Limited Resources

Limited Resources 836 - Lorwyn Eclipsed Set Review: Commons and Uncommons

235 min
Jan 15, 20264 months ago
Listen to Episode
Summary

Marshall and Luis conduct a comprehensive commons and uncommons set review for Magic: The Gathering's Lorwyn Eclipse, evaluating all cards across five main tribal archetypes (Merfolk, Goblins, Kithkin, Elves, and Elementals) plus a five-color Vivid deck. They assign letter grades (A-F) to each card based on playability and format context, with discussion of mana efficiency, creature type synergies, and early access draft experience informing their evaluations.

Insights
  • Tribal synergy creates highly linear draft paths where critical mass of creature types becomes mandatory, reducing flexibility but increasing reward for committing early to an archetype
  • Hybrid mana cards function as pseudo-colorless cards that enable off-color play while supporting multiple archetypes, making them disproportionately valuable in creature-type-focused formats
  • The Blight mechanic (putting -1/-1 counters on creatures as a cost) transforms into an advantage in aggressive decks that want their creatures to die for value, inverting traditional removal logic
  • Early access play experience significantly improves card evaluation accuracy compared to pure card analysis, with 10+ drafts providing quantifiable data on archetype viability and card performance
  • Five-color Vivid decks emerge as a viable alternative to two-color tribal decks, supported by sufficient mana fixing and payoff cards, creating format diversity despite on-rails tribal structure
Trends
Creature-type-focused limited formats concentrate power into 5-6 primary archetypes, leaving secondary creature types (Giants, Fairies, Tree Folk) as inconsistent draft optionsConvoke mechanics in blue and white create synergy with tap-based Merfolk strategies, enabling efficient spell casting while triggering creature-tapped abilitiesChangeling creatures serve as format glue, enabling cross-archetype flexibility and supporting off-brand decks when primary archetypes are unavailableVivid mechanic (caring about color count among permanents) incentivizes hybrid mana adoption and enables five-color strategies in limited, expanding format depth beyond two-color pairsBlight-heavy mechanics in black-red goblins create go-wide token strategies with death triggers, establishing a distinct aggressive shell separate from other creature-type decksSelf-mill and graveyard synergies in green-black elves create value engines where creatures dying becomes advantageous, supporting recursive strategiesCombat trick efficiency drops significantly at two mana or higher, making one-mana instant-speed effects disproportionately valuable in creature-focused limited formatsSignpost uncommons (two-color cards) effectively communicate archetype identity and pull players into specific color pairs, with hybrid versions enabling broader deck constructionMana acceleration in limited (via creatures like Flame Breeder) becomes format-defining when it enables turn-three five-drops, creating explosive game patternsSet review timing impacts evaluation accuracy; conducting reviews after early access (rather than before) provides empirical draft data that corrects initial card assessments
Topics
Tribal Synergy in Limited MagicHybrid Mana Card EvaluationBlight Mechanic as Cost vs. RemovalFive-Color Vivid Deck ConstructionConvoke and Tap-Based SynergiesChangeling as Format GlueCreature Type Critical Mass ThresholdsGraveyard-Based Elf StrategiesToken Generation and Go-Wide StrategiesMana Acceleration in LimitedCombat Trick Efficiency and Mana CostSignpost Uncommon DesignEarly Access Draft Experience ValueOff-Brand Archetype ViabilitySet Review Methodology and Timing
Companies
Wizards of the Coast
Publisher of Magic: The Gathering and designer of Lorwyn Eclipse set being reviewed
Ultimate Guard
Sponsor providing card protection products (deck boxes, binders, sleeves) for Magic players
People
Marshall Sutcliffe
Co-host conducting set review and providing card evaluations based on limited format experience
Luis Scott-Vargas
Co-host providing early access draft experience and card evaluations from Denver, Colorado
Brian Kibler
Referenced for PT Amsterdam 2010 Doran deck testing and Trifo Carbinger discovery story
Owen Turtenwald
Featured in PT Amsterdam 2010 anecdote about acquiring Trifo Carbingers from Brian Cole
Guillaume Wafo-Tapa
Hall of Famer who top-eighted PT Amsterdam 2010 with Doran deck
Brian Cole
Lent Trifo Carbingers to Owen Turtenwald during PT Amsterdam 2010 preparation
Matt Nass
Played Scapeshift at PT Amsterdam 2010 due to inability to acquire Trifo Carbingers
Martin Juza
Praised for preserving all historical Pro Tour and draft decks in organized collection
Alex Alpin
Offered to courier Trifo Carbingers from San Jose to Amsterdam for PT preparation (deceased)
Quotes
"These set reviews are a big lift, you know, their four to five hours of record time plus editing and everything like that. It does make it difficult to kind of shoehorn it in at an odd time."
Luis Scott-VargasEarly in episode
"The goblins deck really deludes and dies on chip damage. So having your one one attack as a two one into because this doesn't have to attack. It's when you attack, having your one one attack into their two two board and just getting either two damaging or trading up a token."
Luis Scott-VargasDuring Goblin archetype discussion
"I think goblins is excellent. I think Murfolk is excellent. I think elves is good, and I think Kithkin is good. And I think elementals probably going to lag out blue red elementals, probably not like a little behind it."
Luis Scott-VargasFormat summary near end
"The five color vivid deck is reasonably supported. Like you got their five main archetypes. They're well supported. You can always draft them. You've got your off color ones, which maybe sometimes you're blue black rarely ever."
Luis Scott-VargasFive-color deck discussion
"I think what you want to do is if you see this card late and you pick it up, I think Murfolk actually is I think Murfolk is one of the better places for it."
Luis Scott-VargasDiscussing off-color card placement
Full Transcript
What is up everybody? Welcome to another episode of Limited Resources. This episode number 836. My name is Marshall. I'm one of your limited resources and joining me on the line all the way from Denver, Colorado. It's Louis. Scott Vargas. We've got Lorwin Eclipse set review today. It is time for us to dive back into the world of Lorwin. Yeah, and I do want to put out a quick note because we've had a couple of questions on the starbender about set review timing and whatnot. And I got to say this particular like flu season has been pretty brutal for both sides of the podcast here because you were sick multiple weeks in a row. And then me, mostly was my kids being sick. But just so we're clear, generally we will try to do the common on common set review earlier in the week than this with the mythic and rare set review also being early next week. So like basically like Monday or Tuesday before early access for common on common and then Monday or Tuesday for mythic and rare. That's the week that people get to play the set. If that can't happen, that can happen. And that's not always going to be the case. That is what we're going to strive for. So I appreciate people kind of understanding the situation and just like, you know, we haven't forgotten about things. It's not like we don't care. It's just if one of us is hacking up along or have to take care of multiple sick children is just not going to happen that we're going to sit down for four hours to talk about the cards. That's just not in the cards as it were. So we strive to be timely. But you know, if things happen, they do. So we appreciate everyone caring so much that they want to know when it's coming out. But that is that is where we're at. Yeah, these these set reviews are a big lift, you know, their four to five hours of record time plus editing and everything like that. It does make it difficult to kind of shoehorn it in at an odd time. But we are here and we are ready to talk about our return to Lauren here. This is Lauren's, you know, one of the sets that came out when I very first started playing magic again. I started during 18 years out, Oh, more is that? That's from looking really something like that. Two thousand seven, actually, is I think when when PT quality was and that was Lauren. So yeah, it's like 18, 19 years and like that. OK, well, I don't want to go down that road anymore. That was that was a fun memory from 10 years ago that you just exploded out to 18. It's like when you're like, Oh, man, the wire was great. Wouldn't that come out? It's like, well, 2005, it's like, no. All right. So we're going to go over every single comment and uncommon. If it's your first time joining us, we're really happy to have you along. We are going to read every card, give you our thoughts on it and even give it a grade. We'll talk about that in just a minute. Before we do want to say thank you to everybody who supports us on Patreon. We have a Patreon for the show. It's a way to support your favorite content creators directly. You know, sponsorship stuff can be a bit of a wild ride. We're in some ways at the mercy of the platforms that we put our content up on. And that's where Patreon can really be nice to be able to connect directly with your audience and have them support you directly where it can kind of provide that bedrock for the show to keep going. And we really appreciate each and every person who supports us over there. It's patreon.com slash limited resources. And if you sign up, you get to thank you card and a sticker in the mail, regardless of which level you sign up for. We also want to thank Ultimate Guard for their support of the show. Look, you've got magic cards. You need to protect them, whether it's at the card level, the deck level, or even your whole collection. Ultimate Guard is the place to go to get the best products in the game to do so. There's a lot of great companies out there now. But if you look at Ultimate Guard, they design their products really well, really intuitively with a lot of detail and they use premium materials. Once you get these things in your hand, you're like, this is nice. Like they really leveled up the entire game where, you know, deck boxes used to be these kind of cheap plastic things. And now they have like a nice texture to them. They're more robust to they can survive a lot more of a beating. You can even get things like binders and backpacks to move your collection around. If you want to check out their full line of products, you can go to ultimateguard.com and you can pick up their stuff at your favorite local game store or online retailer. Thank you, Ultimate Guard. We do appreciate it. Luis, I mentioned briefly there that we are going to at the end of our discussion about the card, give each card a grade to put kind of a punctuation mark on it. And so the comments on the card are obviously giving you a lot of the information, but it's good to be able to compare the cards to each other. So the grading scale we use, as always, is an A through F grading scale with two sub grades. So starting at the top, we've got the A's, the bombs, the game winners. The cards are good in many situations, especially when behind and just the best cards in the set. In the common on common review, we probably see just a couple of these, if any, some sets don't even have any A's at the common on common level. Though I kind of prefer when there are a couple of nice mythic on comments. So we're talking cards like the rise of sozen or the legend of Kuruq, though, given the way mythics have been related, maybe we'll see zero A's here. The best cards in the set do tend to be the highest rarity. B's are cards that actively pull you towards our colors. Or in this case, your creature type here, your tribe, your two color pair, which will go over when we go over the mechanics and archetypes in just a second here. But we're talking cards like Grand Grand, Epic Downfall, Knowledge Seeker, just like usually the top of the line uncommons are good to the great uncommons and the very best comments kind of fall here. C's are playable. So you're going to see a lot of these today. These are the pawns of limited. They're fairly interchangeable. You will end up with most of the cards in your deck being around the C level. Obviously, you would like to get as many B's and A's as possible. So we're talking cards like Badger Mole, Waterbending, Lesson Yip Yip. Cards that you're not unhappy to play, but you're not thrilled to play. They're just the cards that make up the bulk of your deck. These are cards that are sometimes playable, but you prefer not to run them. When you've got one of these, that's OK. When you've got a couple of these in your deck, you kind of feel like that you messed up a little bit, or at least you got unlucky. So we're talking cards like Tundra Tank or Cat Owl, Platypus Bear, just cards that are a little bit under the cut. And then F's are cards that are unplayable and virtually all scenarios. Cards that are super narrow, super high mana cost, refer to types that aren't relevant and limited, talking cards like Waterbender Ascension, Fatal Fissure, trusty boomerang. Our two subgrades are Sideboard, cards that don't typically make the main deck, but can be very good out of the Sideboard since we're talking cards like Ruinous Waterbending, the minus two, minus two to everything. You wouldn't really want to play that card. It's closer to an F than a C, but in a best of three situation, you could board it and it can be excellent. And then build around cards that on their own don't typically do enough, but if you build around them, if you build your deck to take use of them, they can be excellent cards like Waterbending, Skruller, Iroh, Grand Lotus. Now, what about the mechanics that we can expect in Loreland Eclipse? So we've got some returning mechanics, some new ones. So one of the new ones is Vivid, and this is a theme that you see across a lot of the elementals in the set. And so Vivid says, this cares about how many colors you have among permanents you control. So for example, Shine Striker is four blue blue for a three three flying. It has Vivid. When this creature enters, draw cards equals the number of colors among permanents you control. So if you cast this, it had a blue permanent and a white permanent. This one will count for the blue one, of course. You'll draw two cards. If you have blue, white and green, you draw three, so on. It doesn't matter how many of each you have, it's just whether you have one or not. And just a note on Vivid, the hybrid cards work really nicely. There's a bunch of hybrid cards in the set. So you could be a blue red deck and have a hybrid red white card that you can cast with red mana, but it does count as a red and white permanent in play. You, Vivid also doesn't necessarily say what it does. It's more like an ability word. It just, it will tell you what it does every time it's on a card. There's Blight and this is a pretty big one too. This, so Blight, when you Blight for N and let's say N is one, you put a minus one, minus one counter of one of your creatures, you choose which one. Blight two, you put two minus one, minus one counters on the same creatures, etc. To note with Blight, and so what happens is a lot of the cards with Blight as a cost, you have to Blight one of your creatures in order to get the full effect or just to cast a card in general. You can Blight three onto a one one. It doesn't have to be, you know, big enough to absorb all the counters. So you, if you're Blighting one, you'll put it on a two to have a one one. That's cool. But sometimes you're like Blight three, while just put this all on a one one, it'll die, I'll get the effect. So these are cards that basically use that as a cost, though, there are a couple of cards that also make your opponent Blight, in which case it's the same thing. They'll choose a creature and put that many minus one, minus one counters on it. And of note, because this set has so much of a minus one, minus one counter theme, there are no plus one, plus one counters or cards that generate that in the set. That, that, that isn't part of, part of the landscape. A returning mechanic is changeling, which is these creatures that are all types and that counts everywhere in the graveyard, in your hand, in play, etc. So these are kind of the glue that hold the different tribes together. So let's say you're drafting elementals. Well, there's red, there's red changelings that go really well in your elemental deck, but also could go well in your goblins deck. And if you're like a deck that maybe didn't get there completely on one theme, let's say you're, you know, you're green black, but you actually have a decent amount of goblins in your deck. A changeling can help your goblins and your elves kind of do the thing that they're supposed to do. And changelings in original lore when we're really important, right? Really important. And they're important here too. I, I, one of the, one of the, the bonuses of us doing this today on Thursday is I did early access on a Wednesday and I did a bunch of drafts. So I've got a bunch of experience with the cards. Uh, Kindred returns also it's kindred is basically a, a card type that's added to non-creature cards to give them a creature type. So for example, Bogert mischief is a kindred enchantment goblin, which means it counts as a goblin in all the places that, that you would care about. It isn't a creature though. So you, you, you can't destroy target goblin creature target this because it's not, it's not, it's not actually a creature. It just does count as a goblin, but it counts as casting a goblin spell. For example, counts as casting a goblin. Yeah. It counts as controlling a goblin. If there's something that cares how many goblins you control. Um, there's double faced cards. Those are in every set now. I think people pretty much know how those work. Um, convoke is back in kind of the, in, in white and blue mainly. Um, and it plays very well with the Murfolk theme is, is what we'll kind of talk about what Murfolk are doing, but convoke, you, you're creatures going to help tap to help cast a spell. Behold is back. If you remember that from Tarkir Dragon's. So to behold, you have to like, let's say as an additional cost, behold an elf. You have to either reveal an elf in your hand or kind of point to an elf in play. And, uh, if you remember the champion mechanic from original Lorun, where you had to exile one of your creatures in order to champion something, there are a couple of behold cards that say behold and exile, which is kind of like the champion mechanic. So, but again, those will describe what they do on the card. Um, evoke is back in very small quantities. Uh, this was a big theme in the original Lorne with elementals and evoke, lets you cast the, the creature it's on for less, get the ETB, and then the creature dies. So it's kind of like, you know, Moldrift was the classic example, five minute, two, two, flung draw two, or you evoke it for three minutes, you get the draw two and then the two, two body goes away. But there's cool stuff you can do with evoke. You can bounce the creature in response, you know, you get to play it for cheap to get your creature enters triggers, that sort of thing. Um, it's on a cycle of mythics. I don't think there's any other evokes actually. So it's, it's not super loud and limited, but it's there. I'm glad they brought it back even for a bit. There is small amounts of persists as well, where a creature dies with persists. It comes back with a minus one, minus one counter. And then if it dies with a minus one, minus one counter on it, it does not come back. So those are the mechanics, a couple new, a bunch of old, you know, a decent mix. And then, uh, when it comes to draft archetypes, so Lorne is a kind of two color set with five heavily supported archetypes. So there, there, as you can expect five creature types. And so it's not straight on the ally or enemy color axis. It's, it's just kind of bespoke here. So we're going to go through those. So blue, white is merfolk and their main theme is tapping your merfolk. So merfolk that have abilities that happen when they become tapped, merfolk with tap abilities to help trigger those or cards that tap your other merfolk and convoke is here, which obviously makes a lot of sense as well. And just to be clear, Luis, these are the stated, these are like what wizards thinks these archetypes are, right? But in my experience, this is basically what the archetypes are. Okay. I'm not saying there aren't archetypes outside of this. And in fact, there's even one that I want to talk about. But when you're blue, white, merfolk, it is does line up exactly like kind of what they say. Okay. Like that they weren't wrong this time. Yeah, lower ones normally pretty straightforward, but there's usually at least two of the archetypes that you're going, yeah, that's not that it didn't work. There's always those, but that like we actually drafted a different way than that. Right. So far it hasn't seemed that way. So blue, white is merfolk, tapping their stuff for advantages. Black, red is goblins. This actually seemed to me like the strongest archetype so far. So black, red goblins makes a bunch of counters. It has a lot of blight. So you're putting minus one, minus one counters on your goblins for value. Has a bunch of things that care when goblins die. So it's kind of like a go wide token strategy with blight and death triggers. And again, has seemed pretty good. It's pretty aggressive. Green, white is Kithkin, which is basically just green, white aggro go wide. So another heavy creature deck. And one of the things you'll notice is with the exception of elementals, the other four supported archetypes that go on creature type lines, you just want like 17 of that creature. So it does make the drafts a little bit on rails where when you're deep into green, black elves or green, white, Kithkin, you know what you're supposed to take out of every pack? The best elf for Kithkin. You just want to have a, this, this, this critical mass to make all your cards work. So green, white, Kithkin is just go wide, Kithkin. It cares a lot about having Kithkin in play. Um, blue, red is elementals. This one is a little different. It's got kind of the like four, four cost, uh, play a four cost spell. There's a bunch of cards that trigger off playing four cost spells, kind of like in Final Fantasy, there's expensive elementals. There's a couple of things, you know, that make mana to cast elementals and whatnot. It draft, it plays more like a blue, red value control deck. So, you know, that, that one has seemed pretty fun though. We'll see how good it is. I, I have two, oh three so far with elementals. Um, and then green block is elves, which again, does care about having lots of elves, but specifically it's got graveyard benefits. A lot of elves that mill you, a lot of elves that care about having elves in the graveyard or creatures in the graveyard, you know, both. There's cards that specifically want elves and cards that just count the total number of creatures, a lot of self mill and then, uh, you know, a lot of just we care about having elves in play sort of things. So those are the five kind of like stated archetypes. There's also like a five color archetype because there's a bunch of like five color fixing that, that helps. And that's like where the vivid stuff really shines. It's kind of like five color elementals that plays a bunch of like vivid cards, cares about having a bunch of different colors of permanence in play. We'll use a lot of hybrids and stuff. And then changelings can help make it all work. There's also some like not fully supported tribes. So we're talking giants, tree folk, that sort of thing that there are, uh, and fairies actually, cause blue black is not a supported color pair. There are, there are blue black fairies. I mean, there's, as we're going to see as we go through the multis, there's multi as an all 10 color pairs. It's just those five main color pairs, blue, white, black, red, green, white, red, blue, green, black, or the five, like kind of primary archetypes. Does that mean you can draft red, white giants or blue black fairies? Some of the time I think you'll be able to pull that off. And I've seen blue black fairies look pretty decent, for example, but you're not going to have as much support. So it's a little bit diced here. If you start down the road of those, it's a lot easier to get cut or just maybe not end up just cause not enough more opened. So there are more than the five plus the five color elements, less six, I think pretty heavily supported ones. You do have, uh, some other ones in the mix, but it's, you know, you're not going to be able to draft those every time. So it's, it's not the, the widest set in terms of how many supported archetypes. Most sets have like 10 where something like eight of them usually work. This has five and we'll see how many work it's a little too early to tell. Plus the five color deck, plus sometimes the, like kind of off brand one. There are the possibility of playing three colors as well, but there's not so much fixing that like usually a lot of the fixing is such that if you go to three colors, you might as well go to five and, but sometimes you'll be splash like an extra, you'll be green black splashing a red card, you know, and that can happen too in any format. So that's kind of a look at the mechanics and archetypes and, uh, gives us some context going into the set here. Yeah. So if you're, you know, listening to this before you've done your first draft with, which most people do those, that's a good place to start, right? One of those five main archetypes plus the extra couple. And then what we're going to do is we're going to start with our signpost cards here in this case, we actually have more than just the uncommon for, for these cards, a little bit weird with the grouping. I haven't quite got my head around how they, how they did this. Some of them have three cards, two on commons and a common, uh, that are, that are multicolored and then some color pairs just have two cards like that. So we're just going to go through them. And these often give us a little more context about what each archetype is trying to do to try to complete that picture before you sit down at your first draft. So with that in mind, our very first card up is deep channel dualist. And this is, uh, white blue for a two, two merfolk soldier. This one's uncommon. And it says at the beginning of your end step, untapped target, merfolk you control. And this is also a Lord for merfolk, other merfolk you control get plus one, plus one. So about as straightforward as it gets, Louise, you know, blue, white, merfolk, this is, uh, this is going to be one of those key uncommons for that type of deck. Yeah. Blue, white merfolk has seemed good and it would be a B without the untapped text. I don't think the untapped text actually quite pushes it too much further than that, but it's good. Maybe it's just actually a B plus. It's just a good car. Be happy with it. And sometimes you will get to use the untapped text where like you tap a merfolk for value, you untapped and a turn to block with, or you have an instant speedway to tap it, which there are, and you get like double triggers off it, cause there's like a merfolk that when it becomes tapped, you make a one on flying ferry, for example, getting that twice a turn really good. So B plus for deep channel dualist. Yeah, it seems like the, the perfect start to lower one set right there. Next is another uncommon. This is called Eclipse Mero. And this one costs, uh, three blue, white hybrid mana. So you can either pay triple blue, triple white, or any combination of blue and or white mana. For three mana, you get a two, three merfolk scout. Again, uncommon. It says when it enters, look at the top four cards of your library, you may reveal a merfolk planes or island card from among them and put it into your hand, put the rest on the bottom of your library in a random order. Yeah. I mean, this, this is just again, perfection for this deck. Right. I mean, the chances of missing if you're actually blue, white merfolk are like essentially zero and, uh, and it has the, the start out with 14 hits, right? Cause you've got three lands. You have to look at the three lands used to cast it, but that leaves 14 lands in your deck, assuming you're all just planes and islands. So that's already good. Like you would just play that without that. And then you add another like eight to 12 merfolk and we're talking, you know, half the cards in your deck hit and this looks at four cards. So yeah, the, these are such a big step up. The original Lauren had a harbingers, which were kind of the same thing. What it is similar, which you search for a merfolk and put it on top. This just draws you the card and can hit your land drops. So these, we're going to see, there's a cycle of hybrid, uh, cards in the five supported tribes that, that use this. And if you're in merfolk, these are all like B plus, not quite a minus, but really not that far off. Like, I mean, you play this card, it's a three minute, two, three of the type you care about and it casts impulse. You look at the top four cards and choose often just the best one of those, including if you need a land or if you need a good thing. And it's great with flicker effects. It's great. If you get it back from your graveyard, like in the elves deck, the, the interesting part, because they don't all cost triple hybrid, the green, white one just costs two beta. You can play that in like a green black deck and you have to count the number of hits, for example, uh, where these get a lot weaker outside of their specific pair. Cause in a blue, white deck, this is colorless to cast and never misses. Right. In a blue, red deck, this is triple blue to cast and will often miss. So they're pretty, they're pretty committal, but I would give a clips, Merrow B plus and once you're fairly confident you're in merfolk or you're trying to stake your claim, you're just not going to pass this card for anything, but a good rare. Right. And you know, we're not adding the build around to these because they are meant to go into these color pairs. So you're not going to have to do extra work. Right. They just are, but I will say it is a B plus in blue, white. If you're trying to put this into another deck, then as Louie said, like a C minus in blue, right? You're going to miss a lot. Uh, so yeah, you're just not going to be able to cast it. And by the time you cast it, you're not going to care about hitting an island. Right. But in blue, white, it's just perfection. The last, this, this, uh, color pair does have a common and it's called Merrow Sky Swimmer. It is three and two blue, white hybrid. So you can pay three double white, three double blue or three blue, white for a two, two merfolk soldier with convoke. It also has flying and vigilance. And it says when this creature enters, create a one, one, white and blue merfolk creature token. So you're getting a flying vigilance to, to, as well as a one, one, as well as two merfolk's hitting the battlefield. And this thing has convoked so you can get it out. Even though it costs five mana, you know, you can routinely cast it for less than that. And it taps your merfolk for the merfolk that care about tapping. This is a whole right. This is the perfect card for the merfolk deck. Honestly, I want to give this a B. I don't want to give it a B plus quite, but all three of these blue white cards are excellence. Part of the reason that merfolk is very strong. And you notice that there's a common here. Again, the five supportive ones get a common and two uncommon. The, the kind of off color ones like, like blue black, we're about to see you get one uncommon and one common. Um, and the common is always a change. So it's, that's kind of the way they, they are like bridging the gap between these decks, but yeah, Merrow, Skye, Sky Swimmers, a B, these get better in multiples. I played against someone who had four of these and they crushed me and it, there's really nothing bad to say about this. Also, this one is totally fine in like blue, red, for example, or in white green. Like Kitkin will just happily play this card. So it's, it's not a weak card and it's not even that committal. So be for Merrow, Skye Swimmer, but honestly, it's closer to B plus than B minus. It's, it's an excellent card. I'm impressed by these, these three cards here, by the way, they work well together. They're awesome. Uh, that moves us to blue black, which I assume is fairies. That's what it was before. Um, our first card is mischievous, sneakling. This is the common. It's one and a blue black hybrid. So very flexible with the mana. It's a two, two shape shifter with changeling and it has flash. That's it. So this is definitely the type of card that other decks will steal. Right. You know, the goblins deck will want this or whatever. Yeah. Goblins, elves, Murfolk. Yeah. I mean, they're, they're, they're all in for that elementals. Like the change things are very, very, like the fact that they're hybrid and changing make them super flexible. These are almost a colorless card. I mean, not quite, but like this is the kind of card where when you take it, you could play it almost every time. And it's not the most powerful card. It's a C, but it's, it's the kind of card that really helps make things work. So I like C for mischievous, sneakling. It's very solid card. And like I mentioned, the vivid stuff does come up because there's a lot of vivid cards that you'll just play in your two color deck. And this just lets you sneak in that third color pretty easily. Next up is voracious tome skimmer. This is the uncommon. It is three blue black hybrid mana for a two, three flying fairy rogue. And it says, whenever you cast a spell during an opponent's turn, you may pay one life. If you do, and that's pretty good, you draw a card. My main problem with this is triple blue black hybrid is just not that easy to cast because you're either talking about drafting blue black, which is not fully supported or playing a triple blue card or a triple black card. So I can't play fairies in this set. Just straight up. Well, you can. And I said, I played against it, but it's the sort of thing that, you know, if, if you play one of the other five, let's say, let's say when you draft, you play one of the other five, you know, kind of tribes. Some percentage of the time this you'll play blue black or one of the off color ones, like maybe a third of that time. So like 80% of the time you're playing or maybe 85% of the time you're probably playing one of the five supported ones. And then like 15 to 20, depending on how much you like the off color ones, you're playing one of these. So you can't first pick this and think, I'm going to draft blue black fairies and have any degree of certainty. So for that reason, I would give this card a B if we were talking. I know. Hey, blue black fairies is real supported, but I think it's a C. I think you just shouldn't take it at that level. So it's a powerful card, but. And I do think of the off brand ones, blue black might be the best of those. Like I think that you're more likely to be blue black than blue green, for example, or red green, but I don't know that yet. That's just kind of my assumption on watching the first couple drafts play out or first 10 drafts play out. So see for a voracious tone skimmer just solely because of the mechanics of the set, the structure of the set, the structure of the set. That brings us to red black, which there are three of these. So the first one is Bogart cruise, a curse crafter. Thank you. This is a black red for a two, three goblin warlock at uncommon. It's got death touch that those are nice stats. And it says whenever another goblin you control dies, this creature deals one damage to each opponent. Yeah, that's a very annoying card. Two man of two, three death touches already, like very good stats. And then you mentioned that we're going to be doing what did they call it? A wither or whatever. But blight blight. Thanks. Yeah. You know, on my own creatures, so they will be dying, I'm assume. Also blight one on this is totally fine. It becomes a one, two death touch and so does trades for everything. So like it's even a pretty good vessel for that. I would give Bogart curse crafter a B plus. And again, it's excellent. It's this is better than the deep channel duelist, the blue, white, merfolk one by, I think a decent margin. I just, I think goblins is great. And I think this card is great in goblin. So I would be happy to first pick this card. I think it's in a goblin's deck, which is where you want to end up with it. This is closer to an A than a C. Like this is high B plus range, you know, I don't want to give it an A minus, but like I've lost multiple games to this cards already. When it hits the board, you're like, okay, this is a problem. So. Okay. Yeah. That's respect. Especially if you're taking early to card for the goblin engine. And two minute, two, three death touches, just like a B to start with. Yeah, totally. What are we talking about here? It's an excellent card B plus for Bogart curse crafter. Next is chaos spewer. This is two and a black red hybrid. So three mana for a. Five for goblin warlock at common. What's the downside when this creature enters, you may pay two. If you don't blight to, and again, to blight to put two minus one minus one counters on a creature you control. I mean, look at how flexible this card is. First of all, it's red black hybrid. So you could play it in a bunch of places, though clearly at its best in goblins. It's a three mana, five, four or a fight with blight to or a five mana, five, four or a three man, a three, two, if you put the counters on itself, which is really sweet. So it's just got a lot of modes and throwing the counters on a one one leave you feeling like you got a pretty good deal. Putting the counters on itself is totally fine. So I don't think it's like an exceptional card. I think it's a sea still, but it's just a pretty good, flexible card. It's one of the better three man of three twos we've seen. Yeah, kind of scary. Yeah, three, two in air quotes. Next up is a clipped bogger. This is three red. Just one note on the cast viewer. I consider myself a bit of a cast viewer myself. Or maybe one of your kids on a random weekend. There's a few in for sure. Next up is a Clips Bogger. Again, it's three black red hybrid mana for a two, three goblin scow. This one's uncommon. And it says when this creature enters, look at the top four cards of your library, guess what I'm going to say? You can reveal goblin, swamp or mountain card from them and put it in your hand and put the rest on the bottom. So this is again, you know, that that cycle. I mean, it's kind of weird, but it's exactly the same as a Clips Merrill. There's just no difference between the two. Oh, actually, right. They're even statted the same, aren't they? It's kind of strange. I would have expected this to be a three to I'm definitely not sure why they didn't do it that way. It is better as a two, three. I guess because of blight, a two, three plays a lot better because it can eat blight to and still be around for various purposes. So yeah, B plus on a Clips Bogger, excellent card. And the triple color ones are just not ones I'm that interested in playing outside of their exact color. Right. But in their yeah, see, this to me does make the draft feel even more on rails, right? Like when the oh, it locks you in. Good ones are just like. And if anybody opens these, they're just going to go to the goblins players. It's like or the, you know, the player of the supported. Well, it means that there there there's a really big reward for picking the right lane for for not being elves cut by elves. Because if you're the first elves player in four seats, you're going to get a ton of good stuff that no one else cares about. I mean, I mean, I mean, I've already seen. Yeah, I've already seen this where like premium goblin on commons can go seventh pick. If you're not playing goblins, you do not care. Totally. The cards are very much in their own lane. So yeah, and then it just feels like these unsupported archetypes are just sort of left out in the dust, which is the next one, by the way, which is green red gangly stompling, which is two and a green red hybrid. So three mana for a four to shape shifter with changeling. It does have trample as well, and it's a common. So, you know, that's a thing seems decent. But again, it really kind of harkens back to this kind of glue situation that we've got where this is just a changeling that other decks can pick up. But like, what is it actually trying to do on its own? And when you compare this to the fully supported, you know, the archetypes that have the three cards here, it seems like a kind of a sick joke. Yeah, I mean, Fort is also not even a great stat line. Doesn't wear blight counters very well. It's good with some of like fight spells and some of the like, there's, you know, there's some things that care about having high power creatures, but there's not like a four power creatures matter theme so much. So I actually think D for gangly stompling, like it's a fine card to play if you need to. But three and a four to historically has just not been a very good line of line of stats. So I just don't like how quickly I'm dismissing the color pairs that are clearly not. Well, this is a this is a, you know, five and a half deck format, six deck format, whatever you want to call it. Like is there just not enough slots to make all the color pairs work? Well, I would say doing creature type sets can be challenging. And this this this happened in the first lower one. And I mean, you know, it's a topic for another show. But if you look at a lot of the sets that care heavily about creature types, like it does break down like this a lot. OK, next up is Noggle robber. This is one and two green red hybrid. So three mana for a three, three Noggle rogue. This is the uncommon. And it says when this creature enters or dies, create a treasure token. I mean, is this for that five color deck that you were talking about? Well, I've actually played this like in green, black or whatever, blue, red. It's just a good card. This is a really good card that gets you a treasure immediately and then eventually gets you another one. That's totally solid. And double color is not impossible to cast. So I would give Noggle robber a B minus solely because you're not really going to be red, green where it's just like straight up free to play. But it's and it's not, you know, it's like an off brand type. So you know, it doesn't give you anything that you care about there. But it's a good card. It's like a it's like a B minus. And it's actually just a straight B if you are the five color deck, because it really does with good stuff there. Yeah, that just seems like an awesome card just to put in. Again, implicit with all the hybrids is that your green black deck now has three colors of permanence and play for vivid is is a relevant thing. That moves us to another supported archetype, which is green, white, kithkin. So the first one is eclipsed kithkin. So this one is the one Luis mentioned before. It only costs two this time. So it's two green, white hybrids. You can play green, green, white, white or white green. Or if it's in the deck, it kind of feels like colorless. And you get yourself a two one kithkin scouted on common. It says when this creature enters, look at the top four cards of library. You can reveal a kithkin forest or planes. Put it in your hand. Put the rest on the bottom of the random order. So this one somehow is even cheaper. That seems pretty relevant, though, Luis, for especially for hitting land drops. Yeah, this one in the kithkin deck, I think it's going to be a B plus. Just like all the other ones, kithkin really love two drops. And this does exactly what you want. This is one that you can play outside of that, though. I got to do my favorite thing this morning, Marshall. I busted out the higher pregeomecta calculator during one of my draft videos. Oh, yeah. And it was a green black elves deck that played this card and setting aside the two forests to cast it in this itself. I still had enough hits that I was like 73 percent chance to hit something. Put it in my deck and I cast it like this. Put it in my deck and I cast it like five times and never missed, which was a little bit above expectation, even. And so, yeah, it's it's a fine card. You can play this card in green black. You can play this card in white blue as long as you basically you want. Probably if you if you're around 60 to 65 percent is where I'd want to be hitting because the thing is even if you're 50 percent to hit, that's still not that great because it's not the easiest to cast. I don't want the card that stuck in my hand for a bit because then hitting the plains isn't that relevant or the forest, whichever one you care about. But, you know, if you're like a, you know, nine or 10 forest deck in your green black and you play it and you've got a couple of random green kithkin in your deck, which you end up with. It's not like you're always just all elves. It also hits, you know, the changelings. Then then it's a fine card. So it's kind of like a B plus in kithkin and probably like a C plus outside of it. It's not like an amazing card, but this one at least is castable, whereas Eclipse Bogard, I'm just not putting in other decks. Right. Yeah. Two mana. And man, just being two drop is so you can keep a lot of different types of hands. If you have, you know, two lands in an Eclipse kithkin, you're kind of feeling pretty good about that, regardless of if you miss your next landropper to next up is thought weft lieutenant. This is green white for a two, two kithkin soldier at uncommon. And it says, whenever this creature or another kithkin you control enters, target creature you control gets plus one, plus one and gains trample and talent of turn. So no counters, as you mentioned. So this this is a temporary buff. But every single time kithkins hit the battlefield, this this thing is just triggering left and right. Yeah, it's not as powerful as you might think for the slot, because it's just one creature. So it's you. And but kithkin does have some ways to make kithkin tokens and just it's again, a critical mass deck. So you're always going to play this in kithkin and it's going to be a good card. But this is going to have much less of an impact than like deep channel dualist or bogart curse crafter. Like I would give thought weft lieutenant B and closer to B minus than B plus. It's just OK. Just OK. You play this, give one thing plus and plus one. The next turn you play a kithkin and play one thing plus and plus one. And trample is not even like the most impressive because the kithkin's decks aren't going tall, they're going wide. So this one seems a little odd, actually. I'm kind of surprised that it didn't do like a much like a mass pump sort of deal. You know, yeah, yeah, that's interesting. So I'd be for thought lieutenant, but I think again, closer to a B minus. Where a farmer is next, this is the common. So it's one and two green, white hybrid for a three, three kithkin citizen. And it says at the beginning of your end step, if another creature entered the battlefield under York, control this turn, surveil one. Wow. So you're getting a potentially easy to cast, you know, effectively, colorless and green, white three, three for three. That's of a relevant creature type and gives you a nice little bump for free, more or less. Right. I mean, you are a kithkin deck. You're going to be casting creatures and having them into the battlefield. But even then, this is just a C like it's you're going to fill out your deck with this. It's not going to be a card that's going to draw you into kithkin. It's not going to be a card that you're that excited about. I mean, it'll draw you into kithkin, right? You see this third pick, you're not like, oh, I better be kithkin. Oh, oh, I'm sorry. I meant in the draft. Yeah, gotcha. Gotcha. Yeah. In the game, it will draw you into kithkin. That is true. But in the draft, this is not funny. Yeah, that gives me any pull. No, no, it is not in that. I like C for wary farmer. Yeah. Next up is white black. That only gets two cards here. So it's prideful. Feasling is the first one. It's two and a white black hybrid for a two, three change link with life link at common. I like this one. Sure. The life link really does matter. Like you get some good value out of it. It's really easy to cast even in like, you know, goblins or or kithkin or whatever. And two, three is kind of decent stats. My main experience is playing this in a goblins deck. We're all very happy with it. So I like C for prideful feasling. Definitely. Totally fine card. That will see a lot of play in many decks. The uncommon is called reaping willow, and it is one and three black, white hybrid. So four mana total for a three, six life link. It is a tree folk cleric at uncommon. It says this creature enters with two minus one, minus one counters on it. So it's actually a one for when it hits the board. And then you can pay one and a black, white hybrid to remove two counters from this creature. If you do, it says return, turn creature card with mana value three or less from your graveyard to the battlefield, and you can only activate it at sorcery speed. Wow. So this is a very powerful card. I mean, if you do the whole thing, like if you cast this and then use it, you end up with a three, six life link plus a three drop in play. Three, three or two. Yeah, totally. Well, yeah, three or two. But ideally, I'm saying the ideal. Yeah, the ideal. Man, that's a lot for six mana. It is triple color in a lot of cases, because again, you're not going to be black, white very often. Yeah. But I think this one this one might be worth stretching. The other thing that these hybrid cards can sometimes pull you towards is, let's say you're green black and you splash a couple white cards, then this becomes a little more appealing because the planes that you play on the splash also help cast the reaping willow. So true. This would be a card that I would give a B plus if black, white was supported. But I would still give it a B. I think the card I think the card is strong enough that this is this is one, you know, unlike something like the Tomeskin, right, the blue, black fairy. That one you need to cast early to start getting the benefit. We still have instance to play and you want to draw cards. This if you cast this is the last card in your hand on like turn seven. That's still pretty good. Like that's when you even use the ability. So I just find it hard time giving a card like this a B because I just don't know where it will live. The triple white, triple black, you know, like is your goblins deck being like, all right, we're going to throw a weeping willow in here. Well, I think what you want to do is if you see this card late and you pick it up, I think Murfolk actually is I think Murfolk is one of the better places for it. And or Kithkin basically you want to construct a deck where you can play 10 sources of whichever color you are, which I think is easier for Murfolk and Kithkin than it is for elves or goblins. Though some goblins and elves decks will trend that way. Elves, I think, just has a lot of green cards in it. So you're not it's not going to be as easy. But like here's a way to look at it. If this cost, if you if your deck was straight up, you know, about like, let's say eight, eight for argument, though, I know you're playing 17 lands. Let's say there's eight, eight swamps, forests. This would you routinely be able to cast this when you had around six lands to play with some variants. Did you just break out the calculator again on us? No, no, I'm just talking. This is very basic math. If you have if your deck has half planes and half forests, you and you need to cast a triple white card. It's like you roughly need twice as many lands to play. Again, that's not exact because there is very sometimes you draw four, you know, four forests and two planes and you can't cast this. But from that perspective, like if you can cast this around six or seven mana, doesn't that seem still pretty strong? Like it's it is a good finisher. Yeah, I think that the two, the skepticism that I have beyond just the cost, the mana cost, which is the main one is also that it's a tree folk cleric, right? So like you are giving up a critical creature slot to something that is not going to be, you know, the creature type that you're trying to build around. And it's quite difficult to cast. Like it's getting very narrow at this point, even though I mean, I read the text on the card and I really like it. It's powerful. It has four toughness when a ETB, so it's still tough to kill probably. Good blocker. If you can cast it, you can activate it the next turn at the very least. And, you know, I'm assuming by that later stage of the game, you'll be able to get something back. There's a lot to like here, but man, I just, I can just imagine myself being in Murfolk and being like, OK, should I take this reaping willow? Or should I take this decent common Murfolk for my deck? And I'm probably just going to go to the Murfolk every single time and not try to mess around with this like difficult to cast off creature type thing. So that's my skepticism with it, even though it is very powerful. It looks like it does count as a Murfolk because it brings back a Murfolk. Yeah, it ultimately gets you a creature of that type, I think. Yeah, that's true. That's true. I would give it a D to start with. It just feels like this thing is going to get left out in the dark a lot. But I'll tell you what, I hope I'm wrong about that. And I hope it ends up being like. Don't worry. Well, what would you give it? I would give it a B minus. I think that this is. Oh, man, you're crazy. But but it's a spec card. If you if I think if you can put this card, I've just seen this card cast a couple of times and it was good. Like it's it's a good card if you can cast it. I don't mind waiting on it. Look, I'm not going to give a lot of the kind of off brand hybrids that cost triple a very high grade because I think that a lot of the time that's just not where you want to be. But this one, I just don't mind waiting on it. That's a big key. Is it a good like game card going back to the Tomeskimmer? I don't want to wait on my two, three that cares about playing other cards because that's just not going to be reliable. This casting again, as your last card is still pretty good. OK, so we have a fairly big discrepancy there. Next up is blue red and that's eclipsed flamekin. This is one. This is an uncommon. It's one and two blue red hybrid for a one for elemental scout. And when this creature enters, look at the top four cards in your library. You can reveal elemental island or mountain, put it in your heart and the rest of the bottom in any order. So there's your eclipsed. Yeah, yeah. Fantastic one for his great stats. It gets the stuff you want. This one, you know, you're again, that double color. You're a little more likely to play this in goblins or Murfolk. That could happen. So I like it. I still like it at B plus, like all the rest of the eclipsed in the in the blue red deck and, you know, something like C plus in kind of off color decks. Next is flaring cinder. This is the same cost one and two blue red hybrid. This one, though, is a three to elemental sorcerer at common. And it says when this creature enters and whenever you cast a spell with mana value four or greater, you may discard a card if you do draw a card. And that is rummaging, not looting, by the way. Yeah. Yeah. This card's fine. It's it's just not that exciting. Like three to again is just not amazing stats. Rummaging is a lot weaker than looting. Though I think rummaging is actually kind of better game design. And because, oh, well looting, you should always loot as we discussed at length. Yes. There's just not an interesting decision. Rummaging, you have to make a decision and you have to weigh the cards in your hand versus the cards you might see off them. So I think it's a little more interesting. I think I think in an ideal world, they do both and they do continue to do both because they're also meaningfully different for the two colors. But I do think rummaging is a more interesting mechanic. In any case, flaring cinders of C, you'll just play it in your elemental decks and it'll be OK sometimes, but it's not too impressive. Twin Flame Travelers is the other uncommon. It's too blue red for a three three flying elemental sorcerer. And it says if a triggered ability of another elemental you control triggers, it triggers an additional time. Yeah, I mean, it's a powerful card in the elemental deck. There's a lot of elementals that have triggers, whether it's death triggers, ETBs, what have you, attack triggers, you know, and it's also a four man at three three flyer. So I like B for Twin Frame Travelers. It takes a little bit of things to line up where it's like you have to cast this then cast or have things trigger. Though sometimes it happens right away because it's like a death trigger. You play this and then it happens, you know, you get your creature into combat. But they all and they also have to not kill it. So I like B for the travelers. It is powerful. It can do some pretty gross things. Yeah, that seems like the type of card that would be a bit of a lightning rod, which is a good thing. Next up are elves. We do get three cards for elves. The first one is Eclipse Elf. So this is three black green hybrid mana for a three to Elf Scout with that same Eclipse stability when ATVs you can get an elf Swamper Forest. So this one's a three to. Mm hmm. Yeah, sorry to cut you off. It's a B plus you'll play it in elves and you won't play it outside of elves. Yeah. So it's basically the same as all the rest. Same as the ones that all cost three. The next card is morecant's Loyalist. This is one black green for a three to Elf warrior at uncommon. This is another of those Lords, other elves you control get plus one plus one. And when this creature dies, return another target elf card from your graveyard to your hand. Dang. I know you're a I know you're a basketball fan. Would you consider yourself a John Morecant Loyalist? No, I would not. Not not at all. This is this card. I do like a lot. Man, they really need design. Yeah, I actually I don't know every Lord magic at this point, but a Lord that has a death trigger is really cool because on the one hand, they need to kill it. But on the other hand, they kill it, you get another elf pack. That is amazing. Likewise, you want it in play, but sometimes you're like, actually, I want to trade this off. I'd like to get my other elf. It is quite good. So B plus for John Morecant's Loyalist. And it is it is a good one. This this card's really strong. The common for elves is Stoic Grove Guide. It's for any black red, excuse me, a black green hybrid, so five mana total for a five for elf druid at common. And it has an activated ability, one and a black green hybrid. Exile this card from your graveyard to create a two to black and green elf creature token at sorcery speed. So it comes back as yet another elf. But it's a little mediocre on the stats, right? Just the five man of five four is just kind of. So you would think that, but I think this is actually really good. And this this is one of the cards that I would have been in the same page because five man of five four does a thing to our brain, which is yeah. But yeah, my experience with this card in elves is that it's actually like actively good because it has a lot of self milling. So by having this card in your deck, sometimes you just get a free two to out of nowhere and five man of five four that's exceedingly easy to cast. You could even splash this card or play it in off color decks without too much issue is pretty good. It's just it's got good stats. You cast this, they kill it, you get it back a two to totally fine. So I believe you. I like C plus for the Grove guide. I think it's a cut above the fill of the comments. Yeah. And I'll also say that while the face cost is like you said, they did make it cheap. Like it's two mana for two to get back and that's like free ish. So that is pretty dang good. We have two more. The face cards good on this one too. We've got two more color pairs and neither of them. No, neither of them are supported. I just kind of drove right by that feisty spike. Lean is the first one. This is for red, white, and it's one and a red, white hybrid. So two mana for a two one shape shifter with changeling. And it says during your turn, this creature has first strike. Man, I was thinking of a eternal and quick draw. That was that was our first strike mechanic in that game, which is it only worked on your turn, which is now, I would say like probably half the first strikers now or something or 35% of the first strikers magic interest that they print also do it. First strike is just a really annoying ability when it's defensive. Yeah. It's just like they attack with the three to and you block and they've been their creature and it's like, oh, I should have known. That's not on the board trick. Or you get two of these out and they can never attack, you know, so it's a better design to just be on your turn. In any case, the spike links totally fine. It's a good attacker early. It counts for a vivid. It's, you know, Kithkin and goblins are pretty happy to play this card just as a good aggressive thing. Murphock, I think a little, a little bit less so and elementals a little less so, but Kithkin and goblins in particular want it. It's a C. It's just a good bridge card. Yeah. And that's what all of these seem to be these change links. The other red, white card is called. Hovel Hurler and it is three and two red, white hybrid. So five man a total for a six, seven giant warrior at uncommon, but it enters with two minus one minus one counters on it. So what is it a four, five when it ETVs? And then it has an activated ability of two red, white hybrid. So two mana to remove a counter from it. And if you do another target creature, you control gets plus one, plus zero and gains flying in talent of turn. Wow. And you can do that at sorcery speed only, although. Typically you would probably want to do that at sorcery speed anyway. Wow. And this thing gets bigger. Yeah. I mean, this is not bad because again, double hybrid, even again, off color and five man a total means even in like, you know, a red, blue deck or a green, white deck, you probably can just cast this when you have five man, it's not a big issue. So I like B for Hovel Hurler. It's it's a pretty substantial card. Like I think I like it most in Kithkin by far because when you play, this is going to be like the kind of card where I imagine your opponent's playing Kithkin, they come out the gate strong, you stabilize it like 10 life. And then they cast this as their last card and you're like, Oh, I need to kill that or I'm going to lose like next turn of dead. Yeah. Yeah. It, you know, it can't throw itself. That wouldn't make sense. Flavor wise, but next turn though, send like maybe one of their three threes to the sky, hit you for four and this is now a five, six. And you're just like not loving how things are going. So yeah, I like B for this in Kithkin and probably like C for it. And like elementals just doesn't want this card. Like it's not the kind of thing it needs. And goblins actually know not bad in goblins either. So I like B for this in Kithkin or goblins. Yeah, definitely. As a good finisher. I mean, and, and, you know, just you will have most of the time the mana to activate this again too, right? Like you will be able to at least over the course of two turns activated. If not, just the next turn, just go activate, activate slam. Sometimes that'll happen. I, I, oh, and in Murfolk, I think it's also closer to a C. I just, yeah, Murfolk has its own flyers. It doesn't really need this sort of thing. I don't think. Um, takeaways here, by the way, we've got one more color pair, but definitely the takeaways that I have are if it's double hybrid, you can consider it in an off color way. And if it's triple, you should be very skeptical. Like it's, it's difficult to work. Like the only hybrid copy that I actually think is pretty good. Yeah. The only other one was reaping willow, right? That like if you can cast it, it looks really strong, but you know, that's the hard part. Um, so the next. So it's a blue green is our last color pair. Kite in this grass, plane. Yeah. Um, is that what you think that is three in a blue green hybrid for a three, four changeling with reach. This is like straight up filler. Like you, you, you, you can put this in, in any deck. It's very easy to cast even if you're just one of the, the two colors, but a format of three, four reach is not super impressive. And the fact that it's all the types obviously is good, but this, this still seems pretty replaceable to me. Man, check out that artwork too. RKF old school. RKF. It's just RKF is one of those artists that's like you instantly determine all of his cards, you know, RKF, Drew Tucker. Like these are some of the people like he's just, it's interesting seeing it in the next to a bunch of other cards too. Cause it's pretty obvious that he goes, I'm going to do it the way I'd like. Well, yes. And everybody else kind of has to follow the, get a style guide and they have to follow it and then he gets a pass. But you know, as someone who often gets a pass, I think you, if you learned it, you heard it. Jesus. The last of our hybrid cards is Glister Baron. And this is the one you were saying you think, uh, you know, might be worth it. It's two and three green, blue hybrid. So five man a total for a one, four oof. It's uncommon and it has vivid at the beginning of combat on your turn, another target creature you control gets plus X plus X and talent of turn where X is the number of colors among permanents you control. So you think this is just like a finisher for the, for the five color deck? Actually retract or under a statement where I said, you weren't going to be blue green that often. I kind of, uh, kind of ran over the fact that the blue green is the base for the five color deck. Oh, okay. Blue green is vivid. And so I, and I come to think of it, I did play against two blue green slash five color decks where you're, you're often going to have, have this be a little easier to cast. It's not, it's not that you're only playing islands and forests. It's that you're like heavy green with more blue than maybe some of the other colors and then the other colors. And in that world, this is a, a creature that provides to the colors itself. Pretty easy to get a third. And then, uh, when we talk about forging wicker maw, which is a common, like kind of five color manifixer that also turns into their color and hybrid cards, you can easily get this to be plus three, plus three, plus four, plus four. And that's a pretty substantial card. You make, make a two, two attack is like a five, five or a six, six. And this just sits there blocking as a one for each blight counters pretty well too. So it's situational and it's not on its face, quite as powerful as something like reaping willow, but I do think it's going to be pretty much easier to cast in the deck that actually does end up wanting to play it. Since I think the vivid deck is reasonably supported. Like you got their five main archetypes. They're well supported. You can always draft them. You've got your off color ones, which maybe sometimes you're blue black rarely ever. You're like black, white or red, white. And, uh, you know, then you have like blue, green, which I actually think you are like in between those two things. So I think that this is okay. I would still give Glister Baron like a B minus C plus, but it is more than just a triple color card that you're only going to be doing one of the two colors. You are going to be playing blue and green a little more often than some of these other things like red, green. I don't think you're basically ever going to draft. There's just not that many reasons to do that. Okay. So, so the elementals deck is its own thing. And then the five color deck, it like the vivid deck, if you will, is it is a separate entity from that, but also kind of elementals, but it, but it does. Include some of the elementals. Okay. Yeah. So it's like green for manifesting blue for elementals, uh, cause a lot of the elementals are the ones that like all the vivid cards are elementals pretty much. I mean, not all of them. This is an oof, but like the majority of the vivid cards have the elemental type. Okay. Yeah. This, this one seems tough to me. I mean, the, the thing I don't like about it, besides how obviously difficult it is to cast outside of just straight up blue green is that like, I don't know, is augmenting my combat. Is that the thing I'm going for to give me that inevitability to win the game for setting up my complicated mana base or for casting a difficult to cast creature? It's not zero, right? It's, it's on the list somewhere. But you know, if we're talking about like drawing extra cards or creating more onboard advantage in terms of creatures or tokens or something like that, I'm more interested in those things generally as my payoff rather than something that says, all right, now you can attack well, you know, with an individual creature. It would get the job done eventually, but it's not really top of my list. So I would give Glister Baron a lower grade. Like I would give it a D just looking at it. It seems very difficult to cast and the payoff seems fine, but not really exciting. Like if this was card draw or tokens or it made flyers or any other thing that, you know, affected the board or, you know, kind of gave me that inevitability. I think I'd be a little more stoked on it. I think the only I agree with you on it not being the first stop of where what the vivid decks want to do, because it's not it's not a great at like stabilizing you. But I don't think it's going to be difficult to cast in the decks that you play because what I'm trying to say is like those decks are going to have like 12 blue slash green sources in their deck. So that's not as big. That tax is less. Right. That's the only point. Okay. So interesting. You know, we seem to be focused in on these five main archetypes or whatever. And we'll see how this goes for the in-betweeners. We're going to start. We rotate which color we start with each set review, just to, you know, keep it fresh and fair. We are back on white. We've gone through the entire color cycle. So we're going to start off with white. Where our first card is ever Shrike's gift. This is white for an enchantment aura at uncommon and a chance of creature. The creature gets plus one plus so and has flying and you can pay one in a white and blight to to return this card from your graveyard to your hand at sorcery speed. That could actually be annoying. Right. Yeah. I mean, the recursive give a thing flying like grips boon. If you remember that card. Yeah. They're very good and aggressive decks. It's kind of like how equipment that gives flying is largely bad, but in a specific deck like Kithkin, I think is going to be the main deck for this one. You again, you get down to a low life total, but you stabilize and then they go ever strikes gift on my to two attack you for three and you're like, OK, they're basically going to get to keep throwing flyers at me until I die. So I like B minus for ever strike gifts in Kithkin specifically. And I would typically just not look at playing in Murfolk. Yeah, I agree. I do think the one thing to mention, though, is that like maybe you blight it back once and it's like it was a creature that wasn't going to attack anyway, or maybe it had a thing on it and it was going to die. Who cares? But I don't know if you start to if you're looking at blighting it back a second time in the course of a game, like you are eating into your board state in a very meaningful way. So you can't just do this forever like you can with some of the old versions of it. Next up is gold meadow Nomad. This is white for a one to Kithkin scout at common, and it has an activated ability, white exile this card from your graveyard to create a one one green and white Kithkin token at sorcery speed. Well, that looks extremely annoying. Yeah, this is exactly the kind of card Kithkin want. I I would consider a C plus for this card. Definitely in the Kithkin deck. This is just like I bet in like five days or seven days whenever the sets out. And I'm like, Marshall, I have a Kithkin deck. It has four gold meadow Nomads. You're like, oh, dude, that sounds great. That's totally. This is one of those ones that I would tab for like has a chance to be best white common, even though you read it and it doesn't really look that way. You know, these these curve out aggressive decks, especially the ones that really care about creature type. I mean, this effectively gives you to Kithkin etb's. I wouldn't be surprised if this is one of the better white commons. I would go C plus for it for now. The interesting question is how often you play in Murpho can actually think it's a solid Murpho card because Murpho has a lot of convoke. Imagine if you had five convoke cards in your deck, you're all you're all playing this. So definitely. I would say I would start at a C in Murpho, but it is a solid card for there for that deck to next is Kin's Bale aspirant. This is white for a two one Kithkin citizen. This one's uncommon and it says as an additional cost to cast this spell, behold a Kithkin or pay two. And then remember that means you can reveal a Kithkin from your hand or choose a Kithkin you control. And it says whenever another creature you control enters, this creature gets plus one plus one until end of term. Can we can we dock this because the art is just one of some of them among the dumbest art I've ever seen. This is also another old school artist. I know. Oregon Keen, but I didn't I didn't I didn't like that. I don't like it now. This has not aged. Yeah, I do not like this one either. It just looks proportionally strange. And the Kithkin standing like it looked like you about to take a poop. Yeah, there are vibes of that as well. Yeah, that's what my kids look like when they're about to do that. Yeah, but this is a properly aggressive, right? I mean, I'm turned one. It's a good card. Yeah, turn one, you just play it, you know, reveal a creature from your hand and many times if you're just in the full on Kithkin deck. And then, you know, as you curve out, this thing slams for three or sometimes four damage. Yeah, it's very close to your opening hand to a one man of three, two. And that's that's obviously great. So this is actually like a B minus for Kithkin, because it's just exactly what you want in the Kithkin deck. Just not a front runner for your favorite artwork of the set. It's a back runner. Next, we have a wonder, Brian Trapper. This is white for a two one Murfolk Scout at Uncommon. And it has one tap, tap another untapped creature you control, tap target creature and opponent. That's really cool. Love this card. Wow. This card, you'd happily play in Kithkin. It doesn't it doesn't really get a different grade in Kithkin or Murfolk. And I think since every card, every monocolor card fits into two of these creature types. It's just more accurate to talk about the grades for each, honestly, because there are some meaningful differences. But this one, perfect for Kithkin. It's one man of two one with a good ability. But in Murfolk, it's the nuts because you tapped your own Murfolk first. That's wild. This could even tap multiple Murfolk because you can just know it taps a creature and opponent controls. So you can't double double dip. You can't tap a Murfolk and tap another Murfolk, but it doesn't matter. You don't need to do that very often. So I like B plus for Wonderbind Trapper. Honestly, it's not an A minus and we're not quite an A level card, but this is about as good as it gets for Murfolk. Yeah. One minute to one that that bash is a B plus. It's a B plus. This is a B. Yeah. It's a one minute to one. It bashes early if they don't have a creature. It locks down stuff in the middle late game and it enables your Murfolk stuff and it's good to convoke. Like it's the perfect card. I mean, this is wild. Again, you couldn't design a better card for Murfolk if you know, you know, if you wanted to. So I like B plus for Wonderbind Trapper. Really good card. Wow. That's an impressive one. Next up is Bark of Doran. This is is that his bark like the bark from him. Oh, no. White Doran. Yeah, we're doing this is one in a white for an artist. He's a tree folk, by the way, or he was apparently. This is one in a white for an artifact. People are just carrying around pieces of him now. It's uncommon. It's an equipment. Well, it's not clear to me is the bark because bark naturally falls off trees to some degree. It does. Is it more like we shed a fingernail or someone cut off my arm and is using it as a. Right. I want to know. I want to know someone who played Doran in a pro tour in Tree Folk Harbinger. You totally did. Yes. That was the was that Amsterdam. When was that? Oh, yeah. Oh, yeah. Amsterdam 2010. 2010, baby. Long thinker top eight to none other than Brian Kepler. Actually, two runs in a row. Brian Kepler and Guillaume Wafo top at two Hall of Famers. Wow. Yeah, you can't. Yeah, you can't be too sad about that, I guess. Bark of Doran, one in a white for an artifact, equipment and uncommon equip creature gets plus zero plus one. As long as equip creatures toughness is greater than its power, it assigns combat damage equal to its toughness rather than its power, which is, by the way, what Doran did for everything. And it has an equip cost of just one. So the joke here is like, if you had a one three, this basically gives it plus three plus one. Yeah. Yeah. But the punchline falls flat for me. I think this is probably like a D. You would have to have a very specific deck where you'd want to go through the motions to do this, I think. Yeah, because like what happens if you just put it on a two two? It becomes effectively a three three, right? Yeah, plus one, plus one. Yeah. OK. Not that exciting. It is. Yeah, there are maybe some configurations of toughness read like this, but I don't like Bark of Doran very much. I don't either. I think the issue to is this bark and for what? I think the the other thing is that any time you're putting a card into your deck that isn't of your chosen creature type or isn't a removal spell or something that, you know, directly affects the board in that way, it's probably a pretty big ask. Like there's not going to be a lot of slots in these decks for cards like this. This is exactly what I said when I was recording a video because early access ended this morning. I got to do one more draft and I was playing elves and I was like, you know, in an elf deck, you want 16 or 17 elves, leaves you with six or seven slots. You just want all of those to be removal. Cards like pump spells or Bark of Doran, you're just not going to play. So honestly, it's it's an F in the sense that I don't think I'm ever going to put this in my deck. Also, it's just rude. Next is Burdened Stoneback. This is one in a white for a four or four giant warrior at uncommon, but it does enter with two minus one, minus one counters on it. And you can pay one in a white and remove a counter from this creature to have target creature gain indestructible and tell them to turn. But there is a catch. You can only do it as a sorcery. So this is like, you know, a way for you to get the full size of Burdened Stoneback on the battlefield with a small benefit, but don't think of it as like this sick creature that just sits there and protects all your other stuff. No, it's kind of a weird card because it's like, oh, wow, I get double indestructible and effect, eventually a four for. But it's kind of clunky. It's like, OK, I'll make my two to indestructible attack past your two to, you know, great. And by the time this is a four for, like you're not really getting ahead of the curve on that. So I have to play with this one more. Non relevant creature type. It's a giant warrior. Yeah. I mean, well, it's a semi relevant creature type. There are a couple of giant cards that care about giants. There's just not there's just not very many. So I would give the stone back probably like a C and like it's a two minute, two, two, like you're going to put a two minute, two, two that has abilities in your deck most of the time. So, you know, I think Kiffin will play this most of the time you draft it. OK. Next is encumbered. Rejury. This is one in a white for a five for merfolk soldier at uncommon. And yes, it does enter with minus one, minus one counters on it. In this case, it's three of them. And it says whenever this creature becomes tapped, while it has a minus one, minus one counter on it, remove a minus one, minus one counter on it. Wow. OK. Now that's some business, right? Because you effectively get the first one for free just from attacking. And then if, you know, that's probably the key moment right there. Right. Like if it can live survive the first attack. Yeah. But of course, in a merfolk deck, there's so many ways to tap it that aren't attacking. So like it's it's pretty much a free roll. This card is excellent. I would give it a B. Like it's not like a bomb on common, but you'll be really happy with this. And Merfolk, it's also fine in Kiffin. Like, you know, one of the things I've noticed is that Merfolk and Kiffin overlap in more ways than, say, goblins and elves, I would say. Like strategically, they overlap as a lot. They both want cheap white creatures. So they're there are a lot more lined up there. Whereas something like elementals and goblins, goblins is kind of its own thing. Elementals and goblins don't overlap that much. So the red cards aren't frequently going to be good in both, you know, and same with elves and goblins and the black cards. At least that's been my impression so far. So we're going to see a lot of like similar grades for Merfolk and Kiffin. Whereas I think this is a B in Merfolk and a B minus in Kiffin. Whereas like a lot of the cards are like, this is a B in goblins and a D in elves. So just something to keep in mind. That's small of a great difference, even though one of them is like Merfolk in the Merfolk deck. Well, think about it in Kiffin. You play this card on two, you have a trick or a pump spell to get it past that hump and you you end up basically a two man five four. Right. It's really good. Plus the Kiffin deck is going to take some of the like self tap stuff or convoke stuff, convoke is great in Kiffin. Like the like I said, the the hybrid Merfolk 2, 2 that makes a one on flyer. I think that card is good in Kiffin, too. Like you're not you're not you're not looking at that card and like, oh, this is only a Merfolk card. So really both the both those decks can often be heavy white. And then you choose the second color based on what's kind of showing up. So that also makes it a lot safer to start in white than it does to start in some of the other colors. Like red, I think is probably one of the worst colors to start with in my first impressions, because. Elementals and goblins don't overlap. And I have the suspicion that elementals is not a good deck, but at least blue, red, the five color one might might actually be pretty good. Next up is keep out. This is one in a white for an instant at common as his choose one. Keep out deals for damage to target tapped creature or destroy target enchantment. Yeah, I mean, it kills an attacker fairly well, but also can kill Merfolk that are tapping for other things. So it's like, it's not quite as a situational and then destroying enchantment. Yeah, it's not like amazing text, but when it comes up, it's probably pretty good. There's a four minute O ring in the set. Killing that is really nice. So yeah, I like C plus for keep out. I think it's a you'll be happy with it. Yeah, this is a pretty classic best of one card design that we see these days. And they usually do pretty well. Next is personify. This is one in a white for an instant. It is uncommon. It says exile target creature you control, then return that card to the battlefield under its owner's control, create a one one colorless shape shifter creature token with changeling. So you get an ETB, you can save your creature from removal spell. You can chump block and blink to, you know, try to keep your life total up and you get a throw in bonus of a one one changeling, which is like, that's a real thing. I mean, we would give a two minute one one flash changeling that exile and they did the same thing high grade. And this is only a little worse than that. Like it is a little worse because, you know, the token can get bounced and will die. You can't, you know, bring it back from the graveyard or whatever. But this is still a B like this is I would say even trending towards a B plus. It's really good. Yeah. I mean, this does have to target a creature you control, right? So that's, you know, a much bigger risk than the other version, but true. But still, I like it. I like it. Mostly casting this in response to a removal spell. So yeah, you're not getting two for one. If they kill it in response, then, you know, like it, right? It's a two for two. Handle with care with Personify. But but yeah, I like instant speed ETBs, especially when you're getting two triggers, you know, from whatever it is that you're blinking. So yeah, that's that's pretty cool. I'd say like B minus for Personify. I mean, look at it this way, like they think they're taking you down one Murfolk or Kithkin and all of a sudden you get you have two instead of zero. It's that the changeling is pretty big and any ETB triggers are happening. That's pretty good. River guards reflexes his nexus is one and a white for an instant at common. It says chart creature gets plus two, plus two and gains first strike until end of turn. This is interesting. You also get to untap it. We were talking about first strike as a mechanic and how, you know, it really plays better as an aggressive mechanic, but this thing is kind of leaning into the defensive side of it by letting you untap and get first strike. It's never the chosen way to go. Right. Like it's you never feel good when your opponent's like attack with my stuff and you just have to tap to mana, target your creature into their open mana and just pray that they don't have anything. That is never plan A. But I have to say, if it does come to that, you know, this is going to let you win a defensive combat quite a bit. And then that's all ancillary to the fact that it's just like, you know, it's going to let you win offensive combat a lot as well, which is, you know, its primary goal. The downside, it is to mana, you know, the best combat tricks in the set are almost always one mana combat tricks. And this one's two, which is acceptable. Three is where you start to get kind of sketchy. But that I, you know, I would end up putting this probably. Like a C minus. Yeah, I think it's probably closer to a D in the sense that you just don't have room for too much, especially in the color. Right. You're just right. You're just not going to play this very often. Yeah, exactly. Next is spiral into solitude. This is one in a white for an enchantment or a calm and it says enchant creature. Enchant creature can't attack or block. And you can pay one in a white and blight one and sacrifice this aura to exile the enchanted creature. Now that's sweet. I like that. Yeah, it's a pacifism that lets you get the thing off the board, you know, so it doesn't count for their creature type stuff. And, you know, like anything else like that can kill creatures with abilities pretty nicely. So I like B for spiral into solitude. Just a great removal spell. That's a great removal spell. Next up is timid shield bearer. This is one in a white for a two, two, kith, can soldier at common. And it says it has activated ability for an a white creatures. You control get plus one, plus one until enough term. What is timid about this guy? Yeah, I rally the troops around him. I mean, at any rate, that seems very solid to me. Yeah, it's a C. Yeah, it looks like a C. I'll play the card. It'll be fine. I mean, the next card is basically the same. And I don't think there's a massive difference with for timid shield bearer between kith and her folk. It's just if you it's a good card in your go wide cheap white creature convoked deck, a wonder Brian preacher is one in a white for a two, two, merfolk cleric at common. And whenever it becomes tapped, you gain two life. So this one is like a C in merfolk and like a C minus in kithkin. Like again, it's a playable two drop. Sometimes in merfolk, you have a repeated tap effect, and this just gains you two life return without getting into combat. And that's excellent. But otherwise, it plays kind of like a two, two lifelink or on attacks, at least. So OK, fine card. Next is clacken festival. Yeah, I actually don't know how to pronounce that exactly, but I'm going to do it with two in a white for a kindred enchantment. Kiffin, so this counts as a kiffin on the board at uncommon where it enters, make two one one green, white kiffins. Wow. And you can pay four in a white and make a green, white kiffin. Wow. This is I mean, you put you cast this, you get three kiffin into play. So if you had something like the thought with green, white thing, yeah, maybe this is the kind of card that makes that card really pop. Right. And then if the board ever slows down and you don't do anything, you might as well spend five mana to make a one one, which is not a headliner ability, but certainly better to have that option than not. Yeah. And I would say, you know, you make the one one, but, you know, ideally you're getting some triggers off of that, right? You're just you're getting something more than just literally a one one token on the battlefield. That would be kind of where you'd want to be. Back in that looks like a B to me. That's just a lot of material for for one card. And even in Murfolk, if you have enough convoked cards, this is I think probably probably more like a C plus in Murfolk, but it still can help you, you know, enable all your convoked stuff. Turbo it out. Next is Oh, Cripswap is back. This is to and a white for a kindred instant shape shifter. This is uncommon. It has changeling and it says exile target creature. Its controller creates a one one colorless shape shifter creature token with changeling. I mean, this card. Had its uses back in the day, but generally speaking, I'm down on these type of cards now, you know, anything that gives your opponent. We've kind of stress tested these to the point that they just get almost anything and these cards fail. They do not do well. Cripswap. I mean, it does exile anything, but. It really does feel like a one one. Changeling on your opponent's side is, is approaching the value of a card and makes it, you know, so that I would lean away from Cripswap more. I have fond memories of it, but, you know, in modern era limited, it seems like a card like Cripswap maybe isn't where I want to be. Maybe the fact that it's a kindred instant shape shifter changes that a bit. I don't know. Yeah, that doesn't matter that much, honestly. Like it does help with like the like Eclipse to Merrill can can pick it up if it sees it right. Like the Murfolk that looks the top four can grab a Murfolk. Like it does count as that. But there's not a lot of things that trigger trigger on playing a Murfolk. It's more like when a Murfolk enters or stuff like that. Like I think that's more typically the thing. You can target your own thing if you if you want, but that's not that strong either. Right. I would I think I would lean towards playing this card. I would I think I would lean towards playing this in Murfolk more often than not and not playing it in Kithkin because Kithkin really hates giving them a one one because you're trying to attack on the ground. So Murfolk, I think can live with that. So I would give this probably like a C plus in Murfolk and like a C to C minus in Kithkin. And I have to ask, do you remember the famous Seattle PTQ? Oh, absolutely. The Bainslayer Angel. Yep. Someone Cripswap the Bainslayer Angel, which has protection from demons and dragons of which this is. And I don't honestly remember the people involved. It's not like I'm not naming names for that reason. There's a high suspicion of person casting the Cripswap knew it was happening. I have names, but we're not going to drop them. Yeah, I agree. I think C minus for Cripswap, it might even be a D plus like seriously giving your opponent an on creature type, you know, permanent is just a big, big cost to something like that. I just think in Murfolk, you're probably playing this when you when you have it. You're not going to see a powerful removal spell. Yeah, but you're going to put this in your deck when you're playing Murfolk. When you're a Kithkin, you might not. Okay. Next is flock imposter. Our work is really funny. It's two and a white for a two to two. It all looks so goofy. Well, it's like you're not really getting away with it. Flock imposter. You're standing out a bit. Two and a white for a two, two shape shifter at uncommon. It's got changeling, flash and flying. And it says, when this creature enters, we're turned up to one other target creature you control to its owner's hand. Wow. That's got a lot going for it right there. Yeah. I mean, it's flying to the flying is really kind of the kicker for me where it would be good as a three man at two, two changeling with flash that bounces a creature because that's like does a lot of what you want. Yeah. Man is flying. So it's just like always a relevant game piece. So I like B for flock imposter. I do too. It's good. That seems amazing. Any deck that can cast it will want that. Next is meander's guide. This is two and a white for a three, two, uh, merfolk scouted on common. And it says, whatever this creature attacks, you may tap another untapped merfolk you control when you do return to our creature card with mana value three or less from your graveyard to the battlefield. You can tell that they carefully engineered this card, Louise, to have that two toughness so that it's probably going to be a one off. Because this is not a when this thing gets tapped, this is it actually has to attack. Yeah, I think it'd be way too obnoxious. But it was definitely tapped. That would just be an engine. But yeah, still what's going to happen with this a lot of the time is your attack, tap another merfolk, maybe even get a trigger off that and then trade while getting back whatever your best merfolk is in the graveyard. That's cheap. So I like B for meander's guide. I think you're just going to you're going to play that card. And also this, this is a lot better in merfolk than Kethgen because it requires another merfolk. So this is not not quite as flexible. Next up is Moonlit Lamentor. This is two in a white for a two five tree folk cleric at uncommon. And it says this creature enters with a minus one minus one counter on it. And you can pay one in a white and remove a counter from it to draw a card at sorcery speed. This card's great. Is it? Yeah, I mean, you you you you play this and it's a one for and then you get to remove a counter draw a card and you have a two five. I'm just overly skeptical of off creature type stuff because this is obviously a good card like you get a lot of stuff. You get mana back or you get this is this is a card that does reward you for going outside of lanes because in black, white when you're blighting this, it can be really, really strong. That's gnarly. It could just be a straight up car dry engine. That's amazing. Yeah, but even I think without that, I think it's a reasonable card. You play this as a one for blocker and then cash in the counter later to draw cards, it's totally, totally legit. I would give this probably like a C plus. OK, I mean, it looks like a B to me just like at face value, but the fact that it doesn't cleanly fit, you know, into any other deck makes me a little skeptical. Honestly, when I hear you say that stuff about like, I just want to play a black, white deck now. Like you maybe can sometimes. The coolest cards have been both in black, white somehow. Yeah. Well, I I am not like saying I know all the things about the format. At this point, black, white could be a deck that you can draft a reasonable percentage of the time. You will have to see as we go through the set and start playing. It's just an experience says that you're going to do that. You're going to think you have a pretty decent version of it. And then somebody's going to play a bunch of commons that all share a creature type and they're going to stomp you and you're going to be like, yeah, why don't I even bother that? That has been the experience thus far. So yeah, C plus for a movement, LeMentor, because it is potentially without home. Next is protective response. This is two and a white for an instant and uncommon. It has convoked and it says destroy target, attacking or blocking creature. Nice. Yeah, it's really nice. It's fantastic in both Murfolk and Kithkin. Slightly better in Murfolk because the tapping can actually just be a pretty big benefit, but I would give it a beat. It's I mean, a zero mana removal. Sometimes you're like, you line up a triple block and they play a pumps bow and you're tapped out. You're like, yeah, or you're just curving out normally, right? And you have two creatures in the land and they attack and you just get to kill it like these are very commonly seen. I love Convoke. Convoke is one of my favorite mechanics because it just it makes you feel so rewarded for lining up those efficient turns. It does. Next is Piric strike. This is two and a white for an instant and uncommon. And it says as an additional cost to cast this spell, you may blight two. Choose one. If this spells additional cost was paid, choose both instead. Destroy target, artifact or enchantment. Or and or destroy target creature with mana value three or greater. Yeah. So just straight up three mana killer creature with mana value three or greater. It'd be like a B minus that you're not going to be unhappy playing that card. And then getting the ability to destroy an artifact or enchantment, plus the blight on a white card is kind of nice. If you have like Moonlit Lamentor, like the Tree Folk, like you can, you can do some things there that ends up being a circuitous way to draw a bunch of cards. So I like B for Piric strike. Definitely. Next is reluctant. Down guard. This is two and a white. This is two and a white for a four for Kithkin soldier at common. And it says this creature enters with two minus one, minus one counters on it. Whenever another creature you control enters while this creature has a minus one, minus one counter on it, remove a minus one, minus one counter from this creature. Nice. It's a Kithkin. So it counts for that. And again, it just doesn't ask that much of you, you know, you're going to be casting or having creatures, ETB anyway. That's kind of the name of the game, particularly in Kithkin. So you're, you are going to get yourself a three man or four, four out of the deal. Yeah. I mean, it's, it's a little bit like an avatar enthusiast, but it just stops it too. It just stops. Yeah. So I like C for this. You'll play this in Kithkin. Yeah. We probably won't play in Murfolk that often. Next is tributary. Walter. This is, wow, there's so many two and a white cards. This one's two and a white for a one, three Murfolk warrior, a common it has flying. And it says, whenever this creature becomes tapped, another target Murfolk you control gets plus two, plus zero and telling of turn. Yeah. This card plays out nicely. Yeah. The fact that it's flying means it's pretty trivial to get it tapped. And if you have a way to tap it at instant speed, like on defense or even just on like when it's untapped and you didn't attack with it, it becomes a combat trick because you can just target any of your creatures at that point. And I wouldn't play it outside of Murfolk really, but I like it at C and Murfolk. This is one of the cards you're going to put in your Murfolk decks. Yeah. The three toughness is key on a card like that too. Yeah. Next is appeal to air do or I do. This is three and a white for an instant. It's common. It has convoke and it says one or two target creatures each get plus two, plus one until end of turn. What do you think about these dual pump spells these days? I mean, this one has convoke, but. Yeah, but it's hard to play it on offense. Yeah. Your creatures are presumably tapped when because you're from attacking. So I'm not sure it just certainly can be good. So I and this would be one of the combat tricks. I'd be a little more interested in because at least it's got a powerful output. So I would give appeal to air do a C and try it and Murfolk and kiss can more more Murfolk, I guess, because again, the convoked stuff just gets a little better there, but it's possible we end up coming to the conclusion. You shouldn't really play this card. Yeah, definitely. I it's a generous C to start with, but we will see next is gallon foul night. That art is great. Three and a white for a three, four, Keith can night at common. And it says when this creature enters creatures, you control get plus one, plus zero until end of turn, Keith can creatures you control also gain first strike until end of turn. That's pretty annoying curve, curve, you know, mid curve guy here. Well, for a kid, it's kind of a curve top. They're probably not doing too much more expensive. I would not play this in Murfolk. So it's like a D in Murfolk, I would say, but in kids, can it looks like a C? You probably want one or two of these and have that be kind of your little mini overrun. I agree. You solid looks like a very might be a C plus and kick and honestly, like there are some boards were casting this is going to make it pretty hard for your opponent to block. Definitely, especially if you get that quick start. Next is liminal hold. This is three and a white for an enchantment at common. And it says when this enchantment enters exile up to one target non-land permanent, an opponent controls until this chairman leaves the battlefield, you gain two life. Beautiful. Yeah, the two life is a big game. Just a nice little O ring with upside. I like it. Yeah. And this is this is a classic being that it pulls you to the colors, etc. Next is shore lurker. This is three and a white for a three, three Murfolk scout at common. It's got flying. And when it enters, you surveil one. Is this Murfolk filler? Yeah, but even like bad Murfolk filler, I think this is like a C minus. Like it's fine if you play it, but I wouldn't kind of go out of my way to take the card thought weft and viewer is next. This is three and a white for a zero five. Kithkin advisor at uncommon, but it says whenever a creature you control attacks alone, it gets plus X plus X until end of turn where X is the number of Kifkin you control. Basically gives all your Kifkin and exalted. So and this this card, I think is actually quite strong in a Kifkin deck. As the drawback of you attack with one big ground creature, they can start chomping. But if you find a trampler or a flyer or a life linker, you're kind of making some moves. And sometimes they just don't have that many creatures out in your one one attacks as a five, five and pretty hard for them to deal with. Plus at a five, it can block pretty well and kind of wear blight pretty well. If that comes up. Do you think your win rate goes up or down if you substitute thought weft and viewer for Gallant Foul Knight? I think it goes up. I think thought weft and viewer is probably better. OK. Because I think the Gallant Foul Knight could improve the situation. Stats. Yeah. The Foul Knight will take a situation where you're like close to having a good attack or having a decent attack to having like a great attack. But it doesn't take you from having like no attacks to a good attack a lot of the time. Thought weft and viewer can break through a board stall in a way that the Gallant Foul Knight can't and it's every turn. So yeah, I'm also just thinking about the normal curve out though, right? Where it's like sometimes you just need a four drop that has power and toughness. And this one even has a bit of a bump where the thought weft and viewer kind of relies on you having at least another Kithkin or two plus one that you're willing to to turn sideways. It's also like even though it is zero five, you'd think of it as a good blocker. I mean, I think you could argue that three, four is a better blocker as it can actually eat or trade for things that the imbuer can't. So I don't know. That's an interesting, interesting contrast. I would give the thought weft and viewer like a C plus. I like cards like this exalted as one of my absolute favorite mechanics, but I don't have it that high. Next up is sun dappled celebrant. This is four white white for a five, six tree folk cleric at common. And it has convoke and vigilance. Man, I just want all these tree folk. I like the tree folk deck. Like, yeah, you're a tree folk guy. I know that. I think this card is just OK, because the convoke flyer, convoke removal spell. These these are money. My fear with sun dappled celebrant is by the time you play it, you're not that far ahead of the curve. Sometimes you'll play it on like turn four and that'll be really good. But no, it's solid. I don't know. I would give it probably a C. Like, I think it's I think it's good in both Kithkin and Murfolk. It's probably better in Kithkin, despite it, the convoke stuff mostly being better in Murfolk, just because I think Murfolk doesn't need this and are more more care about setting up Murfolk synergies, whereas Kithkin a little more agnostic about what it's attacking with. It does want stats ultimately. And I guess the perfect curve would be the one, two, three. Yeah. And then turn four, you get this down. You can turn four without a one. You can you can just play two to three. So you but turn four is as soon as realistically that you're getting it down. OK. You can get it on a turn three if you go one drop into double one drop or one drop into two tokens or something like that. OK. Last white card is called Kithkeeper. It's an uncommon. It costs seven mana, six in a white for a three three. But it has and it's an elemental, by the way, random. It has vivid. When this creature enters, create X, one, one, green and white Kithkin creature tokens where X is the number of colors among permanent creatures you control, and it says tap three untapped creatures you control. This creature gets plus three plus so and gains flying until enough turn. What a random card. Well, it's a vivid card. So this is like a seed for the five color elementals deck. And this is like the white payoff. Yeah. And I think it's actually really strong. I mean, you're often going to get like three Kithkin out of this, which is exactly how you need to make this into a six three flyer. And it's a cloud goat ranger reminiscent. But it's really creepy story is the Kithkeeper, an elemental that raises a bunch of Kithkin and just harvest them. It feels like it totally like that. Kithkin does not look like it wants to be there. Yeah. So I think in specifically the elemental vivid five color deck, this is like a bee. But outside of that, I think you're generally not going to be that interested in playing it like I just don't know how Kithkin and Murphoak are really trying to ramp up to seven and having three colors of permanence and play. That totally seems like. Like I was waiting for it to say, convoke, you know, for that type of. Right. Right. Right. That's what it looks like, right? Seven mana. An actual seven drop. But I have lost this card already. It is a very threatening card. And the single color means you have a couple of five color sources. You can play it in your like blue, green, red deck without that much trouble. And and it does count itself. So like, yeah, you're already getting spotted a color you don't otherwise have. So it's not hard to get to three and sometimes more. That's interesting. OK, that moves us to blue. Our first card is an old classic called Spell Snare. It's blue for an incident uncommon. And it says counter target spell with mana value two. This is one of the ones that is a huge delta between how good it is and constructed and how good it is in limited because there's been times when this has been excellent and constructed. And I think this card is quite bad and limited. So here's the thing. And I know people play this card because I've seen multiple people with it in their deck that no one's actually successfully casted against me. They like milder discarded it because the reality is when you land this, you get an advantage. You spent one mana, they spent two. But you don't get a massive advantage. It's like you shocked their two drop. It's not like you destroyed them. And when you don't land this, when you don't have a target for it, it just rocks in your hand. So we're talking a scenario where when it works, it's OK and it often doesn't work. That's not a card I want in my deck. I would consider this a sideboard card. There are some matchups where if you're playing best of three, which I understand not as many people play as they used to. But when you're playing best of three and you go through game one and they play like seven or eight two drops. Then you're like, OK, yeah, I'll play this. But some decks have four two drops in them and they're not even like the most important cards in their deck. So I'm just not I'm not in for a spell snare. I would say it's like a sideboard C. Otherwise, it's kind of like an F. It's an F. Yeah, I would not run spell snare. Next is Aquatex defenses. This is one in a blue for an enchantment aura at common. It has flash and enchanted creature you control. And when it enters, enchant a creature gains hex proof until and a turn. But this is nice. The enchanted creature gets plus one, plus two. Like that is a reasonable stat bump. You know, you can think of this as a combat trick that sticks around. It's a little more flexible in the sense that it can also just save your creature from being removed. This does, though, feel like a casualty of the I don't have space in my deck for very many extra type of cards. And this is not one of the ones that you would be, you know, super stoked on. That said, when you read it, it's fine. It gives you enough for your two mana to justify existing. It's just like, do you really have room for this in your deck? Yeah, that's kind of how I feel. I on power level, it's like a C minus. But in terms of putting it in your deck, you probably just shouldn't. You probably won't. Next is Blossom bind. This is one in a blue for an enchantment aura at common. Again, it enchants a creature. When this in when this aura enters in chant, a tap enchanted creature and enchanted creature can't become untapped and can't have counters put on it. Wow. So it actually skips like it doesn't untapped during his untapped phase. And it just says it cannot untapped. That's interesting. Even if you cast the plus two, plus two and untapped, it won't untapped. It's just like, no, that's awesome. Blu terminate. I ran into a really funny interaction that you want to keep in mind. There's a there's a black card we're going to get to called Gut Splitter Gang. It's three to black for a six six goblin. And it says at the beginning of your upkeep, blight two or lose three life. If you put this on the Gut Splitter Gang, it completely screws them because you can't they can't blight onto this. So every turn they're either losing three life or blighting one of their other creatures, I had someone just lose to that. That's rude. That's that's really sick. I like B for Blossom bind. This is just a really efficient, good removal spell. Love it. B for Blossom bind. That's nice for blue, too. Next is Glamour grifter or glamour grifter. Gifter. Sorry, I'm too used to podcasting with you. Gifter, do you say glamour, by the way? Yeah, I think glamour. OK, because I mean, it's not glamour. Well, it says glamour, right? You need another M for it to be glamour, but I think it is glamour. The English language is not particularly consistent, but I think for all the weird rules, by the way, this is a little off topic. English is actually one of the easiest languages to understand when someone speaking, it doesn't speak it very well, because we you can mix up the order of every word in a sentence and you will generally understand what the other person is saying. Yeah, that is true. Broken English is actually way more understandable than a lot of other languages, which it's actually a powerful language in that sense. It is. It's just we also are like the most exception. Like there's like there's all these weird rules and exceptions about everything. But none of them matter. People still understand. Or as like, you know, a lot of other languages, you change a tensor, you change an ordering and it's just incomprehensible. And it's like, what are you even saying? Yeah, glamour, Gifter, we'll say is one in a blue for a one to flash flying fairy wizard and uncommon. And it says when this creature enters, choose up to one other target creature and tell him to turn that creature has base power and toughness for four and gains all creature types. Yeah, pretty interesting. This card's pretty good. I mean, this is what I want out of a combat trick, because it's also a creature. It's not a supportive type. So you're not like getting a merfolk out of it. But this card is strong. I mean, imagine you attack with your two, two on turn three and they block for to trade and you just play this, you played a two man of one, two that killed their two, two isn't that flying? It's awesome. So I like B for the Gifter. You do do some glamour grifter. Yeah, glamour grifter or glamour. You decide, by the way, bold move from Watsi to bring back Lorwin and not make fairies one of the highlighted archetypes. Like, you know, I'm a little disappointed because fairies is one of my favorite decks. It's one of the most popular to people. But it's also pretty obnoxious. Totally. They really capture the flavor of fairies based on how obnoxious they bother you. Yeah. Next is gravelgill scoundrel. This is one in a blue for a one three merfolk rogue at common. It's got vigilance and it says, whenever there's creature attacks, you may tap another untapped creature you control. If you do this creature, oh, wow, can't be blocked until end of turn. I was hoping for something a little more splashy, but I guess this is just a random common. No, this is good, though, because it it's cheap for convoke. It it gives you a free way to tap because when you tap the other merfolk, this is now unblockable. There's no risk. You can continuously do it. I think great girls scoundrels in merfolk, like probably a C, but, you know, you never cut it really so closer to C plus than C minus. Right. And a D in elementals. You just you don't want this card in your elementals deck. Noggle the mind is next. It's it's one in a blue for an enchantment aura at uncommon. It has flash and enchanter creature and the enchanter creature loses all abilities and is a colorless Noggle with base power and toughness one one. I think adding flash and stripping creature types, which this does this no longer merfolk, now it's just a Noggle. It's the weird donkey, you know, your type from like even tide or whatever. Uh huh. Makes this a little bit better. We normally are pretty down on the two mana blue enchantment that makes it into a one one. Usually it's about a D to C minus level. I think Noggle of mine is probably like a C plus. It does what you want. OK. I mean, it doesn't do what I want to be clear. Like it does not kill the creature, which is what I want. But giving them a one one untyped token and flash and losing all abilities like it will deal with the thing where it's probably the worst is against the convoked decks against the white decks. Like that can be a pretty big drawback. But you play against L. You play against elementals. You'll be pretty happy with this card. Plus, you know, these type of cards tend to be best when they're targeting something, you know, that you can't deal with otherwise. Right. You're hitting their rare with this so that you don't just straight up lose to it rather than, you know, you're hitting their three drop common with Noggle of the mind that that is not really a part of the game. Well, next up is run away together. This is one in a blue for an instant at common. It says choose two target creatures controlled by different players. Return those creatures to their owner's hands. Can be very powerful. Yeah, I like C for this card. But this is one of the cards that I think improves most formats dramatically, just because I like cards that are base level C, but you can work them up to a B with enough grit. I there are ways to make this card really, really strong with enough grift. Is that what you were? Yeah. Well, also, I mean, who doesn't like a card that makes them feel clever? This is one of the cards really. You're like, you feel like a giga brain when you're just like, all right, bounce my creature with an E.T.B. that you're trying to kill and bounce your token. Oh, yeah, we really do. Got him. Yeah. And it plays out in a productive, but not overwhelming, at least, you know, great way, but it does work. I like run away together like I would run one of these in my blue decks as one of those coveted non, you know, creature type slots. And, you know, I give it a C. I mean, I think it's just like a good, you know, fine card to put into your deck. Also for the last time we saw this in it was like, I think it was in Throne of Eldraine, maybe. It was like a beast running away with a princess or something. That I can understand. Is this a fairy running away with like an elf? Like, how's that going to work? Can you explain that to me? I cannot. I cannot. Next up is Silvergill Mentor. This is one in a blue for a two one Murfolk wizard at uncommon. It says, as an additional cost to cast this spell, behold a Murfolk or pay two. When this creature enters, create a one one white and blue Murfolk creature token. Dang, yeah, this is the Muts and Murfolk. This would be plus like you will take as many of these as you can get. And it's going to be excellent. Yeah, this is going to be one that's going to make your opponent's shoulders go. Well, behold, is a lot like hybrid in that in a blue, white Murfolk deck. This is an awesome two drop and an elemental deck. It's really not like it's either free or very hard to do. There's not that much in between. Yeah. And all these cards are just pushing you towards these core archetypes. It really starting to feel very on rails here. Next is some and that's not a compliment, by the way. Next is Summit Sentinel. This is one in a blue for a one three elemental soldier at common. It says when this creature dies, draw a card, but it's an elemental. It's not a Murfolk. Is that fine for the elemental stack? I mean, you want speed bumps, you want cards, you want the game to go long. The elemental deck also does make use of the blue convoked cards fairly well. So this is good for that. I like that. You have the twin flame elemental that'll double trigger when this thing dies. I would give this a C plus, but I do want to say Chi-on told us that he thought the card was kind of bad when he played it. So he did. It's really up to how much do we trust Chi-on? I trust Chi-on. I but but I get I like C C plus for some of it. Maybe he had higher hopes for it. Yeah, I like C plus for some of it Sentinel. I think it's solid speed bump. Next is unwelcome sprite. This is one in a blue for a two one fairy rogue at uncommon with flying. And it says whenever you cast a spell during an opponent's turn, surveil to nice. Yeah, for being off type, this is perfectly fine. And this might actually be worth it. Yeah. Oh, definitely. Two minute to one flying that will get you a surveil over the course of the game. Maybe two depending on kind of your deck makeup. No, I like B minus for unwelcome sprite. I think it's a solid card. Next is wild unraveling. This is blue blue for an incident. Common as an additional cost to cast this spell, blight to or pay one mana. And it's a counter spell. So you can have it just straight up be cancel or in an absolute pinch. I mean, blight to is a lot, right? Like you might kill one of your own creatures to get this thing to only cost two mana. But, you know, there are times and it's nice to have that option. The question really is just, do we want cancel? I don't really think so. I don't know. I had this card in a deck and I never do it. So I didn't really get a whole lot of info and no one ever cast it against me. My assumption is this this card is not that strong. Yeah, it feels D plus C minus E to me. Yeah, probably better and sealed. This is counters do typically get better and sealed. Next is glamour might. This is two in a blue for a two to a fairy rogue at common. It's got flash and flying. And it says when this creature enters, choose one. Tap target creature or untapped target creature. The fact that this isn't one of the supported types really does hurt it. So I think it's like a C C minus level card and it would be like a C plus if it was a more folk or something along those lines. Yeah, man, I I'm kind of just bummed. Like the two things that I care that I would like to explore the most or confidere's three folk and they're both just like kind of off to the side. Maybe don't bother with them. Next is Kohlraff mystic. This is two in a blue for a two for elemental wizard at common. Whenever you cast a spell with mana value four or greater, this creature gets plus you plus to plus two plus zero gains vigilance until end of turn. So this is part of the elemental theme is four greater spells. But I didn't know this part of the theme. Well, no, there's going to be a card you'll like that we're going to get to the rhyme speaker because it just draws you a card and you play a four cost spell. But that that that one's good. But that part I will not ignore. My experience with elementals and take this with a grain of salt. I lost mostly playing elemental. So maybe I was just drafting it wrong. Is that even if this was a three man that was a four four vigilance some of the time, that's not really how their game plan plays out anyway. So I I'm skeptical of this card. I would give this card like a C minus. And I'm starting to get a little skeptical of the set. Am I just going to get ran over by Keith Kenan goblins all the time and I'm trying to do stupid stuff? Merfolk's going to run you over to, don't worry. Next up is Ryan. Can't write this will cheer you up. Reckless. This is two and a blue for a three two elemental wizard. Uncommon. And it says when this creature enters return. Yeah, what's up to one other target creature to its owner's hand? It's a three two. And it's on on type. And there's ways to get double elemental trigger that uncommon. And this is a minor note. I really love it. It can bounce your own creatures. Yes, magic is more fun when you have the opportunity to do cool plays like that. Yes, I'm not saying they should never make it things only target opponent stuff. Sometimes that's just much cleaner and like a minus two minus two effect is way better to only be able to target their stuff. But. Bouncing your own like pacified creature. That's good gameplay. I like it. So yeah, I mean, B plus for Ryan can reckless. It's it's an excellent card. They know how to bring me right back in there. Next is Silvergill peddler. This is to the back for a two three Merfolk citizen at common. Whenever this creature becomes tapped, draw a card than discard a card. And it's a Merfolk. Yeah, this is a C. That's just the the the filler of the role. Maybe C plus. I mean, the tapping like looting is really strong and this doesn't cost mana to do it. I mean, you do need other. I can be talked up to a C plus. You can pedal me up. Next is thirst for identity. This is two and a blue for an instant at uncommon. It says draw three cards. Then discard two cards unless you discard a creature card. Yeah, solid card. I mean, these decks are more likely going to have like 15 or 16 creatures than I think most numbers like that. So this is nice, though. The elementals deck is an exception, which is actually kind of funny because this is like more in one of the elemental colors. Those are the decks that have like 10 creatures. Still three minute draw three and sometimes discard two, sometimes discard one. Totally fine. I like B minus on thirst for identity. It's a good way to to pull ahead in a game. Definitely an instant speed helps out a lot there, too. Next is pestered well guard. This is three and a blue for a three to merfolk soldier and uncommon. Whenever this creature becomes tapped, wow, create a one one blue and black flying. It's actually a fairy creature token with flying. But who cares? Right. I mean, of course, you'd prefer it to be whatever a merfolk. I have a one one flying fairy than a one one merfolk on the ground. Like right, right. So yeah, this card's awesome. I mean, first of all, the base levels, you cast this and then attack with it. But clearly what you're trying to do is cast this immediately, tap it for one of your other effects, get your immediate payment. And then if they don't kill it, like they're going to lose really fast. You make two creatures out of this. I don't think they're going to win. Right. You just you can turn it into an engine. But as you mentioned, even in a in a less great case scenario where you just turn it sideways, trade off for their two or three drop and get yourself a one one flyer out of the deal, you still add. Wow. I like B. I like B for pestered well guard. That's amazing. Next is SWAT away. This is too blue blue for an instant and uncommon. It says this spell costs too less to cast if a creature is attacking you. And the owner of target spell or creature puts it on their choice of the top or bottom of their library. Wow, that's a cool variant on that, although it is double blue. Yeah, this is still looks pretty good to me. Yeah, like you're often going to cast it for blue blue and it's going to be excellent. You remember if Farah's dismissal or whatever it was like that card was really, really good and really good. This gives me the vibes of that. And sometimes it's a counter spell when you really need it. Like you get to just counter their five drop spell and delay it for a turn. So I like B for SWAT away. This this this seems to me to be a pretty powerful one. Yeah, I think if you're a opponent pass with four mana up, like that it's going to be a problem. Like you're going to have to do something for the turn on their most scenarios. And even then they can still just fire this thing off. Right. You keep four man up. If they play a four drop, you just do it. It's not as bad as them getting counter says they can just play it again. The next turn if they want. But if they play nothing to like play around it, you just bend their three drop, you just cast another three drop and you don't waste your mana. So I like that card. Pretty good. Next is Tana fell rhyme speaker. This is two or excuse me, three in a blue for a two, four elemental wizard and a common. And this is the one you were talking about whenever you cast a spell. It's an elemental wizard, by the way, whenever you cast a spell with mana value four or greater draw card. Yeah, I mean, it's this is any spell. Creatures, anything. Yeah, creatures, whatever. So you cast this on turn four. I mean, if my opponent plays this on turn four and I can't kill it, I'm not going to be happy about the situation. I'm going to feel that they're going to draw a card probably every turn for at least the next couple of turns because drawing cards chains into more more cards. Yeah, I mean, I like that it's a two for like, you do need this thing to be a decent blocker, right? Because we are talking about we're not quite in the full on win more category here. But like, if you get to cast a four drop and then cast another four or five drop, you know, in succession, like that's usually a pretty good sequence of plays to help you win a game of magic regardless. And now it's fueling the fire to continue to do so. This is the type of card that can become the turning point on. I got a little bit beaten down, but I played my rhyme speaker. I said, go it held off maybe an attack and I was able to survive. Then I got the trigger on it next turn. Now we're in business. I like that there's a lot to like there. That said, it is worth noting that in a typical build, you don't have that many cards that cost four greater. Does this set have. Like, you know, sometimes what's that? Convoke, convoke is one way to do it for sure. Like kind of extra expensive cards. Like the next card we're going to talk about temporal cleansing is just like a solid removal spell with convoke that this is okay. So that, you know, that's what you really want to look for. Cause in a typical deck, you're going to have like a couple of five, maybe let's say three, five plus drops and maybe three or four four drops. Like, and this is one of them, by the way, you know, so it's not actually that many that get to trigger it. Still, I like it. Um, you know, I'd give it a, I mean, it has a slight build around connotation cause you, you don't want this to be the top of your curve, but, uh, it typically won't, I don't know. I want to go a little like C plus B minus range on it. I guess I would go C plus. I think I like B minus on this. It's just a threatening card cause you also don't need to draw three cards off it. You know, you draw one card off it's okay. And you've got to, it's fine. And there's also a decent amount of card draw that chains into more. And so I would give the 10 of O rhyme speaker a B minus and certainly I'm going to try to make it work. Next up is temporal cleansing. This is the one you mentioned. It's three in a blue for a sorcery at common. And it says, uh, the owner of target non-land permanent puts it into their library second from the top or on the bottom. So this is kind of interesting because we get both versions of this, but critically this bill has convoked. Yeah, that's really nice. That is, that is a game changer. And as you remember this card from March of the machines, right? Like when you, when you had that curve and you got to play this card for like one or zero mana, it felt like a really huge advantage. Right. So much about magic. Yeah. So much about magic these days, whether it's in limited or cube or constructed is, is snowballing. It is trying to find ways to either press your advantage or trying to find ways to come back when they're doing that, which this also does. Like if you're able to set up a turn where you play this for two mana, like you're, you play a creature and then you play this, like that can get you back when maybe they're a little head all of a sudden you got to double spell. The double spell turns really big. So I mean, I like C plus for temporal cleansing. I'm not saying this is like a B level removal, but I think it's quite solid. Yeah. And I mean, and double spell when you can just cast really any two spells in your deck is good, but when one of them is like a full on four mana removal spell that like takes something off the board and you've added to your board that term, that's a huge swing. I like that. I like C plus for some temporal cleansing. Next is a wander, wine distractor. This is three and a blue for a four, three. Murfolk wizard, a common. And when this creature becomes tapped, chart creature and opponent controls gets minus three, minus zero until enough turn. Yeah, this does feed into what you were saying about kind of getting beaten down by Murfolk as well, right? It's encourages attacks. Yeah. I mean, just when, when you attack with it, it can make a block bad, but I think the real, the real trick here is if you have ways to tap it at instant speed, it makes them, it makes it really difficult for them to make blocks. You are giving up attacking with a four, three at that point, but it's still really, really obnoxious effect. That said, it's a four drop. Yeah. I don't think you prioritize this card. This looks like a D to me. It looks like a D. I'm also docking a little points because the art is really goofy. And not bad. I'm not saying it's low quality art. I'm just saying, I don't really want to look at that card. So I will, I will choose to not play it. Next is illusion spinners. This is four and a blue for a four, three. Fairy wizard and uncommon. And it says you may cast this spell as though it had flash. Really? If you control a fairy. Man, change links, change links. Yeah. I, I really don't like that. But okay. And it has flying. And it says this creature has hex proof as long as it's untapped. That's a cool, interesting card. I just, I don't like putting the claws of you need to have critical mass of these things, but then also not really supporting it in that way. I liked, I kind of like where these other tree folk were at, for example, where you can see them standalone being worth a card in your deck. And they don't, they're not like, oh, other tree folk, you control. We'll get this out of the other thing. This one's even harder. I mean, you really want this thing to have flash. Like that's a big benefit for even just a three toughness creature. And it's, it's like how, I mean, if you, it honestly feels like unless it's a changeling, you may have made a mistake. Like you tried to build fairies and go against the grain, maybe. Well, I'm not quite as bearish on you on fairies being a deck. Cause again, I did play against it and it seemed solid. I lost the fairies deck. No, they had just a lot of strong blue and black cards and a bunch of fairies and it actually did work out. I just think, I think it won't work out as often. Like you should generally not be in the business of first picking like the triple black blue hybrid fairy, but imagine the draft. You start with like a couple of good blue cards and you see that blue, black hybrid card, like fourth or fifth pick. Yeah. I think, I think the door might be open for you to try it. I certainly will be doing that if I, if I can start a draft that way. And maybe again, maybe it's a percentage thing where like 80% of the time you draft one of the on brand archetypes and 20% of the time you draft one of the like more niche ones, but it still works out. So I still think illusion spinners looks like a D, but you can, you can, yeah, maybe a D plus. I don't know. Okay. I mean, yeah, the problem is hexproof untapped. It doesn't protect it even from sorcery stuff because you do want to attack with this, like what are you doing with it? Otherwise, and then they take four and then they just bolted on their turn is not like the, the, the, the best thing. Yeah. I guess, you know, having not played this set myself, if it is what you described where it's, it's not that fairies isn't viable. It just doesn't come up very often. That's okay with me. It's more just if they're kind of scatter shot around the, and I'm not just talking about fairies, but you know, any of these off brand creature types. Yeah. I mean, if it's just like they're kind of meant to be filler more or less than that part I'm less excited about. Yeah. I agree. Next is lofty dreams is three blue blue for an enchantment aura at uncommon. It has convoked and enchanted creature when it enters, oh, you draw a card and the enchanted creature, okay, gets plus two, plus two and has flying. Man, that's a lot. Like you can, yeah, it can be cheaper than the five mana. You get the card back. It turns anything into a viable threat. Doesn't a two, two and they have to kill it. Yeah. Turn into a dragon. I think this card's a, I think this card's a B in Murfolk and like a D in elementals just because at least in my experience, so far, elementals is again closer to the 10 creature range because it just plays a lot of spells. So this isn't the best fit there, but it looks great to me in Murfolk. Like you just put this on one of your idiot three, two Murfolk's and attack and get the tap trigger. Like sounds pretty good. How is it in fairies, Louise? How is it in fairies? Yeah, that's, that's, that's true. But no, I agree with you. Be be when well set up. You do have to of course make sure the way is clear, but if your opponents tapped out and you land a lofty dreams, I think your win percentage spikes pretty nicely from there. Next is Omni changeling. If they're not tapped out and you're not a coward. Yeah, that is one way to approach it. Good luck with it. Next is Omni changeling. This is three blue blue for a zero, zero shape shifter at uncommon. It does have changeling. It also has convoke and you may have this creature enter as a copy of any creature on the battlefield, except it has changeling. Interesting. So if you don't, it just dies. Yeah, you should, you should choose something. Disgusting. I guess they just left that option open for just in case. But yeah, this seems great. I mean, I would pay five mana for a changeling clone that looks at both sides to start with and it having convoke is just awesome. This card has impressed me. I would give it a B plus. It has never been bad when I've seen it. Yeah, that seems really nice. Next is Stratosaur. This is four and a blue for a three, five. Elemental. It's common. It has flying. So five mana, three, five flying. And when, when this creature enters target creature gains flying until a turn, so a nice little bonus there too. And then it has basic land cycling for one and a blue. Yeah. I mean, I don't know how good this elemental stack is, but this does seem like a really solid common for that deck. Yeah. The five color deck you're talking about. Exactly. Yeah. And this is, this is part of the reason I think that blue is a decent base for that deck. So yeah, Stratosaur looks good. It's, it's costed as if it didn't have basic land cycling. And so given that, I like C plus for Stratosaur. Yeah. If you're only two colors, maybe a little closer to a C, but it's still good. Five mana, three, five flying is not bad. And it gives a creature flying. Yeah. Good blocker. Yeah. That's nice. Next is unexpected assistance. This is three blue blue for an instant at common. And guess what? It also has convoked man, a lot of these expensive blue cards have convoked. And this one's nice. Draw three cards than discard a card. Man with convoke. Unexpected assistance when I call in sick and she on subs in. Yeah. Yeah. This card's great. I would give this probably a C plus. Like I think that Murphock really wants one or maybe even two copies of this. Like you can really go off and then elementals. It likes it too. So C plus for unexpected assistance. Shrine striker, shine striker is next. It's four blue blue for a three, three elemental. It's uncommon. It has flying and it doesn't have convoked, convoked, but it does have vivid. When this creature enters, draw cards equal to the number of colors among permanents you control. Well, there you go. Yeah. I mean, this that's your curve. The floor, the floor is one. Technically, you could play this and then they could kill it in response. You draw none, but that's not really that realistic. And if this draws two, I'm still not that unhappy to play it. Which it really, which it really will. Right. No, the hybrid cards make it make it hit three, even in a two color deck. That's what I mean. I mean, you're getting at least two. A lot of the time. Right. Oh, yeah, I think you're almost always going to get two because all it takes is one other color of whatever color your deck is. And I think three is pretty, pretty doable because your red blue deck just has red, white and blue, black hybrids. And you just drop this and draw three. But even a draw two at draw two, I would say this is like a B minus. And at draw three, it's like closer to a B plus. So I think in the blue, red elementals deck, if you have, let's say, two to three hybrids, I would give this just a solid B. And in the five color vivid deck, this is like a B plus. But you're maybe it's like B minus B plus. The spread is a little bigger there. But still, it's it's a solid card. I wouldn't mind taking this early. No. And this is like, I mean, this is. I mean, in my eyes are, oh, I'm like, OK, shine striker, let's go. You know, and this is just hoping that that is the type of card that I could actually consider resolving in this format, but maybe being a little worried that it wouldn't be next is rhyme chill. This is six in a blue for an instant and uncommon. And it has vivid. The spell costs one less to cast for each color among permanents you control. Oh, interesting. So it's just checking the board as you go. And it says, tap up the two target creatures, put a stun counter on each of them and draw a card. Hmm. Yeah, that's great. Yeah, I would pay five mana for this. No problem. Five mana, tap two creatures, lock them for a turn and draw a card. And I have cast this for three men already. I just had a red, white and a blue, like I read creatures in my blue red deck and it just got them both into play. So I feel like this is like a B minus. And if you do a little work like again in the vivid deck, it's closer to a B plus. Yeah, I like that. It does a lot of what you want. I think you're going to like the five color vivid deck. You know, we got some redemption arcs here. I am very interested in it for sure. I just hope that it's actually viable in some way. Next is Wanderwein farewell. This is five blue blue. And yes, it does have convoked. This is a kindred sorcery, Murfolk at uncommon again with convoked. And it says return one or two target nonland permanents to their owners hands. Then if you control a Murfolk, create a one, one, white and blue, Murfolk creature token for each permanent returned to its owner's hand this way. Yeah, this is one that's like a C to a D in elementals and like a B plus in Murfolk. Yeah, totally. This is a bomb in Murfolk. Like you're casting this for like four or five mana, bouncing two things, getting two more one ones, maybe convoking something else, either that turn or the next turn. It's it's really strong. So this is a card that would certainly pull me into Murfolk. If I was if I was on the fence, definitely, man, these convoked spells are good. That's the last blue card that moves us to black, where our first card is Bile vile Bogart. This is black for a one one goblin assassin at common. And when this creature dies, put a minus one, minus one counter on up to one target creature. That's pretty like up to one here. So you can target your own stuff if you if you want to blight your own thing for some reason, but you don't have to. This car is awesome. In goblins, it's a C plus and elves. It's a C you're going to play it even an elves. Like I just like a one drop that trades up for a two drop. Definitely. You can blight it later and then kill something else. Like it's just a good card. Really, really strong. Yeah, these relevant one drops are just they they are much better than they seem. I mean, just one mana cards have to do less than you think to be good. And five mana cards have to do more than you think. Yeah, that's a great short rule of thumb. All right, we'll start repeating that over and over. Next is mud button curse tosser. It's black for a two one goblin warlock and uncommon as an additional cost to cast this spell. Behold a goblin or pay two. This creature can't block. So black for a two one can't block. And it says when it dies, destroy a target creature and opponent controls with power two or less. Yeah, again, excellent card in goblins, not really playable in elves. You don't really want to pay three mana for it. But in goblins, this is really good. It eats a blight counter and kills one of their creatures or just get them and they have to eventually block and you're going to cast it for one man every time. Like this is like a B minus in goblins. Your opponent leads on this and it's like really annoying. That is very annoying. Next up is requiting hex. It's black for an instant and on common as is an additional cost to cast this spell, you may blight one destroy target creature with mana value two or less. If the spells additional cost was paid, you gain two life. It's a big swing for a single black. Yeah, I think the blight part is less about the gaining two life and more like, do you want to actively blight? Because the goblins deck does like they they want to kill off their own creatures at a reasonably high rate. Like there's a lasting tar fire of the red enchantment we're going to get to like deals two at the end of turn, if you put a counter on. So like that's the kind of thing we're talking about. And you can also just put this card in your deck as a, you know, kind of portable whole ish card. So I like C plus for reclining hex. It's it's solid. Yeah, that seems like a very well suited low, you know, cheap black removal spell. Next up is shock. You're just always like a shock. Exactly. Scar blades, malice is next. It's black for an instant at common. And it says target creature, you control gains death touch and lifelink and talent of turn when that creature dies. This turn created two, two black and green elf creature token. Yeah. So the idea here is you put this on your small creature when you block a big creature or when they block your creature and you trade two for one and then get a two, two back for just one mana. My main problem with this is, yes, it on its face makes an elf. So you think, OK, well, it makes sense. My elf deck, the elf deck wants to mill elves and cares about elves in the graveyard. This doesn't help with that. So I'm thinking this is a D. I had a really like, you know, streamlined elf deck and I just didn't want to play this card. So that makes me think it's not going to be a card you're going to play that often. It might be better in goblins funnily enough because it has so many tokens like that having this. So I kind of like it at Dean elves and like seeing goblins as funny as that sounds. That's weird. Next is auntie's sentence. This is one in a black for a sorcery at common. Choose one target opponent reveals their hand. You choose a non land permanent card from it. That player discards that card or target creature gets minus two, minus two until in return. How there's a good one. Marshall, they did it. They got there. They got us to play the duress. They did the little corrosion. I think you're just basically always going to play the first copy of this and even the seconds probably fine because it kills a creature for two mana. You're OK with that in the backstop of I get to look at your hand and and and take a card is good to this is a very permanent heavy format. So I have been happy with this card and I would play two of these. Yeah, most decks just it's a removal spell that can strip a big card from their hand and give you some information that that seems fine to me. I mean, I like it at sea. I'm not saying it's a great card, but you compare this to Dylee indoctrination, the kind of similar card from the avatar. That card was like a D or an F. You just wouldn't play it. This card is actually fine. And this thing can take creatures, right? So that's like clutch in this format. Yeah, non land permanent. Next is barbed blood letter. This is one in a black for an artifact equipment at common. It has flash and it says when this equipment enters, attach it to our creature you control that creature gains wither and tell him of turn, which means that it deals damage in the form of minus one, minus one counters and it the equip creature gets. Oh, that's pretty good. Plus one plus two and the equip cost is two. So this is kind of like the double strike one we had where it only gets the weather for that one turn. Otherwise, it's just a kind of a regular old equipment, right? Yeah. And plus one plus two historically, this has just been a really good way to pump. Like it's so much better than plus two, plus one is not even close. Because what one plus two does is it makes your two to trade, beat something a level higher and live to two beat three threes, you know, and that's more important than making a two to trade for a four four. So or get an additional point of damage. I've actually been been satisfied with this card. It's still like one of the cards that's on the chopping block if you have ample removal, but it's a pretty decent combat trick because it really is. First of all, you're going to win a lot of the combat second. If they have a trick and like a pump spell and you don't win, at least it leaves behind a bunch of counters, which is nice. And you get to two mana plus one plus two equip is just not that bad. That's actually pretty solid. But again, the difference between plus one plus two and plus one plus one is huge. So I like barbed blood litter at C minus, but that is better than a lot of the combat tricks. It is. I think that the thing that we have to keep considering is you have very few slots and is barbed blood litter, one of the cards that you're going to use in one of those slots. And I would say on average, probably not, but it's not because the cards junk. Like that is a perfectly serviceable card. Next up is Bogart prankster. This is one in a black for a one three goblin warrior at common. It says whenever you attack target attacking goblin, you control gets plus one plus so until in the turn. Yeah, this lets your gobbins trade up a little bit, which I think is nice. The gobbins deck really deludes and dies on chip damage. So having your one one attack as a two one into because this doesn't have to attack. It's when you attack, having your one one attack into their two two board and just getting either two damaging or trading up a token. I think it's pretty nice. I would give this a C. I think you're just going to play bogart prankster and almost all your goblin decks. I don't think it's playable in elves to an elephant elves. And as usual, these type of decks would like to have, you know, two mana on creature type as much as possible. Also great, great place to place to store two blight counters because you don't need this to get involved in combat. And it just sits there as a zero one. That's great. Next is bog slithers embrace. This is one in a black for a sorcery at common. It says as an additional cost to cast this spell blight one or pay three mana to exile target creature. Wow. Two mana, huh? And you said that in goblins, particularly blight one, blighting is, is, is maybe even a bonus in some cases or encouraged at least. I mean, that is, you could trade that up for a five drop. Like that's, that's a way to get way. This card is excellent. Compare this to the like bone splinters card we get every set of like, you know, one mana sack of creature or five mana. This is much better than those because a normal deck can just put this in your deck. You put this in your elves deck that does have maybe some elves deck have blight synergies, but let's say you have an elves deck with zero blight synergies. You still always play this. It'll always be great. You, you can put a, put a counter on your two, two, if you need to, or you can pay five mana and it exiles. So I like to trade up B for bogs, looters and brace. I've been really impressed. The comments deck also just has blight as an advantage. So like, you know, what are we even talking about here? This card's great. Yeah. That's a big, uh, really nice removal spell at the common slot there. Next is Creekwood safe, right? This is one in a black for a five, five elf warrior at uncommon. How many counters has it come with it? Minus three or three minus one, minus one counters. When it E.T.Bs. And it says at the beginning of your end step, if there is an elf card in your graveyard and this creature has a minus one, minus one counter on it, remove a minus one, minus one counter from this creature. Yeah. So that all the cards in this cycle, uh, do care of like, they want you to do the thing that that tribe does in order to get the counters off. And in this case, it's not hard to, to get elves in your graveyard. And this starts as a two man, a two, two, which it's not even that bad anyway. So I like B minus for the Creekwood safe, right? I think this card is just, just really solid. I do too. This feels just like an upside free role. Like you just get to just get this. And this is a great place to put blight counters because it just removes them automatically. So like you can just continuously be re blighting this if you have stuff that works. It's also notable that it's at the beginning of your end step. So even the turn you cast it, it could be a three, three before blocks. Next is iron shield elf. This is one in a black for a three one elf warrior at uncommon and has activated ability discard a card. This creature gains indestructible and telenov turn. Tap it. These have varied quite a bit. There's some of these variants of these cards that have been extremely annoying and really strong. And sometimes they kind of get overlooked. Where do you think iron shield elf falls on that spectrum? Extremely strong. I had this in a deck and every time I drew it, it was great. I would give this a B like it's relevant creature type. It's a good attacker. It does suffer against goblins. Cause they do counter. They make a bunch of one on one counters and then you just like don't want to. No, it's mostly just they make one on goblins and it kind of attacks poorly into this. Oh, I see. But you play this against elementals and they're just going to fold. Like they have to have the two mana enchantment that locks it down. Because otherwise you can't burn it. They can't really block it. And maybe they find a one four or something. And this hasn't come up, but I can imagine a world where you sometimes just discard an elf to get an elf in the graveyard if you really care about that. Like. Yeah. Yeah. Ideally when this is in combat for some reason, but. You could even do it for no reason if you had enough stuff that cared about that. It's just kind of nice. So I like B for iron shield elf. I would still probably play this in goblins a lot of the time. It's just a good, good attacker. So probably it's probably like a C plus in goblins though. It's a little off. The goblins really cares about all its creatures being goblins. Okay. Yeah. B for iron shield elf. Next up is Oh, nameless inversion is back to this is one of the black for a kindred instant shape shifter at uncommon. It has changeling and target creature gets plus three minus three and loses all creature types and talent of turn. This was premium removal. Um, back in the day, it does it still count that way? It looks like it. Oh yeah. It's now it's uncommon. They, they, they'd upshifted it. Oh yeah. It was common. That's right. Mm hmm. And no, great card. Just really fantastic. I would give it a B just a good efficient removal spell. It's, it's a two minute deal three with some interesting play to it on balance. It's better than a two manna deal three cause four, well, two minute minus three. Sometimes you cast on your own creature to get the plus three and it does something. The fact that, uh, it strips creature types can really do something. The fact that this is every creature type, you can pull it off the, you know, the eclipsed creatures is it's all good stuff. So B for nameless inversion. Next up is scar blade scout. This is one in a black for a two, two, uh, elf scout at common. It's got life link. And when this creature enters mill two cards, wow, that seems nice. Yeah. Yeah. This is, this is like a C plus an elves and a card you don't want in goblins. You should, you should strive to not play it, but an elves, it's a two minute, two, two life link. So it buys you a little life cushion. It counts as an elf in the graveyard, obviously, and it mills you for two, which the elves deck really do want. So C plus for scar blade scout. Unbury is one in a black for an instant at uncommon. And it says choose one. You can return chart creature card from your graveyard to your hand at instant speed, or you can return two chart creature cards that share a creature type from your graveyard to your hand. Well, that seems easy. Yeah. I'm not sure why it's an instant exactly. Maybe, maybe to give the fairies deck a little, a little bone or something, but yeah, I, I love the card. I mean, this is a two minute draw two good cards. Like this card's a B. It's really good. This does seem like it would, again, we're, we keep talking about the extra slots that you have in your deck. This seems like definitely one you'd want in one of those slots. I mean, draw two creatures in the decks that really want it. I mean, that seems amazing. Yeah. I didn't speed like you could. It's so cheap too. It's called unbury, but my, in my experience, it really just buries your opponent. Yeah. You have this game. You think it's going all right. They go, end of turn, get back my two best elves or whatever. And it's just like, all right, well, I guess that's not going to happen. Right. And it only two mana. It means you could even main phase it, cast one of them, right? Like you could also get back a changeling plus any other creature, which is kind of cool too. Yes, totally. Next up is blight rot. This is two and a black for an incident common put four minus one, minus one counters on target creature. So there's your, your mid level black removal spell. We saw the cheap one. We saw the sacrifice one. And now we see the, you know, it often costs four. Sometimes it costs three. And that seems excellent. Yeah. It's a great removal spell. Probably give it like a B minus. Yeah. You do run into sometimes where if this doesn't kill the thing, it's a little bit of a risk because they can sometimes remove the counters. You know, you know, try to do that, but just give it a B. It's just a really good removal spell. Next up is Bogart mischief. This is two and a black for a kindred enchantment goblin. And uncommon it says, when this enchantment enters, you may blight one. If you do create two, one, one black and red goblin creature tokens. And whenever a goblin creature token, you control dies, each opponent loses one life and you gain one life. My first goblin deck, I had two of these and I just won every game with them. Like it's you said that chip damage is really important for the goblin. So this is exactly why this is. And it makes two goblins too. It just, if you have your cake, you need it too, you know. So honestly, if you are in goblins, I think this card is closer to an A than anything else. It's, I'll give it a B plus. I, again, don't think it's a quite there, but like, if I'm going to show you a goblin deck, I'm like, you know, I messaged you and she and I'm like, oh man, I got this one. If it has two of these, you're going to be like, wow, it's a sick goblin's deck. Like it also, if you get a second one of these at or the other uncommon, the red, black gold card, if you get to any, any two of those, you know, cards out, your opponent's just going to lose. Like there's not much they can do about it. So Bogart mischief is awesome. Obviously it's pretty unplayable in elves. So, you know, it's a very linear card. But I would give B plus to Bogart mischief. And this is a card I would first pick and be quite happy with that stake my claim. All right. A Narl back Elm is next. This is two and a black for a three, four. This is a three, four tree folk warlock at uncommon. This creature enters with two minus one, minus one counters on it. And you can pay two and a black, remove two counters from this creature and to give target creature minus two, minus two until end of turn at sorcery speed. Yeah, that's awesome. Yeah, this card's incredible. You just play this in elves or goblins be super happy. Maybe you're black, white, tree folk duck. Who knows? It's at its best in goblins, though, because the goblins are just going to keep reblighting this card like in and your opponent is just going to be in, you know, having a bad time. So that's a perfect card to do. Like B plus for Narlbark card. Mineral bark Elm. It's just a good one. Awesome card. Next is heirloom anti. This is two and a black for a four, four goblin warlock at common. This creature enters with two minus one, minus one counters on it. And whenever another creature you control dies, surveil one, then remove a minus one, minus one counter from this creature. Nice. Yeah, this card's good. It also keeps surveilling even once it's a four, four. Cause like those are just those are separate parts or like they're the same ability, but it's not a requirement that it has a counter. Oh, that's cool. So I like B for heirloom anti. Just it's close to a three man of four, four that just surveils a bunch. Like that sounds great to me. Wow. I mean, that's a pretty big grade for a common, but this thing does look really impressive. Next is moon glove. Oh, wow. This is a common. I kind of thought it was an uncommon based on how it does have uncommon vibes for sure. I just doesn't ask you to do that much because like you said that that deck kind of is looking to have its creatures pick up counters die, et cetera. Next is moon glove extractor. This is two and a black for a two one elf warlock at common. And it says, whenever this creature attacks, you draw a card and lose a life. I have been kind of unimpressed with this card because really what happens with it is you either attack trade for a token and you're like, okay, that was fine, but not amazing. Or they have bigger creatures and you're like, I guess I'll just cash this in. I think the way to utilize it probably is like some, some amount of like pump spell type stuff, but that's just, you don't really want to do that either. So I look, if you play this and can kill all their creatures. Yeah, that is obviously great. You'll, you'll, you'll find it to be very effective if you can get them to no creatures and play, but. I think moon glove extractor is like a C minus. It's not a card I'm going to go to. Definitely. And, and you know, that first scenario you described where it attacks and trades with a token. I don't even know if you're ahead on that transaction. Like that doesn't even sound that good. No. Uh, next is a wretched wretch. This is two and a black for a four to goblin. It's uncommon. And it says, when this creature dies, if it had a minus one, minus one counter on it, return it to the battlefield under its owner's control and it loses all abilities. So the joke here is you've got to blight it to a three one, trade it off and it comes back as a four to, and then you can't do it again. Because the ability is gone. But you have to play only that one. Yeah, it's, it's, it's a reverse persist. It only persists if it has a counter. So if you blight two onto it, do you still get it back? Yeah. Okay. So in a pinch. In a pinch, it's a way to like blight two for free. Like, and then it doesn't have the ability. So you can't just keep doing it. So I think most goblins decks will be happy playing this card. I mean, if you, if you think it a counter onto it, you're not going to be really happy trading it. So I like C plus for wretched wretched. I do too. And the blight two for free isn't really that bad. Um, next is darkness descends. This is two black black for a sorcery at uncommon that says put two minus one, minus one counters on each creature. I'm not really sure what you're supposed to do with this. Yeah. Like, I think how do you break that symmetry? Like, is it the goblin stack or? No, I think it's you put it in a deck with a really high toughness creatures, perhaps with thick bark that protect them. And then it has all the tree folk that remove counters. Like that actually seems really good in the tree folk deck. It does. Insofar as that is a deck. So you need to be able to remove them because if you wipe out their board, but shrink your board, I don't know. That's like not even that good. Yeah. Normally it's like, oh, I've got a bunch of three threes. They have a bunch of two twos infest and clear the board. Right. It's like, well, now I have a bunch of one ones. This this set has a very high percentage of kind of like discomforting art to it's like, they're sickly looking. Really does. They are creepy, man. That being said, this does seem like it's good against the decks that we have been highlighting, you know, like, Kithkin doesn't want to see this. Merfolk doesn't want to see this. I just don't know what deck you're in, right? Because goblins doesn't want to see this necessarily either. I think elves could potentially do it. Maybe it's elves. You can draft the more controlling, grindy elf deck. And it's not just about what your creatures do. It's like, maybe you set up a turn because there's a green card that's like a mill four, get a permanent back. So like you turn to do that and they're just playing creatures. Then you turn three play like an elf or something. And then turn four, you cast this and they have three creatures in play. You can break the symmetry. So I think this card's probably like a C, but it's not really a C. It's like a builder on beat. If you can, if you can utilize it well, it's going to be good, but it seems a little tricky. Maybe this makes fairies better too. Like you just don't play creatures for the first couple of turns and you just cast this. So I like it. I think it supports off the radar decks. I do not good in the two main decks that much, but with some work, it's a very powerful card. The other thing is casting this one, they have three, three, that is still pretty effective. It shrinks. Yeah. So that's true. Yeah. I think the thing that I would be thinking to make it work is I want my creatures to more or less survive this and then have ways to get those counters off of the creatures potentially for value. Now you're cooking, right? That's, that's a real thing. That being said, though, this is very sketchy territory here, not terra firma. Like this is a card that I'm going to need to see where it fits and how it goes before I really go for darkness descends, but I'm interested. I have my eye on it for sure. I would start it off though as like a D or something. And you're probably going to know straight away. This just cannot go in my deck or actually this will probably be okay. Next is Dawnhand eulogist. This is three in a black for a three, three elf warlock at common and it has menace. It says when this creature enters mil three cards, then if there's an elf card in your graveyard, each opponent loses two life and you gain two life. That's pretty aggressive. Yeah, it's a very solid card. I, I, I think it's unplayable in goblins. It's like an F or D and in elves, I think it's like a C, not a C plus because it's a four drop. You know, it's not like you're going to be starved for those. But so far I have cut this from Elvidek, but I was like, I cut the third copy. The first two were still pretty good. So like, like it mills three, which sets up a lot of your other stuff. Drain three, man, a three, three drain two with menace. That's not a bad card. So I like C for Dawnhand eulogist. It's a part of what makes the Elvidek work. Next up is dream Caesar, which apparently has the same artwork as thought sees it's three in a black for a three to fairy rogue at common with flying. And it says, when this creature enters, you may blight one. If you do each opponent, discard to cart. Yeah, it seems solid. I mean, if this was a goblin, we'd be all over it. Of course, they'd make a flying goblin. I just don't know what to make. Three minute, three minute, two on flying. They discard a card is fine. Yeah. And, and, and the critically, it's not a two one flyer. It's a three, two, and you blight something else and you get a three, two flyer. Like that's, that's kind of what you're hoping for. So I think it's a C minus just because it doesn't really fit. Like putting a four man, a creature that's not a goblin or an elf in those respective decks is a high cost. So maybe it's good in the fairies deck. Maybe it's good in the tree folk deck, blight your tree folk. Yes, that is a good combo. So somehow I'm going to be drafting my classic tree folk and fairies together deck. That's, that's what I'm going for. All right. Uh, next up is grave shifter. This is three and a black for a two, two shape shifter at uncommon and it has changeling and it says, when this creature enters, you may return tarred creature card from your graveyard to your hand. Nice. So just a great digger changeling. Yeah. B plus good. And every deck. Every deck. Next is gut splitter gang. This is three and a black for a six, six goblin berserker at uncommon at, at the beginning of your first main phase, you may blight two. If you don't, you lose three life. Interesting. I was waiting for it to just enter with the counters like these other oversized ones have it doesn't actually like if you have the way clear and you're winning the race, you can just start slamming with a six, six for four. Yeah. I thought this card was pretty good. I had two in a goblin deck and it, it gives you a lot of options because first of all, you can just pay the life, which I think you do a lot of the time because you're the aggressor. Second, you can blight itself if you need to, unless again, it gets tapped down. That, that is such a sick answer to this. And then third, you blight other things. So like the combination of all those alongside a four man of six, six, I'm totally fine with this card. I would give it a B minus. I don't think it's like a huge priority, but one thing that's also nice is it's a goblin card that it can play differently than all the rest of them. So you got your token go wide stuff and then you also just have a six, six. And sometimes your opponents are like, Oh, I can deal with the tokens, but I can't deal with this like angle, other angle. Right. So I like that. Yeah. I'm, I might be minus on gut splitter gang. I would not play it outside of goblins most of the time though. And at some point you can just blight, blight, blight onto itself and just get rid of it. Like if it's become a liability for some reason, unless it's locked down by that blue enchantment. So if the blue enchantment hits it, are you, you're pretty boned. You can't put counters on this because it says you may blight to, which you can't. So what happens is this, it sits in play tapped every turn asking you blight to or lose three and you have to blight on other things or lose three. So that is incredible. In a best of three game, if I played against someone who had that card in their deck, I would just take this card out. Definitely not have that huge liability. Next up is nightmare. Soar. This is three in a black for a two, three fairy assassin at uncommon. It has flying and lifelink. And it says, whenever you cast a spell during an opponent's turn, put a minus one, minus one counter on up to one target creature. So is this one across the threshold of worth it in goblins or whatever? Well, how many instances are you going to play? Like you're probably not that many or not. Probably don't have that many. So now I mean, again, it's a card that will be good in the ferries deck, which I again think will happen some of the time, just not all the time. So still four minutes, two, three flying lifelink. Is it pretty like that's a, you know, I could see playing this in elves. I don't think you're going to play in goblins that often. So I view this as like a C or a build around B where it's good if you can enable it. Right. And of course, in ferries, which again, hopefully just comes up not as frequently, but is a real deck. Then I would love a nightmare. Soar. Next is perfect intimidation. This is three in a black for a sorcery at uncommon. And it says, choose one or both target opponent exiles, two cards from their hand, I'll choose that one and then remove all counters from target creature. So you can free up one of your blighted unblighted your creatures. So yeah, I mean, nah, nah, I don't think this is this format feels fast to me. I don't want to spend four mana to the point brought them. So this looks like a D. Why probably played in sealed though blighted black thorn is next. This is four in a black for a three seven. Oh, that feels like a tree folks stat line. Tree folk warlock. Nice and common. Whenever this creature enters or attacks, you may blight two. If you do, you draw a card and lose a life. Yeah. Fine. You know, random tree folk. Am I playing this again? Any of the other black decks? I probably not like. Oh, I played this in elves. It was fine. It was fine. Well, I had a game where I like play this blight itself. It's a one five next turn attack with it and some other things blight itself. Now it's like a zero three, basically a negative one three. But they couldn't block this down because they kind of had to block the other things. Then I got one more attack and now it's a one toughness. It's drawn me three cards. That's hilarious. And then, you know, you can just keep doing that. So it's not a priority. It's close. It's probably like a D, but it does seem playable if you need if you need something. If it's a zero one, like, can you still do it that last time? Oh, yeah. That's amazing. Next up is dose of dawn glow. This is four and a black for an instant. It's uncommon and it says return target creature card from your graveyard to the battlefield. Then if it isn't your main phase, blight two. So you're not really going to blight two, like just to make this an instant speed play, what where you're going to do that is if you want the counters on the creature. Because it's you giving the creature minus two, minus two in order to ambush is not usually really going to be worth it. But some creatures really want a minus one, minus one counter on it or two, minus one, minus one counters on it. So you could do that. I mean, do you find that there's expendable creatures? Like, could you get back, let's say a good uncommon that has a good block and just blight onto something else and like, have that be worth it? Yeah, that was steep cost. But that that that is going to be. Something that will come up. So that does come a little more. But I don't really I don't think the card is amazing. I mean, that is a steep cost. Five man plus. Not really wanting to pay five for any. Got like they're all cheaper than that. Right. And elves, I think is where it makes sense. I mean, it's got elves on the card. A good, a good, a good like, you know, rule of thumb is if a spell has a creature type on it, that's probably where it's supposed to go. Right. Because elves has all the self mill. So I would mostly look to play this in elves, which doesn't usually want to blight its stuff away for no reason. But if you have a lot of self mill and you have a bomb, this is a way to get a second copy of it. So I like kind of like a build around B where if I have a lot of self mill, my elves deck and I have one or two really good creatures. I mean, if if I'm just putting this in my deck randomly, it's you're not going to get five men out of it. I don't think most of the time. So I just want to don a dose of dongle my blighted black thorn. Like just there we go. Never stop. Last black card is called shimmer creep. And it is four and a black for a three, five elemental. It's uncommon and it has menace and it has vivid. So here's our vivid payoff in black. It says when, when this creature enters, each opponent loses X life and you gain X life or X is a number of colors among permanents you control. Great card. I've lost to this multiple times. It just comes down, drains for three or four, leave behind a pretty big thing. So it's, it's a build around B. It's great in the elementals deck, though, like the vivid five color one. And honestly, in the goblins or Elf deck has a five minute, three, five minutes drain for like two, sometimes even three off a hybrid. That that's that's that's okay. That's like that's like a C. Yeah. I like that card. So far, those those payoffs have been pretty good, actually, for the vivid payoffs that moves us to red. Our first red card is called cinder strike. It is red for a sorcery. It's common and it says it's additional cost to cast this spell. You may blight one. Cinder strike deals two damage to target creature. It deals four damage to that creature instead of this spells. Additional cost was paid. Very nice. My, I'm going to, I'm going to call it right on stake. My claim, I think this is the best common in the set. Okay. It's one man a deal for, and sometimes deal one minute deal for with upside. You gobbled that you put a counter on your things like this card has been incredible. I've had this every time I've drafted red, I've had multiple because I just take it over everything and it just keeps delivering. So I think it's amazing. Do you view this as a goblin? I mean, what's the other deck? That can run this? I guess any deck can run it, but you know what I mean, like, Oh, it's fantastic in elementals because it's a spell that can kill anything you want. So, okay. So elementals is the cost of blighting in elementals is greater, but it's still not that high. Blight one, it's just fairly easy to, to absorb. I guess what I'm thinking in terms of is like, if I first picked this, where am I going? And you're going good places, wherever it is. Like, you don't, that's the thing. You don't have to worry about it. But there's like only two decks that, right? That's true of every card, right? Every, right. Every, every mono color card has two decks plus outs to a third. Right. I guess I'm, what I'm saying is, is like, you were saying, if you take a white card, you can go into very solid archetypes here, right? But if I take this, it's kind of like goblins or maybe elementals, if that ends up being a thing at any rate. I'm not ready to say elementals is bad. Like I, I hadn't been impressed so far, but this is not, I'm, there's some things I'm more certain about, and I think I can make that clear when I am. My confidence level that elementals is bad is like not super high. My confidence level that goblins is really good is high. Like, so that, that, that's more what I'm saying. Um, so B, I would give center strike a B plus. Yes. I think, I think it's awesome. Impolite entrances next. It's red for a sorcery. It's on common. It says target creature gains trample and haste until end of turn. Draw a card. Yeah. So it's the kind of card that, of course, it's a fine card and you can imagine situations where I was like, oh, this does some good stuff. But how are you fitting this into that? Yeah. No. So I would give it kind of like a D and maybe in the elementals deck that has like more care that cares about spells a little more. But it's not even like there's tons of spell paths. So I like D for implied entrance. These decks, they are critical mass decks and you just don't have as many slots you have to always consider that even if implied entrances, a perfectly serviceable card, you know, in a vacuum next is soul bright seeker. This is red for a two one elemental sorcerer at uncommon as an additional cost to cast this spell, but hold an elemental or pay two to behold an elemental. Choose an elemental you control or sorry, I already read that part. It has an activated ability of red target creature. You control gains trample until enough turn. If this is the third time this ability has resolved this turn, then add four red. So one mana to one with a minor ability, but somehow it can become like positive mana. Yeah, it's it's pay three red to add four red. So it's a, you know, plus one mana and it's a one mana to one. The thing that makes me not as high on this as all the other one drops like the Kithken one drop, the goblin one drop, the merfolk two drop, etc. Elementals, I think has lower creature density, so you're more likely to miss on the behold part. Oh yeah. And also, I don't think cares about a one mana to one the same way these other decks do either. So I like this at like a C level, whereas those other cards are closer to the B level. OK, next up is Boulder Dash. This is one in a red for a sorcery at uncommon. Boulder Dash deals two damage to any target and one damage to any other target. Yeah, a little orc trail. I think this card actually fits really nicely in this format. There's a lot of one toughness creatures, not only because Merfolk, McTokens, goblins, McTokens, Kithken, McTokens, but also blight will often leave someone like, OK, I'll play my one two down to an O one with like an ability or whatever. You know, and and so I think you're going to pick up two creatures a decent amount like this at like B minus level, a little higher than I would normally. I mean, maybe even just a B, right? Yeah, I could see that. You know, if at the end of the day, yeah, this is going to tear through Merfolk and Kithken, right? Merfolk, Kithken and goblins. Right. Yeah. All right. I like B for Boulder Dash. Seems nice. Explosive Prodigy is next. One in a red for an elemental sorcerer at uncommon. It's a one one and it has vivid. When this creature enters, it deals X damage to target creature and opponent controls where X is the number of colors among permanents. Wow. I mean, two minutes for a one one deal two. Very good. You'd always play. Yeah. And that's not hard to do in just a normal two color elemental deck. Splashing it in the vivid elemental deck sounds incredible because you're just going to two minute deal three or four and just put a little chumper on the board. And as we just mentioned with Boulder Dash, sometimes you just play this for one on their two drop. They have played it to one and you play this. So I like B for explosive prodigy. It's nice. And if you have the blue red uncommon, double triggers, double triggers, or if you can bounce it and buy it back, do it again, etc. Next is Flame Breeder. This is one in a red for a two two elemental barred at also at uncommon. And it taps to add two mana in any combination of colors. But you can only spend that mana to cast elemental spells or activate abilities of elemental sources. That's interesting. This is a card that pulls me into elementals. Definitely. This this speeds it up by so much. I mean, I had a game that I lost so badly to this card where basically I played it on turn two, played a five drop on turn three and played six mana worth of elementals on turn four. They just played Sol Ring. Oh, my God. So I like B for Flame Breeder. This is a card that's getting me interested in elementals for sure. Definitely. I could see the games where you have this versus where you not just being completely like one of them is this is busted and one of them is this is a turn too slow. Like that's a huge gap. Next is Flame Chain Moller, one in a red for a two two elemental warrior at common. You can pay one in a red to have this creature get plus one plus zero and gain menace until end of turn. Wow, that seems out of place for the elemental stack, doesn't it? Yeah, but it's still really solid card. Like I think that I think on rate, this is just like a decent card because two mana to two that has like an effect in the in the late or middle part of the game. It helps with convoke because the elementals deck I think is going to play some blue convoke cards. It's not a card I want in the five color elementals deck. Absolutely not. But and I would not really want to play this in goblins either. So it's a C. It's fine for elementals. That's about it. OK, next is Giant Fall, which is one in a red for an instant at uncommon. Choose one. Tartic creature, you control deals damage equal to its power to Tartic creature and opponent controls or destroy an artifact. So we have another kind of tacked on, you know, sideboard. Yeah. Vibe here. Well, no, it's a bike card. It's it's it's it's no. I'm talking about the artifact part. Oh, yeah. Yeah. Yeah. I mean, it's instant speed bite in a color where that's not that good because goblins can't make use of it that well and elementals can't make use of it that well. So if you had enough creatures, it's probably fine. Destroying an artifact, not that important. So I like C for Giant Fall. I mean, maybe it was just in minus. Yeah. If it wasn't like green, it would obviously be better, but that's just kind of how it is. Right. Green red is not much of a thing here. Next is grizzled glutton. It's one in a red for a one three goblins scout at common. And it taps to tap and blight one to discard a card if you do draw a card. Man, you have to blight one for rummage. Oh, no, this card's great. Don't don't don't sleep on this one. So I want to blight one is what you're saying. Yeah. Sometimes you do a decent amount of the time and it this eats the two count like one three is a great stat line for this because it's kind of like you get the first two blights, not quite free because of course it does matter, but turning this into an O one is still fine. Like, you know, you're not you're not that stressed about it. It also lets you block with a one one token and then blight. So, you know, you get to like kind of just get your free chumps in. It helps smooth out the draws. I think it's probably a C plus. Like I have been actively impressed by the card. Because I think it's good. All right, I'm going with you. You've you've played with it. I haven't. I got to say just while because I mentioned the review timing, I'm starting to think we should just do the review after early access because I feel like my evaluation is awesome. Having you been quite a bit better. So I really enjoy my change change our timing on this. Yeah, it just feels I really have enjoyed having you having all this extra context because I don't have it. And I'm like, yeah, I'm just like I'm I feel like one of our viewers where I'm just sort of absorbing all the information and and the context. Even I'm street ahead. It's OK, Marshall. Even the context that you have after just that handful of drafts really does help out a lot. I mean, I feel like I mean, I'm already over this format. Like I'm like, I already know all the good decks. I know. No, but seriously, it does left to discover. But I it does lead to some quantified. I feel like my understanding of the format is like two and a half times better than when I just looked at the cards. Totally. So, yeah, I mean, there's no there's no not really a substitute for experience. So there's not. Next up is lasting tar fire, which is one in a red for an enchantment and uncommon at the beginning of each end step. If you put a counter on a creature this turn, this enchantment deals two damage to each opponent. Yes, please build around me. And for example, I think if I hadn't played, we would look at this card and say, like, well, I hope this works, but it might be kind of bad. Yeah, that's my take. That's exactly what I was thinking. I actually think it's good in goblins. I we you still have to have the right configuration. But if you do, like I had this in a goblins deck and I was generally pleased drawing it. So it's like a build around B. It's not a builder on a and most decks aren't going to play it. You should look to take this card pretty late in the draft, like late in the pack or late in the draft overall. But again, the goblin deck does a lot of chip damage. And imagine if you have the first one's beginning of each end of the step. So imagine you have this in play, you have the gristle glutton and you have some tokens every turn you're like block your four four glutton away that token rummage you take to. Oh, I've got a bogert shenanigans out. You actually take three, you know, like it's it just adds up where goblins doesn't even have to do that much combat damage to eventually win. No, that makes sense. That's cool. Next is reckless ransacking. This is one in a red for an instant at calm and target creature gets plus three plus two until end of turn and you create a treasure token. Is this good enough to take one of those coveted slots? No, I have yet to want to play this card and you get it for free in the draft. So even if you want the card, you don't have to take you can pick it as if it was an F because you just will basically always get access to as many as you want. They could put a stack of reckless ransacking was next to the land pile and you wouldn't go into the stack very often. So it's like a D in terms of card quality. It's effectively free, though. So you don't have to even have to prioritize it as far as when you draft it. Next up is seer. Here's some premium removal at uncommon. This is one in a red for an instant. It does four damage to target creature plays Walker. Yeah, I like my opponent's creatures like I like my stakes seared. It's this this is just like I think it'd be plus still. It's, you know, to be fully granular, I think it is slightly better than Cinderstrike, but I would give them the same grade. OK, this is a good this is a good uncommon, one of the better uncommon. I just think Cinderstrike's really good. Man, yeah, if Cinderstrike's in this realm, then that is absolutely incredible. Next up is Warren Torchmaster. This is one in a red for a two to goblin warrior at uncommon. It says at the beginning of combat on your turn, you may blight one when you do target creature gains haste and talent of turn. Yeah, solid card getting to blight can be an upside, like we mentioned, it's a two man of goblin. And if you have like the the gut splitter gang or we're going to run into it pretty soon here, the four man of bone club berserker. Sometimes you just like use this and just whack them for a ton of damage. So I like B minus for Warren Torchmaster. I think I think it fits nicely. Yeah, for sure. Goblin and everything. Next is Brambleback Brute. This is two in a red for a four or five giant warrior at common. This creature enters with two minus one minus one counters on it. So you get yourself a two, three for three. And it says you can pay one in a red and remove a counter from this creature to have target creature can't block this turn at sorcery speed. And it's properly aggressive, but it is just a giant. Yeah. And that the fairies build arounds, the tree folk build arounds. I have some hope that they're going to work out. The giant builder I think are a lot weaker. And so I don't really think a giant's deck is that plausible. So I would play this, I guess, in some goblins decks, maybe some blue, red, elementals decks if you have the low enough curve. But most of the time, this just looks kind of like kind of like a C minus to me. It's a strong card, three man of two, three that grows as it makes things unable to block is good. Like this is not a weak card. No, because it gets you. We are in a two. We're kind of in a set where not having the right creature type docks you about, you know, half a grade takes you from a C to a C minus or sometimes even like a C to a D. So I like the Brambleback root at C minus as it stands. Same. Next is burning curiosity. This is two in a red for a sorcery at common. It says additional costs to cast this spell. You may blight one exile the top two cards of your library. If this if this spells additional costs was paid exile the top three cards instead until the end of your next turn, you may play those cards. I it is a card draw spell, especially if you get three and do the whole thing. I again, I keep asking the same question, but does this deserve a slot of your, you know, call it four cards, five cards that are not removal or creatures? Is this one of them? I think in the goblins deck, it actually is because the goblins deck has frequently has a low curve. Yeah, lighting part isn't a big deal. And when you're in the game plan of like trying to just stick around and kill them with lasting tar fire and boggert shenanigans, like drawing a bunch more fodder is kind of what you want. So I haven't liked this in elementals. Absolutely not what that deck wants, despite there being an elemental on it. So you got to, you know, that rule doesn't always hold. But in the goblins deck, I think the first one of these, maybe even two of these seems plausible to me because the goblins deck actually think it needs removal a little less that the goblins deck that really is trying to burn them out. Doesn't that need to clear blockers? It really just needs to go flyers. So I think it's a little like it can get by with four removal spells. Not it doesn't need a or seven or whatever. Right. And and this is the type of card that can fuel the things that it's doing forward. What would you give it? I would give it a C. See, I see in goblins, the DN elementals, I'm not I'm not prioritizing it, but I don't think you need to either. It's another card you kind of get get for free or get cheaply. Elder Antius two and a red for a two to goblin warlock at common. When this creature enters, create a one, one black and red goblin creature token. So two for the price of one here. Yeah, obviously great in goblins. This is like Pro C plus in goblins, but, you know, it's the kind of card that you just always want as many copies you can get. So it trends towards B minus. Like sometimes you're like, I mean, I can imagine the goblins deck that has the fix and you're just not taking that many cards over this. Next up is enraged flame caster. This is two and a red for a three to elemental sorcerer at common. It has reach and it says whenever you cast a spell with mana value four or greater, this creature deals two damage to each opponent. I mean, bad stat line. I don't care about reach that much and dealing two and like a kind of controlling deck a lot of the time, like this is this is a D. I don't want this. Yeah, this honestly feels like reach is the best thing about it. It's not that very good. Next is goat nap. And we're not talking about sleepy goats here, right? Two and two and a red for a sorcery at uncommon gain control of target creature and tell him to turn, untapped that creature against hasten to end of turn. If that creature is a goat, it also gets plus three, plus zero until an turn, which usually means change. So the sacrifice effects in the center blight. So you can steal like a smaller creature and then maybe blight onto it. OK, but I'm just not that impressed with this. This this looks like a D. Looks like a card. I'm not really going to play. I don't. Yeah. And those combos work best when, you know, you have something that's yeah. Right. Those combos work best when you have a blight that's like an activated ability rather than a spell just so you can try to keep this cheap. Maybe a little bit. There it is an uncommon next is sizzling changeling. This is two and a red for a three to shape shifter that has changeling. It's uncommon. And it says when this creature dies, exile the top card of your library until the end of your next turn. You may play that card. Nice. Yeah, excellent card. Yeah. Good in goblins, good in elementals. This would be beast flat B. Next is Sting slinger. This is two and a red for a three three goblin warrior at uncommon. And it has an activated ability, one in a red tap blight one to have this creature deal two damage to each opponent. Wow. You are man, you are not kidding. Louis that chip damage is kind of all over the place here. Yeah, this is this is a really, really dangerous card. So this is a B in goblins and like a C in elementals. It's still a three man of three through the good abilities. Not like you're, you know, that unhappy about it in the elementals. But in goblins, this card is money. And this is also an end step style thing where, you know, you leave it back as a three three blocker and your opponent can't assume that it's going to be a two to can't attack into it. And then when they don't, you can go, OK, two to you untapped, two to you. And, you know, kind of finish them off. Or block with the token as we've mentioned before. Yeah, totally. Good way to do that, too. Next up is Tweez. Is that fairy pulling on his nose here? Oh, yeah. He's teasing on his nose here. That's gnarly. This is doing a red for an instant at common. Tweez deals three damage to any target. You may discard a card if you do draw a card. Wow. That's solid. Yeah, it's totally fine. Removal spell. This is like a C plus level removal spell. You're not really getting a huge man of gains because you're probably killing things around the three mana mark. But getting to rummage is nice. So I like C plus for Tweez. Yeah, and it's an instant. So that's pretty good. Next up is Bone Club Berserker. This is the one you mentioned, Louise, three in a red for a two for goblin berserker at common. This creature gets plus two plus so for each other goblin you control. Wow. So it's interesting because it's going to be like a six four and eight four a lot of the time. Yeah. It's not the easiest to get through like it has no evasion. But you know, again, if you give it haste with the warring the warring torch master and just get to like slam out of nowhere for seven, that's pretty sick. Or I guess if you put depend where you put the counter, it also does wear a blight counters fairly well because it has a really high power and pretty good toughness. So yeah, I mostly thought this is a replacement level in goblins. I haven't. I don't think I. This exposes you to removal, you know, it's it doesn't fit into the chip damage plan, but there are there are times when it's good. I I had it in a goblin deck and ultimately concluded I should cut it. So I think it's like a C for goblins, obviously, completely outplayable outside of goblins. OK, yeah, I guess just straight up power and toughness isn't quite enough in these really highly synergistic decks. Next up is feed the flames three in a red for an instant at common. Feed the flames deals five damage to target creature. If that creature would die this turn, exile it instead. Hey, that's pretty solid, too. You know, we're kind of in the business of trading up, right? Our mana wants to we want to spend less mana on our removal spell than our opponent spent on their creature. And this can do that a little bit. But for the most part, it's roughly an even trade, which means you'll play it. It's fine. But it's, you know, it doesn't jump off the screen as being amazing. That said, you know, it looks like a C to me. Yeah, it's like, please will trade evenly or sometimes up. This will probably trade evenly sometimes down. You know, like it will trade up sometimes, but most of the time, I think it's going to be closer to down than up. So yes, feed the flames as a C. It's fine. You do need ways to kill creatures. And this does exile. So that's cool, too. Flamekin Guildweaver is three in a red for a four three elemental sorcerer. At common, it has trample and it says, when this creature enters, create a treasure token. Oh, man. I think these elementals just feel like a little confused from what I'm reading because like I kind of want that third color. I want to do like a little bit of fancy stuff on the side. And the treasure tokens really nice for that. But then they give me this like pretty aggressive four three trampler, like lower toughness with trample. How does it fit in? Yeah, I mean, this card, I think, is really middle of the road. I've never seen it be horrible, but it's never been great. It's just OK. I think it's probably at its best if you're like a base red, like red, blue, five color deck or a base red, green, maybe five color deck because the treasure token obviously helps. But yeah, like you said, a treasure token and a four three trampler are not really on the same wavelength exactly. They're not like. It wants to be a three for reach. Yeah, right. That's that is a good point. So I like like see for the Guildweaver. It's pretty replaceable, but it's not that it's never like bad. Yeah, treasure token is a nice thing to get there. Kindle, the inner flame is next. It's three in a red for a kindred sorcery elemental at uncommon. And it says create a token that's a copy of target creature you control, except it has haste and at the beginning of the next end step sacrifice this token. And you can flash it back. It's got kind of a weird cost, though. It's one in a red to flash back. So that part's great, but you also have to behold three elementals. So. You know, you can you have to show either to, you know, between your hand and the board, three elementals to be able to flash it back. But it's cheap. It's only two mana. Yeah, this couple looks awful to me. Yeah, you just can't afford to have these things be so. So to make a temporary token, I guess if you copy of an ETB, you got something in it. And I think the joke is on six mana. You go like you have two elements in play, you copy one, then you can flash it back. Now you have three elementals in play. And you can like, especially if you copy something that has like a good ETB, you can really like make a big swing, but this feels like so many things have to go right. And I'm I'm I'm just going to give it after Kindle the inner flame. Like I'm not a believer. Yeah, this definitely feels like it has an insane upside, but they won't come together very often and you're probably better off not going for it. Next is sour bread, anti. This is two red red for a four three goblin warrior at uncommon. When this creature enters, you may blight to. If you do create two one one black and red goblin creature tokens. Yeah, I mean, this is just awesome. Like what is the plus level for goblins? It puts three goblins into play. And sometimes you'll sometimes it'll be a two one with two one ones. That's the fail case can always be that. Well, once again, they can actually kill this in response to the trigger and maybe you get stranded, but that I don't think that's going to happen. And sometimes you put the counters on like a one one and you just basically make out a four three plus a one one. Sometimes you put the counters on just somewhere else that they can live and you get a four three plus two one ones and in any case, excellent. So B plus for sour bread, anti and this card's still a B in elementals. You just play this card. It's still that's so much board presence. Yeah. And you know, we've got three more red cards to do here. And, you know, a little spoiler, but they have four toughness, five toughness and five toughness, right? These are like very blightable, you know, bodies that you can use to take full advantage of these cards. The next one is called squawk roaster. It's three and a red for a star four elemental at uncommon. It has double strike and it's vivid. It has vivid. Its powers equal the number of colors among permanents you control. So two, four, three, four. Technically, you could get up to five four. If you make this a three four, it's pretty burly. It's going to be a two four a lot of the time. My main issue with squawk roaster is that it's not really what the five color deck wants as a payoff. I keep it's we keep saying that. It's like, do they think that we want to turn like four, three tramplers and double strikers from our five color deck? Well, I think the application here might be. The five color vivid deck wants permanence of every color. So let's hear a blue green deck. This could be like the one red permanent you play. And and it will it will do the thing. Like I have seen this card do OK. So I like it at like C plus level for the five color deck. And it's like a C in the blue red deck. Maybe a blue red deck with a couple of hybrids can make it a little better, but it doesn't seem amazing. Still a three, four double strike is a really good blocker. That will double strikes a pretty good block. It is. It is. Keep you. They're very similar, in fact. That's interesting. Yeah, I'll keep my mind open to the squawk roaster. Next up is Baldwin aggressor. This is three red red for a two five giant warrior at uncommon and it has double strike and other giants you control have double strike. Why? Yeah, I mean, yeah, the card's basically a four man, a four, five, you know, and it makes your other giants double strike. But I just don't see the like. I just don't see it happening. I mean, it's good to change things again. Like you can you can you can level up some change links. So it's probably like a C level card or D level. Not I just give it a D. Maybe you can find some uses for it. Like it. I don't know. It's so it seems OK. Yeah, you can see some potential, but that's kind of the frustrating part about it. Next up and our last red card is Kohlrath Zellet, which is five and a red for a six five elemental warrior. This is common. This is the basic land cycling for one and a red. And it also has when this creature enters, exile the top card of your library until the end of your next turn. You may play that card. Six man, a six five draw card. Yeah, this is a good it's got a basic land cycling. So you push in these basic cyclers. I actually really like it because I like cycling and I like land cycling. So having the the creatures be actual good creatures is nice, which they can maybe maybe they have more freedom to do when they just do the two, right? These are just the elemental ones. So I I yeah, I I like this card. Also, there's like, you know, the flame braider casting this off flame braider, which my opponent did to me was really hard to beat. So yeah, totally. Really good in the five color deck because it fixes mana nicely and is just like a good path at the end. So I like C plus for Korra, Zealot. It's a good card, I think. Yeah, if if that elementals that can come together, that zealots going to be part of the equation. All right, green, our last color. First card up is called Blossoming Defense. It's green for an instant. It's uncommon. It's his target creature you control gets plus two, plus two and gains hex proof until end of turn. This is a reprint, right? Yeah, it's a reprint from one of the what's there? Oh, sir, something. No, no. Maybe it wasn't there as well, but it was in the in the vehicle set. Oh, Caledish Caledish. Yeah, not the Caledish one, but the next one, whatever it was, either. Yeah, either something drift. Yeah, whatever. No, not either drift, whatever. You know what I'm talking about. I do know what you're talking about. They're either a volt. Yeah. So. I will make an exception to the to our, you know, disdain for combat tricks for this one, this this one is good. It, you know, yeah, it was in. Sorry, straight up Caledish. I just it was just in Caledish. You just click on it. It's one man to win a fight or stop or removal spell or stop a bounce spell like all of that. That's good. You should play this card. You should you should generally have this card in your deck. I think it's actually like a C plus one man is just so efficient. Totally. This is actually one of the better combat tricks they've made. I mean, this thing made a splash and constructed even because of that. Next up is virulent emissary. This is green for a one one elf assassin with death touch. It's uncommon. And it says whenever another creature you control enters, you gain a life. Oh, that's really annoying. Yeah, really good. I like that on on brand with elf. And yeah, just gains you some incidental life and trades off at some point. That's great. Yeah. I mean, this is good in elves, but also great in in Kifken. You just play the card. So totally. I like B minus. B minus. Your enemies. Yeah. Yeah. No, just be sure. Straight up B. Next up is assert perfection. Jeez, humble, aren't they? One in a green for a sorcery. Remember the elves like the imperious perfect like that's their whole thing. Right. It's like a so that they use the word perfect a lot. Target creature you control gets plus one, plus zero until end of turn. It deals damage equal to its power up to one target creature, an opponent controls. Sorcery speed. I mean, it's a great removal spell. Yeah, it does. It does exactly what you want. It's like a B minus removal spell. Pretty good. You trade. Yeah, you trade instant speed for getting a point of power. And that could be the difference between you being able to kill the thing or not. So I that is a worthy trade for sure. C plus for assert perfection. I would give it a B minus, I think B minus. I just think I think it's pretty good in the green decks. This is the spell you want. You know, yeah, for sure. Next is done. Dulan weaver. This is one in a green for a two one, kithkin druid at uncommon. It says when this creature enters, if you control three or more creatures, return target permanent card from your graveyard to your hand. Man. Great card. And if you don't, it's just a two one. Is that kind of the. Swingy, right? I mean. I mean, yes, but kithkin and elves are both just 16 to 18 creature decks. Yeah, not that it's hard to trigger it. Yeah. So this isn't even a kithkin card. This is just a green card. It's good in elves or kithkin or sometimes the five color deck, I would say. It's just a powerful card. So I'd give it a B. I've. Yeah, that is very powerful. I mean, it might even be better in elves, honestly, despite being a kithkin, because elves has the mill for and a bunch of other self mills. So this just becomes more of a tutor even. What's the next card? I think it's a. What's the next card? I'm loading up the next page, but for some reason, Scry Falls, Scry Falls, failing bad. I think I think it might be the great tree druid, the 04. I'm just guessing based on the cards. All right, it is. You're right. It's great forest druid. Dude, nice guess. It's one degree. We don't even know these cards yet. It's one in a green for a zero for that. I'm sorry. Zero for tree folk druid. And it's common. And it taps at one man of any color. But I'm going to be black black, white tree focus my deck. Right. That's what I'm. I mean, you could, but this is a very clear setup for the five color deck. And that's that's where I've seen it be used. So I don't even think elves is like that excited, but it's a fine card. Two mana 04 tap for any colors. Good. So I would give this a C plus. I think it's good. Don't play this in kithkin. That does not seem like a good fit. Right. And the four toughness, good blocking and good at eating up the blights too. So kind of nice all around next is Lyssalana dignitary. This is one in a green for a two, three elf advisor at uncommon. It says an additional cost to cast this spell, behold an elf or pay two. This thing is a two man of two, three that taps for green green. You can only activate it though. If there's an elf in your graveyard. Still, you're getting a two man of two, three elf to just beat down with for a while. And then when something finally dies, not long, imagine you play this on two and then you play the two man of two, two that mills to. Yeah. And then you just tap this and cast a three drop sounds not that hard to do. No, it doesn't. Or. Or midnight tilling. That's the mill spell. Like you cast midnight tilling and then you play a three drop that you got off the telling when you mill another elf. So I like B plus for the Lyssalana, a lot of dignitary and elves. I mean, just in for soul rings. You know, you give me a soul ring and I'm there. So totally. I mean, honestly, you had me at two man of two, three elf. Like that was already fine. And now it's just, you just get this massive upside. And again, it goes in the elf stack only effectively because you have to behold. Next is Lyssalana informant. This is one in a green for a three one elf scout at common when this creature enters or dies, surveil one. These type of cards have actually performed pretty well in recent sets. And this is a supercharged version. It's on creature type and you get it on entry and death. That's a lot, especially as you mentioned, you may be more likely to want to actually surveil an elf into your graveyard than you normally would be. Yeah, I think that this is, you know, we see a wary thespian, you know, there's like, but this is maybe the third or fourth retread of this card. This is probably the best of all of them because the creature type really matters and the milling is so good in the elf deck. So I like C plus for Lyssalana informant, not getting to the B range, but like you would play three or four of these, you would take it highly. It's just a good card. It's it's okay in Kithkin. It's fine. It's not like anything special. Hard part is, do you if you reveal like a playable elf, let's say, in your curve, do you do you bin it? You know, I mean, I because there's an argument that says you keep it traded or just attack it and let it die, whatever, just do anything else to get it into the graveyard for some amount of value. And that's an interesting proposition that we'll have to face. Because, you know, if it's just said mill one when it entered or died, we'd still be pretty excited about it, but it's better than that. Midnight tilling is next. It's one in a green for an instant at common. It says mill four cards, then you may return a permanent card from among them to your hand. Wow. There's your enabler. Is this worth it in elves? Yeah, really good in elves. Like this is what like I'm not saying that you want three because it does. It is a mana disadvantage. You're spending too many to do nothing, but this sets up all your elves cards. Like how many real cards have we already seen? We haven't gone and throw all green that care about elves in the graveyard or bring things back from the graveyard or what have you. So there's some good payoffs coming up. So in Kithkin, this is a D. Just don't play this near Kithkin deck. You just can't afford to spend mana not on a creature in elves. The first two are like sea level cards and no one else really wants them. I don't think. Well, that's not true. The five color deck probably likes this a lot. Yeah, like this this fixes your mana and finds your wing conditions. Yeah, yeah, this is an interesting card. I like it. And yeah, you know, I'd give it like a sea for elves or five color and kind of unplayable for the rest. More camps, eyes. John, more camps, eyes as it were. You're never going to see more. I know, I can't. I'm going to find a legend in the rare mythic review and John more cancer self. This is one. People are confused as what the hell we're talking about. Yeah, the people that know know this is one in a green for a kindred enchantment elf at uncommon. It says at the beginning of your upkeep surveil one and it has an activated ability. You can pay for green green and sack this enchantment to create X to two black and green elf creature tokens where X is the number of elf cards in your graveyard. You can only activate this at sorcery speed. I think that that's worth it. This card is really good in the dedicated elf deck. I mean, you've been not tilling a couple of times. This makes six elves. Right. I had this makes seven elves against me and I was like, yeah, that's really good. So as a good finisher and you don't mind that when you play it, yes, it's technically an elf, but it has no power and toughness. That part's OK, right? That's OK. Also, it's an elf in your graveyard, which is relevant. Yeah, like that. That really is backstops it a lot. So I like this at Build Around B. Yeah, definitely. A card for the elf deck. That seems very good. Next up is a shimmer wilds growth. This is one in a green for an enchantment aura at uncommon and chance of land. As this aura enters, choose a color. Enchanted land is the chosen color. And whenever Enchanted land is tapped for mana, its controller adds an additional one mana of the chosen color. Why does it make the land the color for vivid? It's so sick. You. So. So it counts as a permanent of that color. OK, that's cool. That's really cool. Yeah, this card is excellent. It's a bee in the five color deck. And even I think in elves, it's probably like a C plus, because it's just a good accelerator. My guess is Kitskin's not going to want it. So this is a card that really would pull me towards the five color deck, though. Like, I think it's excellent for that deck. That is really cool. So ups, your vivid count ramps you and fixes your mana for all for just two. And it's difficult to deal with, too. That's really cool. Next is sometimes you're just going to pick your least popular color to have a permanent later in the game. Like, that's really nice. That's a card that if you can wait on it, it can be pretty good, too. Next is Serly Farrier. This is one in a green for a two to Kithkin citizen. Another creepy Kithkin at common and it has tap. Tart creature control gets plus one plus one and gains vigilance and talent of turn, but you can only activate this at sorcery speed. I've been impressed with this card. It's a two minute to two. And it just has a good little effect on combat. The vigilance part is actually secretly really nice, because it's like you just make your three three into a four four vigilance. They can either trade up, but if they don't, you've got a good blocker. So I think it's going to push through some good some good combat. So I this one plays well. I don't like these Kithkins. The artwork. Now the Kithkins are creepy, for sure. Next is Thought Weft Charge. This is one in a green for an instant at an uncommon. Tart creature gets plus three plus three and talent of turn. If a creature entered the battlefield under your control, this turn draw card. It's a it's a play on your turn. If you can pump spell, right? You really you really want to get that extra card. Looks good, though, uncommon for a reason, I suspect. I'll probably give a C plus. Yeah. I mean, draw card is just like right. And that is the natural use case for it anyway. That's really cool. Next up is Chomping Changeling. This is two in a green for a one two shape shifter with changeling it uncommon. And it says when this creature enters destroy up to one target artifact or enchantment. Nice. I'm never cutting this out. Right. Yeah, just this is one where just literally any target in your happy. Yeah. And even if not like in the elves deck, it's now from the graveyard, which is nice. It counts as whatever creature type you need. So I'd probably give it. I'd probably give it a B minus. So I was torn between B minus and C plus. But you know, this this card, I think is good. Yeah. It's it's hard to overstate how good just changeling is in these tribal archetype deck or sets. It's just it really pulls a lot more weight than you might think. Next is Crossroads Watcher. This is two in a green for a three three Kithkin Ranger at common. It's got trample. And it says whenever another creature you control enters, this creature gets plus one plus zero until end of turn. Yeah. So it's this is your heavy hitter in the Kithkin deck where you're like put two one or two creatures into play attack with like a five three trample. I think these cards we've seen this card before it plays fine. But they're fine. But it's a three three trample. You should not play it in elves most of the time. Right. But it's still a three three trample for three in a relevant creature type, right? So so that's like that's usually enough. And then even a little bit of a bump goes a long way. I mean, I give it a C for Kithkin. Next up is Dawn's Light Archer. This is two in a green for a four two. It's an elf archer at common and it has flash and reach. I don't like this card. Yeah, I would play it if you were really hard up for elves, but I just I don't know how many times we got to say it. Three twos and four twos just don't really make sense to pay three mana for. And that's not a good thing. They're really the worst outliers for limited. Yeah. Next is Guilt Leafs Embrace. This is two in a green for an enchantment aura. There's quite a bit of these around at common. This one has flash and enchants a creature. And when it enters enchanted creature gains trample and indestructible until end of term and enchanted creature gets plus two plus. Yeah, I mean, I can see the use case for this and there will be times when this really pummels them. But again, this is like a D because you're just how are you how are you fitting this in your elf mill deck that really wants to have all creatures? Maybe in the Kithkin deck is better, but your creatures aren't even big. So I don't like Guilt Leafs Embrace. No, same. It just doesn't have a home. Next is Tend the Sprigs. This is love this one, I think this is two in a green for a sorcery at common. It says search your library for a basic land card, put it on the battlefield, tapped, then shuffle. Then if you control seven or more lands and or tree folk, create a three four green tree folk creature token with reach to that is awesome. This is such a cool design. I really got to give them props. It's it's it's a really fun one. Totally is ever. It's incredible. Yeah, so so you be tending some sprigs. The best use I've found for this is with some change links where you just like because if you have four lands and two changes in play and you cast this, you're going to get your fifth land now you're seven and you get a sprig, you get your three four. Right. And it seems kind of nice for the five color deck where it's like because look, you really don't want to cast this and not get the three four. But in the five color deck, you can kind of justify it. You just need your fourth or fifth color. And then later in the game, your mana fixing card also just comes with a three four. That's how I see it. And if you get some tree folk, it's kind of nice too. Yeah, it seems like they're just they're giving us a consolation prize for when you rip this thing like game and it's just kind of a brick. Right. But I think for the most part, unless you have something better to do, you like you often want to ramp on turn three to get to five and start to, you know, push your advantage over your opponent who's playing a bunch of smaller creatures. But if you just like top deck at late, I mean, three four reach is a legit creature. Like that's a real thing. So I like build around C plus for this. It's a weird rating, but I had this in a green black elves deck and it was mostly bad unless I do change links. Like because you just, if you have to wait on it, you're giving up the mana fixing part. You're just like a suspend to three four is not that good. So I would want this in a five color deck, ideally with change links, which those decks tend to want because they want to enable their vivid stuff. So, so we both agree build around a. Okay. Yeah. Build around a. I mean, I just like cars like this. It uses one slide and makes a cool deck better. That is really cool. Yeah. Build around C plus for 10. This breaks next is unforgiving aim. This is two and a green for an instant. It's common. It says choose one destroy target creature with flying destroy target enchantment or create a two, two black and green elf creature token. That isn't an elf when it's in the graveyard. Yeah, that's the problem is like, I just, I just don't think that you should play cards like this that aren't like aren't actual elves, because elves literally cares about elves in the graveyard more than in play. Like it doesn't care about elves and play that much. It cares about the graveyard. So basically this has to replace like a legit removal spell in your deck, which I don't think it does. I like D for unforgiving aim. Same, not a vine, but a sideboard C sideboard. And it's fine. If we're going to talk about it like that. It's not even a sideboard card that gives you a huge advantage. Three mana to kill something is not like an amazing thing. No. No. Vinebread brawler is two and a green for a four to elf berserker at uncommon. This creature must be blocked if able, but it's a four to whenever this creature attacks another target elf, you control gets plus two, plus one until end of turn. God, this feels like in that same camp though, right? Like it's still a two toughness creature that costs three, three to cast. This offers some pretty nice carrots though at the end of it. Like, okay. Cause this with pump spells can be really nice because they have to block and pumping another one of your elves is like, it's a pretty significant boost, plus two, plus one. So the fact that this has to block means you cast this on turn three. They can't cast a good creature. You're forcing a trade. And if you if you had another elf, you're like doing quite a bit of damage though. Yeah. It's uncommon, Marshall. It's an uncommon. It is uncommon. Yeah, I think the thing, you know, the last time we saw this, it costs double red, but it had haste. So it really kind of put your opponent in a bind. And this is so planar roundable, like they can just choose to use removal on it, or they can just say, OK, I'll just leave my two, two back. Go, you know, go ahead, swing on into it. I'm I welcome the fight. I I'm skeptical. It does seem a little bit of a play this in elves. I don't think you're ever going to cut this in like a dedicated elves. Okay. It's just because look, yes, sometimes it's trade for a two. But if the same turn it trades for a two, you've got your other three, three elf in past their blocker, you're like, that's pretty good. I I had a game today where I cast this card and they played the 0 for when they had a two to play. And I just killed their two to attack and they had to and got to eat their four for that is like very good. Must be blocked is just powerful text. And the other text is good, too. So OK, C plus for Vinebread brawler. I'm not saying it's a great no, I'm with you. I just you're not going to cut this in your right. And for power means it trades basically all that like they have to have a freaking five, five. And then also, as you mentioned before, having elves in your graveyard is a thing. And this well, gladly go there. Next up is Bristol Bain Outrider. This is three in a green for a three, five kithkin night at uncommon as this creature can't be blocked by creatures with power to or less. And as long as another creature entered the battlefield under your control, this turn, this creature gets plus two, plus so. Hmm. Seems pretty good, like for the kithkin deck. I mean, it's it's five power. I can't be chumped or like triple blocked very easily. Yeah, that's pretty good, actually. It's also a little bit like the Gutsplitter gang where the kithkins are like all these one ones and two twos. And then all of a sudden you just have a five five, which sometimes they're they're they're in a bit of a bind there. So I like B minus for this in the kithkin deck. I mean, this is for mana. Yeah, it's not not a small creature feels like a five drop. Yeah, I like B for Bristol Bain Outrider. Let's just do B for Bristol Bain Outrider. And honestly, you can play this in your elves deck if you need to. You still don't want to because their elves have some good fours you should play instead, but it has some raw power, not a specifically kithkin card in terms of its text. Yeah, that's a little bit pushed there. Next up is Luminalis. The elemental names are really funny. That are great. Yeah. Three in a green for a two four elemental and uncommon. It's got death touch. Wow. Two four death touches. That is a bear. Vivid when this creature enters, you gain life equal to the number of color permanents you control. Dude, yes, please. Oh, yeah, this is what you want. It's a good blocker. It gains you some life. It's got great blocker. Give me three life off of this thing. Yeah, I'm in for B for Luminalis in the five color deck and basically don't play it in Elves or Kithkin. I just don't think that's the card you want. Yeah. And you said you think that the base colors for that deck would be blue green? Blue green or potentially red green? OK, just straight up teamer. But I think well, the thing is green has the midnight telling great forest druids shimmer wilds growth and uncommon. Those are some pretty decent reasons to be in. What about 10 to sprigs? Oh, and 10 to sprigs. This bridge, baby. Got to tend those sprigs, baby. Yeah. So all right. Luminalis be in the five color deck. Pretty much not good at wise. Oh, I love this next card. This is Moon vigil adherence. It's too green green for a zero zero elf to an uncommon. It's got trample in those plus one plus one for each creature, not just off just each creature you control or in your graveyard. So whoa, this is and in your man a seven four man a seven seven like or bigger. Wow, there's a. OK, so it needs to be four four before you're happy, right? Well, kind of it needs to it doesn't need to be for the turn you play it. Because when you want to tap, you often pump it a couple more times. It ultimately does want to be bigger than that. But I've had this in two decks now and it's never been smaller than like a five five basic. I'd count all the creatures in your graveyard. Yeah. Do you mean that is a lot? You have two of these and you're just going to play 17 or 18 creatures, right? Like totally. Which which to be fair is not like maybe the most interesting drafting experience because it's like pretty on rails. But this card is really good. This is a B plus. This is a build around for elves. And honestly, you could play it in Kithken, but you know, just because it has a lot of creatures, but I was is where it shines because you just have all the self mill. Yeah, for sure. Definitely. Wow. Like 88 tramples for four. Yeah. And they also don't know what the heck they're going to get hit with when you turn, you know, even if it's a four four then. Right. You cast this as a four four and they're like trying to plan out their turn. Right. Maybe if I play this, this three three and now I have a three three and a four four to block with it and you're like, Nope, I'll cast like, you know, midnight tilling attack for nine. Right. Exactly. Oh, that changed. Next is Pityless fists. This is three and a green for an enchantment or an uncommon and a chance to creature you control when this aura enters enchanted creature fights up to one target creature and opponent controls and wow, it gives a creature plus two plus two. That's a heck of a lot. That's a big fight spell at sorcery. This is a pretty big swing. Yeah. I don't know what word I would use to describe what this does to my opponent, but it is, it is pretty good. I would say. Yeah, we'll let our listeners know that we'll leave that exercise to the reader. But, uh, yeah, it's, it's a good card in both kifken and elves. It's better in elves because you have bigger creatures. Imagine this with the moon vigil adherence, but it's just, you have a two two and play, you play this kill a three three. And if they have a blocker, maybe you have to wait because you maybe have this has damage on it. It's not a bite, but if that's their last blocker, then yeah, just get them. So I like be for pitiless fists. I do too. You have to be careful about your timing on casting it because it is four man of sorcery speed. But once you land this, especially if both players are just trying to curve out, that's mean next up is prismatic undercurrents. I don't know what this does, but I'm interested. It has, it's like it. I don't know if it's good, but you'll like it. Often a combination I experience a three and a green for an enchantment and uncommon it has vivid this enchantment. When this enchantment enters, search your library for up to X basic land cards where X is the number of colors among permanence you control, reveal those cards, put them into your hand, then shuffle. You may play an additional land on each of your turns. That is right up my alley. So I guess the base, the baseline use case would be like, what if it's two? Go get to Lance play one. Yeah, you get two lands and get one and play, but it's, it's not even like play one because then the next turn you can also play two lands. So it's like you are really ramping the two out pretty effectively. It's pretty good at doing that. I'm pretty skeptical of four man or ramp spells and most of the games my opponents has cast this, they have ended up losing, but most of my opponents losing they play against me anyway. So that's not necessarily factually that is true. I can say that. Yeah. Yeah. I, I'm going to start this at like a C like the kind of, if you have to, you, you could, you could do it. Part of the thing is four man or ramp doesn't really get you to playing anything ahead of the curve unless it costs like six or seven. So there are some specifically good seven drops in this format, like at higher rarities and six drops. So in a deck that has like three really bomby six and seven drops, maybe this card is good. I would start by saying you want almost all the other ramp instead. Though it is nice with 10 to spriggins, right? Like you cast this and the next turn you're tending, you know, got some good tending going. So this needed under current this needed to either gain you some life or provide you with, with colors or material of some kind. Yeah. Something like that. Also, it counts itself for green, which is nice. But like you do have to have another thing in play to make it good. If you'd cast this with, this is the only thing that's atrocious. So it's really bad. It feels like it might have been too powerful, but like I would love to see a card that just gave me all the colors. Like they just said, like this is, this is all colors, you know, but didn't cost all the colors to cast that type of thing. At any rate, I agree with you. I could see a deck that if you're good at getting this for three or four on turn four, like you've got some of the two drop changelings. Yeah. And then you, and then the scarecrow, the color of scarecrow that turns into any color that we're going to talk about, you know, when you get to that colorless. Cause if you cast this for three on turn four, like that is pretty good. That is really good. Yeah. But the fail case here is too high. So I'm going to start at build around C for prismatic undercurrents, but I hope I'm wrong. I hope it's better than that. Same. Next is safe, right? Cavalry. This is three and a green for a four, four elf warrior at common. It says this creature can't be blocked by more than one creature and it has an activated ability of five mana target elf. You control gets plus two plus two until end of turn and it can target itself if it needs to. That is a very scary, like you play this next turn, play a land attack, like. How are they possibly effectively blocking this? You know, this is a concept we call threat of activation where just the ability to turn this thing on means that your opponent has to play differently. Even if they don't actually force you to do it. Yeah. I think it's a step behind some of the other four drops for elves. So like I have found myself cutting it, but it is, uh, it is definitely an elf and it definitely can be threatening. So it looks like a C to me where it's like pretty replaceable. Exactly. I mean, it's like a C plus in terms of what it does, but I would take it at a C level if that makes sense, just cause I'm not going to prioritize it. And also it's four mana. And in Kithkin, it's like a D. Like I just don't think you're going to, you're going to go out of your way to take this card. God, cause Kithkin couldn't get any creepier. Here's mist meadow council. This is four and a green for a four, three, Kithkin advisor, a common. It costs one less to cast if you control a Kithkin and when it enters, you draw a card. Dude, the flavor text too. What is even hiding something? Oh, God. And then you walk into a room and it just looks at you. It's like, oh, yeah, I'm about to get fired or something. Um, so form often four mana, four, three ETB draw card in a relevant creature type. Yes, please. Yeah. I mean, this is, this is, I think like a C plus in Kithkin. I think so too. You're not, you're not cutting it. You can play this in the elf deck if you just need to. Uh, you would prefer not to, but it's fine. Mm hmm. Oh, you like the next one too. Pummeler for hire. Yeah. It's four and a green for a four, four giant mercenary uncommon. It's got vigilance. It's got reach. It's got Ward two. And on ETB, you gain X life or X is the highest power among your giants. So five mana, four, four gain, four vigilance, reach Ward two. What a package. Are you kidding me? Yeah. This card's great. This is the, this is what the five color deck wants. It's just in. See, this is, this is where I would see the non-spotlighted creature types. This is what I would expect. Like there are not enough giants to make that a thing, right? It just, we just read that and there's only been a handful of them. So we know that we're not just like, I'm the giant stack. And if that happens, it would be very, very rare. This thing just stands on its own. Who cares? They made it good enough that I don't have to care about creature type. Yeah. I think it's, it's not even that desirable in Kithkin, though you'll play it. You're not going to cut it. It's just too, it's too good of a card. The rate is too high. So it's, I think this is a B plus almost trending towards A minus for the five color deck. I think it's about a B in elves and Kithkin. So excellent card. Pushed, pushed card. Very pushed card. Next is prism basher, prisma basher. Prisma basher. Prisma basher. Green green for a six, six elemental, it on common. It has trample and it is vivid. When this creature enters up to X creatures, get plus X plus X X number current colors among permanents you control. Notably, this does not grant trample. Yeah. I thought it did the first time I cast it and I was unpleasantly surprised to find it didn't. But this is a pretty big swing. If you cast this for three, you give three creatures plus three, plus three. No, it also doesn't have haste. So you're not, it's not a, it's not smashing. It's not great. It's not greater. But, but you play this, you get a pretty big attack in and then you've got a six, six trampler. Like this, this seems pretty solid. I played it in Elbs. It was fine. I imagine it's good in the five color deck and a kiff can it might be a little too expensive, but you'll still probably play it. Like if you, if you have one hybrid out and you play this and do it for three, it's really strong. That is huge, especially on these, you know, tokeny go wide decks. It's an overrun that you don't need to win the turn you play it because you get a six, six trample that's going to give you a pretty good backup plan. So I like just B for it. I think it's a card you can, you can pretty reliably take and expect it to be good. Just wish more of the five color payoffs looked more like pummeler for hire than they do like Prisma, Bashar. But I know you don't like any card that threatens to deal damage to your opponent in these decks, but, but not as my five color payoff. Sometimes that's what you got. A last green card is called wild vine pummeler. Didn't we just have a pummeler? Oh yeah, pummeler for hire. Okay. A six and a green for a six. Giants, Giants pummel. Yeah, they do six, six and a green for a six, five giant berserker at common with vivid, this spell costs one less to cast for each color among permanents you control and check this, it actually has reach and trample, which is a really nice combo. You know, it adapts perfectly to whether you're on the back foot or the front foot. Man. So five mana, that's a deal, right? Yeah. I think, I think that at five mana, you're pretty happy. And at four, it's a steal, right? Yeah, four, it's a steal. But again, to channel my intermarshal here, you don't really want to be in the business of playing a bunch of colors to get a six, five trample. Like that's not, that's not really that exciting. That said, I think you will just play this in the, in the vivid deck. It seems fine. So yeah, because especially if you're really doing the thing and you can get it down to like three man or do something stupid. You know, one of the things we've said many, many times is mana efficiency matters even in the late game, having this cost three men in the late game, lets you double spell on turn seven, and that's still pretty good. So I would give this a C in the five color deck, whereas it's just like a, this is a card you'll put in the five color deck and you're not going to play it outside of that very often. I don't think green looks really fun. I'm just concerned that I won't have enough time to do all the fun stuff that it, that it has, but I will definitely be trying. Okay. We've got a handful of artifacts and a couple of lands and then we're done. Uh, first artifact is called Don blessed pennant. It is one mana for an artifact that uncommon and says, as this artifact enters, choose elemental elf, fairy, giant goblin, kithkin, merfolk, or tree folk. Whenever a permanent you control of the chosen type enters, you gain a life and you can pay to tap and sacrifice this artifact to return target card of the chosen type from your graveyard to your hand. I'm kind of skeptical of this card because. I mean, you gain. So I guess the idea is you play this, you choose your, your type and you gain like five life if you played on turn one and then you eventually cash it in. That's fine. And I guess if you draw it in the late game, it's just three mana to get back a card. Yeah, I'm not sold on it either. I haven't taken it every time, anytime I've seen it and I haven't seen them play it. So I'm going to start this at D, but I could, I could believe it's better. It just feels like you'd rather just have a creature of that type. Generally, I think that is true. Next up is spring leaf drum, one mana for an artifact that uncommon. Tap it and tap an untapped creature you control to add one mana of any color. Generally speaking, we don't run these ones in limited. There's a, there's a hint though. What's my hint? Look at the art. Look at the art. Those are merfolk. Oh, it's a merfolk. The tapping thing, right? Right. See, see. So you can turbo out your merfolk and get the tapping benefits too. I bet you'll play this in merfolk. I think the average merfolk deck would, would always run this. Like if you have it does in creature based decks, it is very similar to one man talks about merfolk, like they're leading you. The breadcrumbs are there. They're there. Yeah. There's cathedrals everywhere for those with the eyes to see as they say. And, uh, yeah, I think this is like probably a C plus in merfolk. Like I think this is actively good in merfolk. And then maybe like a C minus in kithkin, if your curve is really low, you could use this as like kind of like a pseudo accelerator and then just unplayable. Most other places, maybe in the five color deck, because the next card we're going to talk about gives you a little idiot to play around with. Yeah, I could see that in the five color deck. Cause look, you know, the cycle of changelings, like the, the two mana changelings, uh, the five color deck probably wants those. Yeah, that's true. This is good with those. So I like this at C in the five color deck. I'm going to try it. It's, it's a powerful card. I bet you this would make it a lot easier to get your, uh, what's it called? Your prismatic or whatever it's called up to where you want it to be. Yeah. Or vivid vivid. Yeah. Uh, next up is for Jean wicker maw to mana for a one, three artifact creature. Scarecrow. This is common. And it says when it enters you surveil one and you can pay one mana to add one mana, if any color, this creature becomes that color until end of turn activate only once each turn. Well, there you go. That's business. Yeah. This card is, I think quite strong. My initial read on the card was like, Oh, this is another one of those, you know, prismatic filter or whatever. But the fact that it turns into any color just boosts your vivid pretty nicely, it gets you surveil one. Like they just packed a lot into this. I think this is like a C plus in the five color deck and then just, you don't play it outside of that. Definitely. I, yeah, I'm impressed. That is the type of card that can enable it. And the other decks don't want it at all, which is important too. Next is Puka's eye. This is two mana for an artifact at uncommon. And it says when this artifact enters draw card, then choose a color. This artifact becomes the chosen color. You know, there's another one. And the activated ability on this thing is three tap draw a card, activate only if there are five colors among permanents you control. So this is highly encouraging you to turbo out. Downside, of course, is that it still costs three mana, even when you get to that point, that's a lot of mana. Yeah. I think that the fact that it cycles and then just backstops your vivid at just permanent plus one, basically is, is a pretty big deal. Like this, this, this, this looks like a C plus in the vivid deck, another pretty strong card. And you just need to find some window to get it down, right? I would play this in a deck that had like, like, let's say you're blue red elementals and you have a couple hybrids and you have like three vivid cards. I would just play this card, I think it cycles. It's just not that bad. Yeah. And you just find, you know, turn two is probably not the ideal spot for it since you want to put it out blockers, but you know, any other time. No, no, you don't want to do it on turn two, but you can do it later. Sneaking in. Next is stalactite dagger. This is two mana for an artifact equipment at common. When this equipment enters, create a one one colorless shape shifter creature token with changeling equip creature gets plus one plus one and has all creature types and the equip cost is two. Interestingly, it does not equip to the changeling, right? See, I didn't notice that the first time I cast this, I was like, oh, I see. Because we're so used to that now. Yeah. Job select and all that. But I find the card to be okay. I don't think it's amazing, but it does. It does put potentially two changelings into play because once you put this on a second creature, that's not bad. It's not helpful with vivid, but I think if you are lacking two drops, then. Yeah, this card looks like a C. It's okay. Yeah, there's something there, especially if you did find yourself a little bit short on relevant creature types. It is also they have to be on the battlefield relevant. So like else, probably less interested. Next up is changeling wayfinder. This is three mana for a one, two shape shifter at common. It's just three mana. And when it enters, you may search your library for a basic land card, reveal it, put it into your hand and then shuffle. There we go. Sweet. Yeah, it's C plus in the five color deck or any three color deck. And then probably around a C to C plus and just normal decks. I mean, it's any type. It just does the thing you want fixes your mana, little road bump. So one, two helps convoke does all the things. So it is going to be an in-demand comment. I think so, too. It is funny, though, that like the vivid deck wants to like fix its mana, but also have different colors of permanence. And this is colorless. So it only does one of the things you want, but it does it well. Next is fur doc core. This is three mana for a kindred artifact shape shifter at common. It has changeling and it taps to add one mana of any color. And you can pay for mana to have it become a four for artifact creature in telling of turn. That's kind of interesting. You think that this crosses the threshold for the five color deck? I haven't really been too impressed with it. Part of it is like it not having any color is pretty relevant and for to activate. This is a lot. But if you need the mana fixing, having your mana rock turn into a four for that is nice. So it's like around a C minus in that deck. It's not not a dealable. It's OK. Gathering stone is next. It's four mana for an artifact that uncommon. It says as this artifact enters, choose a creature type, spells you cast of the chosen type, costs one less to cast. And when this artifact enters and at the beginning of your upkeep, look at the top card of your library. If it's a card of the chosen type, you may reveal it and put it into your hand. If you don't put the card into your hand, you may put it into your graveyard. Wow. So like super surveil. Every turn and when it E.T.B.s and they cost one less. So like you can utilize those extra cards. I had this in a goblins deck and it was excellent. Just just really, really good. What's your what's your number? I think if you have around like is it 14 or 13? Yeah, yeah. Some like that is probably fine. Notice it picks up change changelings. It picks up, you know, the kindred stuff that like the spells and that are kindred goblin or whatever. I think if your deck, if you're a goblin elf, merfolk or kithkin deck doesn't want gathering stone, you probably didn't draft a great version of this deck. Yeah, yeah. That's kind of how I feel about it. The elementals deck is not interested in this generally. But I think this is actually like a B level card. Like OK, it's a good barometer. Did you get there? If you did, gathering stones probably great. If you didn't, well, then if your deck's a bit of a mess, if your elf deck has five kithkin, then yeah, you probably don't want this card. So it also kind of illustrates how these formats work, where it's like the more you get, the better it gets. Because, you know, once you get critical mass, now you can play gathering stone in your deck, just takes another leap forward, where if you miss that critical mass, now you can't play gathering stone and your deck gets, you know, actively worse. I guess this is not an artifact. It's just colorless. It's rooftop percher. It's five mana for a three three shape shifter at common. It's changeling. It has flying. And when it enters exile up to two target cards from graveyard and you gain three life, a bit of a hodgepodge there. Yeah, at five mana, I'm just not that interested. It's not going to help. It doesn't help with vivid, right? It's not that kind of changeling. It it's expensive. Like this looks like a D. I don't really I don't really know why you'd be interested in this card. And interestingly, we have lands, but there's actually only two. Because, you know, we don't have like a big cycle of dual lands here. Anything at common just fine. They should they shouldn't be in every set. Right. It really does mean, though, that like that five color or, you know, three plus color deck is the one that's the most interested in these type of things. And the mana fixing isn't going to get poached by other decks, which can be a good thing. Our two lands are first one is called eclipsed realms. It's an uncommon land. And as it enters, you choose elemental elf, fairy, giant goblin, kithkin, merfolk or tree folk. It taps at colorless or it taps at one man of any color, but you can only spend that mana to cast a spell of the chosen type or activate the ability of the source of a chosen type. Would you play this in your elf stack? I would hope not to. OK. It just doesn't cast your non elf spells, which you still have in your deck. And I don't think that the flexibility of that is generally good enough. But the elementals deck is probably the most interested because it's playing five colors of elementals. So like that seems like an actual use case. But even then, I'm not even like it doesn't cast your mana fixing. Wouldn't you have a forest of the time? Right, totally. And you know, this is, by the way, another, you know, strong hint that these decks are the the baseline decks are meant to be straight up to color. Like they you can read the subtext here with just eclipsed realms and our other card here, evolving wilds, land, common, tap it, sack it, search a library for a basic land card, put it on the battlefield, tapped and then shuffle, you know, these these are. You know, you can end up with other colors of cards because of hybrid, but you're not actually like if you're elves, you're not trying to like, oh, I'm going to splash for red. That that won't be as common, especially in the white base stuff. It will happen. There's there are some powerful rares that would push you to do that sometime to time and evolving wilds helps with that. But generally, I think it's not a huge priority, especially since this actually is a format where they have a bunch of good one drops like kid, can decks just don't want to play evolving wilds. They could they could have access to it and choose not to play. That wouldn't surprise me. So absolutely. So would you get in the elemental deck, but other than that, it's fine. It's never that bad. You should you should default to playing evolving. It may end up like your goblins deck. Would you put one evolving wilds in it? Yeah, I probably would. It would depend, though. If I had three one drops, I might not. Yeah, like, I would, you know, if I had five one drops, I definitely wouldn't. OK, so keep an eye on your early, early curve, but otherwise, playing one evolving wilds is a advisable thing to do. Well, this format looks relatively straightforward at a glance. Right. They have a kind of boil down for us, but there's some big question marks still. Yeah, so my too early take, but I wanted I have I have some thoughts here. I want to plant a little flag. I think goblins is excellent. I think Murfolk is excellent. I think elves is good, and I think Kithkin is good. And I think elementals probably going to lag out blue red elementals, probably not like a little behind it. The support for the five color vivid deck definitely seems there. I actually think that's going to be a good, a draughtable archetype. I think fairies and tree folk will come up some of the time. And I think giants will effectively not come up. So that that is not a big priority. And I think red, green and blue, green are basically subsumed by the five color vivid decks, so those aren't like their own archetypes. But we'll see. I will be disappointed if the fairies and tree folk decks never work or rarely work and if the vivid deck doesn't work. But I think the vivid deck is going to work. That I'm not that worried about. I do think blue red is going to be a step behind just looking at how the cards play out and somehow drafted it three times because I like blue red. Well, it's because I open Ashlyn's command in two different drafts and that card is very good. So we'll see it on its face is a little slightly fewer archetypes than most. But it doesn't mean like Strix Haven is a format we both liked quite a bit. And that only really had like three good decks and two medium ones. So right. So that that's fine. It does not necessarily rule it out. Yeah. I feel like. Yeah, I'm I'm I'm going to try for the elementals slash five color deck. And I really hope that it exists so that it can be a little bit of a counter balance because the other decks look very on the board, very aggressive, very straightforward, which is fine for a while. But, you know, a lot of what we think about when we do these reviews and when the early part of a format is what is draft number 30 look like? What is draft number 50 look like? And, you know, how does the format hold up over time? And those are the questions that we will be answering for you as we move forward into the format. We're going to call it a show there. We'll be back next week with the rares review, as we mentioned. And then we'll be doing our format overview the week after that. If you want to find us on social media, Marshall underscore LR and Luisa's LSV pretty much everywhere. You can find everything related to the podcast over at LRcast.com, including all of our old episodes and links to Luisa's YouTube channel. For example, if you want to watch him play cube, sometimes pre-modern, sometimes the new set that comes out. But he's he puts up a daily video over there. And of course, you can go check it out and make sure you get subscribed to Luisa's channel. If we also want to say thank you to everybody who supports us on Patreon as well as Ultimate Guard for their support of the show. That is going to do it for this one. Thanks so much for hanging out. We'll see you next time. Talking about Doran reminded me of the story from PT Amsterdam. So it's 2010. This actually was the PT that formed Team Channel Fireball funnily enough. Or like it was one of the two PTs where we had a group of people testing. We weren't officially Team CFB, but after basically after PT Amsterdam and PT Paris, where we had busted decks both times, we're like, we should make an official team and also stop sharing our deck with people not on the team because we were a little loose about it before. But we're testing it's a modern PT, well, extended, but basically modern, you know, kind of similar vibes. And we start to build this like Doran agro decks. So Doran's the black, white, green, O5 that deals damage. Because it's toughness. All your creatures deal damage to their toughness, right? Three mana, five, five. Yeah. And the back then that was that was good. And so there's a card called Trifo Carbinger. It's green for a zero three. And you can search your library for a forest or Trifo can put it on top of your deck. And at one point, Kibler is like, I think we should play Trifo Carbinger in our Doran deck. It's a three, three, once Doran's in play and it goes into Doran and it can get murmuring BOSC that was a green, white, black tri-land that counted as a forest. And I remember this literally saying, I'm not going to play Trifo Carbinger. The pro tour, you got to be kidding. And then we're like testing. And it starts to like look like, oh, no, I think playing one of these could be good. It's like a fifth Doran. And I'm like, OK, fine, maybe I'll play one. And we'll start to worry because there's like 10 of us and we're in Amsterdam already. And it's like, well, no one brought Trifo Carbingers, obviously. So it's like, OK, we need to find 10 of these. All right, we'll maybe go to a local store or something. And then Kibler was like, no, but I think we should play more. I'm like, come on, man, I'm not going to play like two of these cards. This card is not that good. And we test it. And then it's like, oh, no, we should do we should be playing two. And I was like, well, we need like 20 of these. OK. And then it was like, guys, are we really going to play four of these? I'm like, come on, we can't we got to be kidding. And we kept playing. And this is, you know, we were this is back when we were younger, a little less encumbered, we would go like two weeks early. We would just be jamming. We'd be ten, you know, 12 hours a day playing magic, basically tank taking breaks to go eat. Right. And, you know, it became clear. Yeah, no, this was the real deal. This card was good. And it's like, how the hell are we going to get 40 Trifo Carbingers? And like, you know, the piece he's in four days and many. Yeah, it's an uncommon. Yeah. From at this point, still an older set, a couple of years older. Well, just a couple of years at that point, it was a while ago, but not a card that the stores carried. And I remember I'm at this point talking to Channel Fireball, but you know, HQ and it's like, OK, well, it's too late to mail that to from San Jose to Amsterdam. But you know, one of the guys who works at CFP, Pinn Alex Alpin, you remember him? Yeah. Unfortunately, he did pass away. So Rip Alex Alpin, great guy. But too young to man. Maybe he's the same. You know, he's a little R age. So but Pinn was like, guys, if you need this, Channel Fireball has, you know, 100 of these, I'll take all 100. I'll get on a plane tonight. I'll take a red eye to Amsterdam, you know, and we're like, oh, shit, that's awesome. But we're like, you know, we've actually found enough stores. I think we can get enough, you know. And what ended up happening was, well, I got my four, Kibler got his four. Not everyone got them. Some of the people in our team played like two. Matt Nass played scape shift because he couldn't get any. But and that's one of his big regrets, because honestly, if Matt was more assertive and aggressive, he could have gotten them. You got to have more agency. And he's better about that now to his credit. But, you know, this was a long time ago. Matt was pretty young at that point. Yeah, he was really. He was like 20 at that point. So. Uh, you know, I think it's like 19 or 18. But you you you end up we we got as many as we could. But honestly, so many people play magic in at Amsterdam. And also the day before the PT, what he needed to go is just know the dealers had them, we drained those, but just go to random people and be and be asking or just yell to the room, Hey, does anyone have three full parmigas? I'm going to pay 20 bucks each or something like that. Right. Like, like it was there. If there was a will, there was a way. I do believe that for most situations. Anyways, a lot of us got these harbingers. Owen's story was even funnier. He asked Brian Cole to if he had three or four carpentries, Brian's like, yeah, actually I got four. And then like they go up to Brian's room, Brian's handing Owen the four. And he's like, why are you playing this? And Owen's talking about the deck and he's like, well, that actually sounds really good. And Owen looks at him and he looks at the four in his hand. He's like, I'm taking these. I'm not giving these back like I'm not going to, you know, like, and I think Owen was right about that. You can't be like, oh yeah, I'll lend you these cards. Oh, that deck sounds good. Actually, how about I keep them and steal your deck? Yeah. Right. So end of the day, we all played the deck, Kibbler top aided. Brad top aided. I think, no, Brad was playing white weenie. I can't remember. You know, he wasn't, I don't, I don't think he was playing our deck. I lost to Kibbler for top eight, then lost to Wafa top up for top eight. And turned out I did play four Tifo carpenters and it was great. You still have them? No, I wish. I too many of my old cards lost to the sands of time. I I'm really jealous of Martin user. He had a good head on his shoulders. He's saved every deck he's had of every pro tour. Every draft deck. Yep. It's just in the box. So sick. I would probably pay $10,000 out of pocket to have all my draft decks. Maybe more honestly, but that's neither here nor there.