Limited Resources 852 - Secrets of Strixhaven Silverquill, Lorehold, and Sealed Strategy!
71 min
•May 6, 202624 days agoSummary
Marshall and Luis discuss sealed and draft strategies for Secrets of Strixhaven, focusing on the dominant Silverquill and Lorehold archetypes alongside the slower five-color ramp decks. They analyze the first Arena Direct sealed event, sharing personal results and format insights, then break down how to draft and build these white-based aggressive strategies effectively.
Insights
- Five-color ramp decks in sealed prioritize Potioner's Trove and mana fixing to enable greedy payoffs, but are vulnerable to streamlined two-color aggressive decks that apply consistent pressure
- Silverquill and Lorehold succeed by playing efficient creatures and removal while leveraging card advantage engines like Killian's Confidence and Pursue the Past, creating a middle ground between aggression and value
- Psychological variance in sealed events (0-2 records feeling worse than actual win percentage) can distort perception of performance; tracking results objectively reveals true win rates
- Elite Interceptor is the highest-priority white common across both aggressive archetypes due to its efficiency, repartee synergy, and ability to apply pressure while generating card advantage
- The format's abundance of card advantage options at all mana values (from 2-mana draw spells to X-spell payoffs) makes choosing to draw in sealed almost never correct; being on the play is heavily favored
Trends
Modern Magic set design increasingly includes multiple viable archetypes within color pairs, allowing for strategic flexibility rather than forcing linear strategiesAggressive decks now compete with ramp/control by incorporating card advantage engines and recursion, blurring traditional archetype boundariesArena Direct events are becoming a regular monetization and competitive testing ground for limited formats, with varying buy-in structures (collector boxes vs. play boosters)Graveyard interaction and flashback mechanics are central to format balance, making cards that exile or disrupt graveyards disproportionately valuable in sealedTwo-color strategies in limited are gaining viability as set design improves mana fixing, allowing focused strategies to compete with greedy five-color decksMill and graveyard disruption cards (Brain Freeze, Exhibition Tidecaller) serve as format stabilizers against runaway value decks in mirror matchupsRepartee mechanics are becoming a core design tool for white aggression, enabling card advantage without sacrificing tempo or board presence
Topics
Sealed deck building strategy and mana base constructionSilverquill archetype draft and sealed optimizationLorehold archetype draft and sealed optimizationFive-color ramp deck construction and payoff prioritizationPotioner's Trove as format lynchpin for multi-color decksConverge cards and their role in sealed formatsGraveyard interaction and exile effects in limitedRepartee mechanic synergies and card advantage generationArena Direct sealed event structure and variance analysisElite Interceptor as format-defining commonFlashback and recursion mechanics in aggressive decksMill cards as mirror-match stabilizersRemoval efficiency and spell-based strategiesPlay versus draw decisions in sealed limitedDeck archetype flexibility within color pairs
Companies
Ultimate Guard
Sponsor providing card sleeves, playmats, deck boxes, and protective storage solutions for Magic players
Wizards of the Coast
Publisher of Magic: The Gathering and host of Pro Tour events; YouTube channel hosts draft coverage
People
Marshall Sutcliffe
Co-host discussing sealed and draft strategies for Secrets of Strixhaven format
Luis Scott-Vargas
Co-host providing format analysis and personal Arena Direct sealed event results
Matt Nass
Had strong Pro Tour performance; mentioned for Channel Litchesmere combo in vintage story
Paul Cheon
Covered Pro Tour matches and discussed format analysis with hosts
Sam Pardee
Mentioned as teammate in vintage super league story from 2018
Alex
Submitted Patreon question of the week about sweet versus stupid cards
Quotes
"I found that jamming a bunch of sealed was a great way to kind of just focus on one thing and not really get distracted on it."
Luis Scott-Vargas•Early in episode
"Sweet or stupid? That's the question we're asking today about these cards."
Marshall Sutcliffe•Patreon segment
"The only downside of this pick is I don't know what we're wheeling. I don't think we're getting startled relic sloth and there's no other red or white cards, but who cares? Yeah, I'm taking arc of hunger."
Marshall Sutcliffe•Pack cracking segment
"I feel like you just ran bad, man, honestly, because this is a very Louis Vargas format like this is right up your alley."
Marshall Sutcliffe•Sealed event discussion
"My default stance when I open my pool is I'm trying to go big. I'm trying to go all the colors. I'm trying to do big mana ramp, splashing the whole thing."
Marshall Sutcliffe•Sealed strategy section
Full Transcript
What is up everybody? Welcome to another episode of Limited Resources, this episode number 852. My name is Marshall. I'm one of your limited resources and joining me on the line all the way from Denver, Colorado, Louis, Scott Vargas. Louis, did you get to catch any of the PT, the drafts and stuff? I did. My boy Matt Nass had a really good run, so I was always happy to see that. And yeah, it was fun watching the PT. Yeah, it was really fun watching. Matt, we had a really stacked top eight and some really great draft matches in there as well. We're going to be talking about something that was happening during the PT, but not at the PT a bit today, which was the Winner Box, the Arena Direct, the first one of those for the... It was our PT, if you think about it. Yeah, it kind of was for me. And I played a bunch of them in between rounds. It was kind of how I zoned out. We do a fairly long round in the booth and then we get one round off to kind of reset. And I found that jamming a bunch of sealed was a great way to kind of just focus on one thing and not really get distracted on it. And plus, you know, got to try to win some boxes. I'm not going to let that opportunity slide by. So we're going to talk about that. And then last week, we talked about Prismari, particularly with the Converge Edition, but we haven't really talked about the more assertive strategies, particularly the white based ones, Silverquill and Lorehold. So we're going to talk about that as well as we dive further into Secrets of Strictsaving. But first, we want to say thank you to everybody who supports us on Patreon. Patreon.com slash limited resources. If you'd like to support us there. And we also want to say thank you to Ultimate Guard. I got to see Martin at the at the PT for a minute. Ultimate who works for Ultimate Guard now. And yeah, Ultimate Guard makes the best stuff in the business. I saw a ton of it out in the field at the Magic Con in all different ways. You know, whether it's carrying your boxes around, maybe it's a square that has a cool branding that you like. Maybe it's a playmat or the sleeves or a backpack or any number of different ways to transport and protect your Magic Cards, whether they're in deck singles, your collection itself in a binder, all that kind of stuff. They're going to have it. They use premium materials and they really have well thought out designs, which I really, really appreciate. And yeah, you can check out all their stuff over at ultimateguard.com. And if you want to pick something up, you can go to your favorite online retailer or your local game store. Thank you, Ultimate Guard. We do appreciate your support of the show. Patreon question of the week. This one comes from Alex who says, Hi, Marshall, Luis, inspired by a recent question of the week about the subtleties of sweet versus stupid cards. I would like to know your take on where the following cards fall. Sweet or stupid? We may have a new game here, Luis. Is it sweet or is it stupid? Next one up, Emeritus of Ideation. That's the Ancestor recall. What's the Ancestor recall on it? What kind of question is this? Of course it's sweet. Of course it's sweet. Next one is Armagon Future Shark. That's the eight drop that blows up three things. It eats three things. Yeah, from Turtles. Yeah, that one I would say feels a little more on the stupid side where it's just like, the challenge is casting it, but you never see when it's rotting in your opponent's hand. You just know when it comes down and when it comes down, it's like, what was the point of this game? So I'd say stupid for that one. Definitely stupid. There's nothing really sweet about it, right? It's just a hammer. If you can lift it up and drop it on your opponent, they usually lose. This is an interesting one that Alex pulled out from the past, Sunderflock. You just saw some of these at the PT and Standard. Yeah, I would say that this one also is kind of stupid in that this is a kind of like tribal set. You got a bunch of creatures in play, then Sunderflock comes down and bounces all their opponent's creatures and like, even when you know it's coming, there's not a whole lot you can do about it. There's not much playing around Sunderflock. I guess to the extent that you could play around it, you would be killing their elementals aggressively so they could never play it. Yes. And but that's just so in line with what you probably wanted to do anyway, right? Like kill all your opponent's creatures. That's like pretty common goal. I try to include a card from Marina Cube says Alex, but in Cube, all the powerful stuff seems sweet if you can pull it off. Can you think of a card that you consider dumb? Honestly, it's Minskin Boo. It's I'm not saying this card is too powerful for the Powered Cube because it's not as good as Timewalk or Black Lotus or whatever. But looking at Minskin Boo and just like, wait, it does that. I had that experience the first couple of times I played against it just seemed completely absurd. And also think about it. This is a card that came out, I don't know what, five years ago or something. Like it was probably 15, but no, no, no, no, it's not that old. It's a joke. I'm saying I always I always underestimate. Oh, yeah. I mean, Marshall, how long ago do you think the wire came out 10 years ago? Yeah, no, I know when that came out. I just watched it again. Oh, lucky. I watch clips from the wire all the time. Yeah. So I would say Minskin Boo is kind of on the dumb side. Let's see when it came out. What's your what's your guess? Twenty nineteen. So this, I believe, is the original printing. It says twenty twenty two. Is that sound right to you? Oh, OK. There we go. Four years, not even not so bad. Because like brand new. What about what about some of those ones you mentioned? Like is Black Lotus, sweet or stupid? Sweet, come on. Is Timewalk sweet or stupid? Very sweet. Yeah, very sweet. Time time vault, though. Time vault is kind of stupid. Now, come on. These ones are riding on on nostalgia very, very hard, which is part of the equation, so I can't blame them. But let's do a crack a pack for Secrets of Strix save in here, because I mean, theoretically, the format's still kind of new. But let's let's dive in here. So our first card up is Titans Grave. That is the Black Green Surveyor Land. She's not really on my radar to first pick here. Next up is Sneering Shade Rider. That's the four in a black three three flyer. The drains for two. Yeah, I mean, obviously a playable card, but not a particularly exciting one. Tenured Concoctor. This is the four in a green four or five vigilance. And when it becomes a target of a spell or ability, your opponent's control, you draw a card. And if you gain life, it gets plus two plus zero until a turn. You know, it's it's not not a card you're going to take first up basically ever. But I've found this card to be kind of annoying sometimes. Certainly against the like, just guy spells deck. It's big enough to dodge burn. It punishes them for, you know, targeting it with various things. But it's also it's not an early pick or anything. Card of the format, Potioner's Trophy. So I do like that one. I wouldn't mind taking that one here. Difficult to replace to next up is Glorious Decay. That's the sideboard card banishing betrayal. The bounce spell, Surveill one. For one in a blue. It's this is surprisingly good. It turns out buying some time is always is always a great thing. Yeah, especially when there's so many forms of card advantage in this set of varying mana values, you can draw cards for anywhere from two mana up to X equals whatever and buying some time, making sure you hit your land drops, getting something in the yard, it all adds up for banishing betrayal to be actually playable. Nexus Chase inspiration. This card you and I were talking about just just a little bit ago. Louise where it's like it's blue instant creature gets plus O plus three and gains hex proof. Yeah. Kind of matters. High value creatures. I think I think the card is excellent. I do too. It's it's one of those high leverage things, right? Where your opponent pays four or five mana, you play one. Next up is root manipulation. Oh, good. Well, I just want to say, you know, one of the things we talked about last week was when playing the Prismari converged X, what cards you lose to. This is exactly the kind of card you lose to pretty frequently, where it's like they tap out for a five drop on turn six and you spend your mana trying to kill it and they spend one mana to save it and then get to hit you with it. Yeah. So we're going to play something else and you're pretty far behind the eight ball. I had a pretty janky, honestly, just guy deck go up today on a YouTube channel. And a lot of the ways it picks up wins. We're just casting Lorehold, you know, the dragon and then protecting it with the chase inspiration. It's a sick combo if you can get it, you know, it is. And you know, all the emeritus cards are really good if you can protect them because usually there's like a window where your opponent might be able to kill it and then you don't get to do the thing. And, you know, if you have chase inspiration, you could just make sure that you get to or that you even get to repeat it over and over. Next is root manipulation. This is kind of the overrun, the three green, black, everything gets plus two, plus two, menace and whatever it attacks you gain a life. So first on common in the pack. Yeah, this card is totally fine. If you're if you're in Lorehold or wither bloom, you're going to play this. If you have a high creature count. Next is startled relic sloth. That's the two red, white, four, four trample lifelink. And at the beginning of combat on your turn, you can exile up to one target card from a graveyard. So you can either trigger a lowerhold on your side or start eating up their yard. They've got flashback stuff or whatever. Yeah, this one's also it does it does all the things while having actually pretty good stats and abilities. So I think right now, I mean, that that's certainly one of the cards I wouldn't mind taken. Next up is Arnand death bloom botanist. This is the two and a black, two, two death touch. And whenever a creature you control with power one power or toughness, one or less dies, target opponent loses to life and you gain to life. One thing worth remembering with this, Louise, is that it does check like, you know, like if you use a last last gasp to kill something or whatever, even if it was a three, three, this thing will trigger. Yeah, I've seen that happen. It's really annoying. It can actually it can actually be kind of a beat. It really can be. But really Arnand has been a bit of a disappointment just because the only ones that really come up often enough for this to matter are the pest tokens and there aren't that many ways to make them. You kind of felt like when we first were looking at the formula, so much bang for its buck. Like this is a much more pushed version of pests than we've seen in the past. So I'm not surprised that they're not giving you two or three at once, because totally a card that gave you three, you could attack with one. You, you know, gain your life, do all your triggers next turn, do it again, next turn, do it again, even if they have no good attacks. Right. So and I don't know. I think I felt like when we read the set review that there would be more of them around than there actually are when you actually look at how many cards make pests, it's not that many. And I think that's made Arnand a lot worse. Like this card has a lot of potential. Also a two, two death touch is a good way to kind of stall out the ground or, you know, be a decent block or trade off or whatever. But I found that it just doesn't quite come together often enough to make me go, Oh, I open an Arnand. I mean, you know, yeah, plus it's like a wither bloom specific card for the most part. And that's also not really where I want to be. Next up is Stargaze. This is the black, black X sorcerer. Look at twice X cards from the top of your library, put X cards from among them in your hand and the rest of your graveyard and you lose X life. Do you ever run Stargaze? I never do. No, it's like the kind of card that in theory, I think is can be good in wither bloom and maybe like a silver coat deck that's lacking top end. But in practice, I think it just is hard to kind of make work. It's a powerful card. And I think that I, you know, some wither boom decks can make some pretty good use out of it. It's like your way of keeping up with the Prismari decks. But I just have, I have found for the Prismari side, even when wither blooms casting a Stargaze for X equals two to four, say, you can just overwhelm them in cards. That's not the way you want to attack those decks. Right. Next is Killian's confidence. This is the black, white sorcery. Tarkvichika plus one, plus one until an eternal draw card. And whenever one or more creatures you control, deal combat damage to a player you can pay black or white. And if you do this card goes back to your hand from your graveyard. I love the design of this card. Like they really nailed this. Like when it gets rolling, it's interesting and there's a lot of tension about whether you can keep it going. It comes with a pretty steep cost, right? You have to pay black, white at sorcery speed, target a creature. But the upside's definitely there. Sometimes the plus one, plus one enables you to hit and then get the card back. And of course, there's times when it's not so good, but there's also times when you could just sort of cycle it away and maybe try to get it going later. I like, I like what they where they landed with Killian's confidence. It seems like a card that would be hard to design to get it right. And it feels like they did. Yeah, it's a strong card. I lose to this card pretty frequently as well. Yeah, good card. Last uncommon is environmental scientists. This is a good one. One in a green, two, two. When it's you can search up a basic land and put it in your hand. I mean, Paul and I were joking on air at the PTA. It's just like somehow it's just a full one mana cheaper version of. The Civic Wayfinder, which by the way, it was in a PT deck like. Or if you look at it, plus one, plus one over Scrib ranger, which is or Sylvan ranger, which is the exact same card as well. So one in a green for one on goes and gets a basic. So. Oh, OK. Yeah, then they have the ones that can go and you can get a card and stuff. I mean, I have this card in cube right now and people have been putting it in their decks. OK, yeah, it's just a legit card. It's just so hard to give up that level of consistency. I mean, like, which part of this is free, right? Like you're getting something for free here. Like at this cost, you know, like when it was two and a green, like it felt like it would be like green. Search up a basic or two mana, make a two to it. But the advantage was that they were on the same card and maybe you were even getting a slight break on the color, you know, intensity of it because it was two and a green and not one green green. This one is just like something's free. You're either getting a two to our land. It's just like, you know, you're just getting two for one for paying two mana. That's hard to turn down. It's it would be my pick here. It's hard to turn down, but I think we're going to find a way. I could be enticed by an arc of hunger to red, white artifact. Whenever one or more cards leave your graveyard, this artifact deals one damage to each opponent and you gain a life and you can tap it to mill a card and play that card this turn. I mean, this card, I still never beaten it. Super nuts. Yeah, easiest, easiest pick. The only downside of this pick is I don't know what we're wheeling. I don't think we're getting startled relic sloth and there's no other red or white cards, but who cares? Yeah, I'm taking arc of hunger. Yeah, the easiest pick in the world and we're we'll we'll nothing and we'll be happy about it. Yeah. OK, so I wanted to talk about sealed Louise because well, they had the the first win a box. Again, it was the one for the collector box where you have to get to seven wins. Yeah, where you have to talk about seals. Yeah, I mean, we should. I feel like we missed it last time because of the shorter window. But now I looked it up and in a week and a half, May 15th through 17th, they're going to have the second arena direct. This is the one for the play booster boxes. So you can get one of them for getting to six wins or two of those boxes for getting to seven, which is a little more forgiving than the kind of all in nature of the the one from last weekend. But I had an interesting experience with with it. And I think Louise and I had a little bit different experience as well, which is which is also kind of interesting to me because we were pretty aligned. Like the ones we did well and we both did. And then the ones that we did poorly. And I think we both have the same exact complaint. And this one I didn't for some reason, which was. That the the ones that I have done poorly and lately, you know, I've scrapped it out, right? And like the EV is usually pretty good on these tournaments. So like it's OK. But when I was losing. I mean, it felt like I was going to one to like disproportionate. I actually I think I mentioned it on the show. But at some point I was like, I'm just going to write down my match wins. They're just like, because I'm just not really sure. Like it feels really bad. Like I'm doing and I did it for like a day and I was and I ended up being exactly even. And I have to say that there was two things to take away from that. One, well, I would hope to be better than that. I hope to be have better than a 50 percent win percentage. But two, it really dream felt like. I was losing way more than that. Like psychologically, it felt way different than 50 50. Because again, an O2 and a one to you don't get any gems back, you get nothing. And you're just like, man, what's going on here? Like, why am I why am I losing so much? And you know, and it turns out it's like, yeah, I was running a little bad, playing a little bad, some combination of them. And instead of whatever my normal win percentage is, it was down, you know? And so so I wasn't losing. But the thing that or that I wasn't winning. But the thing that really stood out was how how few times I was like getting gems back, you know, like just putting up a three to. Four to something like that, right? We're like, you get the four wins, you know, with one loss, you lose the next one. Ah, I mean, I made some gems. You get to three wins. Well, I got most of my gems back. You get to five wins. All right, I'm building a little bit of gems, right? That's kind of how I envision these things normally going, right? But the last few have not gone that way. They've been like, oh, two, one, two. Excuse me. Excuse me. Salute. Sorry. And then and then, but then I would put together like a box run, right? And so overall, it would be like, I'm, you know, getting roughly my win percentage. But it felt very high variance. This one didn't feel that way to me. This one, I felt like a gem God. Like I was getting to four and five wins all the time. And I actually played a ton of these events. I mean, I played a ton of them because they put it up for an extra day. And I was playing in between rounds and then we go out to dinner and then I'm like, okay, I'm calling it a day, go back to the hotel room and I jam these until I go to sleep. And like I ended up winning three boxes, which is actually lower than I thought I was going to win at the beginning of it because I kind of felt like I like the sealed format. I feel like I kind of had a good handle on it early. So even though I wasn't like actually taking home the boxes as often as maybe I had hoped. Like I bought in like one extra time for the whole entire weekend. You know, I mean, yeah, and you said three boxes. Yeah. You know, and they're 500 bucks or something. Right. So like EV, I was totally fine. And it was because my gems just always kind of stayed the same because I kept getting to four wins or five wins or three wins, you know, and then every once in a while I'd bomb out one and every once in a while I'd win a box. But you said you had a similar experience to what you and I had both been experiencing in the last few seals. I had just got just demolished. I bought in for $400 of gems and I didn't use all of them. So I probably used about 300 is my guess. And I won zero boxes and I didn't really get more than one or two wins most of the time. I got I had one win, which I can put a video up where I got to six wins and then one where I got to four, maybe one more I got to four and then the rest is just me getting this trounced over and over again. It's interesting. Yeah. I mean, I don't know how much of it because I did so. I mean, so that means you did like 10 or 12 runs or somewhere in that range. Does that sound like? No, I didn't work in that because I use some of the gems that I already had. OK. And like and whatnot. Do you think? Or yeah, probably like 15 ish runs. This is my guess. Yeah. And I was probably doing like at least that many per day. Like I was that he was playing like I was I was going. I eventually first of all, I broke my spirit, but also like, you know, then also like BK came over and I was kind of watching him play some. But yeah, it was it was tough. I didn't I did not do a lot of winning. Yeah. So it was a weird one. And I wanted to talk about the format overall, though, at least what I took away from it because I didn't think the format was bad or anything either. I just I just wasn't winning. Yeah, I feel like you just ran bad, man, honestly, because this is a very Louis Vurgis format like this is right up your alley. And anyway, part of the reason I wanted to bring it up is because the other one is coming up, like I said, in like 10 days in the middle of May here. So if you're planning on jumping into any of these arena directs, you know, this is this is what I took away from this. I'm a glutton for punishment. I'll be back. Yeah, and I will too. Yeah. So sealed in broad strokes, mirrors, draft in some way with slower decks, being even slower, though, like the slow decks are like sort of on the extreme slow end and on the bigger, bigger mana, more colors, all that. But the quicker decks only being like half a step slower than draft. Like if you get one of the good silver quill or lower hold decks, which we're going to talk about the draft versions of those after this, by the way. Um, if you get a good version of one of those, then there, it's like a little slower just because you don't get to like make your curve exactly how you want. But they play really similarly to how the draft version does. So that's good. My default stance when I open my pool is I'm trying to go big. I'm trying to go all the colors. I'm trying to do big mana ramp, splashing the whole thing, because this format very much lends itself to that. The mana fixing is very good and the colors are concentrated around the five color pairs that are supported. And that means that, you know, there's the dual lands and then there's a whole bunch of fixing in green. And then of course there's potioners, Trove and all that. And speaking of potioners, Trove, that is the first place I go. You know how you open up your sealed pool and it shows you your rare. So you look at your rare, you know, like, okay, but then all of a sudden you've got your entire pool in front of you and you have to start figuring out, well, where am I going to aim? What I do is I click right, right. So that scrolls me all the way over to my color list stuff. And I look to see how many potioners Trove I got. And then it just takes one little scroll to the left to go see how many duels you have to. Yeah. And they're all in there too. So basically, you know, for the Troves, I feel like zero. It happens all the time. And that's a bummer. That means that you need to now start to probably either be in green or start focusing on a, on a two color combo or maybe two colors of the splash. One of them opens up a lot of doors. It really does. And two potioners Trove is like the green light to kind of just go nuts. And so that's kind of where I first look where I ended up the most were teamer shells, mainly because the fixing and ramping green is so good. You know, studious first year shared routes, environmental scientists, and even those four drops like planar engineering and Zemone's experiment are all totally fine and sealed and really set you up to be able to kind of cast any of the big haymakers that you have. And those are what's important. And even more temporary stuff like, like oblin glass, right, which isn't a card I normally like, but if you're short on playables and you're in red and you're trying to go big, it can be a thing you can do on two that can actually help you later in the game. And cards like sees the spoils also help with that because you can discard cards that you don't have the mana for and make a treasure and try to set yourself up for a different direction with the hand that you have. Cause I mean, these decks are pretty greedy. Um, payoffs are at both the rare spot, right? You, of course, you open up your rares and that's where you want to look. Go ahead. I was gonna say, one of the strengths of playing a lot of colors is that you just get to play all your good rares, which is pretty, pretty massive. It really is. And, and this is one of the big variance things too. And I would love to see if we could go back in time, Luis, and see how many you open, but I mean. The amount of rares, like the sheer number of rares you can open or not open in this format is staggering. I mean, you can get minimum, minimum, minimum six, but you could, you could get more than 12, right? Yes. Can you, can you get like 15? You know what the actual upper limit is, but like, I've had to literally scroll to the right through my rares on my laptop screen. Like it's nuts. And then sometimes you get six and you're just like, this is it. And you know, one of them is a land that you don't want. And one of them, some uncassable or unplayable. And you're like, wow, I have four. And in other times you're like, I'm going to play seven of my rares. Like I'm playing them in my deck, not just that I open 12, but seven are going to make it. So that is, that does lend to a lot of variance and it, and it can matter a lot. So that's of course, the place to look. And then the other payoffs that the place that I look next, besides the rares, are converge cards, right? And there's a whole lot. I mean, the list really does go on. But there's kind of a few different types. There's the converge specific stuff like Snarl song, arcane, Omen, Centering, Archaic and the best card that you can open, which is together as one. It's the best card in the format. It's definitely the best card in sealed. But then there's also like game plan specific ones like wisdom of the ages, divergent, divergent equation to buy back a whole bunch of stuff. Mathemagics, you can target them most of the time, kind of make your game plan that. But, you know, you can't draw some cards if you need to. Mind in the matter works best as if you have just one way even in your deck to get it back. Yeah. And then and then you can Mathemagics and draw some cards. And then, and then, you know, you're just going to kill them eventually with the other thing. Totally. And that's a common pattern. A mind in the matters, a good one. That's the kind of card that like the dust settles. You kind of, you know, trade resources for a while. And then the first person to fire off a card like mind in the matter just wins because it's for seven. You know, you're just like brand new hand, put a creature into play or whatever, go. And it's just it's backbreaking. Moment of reckoning feels that same way. That's someone that lets you blow up four things and or get four things back from the yard. I mean, that's the type of card that can win games that you just absolutely should never have a chance of winning. Traumatic critique is another one that can steal games. Professor Dele and fell. If that thing comes down on a relatively empty board, it's very difficult, you know, for your opponent to win that arc of hunger, which we just opened another card draw. And damage engine that just is unassailable, if not dealt with the paradigm cycle. The black ones mid, but the green one seems to win whether if you have any type of creature ever, you know, the blue one wins, the red one will usually win before you deck yourself. Like the white one wins. Like these are all just very like if you can fire them off when your opponent shields are down and you're the first one to do it, they generate an advantage that's almost impossible to overcome the elder dragon. This goes on, right? There's a ton of this stuff. Two cards that I did want to point out, though, as being exceptionally good in a format like this are the two milk cards, brain freeze and exhibition tidecaller. These are mirror breakers, straight up mirror breakers. And basically, you don't play them until they're going to do the thing like you go tidecaller. Yeah. I don't know how often would you say you played the mirror when you were playing? Like probably. Like 60 percent of the time or 65 or something. I was saying a little. Yeah, a little more than half. A little more than half. Yeah. Seems to be about right. Yeah, it seems like most people are trying to, you know, some variants of going big, variants of going big. It's like some of them are a little more, you know, I mean, I would define. I would define blue, green, splashing like one or two red cards as the mirror, because the strategy is effectively the same, whether that's five colors or two, even two to three colors. Right. And then what I would find happen. So basically this archetype, it is trying to get to the long game and dominate from there. And it can. The only question is if your man supports it properly, right? Like if you actually can cast these things and do it consistently. And if you have the right balance of cards that help you get to the that stage of the game while keeping you alive long enough with balance with cards that actually finish the game. The and it's interesting because that's why the mill cards are so important is that if both players are trying to get to this very late stage of the game, one trigger, one, you know, opus trigger, big opus trigger from the tide collar or a couple of not and one nicely timed brain freeze are enough to just absolutely lock up the game because you can go toe to toe for the most part. Of course, counter spells end up being really important in these type of matchups. There's not that many of them, but the two hard counters, you know, mana drain and the whatever it's called, brush away. Like those two are really, really important. I gradually went further down and down on the more conditional ones like days and spell peers and stuff. Not that they're unplayable. Spell peers definitely has this place because a lot of the big finishers are X spells and people just kind of go for it. Also, a lot of the big finishers are expensive and are non creature spells. But I don't know. I I felt like my gut just kept telling me that like the game was going so, so long that at some point those felt like they didn't matter that much or could be played around. So I wasn't quite as big on them, but any of the hard counters, I'm definitely, you know, I'm definitely in on. Posters, Trove continues to be the most important common. Yeah, for sure. It's just when you're playing this deck with this deck. Yeah, you just that is the type of card that can do it. The way the games actually played out for me, most commonly were if I had a good version of this, like let's say I had the two potions, Troven, a nice mix. So, you know, a deck that when I put it together, I'm thinking to myself, OK, this is this could get me there. This could be the get me a box. If I didn't, it was most commonly because I would lose one game to a really good white base deck. So a lower holder, silver quill that had a really nice drop, right? Just just the oh, man, you played a third rare on me or, you know, just the right removal spell, the right combination of, you know, three threats and then remove, remove, tap your thing down your debt and they would squeak by because these decks can be good. You're playing all your removal in these, you know, three to five color decks anyway. So, you know, you are able to not just get ran over by those type of things. But you're also putting stuff in your deck that is more geared towards the mirror, like the mill cards that that deck probably just doesn't care about. You know, the aggro decks are like, yeah, sure. You know, you have a brain freeze. Good luck. You know, I'm just going to put out a bunch of stuff with power and toughness and remove any relevant blockers and kill you. Um, and then one other disaster, whether it's your mana fails you or your opponent goes bigger earlier than your deck did, right? Like I've had many times where I have a really great deck. My opponent does too. We change exchange resources and then one or the other of us fires off one of the spells I just mentioned, right? The big ones, right? The X spells like wisdom of ages, diversion, equation, math, the magics, mining a matter, moment of reckoning. These all just end the game, right? Like you're just like, oh, man, we both had nine mana and all our colors. And then boom, somebody draws seven cards out of their graveyard. And you're like, all right, well, we're done here and you lose. That's how you don't get there with this type of with a good version of this type of deck. That's how I found it playing out. It was one of those three scenarios would pop up either a good, aggressive deck just barely gets you your mana fails you and you lose or you face the mirror, but you get broken in the mirror by one of the male cards or one of the big spells. Yeah, they just go a little bigger than you. Right. And, you know, that happens sometimes. A couple of other just random notes. Resonating loot is awesome in this deck. You know, with all these X spells and expensive stuff, resonating loot is just absurd, especially because this does mirror the version that we talked about last week where creatures, you know, I mean, I kept I just keep going back to our chat with Paul, you and I, Louise, where I showed you one of the versions of my deck and I said something about like how many creatures I had and you just typed in creatures, LOL. Right. You're just like, dude, what are you doing? Like, don't play these stupid creatures. And I'm like, that really does kind of sum up, you know, part of the thing. You weren't being literal. There are creatures that you do want to play, but for the most part, it's like they either better do something on ETB, protect themselves or have some absurd upside like an emeritus or something where you can get them going because you're not just playing, you know, power and toughness in these decks. It is heavily spell based. So that will say that that that changes quite a bit in sealed because in draft, you can actually present a basically creatureless deck or at least the only creatures you have or have like some ETB is that sort of thing. Yeah. In sealed, I don't think you're going to be there very often. No, it's really hard. Most of the time in sealed, you're going to be playing a fair amount of just seven, seven to 10 random creatures, even in these like five colored decks. No, it's true. Once you've broken the seal, there's not really that big of an advantage to not playing some creatures. Right. And, you know, and it comes up that a lot of times you have a two color base and that's where your creatures come from. And then the splashes come from other colors that are more like game spells or things that are you're kind of reaching over for. One thing that came up multiple times was Maelstrom Artisan, which is the one that has Rocket Volley as its prepare thing that blows up a non basic land. Yeah, it's a good one. It actually does do the thing like it. It blows up a land a lot more than you think, as I said, resonating loot is just completely busted. And we mentioned hard counters being pretty dang good. I mean, they're they're definitely desirable in the format. So. For me, that is definitely where I want to be. It's the most fun. It also suits my play style the best. But interestingly, of the three boxes I won, two of them were with not that deck. One of them was. But the other two were actually with one was a silver quill deck and one was a lower hole deck straight up. And I wanted to talk about those because those are the other half of the sealed format that you don't come up as often because obviously, if you're going to go for three to five colors, that there's it's easier to try to figure out which combination of those three to five colors you can put together to make a deck versus if you're just going to be straight up two colors. But if it is there, you should always keep your eye out for these decks because they do pop up and when they do, they're really good. Since there's kind of an arms race to be the slowest, most over the top greediest version of that other deck, because if you find yourself in the mirror like Louise just pointed out, you want to be like one step slower than your opponent where you're bigger, you have more options, you have more stuff to go get in with if that's the arm race that's happening on that on the other side of the court, you want to be the deck that's nice and streamlined. And these are the two decks that are really, really good at doing that. You can 100 percent just go underneath them. And if I think if I was like strictly in it for the boxes, I would actually prefer to have one of these decks than one of the soup decks because these just prey on bad mana bases, slow starts, not enough creatures, all those type of things. These decks just absolutely rock those. So aside from like the normal, good, aggressive creatures and removal spells that you get for these, you can keep your out for a couple of extra things that go particularly well in this sealed environment. One of them are cards that mess around with the graveyard. Most of your opponents are going to be doing stuff like flashback. They're going to be doing stuff with recursion. They're going to be pulling from the grave. They're going to be reckoning. They're just going to have stuff that cares about the graveyard. And if you have like startled relic sloth or ascendant dust speaker, they actually can have a much bigger impact in this sealed format than they would on average in draft. And they're also just good cards or playables or whatever anyway. So keep an eye out for that type of stuff. It comes up more often than you'd think in the mirror. Sundering archaic is a real pain because it messes with the other graveyard. The archaic is great. It also stops you from decking if it comes down to that. And that's huge too. Yeah. And, you know, but like one thing that I mentioned, you know, a lot of the cards that I mentioned above, you know, wisdom of ages, those type of cards, you know, if you just have a relic sloth or an ascendant dust speaker just sitting out for a few turns, you just chew up all those instance and sorceries that they had. And they're looking down at their entire game plan being whittle you down to zero while I whittle myself down to zero and then cast wisdom of ages. And now I win because you have nothing if you're red, white, that can compete with that type of card. And if you just for free, like both of the triggered abilities on these cards don't cost you anything extra, you just chewed up all those cards out of your out of their yard. They have a real problem. Like they may not be able to finish the game if you use your removal wisely. So keep a good eye out for that. Tempo cards that like get a creature out of the way. Of course, removal is always removal, but there are a few cards like rapier wit rejoinder. That's the card off of elite interceptor, even like a road, which is like, I don't know what are your thoughts on a road as a playable in sealed Louise? Cause in the sealed format. Cause I went back and forth. What do you think? I think it's fantastic. Look, you can't play it early, but in the late game, it just does exactly what you want. You're not really going to turn it down. Just view it as a removal spell that maybe costs like, you know, it costs one, but you can't cast it until like turn six or something. And it's even then you would still always happily play that card. Yeah. And it does extra work here because the slower decks just don't have that many creatures and oftentimes their removal or excuse me, their mana is not the problem that they have. It's just getting something down to block you. Another card is dual tactics. That's the red one that does one damage and the creature can't block and it has flashback. Like these temporary measures can go so much further of a way because of, I mean, think about how much air the five color decks have, right? They pay a ramp spell. That's air, right? They play a pure card draw spell. It's air. Just nothing happens on board. So you're chipping away at them and then they finally go, okay, here's my big blocker and now fair enough, you've used up your removal on their first two guys, but now you can just be like rejoinder it, attack you with everything. And they're like, Oh no, or a road or dual tactics. And by the way, I have this in my graveyard now. So don't, you know, this is going to happen next turn too. That happens a lot more than I've seen it happen in draft where these cards range from just okay to, you know, not really playable. So keep that in mind too. And then the other thing is, you know, once you get through the, my little algorithm of like looking at your rares and looking to see how many potioners troves and looking at your emerge payoffs and looking at, you know, how your colors fit together, make sure you look at the white rares because the white rares are really, really important because they can either put you into a lowerhold or silver quill. And some of the absolute most bomby, ridiculous rares are actually in white. Practice, practice offense is just ridiculous. It's just gotten so dumb because when we first read it, it's like, Oh yeah, if you have like a board state, it's like, well, if you have a creature, what if you have two creatures or two, you just win. Another one is antiquities on the loose, just very difficult for like, with, you know, given the relative lack of sweepers in the format, there's really only like two, right? And one of them is playable and the other one's like mid. I mean, antiquities on the loose is the type of card that, uh, big slow decks don't want to see on turn three. It's excellent on turn three and it's a harbinger of very bad things to come for them later. Um, stirring hope singer and informed ink, right? This is the one three life link flyer that puts plus and plus encounters with repartee and the other one is the two, two for two that gives you one, one flyers for repartee. These are dumb. Like they are so difficult because they demand immediate answers. And if you don't have it, they can completely take over the game and they also work really well together. If you ever happen to get both, which I've seen multiple times on the battlefield, uh, that a player had both of these things. It just gets completely out of control. Um, so make sure you really pay attention to your white rares because if you do have those, like a combination of two or maybe three of these rares that I've been talking about, it can often be correct to just go into that and just try to figure out whether it's red or black that pairs with it and, uh, and go from there. Um, like I said, I've actually really liked these, these two pairs. These, I absolutely have my eye open on and sealed now. This is not one of those formats where you just ignore creature based strategies or loaded the grass. I think it's good to be two colors. If you can. Yeah. Like it, it gets a little tricky with the non white color pairs because the white, the two white color pairs naturally fit as two color decks and you don't often splash the, I had one Mardu deck. That was pretty good. Um, but most of the time when you're playing like any of the blue pairs, like, you know, Prismari or quadrics, it's just hard not to just play all of the stuff because it's just the cards naturally lend themselves to that. So those just aren't that two colors that frequently. And you can be a two color wither bloom deck. I just think that the support's a little less there. I mean, this is just the wither boom problem in draft two, which is, what are you trying to do? Cause you're not, you're, you play against the, the, the soup decks more often, the five color soup decks more often and sealed than in draft. And I think wither boom generally is not that great against those decks. No, it's the exact wrong place to be. It's not fast enough to close out the game, but it can't hang in the late game with those decks. It's just, it's that classic mid range versus control thing or even mid range versus ramp where it's just like, you just don't want to be the mid range deck there. You just find yourself getting off to a reasonable start that you then fall behind as the game goes longer, where both of these white base decks can actually shut the door on the game. Look, you're not looking for all out aggression. This is still sealed. It's not like you get to go one drop, two drop, three drop removal, removal. You're dead. Like that. It doesn't really play out like that, but you are adding creatures to the board every turn more or less. And your opponents are not. And that can create quite a burden. Also, these decks absolutely feast on the crappy versions of the three to five color decks. There's plenty of those. That was a big problem that I ran into, which is when you don't have the setup to play lower hold or silver quill and that, but you don't, you're missing either like a bit of mana or some good top end of the soup decks. Like it actually kind of puts you in a tough spot. It really does. I'm not saying that like sealed all luck of the draw because it's not in, you know, I think the good players will win more than than the bad ones, you know, over a long period of time, but you can be in a tough spot if you can't build the good five color deck or a good two color deck. Like the, what do you, you know, unless you're only two color option is something like wither bloom, which you, I guess we're forced to do in that spot, but is not always going to work out that well. You better have deli and fell or something. Um, yeah. And I, and that's worth noting, Luis, that the, like I had a pretty good sense for how good my decks were. Um, and mine really did mostly play out to what I thought, like every once while, you know, get knocked out with a really good deck or pick up a few more wins than I thought I would with a crappy deck, but for the most part, you know, I kind of knew this one doesn't really have the legs. I'm going to try. I'm really going to try, but like if I got to four wins with a mid deck, I would be like, okay, like I'll take it. I'll take my, my gems and move on to the next thing. The only one I had, or the only one I saw that really surprised me was Paul won a box with like, like, Don't surprise me. You're right. No, he won a couple of boxes, but he won with a very, like a really junky deck. I was like, how in the world did you get it? This was on the first day, I think, and it was like, maybe the competition was a little lighter because everybody's playing the PT or something. But, um, but yeah. So, uh, think in terms of go big and then, and then think in terms of silver quill or lower hold, and I think that that'll serve you well in the seal. Which honestly is not that different from draft. It's not. It mirrors it mostly. I, I really want to know. I would, I would, how much would I pay? I would pay a, I would pay a decent amount of money. I'd pay like a hundred bucks to, if I, to find out like, was I running bad or was I playing bad or what combination of those things, if there was, you know, obviously some sort of entity that could just tell me in absolute terms. Cause I, I don't think I've gotten destroyed as bad as I did during that direct since, well, the last director I also got destroyed. Maybe, maybe I'm putting the pieces together. No, dude, I, I feel like this is very much a format that your instincts would lead you to where you should be. I, I would, I would, I would bet my own a hundred bucks that you, uh, that you ran bad, honestly. Cause again, I played a lot. I mean, maybe, but that's not a satisfying answer to me, obviously. I'm sorry. Yeah. But I, if the, if the entity is there, I will put my hundred that on the you ran bad side of things. Because I mean, the thing is like sometimes it's about sample size, but like I played this all week. Like I played tons of these things and really felt like I was like, okay, I, I know where I'm at in this. And like my results didn't sway at any point. Like there was always just kind of the same where I was just in the middle. And if I'm in the middle, you know, that means that like, and you and I approach the format in a somewhat similar way, like with your play skill, um, an incredible discipline, what you're known for. Incredible discipline is a, that's, that's, that's what I'm known for. Yeah. And you would, uh, then I think that you would, I mean, you obviously would have won more boxes in my seat than I did. And, uh, and I won plenty of gems. So I, I, I feel like you're, I think you just ran bad, to be honest. Um, okay. Let's talk about draft a little bit too. Um, I wanted to kind of dovetail the silver quill and lower hold discussion from sealed into talking about a little bit for, for booster draft, because we haven't talked about that side of the equation yet. And it is worth noting that they are the top two performers, um, in the format. So you really do need to know how to draft these archetypes. If you're going to succeed, because if your seat wants you to be one of these, you should be, and you also will be rewarded for it. There are fancier, more interesting things to do than these two archetypes, but you know, you got to pay the bills. Yeah. You know, and, uh, and these are cool versions, by the way, like these are not just your normal stripped down, super annoying. Um, you know, just how many, how much power toughness can I puke onto the battlefield as quickly as possible? That is not what these are. Like these have interesting wrinkles to them. No. You know, I just want to say that like in the way cards work these days, even the aggro decks have just like tons of ways to get card advantage over the course of a long game, ways to spend their mana. There was a, there was a thread on the subreddit recently. It was like, Hey, when does it ever choose to correct to choose to go to draw in the, uh, in this, in this format? And, and somebody mentioned that there's library of Alexandria in the format, which is actually true. But on the online one, right? Yeah. But I posted, I don't think it's correct to draw ever again, basically unlimited. Like there's just so many ways to, to get card advantage, spend your mana to do stuff you just don't want to have stuff to do. So you rather be on the play and just get out ahead of them. I, I just don't think that you're supposed to choose to go second in this day and age, which is kind of a shame because, you know, drawing is an interesting part of the whole thing, but. Yeah. I mean, once you said that my gut check was just like, lol, no way. Like, yeah. Right. Like, I mean, this is one of the slowest yield formats we've had. And I wanted to be on the play every single time. Like I could just do so much more and, you know, build up such an advantage over my opponent, and especially with ramp that, you know, puts you, you know, one or two mana ahead of your opponent before they've even hit that land drop is just like no way. The existence of the card, Arcane, humans is already enough to, to want to be on the play, right? Which card? That card is the, the mind twist. Oh yeah. Arcane almost. Yeah. Totally. It's absurd on the, on the play in, when, when you're on the draw, they're also a little more likely to have like emptied their hand before you can set it up. Like, anyways, yes. I, I just think that the, in this day and age, the aggro decks, they're going to do fine. Like you, when you play against a lower hold deck and you're like, all right, I've stayed blessed. It's like, okay, but now they're going to be flashing back their pursuits and, you know, maybe casting the Colossus, that's their most expensive card in their deck. And, or like, oh, like they went elite interceptor into rejoinder, draw card, into another spell hole, you know, like that is just easy thing for them to do. Totally. And that happens all the time. And, you know, we like to talk about like, how do you get into these decks? And usually it's because you open a really good white card. Cause again, that's the pivot color for these two archetypes. And you can just take a white rare or a really strong white common, like interceptor or something like that. And then kind of figure out which other color is open from there, hoping that the white is also open. If we break them down from broad strokes perspective, lower hold is, is closer to a mid range deck than all out aggressive deck, but it does apply pressure throughout. So it's not like it lets your opponent off the hook if they stumble on mana or, you know, just aren't good at committing to the board. If they have a lot of air in their deck, lower hold can punish them enough. But of the two, it is much closer to a mid range deck because of like what you were just talking about, Louise pursue the past. That card has been overperforming a ton. But it is also air, right? It, it, it does not add anything to the board. It just simply gets you cards, puts it, I mean, it does everything else, right? It gains you life to get you cards, puts cards into the graveyard for later lower holding. I mean, it's really, really good, but it is not too mana to two gets bigger, kills you, whatever. Um, and then you've got like practice, scroll Smith, arc of hunger, molten note, Colossus of the blood age. Those are all on the slower side of the scale, but they're so good that you're just completely incentivized to play them. But again, these don't incentivize you to be all out aggressive. They're, it's an assertive game plan, but it's not all in silver quill is the fastest deck in the format, but I still consider it to be a little shy of just pure aggression. You want to know the card that I lose the most to in silver quill? What's that? Killian's confidence. Totally. Dude, that card, that card is a way for them to start trading. They're turning three mana to draw a card plus get triggers plus get counted extra damage in every turn. And it's like, yeah, that card's pretty good at making sure you're not a gas. I'll tell you that one. Absolutely. And you know, and they've got stuff like pull from the grave, right? Which is like, again, a little on the slower side, but like if you're playing in attrition matchup and then you kill their two, but you know, they're really good, common and they're really good uncommon. And then they go pull from the grave. You're just like, Oh my God. Right. And again, that doesn't lend itself to the all out aggression, but it's certainly still an assertive deck stirring honor mansors like that, you know, five mana cantrip guy. Um, and you know, there's also bombs in that two color combo that again are not really on the aggressive end of things, like moment of reckoning. But like if you ever resolve moment of reckoning in almost any board state, you've just turned it from being, you know, behind to your head, like, you know, I can't really think of a reckoning, a board state where it's not good, especially since it brings things back. So it's like, right. You only have one thing to kill. Well, I'll kill that, bring three things back. Exactly. But you've still got elite interceptor, lecturing, scornmage, golden administrator as these cheaper, more aggressive, uh, repartee based things that can lead to a really good curve out that can apply pressure. And sometimes that comes together. So that's kind of the difference broad strokes between lower hold and, and serve silverquill. It's kind of a matter of like a little more aggression versus a little more mid range, but neither of them are like all in on aggression. Um, removal wise, they're both really well set up. Um, outside of the white removal, red has basically removal spell that does two damage at two, and then another one that does four damage at three, and another one that does six damage at five. And then, you know, the first one, you can also flashback. So these are efficient removal spells for the most part. They also tacked on extra things to many of them that help move things along. Flashback helps with lower hold surveil helps with lower hold. Um, and, uh, so does removing things from the graveyard and actually adding extra damage. So red has well positioned, reasonably efficient removal at these are all common, by the way. And then, um, and then of course, if you go to uncommon, it just, it gets even better. And then black has two of the better removal spells as well with last gasp at minus three, minus three, uh, for only two mana. So that almost always trades up and then for mana to exile anything, which is a catch-all, which can trade up, can be even mana, or it could even be that you're paying a little bit extra, but it is an answer that works for everything. And it exiles and it's instant speed. So that's the removal definitely lines up well with either direction that you end up going. And then if you look at the cards that are the ones that both decks are really interested in elite interceptors, number one, um, I mean, that's one of the better ones you've seen in a while. If you, if you just never pass elite interceptor, you're just well on your way to do this correctly. The card is just so good. It, every now and then you get it, you get into reminder of why it's worse than three of an inspector when like someone just snaps off the tone blast on turn two and you never get to cast rejoinder or inspector. Of course, you just know where to lose your, your clue until you use it. But the fact that it can just tap something down while just being incredibly good at, uh, you know, just being, giving you your curve, like your curves is perfect to triggers a repartee just, it does everything you need. Exactly. Such a great card. And then you get good removal, like a Johnny's response. That's this is again, the cards that are in white that both decks are interested in stone, docent stand up for yourself at uncommon group project. Inkshake demonstrator, uh, are all some of the good on commons and on commons that you can get. And those cards can be the more important ones. Like the elite interceptors are really eagerly being grabbed up by both decks just because it's such a great card. Uh, silver quill can use it slightly better cause it triggers very partay, like Louis said, but it's so good that it doesn't matter. Like both decks wanted the same amount, which is they want as many of them as they can get their little hands on. So these can be the cards that is worth prioritizing because if you are up against somebody else that's also in white, they're going to be fighting pretty hard for these. And the chances are that you are going to be up against somebody else. That's in white at any given table. Um, and then, you know, ideally you can pick up some of the gold cards a little bit later, uh, as you're either up against zero or one other person that's in your specific two color combo. So you might want to prioritize those. And again, going back to the beginning, that is also how you get into this archetype is, you know, or one of these two archetypes is you open up a really good white card and then you kind of decide where to go. You know, it, it can go other ways. You can open up a good, a good black card, get past a good white card and be like, all right, I'm silver quill off. We go, but you know, starting from white means that you get to have your pick of the litter either way. And frankly, uh, the difference in wind percentage between the two just isn't enough for me to, to care. Like I would just be perfectly happy if I opened up a white card going either black or red. I don't really have a preference on it. They're good though. I think that it, I think it's definitely the best place to be. And as much as I enjoy the, the, the, the Prismari style decks, I, I, I said, that's the first week we talked about them. It's not, this isn't like a format where it's like that or bust. There are a lot of, a lot of ways to draft this format. And I think that the, the white agro decks are just a very good part of that. Yeah. It, it's been really interesting to see how the formats develop because it, it is stuck to what we were talking about in week one, uh, pretty roundly, which is there's two assertive decks again, not calling them all out aggressive, but they're the ones that are putting more creatures on the board, have combat tricks, trying to get you dead. And then there's two rampy, slow value kind of versions of decks, you know, that are both blue based. And then there's wither bloom kind of stuck in the middle. The one thing that's in the middle with you. It's with wither bloom. Yeah. I don't know what it's supposed to be doing really. Yeah. And it doesn't either. Uh, the one saving grace for wither bloom is that there is an interesting, there, there is the potential for a slightly more aggressive version of wither bloom that runs like the bio mancer and stuff like that, that nobody else wants, like no deck wants that card. That's one that pumps, you know, the gains you a life on ATBs and you can pay two and a green to pump it plus two, plus two wants. It's like, you know, these are, these are cards that are basically more or less abandoned by every other archetype. And if you can put together a curve based, um, wither bloom deck, it can come together and you actually have the room to do it. Cause nobody else wants those cards and most people don't really want to be in wither bloom at all, as it is the worst performer and the least well positioned of the archetypes. It's also arguably the least interesting, like it's a little, you know, the other ones kind of have some cool stuff going on and wither bloom is kind of like, okay, I guess I gained some life and then something happened. Like it doesn't, it maybe it's not quite as a imagination capturing on average as the other. So it does, there is some wiggle room. Some of the guys at the pro tour are trying to draft like, or they kind of felt like they had an angle on a really cheap load of the ground wither bloom deck that, you know, had just enough to kind of if left alone, it could put together a good run. But, um, I think that exists, but I'm not like a firm believer in it. So, yeah, I look, I think if you make a deck based on teachers, Pest, you're going to do it pretty well because that card just makes the wither bloom decks completely pop. But yeah, I would say in general, uh, wither bloom, it just takes a little bit more to get me to drop wither bloom than it does kind of the other, the other decks. Same. Format's cool though. Um, yeah, it's a fun format. It is. I've been enjoying it. I have two. They, you know, I always worry when they do the five color thing, but or when the five archetype thing, the five archetype. Yeah. You know, we're getting again. So let's strap in. I've heard that. Yeah. I wish it wasn't so often, but, uh, but they have proven that they can make it interesting. I think the contrast, it's been kind of an interesting evolution because, you know, of the past, whatever five sets, like three of them have been this way. And like Spider-Man was that way and a complete flop, uh, for that reason, among others, but then Teenage Mutant Ninja Turtles was a mirror of Spider-Man from a design file standpoint, like number of cards and kind of structure. And it was totally fine. In fact, it was just a good format. Uh, and so that showed, you can have a small format that's only five. And as long as you actually stick the landing on the archetypes, it's pretty decent if maybe you give up some time on the back end of like, it doesn't have that many legs, but then we get this one where it's like, you get all the room in the world to work with. And you can really show that the interesting thing when you do five is I can come up to you. And if I say, Hey, Luis, I drafted Prismari, there is a world where you go, which one of the three versions of Prismari did you draft? Now, one of them's maybe not like the agro one really hasn't come around. You put that together because I, I have still seen other people play it against me and I don't think I really lost to it. I mean, maybe I have played a lot of matches at this point. I've never really, I've never had it where it's like, yeah, this is the deck where that, that, that wants, you know, elemental mascot and the Sky will expressive artist or whatever to two minute or two, two, and we're going to beat down. And it's just like, mostly it's like playing the mirror and they play one of those cards and I use a cheaper kill spell on it while they'll kill spells rot in their hand because I don't have any targets. So I don't, I don't really know exactly. That one missed. But, but there is just straight up, you know, spells version, like opus stuff. And then there's the emerge one that you talked about last week. So it's interesting because, you know, when you do have this much wiggle room and we covered 10 gold cards in our set review per, and that's without the rares and mythics per color pair, you know, then you get a lot of this wiggle room within an archetype. And I think that that's an interesting space to be. I just format's been really good so far. So, okay. You want to call it a show there, Luis? Anything else you wanted? We miss you at the PT, man. I can't wait. Yeah, I miss it too. I'll be back. I'll be back. I'm excited for when you come back. I can't help myself. But yeah, and if, and you can also, by the way, the drafts are up on YouTube for day one and day two at the PT. And you can see some kind of interesting drafts in the matches were cool too. Paul and I were covering the majority of those and those are on Wizards YouTube channel. Um, if you want to find us on social media, Marshall underscore LR and Luis is LSV pretty much everywhere. You can find everything related to the podcast at LRcast.com. We want to say thank you to our patrons for their support, as well as ultimate guard for their support of the show. Thank you ultimate guard. We really appreciate that. Um, what's going to do for this one? We'll see you next week. So we were talking about this last weekend. I wanted to, I want to tell a little story. I wanted to see how many people remember this. You might remember this because you were around this happened in 2018. It was the team of vintage super league. So this is back when Randy used to run the vintage super league before Athena got hired by Wizards and whatever reasons it ended. You know, we did, we did, we got a bunch of seasons and it was great. The team one, it was me, Matt Nass, Sam Pardee. And, uh, I think it was, I think, oh, Raptor, that's the last one. Yeah. Um, I hang out with BK so much more than Raptor now. It's like, now I'm like, it's hard for me to imagine a time when I did hang out with Raptor a lot, which was great. I missed, but, uh, nothing's happened to him. By the way, he just has, you know, he's married and has a family now. This is just how things work these days. But, uh, in any case, it was the, it was the four of us. And so it was team vintage super league. And in order to stop people from just submitting four of the same deck, because that would be boring, but probably maybe correct. If you thought a deck was the best, they had some deckbuilding restrictions. And here's, here's the rules. You could not play. I think it was like more than 12 of the same card and across the decks. Okay. But it didn't count lands and it didn't count artifacts that tap for me because they wanted you to be able to submit. If you wanted three different blue decks with force of will, but you could have submit three of the same deck because moxes didn't count your 12 overlaps or let's say four force of wills, you know, time walk, ancestral, brainstorm, get taxi and probe for other cards. So you could submit Esper control and you could submit, uh, oath of druids or paradoxical outcome or whatever blue decks you write. And sideboards didn't count. So the sideboards just weren't counted for this. So here's what me, Matt and Sam did. And we're after two, but I remember he, I think with the three of us, I remember, I just remember us them all being at my place and us building the decks. Well, lands don't count. So you can play as many bizarre bagdads across all the decks as you want. Okay. I like where this is going. For mana don't count. So you can play as many serum powders across all the decks that you want. And sideboards don't count. So you could tuck a few extra cards into sideboard if you want. So we played, we submitted four different dredged decks. And it was, you know, gerrymandering is something people talk about in politics all the time, right? And if you're not familiar with the term, it's you're trying to draw districts among like a state where for every district, let's say you're the party in power who's drawing the lines, let's say in this case, it's like the Democrats, you know, or it could be Republicans, either one. You're what you're trying to do. Let's say you're the Democrats and you want to gerrymander a district. What you can do is you basically make it so like one district has as many Republicans as you can get and all the rest of the districts are heavily slanted, Democratic. So you could even have a 50 50 opulence and yet have one party with like 70 or 80 percent of the seats or more if you're good at it, right? We gerrymandered our dredged decks. Our dredged decks had like one of this card, two of this card, a gogari grave trolled in the sideboard like, you know, like, and, but they weren't all the same dredged deck because we also thought that would be dumb. And also it wouldn't quite work in terms of like the card counts. So I played lands dredged that had life from the loam with four wastelands and a strip mine and a Riftstone portal, which is the land that when it's in your graveyard, your lands tap for green or white. So your bazaars start tapping for mana once you've milled it with all of us. And this way I got to use life from the loam as one of my dredge cards. And like we all had like the minimum number of dredge cards we could have work with the overlaps being like Narco Miba and like Ikrid for the most part. And then there was we had a control dredge that had force of wills and mental missteps and mindbreak traps. And we had kind of like a normal dredge deck that was just on like the normal like Dread or Turn Ikrid, that sort of thing. And let me find out whatever the last one was. Oh, the wizards took down their website. It was Host on Wizards. I was just trying to remember these things. What was your? I was playing the lands dredge, the wasteland lands dredge. Let's see. Oh, I actually found I have these in my emails. We have unmasked dredge. So then we had four, the four unmasked four leiline of the void, four hollow under an unmasked. Yeah, that's where you exiled the black force. So we exiled to cast it as a discard spell. The control dredge I just mentioned, the lands dredge. And then the Moss Dog dredge because it had greater Moss Dogs, which if you remember, it was Randy's motto name for a really long time. Oh, yeah, that's right. He was he was the Moss Dog. So we so this one had this one had got to play all four grave trolls because we think it was like the weakest deck by itself. But it was just fantastic. I linked a recap that I found on. What was the blog? Cardsphere. Cardsphere. Yeah, had a recap of it. So you can put it in the show notes. Oh, man, it looks like the video is gone. Yeah, we couldn't. We we when this came up, we the only way we could find the deck list was my email. Oh, so such a shame. But we we ended up winning that week and we won the whole VSL. We just realized it was it wasn't because we thought Dredger was good and it wasn't because we were trying to like highlight that the rules weren't good because like the rules were fine. It was that we just we took it upon a challenge. I mean, you know, we could we build four dredge decks under these stipulations? The answer was yes, they banned our paradoxical outcome deck and we played all the dredge decks. So it was this is because we submitted an outcome deck as well. We called it combo dredge. It was just a regular paradoxical outcome combo deck and they banned this one. And we beat them with all the dredge decks. It was this is the in the opening paragraph. Yeah, the writer who is Joseph Dyer says, Bands were in effect for this week, but both teams banned each opposing paradoxical outcome deck for this playoff round. However, CFP pulled some sweet Jenga tactics and manages to submit not just one, not just two, not just three, but four different dredge decks for this round. What insanity? So that was at least a recap written recap. So you could actually read about it, even if the video is gone. I'll put it in the in the show notes. That's great. Yeah, it was really fun. That was one of my most fun moments in magic. That whole vintage two praline season was great. I missed those and we had just such a good time with it. We just tried to brope cool stuff every week. I think the first week it literally kicked off with Matt Nass playing Channel Litchesmere. If you remember that combo, Channel lets you pay a life for a mana until the end of the turn. Litchesmere is the five mana artifact that when you would die, you instead reshuffle everything, draw seven cards and go back to 20. So if you go channel, you play Litchesmere, you channel yourself to death. You reshuffle, draw seven, you're back at 20 with like a ton of mana floating and you can just go. Oh, that's cool. Well, he had one fireball in his deck as a win condition and it got exiled in the on turn one. And so he just got to channel Litchesmere, spin the wheels for like 15 minutes and just be unable to win. It was just the most Matt Nass thing you've ever seen in your entire life. So that's great. I had a good time. I missed the VSL and I thought those who hadn't heard of this, the shenanigan would enjoy it.