“Prismari Artistry” Precon Upgrade | Secrets of Strixhaven | 734
61 min
•Apr 7, 202614 days agoSummary
Rachel Weeks and Jamie Block analyze the Prismari Artistry preconstructed deck from Magic: The Gathering's Secrets of Strixhaven set, discussing its commanders (Ruta Mastering the Moment and Muddle the Ever-Changing), evaluating $226.75 in reprint value, and providing 10 card upgrades within a $50 budget to optimize the deck's aggressive spellslinging strategy.
Insights
- The deck's high average mana value (4.08) and sorcery cost (5.74) requires early ramp to function optimally, making turn-3 commander deployment critical for deck consistency
- Token-copying mechanics (Quantum Misalignment, Ember Island Expedition) provide redundancy against single-target removal by creating multiple threats from one spell
- Extra combat spells (Full Throttle, World at War) scale exponentially with Ruta's ability, turning a 5-mana spell into 36+ power across three combat phases
- Prepared spells mechanic creates self-sustaining card advantage engines that don't require additional spell casts to re-trigger, differentiating them from traditional spell payoffs
- Precon value metrics show 2025 average reprint value of $152.71 vs. this deck's $226.75, indicating strong product positioning relative to historical pricing
Trends
Multiplayer-focused land design (fetchable dual lands with conditional untap triggers) optimizes for 4-player Commander format over 1v1 playPrepared spells mechanic represents shift toward self-contained card advantage that reduces dependency on spell density thresholdsCost-reduction effects scaling with token count (Magnus the Red) create emergent synergies between token generation and spell castingPreconstructed deck reprint value increasing faster than MSRP increases, improving consumer value proposition year-over-yearSpell-focused decks trending toward front-loaded aggression (flying, haste tokens) rather than traditional control-oriented spell strategiesRandomness mechanics (Dance with Calamity, Creative Technique) being phased out of competitive precon builds in favor of deterministic synergies
Topics
Magic: The Gathering Commander format deck buildingPreconstructed deck value analysis and reprint pricingSpell-slinging deck archetype optimizationToken generation and copying mechanicsMana curve and ramp sequencing in multiplayerCard advantage engines and draw mechanicsMass disruption and removal spell selectionExtra combat phase mechanics and scalingPrepared spells mechanic from StrixhavenCreature type synergies (Shamans, Wizards, Elementals)Cost reduction effects and spell efficiencyMultiplayer land design principlesDeck upgrade methodology and budget constraintsCommander viability assessmentFlavor vs. efficiency in deck construction
Companies
Card Kingdom
Affiliate partner for purchasing Magic cards and precons discussed in the episode
Ultra Pro
Sponsor providing TCG accessories including sleeves, binders, and playmats for card protection
Factor
Meal delivery service sponsoring the episode with chef-crafted meal options
Raycon
Audio equipment sponsor providing wireless earbuds with noise cancellation features
Shopify
E-commerce platform mentioned in sponsored segment about business infrastructure
Archidekt
Online deck-building tool sponsor for browsing and playtesting Commander decks
People
Rachel Weeks
Primary host conducting the precon analysis and upgrade discussion
Jamie Block
Guest co-host providing deck evaluation and upgrade recommendations; planning Game Night Live event
Blake Carrell
Recognized as lucky Patreon winner for the episode
Quotes
"It's scaling with the spell size is great in theory. It is doing something a little different for the color combination in that it is asking you to do your spell slinging one as big spells and two in your own first main phase."
Jamie Block•Early discussion of Ruta's mechanics
"The reprint value in these pre-cons is pretty nuts. And if that's why you buy pre-cons to get solid reprints that see a lot of Commander Play, you're going to be satisfied with what you're finding in these boxes."
Rachel Weeks•Reprint value analysis
"This is definitely a front foot spells deck. I mean, I think you can tell that by the flying haste token coming out down fast, we're trying to do damage, we're trying to make a lot of mana, and you really want Ruth on the battlefield."
Jamie Block•Deck strategy overview
"Five does feel like the magic number. Like the true curve that you want for this is ramp on two, commander on three, five mana, instantor sorcery, probably sorcery on four."
Rachel Weeks•Mana curve optimization
"Please, if you are going beyond the 10 cards that you see here at all, cut one or two more big spells in favor of one or more two-mana rocks to get your commander out on three. It really wants it."
Jamie Block•Upgrade recommendations
Full Transcript
This episode is sponsored by Factor. When you're trying to get into better shape, eating well is important, but life can make finding time to cook tough. Luckily with Factor, you can get delicious, chefcrafted meals delivered straight to your door no matter how hectic your schedule gets. They've got a ton of variety with over 100 rotating meals, including high protein options and ready to eat salads. And the best part is, it's actually good for you. In fact, 97% of customers say that Factor helped them live a healthier life. So get started at factormeals.com slash command 50 off and use code command 50 off to get 50% off your first box plus free daily greens pro box. Greetings humans, you have entered the command zone. Your destination for all aspects of Elder Dragon Highlander. Enjoy your stay. Hello and welcome back to another episode of the command zone podcast. I'm your host Rachel Weeks and today I have a very special guest joining me today. It's Jamie Block. Hey, nice to see everyone again. I love doing these things. Well, thank you so much for taking the time. I really appreciate it. It's very busy around here. We've got a lot of things coming up, but it's Strixhaven time and the set is awesome. So we want to make sure that you get these upgrades and the pre-can rundowns as fast as we can get them to you. Today we are talking about the Prismari spells pre-con. It's called Prismari artistry from Secrets of Strixhaven. Today we're going to be talking about what comes in the box, what the commanders do, how much value there is in it, and we're going to give you 10 cards to add to it and 10 cards to take out to get it into peak fighting shape. So lots to get to today, but we're going to get started and we're going to start where any good commander, whoop, pre-con should start and that's with the commander. Let's meet Ruth. So we have Ruth mastering the moment for a drop, so two in a blue and a red, for a legendary orc sorcerer that will come up later that says, at the beginning of combat on your turn, if you've cast an instantor sorcery this turn, create an xx blue and red elemental with flying and haste, where x is the greatest mana value among the instant sorceries you've cast this turn. Yeah, okay. So this is a turning your big spells into big power on the board. It's sort of like a fancy talrand. Yeah, it's scaling with the spell size is great in theory. It is doing something a little different for the color combination in that it is asking you to do your spell slinging one as big spells and two in your own first main phase. You're not holding up mana so much with this deck. If you get to then great lucky you, but a lot of the times you may be tapping out to cast your big thing, get a big body with it attack. Yeah, this is definitely a front foot spells deck. I mean, I think you can tell that by the flying haste token coming out down fast, we're trying to do damage, we're trying to make a lot of mana, and you really want Ruth on the battlefield to make sure that you're spitting out a dragon, right? Elemental. Of course, it's Prismarie, that you're making an elemental every single turn because you really only can make one if you only have one Ruth on the battlefield, of course. Of course. Okay, so that is Ruth. Ruth is the face commander of the deck, but there is a backup commander as always, and this is Muddle the Ever-Changing. So to a blue and a red, same cost as Ruth for a legendary creature. This is an elemental otter shape shifter. Whenever you cast an instant or sorcery spell, Muddle becomes a copy of up to one target non-legendary creature you control until end of turn, except it has Myriad. For the new folks among us, Myriad is whenever it attacks for each opponent. Other than the defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at the end of combat. I don't know, I don't think I knew that Myriad tokens could attack planeswalkers. Yeah, as you were saying, I thought, oh okay, good to know, good to know. That is good to know. Well, very good. We all learned something by reading the explainer text. So basically, when you attack a player, you make copies of that creature attacking the other two players. It's a great and super popular multiplayer mechanic. Plus, look at this little otter. He's got like creepy centipede legs, but don't look at the creepy centipede legs. Look at the little otter. Yeah, I think it's cute, sort of despite maybe even because of the creepy centipede legs. Don't look at his back. And he's fun to hang out with like so many of us. So Muddle's doing something very different than Ruth. It doesn't care about the mana value of spells that you cast, doesn't like, cares more about you having a spell and a creature. So definitely a different build. Yeah, I care about ETBs with Muddle. I care about jeep spells. Ideally, evasion granting spells because you don't care so much if the myriad token survived, but you do care if Muddle survives and Muddle has to attack to do anything. So that evasion will be pretty key. But yeah, very different, probably a lot of very low cost instance and sorceries and your sort of higher mana value stuff might be your really impactful creatures that you want to get copies of. Right. So we're definitely looking at different decklists. We're going to go through the decklists to see which commander it fits better. It's more likely the face commander, but we'll see if Muddle is supported as we go through. But before we get into that, of course, if you want to pick up this pre-con or any of the cards that we talk about in this episode, you can support the show by going to cardkingdom.com slash command. Card Kingdom has a huge selection of cards. And especially when a new set comes out, you can go and check out all the different printings, all the different foilings, all the new treatments that are coming out in this set and in others. And you can buy them all on the same page. I love taking, making a list as a new set comes out of all of the cards I need for various decks and how many versions and all the different ones I want, pasting them into the advanced deckbuilding tool on Card Kingdom and then making all the decisions in one go, hitting by and moving on with my life. They're the best. And you know, when they ship them, they're going to ship them safely to you. They're going to arrive in the perfect quality on your doorstep. And when you shop at Card Kingdom, you can support the show by using our affiliate link at cardkingdom.com slash command. And once those cards are in your hand, once this pre-con's in your hand, you need to protect it. You need to store it, get the sleeves and binders, deck boxes, deck play mats you need from ultrapro.com slash command. Ultra Pro has the highest quality TCG accessories in the business. If you haven't seen their Mana 8 line, it's our favorite. They've got Apex sleeves in every color and they've got binders and play mats to go along with it. Magicon is coming up, which we're going to talk about in a second. But if you need the perfect play mat to take to Magicon, get it signed by all your favorite creators, get it doodled on by the artist there. Mana 8's the best. It's super clear. It's super bright. So you know that you can seal the signatures that you get and all the hard work you put into the weekend. Have a cool momento to take home. So go check out their website. They're having sales all the time at ultrapro.com slash command. And if you're coming to Magicon in Vegas, come see us because Game Night Live is happening once again on Friday. Jamie has been working tirelessly to make the show truly one of the craziest we've ever put on. And we've had a marching band. So yeah, so you know that that means something. We're doing something special for this one. Yeah, Jake and I have definitely been toiling away and yourself. Yeah, yeah, we're always toiling over here. It's we've got some very exciting ideas. They gave us way too long to ideate and we came up with some cool stuff for Vegas. So if you don't have your tickets yet, get them and make sure you're going to be there on Friday so you can see Game Night Live. And finally, you can support the show and all of our work here on this channel at patreon.com slash command zone. You can join our community, get in our Discord, ask questions directly of me, Josh, Jimmy, any member of our team, we're all on Discord hanging out. Plus, if you're excited about this pre-con or the next, there's always a good place to talk about them, talk about what upgrades you're adding, see how other people are building these commanders. It's a cool perk of joining the Patreon and you get access to game nights and extra turns a day early without ads. So pretty good. Plus, wish I don't one lucky patron every single podcast episode. And this one is dedicated to Blake Carrell. Carrell, you rock buddy. All right. That's cool. That's cool that you did that. I appreciate it. Jamie, you also rock. What? But not in this specific way. Blake rocks a little bit more than you. Oh man, I gotta become a patron. All right, we're gonna get into we're gonna talk about what comes in this box off the shelf, starting with the reprint value. So a couple of caveats that we always do, all of these numbers are taken before this list is spoiled. So these numbers will go down. This is a relative number that you can use to compare to past and future pre-cons and not necessarily what you can get at the time that you purchase it. And the MSRP on these pre-cons is $50 this time. So that increased in Lorwin. It's a little bit more than what we expected last year. But I hope you will notice that the reprint value also has gone up because the total reprint value for this pre-con is $226.75. Pretty freaking good. Pretty good. The reprint value in these pre-cons is pretty nuts. And if that's why you buy pre-cons to get solid reprints that see a lot of Commander Play, you're going to be satisfied with what you're finding in these boxes. For a little bit of context, the average reprint value in 2025 was $152.71. So we're like $75 above average of last year, which is pretty good. And that only includes the reprints in the deck. There's 71 reprints. There's 12 new cards, two main side cards, and 15 basic lands that aren't included in that total, mostly because we have no idea what they're going to cost yet. Okay. And we like to do a bang for your buck value on all these pre-cons to help them be easier to compare to each other because they've changed how much pre-cons cost so many different times that we want to make sure that everything's comparable. So we take the reprint value and we divide it by the MSRP. So the price that we expect most of you will be able to buy it at to tell you the reprint value you're getting for your $1 American spent. And that is $4.54 for this deck, which is well above the average from 2025, which was $3.06. Yeah, not bad. Not bad. But from what you've told me, not even necessarily the highest of this bunch. No. So just a really strong fleet of pre-cons for this one. I agree. I mean, this is the closest I've come to buying all of the pre-cons in a set in a very long time because the value is really high, the commanders are all really cool, and this is a set and a setting that I like very much. So very solid reprint value. And I know you're like, blah, blah, blah, tell us about the cool reprints that are in this box. And let's do it. Starting with a humdinger, we're only going to talk about the ones that are worth $5 or more. There are 13 of those. And the first one is representing a fair amount of this reprint value. Yeah, we've got Fairy Mastermind. It is back. This card costs $35, just sort of a staple of blue. We have to get more specific than that, just if the deck has blue in it, you are doing well if you're running Fairy Mastermind. Yeah. I mean, this is a really powerful card. I put it in basically any blue deck that likes creatures or flash spells, blue decks, most of the blue decks. Or drawing cards. That too. Yeah. This is a huge reprint and it can kind of go in whatever deck you want it to be in. The next one is sitting at $18. This is a Tokeni card. It's Determined Iteration. So this is the one that populates on combat and then you lose the populate token at the end of combat. End step. $18 hasn't seen a ton of reprints and is a very cool card. Yeah, it is a very cool card. I remember not being super high on it when it first came out. I think it was on a different pre-con that I did the upgrade guide for. Yeah. I didn't feel like it was a great fit then, but I've been putting it in decks since and just when the deck wants it, it really wants it. So the price tag doesn't surprise me and it's nice that it's reprinted. Yeah, for sure. This next one is a high reprint value as well. What's this one? Yeah, we got Gold Span Dragon. It's been popping up in secret layers and stuff, but it's great to see it as accessible as this. Yeah. Yeah. Still a $15 card. Still a $15 card and definitely a card this deck wants, even though you want a lot of your higher mana value stuff to be creatures, just the ramp that this gets you to the turn after you play this. Do something huge with your mana, hopefully, that is an instantor sorcery this time. It's putting in work and yeah. And Aya, the flying hastiness of it all is clearly... This is again the agroness of the stack is very clear. This next card is sitting at $14 right now. It is Harmonic Prodigy, which doubles the abilities of your shamans and wizards. We'll talk about this later. It's a good card. I mean, look, the decks that want it, which are, oh, I don't know, ones that have a shaman or wizard in the command zone, perhaps, really want it again. But yeah, it's a very strong card. There are some wizards in this deck that you want to copy, especially the magecraft ones like Archmage Meridus and Storm Killing Artist. But yeah, great to see it get a reprint, but a little weird that it's here for some reasons that we'll get into. Yeah, this next card is sitting at $14 as well. She is a wizard. It's Rionia Fire Dancer. So this is the one at the beginning of combat. You create tokens that are copies of another creature that you control based on the number of spells that you've cast. So this is a great thing to have on the board at the same time as the prodigy and clearly more hasty tokens to attack this turn. We're very front foot in this deck. Yeah. Then we have a coming in at $950 price tag Thunder Clap Drake, a really efficient goblin Electro Mansur style cost reducer, for instance, and sorceries that then also has more to it. Yeah. Being able to copy your spells. And it just flies. And it just flies. Yeah, that's a good one. I'd with it. Also at $950 is Veyron Voice of Duality. Honestly, a bit of a weird include in this deck just based on how the timing of stuff works. Neither can be in there is doing a ton with it, but it's growing at least. And again, sort of the same ones I talked about for Harmonic Prodigy, the Archmage of Meritai, and the Stormkill Nardists of the world. Yeah. Like to see this thing. We haven't seen anything that works with that yet, right? Yeah. Because Rionia isn't directly triggered by you casting Incense or sorceries. Hmm. Interesting. Very powerful. And again, nice to see a reprint there. Then we've got Twin Flame. This is a spell that copies a creature, gives you a token, and it attacks. Yep. That one's cost in $750 these days at time of recording. Then at $7 we have Plarg and Nassari. I love this card, but we'll get into some caveats about that later, another spoiler alert. But it's a really cool way to get some free spells off of just all the decks at the table. A really fun card in either a theft deck or a deck that wants to be casting a lot of spells every turn. Yeah. And this is good flavor here, but not necessarily. A lot of these are flavoring, including the sword. It just feels like these are the iconic Prismari characters from the first go around. Yeah. Brazen Barrow is the next one, sitting at $5.50, a bounce spell attached to a fairy. Then we've got a couple other just like real basic stuff. Reliquary Tower is sitting at a whopping $5.50 right now. Lightning Reaves down to $5 and Talisman of Creativity is sitting at $5 as well. A lot of value tied up in some just like over expensive staples right now. Yeah. But you can bring some of it down. Hopefully, they'll be at a lower cost when this deck is in your hand. Hands. Okay. That is what is in this box financially, but of course, it's more fun to talk about what is in it mechanically. So, it is time to break down the stats. It's time. It's time for that moment in the episode where we talk about how the deck works and how the deck is built. So, we're going to talk about the nuts and bolts first, and then we'll talk about the more deck specific stats in just a moment. But let's start with the categories we know and love. Yeah. So, we have 14 ramp pieces. A lot of that does break down as cost reducers, for instance, in sorceries, which the deck does want, but it does make that, in my opinion, that stat is a little inflated over how it practically plays out. Given that this isn't the creature lightest deck in the world out of the box, but still 14 ramp. That's quite solid. They know that they're trying to cast expensive spells, but the other thing about this is you have a four-man commander, so having a two-man or ramp spell on turn two is really important to getting your plan started as quickly as possible. So, making sure that you have spells that can actually, or ramp spells that can actually accomplish that is a big deal. Yeah. Up next. Card advantage. Yeah. 13. Huge. Great. That's about where we want that number, especially for a spells deck like this. Yeah, absolutely. Some of it's a little random or a little expensive, but it's there. And you know, this deck is going to get you to the expensive one, so that's fine. The next category is targeted disruption. So, this is removal spending one card for one card, of which there are nine. A little lower than I would expect for a spells deck, honestly. Yeah. In general, yes, but with so many of them being high cost because that's the gimmick, I actually would expect more mass disruption, which is our next category. Yeah. And that one's coming in at a low six. Sure, yeah. Six is about what I expect for the average deck, but I agree a deck like this would be well served by having a good amount of spells that you can cast a big spell that answers a bunch of things. Yeah. I wouldn't want my deck that's focused around, let's say, five plus mana value and sorceries to have too much targeted removal. It's like, oh, you're probably overpaying for that. I don't want five mana targeted removal. It better do something else really cool. Yeah. Like make a dragon. I mean an elemental. An elemental. A hasty one. Elemental. Okay. Finally, there are 38 lands in this deck of which 15 are basic, and that does include a temple of the false god, which is sort of a land with an asterisk. A little weird spot for a temple of the false god. Usually I expect this in a deck that has like a lot of lands, but or the color green or the color green. Yeah. But in a deck that's trying to hit its land drops every single turn, then you may not have a problem with that temple. Yeah, I will say first time I'm mentioning this, we did do some test games with the pre cons against each other. And of all the things, the mana base was pretty kind to me. Good. So did not have issues with it. Perfectly solid for a two color deck. All right, let's talk about the more specific breakdown because this is where you really get to know the deck as an individual. First, I want to talk about instance and sorceries because it's a spells deck. We want to make sure that we're hitting that number. And this one's at 32. Yeah, which is great. And that number is inflated in a good way. Like that is the real number. Yeah. By some mechanics like we saw Brazen Barrow, which has an instant or sorcery as an adventure, but it's also a creature in the deck. Also the new prepared spells mechanic from Secret Districts. Even appears here. So we've counted those cards in this category because they do have instance and sorceries they can cast Ruthak. You know, those are spells for all purposes, including Rutha. So yeah, like that was, I think it was a great way to have enough bodies in the deck to defend you, but still this 32 number is great. Right. And especially when you're doing like this push and pull between Rutha who wants big spells and muddle who wants some amount of creatures is going to be a really tough balance for you to be able to play either pre-con here. The next one is spells payoffs because there's sort of an interesting balance between spells payoffs in this deck. And then also there's a fair amount of token cards or token payoffs. Yeah, which we have 14 of each between spells payoffs and token payoffs. And yeah, I think, you know, I think it's pretty solid. It is definitely, you know, the decks that you see. And I know I keep referencing these in particular, but the Arch Major Meredith and Storm Kiln Artists, you think of as the ones where those are really good because I'm going to be casting two or three spells per turn that are going to trigger them. And this, frankly, isn't that so a spells payoff here is not necessarily as good or at least it has to be a certain kind of spells payoff. Right. Like we're even, Veyron is one of those things where we're like you're enhancing the spells payoffs, but there's really, I mean, I believe Veyron's included in a spells payoff because of the prowess, but there's only only 13 cards that you're like enhancing with Veyron. So there's, there are some interesting like traditional looking spells cards, which again, want you to cast a lot of small instance and sorceries. And then there's this deck that sort of wants you to cast one instant and sorcery and either a creature or a big instance or sorcery, depending on what commander. And then as for those 14 token makers, oh sorry, it's 14 token makers, five token payoffs. Five token payoffs. Yeah, sorry. Yeah, I mean, look, I love tokens. So I'm excited to be talking about any deck where those are categories worth talking about. Yeah. And it feels like we're definitely there. This is a typical payoff that they like for spells decks. It's like turning spells into power on the board. It makes a lot of sense for a pre-con. It's very straightforward how you actually win the game. Yeah. And it's nice, you know, so many decks that you think of as just that's a token deck, the tokens they are making are 1-1s and 2-2s. And it's nice that this one's getting to play around with like 5566s, sometimes 8-8s with flying. Gary. Your populates a lot more powerful in a shell like this. Yeah. All right, let's talk about average mana value. This deck does have a high one at 4.08. Definitely on the top end. So it, for me, it's looking more like a Ruta deck than I would expect a Muddle deck. And I dug in a little bit more than we normally do on this to see the average mana value of the Incense and Sorceries. And for Sorceries, it averaged 5.74 average on the Sorcery. That's really high average. It's really high. It's inflated a bit by things like treasure crews and dig through time. That like have cost reduction stuff. That have massive cost reduction. You know, some of those are, they cost 8, but really they cost 1 or 2. Though I will say again in the test games, you don't feel your graveyard that much. So some of the ones that you think, oh, that doesn't really cost 8. Yeah, but it costs 6. Yeah, it still costs a lot. And the average mana value of Incense is 3.6. So still high, I would say like this one's a little bit cheaper, which makes a little bit more sense with the Muddle as an option. But I would consider that very high for Incense. Yeah, it does just still have a couple stable instant speed removal spells that are bringing that number down a couple that cost 2. But yeah, no, still quite a high cost. You just frankly are tapping out a lot with this deck, which again, can feel a little weird in the color combination, but it does work. You do get to do some explosive stuff. Okay, let's talk about the upgrade goals for this deck, where the deck is what you wanted to improve, especially where you're focusing for these upgrades. Yeah, so the commander that we're going with is Ruta. Not because of a preference, but because of what the shell looks like in the box. I think Muddle from Scratch is the commander that would speak to me quite a bit more. But there are so few creatures that the myriad interacts with favorably and so few spells. The odds of being able to sort of have Muddle out and say, surprise, here's this cool creature and surprise, here's this spell to make Muddle go online, you would be relying entirely on the upgrade instead of the upgrade favoring what's there. Sure. So given that with Ruta, one thing, really want to get Ruta out on turn three. It is a four mana commander that is that your deck sort of relies on to do its whole thing. And then just make that whole thing even more explosive, sort of give people less time to react. I found in the test scans, you know, okay, I've made a five mana or a five power flyer, a six power flyer, but I tapped out to do it. And there's three other people who get to go before me. I don't think that this deck really functions by shifting its strategy. So let's just make the strategy even harder to fight back against. I want some explosivity, and then just kind of smooth out the curve and draws some of these, like we were talking about with the mana value, some of these expensive spells, even if they have cost reduction, it's a bit of a sort of a bit of a lie. The other thing that I was thinking about with this deck is it doesn't have to be a 10, 10 flyer to be super scary. Like, oh, five, five with flying and haste is a huge threat in the air that you can do a ton of damage with. So you just don't necessarily need this huge spells if you have a little bit more of that explosivity. Yeah, five does feel like the magic number. Like the true curve that you want for this is ramp on two, commander on three, five mana, instantor sorcery, probably sorcery on four. Okay. All right, so those are the goals, but there's a couple of cards in the deck that are great right out of the box. And so we wanted to show a little bit more of the new cards in these episodes. So let's talk about the ones that feel particularly stand out in this deck. Yeah, I quite like both of these, to be honest. The first one's inspired sky painter. It's a two mana two, two costs a red and a blue with flying a lizard wizard with flying. It just flies because it can. Yeah. When this creature enters and whenever one or more creature tokens you control deal combat damage to a player, this creature becomes prepared. What? That's a lot. It has a prepared spell called Maestro's Gift, which is a five mana sorcery that says create a token that's a copy of target creature you control. That token gains haste until end of turn. Full stop. Keep the token. Nice. That's huge. It's great. The fact that it enters prepared, the fact that it has a repeatable five mana sorcery is so important in this deck. And the fact that you are, you know, probably creating a token copy of a token that does have haste. It's not a token that Ruth gives haste temporarily. It actually is printed on there. So when you cast your Maestro's Gift, you are making a copy of a 5-5 flyer. Go to combat, make another 5-5 flyer. Someone's going to get hit with those and re-prepare the sky painter. It's really a fun loop with the commander. Very cool. I mean, that is a huge source of card advantage, I think, with these prepared spells. If they can re-prepare themselves, you don't need another spell to cast. You just stick to the engine that you built on the board. Yeah. And this really feels like one of the ones that most re-prepairs itself. Yeah. That seems like a very low. It enters prepared and is quite easy to re-prepare. Yeah. What's this next one? This next one is another spell preparer. It's Deerger Force Mage, or Focus Mage. Focus Mage, yeah. Two in a blue for a 1-4 Jinn Monk. Instance and sorcery spells you cast, cause one less to cast, one of those ramp pieces. And whenever you cast an Instance and sorcery with mana value 5 or greater from your hand, this creature becomes prepared, which is important so it doesn't literally prepare itself because its prepared spell is Braingaiser, which just is X blue blue. Target player draws X cards. Sweet. I mean, that's great. So this one reduces the casting cost of your Braingaiser, so it sort of gives you a card for free when you cast it. Yeah. And is relatively easy to prepare and especially easy to prepare in this deck. Yeah. It's pretty easy to prepare and at worst you have a decent blocker that is a cost reducer for whatever Instance and sorcery is you're casting. The fail case for this card just isn't that low. If you somehow manage to never prepare it and then it draws removal, it's probably done its job for the mana cost. But if it does get to go off and you're drawing just a ton of cards, among those cards is the spell that you use that re-prepares it and you can just sort of alternate between I draw a ton, I play a big thing. I draw a ton, I play a big thing. Very cool. I love these prepare cards. I think they're really interesting. Give you a lot of choices when you're playing a game. I do want to mention that these pre-cons have a cool new cycle of lands that are fetchable first of all. So this would be an island mountain and it enters untapped as long as your opponents collectively have eight or more lands. So it is often untapped in a multiplayer game especially, it's what like turn three or later, it basically enters untapped? Yeah, the fun thing is like eight is a pretty magic number because it favors the players going third or fourth in the game. That's great. They're so freaking smart over there. Very clever. I mean, I think that's great. This is a great new multiplayer land cycle that comes in untapped and is fetchable. Hopefully we see a lot of these and these are going to stay affordable because that's a big deal. Okay, so we have an upgrade for you. We're going to add 10 cards. We're going to take 10 cards out using a budget of only $50 and get this deck into peak, fighting shape, try and smooth out some of those pointier edges. But before we get to that, we've got to take a quick break. In the meantime, I want you to leave a comment below. Tell us what you think about the Prismarie pre-con. If you're into Ruta, maybe your sad muddle can't go in the command zone quite yet. Let us know in the comments below and we'll see you in just a few minutes after a few words from our sponsors. This message is sponsored by Raycon. Hello, dearies. It's your favorite old auntie. What's the raid, mother? You see that pair of goblins? I've made them. 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Archidek is the best place to browse, brew, and playtest commander decks. Just go to Archidek.com slash command zone to get started. That's ARCHIDKT.com slash command zone. Welcome back everybody. We are upgrading the Prismarie pre-con. We've got 10 cards to add using a budget of only $50. We're going to leave that mana base alone. Jamie said it's pretty functional. So it's fine. So let's talk about the cards we want to add to make this work as smoothly as possible because you have some cool ideas. Yeah, I think there's some fun things you can do here. And the first category that we have is copying the commander. And obviously you need to do that in ways that get around legendary. But this first card, it's using a decent chunk of the budget at $14. It's a quantum misalignment from Dr. Who. It's a five mana sorcery, four in a blue, that reads, create a token that's a copy of target creature you control, except it isn't legendary and the spell has rebound. This is good for so many reasons. It's great. It's a spell on two consecutive turns and you don't have to pay the second time. But just the turn you cast it, you make a copy of Ruta. You've cast a five mana spell. You go to combat. Both of your Ruta's trigger, you have 10 hasty flying power just from that. And then the next turn, it's going to be 15. And you didn't even have to pay mana to make that happen on the turn after that. 15 more. That's a huge amount of flying power after just doing this curve that you were talking about, the turn two ramp spell, turn three Ruta, turn four. This, that's a lot of gas. Yeah, really punish sort of people who are relying on targeted removal for stopping you, unless they had it up right in that moment. It's just like, okay, you can get rid of one of my Rutas. You can get rid of one big flyer. Neither of those are enough to stop what I already have lined up next turn. Very aggressive. This next card is along those same lines. It's Ember Island production. This is three blue blue for choose one, create a token that's copy of target creature you control, except it's not legendary. It is a four four hero or create a token that's copy of target creature an opponent controls, except it's not legendary. It is a two two coward. We're going to go with hero on this one to make a copy of Ruta. Again, it's that five mana sorcery. It's really good and only 25 cents. Yeah. Yeah. You know, the lack of rebound is a huge difference, but the $13.75 you're saving is pretty good. Also a big difference. Let's go on to this next one. Also Dr. Who. Also Dr. Who. I'll talk about all the Dr. Who ones. This is Nanogene conversion, which is a four mana sorcery that reads choose target creature you control. Each other creature becomes a copy of that creature until end of turn, except it isn't legendary. Couple things on this. It's not just your creatures. Yep. Turns every creature on the board into Ruta. That's what I'm doing here. Which is notable because you'll go to combat, you'll get as many four fours with flying and haste as you had creatures going into that combat. And your opponents won't have any flying even if they did before because you've turned everything into Ruta who is on the ground. Any better hope they don't have a big sorcery? Is this until end of turn? Thank goodness. Yeah. Yeah. But this makes for a huge burst of flying power. Turn all the dragons, dragons freaking elementals you do have into Ruta's to make twice the number is pretty bananas. All right. $8 for Nanogene conversion, but a very explosive play for sure. Another way to double up the number of elementals you're getting is not by copying Ruta, it's by copying the amount of times that Ruta triggers by getting extra combats. Yeah. Up next we've got at $4.50 full throttle from either drift. This card's six mana, so four red red for a sorcery that just says after this main phase there are two additional combat phases and at the beginning of each combat this turn untap all creatures that attacked this turn. Okay. So a couple important things to note here, you can cast this first main phase, which is great. But also six mana you go to combat, Ruta makes a six six. Yeah. Then you attack with that six six. Next combat, make another six six. Attack with two six sixes. Untap those six sixes. Third combat, make another six sixes, 18 power, not to mention the other elementals that you have from the other. So that's 36 power in the air hasty that you are attacking with between those three combats, right? Six plus 12 plus 18. Sounds right. Yeah. That sounds right. Yeah. That's a lot. So that's pretty good. That's pretty good. And well worth $4.50. This card remains pretty budget, which I'm happy about. Yeah. The next one sort of uses that rebound trick that we talked about with Quantum Misalignment. It's World at War. So three red red for a sorcery that says after the first post combat main phase, this turn there's an additional combat phase followed by an additional main phase. At the beginning of that combat, untap all creatures that attack this turn rebound. So it does the similar trick. It'll give you two extra combats and it's a five mana sorcery to trigger Ruta. Yeah. And it's another one of the extra combat spells that does not mind being cast in your first main phase. Yes. That is the important thing to look out for with these extra combat spells is sometimes if you cast them in the first main phase, the untapping doesn't quite work out the way that you want it to. So you'll get like a second trigger, but not necessarily get to attack in both of them. So read them very carefully. Make sure they work the way you and Ruta want them to work. Six dollars for World at War. Yeah. So next we're moving to a different category, but it's still just make more, but not more dragons. I wrote more dragons on this. In my head, they're just dragons and they're super not. They're elementals. But whatever they are, you can make more of them with the card Geared's Belligerence. This is a 75 cent card. It's an X spell, X-Red-Red for a sorcery that deals X damage divided as you choose among any number of target creatures. But whenever a creature dealt damage this way dies, this turn you populate. Really high ceiling with this. If you're up against a deck that just has put a lot of one ones out on the board, basically for each one you pick off, you're copying your hopefully preexisting five, five or six, six with flying. This one does sort of require you to have at least done the thing once. You got to have something to populate or have a really weird sequence where you play this, go to combat, make the token, and then in beginning of combat step, kill all the things that you dealt damage to with it. You technically can do that. Please don't rely on that. That's not what I'm asking you to do. 75 cents for Geared's Belligerence. Check a lot of boxes. This is mass disruption. This is a huge incense and sorcery and it makes you even more elementals. Okay. The next category is increasing the amount of recurring draw that's in the deck. There's a lot of sort of one-time draw a few cards effects that tend to be very good in spell stacks. But like we said, the Archmage Emeritus type effects are not quite as potent in this deck as in other ones. We want to increase that number. The one that you picked here is Frostcliff Siege. Yeah. It's an enchantment for three mana, one blue-red, that says as it enters, you choose Jess Guy or a teamer. If you chose Jess Guy, then whenever one or more creatures you control deal combat damage to a player, draw a card, great with flyers. And if you chose teamer, creatures you control, get plus one, plus zero, and have Trample and Haste. Also a completely relevant option here. Yeah. The Haste is a little redundant, but the power boost is great and Trample, you know, getting around those pesky sort of one-one fairy rogues or whatever flyer your opponent is jumping with, just making that not work anymore, is a really good option to have on what is already just a really reliable card draw spell in the deck. Only $4 for Frostcliff Siege and it is also quite good with the extra combats that we're adding here. Yeah. Another way to close it out, if you don't want to do it with Trample, another mass disruption spell to add for 75 cents is Perplexing Test. I double-checked this price. I was like, there's no way this card is 75 cents. It is and it's great. Yeah. It's a five-mana instant mass disruption spell. Three blue-blue to choose one, either return all the creature tokens to their owner's hands, just get rid of them, or return all non-token creatures to their owner's hands. Probably that one. Probably that one. Yeah. Another way to get those pesky chump lockers off the board, especially if they're non-tokens, but either way, just bouncing a board and you getting to keep tokens that are, you know, we're hoping averaging at 5566. Yeah. Pretty good. Yeah. I mean, this is a really sick spell. If you haven't put it in the decks that make a fair amount of tokens, you really should, especially at this price. I was very excited about that. Yeah. This next one's also 75 cents. Yeah. And it's boring as heck. Sorry. But I'm making a point. The deck is desperate. We're going to talk about ramp and we're just talking about is it significant. Yeah. I guess I'll read it. It's a two-mana artifact and you could pay one and tap it to add blue-red, which is ramp. The gist here is just, there are, I think, three, maybe four cards in the deck that let you get your commander out on three. You just really want to do that. If we were upgrading more than 10 cards in these upgrades, I would absolutely just be adding more two-mana rocks to this deck, but I don't want to bore you by doing that here. I want to give you the cool explosive stuff. But please, if you are going beyond the 10 cards that you see here at all, cut one or two more big spells in favor of one or more two-mana rocks to get your commander out on three. It really wants it. It makes a big difference. I imagine they didn't put them in there just because of the flavor fight between is it and Prismari. They cannot touch. It's an oil and water situation, but it's extremely good in the deck and very helpful. This next one is a very spicy include and is great. Yeah, this next one coming in at $7.50 is Magnus the Red, a Warhammer. This is a legendary demon Primark, a 4-5 with flying, with unearthly power. Instant and sorcery spells you cast cost one less to cast for each creature token you control. That's a good one. And Blade of Magnus, whenever Magnus the Red deals combat damage to a player, create a 3-3 Red spawn creature token. It does fly, so it will get to do that. But yeah, it's mostly the cost reduction ability here, just the fact that your elementals are also going to scale you into bigger spells over time. There's some X spell stuff in the deck. Geared's Bullet Durance is adding one more. Brain Geyser, we've already seen, yeah. Exactly. Yeah, really good with these scalable cost reduction type effects. And yeah, just a super explosive card. Yeah. All right, that brings the total to $46.50. Perfect, used so much of the budget, got some really, really cool cards in here and I think make a serious dent in how the deck performs. But of course, we've added 10 cards, so we have to take 10 cards out, because that's how Commander works. So let's talk about the cards we're cutting to make room for the cards that we added. Yeah, so the first one is this Harmonic Prodigy that we were talking about earlier. What is Ruta? Ruta is a sorcerer, but here's the thing. Ruta didn't used to be a sorcerer. Ruta was a shaman, as you can tell on the next card that we're cutting, Ruta Mercurial Artist. Orc Shaman. Orc Shaman. So the working theory here is this card was put in the deck. Sorcerer is a relatively recent addition to the creature type list. Perhaps at time of deck creation, this new Ruta was still a shaman and it just didn't get noticed that this card was still in the deck after the type had changed and initially it was going to copy your Ruta triggers. But as the deck stands, it doesn't copy your Ruta triggers and there's not that many wizards that this actually does something with. Harmonic Prodigy is a very powerful card and can go in a lot of decks. This is not a great place for it. Yeah, and it's also not a great place for Ruta Mercurial Artist, who is frankly just not the most efficient card in the world. It's just an overcasted way to copy a spell and it's otherwise just a vanilla creature. It's yeah, she's not great and we don't have great payoffs for copying spells other than like a few big spells. So yeah, Ruta not a good fit in the deck. The next one is Mirror Wing Dragon. This is one that like copies instance and sorceries that only target Mirror Wing Dragon, which is maybe like there's multiple, there's a lot of dragons in this deck. I want to defend. There's a lot of dragons in this deck. You defend yourself well. But this, how often does this actually happen? So there's sort of a clone sub theme going on in this deck between it. We saw it in Twin Flame. We saw it in Maisture's Gift, the prepared spell from the inspired Sky Painter. Right. And I think that's what this card is trying to play into, but frankly the theme is just not quite present enough for this. We just have a few cards, like the Prodigy was this and now the dragon is the same where it's like, this is really good if you draw one of the specific three other cards that it plays well with, but you're playing with a deck of a hundred. The odds of that are too low to keep something in the deck that only works if you get really, really lucky. Especially on a five mana dragon here. Yeah, it's a five mana creature. Like you want your five mana spell to be an instance or sorcery in this deck. Right. And this next one is a five mana creature as well. It's Plarg and Nissari. Again, this is a really, really cool thing that can give you a lot of spells to cast, but the likelihood that your opponents are going to have an instant or sorcery that is sort of big enough to really give you anything meaningful is pretty low. You also don't untap with it. You just don't. I've played this card in multiple different decks. I played this card in one of our pre-contest games. It got removed before I untaped with it. It is five mana. Do you like? It's the new Itali, where it's just like, unless you have haste, Itali's not going to trigger and Plarg and Nissari can't have the... There's no way to accelerate this other than one of those like at the end of your turn, take a beginning step. Sure, yeah. It's a cool card, but it's a little off synergy and is, I agree, is sort of like, not the sort of threat you want to be playing this deck. Yeah. Gela'seth Prismari is the next cut that we're making in here for a flavor include, I'm sure. Yep. And not terrible, but just not efficient enough. It is a flying body. It makes a treasure, so it's ramping you and it's ramping you further because it's letting your artifacts tap and you don't sack the treasures to cast instant sorceries, but most of your artifacts in the deck are already mana sources anyway. Yeah. So it's kind of just a four mana creature that comes with a mana rock that stops being a mana rock if they kill the creature. It's... Yeah. Yeah. It's just not on rate for what the deck's trying to do. And again, it's a creature. It's a creature that costs four or more and that's not where you want to be doing that. All right. This next card is Throws of Chaos, the four mana sorcery that has Cascade and Retrace. So it's a four mana spell that you sort of can reliably cast if you flood out. Yeah. It's just fine. You're not getting anything amazing. You're not doing any weird combo synergy with it. It is just an if all else fails thing that you literally can do. And we can make a deck that doesn't need that. We can build better than that. Let's not fail. What if we just didn't need a fail case because we got a good plan that we've built really well around. Yeah. The deck doesn't need... I like the flavor. I get it with sort of the randomness effects, but I don't think the deck needs it, which brings us to the next one. Creative Technique. This is a five mana sorcery with Demonstrate that has you shuffle then reveal until you get a non-land and you can cast it for free. So with Demonstrate, that would be your opponent does it, then you do it twice. But again, it's just the deck is not... Despite the high average mana value for those spells, still not consistently enough going to hit something that makes this a really good use of your five mana. Yeah. I think I played this in one of our test games and I hit Greaves and some other two mana spell. Sure. You're like, okay. Well, I gave somebody else a free spell and card and I got some things out of it, I guess. Yes. It's the plan is a little bit too fragile to be relying on anything random. Sure. I think that's a very reasonable thought there. Let's talk about this next card. This is a new one that we're cutting. It's Abstract Performance. Yeah. This is a six mana sorcery, five in a blue. It reads, exile the top four cards of your library in a face down pile, then exile the top four cards of your library in a face up pile. An opponent chooses one of those piles, put that pile in your graveyard. Look at the cards in the other pile. You can cast a spell from among them without paying its mana cost, put the rest into your hand. Sure. So it's like a six mana draw for maybe cast something for free. Yeah. Probably cast something for free. Yeah. But I just think that a lot of these face up pile, face down pile cards are a bit of a trap. This one was close. The draw for the rate is not terrible, for sure. And if you've ramped well into this that you're costing it less for six, this one was right on the edge. But it just, it feels like the star of the show here is the casting something for free. Otherwise, I'm probably not just putting a six mana draw four into a deck. And I just think that with your opponent getting to rule out one of the piles, the odds of this being spectacular are there, but just not high enough. And it just costs six. And this is a super high mana value deck. And the more things that we can cut in favor of even just the difference between a six and a five in this deck is a big deal. Yeah. Something I was thinking about with this card is it, it, I was trying to think about the likelihood that you hit. And it's like, if you reveal your four cards face up, your four cards face down, if there's an instant in the face up, instant or sorcery in the face up one, because it can only cast instant or sorcery, right? It can do anything. It can cast anything. It can do anything. Okay. Well, if there's like nothing in this, then they just, they just kill the face down pile. Yeah. Because you're like, okay, they'll get a free talisman or whatever. And then if this, if this one has something good, then they kill that half and you're, and you're still betting. So it's like very good chances that you just get something fine out of it and draw the other three for six. The haymaker rate in the deck just isn't high enough. Right. The thing that you're going to have two of them in your top eight and they're going to work out in this pile system. Yeah. Yeah. Challenging. But like, I would like it in a card, in a deck that it cares about cards in my graveyard. I think it's the, is the big thing for me. Yeah. The fact that this sort of only cares about them for a couple of things with Delve is, is not quite enough. Yeah. All right. Let's talk about this next one. It is, that's the other things. We're clipping one of the haymakers. It's Dance with Calamity seven in a red for a sorcery, shuffle your library as many cards as, as many times as you choose. You may excel the top card of your library if the total mana value of these cards excelled this way is 13 or less. You may cast any number of spells from among those cards without paying their mana cost. So it's sort of a push your luck type card. Very challenging in a deck with super high mana values. Yeah. Like I actually did get to play this in one of the test games and the moment that I got to six, I, I kept going. Yeah. But I was worried because I knew like there are multiple a drops in here. There are a few of them. Yeah. The average sorcery cost is, was like 5.7 or something. Like, yeah. It's really tricky to execute. It's cool when you do it. I got like a gold span of Stormkill and a Sol Ring. That's, that's pretty cool. Yeah. Didn't have any spells to cast sort of make use of them, but sort of that one very specific test case aside. Yeah. This card, it is just, it's a bit of a gamble in the deck. Like so many of the randomness things are, this one is a little more controlled randomness as it's going. But yeah, it's just, this is a card that you want to be doing some crazy thing with a lot of low hits where you know you can just keep going. Yeah. I don't think this belongs in a deck where you get to six mana of exiled stuff and you're already worried that it's going to just fizzle completely. Yeah. You're still getting the 8-8 out of Ruta from it. Yeah. That's good. But yeah. That's not quite enough. Oh, right. We've got one more card we're cutting. This one is also new. Tell us about it. It's called Fury Gale Flocking. Oh, I remember this one. Yeah. It's a 10 mana sorcery, 8 red red. It costs one less for each instant and sorcery card in your graveyard. And it says, for each opponent, create two, three, three blue and red elemental creature tokens with tiny dragons that attack that opponent this turn. If able, they gain haste until end of turn. You do keep them. These aren't temporary tokens. But it's six power in the air per player. Yeah. Okay. So yeah. In the late game, you make six elementals, but you really need that stuff in your graveyard. And I will say as somebody with an Octavia deck, getting that many instant sorceries into your graveyard takes work. You have to have like a dedicated plan to get that many in there. I think this spell is probably going to cost six, five. I think it's often going to cost seven by the time that you would even be close to casting it. I did not find that the graveyard fills very quickly in this deck. It's not a deck that felt like it merited any sort of mill or self mill category to talk about despite having some cards that really wish that it did. So yeah, like this is, I think this is a very cool card. I think there are decks that could make good use of this. I don't think this deck out of the box is one of them. It is getting cut solely because I think it's going to end up a dead card in your hand a lot of the time. Not because I don't think it's powerful. Yeah. It definitely does some cool stuff. Okay. Those are 10 cards, 10 cards to cut to make room for all the cards that we added before. So hopefully you like that upgrade and you're excited about it. I think that made some huge steps forward in terms of the explosiveness, in terms of the aggressive power. We're going to talk about how the deck plays after the upgrade in just a few minutes. But if you enjoyed this episode and you want to pick up some of the cards from this pre-con, for this pre-con, or the pre-con itself, go to cardkingdom.com slash command and you'll be supporting the show while you shop. Card Kingdom is the best. They've got a great team behind them. So you know that the order that you order is going to be in good hands. You're going to get the right printing that you ordered. But also it's going to be packaged well. It's going to be shipped promptly and it's going to show up on your doorstep in good shape. You're not questioning whether it's going to make it from their house to yours. I know it's the rainy season for a lot of people. We're starting to see mail get left out in the rain. Card Kingdom takes care of their packages so you know those cards are going to show up safely. Plus you're supporting the show and shopping from somebody who has a ton of the cards all in one spot, convenient and trustworthy at cardkingdom.com slash command. And once those cards are in your hand, you're going to have to protect them, keep them safe, keep them looking good. Go to ultra.com slash command for all of your magic accessory needs. They've got Apex Leaves, the best shuffle field in the business. They've got the mana eight line, which is the great white play mats that make really, really good mementos for magic on. If you're going to that, if you want to get signatures or drawings from artists, they're my favorite. And they have a brand new line. This is the patch craft deck box and binder, which you can put Velcro patches on top of customize in any way that you would like. You can buy patches off the internet. You can get, have patches that like at your house, you could make patches and label each of your binders for whatever organizing system that you have, or you could use their deck boxes, which have the cool Velcro sleeves for your covers, your commanders that can go right on the front. So check those out if you haven't seen them already. They're very cool, very slick, super customizable, which I know commander players like. And again, that's at oldpro.com slash command. And if you are going to MagicCon, make sure you come see us in Las Vegas on Friday is game nights live. We've got a very exciting show planned for you. It is all themed all around the set we're talking about today. It's awesome. Great guests, a ton of cool surprises. You really shouldn't miss it. Jamie's got some cool stuff in store for us. So come see us then. And also there'll be signings and stuff will be in the hall. It's a it's a lot of fun. Make sure you grab your tickets. It's also all of MagicCon. It also all of MagicCon is great. I don't know if you've it's it is awesome. Yeah, it's great. It's great. You should go. We'll see you there. All right, let's talk about this deck. We've made some changes and I just want to make sure that we go through how it plays and what you should expect when you are piloting Ruta. Yeah, I mean, here's how I would love for it to play. Manorak on two, Ruta on three, Quantum misalignment on four, Full throttle on five. The game is probably genuinely over. Gross. You do the math. I can't bring myself to you right now. But that is that is the goal is Ruta comes out earlier. And your first or second time triggering Ruta is significantly explosive, right? Sort of hopefully a little more so than it was out of the box. But yeah, that is that is really the bulk of what has changed about the plan is just kind of do the thing more, do the thing a little bit faster and do the thing to an extent that you are resilient enough and redundant enough against single target removal that the players are they're just still dead. Yeah, if they can take out one or two of your things, you've got enough of an engine going and it's just going to rebuild itself because those elementals are hasty next turn. Yeah, that you know, I think a big thing to keep in mind with this deck is like the capability of casting something with a huge mana cost is great. Like having a 1010 flyer is obviously very powerful. But a 1010 flyer, the difference between a 1010 flyer and a 6x6 flyer or a 5x5 flyer isn't all that much in the greater scheme of things, especially if you can make two 5x5 flyers. So the populated stuff is very good and the copy stuff is very good. There's a lot of ways to make really aggressive boards and take your opponents out of nowhere. So if you're looking for a front foot spells deck that casts some big splashy stuff, I think this is the deck for you. And if you want to cast little spells, try this little guy. Muddle's really sweet. He's so spooky. Yeah, well, you know, he's like a third cute. Yeah. The rest is just sort of same. Yeah. Uh, we're going to talk about a muddle in another episode where we talk about the commanders from Strixhaven. So make sure you check out that one as well. Don't worry, we're going to be upgrading all of the pre-cons. It's going to take us a little while. There are five, but we will get to all of them. So if you're looking forward to one, let us know in the comments and we'll see you soon. But before we go, we have to say thank you to our amazing team here at the command zone that made this episode and all episodes possible. Thank you to Karina Cruz, Josh Diaz, John Schneider, Garab Ghalati, Jordan Bridgen, Jake Boss, Becky Bell, Eric Lem, Manson Lung, Josh Murphy, Evan Limburger, Sam Waldo, Josh Siquid, Jimmy Wong, and of course, to Jamie Block for taking the time out of planning Game Night Live to talk about this pre-con with me. So thanks for joining me. Thank you for having me. Thanks for listening. Bye. Bye. It's hard to concentrate when you're worried about your health. It can feel like there's a wall between you and the rest of the world, like you can't be fully present. Hello, AXA Health. How can I help? At AXA Health Insurance, we build our teams with people who care. So when you need us, we're here to support you. For cover that cares, search AXA Health Insurance. Pre-existing conditions are not covered.