Limited Resources

Limited Resources 838 - Lorwyn Eclipsed Format Overview

61 min
Jan 28, 20264 months ago
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Summary

Marshall and Luis provide a comprehensive overview of the Lorwyn Eclipsed limited format, analyzing the five main creature-type archetypes (Elves, Merfolk, Kithkin, Elementals, Goblins), discussing draft strategy, key commons and uncommons, and format speed. They also explore a niche Fairies control deck and discuss cube additions from the set.

Insights
  • Lorwyn Eclipsed is a mid-range, grindy format rather than fast aggro despite having traditionally aggressive archetypes, with games favoring resource management and card advantage engines over raw speed
  • Elves is the standout best deck with exceptional depth at all rarity levels and robust game plans for both beatdown and control phases, making it the most drafted and most successful archetype
  • Format is highly on-rails with limited flexibility—players must commit to a creature type early (by pick 2-3) and prioritize payoff cards over flexible cards to achieve critical mass
  • Removal spells are deprioritized compared to typical limited formats because one-for-one trades are less valuable when games are grindy and creature-type synergies provide better value
  • Convoke is a standout mechanic that enables explosive turns and mana acceleration, allowing players to deploy multiple creatures and cast spells with fewer lands than normally required
Trends
Creature-type focused limited design creates more polarized draft experiences where early commitment to an archetype is rewarded over flexible draftingGraveyard-based synergies and recursion are becoming core to limited format design, shifting win conditions from tempo to resource accumulationFlash and instant-speed interaction are gaining value in creature-heavy formats as defensive tools and combat tricks rather than pure control elementsVivid mana (casting cost reduction based on color count) enables multi-color limited decks without traditional mana fixing, opening new deck-building possibilitiesChangeling creatures serve as format glue, providing flexibility across multiple archetypes and enabling splash strategies in otherwise linear formatsUncommon-driven archetypes (like Fairies) create niche strategies that are unreliable but powerful when assembled, adding depth for experienced draftersPro Tour turnaround timelines are compressing (3 days from Arena release to PT), forcing competitive players to rely on archetype focus rather than deep format exploration
Topics
Lorwyn Eclipsed Limited Format OverviewElves Archetype Strategy and Card SynergiesMerfolk Convoke Deck BuildingKithkin Aggressive StrategyElementals Vivid Mana Deck ConstructionGoblins Underperformance AnalysisFairies Control Deck (Niche Archetype)Draft Strategy and Early CommitmentCreature Type Synergy MechanicsGraveyard-Based Card AdvantageConvoke Mechanic ImpactVivid Mana Fixing in LimitedRemoval Spell PrioritizationChangeling Flexibility in DraftMagic: The Gathering Limited Format Design
Companies
Wizards of the Coast
Publisher of Magic: The Gathering and creator of Lorwyn Eclipsed set being analyzed
17 Lands
Data analytics platform referenced for win rate statistics and archetype performance metrics
People
Marshall Sutcliffe
Co-host providing format overview, card analysis, and draft strategy insights for Lorwyn Eclipsed
Luis Scott-Vargas
Co-host discussing format mechanics, archetype performance, and providing draft experience insights
Paul Chiang
Will be in the booth with Marshall for Pro Tour Lorwyn Eclipsed coverage in Richmond, Virginia
Quotes
"This format is not forgiving in the sense that like you really can't wait till pack two to decide what color pair you are. Like you got to kind of figure it out in the middle of pack one and grab onto something."
Marshall SutcliffeMid-episode
"If you can put gathering stone into your deck and you feel good about it, even if your overall card quality isn't like the highest, you're probably okay."
Marshall SutcliffeFormat analysis section
"Elves has seemed awesome. And it can have a good beatdown game while having a good control game, not running out of cards."
Luis Scott-VargasArchetype discussion
"I have been vividting it up a little bit and adding a little bit of the longer game, bigger stuff as I go, but elementals has been strong."
Luis Scott-VargasElementals archetype section
"The fact that it's got flash, the fact that it can ambush creatures, it can counter non-creature spells, blues all is looking for good creatures at instant speed."
Marshall SutcliffeCube discussion section
Full Transcript
What is up everybody? Welcome to another episode of Limited Resources. This episode number 838. My name is Marshall. I'm one of your limited resources and join me online all the way from Denver, Colorado. It's Louis. Scott Vargas. Louis, we've got the Lorwin Eclipse format overview today where we're going to give our big picture view on the format now that we've had it in our hands for a little while. Yeah, it's a new format digging into it and there's definitely some interesting stuff to learn. So before we do, we want to say thank you to everybody who supports us on Patreon. We love you. Thank you. We really appreciate everybody who supports us on Patreon, allows us to continue doing the show and make sure that we get all the pieces put into place for that. We really appreciate it. If you want to support us there, you get a thank you card and a limited resources sticker in the mail if you sign up at any level and you get access to some cool stuff as well. So thank you very much for that. We really do appreciate it. We also are sponsored by Ultimate Guard. They make the best stuff in the business. You know, if you're a magic player, you need to protect your cards and you need to protect your decks and you need to protect your collection. These are valuable cards. They're hard to replace. Some of them have sentimental value. All of them have monetary value on some level and you need to make sure that you're not allowing these cards to be damaged just by playing with them. That's where sleeves come in. That's where deck boxes come in and that's where binders come in and they have all of that and more at Ultimate Guard. They make the best stuff in the business, super high quality, really well thought out designs and even cool looking designs as well. You can check out all their stuff at Ultimate Guard dot com and pick up any other products on your favorite online retailer and see what they got at your local game store. Thank you, Ultimate Guard. We do appreciate your support of the show. We also have a Patreon question of the week. Let us see what I've got. I just refreshed the thread like a minute ago, but oh yeah, we've already got questions. All right, we're just going to dive into the first one. Oh man, this is a tough one. Straight off the bat, Luis. Mark says, Hi, Marshall, you've previously lamented the loss of your beloved SuperSonics. How excited are you about their potential return to Seattle? It's funny, the short story is in 2008, the Sonics were kind of ripped away by a different ownership group and they moved to Oklahoma City. Even though Seattle's the fifth or sixth biggest market in the country for basketball, we still don't have a team. We're coming up on 20 years and I think that is well beyond what anybody really thought. There is the chance that we have an expansion and that we get a team again and then there would also be a team in Las Vegas. But I'll tell you as a grieving Sonics fan, we have been told numerous times that we're about to get a team or it's a done deal only to have things go wrong at the last minute. So I do not view it as a foregone conclusion, though it has been said by the NBA that in 2026 they will be deciding whether or not and where to do it. So it looks like we will have our answer finally in 2026, about two years later, if we are one of the teams and if it all goes through, then we would have a team and at that point I would be unbelievably excited. But at this point I have been beaten down enough not to get my hopes up. My question though is if any team comes, are you going to be just a fan of that team now? You mean if they were to move a team? Yeah, I would be. Yeah, I would just adopt literally everybody on it. But the plan is to expand like two brand new teams. So the cool part is that when they did move part of the negotiation or whatever was that the Sonics, you know, they won a championship in 1979. So you get like a banner for that. We've retired jerseys for players that and the name and everything stay here. So if we did get a new team, that stuff, they would be the Sonics and we would get all that stuff back again and not have to worry about that. So you'd probably rather do that then? I would rather do that because I don't want to do to another team what happened to us. Yeah, that would feel kind of bad. But I mean, if a team appears here, I'm going to go root for them. I won't lie. Luis, let's do a couple of crack-a-packs before we jump into some more specifics on the format because yeah, there's quite a bit going on here. It's interesting. I think this is a format that really has differentiated the draft portion from the gameplay portion in kind of a big way that draft portion is played out relatively straightforwardly. It kind of feels like once I grab onto what archetype I am, I'm really likely to be that archetype by the end of the draft where so that feels a little bit on rails. But during the game, there's a lot of stuff going on and it's produced a lot of different types of board states and gameplay. So we'll start with crack-a-packs though. And our first card up is Crossroads Watcher, which is the two in a green three, three trample, Kithken Ranger. And whenever another creature enters, this thing gets plus one plus so in telling to turn. A little beat-down card. Totally fine card. If you're playing Kithken, you're just not cutting it from your deck. But the way that a lot of the decks have broken down, at least for me, is I see this as a Kithken card and not just a green card. Like your Elf decks just don't usually want to play this card. That's right. And you have to get into the details of these because some of these cards say when another Kithken enters, you get a bonus. This one just says creature. So theoretically, you could put it in the deck. But anytime you are in one of these, you know, core creature type decks and you start putting in cards that aren't in that, the overall quality of your deck does start to suffer even if they're decent creatures like Crossroads Watcher. They really need to punch well above their weight class to make it worth it. Next up is Cinder Strike. This is the red sorcery that does two damage to target creature, but it does four damage if you blight one. Yeah, Cinder Strike is great. This is a card that can go into every red deck and you're always happy to have it. That's right. Very solid card. Next is Boggart Prankster. This is the one in a black 1-3 and whenever it's a goblin, whenever you attack, target attacking goblin, your control gets plus 1, plus 0 until end of turn. Haven't been a fan of the prankster. No, it's just not very good. Like, you can certainly play in your goblin's decks. It's not necessarily a bad thing to do that, but it's just not a great card. Right. Filler. Next is Anti-Sentence. This is another one I haven't liked as much. This is the one in a black sorcery. Choose one. Target opponent reveals their hand. Choose a non-land permanent card from it that player discards it or target creature gets minus 2, minus 2 on the turn. Totally fine. Like, you know, I, these do make the cut in my deck, but I don't know, man. The two mana for the minus 2, minus 2 usually means that you're just trading it on equal mana, which is okay. But you know, you kind of feel like you're getting away with something. If you, if you nab a bigger creature and then the, I rarely do the first mode. Yeah, I have mostly found that, like, it's passable, but it's just not exciting. Right. Passable, but not exciting. It's a good description. For our next is Gallant Foul Knight. That's the three in a white 3-4 kithkin. And when this creature enters creatures, you control get plus 1, plus 0 until end of turn and kithkins get first strike. Again, it's a totally fine thing to put in your kithkin deck. I've had this card be pretty good. And then one of the last decks I drafted, it was a good, just a good green white kithkin deck. I had two of these and they were, they were great, but not a card I really want to take early. Basically, early, I would like to, I don't want to take one of the role filling cards or like the filler cards of if you're a kithkin, you'll play this. If you're elves, you'll play this. I want to take one of the B level. This makes me want to play Murphoak, kithkin, elves, whatever. Yeah. I think the big question, and we'll talk about it after we get through this pack, but the big question is like, how willing are you to commit early? Right? Like, are you taking an eclipsed, an eclipsed elf, you know, it's kind of the highlight one, but you know, let's say an eclipsed Mero or something. Are you just wind milling it pack one and being like, hang on for the ride? Are you willing to scrap that first pick? You know, because normally we would be a little more hedgy, right? It would be like, well, take a slightly worse card that opens up more doors. But you know, if you take a Gallant Foul Knight, that isn't really opening doors for you anyway, right? That's still a kithkin card and that's kind of it, you know, and Crossroads Watcher are similar. So anyway, these are the questions that we're facing early next is reckless ransacking one on a red for an instant. Tart creature gets plus three, plus two, and Tillon of Tarn, and you get a treasure. I have actually yet to put this in my deck. Luis, we talked a lot during the set review about how quickly the slots fill up. You know, if you're trying to get 13 of, you know, on creature type, plus maybe a couple of changelings, you know, in there or whatever, plus a couple of not, you know, maybe you got 15 creatures, a few not on your base creature type. Then it's like, you know, the removal spells, and maybe some other really powerful card gathering stone or something like that kind of take up those slots pretty quick. And I at least haven't found room for cards like this, like reckless ransacking. Now, me neither. Even personify the flicker plus make a one one. It's, I've had a hard time kind of wanting to take and fit that in as opposed to, again, removal and then creatures. Yeah, this is one of the most on rail sets we've had in a long time, at least in the early stages, both in the draft and the deck build. Next is a wild vine pummeler. This is the six and a green six five with reach and trample, which we liked in the set review because it's good on offense and defense. And that actually has proven out. It has vivid, it costs one less to cast for each color among permanence you control. So it starts at seven, you know, you get spotted one kind of every game, no matter what. So it's like six, and then it's really common to have it cost five. And then if you work for it a little bit, you can get it down to four. And that is the sweet spot between four and five. I really liked it. They gave this card reach like that to me is kind of the game changer, you know, because it really is a great blocker once you get it down. And you need that like these vivid decks or decks that are trying to run these kind of, you know, this is a giant berserker, you know, they need to be able to be stabilized when this thing hits the battlefield. And this thing at least does its best to do that. Yeah, I've been pretty impressed with the card. It's it looked, it looked a little, it looked pretty replaceable, but honestly, it's performed better than I thought it would. So yeah, I don't mind picking them up. It just hits right, right? The trample matters, the five toughness matters or reach matters. Last common actually got two comments is glamor might. That's the two and a blue two, two flash flyer. And when it enters, you can either tap or untap a creature. It's a fairy. Yeah, glamor might is a solid card on terms of what it does, but you don't end up putting in your deck all that often just because it is a fairy. It's not a Marfa, you know, it's not an elemental and we're actually going to talk about fairies today because it's a deck, I'm surprisingly, that I that I've delved into a bit, but I wouldn't be I'm not out here taking early glamor might. Yeah, this is the perfect type of card that does make me wish that there that fairies was one of the focused on archetypes. I know there was only so much room and they didn't really have, you know, they couldn't do it. But you know, this is a perfect example of what fairies represent in the Lower Wind Plane, which are these kind of annoying, cheapish, flying, tappy, you know, just like they're always kind of annoying, but not overwhelming. But in groups, they can really that like that tapping and then like, you know, it has flash and so now your creatures down and, you know, you just do enough little things that it can add up to a win. And that isn't always, I mean, the reason honestly, Luis, that I wish that it was a thing is because blue black is almost always just straight up like a control color pair, which I really like. But fairies is like a different look. And I wish we're going to talk about, you know, that you can do it. But I wish it was one of the core color pairs because I really enjoy that play experience. The last common is unforgiving aim. That's the two in a green instant. You can choose one. You can destroy a creature with flying or destroying enchantment or make a two to elf. Yeah, not a card I've done that impressed with. And the fact that it makes an elf is kind of fake in the sense that the elf's deck just more than even all the other decks literally wants cards that have creature type elf that operate as such in the graveyard. Exactly. Elves, when you flip this over with your mill card, it's just, it just does not feel good. So I think that I think it's pretty not a card. I tend to play that same. I played it once and I was like, eh, uh, uncommon. Hovel Hurler is the three red, red, three white, white or three white, red, six, seven giant warrior. And it enters with two minus one minus one counters and you can pay two red, white hybrid to remove a counter, remove a counter from it to give something flying and plus one plus so at sorcery speed. Man, this seems to have every, all the pieces of the puzzle, but I have like not lost to it or felt like it was. I thought it's reasonable. It's not like it, not a card I'd be happy to be taking early, but I have, I have found it, seen it do some pretty good stuff. Okay. Is it like a kit? Like is it white that wants this? Because, you know, I've been playing like some elementals and some vivid elementals and stuff. And this isn't really slot in. It does have the, the two different colors, which is nice, but the creature and the activated ability current aren't really on theme. Yeah. It, I think Kitkin is actually its best home. But you could play an elementals. I think elementals typically has enough expensive cards that I'm not really usually looking to play this in elementals. Next is Swadaway. This is the two blue, blue instant owner of target spell or creature puts it on the, on their choice of top or bottom of their library and it costs two less to cast if a creature is attacking you. Totally fine card. So one of the things I wanted to talk about is I have had the experience, I'm not sure about you, but I've had the experience of actually just cut routinely cutting removal spells or just taking them a little bit less of a priority because you just, it feels like you can pick up a lot of them and you really just need to make sure you have enough creatures. I had a, I had that blue white deck that I posted to you and Cheon where I was just like, I just cut like four good removal spells as my last four cuts. Yeah. That's just, go ahead. I was just gonna say that's just something that has happened to me multiple times and that makes me less high on taking something like Swadaway early. I agree. And what I've seen it to add to that point is that many of the games that I play end up being quite grindy. You know, the, the elves deck is definitely like that, a little bit less so for Merfolk, but it absolutely has that gear of kind of getting set up and then convoking out a bunch of card draw spells or ways to take over. Even Kithkin can do that, even if it's probably the most aggressive pair. Elementals absolutely does that same thing. And then goblins, you know, tries to be aggressive, but it absolutely has that gear of recursion and getting stuff back and feeling like it's trying to get two for ones and grind you out and do the chip damage thing. And you know, if, if matchups often play out like that, individual one, one for one removal spells go down and value quite a bit and there seems to be a lot of them. So you kind of have this, this double punch of like, I don't really need to prioritize it cause I'll get something decent. And I don't really want it as much as I normally do because it's taking a slot from a creature type. And because, you know, one for once aren't really the name of the game. It's more about two for ones and how, how you can kind of cascade those into each other to end up winning a game. So yeah, I'm a little down on, on the removal, kind of across the board. I mean, you still need it. You don't want to ignore it, but it doesn't, I don't feel the normal pressure that I feel to take it and, and you know, feel like I'm gathering it and, and I have to protect it at all costs or whatever. Next card's been a bummer for me. I still read it and think it's good. Luminolisk. This is the three in a green, two for death touch with vivid. You gain life equal to the colors you control. I mean, I like everything about this card, but every time I play it, it feels a little out of place and it hasn't really been as good as I thought it would be in that deck. Yeah. I, I've had kind of the same experience. I think it's a totally fine card, but I have found that the vivid decks are, I mean, they can definitely be base green and sometimes that'll happen, but this card doesn't move you forward as much as you, as you would want to. Exactly. I see it as a card that makes me want to be in green for that deck and you know, I'm already going to try to play a few wild vine pummelers maybe, but it just, it's a little short. It's not bad though. I still will play it in that deck every time if I can justify the mana. Our rare is Dawnhand Dissident. This is the Black one, two elf warlock with tap blight one, surveil one and tap blight two, exile target card from a graveyard. And it says during your turn, you may cast creature spells from among cards you own exiled with this creature by removing three counters from among creatures you control in addition to paying their other costs. Oh man, this card's good dude. Like I really good. Do every single time somebody plays it, you're like, well, I'm glad I do have some removal spells around still, but you're also like seriously, I have to point it at your one drop and like I, and even on a board that has five other creatures, you have to kill this one. Like this one just runs away with the game if you let it, especially on elves. Yeah, it's again, if they don't kill it, it's like, what's the point? Like that you can just get back your stuff over and over and over again. So it's, it's just an incredible card. It's, it can be a little tricky to use to like time everything, but it's just you play the card and it's going to be good. As long as you have a creature with three toughness to eat the blight two, you're totally fine. You're totally fine. And, and a lot of, you know, there are enough random counters that would easily be my pick. Also, we're going to talk about it, but elves, elves has been definitely the best deck. It's felt that way. It gets drafted a lot. It's well supported. It's deep. So, um, yeah, I would be really happy to take that card, pack one, pick one. Uh, let's do another crack a pack. Louise, we'll start off with one that I think both you and I really like cause when we played against each other, we both had multiples. Yes. We did play at six and two in the, in the, I was, I was six and two and I get matched up against Louise and he smashes me and then he's like, that was for win seven or whatever. And I'm like, yeah, me too. But I guess it was sick cause we both just had really good Murphoak decks. We both had a great draws. We did. That was a good battle. Uh, and by the way, this card was part of it. Merrow, Sky Swimmer. This is the three, uh, and two blue, white hybrid for a two, two flyer. And when it E.T.Bs, you make a one, one white Murphoak and it's a Murphoak. And then critically, it has convoke. I've been loving this card. Yeah. Yeah. This card's fantastic. It does everything you want. It's, it's a good convoke payoff. It puts a bunch of Murphoak into play for all the things that care about that. It's good at reconvoking where it now then it fuels additional convoke. And why did they give it vigilance? It's a two, two flying vigilance, just a little bit of extra keywords. So it can attack and convoke still, you know, right? Totally. Fantastic card. I also have been playing this one in Kithkin and it's been totally fine there too. Yeah. I think this is just raw power. And I keep thinking back to what you said during the set review about convoke and how much you loved it and how, you know, you felt like they should use it more. We could stand to see more convoken. Man, I'll tell you, I had a board state where I had like three lands and I had like six or seven creatures because of convoke. I was able to not only play with that few lands, but like I was humming right along, man. I was, I had a huge board state and it's because of convoke. And I just think that that is not normal. Like that doesn't normally happen like that. And it's really cool when it does. I'm a big convoke guy now too. Next is tributary. Walter, this is two in a white for a one, three flying Murphoak. And whenever this thing becomes tapped, you can give another target Murphoak plus two plus so until end of turn. Yeah, totally fine card. I mean, you just play it in your Murphoak decks. You could play this in something like Kithkin, but I don't, I don't, I haven't really tended to do that. Yeah, you'd have to be pretty desperate because it's not a Kithkin. It can't target it only targets Murphoak. It's like a one, three flyer that you really would need to be kind of at the bottom of the barrel. Next is good example of what we've been talking about. It's blight rot. Totally fine removal spell two and a black instant put four minus one, minus encounters on target creature. I have been playing it, but this is the kind of card that like if I see a marrow sky swimmer, like I'm not even looking at the blight rot. Like I want, I want the sky swimmer out of these two. Yeah, I think that you in this format, you typically are looking for reasons to be pulled into one of the main types. And if you can't find that, then you have to figure out a backup plan, but that is a big part of what I think you want to do. Exactly. A guilt leafs embrace. This is interesting one. This is the tune of green flash aura that enchants a creature and the creature gets trample and indestructible and tell enough turn when it ETBs, but it also just gets plus two plus so. People have been playing this actually quite a bit in the elves deck. I have more than I anticipated and it's actually been pretty decent. Like this thing does more or less guarantee that you win combat and combat happens a lot in this format. I don't know where you add on guilt leafs embrace because we were kind of down on it. I still haven't been prioritizing it, but I've seen it on the battlefield more than I anticipated. Yeah, it's a little better than I thought it was. It's a fine card. Like you can use this as one of your combat tricks. I like this next one. Kulrath, Zealot. This is the five in a red, six, five elemental and you can basic land cycle it for one in a red, but or if you cast it, when it enters exile the top card of your library and until the end of your next turn, you can play that card. So, you know, a solid elemental for the late game that also draws you a card ish. Yeah, I like this a lot. I think it's really an really important part of like the vivid elemental decks. Definitely. One of the coolest things going on in this format is the vivid stuff. The like, I don't know if you were looking, but when I posted it, one of the decks is a I had a black white deck that had like a couple hybrids, two of the one three Scarecrows, the Pukazine was just only black and white cards in terms of casting cost. My mana base was nine, eight swamps and planes, but I got to vivid some pretty good stuff. Like I got to go hard on vivid and that, you know, I think having having having more support for vivid is really good. I do too. I think it's easily the most interesting and maybe only interesting thing about at least the draft bar. Tell us how you really. I mean, I don't hate it, but I'm like, you know, if it's four packs in and I'm kind of like put on my seatbelt, I know what I'm going to be. It's like, you know, that's not the most interesting draft experience. Next is Kohlrath Mystic. That's two and a blue for a two, four elemental wizard and whatever you cast spell with mana value four or greater. This thing gets plus two plus one gains vigilance and talent to turn and it does stack up if you can get a couple of four drops off in one turn. Filler, fine. Check the box. Yeah. Yeah. I haven't really been looking to play this card very much. Yeah. It's just kind of whatever. Next is Chaos Spear. This is the two and a black red hybrid. So three mana for a five, four. And when it enters, you can either pay two or blight two. Yeah. Not another card. I'm part of it is that I got to say Goblins has not been very good. Like it's been noticeably behind all the rest of it. So, you know, I think in early access, I just, I've not only drafted a really good Goblin's deck, I played against two really good Goblin's deck. And of course that kind of led to me thinking Goblin's is going to end up being better than it was. And Chaos Spear is a bit of a kind of a casualty of that where it just doesn't really do that much for you because when you don't care about the creature type, like that's just a big loss and Chaos Spear has been kind of below replacement. Totally. And if you look at the cards that are, you know, the best cards and the cards that are doing well, you know, there's a lot of inherent card advantage to them. There's a lot of two for ones. There's a lot of extra board presence, you know, think Merrow, Sky Swimmer, that type of stuff. And there's less of an emphasis on something like this, which is just like raw stats, just like here's a big bump of stats. Next card's kind of similar. Sun-Dappled Celerbran. This is the four white, white, five, six, Vigilance Tree Folk with Convoke. I have actually slipped one of these into a couple of my Merfolk decks because, you know, I could convoke it out so easily. It still kind of felt like filler, though, like I would have much rather had, you know, there's many common Merfolk that I would have replaced it with. That being said, you know, Kithkin and Merfolk can put out a ton of creatures and get this guy on the battlefield for pretty cheap, and it is pretty big. Yeah. I felt fairly disappointed by it. And most of the times my opponents have played it. It hasn't been too impressive, but yeah, definitely, definitely a card you could play. Uncommon's first one is Prisma Bashar. This is the four green, green elemental. It's a 6-6 trampler with Vivid. When this enters up to X target creatures, you control get plus X, plus X until in a turn where X is the number of colors among permanents you control. So, you know, really typical for this is like three things get plus three, plus three when this ETBs. And that actually is a pretty big bump that does change the board state pretty significantly, and you're left with a 6-6 trampler. The only knock on this one, because there's a number of these Vivid payoff type cards that cost six or seven mana, is that this one is double green, and that can be a little bit of an issue where the other ones tend to be more single color. Yeah. I mean, that can come up certainly. I've been pretty happy with the card. I have found myself playing it plenty of times in a two-color deck that sometimes can stretch to the third. And because if you get it to three creatures getting plus three, plus three, it's great. It leaves behind a 6-6 trampler. But even at plus two, plus two, like I think your kith conduction, you typically look to play this card. Yeah. And you know, I was, you know, the, I've been doing mostly a elementals and then often green, but, you know, splashing around for one extra or two extra colors, at least the ability to make two extra colors or permanent types for my Vivid decks. We're not going to be able to go deep on that one. We'll probably cover that one next week. We're on a little bit of a time crunch. We want to cover the more headliner decks or one of the headliner decks and one of the niche decks that we've discovered. But Prismabash does make the cut for me in that deck. And it does have a big impact when it hits. Next is Reaping Willow. This is the one and three white black hybrid. So four mana total for a three, six life link tree folk that enters with two minus one, minus one counters on it. And you can pay one and a black white hybrid to remove two counters from this thing to return a creature with mana three or less from your graveyard to the battlefield at sorcery speed. Have we found a home for Reaping Willow? I mean, I still think this card is pretty good. You just have to be, it's more that you have to be heavy one of the two colors than you're necessarily just playing black white. But, and, of course, the cast, it costs a big part of that. But my experience is when the card hits the board, it's very, very good. And I think, I think that the mana is worth kind of spending a little bit of effort to make that happen. Yeah, particularly in decks that can add the counters back on through blight and then just sort of keep the chain rolling. It can get really ugly. Next is Noggle the Mind. This is one in a blue for an enchantment aura with flash and enchance a creature and the creature loses all abilities and becomes a colorless Noggle that's a one one. I mean, this does play better than you than you might think. Like I've found that this card does kind of what it needs to do. And so I think it's a decent card, but I'm just really not going to take anything but like the best removal spells early, I would say. That's exactly right. Where are you at right now? The Notables are Merrow, Sky Swimmer, Blightrot, Prisma Basher. I would take the Merrow, Sky Swimmer. Yeah, same. A few more cards. I think, and I would look to be Merfolk, but it's certainly fine in Kithkin. I don't think that, I don't think you end up feeling too bad about that. And that's a big deal, by the way. Like there's a lot of cards that you're like, it's really good in this one deck and you're like, so let's see where the next few picks go. This one actually does give you two options, which is nice. Next is Bristol Bane Outrider. This is the three and a green three, five Kithkin Knight and it can't be blocked by creatures with power two or less. And as long as another creature entered the battlefield under your control, this turn, this thing gets plus two, plus so. So you get a five, five that can't be chumped for four mana in a relevant creature type. That's pretty good. Yeah, this card, this card's also, also quite good. I'm still on Merrow, Sky Swimmer over it, though I think it's comparable. One thing, so you don't have to be Kithkin to play that writer, but it does fit typically in, in Kithkin decks a little more often. But this, this just does work. It, it doesn't require Kithkin in any way. Yeah, we were talking about Chaos Spear and how it's kind of just stats. And that's what this is too. This is a lot of stats though. This is a good stats. Yeah. This is a lot more stats. You know, it does play a lot like a five, five Kithkin for four and that actually is pretty good. It also fits into this archetype a little better than like a Chaos Spear. Like I said, the, the Goblin's deck ends up being a lot more chippy than it looks like. It's not quite as straightforward, aggressive. There's a lot of recursion-y stuff and taking advantage of Blight and chipping away at your opponent's life total in various ways where the Kithkin deck is really the beatdown deck of the format. And so a five, five for four that's on creature type is going to do work. Our rare is Shadow Urchin. This is two and a red black hybrid for a three, four oof. And it, and when it, whenever this creature attacks, you blight one. And it says, whenever a creature you control with one or more counters on it dies, exile that many cards from the top of your library until your next end step, you may play those cards. I've had this in one deck and I didn't really get to get it rolling. I don't know if it's good or not. Do you have a sense for? I haven't found it to be too good. It just, it's pretty finicky. I don't think it works like super well. Like I wouldn't cut it from my deck, but I'm not taking it super highly either. So Merrow Sky Swimmer or anybody? Yeah, I mean, I think Merrow's customer is great. I think that, and I like Prisma Bash or two. I just wouldn't take it that early. I want one of the better payoffs. Okay, let's talk about the big, big picture on the format. The first thing up is speed. You know, I was like, okay, so we're doing like creature based on board strategies in the modern era. You know, I automatically think of like Bloomberg when I think of that, which was a pretty fast format. And I was thinking that this one would probably mirror that on some level, especially because they did take, you know, a Kithkin, Goblins, and to an extent Merfolk can all be pretty fast decks. Traditionally speaking, that actually hasn't played out that way. This format feels very much in the middle to me. The games play out more grindy and mid range vibes rather than just like outright speed where, you know, you're just trying to turn things sideways all the time. That being said, basically all of the decks are really creature based decks, and they are putting creatures on the battlefield. So like if you don't do that, you will just get ran over because kind of everybody's playing like some amount of power and toughness on the board. You're just not running into like pure control decks or anything like that very often. So, but it is a step slower than I thought it would be. And it's a little bit more towards the like getting the ball rolling on card advantage engines or two for ones and stuff like that. What's been your impression? Like, yeah, you do feel bad when you don't play a card on turn two, and especially if you play against Kithkin or Merfolk or something, they can really punish you for that. But I've had more kind of board stalls slash longer games where like a random flyer is good or a way to break through is good than I have in most formats. So I definitely have been feeling that as well. Yeah. So and I think that's a cool thing. Like that does lead in my mind to more interesting gameplay where long term planning comes into play, where resource management comes into play more rather than just the what can I do that affects the board the most this individual turn and then repeat that process over and over. So I'm happy about that. Honestly, like I think it's a I think it's a feature of the format, not a bug. Archetypes wise, you know, it really has felt to me that that elves has been the most standout deck, not only the best, but you do see it a lot like, you know, it's kind of the type of deck where if you play on the ladder, you know, you'll probably face it two times or maybe sometimes three times on your run. And that's, you know, quite a bit. And when I've had good versions of it, it has felt not unbeatable. But man, it just its game plan is so robust and its commons are so deep. And every rarity level has highlights, like it's not just the commons on commons are amazing. The rares are insane. The mythics are great. So it really kind of just checks all the boxes. And to me, it's been the standout deck. Yeah, elves has seemed awesome. And it can it can have a good beatdown game while having a good control game, not running out of cards. It even has the recursion aspects, especially if you ever get the command. I haven't gotten to do that yet. I really want to, you know, looping command with the pen and oof. Oh, that's gnarly. Yeah. But even just, you know, more cons loyalist, the Black Green Lord, like every time that card hits the board, I feel like I'm going to lose. Totally. And I've had people loop that, by the way, two of those. Yes, two of those. Two of those also is just just right. It's just crazy. Then the next couple of slots, I looked it up on 17 lands and it more or less confirmed there. There's one exception, but it more or less confirmed my vibes, which is that both Murfolk and Kithkin are kind of up there, but maybe just like a step below where elves is at. But they're both very serviceable, very good. If you get a good version of it, like I would expect a good run with those. I've preferred Murfolk a little bit more just because it gives you a little bit more flexibility while still maintaining, you know, a big board presence and the ability to close out the game. But, you know, I've lost to Kithkin a bunch and I've had a couple of good Kithkindex that got trophies too. So I'm like, yeah, I get it. Kithkin's nice. It just maybe isn't, it's a little more like get you dead sooner rather than like what we were talking about with the graveyard recursion or the card draw spells out of Murfolk. It's a little more straightforward. Yeah. I tend to play Murfolk a little bit more than anything else, honestly. Yeah. It's been my favorite deck because not that I think it's the best, but it's the one that's like just down enough where you can still get it, but not because it does already feel like people are fighting for elves pretty hard. Like I've had a couple of really good elf starts in the draft and kind of realized that I was up against, you know, two maybe other elf players and, you know, you still come away with a playable deck. It's that deep, but, you know, obviously it won't be as good unless you're kind of the one in that form, in that archetype. And then, elementals still up there, you know, above average and doing fine. The thing with elementals is what does the average elementals build actually look like? Because for me, it hasn't been just straight up blue, red very often. I have been vividting it up a little bit and, you know, adding a little bit of the longer game, bigger stuff as I go, but it, but elementals has been strong. Like it, it has some really nice uncommon as a flame braider is like, if you let your opponent attack with that thing, it gets gnarly really, really quick. And I've liked it, but it does feel like the overall, overall card quality and cohesion with elementals is a step off of the other three archetypes that we just described. Yeah, I think that elementals is frequently going to be blue, red, but also fairly frequently is going to be splashing or playing other colors for vivid stuff. Okay. So maybe it splits it down the middle or something. That's part of the reason I want to play element, talk about elementals next week also is I want to get a better sense of like, are you, are you more colors than two half the time, more than half the time, less than half the time? And I'm not 100% sure about that. Yeah, I'm not 100% sure either, but I have been doing my due diligence in exploring that. And then the last of the major archetypes is goblins. And as we described, it has been disappointing. It feels like some of the pieces are in place similar to the other archetypes, but it just doesn't quite have the tools that the other one does the chip damage thing doesn't add up quite enough quickly enough to close out a game. And so if your opponent is playing elves, they get to do all the elves thing. And if your opponent's playing, you know, any of the other archetypes, then they, it gives them a little bit too much time in my mind to do the thing that they're trying to do. And oftentimes that's more powerful than whatever goblins is cooking up, you know, with, I, you know, drain you for one, or I hit you for two on your end step or whatever with these little kind of tricky cards. And then go ahead. I was going to say, if you don't get too like Bogert Schenen, it gives out, it's, it has actually been a pretty tough to actually close out the game. Exactly. Where the other decks, it feels like you just need to work your, work it to that position where you're in that late controlling re recurring stage. And then all five of the other ones have been below par. Interesting. I don't know if it's an anomaly, but red green has shown up on 17 lands with a slightly, with like a reasonable wind percentage on a very small sample size. I kind of don't buy it, but it feels like there might be just enough card quality there that has like an elementals ish shell. And then you can surround it with some of the changelings and things that both of those colors get to maybe put together a decent deck, but before warned, it will come together very infrequently. This is, we're not talking about like a cornerstone of the, of the format. And then the others, I mean, I haven't had any success with any, like I was surprised to see your black, white deck and you had a twist on it. So maybe that's what it would take, but like I have not played with or against like boros at all. I don't think I've actually played black, white straight up. I haven't played red green straight up. I think I tried to mirror and it, it didn't really work. I guess that would be the fairies deck. Maybe we could talk about that now. That's a niche archetype that you have been experimenting with. Yeah. So if we want to go into fairies, basically fairies is kind of like a control deck that's heavy blue. And the, we, so it's like, it's a not fully supported archetype in the sense that there aren't as many blue black cards, like gold cards and fairies as, you know, in one of the, the, the five types that are more supported. But when I've run into it and when I've played it, it's because you end up heavy blue, you get a couple of the fairy payoffs. There's some good ones like voracious tome skinner or nightmare sewers. It's like the both two threes that when you play a spell on their turn, you either, you get a minus one, minus one counter on their creature or you draw a card and lose a life. And you know, there's, there's fairies that do that. And there's some pretty powerful uncommon fairies like Glamour Gifter, the one, two that makes a, makes a creature into a four, four. And a welcome sprite is like a totally fine card, two mana, two on flying that you, you play a spell on their turn surveilled to. And if you have basically a heavy blue deck, you can still play some of the merfolk payoffs. You play some black removal and you play some counter spells like wild unraveling, the blue, blue counter where you ate it off the blight two or pay one. Like that card's actually really good with like tome skimmer and ziller cards that are two threes. Cause you're just like, on turn five, play tome skimmer, pass with two blue up. And then you just counter their spell, put two counters on your thing, draw a card, lose a life. And you don't really care that your, that your card has gotten shrunk. And you generally basically can just play this like control game. There's some good instance. You can maybe have some convoked stuff, you know, Glamour might, it's a card you can get basically for free or at least pretty easily. And it does take more uncommon. And part of the reason that I don't think you draft it that often is that you really do need to be, you know, like how you get into the deck, for example, is you take a blue card, blue card, and then third pick, maybe a good black removal spell, or maybe you see a tome skimmer or a nightmare sewers, maybe you spec on it and you get like another one, like six pick. And that, that, that is one of the ways you get into fairies. It is driven by uncommon, which means you, you won't draft it as often because the decks driven by commons, you get pretty frequently. It's almost always you can end up in one of those decks if it's open, whereas fairies could be open, but you're not seeing those in common. So it's not really open. It's just not there. So it's not as reliable, but it can be really good if you end up, if you end up finding the right cards. Okay. Yeah. That's, that's one I'm definitely want to explore. Cause that is a, that is to me, not only a cool, like two card, you know, a cool like blast from the past, let's say from Lorwin to be able to play fairies again, but also it's interesting gameplay, like, you know, the flash stuff and that's really interesting. It's just a matter of like, can I get to critical mass? I wanted to talk about elves, as well as it is kind of the headliner. And if you haven't had a chance to dive in to the format yet, you may not know about how it works, but basically it's, it's a grindy control based deck, right? That uses the graveyard as a resource. And it has, you know, commons, uncommons, rares and mythic rares that at each stop feel a little bit pushed, not like over the top crazy, but you're just like, dang, these are good. Oh wow. I get that. And, and everything's kind of jiving together over and over again. And that ends up making a really nice one. You know, bringing up what I talked about before, Luis, I am going to put it to you, you know, pack one, pick one. Are you willing to pick like an eclipse elf and just hang on for the ride? I'm willing to pick any eclipse card. The eclipse cards are busted. Yes. I would, I'd be totally happy taking an eclipsed elf and just seeing it open. I mean, I had a draft the draft I'm currently playing right now is I started with a good Murpho card and then I second picked an elves card and then I third picked an elves card, then I fourth picked a Murpho card. And I didn't, it's not that I thought I was drafting blue green. It was that I think that you should take the hooks as much as you can. So, you know, the, the second pick elf card I took was the two green, green XX where X is in the world of creatures and play plus graveyards. Yeah. And, and that, that card is awesome. That card is exactly what elves wants to do. So the fact that I took a first pick, Merrow, Sky Swimmer, then second pick, the Moon Vigil adherence. Yeah. Yeah. And it's like, it's not that I think Moon Vigil adherence. Yeah. It's not that I think I was going to play both my deck. It's that these are cards that pull me towards this. I could have taken like a, like a gravel gill one, three vigilance, second pick after taking a sky swimmer, but the gravel gills not going to make me draft Murpho. Moon vigil adherence is going to make me draft elves. And I think that you're supposed to try in the first couple picks to stake your lane. The part that's tricky about that is this format is pretty on rails in that sense that if you spend too much time waffling, you're not going to have the critical massive creatures. Yeah. But I get, but the key question that you answered there is that you are willing to stake your claim and then you want to say, you want to say, I specifically want to try to grab things that are, I'm not looking for flexibility. I'm looking for payoffs. I think that that's going to be better. And then, but you are willing to also bail on that. Yeah. You have to sometimes. Cause the thing is that these decks don't work if you don't get the critical mass. Like when you can't take gathering stone, which is a pretty strong card, when you can't take that card, then you're going to, you're really going to feel it over the course of the draft. Yeah. Yeah. I think it's funny because I've had a similar approach to you, but I just don't feel as good about it. I'm like, I'm more like reluctantly taking these cards. Like I'm excited that I'm taking a shot on it and I'm really hoping that it comes together. But man, it doesn't feel good, you know, to take one of these and then either not be able to play it or to feel that guilt that like I'm hanging on for a ride I really shouldn't be on. Cause, you know, they're cut there. This, this format is not forgiving in the sense that like you really can't wait till pack two to decide what color pair you are. Like you got to kind of figure it out in the middle of pack one and grab onto something because like you said, you know, if you get critical mass of one of these creature types, you probably have a decent deck. Like a good ellipthus test is what you said. If you can put gathering stone into your deck and you feel good about it, even if your overall card quality isn't like the highest, you're probably okay. You know, there's, there's not that many like outright stinkers in the set, but man, it feels so good when you, you know, pick up a Eclipse Mero and then you just get three or four blue and white cards and you're like, here we go. You know, it feels overpowered, but you know, the opposite of course is true when the, when that doesn't happen and you have to figure out when to jump ship. And usually jumping ship also means like leaving behind what you've drafted. It is pretty unforgiving out there, Luis. It's a, it's a tough format to, to draft, but I've taken the same strategy you have where I'm willing to go big early and, you know, if I, if I can't stick to it, then I can't. Key commons. I mean this, these archetypes and particularly elves is very straightforward, but cards that stand out to me are like scar blade scout, donhand eulogist. That's the, you know, one in a black, two, two life linked at mills, two, and then the three, three menace for two in a black that mills three and you can drain them for two or whatever. These are the type of cards that are already close enough to being good enough on board. And then they give you this mill thing that, you know, stocks up your graveyard full of elves for free. And that is absolutely clutch when it comes to stuff like this. And these are the cards that really make it go. Lyssalana informant, the three one that surveils is another one that can help get stuff in the yard because it surveils on entry and death. And then when it dies, it's also an elf in the yard too. So you can use it to get stuff in the yard. Those, that trio of commons can really go a long way to enabling your game plan. Well, while really asking not that much of you at all, right? Like two, two life linked and three, three menace for three or already, uh, you know, when they're on creature type, they're already good enough. So I really like, you know, that type of synergy with that power level still being there. Yeah. I, I, I was just funny because like when you, when you get a couple cards in the graveyard, it feels like all your cards work. You are cruising. Everything's going great. When, when you don't, you definitely feel that too. So you, it is, it is definitely, uh, you got to grease the wheels enough to make the thing start working. But once it does, it's really impressive. It really is. It can really do good work. Yeah. And I mean, with, as far as like payoffs and ways to win the game, they are abundant, but two of the ones that stand out a little bit more, maybe three of them are actually at the uncommon slot. If you get one of the rarest, you'll know, uh, just go with it. And there's none of them that are bad, but more can'ts loyalists that you mentioned before, Louise has been really a standout in that Lord slot. It's really, really strong, both on the battlefield and they really want to kill it. And it just always seems to get something back because of the commons that we mentioned before. So that's extremely strong. Two of them is really busted, but more can'ts eyes has also been good. Um, again, graveyard based thing, but that's the kind of card that in a vacuum, you're like, hmm, I really got to get, move in on getting these elves into the yard or it's really not going to be worth it. But I've lost many, many games where people paid the six sec feisty eyes and get, you know, six elves or whatever. And then you're just like, well, I can't beat that now. So those are all really sweet. And then you mentioned earlier, but I wanted to mention gathering stone because it's been really cool. Very good, by the way. Yeah, right. That's so sweet. Yeah. It's funny when they make one of these cards that actually is good enough because for a lot of the versions of that haven't been, but I think it's like, okay, if you miss, you still get to surveil. So it's like fine to put a land, you know, away and you get, you get a trigger right away. So it's, it's just got like, like they just juiced it in all the right way that the gathering stone is basically a mark of the format is like, can you put gathering stone in your deck? And if you can, you're pretty happy. The card is good. Totally. The one, one of the rares that I have noticed that has had, let's just say, a profound impact on many of the games that I've played is bloodline bidding. That's the six black, black sorcery. Choose a creature type return all creature cards of the chosen type from your graveyard to the battlefield, but it also has convoke and holy smokes, man. I mean, look, anytime you resolve this in any of these creature based, you know, archetypes, it's going to be good, but elves, it's just absurd. I mean, I have seen some of the most absolutely ludicrous turnarounds in a game where, you know, maybe you're grinding it out and you're, you're chomping and you got your, your elves and you're just falling behind and falling behind and you trade off and, you know, then you kind of end up with like one creature left and, you know, seven lands. And then all of a sudden you go bloodline bidding, get back eight things or 10 things and all these triggers go on the stack. And it's like, I was like, that's the one card I could not beat, you know, is, is a bloodline bidding and elves is the natural home for it. Although if you can cast it and you're, you know, playing a deck like that, you're probably into it anyway. There's one other card I wanted to talk to you about that surprised me because I have not been playing it that much, but it's, I noticed it when I was looking at the, at 17 lands before we played and that is the rooftop percher. Yeah, I was actually going to get to mention that one too. It's, I like to dig into a little more because it is surprisingly good stats for a card that looks pretty replaceable slash forgettable. Exactly. And I think a big part of it, my guess is that it's a flyer and I've just found the flyers to be reasonably good. So it's like the combination of like flyer plus game three, plus maybe a little bit of interaction has, has, has made it quite a bit better than, than you might think on first glance. I still don't think the card's amazing or you have to take it super early, but it's just definitely more there than you would think. Is it just good against elves too? Cause it's nabbing two cards out of the yard. Yeah. I don't think that that's irrelevant. Not at all. Yeah. I mean, maybe just it bumps it up a little bit by being good against the best deck, you know, like sometimes we're, and I, you know, I should mention that, you know, the most drafted deck is, um, merfolk, but the second most drafted deck is elves, you know, and when you get that combination of, you know, up there as far as number, number of times drafted, but also best that, that's a target like that. You got a target on your back now. So, you know, random cards like this that are particularly good against it, you know, flying plus nabbing some cards out of the yard. Plus it's a changeling. It's the five mana three, three flyer, by the way. I don't know if we, we mentioned that probably should for the percher, the five mana three, three flying changeling and when a ETB is XL to up to two cards from graveyard and you gain three life. It is kind of a lot for a colorless card, I guess. That's a lot of random stuff. Anything else you wanted to cover? Luis, I know we have a couple of cards to mention. Mischievous Sneakling has really delivered. It, it, it does what, what you want. That's the two, two flash hybrid for changeling for blue slash black hybrid and one. Like I find myself taking that card aggressively. Cause. Oh really? I just think, I just think the card just makes all these decks work. Like. I thought you were going to say I find myself including that card in my deck more than I thought, but. No, I don't think I've cut the card yet. Like. I think, I think it just really, it just makes a bunch of, a bunch of things work. Like I'm not saying it's a great card for that. You should be like third picking it, but I see that card and I'm like, okay, it's a hedge where like it's good. It makes your Murphoak deck work or your Elves deck work or your fairies deck work. Fairies for multiple reasons cause it triggers a thing. It's also, I have like the light vivid splash a bunch of times. So like you have like rhyme chill and your blue, blue white deck, but this uh, Sneakling makes it cost one less and, and all that, all that really adds up. Like so I have found the card to be good. It's one of those ones that kind of sits in the cross section of many, many different things. Right. That's, that's the thing. It's not like it's ever amazing and like in Elves, you'd rather have, you know, the two mana, two, two lifelink that mills to, but when you take this card early and you don't know which direction you're going, it can be good. And it can also be good if you end up like switching and it's just like the vivid stuff is just really good too. So it just does a bunch of different things that I think all, all kind of work out. And I think, I think that really highlights what we were talking about with we kind of desperate for flexibility in the draft, right? Where it's like, Hey, this card can go into a bunch of stuff that actually bumps it up a bit in the draft portion. What about thought, thought we have to imbue or that's the like kind of exalted, your kids can have exalted card. That card has, it's really been good. It's like that card. Whenever it's on the other side of the board, I feel like I have to kill it. And whenever I have it, they have to kill it or they're going to lose pretty quickly. It's kind of been, been my experience with the card. So I, I have really liked it. I have two, five toughness is hard to kill. So yeah. So it just, it ends up pretty much doing everything that you need, you need, need to be, you want to get done in a Kithkin deck. Obviously outside of Kithkin, it's not that good. Gravel, Gil scoundrels, another one that I really like. That's the Murpho 13 vigilance that when it attacks, you can tap something to make it unblockable. This is just another card that just makes it so all your stuff works. Yes. Like you, you, you take this card and you're just like, okay, well it can immediately tap my thing that triggers when it becomes tapped, like the, the, the pester well guard or something. It also just chips in for damage. And sometimes they're at seven and you have two of those and they feel pretty like under pressure. It's great with lords. It's also just a two drop that I had a Murpho, like 10, two drops and I wasn't considering cutting what I cut like a pacimism or something. Right. Cause you just, when, when you have six convote cards, it's like all your creatures tap for mana and you don't really want to cut mana elves from your deck, which is a really good if they tap for mana in addition to whatever else they're doing. Yeah. I've been impressed by it too. I like the scoundrel. And then lastly, I want to talk about Omni-Changeling. This card is incredible. I know clones vary. That's the clone, the three blue, blue clone with convoke and it can clone either side of the board. And like, clones definitely vary based like on, in terms of value from set to set. This is one of the really good ones. So I would, I would definitely not sleep on this one. Not that people are, I think, but it's just been really impressive. It has. Have you got to mirror form in any silly ways? Yeah. That's the four blue and blue. No, I haven't, I haven't run a good mirror form yet, unfortunately. My current deck has two of them. Oh, any, any, any, any, any standouts? I have two standout losses. There we go. Yeah. I, what I found with it is that it, it, it, it, it usually benefits you to do something not that exciting, like just make all your things a two, two flyer. Right? Like it's just like, okay, I just hate you for 12. It's over. Right. Where, you know, I think in my mind, when I saw mirror form, I'm thinking like something absolutely silly, but for the most part, it's, it's just like, it just turn all your non-land permanence into some evasive threat and kill your opponent. That's kind of, yeah. I mean, that does seem to be where, what the card does. I haven't really gotten to use it yet. It does sound pretty sweet though. It's a mythic. So it won't come up too often, but it is very cool. Okay, Luis, let's call it a show there. I know you got to get going. We're on a little bit of a crunch this week. We do apologize for that, but it is what it is. And we'll be back next week to talk more about Laura, when Eclipse. Also, I'm going to be in the booth with Paul Chiang on Friday for pro tour, Laura, when Eclipse out of Richmond, Virginia, where, uh, yeah, players are going to be sitting down to draft. And it's really interesting. I think this is the shortest turnaround we've ever had. I mean, it came out on Tuesday on arena, you know, officially we're recording the show on Tuesday, which is a week later. And on Friday, so in three days from now, they are going to be sitting down and drafting at the PT, you know, in the highest stakes environment you can get for a draft basically. So, you know, the players with the big teams or limited geniuses floating around are really going to have to grind it out. The good news is they did make it a little easier with this set. You know, it's really focused on just five or maybe if you're generous, six archetypes. And, uh, and that will actually help them, you know, hasten that process where they don't have to go through all 10, uh, as, as reliably. But anyway, I'm going to be there. So I hope you'll join me, uh, to watch that. And of course, if you want to see Luis draft floor when Eclipse, you can check out his YouTube channel, uh, which there's a link to, uh, at LRcast.com. Also, all episodes of the podcast ever are over there as well. If you find it, if you want to find us on social media, I'm Marsha underscore LR and Luis is LSV. We want to say thanks to our Patreon supporters and ultimate guard for their support of the show. That is going to do it for this one. We'll see you next week. Or to quickly talk about some cards. I'm excited for cube with, uh, the addition of Lorna Clipton. Some of them already shown me that they're not going anywhere. So, among the best ones, Glenelindra Guardian, that's the three mana, three, four flying flash comes into play with a minus one, minus one counter, spend two and remove the counter to counter a non-creature spell. They draw a card. The fact that it's got flash, the fact that it can ambush creatures, it can counter non-creature spells, blues, all is looking for good creatures at instant speed. And I think the Glenelindra Guardian is just going to stay in the cube. It's been, I've had it one deck so far and it was great. It was great in multiple matches. So, um, three of the evoke elementals are in. So, deceit, vibrance and wistfulness. That's the blue, black, red, green and red, blue, green ones. I didn't think emptiness, the black, white one, was quite good enough. Though that one's close. That one's return a creature, mana value three or less, or give a creature minus three, minus three, white, white, black, black. And then catharsis, the red, white one was, I think, pretty far from being good enough. But I really have liked how deceit, vibrance and wistfulness have all played. Vibrance is red, red for a bolt or green, green to search for any land, non-basic or not, and gain two life and go and get a strip mine. You play this as a five mana, four, four, bolt something, gain two life, get a land, deceit. I lost two twice out of a combo deck that just cast it for blue, blue to bounce up troublesome permanent twice, but also can be used as like a thought sees or a combination of all those by casting it. So, those of all work really nicely. Uh, formidable speaker has been good too. That's the world's card from a JD, the three mana two four. You can discard a card to go get a creature. You can untap a permanent, so it's good with time vault and it can go get cards for your creature combo, can even enable reanimates by discarding a big creature. And one of the ones that I'm actually quite excited about is the Flitterwing Nusus. This is the one mana two, two flying that starts with a minus one, minus one counter. And you spend three and remove a counter and give all your creatures until and return when it deals combat damage to a player draw card, but that's all your creatures. So, so you can use this by itself as just like a little two, two flyer that use eventually like, you know, remove the counter hit to draw card. But if you set up a turn where you're hitting with three creatures, this card draws you three cards. And I have like that one Lockmere is another cool one, the two mana four, five with three minus one, minus one counters, where you're like, spend two to remove the counter to draw card, three remove two counters to stun something. There's just a lot. I added 16 cards in this iteration. And I think something like 10 of them are pretty likely to stay for a long time. So that's a really good hit rate and a large amount of cards. So I put out a video on my YouTube channel talking about all those cards, though I ended up adding Flitterwing Nusus after I recorded the video, I thought about it more. So that was a good summary of that. But yeah, I'm excited for the cube season with Lauren Eclipsed here.