The Command Zone

Lorwyn Eclipsed’s Best New Cards (In the 99) | 723

144 min
Jan 20, 20265 months ago
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Summary

Rachel Weeks and Josh Lee Kwai analyze the best new cards from Magic: The Gathering's Lorwyn Eclipsed set for Commander deck building, focusing on cards that fit into the 99 rather than serving as commanders. They discuss card mechanics, power levels, synergies, and practical applications across various deck archetypes.

Insights
  • Cards with multiple synergy layers (like Twilight Diviner combining reanimation triggers with token generation) see broader adoption than single-purpose cards, even in casual formats
  • Instant-speed effects significantly outperform sorcery-speed equivalents in Commander due to flexibility and information advantage, making timing a critical design factor
  • Token-generating cards that also provide utility (like Spring Leaf Parade's mana generation) create overlapping value that justifies deck slots in ways pure token makers cannot
  • Narrow cards requiring specific synergies (like Wistfulness in Simic-heavy decks) are acceptable inclusions when the payoff is sufficiently powerful and the deck naturally supports the archetype
  • Board protection effects that don't protect themselves (like Adept Water Shaper) become lightning rods for removal, reducing their practical effectiveness compared to hand-based protection
Trends
Minus-one counter synergies emerging as a major mechanical theme with multiple supporting cards (Aberrant Return, Soul Emulation, Off-Nab Goat)Reanimation strategies continue to dominate Commander metagame, with new cards like Twilight Diviner providing force multiplication rather than new mechanicsInstant-speed effects increasingly valued over sorcery-speed equivalents, shifting design expectations for utility spellsToken generation paired with secondary effects (mana production, card draw) becoming standard rather than standalone token makersChangeling creatures gaining support as a viable typal strategy with functional payoffs beyond tribal synergiesCopy and clone effects becoming more prevalent as a way to multiply powerful ETB triggers and board statesPersist and undying mechanics receiving renewed support through counter-removal enablers like Reese the EvermoreBlink and flicker strategies expanding with new instant-speed options that create additional value layersSacrifice outlets and aristocrat strategies gaining new payoff cards that reward creature death with resource generationPower/toughness-based effects (like Soul Emulation) offering more flexible scaling than fixed-value alternatives
Topics
Commander deck building strategy and card evaluationSynergy identification and deck archetype compatibilityCard mechanics analysis (ETB triggers, cast triggers, static abilities)Mana efficiency and casting cost evaluationBoard protection and evasion mechanicsToken generation and creature multiplication strategiesReanimation and graveyard synergiesCounter and minus-one counter synergiesInstant vs sorcery speed tradeoffsTypal/tribal deck support and changeling mechanicsCopy and clone effects in CommanderSacrifice outlet synergiesBlink and flicker mechanicsCard draw and selection effectsPower level assessment for casual vs competitive play
Companies
Card Kingdom
Primary sponsor providing card purchasing platform with affiliate link cardkingdom.com/command
Ultra Pro
Sponsor offering game accessories including sleeves, deck boxes, playmats at ultrapro.com/command
Archidekt
Mentioned as deck building tool with hypergeometric calculator for card probability analysis
People
Rachel Weeks
Co-host analyzing Lorwyn Eclipsed cards and their Commander applications
Josh Lee Kwai
Co-host providing card analysis and deck building insights throughout episode
Jimmy Wong
Acknowledged as part of production team that assembles podcast episodes
Quotes
"This is gonna be deck dependent whether you wanna run this over the other one, or maybe you might wanna run both if you're running one."
Rachel WeeksEarly in episode discussing Bitter Bloom Bearer
"I'm obsessed with this card. It's so fun. It just seems really cool."
Josh Lee KwaiDiscussing Mirror Form
"You need to be able to have your mana fixed enough that you can pay both the green green and the blue blue and both at the same time or these start looking a little worse."
Rachel WeeksAnalyzing Wistfulness mana requirements
"There's a lot of value in that. So I think this is actually, you know, there's a bunch of callbacks in the set and we're gonna get to a few of them in this episode."
Josh Lee KwaiDiscussing Bitter Bloom Bearer flexibility
"I would almost always prioritize like just raw mana cost that I'm gonna have to pay. Like being able to just pay three black for afterlife from the loam is so powerful."
Josh Lee KwaiComparing reanimation spell efficiency
Full Transcript
Greetings, humans. You have entered the command zone. Your destination for all aspects of Elder Dragon Highlander. Enjoy your stay. Hello, everybody, and welcome back to another episode of the Command Zone podcast. I'm your host, Rachel Weeks. How's it? It's Josh Lee Kwai. And today we're talking about lalalalawain. We're back on Lawrwin. Slash Shadowmore. It depends on where you stand. Yep, you might be on both at the same time. Who knows? That would be kind of horrifying. Half evil, half good. You're in the dusk area. I don't know. I read a little bit of the lore, but I still don't necessarily get it. Yeah, we're talking about the cards from the new set that can go in your 99 or that we expect to be seen on Commander Battlefields across the world. Yeah, and as usual, there's a lot of cards that are really good for super narrow strategies. There's a lot of typo cards in this set. There's a lot of really narrow cards that are in the Commander decks. We're not gonna spend a ton of time talking about those. We may not even bring them up in this episode because they're pretty easy to find, and they're gonna show up on a lot of deck lists that you can find online. Yeah, you don't need us to tell you to put the card that cares about elfs in your elf deck. So we're gonna talk about the ones we think are a little bit more broad, or maybe that, hey, you might have missed this about it. Yeah. All right, let's get started with one that looks pretty familiar. Yeah, it does. It is Bitter Bloom Bearer. Black, black for a creature fairy rogue. It is a one-one with flash and flying. And at the beginning of your upkeep, you lose one life and create a one-one blue and black fairy creature token with flying. Yes, they put bitter blossom on a fairy with flash. It costs black, black instead of one in the black. Mm-hmm. That's kind of the major difference. It's a creature with flash. Yeah, it's a creature. It costs a little different. Dying to creature removal is like a big downside. We run a lot more creature removal than we do enchantment removal, but the flash pretty much guarantees that you're going to get at least two bodies out of this thing. Yeah, and you get your two bodies kind of faster if you flash. You have two bodies instead of one body, but they're sort of less safe. And the one has kind of haste, I guess. Yeah. If you think about it that way. I think there's some upside and some downside to that, obviously. This is gonna be deck dependent whether you wanna run this over the other one, or maybe you might wanna run both if you're running one. I think you probably often will. Yeah, as long as you can pay that black, black cost. Especially on turn two. I think that's gonna be the biggest difference between these two cards, and whether you can put it into your deck is if you are heavy enough into black that you can reliably cast this on turn two. Yeah, because one of the most powerful ways to play this kind of effect is casting on turn two. So you get maximum value, maximum amount of fairies created throughout the course of the game. And having to wait till later makes a lot worse. I will say this is quite a bit better as a later draw. Because again, you'll get those two bodies and be able to make use of them with your other synergies. Whereas Bitter Blossoms kinda slow if you draw it on turn six or seven. This is still slow, but not as slow. Right. And yeah, you get something right away. You start with a fairy and play. So a lot of upsides to this, I think you're going to, we're gonna see a lot of play. It's good with all the same things that Bitter Blossom is. It just has that a little bit more restriction in that casting cost. Yeah, I think this is probably gonna be a little bit better in decks that have like on combat, like if you're running Reconnaissance Mission or Coastal Piracy or in like one of those like, on combat damage, you're gonna draw a card. This is gonna be a little bit better because you'll have sort of two fairies earlier. You want the body to get your other synergies going. So like Ninja Dex probably like this a little bit better. We know Teenage Mutant Ninja Turtles is coming up. So there's likely to be some Ninjutsu. Cause again, this is a thing you can bounce back to your hand and feel pretty good about it. Or you just get that fairy. You get two of them, harder to remove one, because you've got two at once. And so it can just work better in some scenarios. I would say that probably the downside of it being a creature makes it a little worse and just strictly token go wide decks. Like if you're playing Bitter Blossom as just like a token production machine because my deck likes, you know, wants to have a bunch of tokens out, you probably like that Bitter Blossom is not as susceptible to board wipes because the rest of your strategy is so susceptible to board wipes. So more stable, yeah. Yeah, so in a token go wide strictly strategy where it's just like the classic, I'm gonna make a wide board and then pump it all. This might be not as good as Bitter Blossom just because it's not as resilient. And you're like, well, I'm already gonna fold to a board wipe, at least Bitter Blossom gets me back on my feet faster. Whereas this dies to the board wipe and you don't have any token production going on afterwards. Absolutely, it's definitely a lot squishier. It also is just like, I like surprise and I like flexibility. So the upside of this also is to be able to do things like hold up your counter spell, you know, again on a little bit later turns, maybe when you draw it and oh, didn't have to counter anything. Now I have something productive I can do. There's a lot of value in that. So I think this is actually, you know, there's a bunch of callbacks in the set and we're gonna get to a few of them in this episode. There's probably one of the better ones that's like closer in power level to the original. There are some that, quite a few that are like, yeah, we just don't make them like we used to. Yeah, this will look familiar and feel familiar on your battlefield. Moving on to this next one, I'm obsessed with this card. All right, this is Dream Harvest. It's five and two hybrid at Demir mana so you can pay five blue, blue, five black, black or five a blue and a black. So seven mana no matter what. Sorcery, each opponent exiles cards from the top of their library until they have exiled cards with total mana value five or greater this way. Until end of turn, you may cast cards exiled this way without paying their mana costs. Okay, so you were guaranteed 15 mana worth of things. Yeah. And assuming you have three opponents. Correct, yeah. You can't hit less than that because they'll keep going until they get to that. But it can be greater, right? So they flip over a two mana thing and then a seven mana thing. You're gonna cast both those things because that's nine mana. They stopped once they got to five or greater. So yeah, I would assume like you're probably gonna average something like a little over five per person. So it's probably closer to like 17 mana worth of stuff every time. I was thinking about this. I was like, in most of my decks, I'm running two drops and three drops. So let's say you're most likely to hit two drops. If you hit three two drops, you get to six mana. If you hit two drops and a three drop, you either hit five or seven, depending on what order you hit them in. So I would say you're averaging about six off of everybody. So 18 mana worth of stuff for your seven mana. That's what I'm thinking. And like- It's obviously gonna be worse if you get some decks that will have a lot of one drops and some things like that. But then you cast like five spells. True, true, true. Yeah, but it's like, as far as mana efficiency to what you pay to what you got. But yeah, either way, you're double, the very least it's 15 mana worth of stuff for seven mana. So you're doubling the amount of mana you spent versus what you get. You find that these are, each thing you get is a little less powerful in general though, because you don't have the synergies that the other decks have. So, you know, but when you look at the comps, the comparables for this. They're pretty good ones. Yeah, Itali Primal Conqueror is similar. I mean, obviously you can trigger that in multiple times. It's not the exact same thing, but it is an extremely powerful card that has a similar type of effect. But you can whiff on Itali. You really can't whiff on Dream Harvest. You can, you can hit counter spells, you can hit X spells. You can definitely hit things that don't do much, but it's a little harder to whiff, I'd say for sure. Yeah. A big one that I was comparing it to is Fevered Suspicion. This is a card I play a lot in my Rakhtos decks. It's one more mana, but it gets one spell off of everybody's deck and has a rebound. So you get two spells off of everybody's deck for eight mana over the course of two turns rather than right now. So I think this one is considerably better than Fevered Suspicion. It is obviously one mana cheaper. Where I picture Dream Harvest the most is decks that are trying to cast big sorceries for big impactful turns multiple times or for cheaper. Yeah, and I also like that it's in blue. I played around with Fevered Suspicion for a while and then ended up taking it out of most of my decks because it does sort of quote unquote whiff a decent amount as far as like, you don't get something that big. This guarantees like a minimum value that you're going to get back, which is pretty big. And then also it being in Rakhtos is not as good as it being in blue, which has the Snapcaster mages and the other things that sort of like give you the additional synergy. It's a lot better home I think in Demir for sure. Yeah, I also think that like in blue and black there's a lot of decks that want to cast big splashy sorceries that like make an impact and move you toward winning the game. And a lot of times those are extra turn spells or their theft spells. And in like lower power pods, both of those things are a little bit more taboo, can draw you a lot more heat. This is a spell you can cast that is impactful, puts you up on the board, you can copy it and it isn't going to feel super power inappropriate at certain tables, which I think is cool. We don't have a ton of spells that are like Dream Harvest. Yeah, so what do you think? Do you think this is strong enough and good enough to just play as a good card in your deck that has Demir or do you think you need additional synergy in order to sort of justify it? I mean, you mean being able to cheat into play or reduce the casting cost in terms of synergy? Yeah, you got instance and sorcery synergy, something that says like this is a little better than it would be if I just cast it. Cares about having your opponent spells, that kind of thing. Maybe you can fork it, you have some, whatever. I don't know, I mean, I really like the idea of this in like my Lord of Tresser horn deck, which is sort of card inefficient. I like, because I run favorite suspicion in that deck, I've run it for a while just to have something like, okay, I'm behind on board, I need to just dump all my mana into something. Yeah, and this will give me a good return. Ton of cards that I spend one card. So I like it in spots like that, and that's not a ton of synergy other than just, I spend a lot of cards kind of flippantly. So I think this can comfortably fit into a lot of blue and black decks and feel perfectly fine. I even like it in aristocrat decks, because you could get some bodies that you don't necessarily care about. There's, you can get a couple of mana rocks, like I don't think you have to hit super crazy for this card to feel powerful. Like you got your seven mana's worth. I agree. I mean, you got 15 mana back, so it feels pretty good. All right. Yeah, I like Dream Harvest a lot, but let's, if you wanna pick up any of the cards that we're talking about today in this episode, we're gonna be talking about a ton, we're gonna be talking about some sweet stuff. The art in this set is unbelievable. It's beautiful. You can go to cardkingdom.com slash command and you're supporting the show. Lorwyn is a gorgeous set. Basically every card is completely stunning. So I've just been like scrolling through the thing. Been like, well, I need one of those. I don't know what I'm gonna do with it, but look at it. So you can do that at cardkingdom super easily, especially when a new set comes out. I just make a list of all the cards that I'm excited about. And then you can take that list and paste it into their advanced deck builder. It'll tell you everything that's in stock, which is usually a lot when it's a new set. You can get a ton of those cards in one place, pay shipping once, know that they're gonna get to you safely and on time. So we trust cardkingdom for all of our card buying needs. And if you use cardkingdom and user affiliate link, you're helping out the show and it goes a long way. So user affiliate link at cardkingdom.com slash command, get some cool cards. And of course the game accessories brand that we also trust our own collections to here at the command zone is Ultra Pro. If you go to ultrapro.com slash command, you can find all kinds of cool products and deals. They have a lot of discounts on their website or if you sign up for their newsletter all the time. They have cool themed play mats. We love the manna eight line, which is just classy looking with the manna symbols on white there. There's also all kinds of stuff from the past like the Final Fantasy foil binders and deck boxes, which are sold out constantly. But they just did a new drop. They released a couple new, not new art, but art that they had never put on merch before. It's on their website now. Yeah, so they're doing stuff like that all the time. And their foiling process has actually gotten really, really good. We worked with them for our recent Kickstarter and I know that they've gotten really accurate with the foiling and it looks really, really cool. So again, ultrapro.com slash command is your place to go to check out all of that and also get the best accessories to protect your game pieces. Finally, you can support the show directly by going to patreon.com slash command zone. You can directly support all of the content that we make. Plus there's some sweet perks like getting to be on our Discord. You can ask me, Josh, Jimmy questions directly. You can show off deck lists. And it's her turn to use your get access to game nights and extra turns a day early without ads. Yeah, that's all tears. That's all tears? Well, there you go. Game nights and extra turns early. Look at that. And that's the best because you can watch it before anybody else has seen it. So we've had patrons that have like caught little things or you're like, oh, you've got the wrong card on screen here or the life total is slightly off at this moment. Can you fix that? And we've made changes and uploaded it correctly the next day. So a little peek behind the curtain. Yeah, it's great to have our patrons as sort of a help us with QC. Yeah. Definitely they help us all the time. So if you want to get involved in the content and support at the same time, patreon.com slash command zone. Plus we shout out one lucky patron every single podcast episode and this one is dedicated to just Kyle. You rock, just Kyle. You definitely rock. All right. The next card that we're going to talk about is a part of the cycle. We're going to focus on this one card but we can talk about how this cycle works. Yeah, there's a cycle in each of the sort of major two color combinations and they all kind of work similarly. This is the one we think probably has the best chance for you to see a decent amount. Mm-hmm. Yeah, it is wistfulness which is three and then two hybrid Simic. So five mana total for a six five elemental incarnation. Says when this creature enters if green green was spent to cast it, exile target artifact or enchantment in opponent controls. And it says when this creature enters if blue blue was spent to cast it, draw two cards then discard a card. And then it has evoke for just two Simic mana. So blue blue green green or green blue. Interesting templating. Obviously if you cast it for five, you can play green green blue blue and then one of anything and get both effects. If you evoke it, there's no way to get both effects. You can only get one of them. But if you do blue blue, you get that one green green, you'll get the removal spell part. Yeah, I actually think this is really neat templating. It makes it sort of this strange modal spell where it's like, okay, it's two mana for a natural isish. It's two mana for a chart of course ish or it's five mana for both of those with a body. Assuming you can pay the blue blue green green cost. And I think if you can't pay the blue blue green green cost, it's a pretty bad modal spell. You can't run it, I don't think. I agree. I think you really need to be heavily into Simic. You need to be able to have your mana fixed enough that you can pay both the green green and the blue blue and both at the same time or these start looking a little worse. Something that's interesting to notice is what we're used to with evoke elementals is that it's an ETB that you can blink and reuse that ETB. These don't work that way. If you blink them, you haven't spent any mana to cast them so you don't get to reuse any of these effects. They're effectively cast effects. So it makes it significantly worse in our format that's sort of designed to abuse ETBs or designed to like cheat it into play in that way. You can get sort of a six five, I guess, by blinking this but that doesn't really seem worth them. Yeah, I think this templating is cool from a design perspective in that it's kind of new and it's a new angle of attack on something but it's net negative for commander players in that if it was just an ETB, I think this is totally different and you can play it in a lot more decks. But the fact that it's a cast trigger, it's just so much harder to sort of reuse and manipulate and it kind of means that. And this is the reason where there's four other ones which we can put on screen which are catharsis, deceit, emptiness and vibrance. I won't read what they all do but they're templated the same way. Where it's a cast trigger depending on the mana that you spent to cast them on a decent sized body and they have kind of two different effects that maybe you give both. But the fact that you can't ever just keep reusing, there's not really a good way other than like bouncing it back to your hand and recasting it which is not efficient. That's not how you wanna do things. You wanna cheat the mana cost in some way. Maybe you cast it the first time for the effect for its real price but then you're blinking it for a way one or two mana or just an activated ability somehow or getting it back out of your graveyard or making token copies of it or cloning it. All those things don't work with the cast trigger. So it's just. Clones do. If you like to cast the clones. Yeah, it's just harder to abuse and I think our format is about figuring out ways to sort of break cards. Like figure out the puzzle of that card and then abuse, get more out of it than you're supposed to kind of. And these are just really hard to do that with. Yeah, I think they're super cool and I think I would start considering to run them if I was like in a Kruga companion where I want things to be a little bit more expensive. So the modality is really nice or the creature-ness of it matters where it's like you can't run instance in sorceries. So now I'm starting to look at creature effects and the modality is nice. But the fact that it's a creature sort of needs to matter. Otherwise there's just more efficient spells that kind of do what they are because they do feel like sorceries in a weird way. It feels like the naturalize the chart of course or naturalize chart of course and like make a six five token is kind of what it feels like. Because you can't really do anything else with the six five token. So if they feel sort of worse than a creature in this slot normally would. Yeah, I would say I would only consider running one of these if you want both sides, sorry, either side. So if you were be willing to pay the evoke cost for either thing on it or there's one thing where you're like I'd always be willing to pay the evoke cost for the one thing. So like I always am willing to pay two white mana for two one ones. If that's a thing that you're like fine to do and then you're like if I cast it later and get the whole thing that's just gravy. You're talking about catharsis. Catharsis, yeah. And that's why I think we like wishfulness the best is because both of those are very broad. Do you want to be able to kill in its enchantments and artifacts? Yes you do. Is two mana draw two discard one fine? Yes it's fine. Neither of those are amazing but the fact that you get the flexibility of like A, B or C, C being the whole shebang, five mana get both things, get a six five means that makes it probably playable. But if you're looking at these things and you're like well I really only wanted if it's the full package to cast the whole thing then probably not worth a slot in your deck. It's just gonna gum up the works too much. You need to be able to be like no, no. I would evoke it sometimes. Yeah. The other ones that are worth looking at I think catharsis and deceit are more for one V one play. I think they're gonna see much more play there and are quite good there. For us the next two are vibrance or emptiness. Emptiness is a removal spell or can bring back something three mana or less. That's in Orzhov and vibrance tutors for any land puts it into hand or is a lightning bolt at sorcery speed. So both of those are like I think vibrance is sort of the next closest where you're like all right I go get my like Nikthos and I can kill a thing but even that at sorcery speed is a pretty tough slot to compete with. Yeah I don't love it. I don't love either of those as much. Yes. I think wistfulness is going to see the most play in our format. All right let's move on. We're getting into the set alphabetically talking about aberrant, aberrant, there we go. Aberrant return for Black Black Ferry's sorcery put one, two or three target creature cards from Graveyard onto the battlefield under your control. Each of them enters with an additional minus one, minus one counter on it. So this is another six mana reanimate some stuff. We've seen this before in effects like a command the Dread Horde even after life from the Loam which is recent has delve or breach the multiverse which everybody mills 10 and reanimate some stuff. Aberrant return has some interesting differences about it but this slot is sort of a crowded type of effect. There's enough decent ones now that there's no way you're running four of this effect. No, certainly not. Maybe two. Two max maybe not even two. Yeah and so you're kind of like saying okay hey what do I have access to? Like what cards are in my collection? I think any of the four are fine and kind of close to each other but once you've got access to all four then it's like does this make it in the deck over the others? After life from the Loam seems like the best of me because you can cast it for so cheap in certain scenarios. And it gets four creatures. As does breach the multiverse. Is each player yes. After life from the Loam and breach the multiverse specifically get one card from each graveyard. Including yourself. Where Aberrant return only lets you get three but you can choose multiples from the same graveyard. And I think that's the biggest upside in Aberrant return is you can get three cards from your graveyard. Yeah that's a good point. Command the Dread Horde has the upside of like you could get 10 things back depending on what's going on and then breach the multiverse has the upside that it puts a bunch of stuff into the graveyard before you do this so that you're not kind of reliant on your other synergies or the regular course of the game putting things into the bin. So all of these are just things to think about. Now obviously if you have negative one, negative one counter synergies this gets a little bit better because maybe you actually want counters on your creatures or maybe it's not even minus one counter or negative one counter synergies. It's just counter synergies. Then all of a sudden this might be bumps up and gets ahead of the other ones. Hard for me to, I would almost always prioritize like just raw mana cost that I'm gonna have to pay. Like being able to just pay three black for afterlife from the loam is so powerful to be able to like get a bunch of creatures out and still have mana open for either something else or hold a protection or whatever is so much more powerful than just paying six. But maybe it could be in second place and not minus one, minus one counter deck. Otherwise I think it's behind at least command the Dread Horde and maybe breach the multiverse. I think it's ahead of command the Dread Horde. I was actually talking to somebody recently about command the Dread Horde because it's a late game play that costs a ton of life. And lately in Commander you just really can't pay 12 life to this, which would be like I get a six drop in two, three drops, which doesn't seem greedy, doesn't seem crazy, but costs you like half your life total in the late game. So I've also taken command the Dread Horde out of a lot of my decks just because when it's in my hand I'm like, I can't afford to cast this, I will die. Especially in the decks where I want it, I have a lot of life paying effects already. So my life total is pretty precarious toward the late game. So I would consider aberrant return in reanimator decks or self mill decks, where I know I'm gonna have the best targets at the table and I want three things out of my graveyard and I want something like three animate dead stapled together. Cause that's really how I picture this, where after life from the loam and breach the multiverse I think are better in mill decks or decks that are actively fueling your opponent's graveyards. Yeah, I guess I'm just used to playing with lower life total. Like I'm always ending games winning, but I'm at three or four because I'm just also obviously attacked first all the time. You gotta be careful. But I agree, I think life total is sort of more precarious than it's ever been just because the format has sped up. So it is harder to spend life. Okay, well interesting. I think after life from the loam clearly number one, but number two maybe is in contention. I think seven mana for breach the multiverse makes it really, really tough. Just that extra mana at that point in the game is just really hard. I never end up feeling like that's a good idea. I would consider aberrant return right along breach the multiverse, but does have to be built around more. Breach the multiverse you could slam kind of into whatever deck. If you're a big ramp deck, if you're in a black deck, like sure you can play it. If you're in a spells deck that's copying it, like the dream harvest card that we were talking about before. Sure, but I would consider aberrant return a better reanimator spell. Okay, interesting. I think I would dream harvest for sure. I think you can play on its own. I don't think I would probably ever play breach the multiverse in a deck that doesn't care about the graveyard already or isn't trying to like mill myself at least or everybody. Just cause 10 card is great, but you could still have slim pick-ins. That's true. Worth noting with aberrant return, it is pretty bad at bringing back like little things. Like if you get a secret tri-belder, it dies immediately, those kind of things. Oh, that's a good point. Okay. Normally at the top point you're at six mana doing this, you'd be pretty sad with a secret tri-belder. Really not trying to bring back a secret tri-belder. All right, let's talk about this next one. Okay, it is adept water shaper. It is two in a white for a three, four, merpho-cleric. Other tapped creatures you control have indestructible. Yeah, three mana for a static indestructible effect is very efficient. Yeah. The comparisons are flawless maneuver, which is a one-time use, but can be zero mana. Boromir warden of the tower, which is one-time use on a three CMC creature, but you have to sacrifice it to get this. And then Avacyn angel of hope, of course, is the one everybody always thinks of when you give everything indestructible, it's an eight mana creature, but also gives everything indestructible except itself with no other stipulation. It doesn't have to be tapped or anything. It is indestructible. She's, Avacyn's indestructible as well. Oh, Avacyn's indestructible and gives other indestructible. Yes, yeah. So it makes it very difficult. I haven't actually seen an Avacyn in play in many years. Eight mana is just too much. Yeah, usually that's reanimated in, but this card is a lot more efficient. It's a lot more aggressively costed, and I think it is gonna go in a lot more aggressive decks. Yeah, this is really good if your deck wants to attack because creatures become tapped when they attack, and some of the ways that can be hard to attack are when they have a profitable block. Even if you've got three things, you don't really want them to just eat one. This says, huh, just slam them all three in there. They block when it doesn't die, and the other two get through. Yeah, I picture this kind of like a doleman gate in those decks where it's like, doleman gate prevents the damage done to attacking creatures, but adept water shaper is sort of like, can protect them post-combat, where doleman's gate only protects them in combat. Your tapped creatures are indestructible for the water shaper. Yeah, so decks that want to attack this feels really, really good. I also think decks that just have a lot of wrath. Yeah. And white, this is decks people don't like to play or play against to be careful with this, but white does have sort of a nice suite of protection to the point where you can easily build decks I played against them. It's fine. Where their whole plan is like, get some stuff out, and then cast a wrath, and while my stuff is indestructible in some way, and that can be really, really powerful, and this will kind of feed into that. Obviously it will die, because it doesn't give itself indestructible, but usually one of those is probably enough. It creates a one-sided border wipe out of a wrath of God kind of deal. Yeah, totally. As long as you can figure out how to get your creatures tapped, this is gonna do the trick. It obviously doesn't protect itself, so that, because it says other tapped creatures, so you have to be a little careful with that. So you can't do damage-based board wipes, but you can do wrath of gods. Because damage would be marked on it. Yeah, absolutely. Yeah, and I think another kind of decks that would maybe think about and would like this are decks that can easily tap their creatures, especially at instant speed. So if you've got a vehicle as commander shortcut or something like that, this becomes like, oh man, you really can't go to remove their stuff very easily. Although it won't really work like you want to against single target removal that well, because most of it in the format doesn't tend to be destroy anymore. Bounce, exile. Yeah, exactly. So there will be some answers. This is why being proactive with your own wrath is a really good way to go with a card like this. Just because it's like, I know what I'm gonna do here. Play this, attack wrath. Yeah, and it's like, yep, it was two cards, but I got like a 10 for one on the table, kept my whole board intact and theirs is gone. That can be very powerful. This is a crowded spot though. Like there are a ton of cards that do a version of this. We listed those three at the start, but there's boros charm, there's heroic intervention, there's just a ton of things now that like your deck can only have so many of these. So I'll be curious to know like, does this make the cut? Yeah, this exists in a slightly different spot because it's like, it's on a three mana, three four, so it can wear equipment, it can attack, it can like, if you're in an aggressive deck, the body means something, it can wear counters. But also as a thing they can see and often like boros charm gets them, right? Because they don't know it's there. And so flawless maneuver gets them, right? They just have no idea that you've got it. I mean, they can have an inkling that is possible, but like this is like, it's on the table. So I have to deal with that and then do my thing. They know what to do. Whereas- It's such a lightning rod. Yeah, whereas a lot of times your protection being in hand and the possibility of being in hand is actually more powerful because it'll kind of hold them back. And then when they do it, they use their whole turn and you're untapping with your board and they wasted their turn. They won't waste their turn when they see this. They won't just cast a wrath, right? So. Yeah, for sure. I think not having the trick scene just makes this more of a speed bump than an actual trick or even protection spell. It says there's one more layer to dealing with my stuff, but it doesn't make it impossible. I also wanted to note that I looked at the top five raths that are played in Commander right now. This doesn't answer three of them. It's of course farewell, Cyclonic Rift and Toxic Deluge. Basically is only good against Blasphemous Act. And no, it's not. No, it's not. Because it dies. It dies and all the damage is blocked on them. It's not even good against Blasphemous Act. So it's like, it's not good against four of the top five raths played in the format, which just means that it's not going to be great board protection against wraths. Yeah, it's almost like it's, we're coming around to like, really you want to put this in a deck where you're the one rathing. Yes. That's what it feels like. Is if you can actually make this happen, because I don't think it's a great defensive piece. I would think of it like a doleman gate is the best way to think about it. Oh, right. Let's move on. Oh my gosh, I'm obsessed with this guy. What? Yeah, this one's pretty cool. This next one is Curious Colossus. Curious indeed. Five white white for a creature, giant warrior. He's a seven seven. When this creature enters, each creature target opponent controls, loses all abilities, becomes a coward in addition to its other types and has base power and toughness, one one, period. Yeah, it's not until end of turn and it's not until this creature leaves the battlefield. So you just turn all their stuff into one ones with no ability. That's what that stuff is unless they can bounce with their hand or kill it and reanimate it. Flicker it, yeah. This is, it just comes in and overwhelming splendor somebody automatically. Yeah, overwhelming splendor is like almost a direct comp for this. It's just an enchantment, it costs one more, but it does basically the same thing. Yeah, overwhelming splendor, if you remove the splendor, the creatures go back to being normal and it's an eight mana in the enchantment side. It makes it harder to cheat into play. So I do think this is considerably better than overwhelming splendor. Because it just does it in it. It just does it. Well, it's better for a bunch of reasons too, which we'll get into, but it's easier to do things with creatures than it is enchantments as far as like, cheat them in, blink them, abuse it, right? Like so you can definitely see scenarios where it's like, discard this, reanimate it, blink it, turn everybody's creatures into one's ones with no ability and you didn't pay seven mana, you paid five mana to do that, that kind of stuff. That makes it a lot better than overwhelming splendor because overwhelming splendor really can't do that. Oh yeah, it's also worth noting that because overwhelming splendor is a static effect, all creatures that enter after this are, That's a good point. That's a good point. Are one ones, are one ones with no abilities, where Curious Colossus allows them to have future creatures. That's a good point. That's a good point. Sudden spoiling is a card that I definitely thought of when I saw this because- Yeah, that's interesting. Because it's a similar thing. Now, sudden spoiling is a card that casuals don't play a lot because it's really a combo stopper type card, but it is very powerful if you've ever played with it and it can really get people out of nowhere where they think they're gonna win in a turn or they think they're gonna have a really big turn and you just turn everything off. Split second is really big here, but that gives me a pretty, because I don't play overwhelming splendor and I don't see it in play very much. So that gives me a good idea of what this effect feels like when it's on the battlefield, just some sort of comp to think about it and it is very powerful effect, which leads me to believe if your deck can give flash in some way, this will become a lot better because the ability to just sort of do this when they don't know it's gonna happen and they're about to go to attacks you do this. And you have the most information about what player to hit. Yes, exactly. And it's a big, huge thing. You can do it in combat when they attack. Like, imagine they've got the tap creatures you control thing given destructible to attack with everything. You're like, we'll flash this in, turn them all in one once, has no abilities, nothing's got an instructor, we'll block everything. That kind of stuff can be brutal. And also if you wanna do the flicker reanimate thing, seven man is a lot. So flashing this in, untapping, flickering it, getting two players, that's a big deal. So I think this is particularly a card that really wants you to be able to cast it at flash if you can. And I would really think about playing it if my deck had like winding canyons or high-fated trickster or something. Any way to turn this into more of a trick rather than a master's disruptions spell. I think this one's really interesting in like, reanimate or decks, I think it's a decent spot. White reanimate or targets are pretty crowded just because there's so many good angels that will actually win you the game where this one feels like a big disruption piece but not necessarily a big win con which is kind of what you want out of your seven drops. And I like that it is a humility, overwhelming splendor type of effect that allows them to keep participating in the game. Where you can play new things that'll get better, it's closer to just rafting their board than it is to locking them out of the game which is what the other two do. Yeah, it's not a blood moon exactly. Yeah, exactly. So I think there's definitely homes for curious colosses. I think you're definitely looking at it if you're blinking, if you're reanimating and then the flash speedness of it. Yeah, I mean to me like I could never play this if I'm just planning on casting it for seven mana. Yeah, seven mana. It's just not worth it. There's too many things at seven. I'd rather dream harvest is so much better than this for seven mana, right? Just the amount that you're going to get. And in games where you're not behind or don't need to do this to somebody, like this is not very good. So you need, to me, you really need to be like, okay, my plan is not to cast this. It's to cheat it out in some other way. So I'm self milling, I'm reanimating, whatever it is, I'm sneak attacking. Then all of a sudden it becomes a lot more viable. But if the plan is just like pay seven, drop this on the table, really mess up one player who hopefully I'm not ahead at that point or this doesn't do anything, I don't think that plan's very good. The spot that I like at the best either in Orge of Dex or in Nia Dex, where Nia Dex are trying to cheat this into play, often they're sacrificing it end of turn, like with a sneak attack type of thing, where it leaves a lasting impact on the table and you need redundancy of powerful ETBs. So that's where I would be looking at Curious Colossus. All right. Okay, moving on to Endblaze Epiphany. All right, Endblaze Epiphany is X and red for an instant. It deals X damage to target creature. When that creature dies this turn, exile a number of cards from the top of your library equal to its power, then choose a card exiled this way until the end of your next turn you may play that card. Okay, so this is a kill spell that draws you a card. Yeah, and it draws you sort of the best out of your top, whatever cards, depending on how on the size of the creature that died. So yeah, I like, so commune with lava and electro dominance two cards that I like decently and that see a decent amount of play in red. Commune with lava is obviously look at a lot of cards, but it always costs you a ton of mana. This is remove a creature, look at a card on its base level, which I think is fine. And especially since these days, like a lot of the creatures you want to remove are not that big, it won't cost you a ton of mana. Kill a furry mastermind. Yeah, sort of replace itself. But I really like that there's this sort of hidden mode on this card, which you can just mark, you just lace the target. You just mark the target for one red man, X is equal to zero. So it's like Rachel goes to remove a creature. So she's like, you know, point my assassin's trophy at it. And with that on the stack, I just go, okay, cool. This one. I will pay one red and I will target the same creature. And then I dealt zero damage to it, but I marked it with the end blaze epiphany. And now when it dies to Rachel's removal spell, I will look at the top, you know, five cards in my library and pick one in sort of, in a sort of cantrip-y way. Yeah, I didn't think about that. I mean, the fact that this is just a red cantrip in specific situations is really interesting. It's also, you could do this like post combat. Somebody makes a free block where it's like, all right, I'll block your five five with my six six. It's got five damage marked on it. So you just like deal the one damage and you know, you impulse draw, well, you look at the top six and you get to pick one of those. So you can kind of muck up combat in a way that. Yeah, it can work sort of like a combat trip that you don't care that it's, you sort of got two for once cause you get the card back. Yeah, yeah. I mean, you can also do it the other way. Like somebody attacks you, Rachel, with a couple of creatures and you block one that's going to die. I can mark it with the end blaze epiphany and just, you know, get the card off of it that way. That's another scenario. Somebody wraths in response to the wrath, mark one of the, mark the biggest creature out there and then look at the, you know, and then that scenario, it becomes a little consult the star chartsy. So no wonder I like it because. Yeah. Yeah. So the instant of it all. And again, it just does have this base mode of just like on the end step before my turn, kill the most scary thing, replace this card with the best card out of my top five or six and move on with my life. And it was a pretty efficient way to go. Dug me deeper to something I'm looking for. Yeah. These kind of effects are sort of tough to come by and read. I feel like a lot of the spells like this are sorceries. So they're just really hard to play like red Xs three on your own turn, even with upside. But the fact that this leaves you a little bit more flexible, you can use it in a couple of different spots and it gives you so much selection. Red, red selection is usually like rummaging is like discarding and then drawing. So it makes you sort of just barrel in. And this is a lot more thoughtful about what kind of cards it picks up. Yeah. I mean, if you're in a point where you're like, I need a land, you're probably going to be able to find that. And you're like, I definitely don't need lands. Then you can do it. I mean, we know that just sort of looting and card selection is powerful. So. Yeah. It gives you until the end of your next turn. Yeah. Yeah. Cool. End blaze epiphany, secret modes on it. This next one, there's not much to say about it other than yeah, it's formidable speaker. It's good. To and agreeing for a creature elf druid, this is a two four. When this creature enters, you may discard a card. If you do search a library for a creature card, reveal it, put it into your hand, then shuffle. It also has an activated ability. Why not one tap, untapped, another target permanent. The few things here, this is obviously good with anything that wants to untapped. If your commander has a tap ability, if you have big elves that have for a lot of mana, if you have big lands that have for a bunch of mana, you're starting to look at this card. And then there's a tutor on top of it. Yeah, it comes with kind of, I guess, a worldly tutor because you're down a card. I guess you were up the card because it came back into your hand. So it's more like just an Elad Omri's call or something like that, which is our cards that get played and are good. Absolutely. And are expensive. So creature tutors are just good. This is three mana, gives you the body and has utility. Yeah, that just seems like a lot in a package. We're gonna see this a lot. This card is just gonna be good. And you don't need to get much out of that tap ability to have it be something. Like even just like, okay, and then I can undep a creature so I can have it on defense. It's probably enough considering the tutor that you got and you just wouldn't got your best creature or whatever. Yeah. I mean, this card seems pretty gnarly. I can think of a lot of places where it's really, really good. Where it's just gonna be like, okay, I'm gonna, like it's gross in graveyard decks or reanimator decks where you're like, I'm gonna discard my massacre worm. I'm gonna go find this like the metamorphosis fanatic. I'm gonna play the metamorphosis fanatic, reanimate like with a thing. Like it just gives you a tidy little line and then on top of that, there's utility. Yeah. I mean, I really, I'm thinking about for my Tim deck because it's like play this discard card, go get my seed born muse, cast that. And then the untapped ability is super real in that deck. Either I untapped something that has a tap effect or I like to put like a bunch of market festival type stuff on a land, untapped that. It's been my one man to get four back kind of deal. Yeah. So there's a bunch of ways to just sort of abuse this. Would you put this in a deck where you just want the creature tutor and like everything else is kind of like, discarding a card isn't great and the untapping effect, I don't have like a ton of plans for. Yeah. I think you can. Yeah. I think you probably want synergy, but I think it is probably good enough in that, it's just one more than like an Elad Omri's call, which we do play. And for the one mana, you get a two four that has an ability. So like, would you pay one mana for a two four that says pay one tap, untapped target thing? One mana that seems like really good. Just a one mana two four is like, yeah, it's pretty good. So I think it probably just is playable. Now, could there be better cards for that slot if there's no synergies? Probably, but it's not gonna be embarrassing ever. Yeah, for sure. Cool. Another powerful elf. Also, it's worth noting you don't have to discard a creature card. It's just discard any card. A lot of the creature tutors like, will force you to discard a creature card to get a creature, this one is not that. All right, next up is a card that has me written all over it and Rachel, I appreciate you setting this up so that I'm the one that gets to read it. I nailed it, yeah. Yeah, yeah. But before we read that one, we're gonna take a quick break here and hear a message from our sponsors. Don't go anywhere, we'll be right back. One fish, two fish, red fish, clue fish. Doctor, Seuss? No, I'm working on morphe on fish typal. Just wanna make sure I have enough fish to actually draw some. Oh, well, you should use Archidex hypergeometric calculator. See, Archidex makes it easy to check your chances of drawing what you need, whether it's a certain creature type, mana value, or category of cards, like ramp or draw spells. I use it to check my land count. See, in this deck you only have a 61% chance of drawing three lands by turn two. Might be a little low. Okay, what kind of basic or two? Wait, you mean add? Nope, I've got a reputation to uphold. Archidex is the best place to browse, brew, and play test Commander Dex. Just go to archidex.com slash command zone to get started. That's A-R-C-H-I-D-E-K-T dot com slash command zone. It is Glenn Alendra Guardian. She's back and has a new job. I think, yeah. We'll talk about that in a second. Cause Glenn Alendra, I always thought was the name. Nope. That's not, it's like the title. Anyway, Glenn Alendra Guardian, two in a blue for a three, four, fairy wizard with flash and flying. This creature enters with a minus one, minus one counter on it. Then you pay one in a blue, remove a counter from this creature, counter target non-creature spell, its controller draws a card. Okay. Very similar to Glenn Alendra Archmage. There's a couple of little tweaks here and there. I mean, there's a bunch of differences. This is like the modern day fair version of Glenn Alendra Archmage, I think. It is. They've made her a little bit better and a little bit worse. So the big difference is it's one cheaper to get on the battlefield. So this is three mana. This is three mana value versus four. Versus Glenn's four. It has flash. Correct. Which makes it a little bit trickier, which is cool. On a counter spell that is good, right? Like they don't necessarily see it coming. It's two mana to do the counter spell instead of one mana to do the counter spell. So you kind of evens out with its casting cost, I suppose. Yeah. It's still five for the first counter spell. But it also gives the controller a card. So that is a big downside where it's like, you counter the spell and it replaces it. The other thing about this is it go, they have different base number of counterspells attached to them. Right. Glenn Alendra Archmage, you're gonna get two because it brings itself back and then you can just activate its ability again because of the persist. It won't come back the second time, but you got two counterspells with no help from anything. Right. This comes with one counter. And once you remove that counter, you need other synergy to put more counters on it in order to continue to counter more spells. So it comes with one counterspell. It also kind of goes the opposite way. Where the Guardian enters as a two, three and becomes a three, four. Glenn Alendra Archmage enters as a two, two and becomes a one, one. Once you've used the first counterspell. Right. So this one gets bigger, the Archmage gets smaller. Yeah. So when you do the whole comparison, I think the OG, Glenn Alendra Archmage, is just quite a bit better. The big things I would look at are counterspelling for just one mana because if you figure, you play the Guardian and then people don't want to cast things, you're deciding on spells where you want to counter them. But in order to do that, you gotta leave two man up all the time. Right. Whereas Archmage is just leave one man up all the time, which is a huge difference. And then also the fact that you just automatically get two counterspells instead of one, that's just twice as many counters for half as much mana. Yeah. They also function very differently. Right? Like Glenn Alendra Archmage sits on the battlefield and says, don't cast non-creatures. Right. Where Glenn Alendra Guardian has that flash ability. So it's sort of like a five mana counterspell that comes with a three, four fairy that draws the mccard and it has counters synergies. Like it's sort of more of a counterspell trick than it is a deterrent. That's a good point. Yeah. I think that's gonna be usage a lot of time. I do think you can just sort of flash this out to use your mana on an early turn and then just, you know, in the decks that wanna hold up their mana anyway. So it's just like, on turn three at the end step, flash this out, draw go. Everyone's like, ugh. Yeah. Now your non-creatures are worse. What do they have in their hand and the non-creature spells are automatically gonna get countered. You know, nobody wants to necessarily pull the trigger on it. They're trying to bait it out, things like that. So yeah. I think it will have both ends, but you're right. It does have a little bit more surprise to it. Yeah. And then the drawing the card, which we didn't, I didn't even discuss there, is sort of a pretty big downside of the Glendalendra Guardian. You can obviously envision scenarios where you have counter synergy and you're able to put, because it's any kind of counter, right? So it comes with a minus one counter, but if you manage to put some other kind of counter on it, not a plus one counter, because those will cancel each other out unless it has none currently. Then you can get to the point where like, maybe you put five counters on this thing and you're sitting there with a ton of open mana and everyone's just like, crap. I can see the five counter spells right there. And anything that's going to remove this is probably a non creature spell. So like, how do we get through this? And that's a way that control decks can kind of, eventually get to the point where they grab control of the game. It's like, just I have enough mana resources and this thing has enough synergy that you can see it. I can counter everything. And then they don't want to do anything. And so this card has that. Glendalendra can also do this with other synergies, but it does feel a little bit easier to do that with the Guardian because there's just a lot more ways to like put plus one, plus one counters like every turn onto something or just put 10 on it all at once kind of deal. You just don't really get to do that in the same way with Glendalendra Archmage. Because you can stack as many what plus one, plus one counters on it as you want. It doesn't up the number of counterspells you got. Right. I couldn't see Glendalendra Guardian just being a huge flyer. Just being like, it's got four counterspell, plus one, plus one counters on it. It's a seven, eight flyer. It's gonna kill you and it's also gonna stop you from killing it or killing me. I think that is the situation that I picture this the most, where I'm like, okay, it's great and plus one, plus one counter decks. It defends your entire board and it's a threat on its own. Like this in my sab soon in deck is just like gnarly. It's a proliferate deck, so it can always keep counters on it. And it's a threat where I can attack with this rather than attacking with sab soon in. I can see this being a much more physical threat than Glendalendra, but I think if we're talking counterspell, then Glendalendra Archmage, excuse me, they're both Glendalendra's, but where the Archmage is much more of a counterspell threat. They both are. Yeah, I see it as like, this is probably better if you're a counters deck. Yes. And then it's probably worse if you're not. And then, could you run both sometimes? Sure, but like in general. And a plus one, plus one counter deck is good for Glendalendra Archmage because it dies, comes back with a negative counter. You put the plus one, plus one counter on it to take it off and now it can die again. So you can get into sort of endless loops with Glendalendra Archmage, but it's hard to stack five or six counters on her at once, which is sort of a different thing. And also can make you in stack wars that Glendalendra has trouble with because the persist will go on the stack and it's not there yet to counter whatever they go cool in response to the persist trigger, pull this off. Whereas Glendalendra Guardian in its scenario is like, cool, remove another counter counter, your second thing, because I'm still on the battlefield. I didn't have to die and come back in order to do it. Right, that's huge. So yeah, very interesting. I like the design. I agree. I think they're good in different places and they're so similar, which is cool. They're definitely groaners. Like you play it, people are gonna be like, ugh. Okay. And in general, if you're playing, especially against a counter stack where like it, the commander they've got says the word counter on it in any way, if you have a chance to get rid of the Glendalendra Guardian, do it. Do it, because it'll be a huge problem later. Yeah. All right, let's move on to the next one with some of my favorite art in the set. This is Omar Rayans, Ryan's art, and I'm obsessed. It's Goliath Daydreamer, two red red for a 4-4, creature giant wizard. Whenever you cast an instant or sorcery from your hand, exhale that card with a dream counter on it instead of putting it into your graveyard as it resolves. When this creature attacks, you may cast a spell from among the cards you own in exile with dream counters on them without paying its mana cost. So once this thing is on the battlefield, you can cast spells, he stores them so when he attacks, he can cast a big up. Bring them back out, yep. While he's dreaming. Yeah, comparisons are double vision, which just copies the first thing you cast, which is kind of what this does, right? Because you play it, then on your following turn, because it doesn't do anything with stuff you've already cast. It's just like, while I'm out, when you cast things, now I'll store them. So you play it, you cast something, then you attack with it, you cast that thing again, that's probably how it's gonna go. And so torrential gear holic, I think, is another thing that's sort of in this mold of like recast a spell that you've cast now. Torrential gear holic says, I have access to your entire graveyard, but I can only do that once. Whereas this thing says, hey, if I can attack now in next turn and next turn, then I can keep doing this. So. Yeah, this is a tricky card because it's so, it is scarier the better your spells are that you're casting. So the way that I foresee playing this card if I was playing it is I would play it, cast no spells, and pass until my next turn, and then before combat, cast whatever I wanna copy, store it under there, and give them the smallest window to evaluate how bad this is going to be to remove it. So you're like, okay, I'll cast my extra turn spell now, and then I'll store it on this, I'll attack with this guy, recast my extra turn spell. Now I've got two extra turn spells, and they were given one phase change really to deal with the Goliath Daydreamer. Yeah, I think extra combat and extra turn spells are probably the best thing you can do with this because they give additional triggers once this is out. To just kind of keep it rolling. Those tend to be, well, especially extra turns, decks that people don't play a ton. Yeah, I think this is, it's dangerous too because they will see what got stored under it before you go to attacks. There's kind of no way for it to go any other way. So they can pretty much always find a window to remove this before you get the attack off if they have a removal spell. As long as they have instant speed removal, this thing will not attack if it's bad. Yeah, so that's kind of one of the big downsides of it, is you have to kind of show what you're gonna do right before you do it. Now, like Rachel said, the smartest way is to do it right before attacks. I cast my extra combat spell, then it gets stored under this thing, and then I go to attack with it, and it's like, but you can't reduce that window to no window, there will be a window. So they go, okay, sword supply shows, I do not wanna see another combat, or two more combats out of this thing. So that part of it is dangerous, whereas Torrential Gearhulk just gets it, right? Like it's just gonna do the thing. Like it's a little hard to go off with, but you are gonna get what you're gonna get. Yeah, and it can be like a value piece that sits on the board and like reuses removal spells. You can politic with the person with the removal spell and be like, look, I'm just gonna recast my swords to plot shares, I'm gonna cast it on that. It isn't your problem, I'm not even gonna attack you with it. And sort of buy yourself a turn with it. So it may actually be better, or at least easier to use if you're like casting cantor, so you're casting removal spells, you're casting smaller spells. And if this thing is on the battlefield, the odds that it is the greatest threat to them is pretty low, is that fair to say? It depends on what's in a store. I really think it's really depends, because yeah, it's in the mold of like old school Narside or something, or like it can just like one attack win, right? Cast extra combat, attack with this thing, get another extra combat, you got two more combats with it on the next combat, right? It extra turns are the worst because you get a full untapped in there, but let's say, but also in lower powered tables, it's probably gonna be like, okay, cool, you got to cast some removal spell or something twice, you got a good value off this thing, but it's not like game ending. So yeah, this is one of those cards that like, it really depends on the power level of the decks in your pod and what people usually play. Yeah, it's very interesting. I'm curious to see what this feels like on the battlefield. I have a feeling it's not gonna feel very good, or very safe, it's gonna be a 4-4 that attracts more attention than it deserves, and gets killed a lot of the time. Yeah, in general, these cards that just have to get an attack off and like are very in the open about what they're doing are just, it's tough to actually pull that off in real game situations. People just don't let that happen very often. Also, it's a tight slot. This is a creature in a spells deck, probably. Yeah, yeah, that's another thing to say, is that this deck wants a lot of instance and sorceries, and the decks that have a lot of instance and sorceries really have limited spots for creatures, because all their synergies are usually around instance and sorceries. So does this fit in to your deck when it's like, again, I'd rather just play Snapcast for Major, Trencho, Gearhulk as a thing that I know what it does, whereas this is a, well, maybe if it lives, it does. Sure. Yeah. All right, let's talk about this next one. It's Hexing Squelcher, one in a red for a creature goblin sorcerer. This spell can't be countered, Ward, pay to life. Spells you control can't be countered, and other creatures you control have Ward, pay to life. So this card has been all over the internet because it's very powerful in CDH. It says, hey, I'm resolving this card and I'm resolving everything after that. If you don't have a creature spell, I can likely win this turn. It's like a red silence effect, essentially. And it has this sort of Ward ability that also protects your creatures, but as we know, paying to life or a Ward effect just isn't that much of a Ward effect. Like if I swords your thing and I have to pay to life for that to resolve, I'm gonna do that, and it's not really gonna be a problem. Yeah, it can't be countered and it makes your stuff can't be countered. So the fact that it's like, this is going to resolve for the most part, there are obviously some things that get around it, like bounce spells back to your hand rather than to carry them, but they're pretty. Sink it to Stupor gets around it. Yeah, they're pretty narrow. And then as soon as it's out there, even if they go to remove it, just on top of the removal, you just go, cool, but I'm gonna go off now and you can't counter any of this stuff I'm gonna do to go off, which is how CDH decks work in a lot of cases. So this just protects the win really, really well. Yeah, it's good. Yeah, obviously the CDH people are all flutter with it and I think they're probably right about it. In casual, I think it's like not really a card that we're gonna see very much because we don't tend to end games in that way. Yeah, I think it's borderline unplayable in casual because unless you're in a very counter spell heavy playgroup which I'm sure they exist, it's not mine. This is a two mana, two two goblin that says you have to pay two life to kill it. And that is kind of nothing in our format. So I'm not gonna run this in any of my decks. I get you will probably always run it if you're in CDH, but I don't think just because CDH is talking about it casual players should be. This will be bad in most casual pods. Just the way that it interacts with the game is very specific and that's not a scenario that casuals run into basically at all. It's like, it's not a combo stopper, it's a combo enabler. If you're going to combo, then you wanna play this first and most of us aren't comboing in casual, not trying to anyway. Right, okay. Let's move on to this next one. I'll let you read this. This one's cool. Yeah. All right, it's mirror form for blue blue for an instant. Each nonland permanent you control becomes a copy of target non or a permanent. Not until end of turn. That's it. Each nonland permanent you control becomes a copy of target non or a permanent. So you turn all your nonland permanents into the best nonland permanent on the board. Yours or somebody else's. Coldbreaker horse. Holy crap. That would be so crazy. Can you imagine? Okay, I did that cast. Gimpro, well bounce 27th. I was trying to think of like what the craziest thing you can turn this into. Wouldn't you look on that, there's a lot. There's a lot. It's like, it's pretty nuts though. So obvious comparisons to mirror weave, which does this to everybody's stuff for until end of turn, but is it is a crazy card that you may have seen in play that kind of kind of give you an idea? It's very cool. Yeah. Nanogene conversion is a doctor who card not many people play that sort of does a version of this infinite reflection also kind of on that list of things that are comparable. We have a few cards that are just like turned everything into one thing. Yeah. This is the best version of that effect because it takes all your non-land permanents and turns it into that. So it counts all your clue tokens, all your treasure tokens, it counts all your regular tokens, it counts all your Madder Rocks. It like, if you have a lot of squares. All your auras. Not non auras. It doesn't turn them into auras, but it will turn your auras into a thing, right? No. Of target, oh you're right. Yeah. Each non-land permanent you control. Yes, so your auras turn into them. Yeah. You got a bunch of rolls, it'll turn them all into something. That's fun. Turn all your rolls into stuff. Yeah, I mean this can do bananas things. I think the thing that you will see the most that is the craziest is all of your stuff gets turned into Academy manufacturers. Oh my God, yeah. Because the Dexahat Academy manufacturer wants to play. Once this card. Oh my Lord. And then you make one token and you're like I'm making 27 treasure, 27 clues and 27 food. Yeah. And then I play Snapcaster Mage and I recast my mirror form. And I turn it, yeah. And I turn those into more Academy manufacturers. I mean it's not hard to just imagine this going crazy, right? You turn all your stuff into Ms. Merrick Orb. They die. Everybody just dies before you come back to your turn. Yeah, for sure. You're not so. And that's the great thing is like, it can be your opponent's thing. They play some crazy dragon, sweet, instant speed, end step. I turn all my things into that crazy dragon. Nice. Yeah. Like, there's gonna be a lot of like, oh. So we're just dead? Yeah. I've seen this with Mirrorweave and it was sort of weird because of it turns everything. But in response to a board wipe, you can turn all your stuff into an opponent's blood artist. And you're like, great, now I have all these blood artists and they're all gonna trigger and I'm going to be able to. They're gonna see each other die and I'll kill everybody. Yeah, or they do that and you go, okay, cool. I'm going to turn them all into an artifact. So they don't die to the board wipe or cyclonic rift. I'll turn them all into your dry-eyed harbor. Oh no, it says non-land, huh? No, you can turn your non-land permanent. Oh, you can turn them all into lands. So if there's a cyclonic rift. So you take all your treasures, foods and whatever and just be like, I'm gonna turn actually all this stuff into it. Command towers. Yeah, Cabal coffers. Cabal, legendary. Is it? It's got to be, right? I don't, Erbor is. Erbor is. Coffers might not be. I don't think coffers is. Okay. Even if it's just Volcanic Island or whatever. Yeah, yeah, yeah, yeah, into just land that has Romana. It's like, there's a board wipe. Oh, bummer, I'm gonna lose all my stuff. Actually, no. I think you're right. I don't think Cabal coffers is legendary. I don't think it is. Cause there can be a lot of cabals and they can have a lot of coffers. That's true. It doesn't say which cabal. Yeah, exactly. No, it's not legendary. Yeah, you're right. Every cabal has a coffer at least. Maybe they have multiple. You don't have any swamps. Erbor would have to be out. Yeah, you would have to have somebody else's Erbor. No, no, you can have yours cause it turns your non-land permanence into. That's true. So you have to keep your lands. Cool. So if you, yeah, that's a crazy, I don't know what you do with all that mana. Anyway, as you start talking about this card, this is what happens. You do this, you do this, you do this, you do this. So I think that's really, really fun. So the question is, it certainly can't go into every deck. And I like what you said earlier. It really goes along with Rectangle Theory, which we talked about on the show, which is just this idea that like, I'm just gonna make a lot of stuff. Like food, clues, treasures, blood, whatever, tokens, one-ones. I'm gonna have a lot of coverage on my board of just like stuff out there. And then the question is like, then I'll just have some cards in my deck that leverage having a lot of stuff. They weaponize stuff in different ways. Maybe I can sack it and do stuff. Maybe I make it able to tap for mana and then I turn that into stuff. And this says, this is a way to leverage all that stuff. You turn all your stuff into basically anything just cause you have enough. Like if Cabbage Merchant is in your deck, then this is a good candidate in your deck. As if Academy Manufacturers in your deck, this is a good candidate to go in your deck. Also just like one-one token decks that are like creating sapperlings or whatever. This is a good candidate in your deck, right? Like you play your Avenger of Zendikar and then turn everything in Avenger of Zendikar or put out your Fetchland, you know? Yeah, I even wonder if it's like a Wind Con and Enchantress decks. Yeah, just a way to turn all that stuff. Because you just, all your enchantments and all of your enchantresses and all of your little things that are your like, I've drawn a thousand cards, I've drawn this. All my enchantments are now your 6x6 with Trampol. Now your Colossal Dreadma. Great, kill you with those. I love that it can target your opponent's stuff too because it takes a step out of the process. So like let's imagine I'm doing the Cabbage Merchant Academy Manufacturer stuff. I've got my thing going, you know, you just did this on the Avatar episode, where it's like I have 27, 32 of this and 12 of that. Nothing to turn it in. Yeah, what are you, it's like, cool, that's really cool. What are you gonna do with all of it? Yeah, but normally you would have to be like, okay, now play this and then copy everything into that. And you're like, no, just wait for your opponent to play anything at all. Like a 3-3 would do it right now. Cool, 3-3, cool, turn it all into 3-3s, attack you, win. Like you don't have to also be the one playing the thing that turns into, which takes a lot of the sort of mana burden off of you for that extra step. Yeah, I love any card like this, you don't necessarily have to have a plan where you're like, ooh, that's neat. I'm gonna turn all of these into Blood Chief Ascensions. What happens now? This is crazy. Like, don't cast anything. Like you can just sort of figure it out. I'll just take, you know, seven gilded lotuses. Yeah, from there I'm pretty sure I could do cool stuff. Like, yeah. I did wanna ask the question, is should you have some things in mind to copy when you put this in your deck? Or can you just assume that there's gonna be something? I think you shouldn't put it in a deck unless you're creating so much, you can just generally create enough stuff that it won't matter that much. But it's more about this stuff, like having a ton of things than it is about having something in mind to copy. Where it's like, even if I just turn these all into lands, it'll be fine, because I'll get 20 lands. And that just will win you the game. Like just on my end step, it's instant speed too, which is kind of nuts. So cool. Like they push it in every direction. It's so cool that it's an instant. So just the fact that like, because imagine that Cabbage Merchant game with you on that one turn where you had all that stuff before, it all got wiped with the boom pile. Imagine in a scenario where he plays boom pile, and you're like, cool, just turn it all into a land right now. That's fine. Then I keep all my stuff, I maintain that advantage. And you have like 50 lands. And it's like, how do we win the game when you have 50 lands? You cast everything all the time, right? Like every, yeah. I've won a lot of Commander games by just being like, I cheat 20 lands in a play. Yeah, it's sort of like, it reminds me a little of Orvar, where it's like Orvar can make a ton of things. And it's like a single use Orvar, which is exactly what it should be. Yeah, we both put the Orvar deck. And I was thinking like, I'll do all this stuff. And then what I actually do is just make a lot of lands. Yeah, yeah. That's it. Cause as long as you got a lot of lands, everything else is easy. And you're like, I could do all this. You build an Orvar deck, and you're like, I'm gonna copy Mulderifters and keep trying. No, you're not. You're just gonna make toky copies of lands. That's all you're gonna do. You're gonna copy your Gilded Lotus and realize that you don't need to play Gilded Lotus. And then when you have three lands and everybody else has eight, you'll win. Yeah, you'll figure that. All right, let's move on to this next one. It's kind of similar actually. It's Mirror Mind Crown. This is a four mana artifact equipment. As long as this equipment is attached to a creature, the first time you would create one or more tokens, each turn you may instead create that many tokens that are copies of equipped creature, equipped for two. So four mana to cast, two mana to equip, and then you have to make a token, but your tokens are really cool. We've seen similar things to this. I think Moonlit Meditation is the best comp that we've gotten recently. That's an aura that does roughly the same thing. The instant is Mystic Reflection. You can do that on your opponent's stuff as well, but Mystic Reflection is you only really put it in your deck if you can also use it proactively, I think. Yeah, I think Divine Visitation is an old one, but in the same mold. Whenever you make tokens instead of small tokens, you make scary tokens. Four four angels, yeah. Essex Fractal Bloom, that kind of stuff. And in general, you'd be happy if all your one one token, you raised the alarm and you get two four fours. Fires, yeah. Absolutely, if this is equipped to a sary angel, sick. This definitely has the same problem as the tapped everything is indestructible thing where it's just like a lighting rod. Basically, if you pay two mana to equip a thing, it's gonna die most of the time. You really gotta equip it and make the token the same turn you equip it. But then you're looking at an area where you're like pay four for this, go. You did nothing. Feels bad. Yeah, that feels really bad. And they'll still be like, okay, cool. And then what do you do when it comes to your turn, you untap and like two people have mana open. And they're just ready for you to do something. Yeah, cause they know. Like, yeah. So are you gonna go to equip it? If you're not going to, why did you put this card of your deck? It feels like you have to cast an equip on the same turn and be able to make tokens for free. Yeah, that's what I think. You need a token engine online. This is six mana to get going. And then like when I go to combat, I already make two goblins or whatever. Yeah, and it only triggers once per turn, right? So you really want to be able to do it on opponents turns. Yeah, that's true. So like cabbage merchant, another one. Where like, if you have a cabbage merchant deck, this gets a lot better because you play it, equip it, and then say go. This would be so helpful for my cabbage merchant deck. Yeah, and it's a lot harder for you to get nothing out of this, right? Like even if they go to remove it, you're gonna at least make one thing, right? So yeah, I think that's a really good scenario. Halo fountain was another one where it's like, you can just make a thing at instant speed. Just stuff like that that's like, oh, I'll be able to make a token on the turn that I play this, either my turn or someone else's, and get value out of it right away. I would want to be able to do that before I even thought about putting this in the deck. This one also, I think you need to look at your deck and make sure that you have at least 20 things that you can equip this to that are just positive if you make copies of it. That's the other problem with token decks, right? Is like, you don't have, like there's a, first of all, there's a lot of legends that go in token decks, and this does not get around the legend rule. So you need to have like, oh, okay, if I have multiple copies of like the angel that is a token doubler, sure. That like, that's, you have to sort of have those kind of things in your deck. And even then, if you have your token doubler and you equip this to it, people are gonna absolutely spend a removal spell as fast as they possibly can. You need not only like a bunch of things that you could envision equipping this to, but none of those things can really be about five mana. Sure. Right? Because it's like, oh yeah, Avengers End Car. Sure, but you have to get that out, then get this out, get it on it, then make a token. Like that is just, you're lucky if you cast an Avengers End Car and then tap with it. How are you ever getting this on it? And then, you know, making another token in some way. Like it's just, you want that stuff to be cheap so that you can play it, then play this, put it on it, and still have had enough resources to get that engine online somewhere. So. Yeah, it's pretty tricky. I think it's gonna be really cool. I think there's gonna be moments where this, it feels like, oh, that was awesome. But getting to that position is going to be tricky. You're gonna need ways to protect your turn or you're gonna need ways to protect your creatures. And you do need stuff to copy and ways to make tokens. There's just a lot of pieces that you need to make this go well. Yeah, it reads really cool. It will do a lot of work in sort of more casual pods where there's not as much removal, but I think in general, there'll be a ton of spots where it just doesn't feel great. Or you have hard time deploying it or you never really are able to stick it on something. Yeah, we should give it Ward or something. Like if Eqyptin gave it Ward one or two, you're like, okay, now I can buy, it gives this, does something for me here. But let's move on to this next one. It's another white card. Yeah, it is Morning Tides Light. It is three in a white for a sorcery. Exile any number of target creatures at the beginning of the next end step. We turn those cards to the battlefield tapped under their owner's control. It also says until your next turn, prevent all damage that would be dealt to you and exile Morning Tides Light. Okay. So on Resolution you exile, you can't recur this thing. A lot of things to notice here, you can exile your opponent's stuff with this. Any number of things, creatures. So you can blink your board, you can blink their board and all the creatures enter, re-enter tapped. It protects your life total from damage. So this is combat damage or like impact dramas or perforose type of damage. Counter's ignition. But not like blood artist or anything that says loses life. Yeah, also doesn't protect you from like having to discard or your board getting wiped, mill, things like that. It's not to various protection where you can't be targeted. It's just you won't die to damage. Okay. Loss of life though. Loss of life can absolutely get you. Yep. You can absolutely get garried. So you can blink one opponent's board and just shield them down, right? First of all, they go away so you can get free attacks. But even when they come back, your other two opponents can presumably be able to chip in. So it could be good against the arch enemy in certain scenarios. Work kind of like a... Like a Liderail's dismissal? Yeah, what's the blue counterspell that kid taps everything down? Oh, oh, cryptic man. Cryptic man, yeah. Yeah, we're kind of working like that a little bit. It's dangerous because a lot of people play into the battlefield effects on their creatures. They will get those things. So it's not good to just push in some extra damage. It needs to be like a kill you move if I'm gonna use it in that way. Right. It also might be just like they have one or two creatures that if you get them out of the way, we'll open up them to attacks, you know, bigger stuff. And you get a little value out of your board, blink a couple of your things, something like that. But it's hard to blink your things and get the attacks in. Yeah, there's a lot of ways to use this spell. I think it's super sneaky. For me, it feels like a front foot to Ferris Protection. Like a proactive to Ferris Protection. So the most powerful that I can see this going is like, okay, in an aggressive deck, let's just start there, is you blink out like the arch enemies, you probably blink out the last player's board and you blink out the person immediately to your left's board. The arch enemies, the person to your left, it gets way worse. It gets much worse. So you swing everything you've got at the player who's the arch enemy and then you're protected. All their stuff comes in, they have free kills on the player who's last because their board is all tapped down and you're much more difficult to get through. So it sort of buys you a turn, it gets you a free attack on the person who's ahead and has the biggest board and gets your attack triggers or whatever that is. Or if you're in a blink deck, this can be a sorcery speed, I'm gonna blink all my stuff, I'm going to like unequip all of your stuff. I'm gonna kill all the tokens on the board. Like there's a lot of- Does kill all the tokens, yeah, we didn't say that. There's a lot of weird upsides to this that I think aren't gonna be immediately obvious. But your things all come back tapped, right? They do. So that seems horrible. I mean, your life total is defended from damage. So you're not gonna get attacked. That's true, I mean, they'll still get whatever triggers and stuff they would get. But yeah, I keep thinking it's a fog, right? Yes, the pre-fog. Yeah, it is better than a fog, it's until your next turn, but it's a fog. And it's a blink spell, right? And both of those are traditionally instant speed things. And turning them into sorceries is like makes them way worse. It's also a tap effect, it's also like a- Again, generally an instant speed thing. And it gets rid of like an entire board of blockers hypothetically. That's not always instant speed. There are creatures that come in and tap everything. So yeah. So it's a lot of things. Yeah, but I just mean like taking stuff that is traditionally instant speed because there are reasons you only really want to do it if it's instant speed and making it source speed, I think is a pretty big knock against the card and hurts it quite a bit. I think we can come up with scenarios where it's good. But if we look at comparisons, like to Ferris Protection, like you said, obviously way better. Yes. Eerie interlude is a blink spell for only stuff you control, but at instant speed and the stuff doesn't come back tapped. And then we've talked a lot about hide on the ceiling and other cards lately. I still like disorder in the court, but of course it's two colors, so it's kind of narrow. And that way it also brings the stuff back tapped and you can choose the stuff, but it's instant speed. And that's a big deal because you can kind of do it before your turn. This is a use we haven't talked about as much, but they go to attack you, you blink their stuff, so it doesn't hit you. And then it comes back tapped so their defenses are down. Just the instant of it all is kind of why it's good. And I would never ever think of playing this card as a sorcery. So I sort of think that I'm on the same side with Morning Tide's Light, where I just don't think I could play this card. I just don't think the scenarios where it's useful at sorcery speed are wide enough. Yeah, I've been thinking about it, like Galadriel's Dismissal, I think has a very similar sort of comp where it can eliminate an entire board. And I use it for that more often than I use it for the protection. You can use it as protection. So that modality and that instant speed of it all does make it better. And sometimes you can phase out somebody's entire board and open attacks for somebody else. This does that as well. And having redundancy to that Galadriel's Dismissal effect of just being like, you thought you have blockers, but you do not have blockers is very powerful. But it's weird to me that I'm like, I think this card is better in an aggressive on the ground deck than it is in a blink deck, where the instant speed of it all is the good part of blink decks. And so I picture this much more in a like, Isheen deck than I do in like a brago deck or whatever, which is weird. You'd almost rather just tap down all the creatures then. Almost, yeah. I mean, there are cards that do versions of that. They don't also come with the, you can't take damage until your next turn clause, which is kind of big. I mean, there are plenty of games where you're like, if I just get one more turn, I'll probably be able to win, regardless of what else happens. Usually you have to keep some portion of your board for that to still be true, but like it does have that, and I don't want to downplay that too much. That's worth something. To me, I just think like, the sorcery really hurts it a lot. It just hurts the flexibility. Yeah, for sure. It's really interesting. Cause I can picture, like I said, I can picture moments where it's very powerful, it's game winning. And I think that's where I would play this. Is if when you cast this, you can win the game. Like this is an evasion spell. This is your acromas will. Like that, I think is where this card belongs. And in a blink deck, this is like fine, but there's just so much redundancy that gives you what this is at instant speed. So I don't think you run it. But again, you can just die to a Gary or a board wipe, or like it doesn't save you from that. Oh yeah, something you didn't mention, we didn't mention is you can get back stuff that's stolen. Oh yeah, yeah. Cause it's any number of things for anybody that's taken something from you, grab it. Yeah, so if somebody's cast a soul harvest or whatever, you're like, thank you so much for casting that for me, give it back. Blinking it back to me. Yeah, which is kind of fun. Oh, okay. Oh, I wanted to ask, do you fire this, if you're in a blink deck and you're playing this, I know we said that maybe it doesn't go there, but do you just fire this off as a blink effect on like turn five, even though you don't think you're gonna die? I mean, I think you do. If you don't have anything better to do and you've got like three or four creatures that have ETPs. Yeah. All right, let's move on to the silliest boy that ever did was. Off nabbed goat. It is one in a black for an O5 creature goat. It says pay one colon dry card, gain control of this creature and put a negative one, negative one counter on it. Only your opponents may activate this ability and only as a sorcery. And it also says when this creature dies, if it had one or more minus one counters on it, its owner draws that many cards and each other player loses that much life. So the person who casted it as the owner, so let's say I cast this, the other players, not me, can pay one during their turn at sorcery speed to put a counter on draw card. So let's say Rachel does that. Now she has the off nab goat and it has a minus one counter on it. It's a negative one four, I was gonna say an O4. And then. And I draw a card. Yep, and she can't do that again cause she's already got it and only her opponents can activate the ability. So then on the next player's turn, if they want, they can pay a mana, do that, and now it'll have two minus one counters on it. And then the third person can do that and then I could actually do it because my opponent has it at the time. Now, if everybody does it, it'll still have one toughness. But eventually if it did die, then it would, let's say it has four or five counters. Let's say somehow somebody decides they're willing to put the fifth counter on it. It dies, it has five minus one counters on it. Me as the owner of the card, no matter who activated the ability, draws the five cards and everyone else loses five life. This card's super fun. And it's like, when it's in play, the first time you play it, you're like nabbing it, for sure. Yeah, definitely the person to your left is doing it cause one mana for a card, which is just a good rate. Yeah, if it doesn't set me like a huge setback in my curve, I'm absolutely paying the one and yonking this goat. But we found once we were playing this, once it got three negative one, negative one counters on it, kind of none of the other opponents want to activate it anymore because once it has the fourth on it, its owner can yonk it and it'll put the fifth on it, draw five cards, draw the table for five. And they'll have drawn the one for yonking it, so they're gonna draw six during the table for five. Pretty good. Yeah. I guess if you haven't seen it, this is a reference to the lower win card, goat nap. This is the goat that gets napped. Nabbed, that's the off to napt goat. Right, off napt. That's me. This card's very interesting and it like, It's a fun mini game, it definitely is a fun, interesting game at the table. And I think honestly, if everybody pays and you're the owner and you have it and it's a zero one blocker that when it dies you draw four cards, that's a pretty good position to be in. So I think even putting- People don't want to attack it, yeah. Yeah, absolutely. That's a decent little rattlesnake to be like, okay, well I don't want the off napt goat to die, so that's pretty good. Yeah, I mean, and you're in black. So what are the chances you don't have any sack outlets? Absolutely. Often you're in black and you have a ton, but I almost never play a black deck that doesn't have some. Yeah. And so pretty good chance you can make this thing die for some kind of benefit. And even if you only draw three cards and during the table for three at that point, and you already drew the one to kind of grab it back. So I think like there's almost no real way for it to go terribly wrong for you in these scenarios where people play it fairly. So like even if you steal it, nobody else does, I steal it back, got one card out of it and then am I able to kill it? Draw two, drain the table for two. Pretty good. That's pretty good for my three mana. But there's ways it can go wrong and those are like bounce and exile, but then they're using a removal spell on this goat. Are you that sad? It's your true drop, right? So even that doesn't sound like that big a downside. I think the biggest downside I can really think of is you're an aristocrat stick. I play it, you steal it, put one counter on it, draw the card and then sack it and go, go cool Josh. You can draw one. And you draw one card. But even then it's like a wall of omens? Well, the wall's still there. Yeah, yeah. So that's a big part of wall of omens. That's true. Yeah, and you drew a card for one mana and then probably got a benefit off the sack. So it's not great, but it is not like the end of the world. And that's kind of the worst scenario I can think of. I guess the worst scenario is you play it, everyone refuses to activate it. Yeah, that's not a good one. That's not great. So you have to be at a table where you think your opponents will activate it. I mean, there's definitely gonna be- Somebody will. Somebody always does. It's one mana for a card. You're like, I'm digging and you can make a deal to be like, look, I'll give you the card off, like just draw the card off the goat, and we can dig a little bit deeper to find a removal spell to help that person. Somebody needs to hit their land drop. Somebody like, you know, there's a Jimmy and a lot of pods. Jimmy will just always draw it without even thinking. Yeah, it's like, absolutely. Yeah, I'm doing that. Give me this one mana draw. I'm doing that. Present. It's hard to imagine. You'd have to have a really disciplined spiky playgroup that you play this and nobody naps it. And if you're in a disciplined spiky playgroup, you're not playing the off-nap goat. Exactly, exactly. You know better. I read Two Drop from earlier, they can't be countered. You're playing that one. You're playing both. Yeah, so. They can't counter your goat. Yeah, so at first this is not the kind of card that I like and I immediately like scrunched my nose up a little when I saw it, but then as I started to run through scenarios, I couldn't really think of one where it goes terribly bad for you and I was like, oh, maybe. And of course there's a bunch of upside that we're not even discussing yet, which is synergy. Yeah. So all of a sudden you're in a minus one, one on this one counter deck, and this gets totally different and way better. For one, when you get it back, it will have a counter on it as long as it went away for a little bit and you can manipulate those counters. But also like you can just put a bunch of counters on something all at once. So if you black suns Z and this thing is out, if you put 13 counters on this thing all at once. Trains the table. Trains the table for 13 and you draw 13. Mwah, mwah, mwah, mwah, mwah. Sweet. And you're gonna have a lot of affectionate decks that maybe they don't do 13, but do three or four. And that's just a really good thing where it's like, okay, I can just turn this into a draw spell or incidentally draw as I'm destroying everything else kind of deal. So in a minus one, one counters deck, this becomes really, really good. And I don't think that's a question. The question I had is like, is this playable in just a deck or do you have to have the minus one, minus one counters synergies in order to play it? The only other place I could think about playing it is if you're in a deck that cares about your opponents controlling things that are yours. So if you're in like a blim comedic genius deck. Interesting. But in those decks, people aren't really gonna nab your goat. Yeah. Because they will be punished for it. Because then you will get their goat. So yeah. But the other option is like blim, usually those types of commanders have donate effects on them. So you can donate the effect, you can steal it back, you can start putting your own counters on it. And it's a thing that you can keep giving away. Yeah, that's cool. You give it to them and then stake it right back. And draw a card. Like that feels quite good to me. At that point they might be like, well, Scrooge is gonna give it to me anyway. I'll just draw this card. I'm just gonna take it. And we're gonna kill the goat. We gotta get this goat off the table. They'll draw a couple cards, but at least we want to deal with it. Which is actually good for you, right? So I think like in those decks, I would start looking at this. And it's a little bit. Not a lot of those decks though. There's not a ton of them, but there's more and more. They put like, there's a red black one, there's a blue black one. There's Zedru which can't play this, but yeah. But like those kind of effects are getting more popular and tend to be really fun and interested in these kind of games. So I could see it if you're in the type of deck that just wants to have the table talking and wants to have politics and like wants to exchange control of things. That's definitely the only other place that I would consider playing it other than the minus one counter deck. Yeah, that makes sense. I don't know, maybe in a high toughness deck, you could play it. It won't be high toughness for that long, but I guess when it's not, you're fine with that too, you drew a bunch of cards. It's zero five. Yeah, that's true. So, all right, let's move on to a legendary creature. This one's gonna go in a lot more decks. I do think this one will go in the 99 more often than it'll go in the command zone. It's Reese the Evermore. So this is one in a white for a legendary creature, Elf Warrior. It's a 2-2 with flash. And when it enters another target creature you control, gains persist until end of turn. So that says if it dies and it doesn't have a minus one counter on it, you bring it back to the battlefield with a minus one counter on it. And then it has an activated ability. White tap, remove any number of counters from target creature you control, activate only as a sorcery. Okay, so many things to talk about on this card. Yeah, it's very powerful. It's a little bit of protection. So you can flash it in in response to a removal spell and the thing will come back to the battlefield and then you can tap it to remove the minus one counter. And it's just a regular creature again. And that's sort of on its face what it does. But there's a lot of synergy to having a thing that can remove counters, especially any number of counters. Is it just from creatures? Yeah, just from creatures. But this can remove finality counters with something I was thinking. Like maybe you look at this in like my Shilgengar deck, which is like an angel sacrifice deck that comes back with finality counters. So there's enough synergy there for protection removing counters that this might be worth it. But also there's a lot of combo potential with when you start getting fancy with Reese. Yeah, I mean, what I like about Reese is two mana with flash save of creatures. So like the, that is like nearly playable. And so the fact that like, if you have any amount of synergy for the counter removal thing, you can justify playing it pretty easily. And then also, I think maybe you don't even need that as much if you have ways to sort of recur it and take advantage of getting that persist trigger multiple times. Yeah, there's definitely gonna be combo potential. The two comps, comparables we have for this are Luminous Broodmoth and Safi Eric's Daughter. Neither are exactly the same. There isn't a card that is exactly the same as Reese. It has actually a combination of abilities we haven't really seen before. But both of those cards are notoriously combo-tastic. And this one will be too. It's really, really good with either persist or undying in general in your deck, because like let's look at Makaus the Unholyd which gives a bunch of stuff, undying all your non-humans. And the ability to continuously remove the counters so that you can undying again with a thing that already undied. Or persist, Cauldron of Souls is one that sees some player used to not as much these days, but that's another way that's like say, give it persist with something else over and over again because Reese can only give it persist once, but then remove the counters every time. So you're able to sacrifice or another way use those bodies over and over again. If you can get this on a Gary or something, you can often loop it a couple of times and just win that way. So that sort of goes to the graveyard, comes back, goes to the graveyard, comes back. We know those loops in Commander. We see them all the time and they're super, super powerful. And since Reese is an enabler for that kind of stuff, we just know it's gonna be good. Yeah, and there's already some combos that are starting to surface with Reese. There's even mono-white combos that work with Reese and the Commands on if you wanna stick that way. But it usually combines with some kind of blink card and some kind of reanimation effect that comes back with a plus one, plus one counter on it. Cause if you can bring something back with a plus one counter on it, then it doesn't have the minus one counter and it means that you can persist it again. So basically- Resto Angel. Yeah, so if you have a Restoration Angel to blink Reese and you have some sort of way, like a Cathars Crusade, like something that puts a counter on a creature when a creature enters the battlefield. The counter out there persist. Right, so if you have a Restoration Angel, you can use the Restoration Angel to blink Reese. Reese can give the Restoration Angel persist, which then you sacrifice to a free sack outlet and it returns to the battlefield with a minus one, minus one counter on it and a plus one, plus one counter from the Cathars Crusade. Right, so now it has no counter. No counters. It blinks Reese. It blinks Reese and we can rinse and repeat. So we have infinite dice triggers, infinite mana depending on the sack outlet and infinite ETBs. First day of class if you're in red or with, there's plenty of like green effects that say if a creature enters it ensures with plus one counter on it. Works really good with Glenelinda Archmage. It sure does. Yeah, because it's already got persist. So you just like sack it to counter the spell, comes back, remove the counter, sack it to counter the spell, comes back. Yeah, can you cast three things? Seems pretty good. So there's a lot of combos that can happen with Reese, it usually is gonna go in the mono white, like sort of blinky loops that you can get into. But I think if you're building around anything that has negative counters, you're gonna look at it as just a protection spell. Yeah, my big question as usual was, okay, cool. It goes in those decks, which is pretty narrow when you think about it. Like, okay, decks that are playing around with counters in some way. And that have, really you wanna persist or I'm dying bent to it. Cause like a plus one, plus one counters deck doesn't necessarily want Reese. I guess it's fine, but like it just protects the thing. Yeah. Do you play this outside of, you know? Outside of like combo lines or outside of counter lines? Like where you're using that side of it. And from a combo line perspective, that Resto Angel combo is like a lot of pieces to put together. And if you wanna be combo, you can do better than that. You absolutely can. Yeah. Yeah, it's not really, I mean, persist relies on it dying, which is a big problem. It doesn't work if it's bounced, it doesn't work if it's exiled. There's like we said, indestructible is not as good as it used to be, which means that persist. Yeah, a lot of stuff is not dying, it's getting bounced right outside of the end. Yeah, which means persist isn't as good as it used to be. So it's not really a very complete protection. And there is a lot of complete protection, especially in white. So I would say that I wouldn't be running this unless I'm building around some aspect of the counters or. I wish it could remove counters from target creature. That'd be kind of fun. Then I think it's like, okay, you could use it to remove the persist counter, but you could also, like it would have enough additional utility but maybe I don't wish that. Maybe I don't want to see any card in a lot of decks and that would make it maybe more playable and more decks. So maybe, you know, I'm not complaining about the right things here. I'm not complaining. I'm just saying, what would make me play it that, but do I want you to design the card so that I would play it so that, because it was more powerful? No, I probably don't. Yeah, it's very interesting card. And I think it'll show up in a lot of decks that you're like, oh, I could play it here because it removes finality counters or I could play it here because it has like, I've got time counters or something like that. So you don't want to remove time counters most of the time, but you know what I mean. Yeah. So I think it'll show up more than we think, but right now it's a little narrow. All right, the next card is also a legendary creature, but we're talking about it in terms of in the 99, it is Senar, innovative first year. Two and two hybrid is it. So four mana total for a two four legendary goblin sorcerer has vivid at the beginning of your first main phase, reveal cards from the top of your library until you reveal X non-land cards where X is the number of colors among permanents you control. So if Senar's out, you'll look at two. And then for each of those colors, you may exile a card of that color from among the revealed cards, then shuffle. You may cast the exiled cards this turn. So if you only have Senar, you cast this, you look at two, you get two blue cards off the top, you can only pick one of them. You can pick one of them. If you get a blue card and a red card, you could get both. If you get two lands, you get neither. Well, you go until you hit spells. Oh, you go until you hit spells. Yeah, so you're guaranteed to see two spells. You just may not be able to cast both of them if they're the same color. Right, and they could be like green and black, and you can still get them. It's just for each of those colors, you get a card, but you can't say this is the one for blue and this is the one, right? Well, you... Is there more reading that right? Let's just say you just have Senar on the battlefield. So you reveal until you hit the first two spells. So they could be colorless. If they share color, you can't get both? Is that the way it works? Yes, if they share it, well, if they're both mono blue, if one's blue and one's blue red, you can be this and my red spell, this and my blue spell. But if they're both green, you get neither? And you don't have a green permanent, you get neither. Okay. So if you hit colorless, I don't... So you have to get a corresponding color for each color that you've got on the battlefield. Yes, so the way I think about this is like, I'm looking at this in like a blue-red spell stack. I'm already out, by the way. It's too complicated. It is really complicated. Can I play a lot of colors? I agree. But if you have like a blue-red spell stack, and you have this in play, and you go until you hit two spells, some of the time you're going to hit draw two spells off of this. And you basically always draw one. You will basically always draw one. Unless you hit like talisman talisman. Oh, artifact, yeah, yeah, yeah. So you would have to build around this a little bit, I guess. It'd be low chance that you get artifact artifact. I agree, that would be reveal cards until you reveal the non-land card, yeah. And if you're evenly split, the idea of this as like a Pharexian arena that can draw you multiple spells on your main phase is like kind of interesting. And in the 99 of a deck that has even more colors, there's even more upside. So you need more stuff in play. Sort of, but your spread of stuff is way more, like not even. That's true. I play a lot of five-color decks, and you're never like, I got exactly 12 of each color. Like that's not how that works. So yeah, as you up colors, you up the variance of the color sort of matching what it is that you get. Yeah, that's true. It's an interesting thing. I keep thinking about this card, because the fact that this can draw you two spells a turn is very good in like a stormy blue red deck. Where it's like, if I hit two cantrips off of this and one's blue and one's blue red, that's incredible. If I hit two blue spells, you can pick the cheaper of the ones with the, or not the counter spell or whatever. It gives you a lot of selection, and it's good in like cast from exile decks. It's good in decks that just want to see a lot of spells, like storm decks, like instance and sorcery decks. So this is actually a pretty serious card advantage engine. I would really only play it in two-color decks though. I like it most in blue red decks. Okay, let's see. The math should be pretty straightforward here. Let's imagine a deck with two colors evenly split just for simplicity. What do you think, like 10 to 11 artifacts? Sure. Okay, so about a sixth of your spells. Okay, so five and six chance to hit one of your colored spells. That's like 83, 84%. That means it's about a 95% chance to hit, maybe even a little higher, to hit at least one spell. Like you're gonna draw one card. And then the question is how often will you draw two cards off of it? It's like somewhere 25 to 30%, maybe one in three chance to hit those two cards. And then sometimes you can whiff. So it's really low chance, but there is probably around a three or 4% chance that you just get zero. So it averages out. I bet we're in the range of like, you'll average draw 1.25 cards per turn off of this or so. And of course, no deck is exactly constitute like that. And if you have a lot of spells that are both colors at the same time, hybrid spells and stuff, then your average can go up for sure. But if you have more artifacts, it can go down, but like somewhere in that range. Okay, okay. Okay, on to the next. We're talking about Shadow Urchin. This is two and a hybrid Racto. So three mana altogether for a creature. Oof, it's a three four with whenever this creature attacks, blight one. So it's put a minus one counter on one of your things. Whenever a creature you control with one or more counters on it dies, exhale that many cards from the top of your library until your next end step, you may play those cards. Whenever a creature you control dies, impulse draw cards for the number of counters on it. Is a very powerful line of text. If you are in a deck that is sacrificing things and also putting counters on things. Which is actually fairly common. Especially plus one, plus one counter decks. I mean, that's a ubiquitous one of the top, you know, maybe top three archetypes that exist in the format there's just a lot of decks putting a lot of plus one, plus one counters. And this doesn't care if it's minus one or plus one. It just, it will help with the minus one part. The first thing I thought of was a Zarell Genesis Shepherd. That's the John Bug that whenever you sacrifice stuff puts a pile of counters onto one thing. What a great thing to sacrifice. You sacrifice this creature, you see three cards, at least two cards in a Zarell deck. And these like sacrifice outlet. I see way more than that though. At least, yeah, I'm saying two visas is base power. But in your like. When I saw it, it's like 20. It's crazy. But this combination of like sack outlets and counters is a lot more common than you think. Like Jury Master of the Review is a commander that stacks up a whole bunch of counters on it and you want to sacrifice it. Impulse draw a whole bunch of things. Marchace of the Black Rose is a plus one counter sacrifice deck. Even if you're impulse drawing every time you sacrifice a creature, you're still seeing a card every time you sacrifice a creature. So I think Shadow Urchin is actually going to show up in a couple of different places, even though it looks really narrow and it looks really focused on minus one, minus one counter decks. I think it'll be much more common in plus one, plus one counters decks. Yeah, I think pretty good, pretty good. Also good with Black Sun Xenith. Yes. As it turns out, Black Sun Xenith good with. Good card. A lot of cards in a set that's centered around minus one, minus one counters. Yaw. All right, let's move on. All right, the next one is Soul Emulation. It is three red, red for sorcery as an additional cost to cast this spell, Blight X. X can't be greater than the greatest toughness among creatures you control. And what Blighting means is put X, minus one, minus one counters on a creature you control. And then Soul Emulation deals X damage to each opponent and each creature they control. All right, confusing. So. Yes. When you cast this, you can Blight X and X doesn't have to be, but it can't be more than whatever the highest toughness creature you've got is. So let's say you've got a five toughness creature. X can be five, it can be four, it can be three, it can be two, it can be one. Then you Blight that many, whatever number you've chosen and Soul Emulation deals that many, let's say you chose five, deals five damage to each opponent and each creature they control. Harkens to Chandra's Ignition, which is way easier to read and understand, but it's sort of Chandra's Ignition. But better. But better, but also if it were based on toughness rather than power. Right, yes. I think a good shorthand is like, it's Chandra's Ignition, but for toughness. And you sort of have to sacrifice a creature. That gets you most of the way there to understand in this card, but we're gonna go obviously go into some intricacies here. Yeah, so the first thing is you do not have to Blight the creature with the highest toughness. Right, if you've got that five five, you can choose Blight as five, but then you can put the five counters onto your one one. Yep. So it dies and then you deal five to all the creatures and each of your opponents. Sorry, all the creatures your opponents control and your opponents, it is one sided, it does not hit your stuff. That is the other big difference here. It's one sided from Chandra's Ignition, so it just hits them and their stuff. And then it is an additional cost. So a big downside to Chandra's Ignition is you target your biggest thing with the biggest power and they remove that thing, the spell does nothing. This is an additional cost gets you that X on the stack. So you're like, I Blight five, this is gonna deal five, no matter what you remove. Yeah, if you remove, if I go, oh, and I'm Blighting my one one and you go remove the one one, it doesn't matter. It's cool, but I just didn't have to put minus one counters on it, I was gonna die anyway. It's an additional cost. So they don't, they can't really respond to that cost. It's to put it on the stack. So there's a lot less risk involved with the soul emulation because you're not losing your own board, you can't be blown out by a removal spell. The biggest downside is that it cares about toughness rather than power and in red, power's a lot easier to come by than toughness. Yeah, and ostensibly, it's like sacrifice something to do this as an additional cost almost. Yeah, it's just templated interestingly. The additional cost thing does mean like if you fork it or copy it in some way, you don't have to pay the Blight again, which can be kind of good. And having a seven toughness thing, choosing X is seven forking this and then dealing 14 to everybody. This thing is a thing that can happen for sure. And of course, we're being pretty modest. Like Shandra's Ignition honestly often does 20 plus because you just have a huge creature and this will be able to do the same thing. Cause most of the time when you have a 20 power creature, it's a 20, 20 or something like that. So it will work similar or better than Shandra's Ignition in a lot of cases. Yeah, I think this card is great. I think you're going to look at it in power slash toughness matters decks as long as you're boosting both. Plus one plus one counter decks. Plus one plus one counter decks is where this is going to be the most cracked red green counter stacks is what is where I picture this. Like because you don't even have to kill them with it, right? If you've got, if you've got a 10, 10. You're 20, then you just attack with the 20. Yeah, you've got, you like, I have a 10, 10. I'm going to Blight 10. I'm going to deal 10 to everybody. I'm going to kill all your stuff and I'm going to attack you with all my creatures that survived this board wipe. Like that's- Survived because they didn't get hit by it. Because they didn't get hit. So it's like- And I just had to lose one. Is just, yeah, you sacrifice your smallest thing to win the game. And it's a lot less risky than a Shandra's Ignition, which I do not like playing because of how risky it is. Yeah, I mean, Shandra's Ignition is, it's great. You just have to be careful, but this is going to be better in a lot of circumstances, which is crazy. Yeah, I mean, this is one of the best red board wipes we've seen in a long time. And it has a lot to do with the fact that this is just one sided. This doesn't affect your board, except for the one thing that you sacrifice. Okay, so now to the question that I always ask. Yes. Which is, how broad is this? Meaning, okay, sure, plus one, plus one counter decks with red. Anything where you're like pumping your creature. We'll think about playing this as one of their board wipes now and probably one of their better ones. It's kind of like to lay blast fireball almost. Very much. But let's say that you're not pumping your creatures really. But your commander has four toughness or five toughness and you have other creatures in your deck. It's not like a spells deck. Can you play this as like a five mana? At the very least, if my commander's out, deal four to everything. Maybe. I mean, I definitely think about this in my dragons approach deck, which like, we'll get dragons onto the battlefield. This does damage to all of my opponents. So it's a big burn spell as well for decks like that. Like would you play a card that says, it's five mana sorcery, deal five to all your opponents' creatures and their faces? I think so. Right? I think I would because most of the other ones I can think of also hurt my own creatures. And this one. This is so much better than chain reaction. Yeah, your board doesn't get hit by this. Yeah. So I don't think we have a card that's five mana, deal four to all of your opponents and their faces. It's a lay blast fireball. It's the only one. Which is amazing. And you play it every time you play red, right? Yeah, absolutely. So yeah, this is delayed blast fireball that scales up for the power on the board. So I think you definitely want reliably a four, four or five, five. And if you can meet that. But if your commander is that, you probably just run it. Yeah. Yeah, and then it just could be better than that, but like the low end expectation of like at its floor, it's that, it's pretty good. Does seem quite good. I mean, in any sort of deck with high power, this is a win con and in any sort of deck with reliably chunky creatures, this is a very powerful board way. Oh. All right. Onto the next five mana red card, Spine Rock Tyrant. This is three red red for a six, six creature dragon with flying and wither. Whenever you cast an instant or sorcery spell with a single target, you may copy it. If you do those spells gain wither, you may choose new targets for the copy. So this is sort of Zada, but it triggers if you only target your opponents' creatures as well, and you only copy it one time. Yeah, it's kind of Zev-Lor. I also put Pestilent Spirit and Soulfire Grandmaster on there as like other cards that give abilities to your spells. One is lifelink, one gives death touch. This gives wither. How much does the wither matter? An interesting question, because it doesn't just give all of your instance and sorceries wither. It gives only your single target spells wither. So Blasphemous Act doesn't wither. Doesn't do what you want it to do. Lightning Bolt does, but then it's like, would I cast a Lightning Bolt on a 5-5 to make it a 2-2? No, I would not. Not really? So then the wither feels like it wouldn't matter there. Then it's sort of like a combat trigger. Like I make it smaller and I eat it, but like that seems like a narrow case. And even in a minus one, minus one counters deck, I don't want to run Lightning Bolt just to put minus one counters on, because what if I don't draw my Spine Rock Tyrant? Yeah. I'll just run removal that's got minus one counters. Minus one, minus one counters on it. Yeah, it's like, where does the wither matter? Like what deck can we imagine where I'm like, it's cool text, but I don't think it actually does anything. The biggest thing I was thinking about, I was like, well, it helps you get around indestructible. So like if you have two, if you cast Lightning Bolt and you have two Lightning Bolts, then it does minus six, minus six, and you can kill a thing that's indestructible, but like, ehh? How often is that? Yeah. I don't know. I mean, I guess my point here is like, you're playing this card for the copy part. Right, yes. You're not, the wither is like, borderline doesn't matter. Yeah, I agree. Most of the time it is not going to matter. Yeah, this is a copy of your single target things. It's copy of a removal spell. It's copy of a pump spell, I guess. But most of the time I think you're going to run this in sort of like a controlling John's deck that runs a ton of single target removal. But even then, like how, you have to be running a lot of removal for this to be good, like 20. Yeah. Yeah, that's what we say always, right? Like between around 20 or 25 is when it's a theme. Yeah. And then you can't just have a one off card in your deck that synergizes with anything that's not like a main theme of your deck. So yeah, you'd have to be a lot of removal. There are some draw spells that this will be in. So you could have your removal, but also have a Jessica's wheel. That's true. That's great with Jessica's wheel grills. Sign in blood, we've all died or killed somebody to a sign in blood. That has a target. Git probe has a target. So you could have 20 spells, but 12, 13 of them are a removal. And you've got seven or eight that also have a single target. I mean, extra turn spells that would targets, right? Not all of them do it, but Time Warp does. Time Stretch, both of them are a target player. You don't build a deck around Spine Rock Tyrant. You have a deck that Spine Rock Tyrant naturally fits into because of the way that it's currently constructed. And then you- Like Zedlar. Yeah, exactly. So you're like, cool, Spine Rock Tyrant goes into that deck because this deck already meets the criteria and the criteria are I need 20 plus spells that have a single target. Right. Tricky to meet this bar, but I didn't want to talk about it because it feels like it reads a lot more powerful. Than it does. And it will be really powerful when it's good. It is a 5-5 flyer for five. So- 6-6. Oh, 6-6 flyer for five. With wither. So you don't have to copy a ton of things. You copy one thing, it's been pretty good. Yeah. Right? So like you can also think of it on that level. It's like it is just a big flyer at a pretty good rate. And so if you cast this and have two mana open and copy your removal spell. That's quite good. It's, you've gotten, you've been, you're fine with it, right? It's not like the best card ever. But then you copy two more things and it's been the best card ever now. That's true. There are definitely worlds where this card is going to feel insane. It's just not going to be as reliable as like a double vision that just copies whatever you cast. Yeah. There'll be a lot of games where you're staring at it being like, I don't have enough mana to cast this in a cast of removal spell. Or I don't have a removal spell or a single target spell at all. In which case I don't want to cast this. And that'll feel bad, but. Mm-hmm. Okay. All right. We're moving on to the next one. It is spring leaf parade. All right. This is green, green and X for an enchantment. When this enchantment enters, create X, one, one colorless shape shifter creature tokens with changeling. So they're every creature type. And then it also says creature tokens you control have tap add one mana of any color. So this creates green, green, X, create X, birds of paradise basically. Yep. Which seems great. Pretty good. The natural comp is something like awaken the woods has a very similar effect. So it's green, green, X, it's that sorcery speed and it gives you forest lands. And it's very powerful and sees a ton of play. It does. It's usually sees play in landfall decks. That's what I was going to say is like, they're comps, but the reason you play awaken the woods is to get like 10 landfall triggers in a turn. Yeah. So I don't think you would play spring leaf parade in the same decks. No, but the spring leaf parade also has the static ability of all your tokens tap for mana. That's true. So it's a crypt that's right for tokens. Creature tokens tap for mana. Yeah. It's like at its floor, it's crypt with right for tokens. And you could pay green, green, X, and I think that or green, green, X equals zero. And I think that's a complete, if you have a bunch of tokens on the board. Yeah. That's totally a thing you could do. At least not like one. Yeah. Yeah. So this idea that it's like a more flexible crypt with right that says, if you don't have a board, here's a board seems quite powerful to me. Yeah. As I was looking into this, there are a lot of cards that are two pips and X, create some amount of X amount of tokens and then some additional other upside. So there's aggressive bio mancy, which is X, X, and two, but it creates a bunch of tokens and then those tokens fight things. So that's the upside of the fight. There's farmer cotton creates X one ones and then makes food tokens. Foods, yeah. Foods the upside. Goblin negotiation is deals damage and then the excess damage becomes goblins. Secure the waste is a classic one from the old days, which is just one colored pips and X makes X one ones, but it's at instant speed. Right. So like where does this fit into that continuum? Because a lot of the cards I mentioned, you know, see varying levels of play. Yeah. I think it fits right in there. I mean, you're looking for, do I have a lot of ways to spend all this mana? Do I naturally have a lot of creature tokens? It's not going in a deck that doesn't care about tokens. Right. I think it's definitely a token card. Yeah. You have to be sort of in a dedicated token deck and creature token deck. Right. Because the upside of this is that your creatures tap for mana and you have other creatures that can give you this mana back. Right. It's a little unfortunate they didn't template it so you can pay X somehow with the tap for mana thing on the board. Like this creature enters, put a trigger on the stack, you can then pay X. So if you already had tokens, you could tap them. That's cute. Yeah. I like that idea. It would be, or at least just give it a convoke. That's kind of fun. There you go. That's an easy way to do it, but then it could be any creatures, not just tokens. Yeah, that's true. It's a token, token book. Yeah. So it's, I could see it being cast as like X is zero. I could see it being cast as X is 20. And I think that flexibility is really interesting. And I don't play a ton of the cards that say my creatures tap for mana. It's just not something I even think about when I'm deck building for it. Not because I don't think it's good. It's just not really something that I, not a tool in my tool bag, I guess. But that's a very powerful ability to give all your tokens, to turn your tokens into something more than what they are, which is the point of token decks. I don't, I don't know if I run it anywhere outside of a token deck, unless I care about a creature type. Unless I'm- Yeah, because this technically makes elves or whatever. Right. This makes elves, this makes anything. Yeah. This makes merfolk and it gives, makes you merfolk with tap abilities, which is really powerful. So I would, if I was looking at a type of deck that cares about having a lot of something, this is a really cheap way to make like a ton of dragons, for example. Like if you have a thing that says for the number of dragons you control- Whenever a dragon you control attacks. But whenever a dragon you control enters, like those, this gives you a ton of them for very efficient, much more efficient than you would get a dragon form normally. So I think that is another place to think about it. I think it's pretty powerful because the threat to untap with seven one ones is not existential, but the threat to untap with seven extra mana kind of is. So it can win you the game on an axis that the token decks aren't usually right. Like usually you gotta untap with seven and then have the pump spell. And even with the pump spell, if it's just the seven tokens in a certain point in the game, that can't necessarily, unless it's crater of kill everybody. This gives you the ability to like increase that lead in a way that's like off your normal axis of like, either I create tokens or I pump those tokens. And this is like, oh no, I can just out deploy the table, which is a way I like to win a lot. Just get yourself into a position where you just have a huge resource advantage. So this can give that. Yeah. I do find that the cost, the two ends X is just more in the game than it feels like when you read it. And you're often looking at it being like. When I cast this for five, that's my whole turn. And then everyone's gonna be like, oh no, he's got nine man and next turn and like, you know, it's not that, it's not a big advantage for the heat it's gonna bring maybe. Yeah. So I do think this is pretty good, but I think it's probably a little less good than I think it is right now. The big difference I was thinking about this is like, Cryptolith, right? When I'm sorting cards in my deck into whatever categories they go in, I would sort Cryptolith right into an enhancer category where it's like, when I have a thing, this makes it better. This sort of gives you the thing that it's making better. So I could qualify this as a ramp card. Like I would feel better about calling this 100% a ramp card than I would like an Elven Chorus or a Cryptolith right, something like that. Interesting. Because it comes with both halves of it and I would put it in the token category. So it does this thing that we talk about all the time in the deck building template where it's like, you want cards with overlap. This makes tokens, this also gives you mana, this is overlap. Yeah, this is a ramp card and like core synergy token card. I count Cryptolith as ramp every time but I wouldn't put it in a deck unless I'm going to have enough creatures in that deck to make it work. Right. I just don't think it gets me to where, it doesn't get my plan started. Where I usually ramp that like, it gets my plan started faster and this is like, it makes your plan better. Yeah, I think it's ramp like Gilded Lotus' ramp. Sure, sure. Where it's like, you don't play it on turn two, you play it on turn six and you're like, you thought I only had six mana to work with this turn. I have 12. Right, yeah. Let's move on to the next one. We've got the next page. Subterfuge, this is a dolphin dragonfly bird. It's an elemental incarnation. Four and a blue for a elemental incarnation, it's a three five. When this creature enters, target creature gains flying and whenever this creature deals combat damage to a player, draw that many cards until end of turn. That many. It also has Encore for seven blue blues. So nine mana to Encore this. Nine mana, you make three of these that all give themselves or each other flying and then you'll draw nine. And you draw nine cards. So it's nine mana deal nine draw nine on an empty board. Yeah. Yeah, comparisons to Starwinder, Cold-Eyed Selki is another sort of old one that has Evasion plus draws that many. You have to pump it though, it's a one one. It's very similar to Starwinder in my head. Starwinder has this warp ability that you can sort of do this for one turn and then later it has this like big impactful ability. It has that ability, but it doesn't give Evasion to something so it doesn't like inherently help you take advantage of it. That's true, the flying makes a big difference. Thunderfuge does that. Yeah, I had a couple questions here which is one is how much better is that many than just draw one on hit like Coastal Piracy or Waterbender Ascension or something like that? Depends on the deck, they're just sort of different decks. I think in blue you naturally gravitate towards small things that fly and you have a ton of them. So fairies or drakes or that kind of thing, birds. So you hit a bunch of things, you draw that many cards, but if you're in Simic or if you're in, I don't know, maybe Blue Black where you have a lot of like big demon flyers, then obviously draw that many becomes a lot better. And then the second question was how many cards do you need to draw when you cast this for five mana to be happy? It's not that many actually. Like four? I think it's three, two might even be fine. I'd play Muldrifter, I mean Muldrifter I'm obviously planning to abuse. You could abuse this in a similar way, I don't think it goes in Blink decks, but you could do that. But I think three is probably fine. A five mana, three five that draws you three, that is kind of better than Muldrifter, better than Cloud Blazer. It doesn't give you a flyer, but those flyers are two twos, this is a three five. Yeah, those guarantee you draw, you need something that can attack this turn and can like, this doesn't give you the three cards for sure. So you're saying you need to draw four to make up for the times when you draw zero? Yes. I think like. You need to average two. Yeah, I mean the ceiling on this is much higher than Muldrifter, but. The ceiling's higher, but the floor is lower. But the floor is lower, yeah. Because you can literally draw zero. I tend to gravitate towards cards with higher floors than this. I don't love a five mana, three five that doesn't do anything on an empty board. If I'm paying five mana for something, give me something. Yeah. So this can draw you 20 cards, but like, the place that I was picturing it is like a Simic deck with a six six or something. So you play this, give your six six flying, hit, draw six. But those decks also have like the green draw equal to power effects that just definitely do them. When she'd rather just cost risk, risk, risk, risk for tea is there. Yeah, I would. Yeah, 100%. I wouldn't be casting the three five. Well you cast risk, risk for tea, and then you cast this off the risk, risk for tea. There you go, and you double the draw. Even better. But yeah, I agree, because there's a lot of like draw cards that you use with the highest power among creatures, you control type deal, which is more reliable than this. Because even if they don't kill the creature in response, do you have an attack? Can they in some way blunt that, you know? Do they remove the creature before it deals damage? There's a lot of ways to foil this draw, especially for five mana. I wish this was a little bit cheaper. Do they block it, right? Because it doesn't have to be on the deck so close. Yeah, they just block it. I mean, it has flying, so like you can hypothetically find somebody, but this one's a little risky for me. Yeah, does the on-core change the calculus at all? It's, the on-core's really interesting, because like nine mana deal, deal nine draw nine in the late game, especially if you can like reduce activated abilities. I believe on-core's an activated ability. Yes, yes. Is really interesting, and like I like that they have haste. I like that they can trigger each other. But is that my plan A? No. Yeah. I'm not spending my entire turn to just deal nine damage and draw nine. Yeah, I mean, it's not that hard for a ton of mana. To be a kill later though. Yeah. Where it's like, okay, but they have that in the graveyard, which means they can do this, get in enough damage to like finish people off later in the game. If you make it that far. Or give a big thing a flyer. Yeah. Or make a big thing a flyer. It doesn't have to target itself if you do it. So you're like, okay, if I on-core this for nine, I give three of my creatures flying, and if they hit, I'm an even bigger problem than I was. Good with trample, but you already like the flying is, it should be enough. It makes me a little nervous. I looked at this entire cycle of elementals, and I was like, these kind of just don't go anywhere outside the elemental deck. They're too expensive. Yeah. And so I wanted to talk about one of them. Not my favorite. Yeah, this one is bonkers though. This one's very good, yeah. This is TAM, mindful first year. One and a hybrid simic for a 2-2 Gorgon wizard. Each other creature you control has hex proof from each of its colors. Target creature you control, it also, excuse me, it tap, target creature you control becomes all colors until end of turn. So everything naturally has hex proof from its colors, and then you can use this to give it hex proof from all the colors. Right, so Harkins to mother of runes, mother of runes. Mother of runes, or give it a runes. Yeah, obviously like a very good card, still a staple to this day. It's got some upside and some downside. So mother of runes gives protection, which protects from targeted stuff, similar to hex proof, but also has an unblockability aspect. And a protection from damage. Yeah. It's really hex proof plus. Yeah, in some ways not quite as good as mother of runes. However, mother of runes doesn't give any static protection at all, whereas TAM says, hey, I do turn off whatever colors that creature is, whatever your commander is presumably, at least these two colors and probably more, is protected from its own colors without any tapping or any activating of ability at all going on. That's my favorite part. Yeah, that's a pretty interesting. You don't need haste, it's just going to give you some blanket level of protection before it's even turned online. And then once you can activate its tap ability, they're locked. Now I will say mother of runes can protect itself, which makes it even more of a pain in the butt, because they're like, all right, I need two removal spells. And then, do I kill the mother of runes with the two removal spells? Because if I don't, I'm gonna be in this position again, later, y'all kill the thing. Yeah, whereas this doesn't do exactly that. But anyway, anytime you're comparing something to mother of runes, it's probably pretty good because mother of runes is very good. Yes, do you think the cost difference makes a huge difference? It's between two mana and one mana. It's definitely a difference. I mean, just the fact that you can get mother of runes out on turn one and you can run it out there because it's pretty safe most of the time. And then it just protects itself until you want to protect something else with it, is a big deal. And there's a lot more, the two drops slot is way more crowded. I agree. Just because man rocks and ramp spells and a lot of commanders sit there now. There's just a lot you wanna do at two. And one still like, hey, if I got a one drop in my hand, I'm feeling pretty good of any kind. I rarely am sitting there with like two one drops in hand. And even then you're like, cool, one drop, turn two, sign it, one second, one drop. So you're still fine in that scenario. Yeah, so anyway, I do think this is quite good though as just a protection pieces go. Because it's pretty efficient at like static protection and additional protection if you need it. Yeah, the colors that I'm most interested in this card are Bant and Sultai, especially if you have a commander that you know is a lightning rod. Like if you're playing a Chu lane, this card's incredible because once it's on the battlefield, first of all, it's a cheap creature which Chu lane loves. Second of all, you've got protection from green and blue and white. I like it more in Bant than I do in Sultai, I think. Just because swords and path are in every single deck that has white on it. I think like just having that blanket protection, the turn it hits the battlefield is so powerful. Yeah, that's true. We should mention for those that aren't aware, the hexproof does not protect against stuff that doesn't target. So anything that's like destroy all creatures or blasphemous actors, things like that. It's getting gone. Yeah, this won't protect again. Whereas Mother and Giver of Runes do provide some protection from like blasphemous act because a creature with protection from color cannot take damage from creatures or from sources of that color. Right, we also should mention that color identity is not the same as actual color. That's a good point. So Kenrith the Returned King is a five color commander that can have five colors in the 99, but it is a one color card. It is a white card. So it would only hit protection from white unless you tap Tam. The next card is Twilight Diviner. It is two in a black for a three, three elf cleric. It says when this creature enters, surveil two. And then whenever one or more creatures you control enter, if they entered or were cast from a graveyard, create a token that's a copy of one of them. Disability triggers only once each turn. Woo! So if you command the Dread Horde with this out, you'll get whatever you wanted, but only make a copy of one of them. Yep. Or a barren return, I guess is what I would do. It wouldn't have the negative one counter the copy either. Yeah, but that seems good. You're only gonna have one major target anyway. Like I- If you reanimate, it's only one thing and then you'll get a copy of it and you won't have to pay the life for the copy. I mean, you're playing this in decks that can do this every turn, right? That can reanimate a creature every single turn. So you can play this, cast animate dead, make two of the things you animated dead, which is probably something gnarly. That's how those decks work. Yeah, we said negative or plus one, plus one counter decks were like top three, maybe top five arc types. I'd say reanimator's right up there too. Yeah. A lot of the traditionally most powerful commanders of our time, like Marin sat in that spot for a long time. There's been corridors and there are a lot of decks that are built around reanimating things from the graveyard and this just force multiplies what those decks are already doing. So this automatic include, like I have 27 decks or whatever, I'd say automatic include in five of them. Yeah. So just because I have that amount of reanimator decks and most people that have, you know, I don't know if it's one fifth or one sixth or one seventh, but it is some percentage of your decks are reanimated decks. Like most people that have more than five decks have one. I will also say that like one of the biggest weaknesses of reanimator decks is single target removal. Yeah. And having two copies of the best thing you've reanimated just shores up a lot of your weaknesses to that. Like I have a black stack that's a reanimator deck and if I bring one thing in, they're like, well, we got to kill that. But if you have two, now we need a board wipe. Now it's not about what removal spells, it's about handling everything. And the thing is this isn't a do nothing even if you don't have a reanimation spell. This is has surveil when it enters so it can hit the battlefield, mill two, leave a reanimation spell on top. It can set up your draws, it can fill up your graveyard and then once you get going, it is extremely powerful. Yeah. The cost for including this is so low. It's a three mana spell too. And you can envision turns pretty easily where you play this, then play animate dead or play this, then play reanimate and immediately get two of whatever you got. And then the Twilight Diviner did its job. If it keeps doing it, that's awesome. You'll probably win. Even if that's the end of it, they're like, no, we're not letting that happen. I'm gonna kill it. You're like, yeah. But I got two of a thing already. Like I'm just ahead on that exchange by a decent margin, especially if you get something crazy. Yep. I'm just thinking about this in Mirko because it comes in and surveils such triggers Mirko. You mill a clone, you bring a clone back, you copy the Twilight Diviner and you get a second one. Oh my Lord. Roodle. Yeah. This card seems really, really good. It's also, it's really gonna be good too with like persistent on dying, which we do keep talking about because a lot of cards are good with those right now. Luminous Brutemoth, another one. I thought Nim Death Mantle is a card that just like, I don't know. Cause like every turn you can stack a thing, pay it, get two copies of it. All right. Up next is Village Pillagers. This is three red red for a creature goblin warrior. It has wither. It's a five five. And whenever this creature enters, it deals one damage to each creature your opponent's control. Now remember it has wither, so it deals that damage in negative one, negative one counters. And whenever a creature an opponent controls with a counter on it dies, you create a tapped treasure token. Okay. So this has a similar line of text to like revel in riches is whenever a creature dies, you make a treasure token or a tapped treasure token, obviously doesn't have the win the game effect. But this is a very powerful ETB. It's like blank at the board in minus one, minus one counters. And now anytime any of those creatures die, I get paid out. Yeah. And if it kills any right then, you'll get paid out right away. Yeah. Absolutely. Yeah. So you're not going to be man of positive right away, but that's okay. Yeah. And this creature has to be around when the other things die for it to see it and get the treasure. But yeah, it definitely marks a bunch of stuff, but it won't like they play future stuff that doesn't have counters on it. That future stuff won't be marked with the counter. So they won't get treasures. Right. Yeah. The decks that I think this is most comfortable in is obviously minus one, minus one counter decks. Sure. That's where that's the pre-con that this came from. But I will be playing this in decks that can copy creatures. So red commanders are super, super popular for getting multiple copies of a single creature, Delina Wildmage, Calamity, Galloping, Inferno, like temporary red copies of this card. The way Jimmy plays a tolly basically. Spiral in a wild way. Yeah. Because now you have village pillagers, you make a second copy, it withers again. So now everything has two minus, minus one, minus one counters on it. And if they die, it triggers both of them. So you get two treasures for each one that's dying. And that's only if you have two copies. Most of the time in decks like this, like Delina can trigger multiple times, Calamity makes two. So you would have three, everything gets minus three, minus three, you get that many treasure tokens. That is a wild swing. It's a one-sided board wipe that gets around indestructible and gives you a huge amount of mana for your next turn. That's where I'm looking at village pillagers and any red deck that clones or blue red deck that clones. I think this is a great option. Yeah, that's the other thing is like, just fantasimal image of the thing and then just clone it. You've done it three times and you've probably killed everything and gotten like 15 treasure tokens or whatever. Yeah, if you didn't kill it, you still left stuff around that's marked. Yeah, you can also blink it to get it sort of that additional counters and stuff. So yeah, I think you need some synergies for sure. It's not just like put it in red decks, but negative one counter decks and then anything that's sort of like cloney, blinky. Maybe you can mirror form. Okay, you play it. There's some amount of one-ones, a couple. You get like three treasure off of it. Then you mirror form, turn everything into that and then blink it or something. Yeah, I mean, that's sweet. That's sweet. I'm just looking for ways to use mirror form. Yeah, I think this card's really cool. I think even if you're in like a Felden deck that can bring it back multiple times, it's pretty good. Yeah, anything that's got mana generation tied to what it's doing is gonna be very powerful because it force multiplies the lead that it creates. We're like just killing their stuff is good for you. But if simultaneously to killing it, you're creating a mana advantage, now it's like how do they catch up to that? Now we're gonna have to. They have to redeploy to catch up to get even with you, but then you have so much more mana to deploy over the top of what they do to catch up. All right, I wanna move quickly through this last couple of sections just because they are popular. There's a bunch of new changelings. Many of them are vanilla or are just sort of two mana and aren't gonna do a whole bunch for you. But there's a few that really expand your suite of changelings for all the typo typo decks out there or the underserved typo decks. Chomping changeling is probably the best one. It's just a reclamation sage that has all the types. Change the loamation sage. Yeah, reclamation change. Reclamation changeling. But this is also good in like even in a Mirim deck where it's like whenever you cast a dragon, you copy it, this is dragon. There's a three mana rock that also has changeling. I think that's kind of neat. And mutable explorer is a changeling that enters. And makes a land. A mutavolt. A mutavolt, yeah. That one's good because it's ramp. Because it's ramp and like anytime you have any amount of synergy with your vegetables, synergy. And then we're gonna talk about some typo cards that we know are gonna be good and there's not a whole lot to say about them. The first one is bloodline bidding. This is six black black, but it has convoke. It's a sorcery. It's choose a creature type, return all creature cards of the chosen type from your graveyard to the battlefield. Yep. Patriarch bidding, we play that. So we'll play this. Yeah. Yep, we do that. The next one is celestial reunion. This is sort of a complicated green sun zenith, but you can only find creatures of a certain type. It's green and X as an additional cost to cast this spell. You may choose a creature type and behold two creatures of that type. It's green, X is two. I'm gonna show you two elves. Search your library for a creature card with mana value X or less. Reveal it, put it into your hand, then shuffle. If the spell's additional cost was paid and the revealed cost is the chosen type, put that card onto the battlefield instead of putting it into your hand. So you can pay green and X and just tutor that card to your hand, doesn't matter what type it is, or if you're building around a type, you can put it onto the battlefield. Collective Inferno is a doubler for a certain type. It has convoke, it's five mana. It's gonna be very good in typal decks and Harmonized Crescendo is four blue blue for an instant with convoke. Choose creature type, draw a card for each permanent you control of that type. Distant melody but instant speed with convoke. All of those cards will probably see play. Give them a look for your typal decks. Okay. Okay. That was a lot of cards. Yeah. We should probably tell them how to buy some. Oh right, cardkingdom.com slash command. That's the place you wanna go. 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It's instant gratification, just sleeve it up and you're ready to play. So if you're buying a bunch of Twilight Diviners like I need to, some Mirror Forms, maybe some Reese's and what was the first one? No, Bitter, the new move. The Bitter Bloom Bearer or whatever. Whatever, if you're buying a bunch of cards like I am, then cardkingdom.com slash command is the best place to do that. Nailed it, Bitter Bloom Bearer. There you go. Once you have those cards in your hand, you're building a new deck so you need new toys to go along with it. Go to ultrapro.com slash command to get the sleeves, the deck boxes, the binders, the play mats, everything that you need to keep your collection organized. Plus they've just got high quality stuff that goes on these crazy discounts sometimes, especially at the beginning of the year where post holidays. Sign up for their newsletter and they'll let you know when they get like a huge price slash and you can buy all your stuff. I always know that I'm gonna be building a new deck, so stockpiling a couple of deck boxes and sleeves at the house goes a long way for me. Sign up for that newsletter and you can support the show if you use that affiliate link at ultrapro.com slash command. Before we wrap up here, let's do the traditional, what is our favorite card in the 99 from this episode and also what we think is the most powerful card. Yeah, let's start with favorite as we always do. You've mentioned a couple of these already, do you wanna start? I think mirror form is my favorite. It's so fun. Yeah, it just seems really cool. It sits in a really nice spot where it's fun, but powerful, it'll be interesting, it creates a lot of decision points for you trying to leverage the game into a state where you think you can like, where it'll be the most effective. I really like that kind of play pattern. It's got all the stuff I want, like instant speed. So I'm really excited to play mirror form. I think it's in the mold of the traditional we used to call them fun ofs, but it is powerful enough to actually warrant in the deck. It's not like, oh, this is just fun. It's like, no, it'll do crazy broken stuff too. I like cards that you draw. I'm like, I don't know exactly how I'm gonna use this because the game will need to progress. But based on how it's progressing, I'm confident I can find a way to leverage this in a really cool way. So I like that a lot. Of course, I gotta give a shout to Glenelindra Guardian, which I think most people would have predicted is my favorite card from the sets. And it's not far from my heart, but mirror form takes it. How about you? I mean, mirror form is the kind of card that's just gonna make a memory. You're gonna do something crazy. You're gonna have 27 it that betrays. It's just gonna, something nuts is gonna happen when you cast it and be really fun. Mine's dream harvest. Honestly, I've been waiting for a spell like this for a long time. I really like big spells decks, but a lot of them tend to be just kind of rude. They like steal your turn or take extra turns or take up a bunch of space or like steal all your stuff. And this is one that feels super palatable at lower power levels, but still feels useful and flexible enough that it's gonna be good when you cast it. So I'm excited to put it in a couple of decks. I hope it leads to some cool, interesting things because it feels like it will. Yeah, I like this card a lot because it'll scale with your pod pretty well too, because you're casting mostly stuff off their decks. So that's stuff they put in their decks and they should therefore be able in some ways to handle. Now they might not be able to handle just the sheer amount of what it is and that's what you're hoping for with this card, but at the same point, you're not likely to get something that's like, oh, geez, I didn't know we were playing with that card. Well, that card's from your deck. It also leads to those turns that mirror form kind of leads to where you're like, huh, I end up with like, so they gave me like an Urza and two mana rocks and like this equipment, what can I do with this? Yeah, how do I make this? How do I make Giver this together to a win? Exactly, which is like, those are my favorite kind of moments. So hopefully that one's really fun, but let's talk about the most powerful card in the 99. I feel like there's a lot of cards that are sort of on the same level, but I'm curious which one you think rose to the top here. Well, I like Diviner stood out to me, obviously for casual, I just think that it's a strategy we see a lot of. There's a whole lot of marquee cards that are reanimation cards that just immediately goes in and of all the cards, I think it was the one where I'm like, well, I know automatically this is gonna be good in, you know, X, Y, Z, ABC of my decks. Like I gotta go farther than three because I'm more than three. Well, like I don't have to think really hard. These decks are just already doing that and this has to be, it has to have a spot. And it's like difficult to misuse it, right? Right. Yeah. Yeah, I think this card's gonna be really good when it's on the other side of the board for me, it's gonna feel really broken and that's fun. How are you? I had a lot of trouble with this one. I think Twilight Diviner is a decent answer, but it doesn't do a ton on its own. It's just good in powerful strategies. So the one that I ended up going with is Morning Tide's Light because I can just see it being in your hand and being like, this card wins me the game. I'm gonna like, it's gonna get me a clean attack right now. It's gonna protect my life total and everybody's gonna chip each other out and then I'm gonna guarantee have another guarantee is not true because you may lose your board in the meantime. But like, I have a very good chance of having a great turn after that. So I'm curious about what it feels like in hand and may feel a little bit clunkier than it looks, but honestly firing this thing off on turn five when you have a decent board and can just like get a ton of free swings on people might buy you enough of a lead that it feels quite broken. So I'm curious about seeing about this card. It smells like it might surprise me. I'm definitely lower on it than you are. My thought is like, you know, a year from now Clever Concealment into Ferris Protection and stuff will still be in play, but I don't think we're gonna be seeing this card much. I think it's just narrow. It is definitely like our play styles. I am not that high on something that allows me to attack. So to me that's like not worth almost anything. But for you obviously who likes to attack, you value something that enables the ability to attack more than I do. So. Yeah, and it says like I can swing out here and I'm not gonna get cracked back on. And I can open up. It feels almost like a weird goad kind of card. I mean, it doesn't make them attack. I don't know. I'm really curious about it. The opponents are just still gonna team up on me when you cast this. They just won't hit the person I want them to. Like they don't have any blockers. I just did that. They were like, nope, don't trust you. No, no, you're being wily over there. I don't know. I think Morning Tide's Light is gonna be really interesting. You're like, I kill all the tokens on the board. I get a free attack and you know, I blink this for value. It may be that kind of card. We'll see. We'll see. This has been a big ol' episode. As it always is. So big thanks to our amazing team here that has to put it together. Sebastian Salazar, Karina Cruz, Josh Diaz, John Schneider, Garav Gholadi, Jamie Block, Jordan Pridgen, Jake Boss, Becky Bell, Rachel Kendra, Eric Lem, Manson Lung, Josh Murphy, Evan Limburger, Sam Waldo, and of course, our good friend, Jimmy Wong. Thanks for listening everybody. We hope you're enjoying Lorewin. We'll see you next time.