
damage to your opponents on their turn. That
52:09
is definitely a way that
52:11
this deck could work, but it is not currently
52:13
supporting that. Yeah. And none of these
52:16
have the mean potential of Copper Tablet. That's true.
52:18
Yeah. Yeah. I play
52:20
Copper Tablet. Way better. Yeah, totally.
52:23
All right. So those are the 10 cuts. We
52:25
cut the sacrifice package in a couple of cards
52:27
that are more inconsistent
52:29
than the ones that we added. Now
52:31
that we've made these changes, how do
52:34
you see this deck just playing out?
52:36
Like, walk us through a couple of turns.
52:39
So I think that unlike a lot of decks,
52:41
you don't necessarily want to just speed out your
52:43
commander as fast as possible. I agree. Yeah. Because
52:45
you are going to look like a big threat
52:47
pretty quickly. I think your goal in this deck
52:50
is to spend a couple of turns getting down
52:52
things that are starting to do the damage, starting
52:54
to drain people, get some
52:56
of that engine and enablers online, and
52:59
then get your commander down
53:01
so that he is immediately starting to grow,
53:03
starting to get you cards, and stuff like
53:06
that. I would even say, and this
53:08
is from my experience playing with an ob-Nixilus
53:10
captive kingpin deck, it
53:13
can sometimes be good to let
53:15
another player look a little threatening
53:18
before you start kicking into gear.
53:21
Because you have a powerful enough engine going on
53:23
with your commander that you can often jump ahead
53:25
and do the damage you want,
53:28
but it's nice to not have as much attention on you
53:31
when you actually do it.
53:34
It is worth noting that with your commander, it
53:36
has the word pay to life. So if they're
53:39
using a removal spell on your commander, you are
53:41
minimally drawing one card. Which is nice. Which is
53:43
nice. If it gets hit in a board wipe,
53:45
then you don't draw anything. So timing is going
53:47
to be really important about when Valgevoth comes down.
53:49
And I agree a little bit later, once you're
53:51
set up, maybe you have a redundancy
53:53
in damage, is
53:56
a better time for Valgevoth to come
53:58
down. That being said, if you can. When you get
54:00
Valgeball going, I think he's going to snowball
54:02
very fast. I mean, if you do like
54:04
a one-mana cataract parasite, a two-mana ramp spell,
54:06
three-mana Valgeball, terrifying. Yeah. Absolutely.
54:09
That's it. It will just start
54:11
going. Yeah. I mean, you'll probably
54:13
be able to get your commander to the point
54:15
where he's dealing like really serious commander damage. That
54:18
being said, as soon as an opponent draws a removal spell,
54:20
they're going to spend it on your commander. He
54:23
is gone. Which I think it's a good
54:25
idea in this deck to like kind of immediately
54:27
decide which player probably has the
54:29
most interaction, has the ability to stop
54:31
you and stop your commander and maybe
54:33
like target them early. I
54:36
know people playing commander tend to want
54:38
to kind of spread things out and
54:40
let everyone do their thing, but I think this is the
54:42
sort of deck that is going to heavily benefit from taking
54:46
someone out if you can. Yeah. I
54:49
mean, it's a scary deck and you're spreading a
54:51
lot of love. There's damage on everybody's turn. I
54:54
think if you're allowed to attack
54:56
with your commander, you need to be very calculated
54:58
about it. Okay.
55:02
Definitely have build up some redundancy, but things are
55:04
going to snowball. If you draw three cards off
55:06
of this and then somebody answers your commander, you're
55:09
like, that's fine. That's fine. You
55:11
got three cards. I got three cards and eight or removal spell.
55:13
That's fine. Probably gained seven life off that sword's to
55:16
plowshares. Well, then I think the game is going to
55:18
move to the point where everyone is like these pingers
55:20
and these life drain things add up a lot
55:23
faster than people think because as a magic player,
55:25
especially a commander player, you start to kind of
55:27
see a little bit of life drain and you're
55:29
like, ah, not that important. Right. Yeah.
55:32
Then you'll start to realize that everyone at the table is
55:34
at 10 except the Valgavoth player. Yep.
55:38
Watch the, it's the Dominaria United
55:40
deck where Josh plays with a
55:42
Keterak parasite. Yes. And
55:45
boy, do we ignore it. And I don't remove it because I'm
55:47
like, I'm an aggro deck. This is fine. And
55:49
I die to it. Yeah. It's
55:52
a serious thing. And that's of course, when
55:54
you're going to want to pull out one of your big
55:56
finisher spells, your Shondra's ignitions, things
55:59
like that. burn spells, big things
56:01
that'll slam the door shut so you
56:03
can win all at once. You have to
56:05
remember, you're racing the whole table, they're just racing
56:07
you. Then they'll deal with the other players. Yes.
56:10
So, careful with your timing, understand
56:12
who you are at the table when you're
56:14
playing this, and be prepared to be the
56:16
big bad here on Duskmorn. To
56:19
the listeners, what do you think of
56:21
this pre-com? Any cards we missed that absolutely have to go
56:23
in the 99, you're like, find space
56:25
for copper tablet. You've gotta have it. Any
56:28
cards we suggested to take out or add that
56:31
you disagree with. Tell us, you're like, you know what,
56:33
I actually really like the aristocrat package and I would
56:35
just add token support to make it a little bit
56:37
easier. That's totally fair and another way that you can
56:39
go. Yeah, maybe that's a totally different way to build
56:41
it, go full aristocrats. If you're a patron,
56:43
get on our Discord, there's a channel that we talk
56:45
about, all of these pre-cons. You can
56:48
check out our architect where we will
56:50
have the link to this upgrade. You
56:52
can check out and do some gold fishing on
56:55
architect, see how the deck
56:57
plays post upgrade. If
56:59
you wanna pick up any of the cards that
57:01
we talked about in this episode, go to cardking.com/command,
57:03
get yourself this pre-con and get yourself a copper
57:05
tablet and the Sulfim Mayhem
57:08
Dominus, also all the sulfuric
57:10
vortexes of the world. We
57:12
didn't even add that one. We added roiling vortex,
57:14
small sulfuric vortex. Sulfuric vortex
57:17
is good though. Yeah, all
57:19
of them do exactly what the deck wants to do.
57:21
There's a ton of cool options for a Val'Givoth and
57:23
you can pick up all of them and card kingdom
57:26
and get them all in one package. Ship to you
57:28
safely at once. You're
57:30
not chasing dozens of envelopes through the
57:32
mail, crossing your fingers, hoping that they arrive in
57:34
good shape. I love that Card Kingdom knows cards
57:36
and knows how to ship them. So the cards that I
57:38
buy online are the ones that show up on
57:41
my doorstep. It means a lot to me that my cards are
57:43
in good condition. So I appreciate that it means a lot to
57:45
Card Kingdom as well. cardkingdom.com/command.
57:48
And once those cards are in your hand,
57:50
you're gonna need to protect them. Go over
57:53
to UltraPro, and check out some of these
57:55
sweet new Duskmorn play mats, binders, deck boxes.
57:57
They are doing all sorts of wild. stuff
58:00
for the new sets. We're rocking
58:03
Valgavoth and this ugly
58:05
guy playmats. Probably
58:09
not a friend. If you're
58:12
like, oh thank God, Bloomboro's over and I
58:14
get to move on to the spooky ooky
58:16
monsters, celebrate by getting yourself a cool playmat
58:18
with all the officially licensed art over on
58:21
the Ultra Pro website. And you can do
58:23
so while supporting the show if you go
58:25
to ultrapro.com/command. Before we go, we're gonna
58:27
say, oh, we have an end step. Do we wanna talk
58:30
about something outside the world of magic? What's
58:32
your favorite horror movie? My
58:35
favorite horror movie, this
58:38
is like an easy
58:40
answer, but it's kind of a thing. The
58:43
thing is, I mean, it's just phenomenal. I
58:47
watch it every year. I know it's also
58:49
one of Gaurav's favorites. We sometimes have gotten
58:51
together and like watch the thing every year.
58:53
But it really is just like sort of
58:55
a perfect horror movie. It's great. It's made
58:57
really well. In
59:00
case you haven't seen it, I won't spoil
59:02
the ending, but just the idea that this
59:05
creature could be anywhere and it's smart enough
59:07
to like try and trick you and you
59:10
can't trust anything, including kind of yourself a
59:12
lot of the time. I
59:15
love that movie. I am not a
59:17
big horror person. I love the thing. The
59:19
thing transcends horror. I
59:21
agree. It is just such
59:23
a good thriller while also
59:25
being legitimately really scary. That's
59:29
a great answer. Man, I don't
59:33
know. I was trying to think of one and then you said
59:35
the thing and then I just started thinking about the thing. I
59:38
was like, yeah, that is a great movie. I
59:40
like to watch every Halloween. I like to watch one
59:44
like real classic horror movie. Like I'll
59:46
watch a Texas Chainsaw Massacre or something
59:48
like that. And then one clunker,
59:52
like one just be
59:54
werewolf movie. Those are amazing. And
59:57
you know what? This isn't a good answer for what my favorite
59:59
horror movie. but this is one that I watched recently that
1:00:01
I was like, you know what? I
1:00:04
like it. And the world didn't, and that's
1:00:06
fine. It's Van Helsing. Oh,
1:00:08
wait, Van Helsing is great. We talked about
1:00:11
this a little bit. Van Helsing
1:00:13
is a, Hugh Jackman plays Van
1:00:15
Helsing and he goes out into
1:00:17
the world to murder
1:00:19
Dracula. And it's
1:00:21
weird and big and it makes
1:00:24
these wild choices. In
1:00:27
a lot of ways it's terrible. I
1:00:29
enjoyed the entirety of Van Helsing. There's
1:00:31
like Van Helsing's queue where he goes
1:00:33
in the back of a monastery and they
1:00:35
show him all these cool new, here's
1:00:39
your fancy crossbow. It's
1:00:41
awesome. It's a very fun movie.
1:00:43
If you're into sort of campy, weird
1:00:45
horror movies, you should check out Van Helsing. It
1:00:47
is not scary. No.
1:00:51
All right, that's our end step for today. We'll
1:00:53
go to the cleanup and we'll say thank
1:00:55
you to our amazing team here at the
1:00:57
Command Zone. Thank you to Eric Lem, Rachel
1:00:59
Kendra, Gaurav Gulati, Jamie Block, Jake Boss, Josh
1:01:02
Murphy, Manson Lung, Karina Cruz, Jared Robinson, Sebastian
1:01:04
Salazar, Evan Limburger, Sam Waldo, Josh Lique, Jimmy
1:01:06
Wong, and of course to Jordan Pridgen taking
1:01:08
the time for doing this upgrade. Thanks for
1:01:10
having me, Rachel. Anytime. It was very
1:01:12
fun. Hope you get
1:01:14
to inflict endless punishment on your play group.
1:01:16
We'll see you next time. Bye.
1:01:20
Thank you for your attention. For
1:01:23
further inquiries, send an email to
1:01:26
commandcastatrocketjump.com or ask us on
1:01:28
Twitter at JFWong and
1:01:31
at Josh Lique. See
1:01:33
you later, alligator. Greetings,
1:01:36
humans. I am the leader
1:01:38
of the team. I am the leader of
1:01:41
the team. I am the leader of the
1:01:43
team. I am the leader of the team.
1:01:45
I am the leader of the team. I
1:01:48
am the leader of the team. Thanks, human. This
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