Episode Transcript
Available transcripts are automatically generated. Complete accuracy is not guaranteed.
Speaker 1 (00:00):
The Covert Go podcast is now on iHeartRadio, Spotify, and
Apple Podcasts, and is proudly sponsored by cool Stuff ink
dot Com. Use the promo code cgb pod at check
out to get a discount and show your love for
the audio version of the show. Do Do Do Do
Do Do Do Do Dude Covo podcastream.
Speaker 2 (00:28):
People missed the name peoples, the name hullo.
Speaker 1 (00:33):
I know that I really paid it off this time.
Do you think that was enough?
Speaker 2 (00:39):
I think you could have gone like five seconds longer,
so maybe get.
Speaker 1 (00:44):
Better?
Speaker 2 (00:45):
Yeah, okay, I mean I think you perfectly encapsulated the
number of o's this time. Yeah.
Speaker 1 (00:50):
All right, beautiful, welcome back to the show. Are you
ready for the deeper dive into final fantasy? People loved
the last one we did.
Speaker 2 (01:00):
Yeah, I mean it's right around the corner. I think
for the time. This video is probably gonna go live
and uh it's it's looking to be a really hype set.
So I'm down. We Uh what format we're talking? We're talking, Commander,
what are we doing?
Speaker 1 (01:11):
We're doing standard to standard? Yeah, yep, Well it's a
standard legal set and it's I think, first let me
think about this. Is this true? This is true, is
the first Universe is beyond a standard legal set and
is entering the largest standard card pool ever. So there's
a lot of speculation if you're gonna.
Speaker 2 (01:31):
Have these cards for like years, right, like a long time.
Speaker 1 (01:34):
Yes, these are going to be legal in standard for
three years? Which is it better be? Because this is also
here's what's been said, Here's what they've said about the set.
Best selling set in Magic history. I believe just from
pre orders. I believe just from pre orders.
Speaker 2 (01:52):
I've seen some of these prices on the peripheral on
my like social media accounts and uh wooh, Wizards, if
you want to send me some product, you know, I'll
open it for you, But I don't know if I'm
gonna be buying it myself.
Speaker 1 (02:04):
Most expensive Magic the Gathering Expansion set of all time,
not close and the by far the most expensive standard
legal set of all time. Standard was always supposed to
be the accessible format.
Speaker 2 (02:23):
I was about to say, like, is that going to
be a problem like from a like from cards being
priced prohibitive because yu Gio has that problem, I would
say pretty frequently where every time we get a new set,
and there's like power cards that like every deck needs
to play. They'll be like one hundred dollars plus and
people will pay it, but you know they're not happy
about it.
Speaker 1 (02:42):
Yeah, yeah, yeah, nobody's happy about this. And I will
say it depends if the cards are good, which is
part of what we're here to decide today by looking
at the cards. If the cards are good, people will
need to acquire them. If they need to acquire them,
that will drive demand. There is already to man that
is inflated. The other factor is Wizards has this, They
(03:04):
have it for three years. They can print the hell
out of it. Yep, they can do that. They can
if they want to, if they want to. A lot
of the mega inflation is coming on the side of
collector boosters and on the side of the Commander decks
that are collector decks. But that doesn't mean that the
prices for just a booster pack aren't stupidly high. They are.
(03:27):
The singles prices are stupidly high. But they can print
this into the ground and drive that down. This there
is a lot of speculation about how much of this
is pre order hype and how much of this is real.
So I will tell, I will tell, and like how
playable and how powerful these cards are will drive that
it will. So are you ready to do our part
(03:50):
and evaluate and rate these cards? Yes? Under play?
Speaker 2 (03:53):
How are we going to rate these like? We're not
We can't do if it's like band or anything. So
what's the game today?
Speaker 1 (03:58):
Right? Right?
Speaker 2 (03:58):
Right?
Speaker 1 (03:59):
So yeah, well yeahpened. But I've got a rating system
that Liby is gonna put on the screen that I
have sent over to you. We're going to use a
classic five star rating system, good old five star rating system.
Number one. You give it a one star, that means
it gets no play in standard.
Speaker 2 (04:17):
Oh god, you're going to hold me to this and then,
oh my god, when this set comes out, I'm going
to get roasted in this. Oh that's right.
Speaker 1 (04:23):
But when it gets there, and I'll give me an.
Speaker 2 (04:27):
Idea for a future video with you. By the way,
you gotta be careful, you gotta be careful.
Speaker 1 (04:32):
This is the game we play. Number two. If you
give it a too, it's played in a niche deck,
not like the best deck. There is a deck like
a road format that's okay, yeah, like a rogue deck,
and it's only played in that deck. Number three. It
is a role player. It is a consistent sideboard card
or a one of or a two of in a
(04:55):
competitive strategy or a variety of strategies. It it pops
up good amount, but it isn't what the deck is
built around. Does that makes sense?
Speaker 2 (05:03):
It does? Yes?
Speaker 1 (05:04):
Yeah, like a really like a good like an okay,
like kind of removal spell that hits the format in
the right way would be a three number four staple.
This is an important It has an important role in
an A or S tier deck or across multiple B
plus tier decks like this is a card that is
(05:25):
a cut above the other competitors for its slot, so
it sees regular play often as a four of makes sense?
Speaker 2 (05:33):
Makes sense?
Speaker 1 (05:34):
Okay, number five this is a ban candidate. This is
a card people will be talking about banning in the
future because it creates an A plus tier deck or
is present in multiple A plus tier decks. The player
who maximizes this card often wins the game. That's what
we're looking at for five stars.
Speaker 2 (05:54):
Okay, sounds like a plan. Are you gonna be rating
these as well then, so that people can come back
and roast you in the comment?
Speaker 1 (06:01):
Yes, I will.
Speaker 2 (06:06):
Cards out, which is kind of unfair, but you know,
we'll see it's.
Speaker 1 (06:09):
A little unfair. I picked most of the rares and
mythics only just qualifying things that I thought were obvious ones.
And you are getting half of my review. The other
half is going to go to rare and so we'll
see yeah, right.
Speaker 2 (06:23):
We'll see that. That's the best part. People can circle
back to these videos after the fact and see absolutely.
Speaker 1 (06:29):
So it's going to be a very interesting review. So
are you ready to get into our first card?
Speaker 2 (06:35):
Yes, sir, let's see it.
Speaker 1 (06:37):
We'll do that first or from our sponsors. The Covergo
podcast is brought to you by cool stuff ink dot com.
Use the promo code cgb pod and get a five
percent discount on your orders and show your love for
the podcast. That's cool stuff ink dot com with the
promo code CGB pod. Now let's get back to the
podcast card number one. We're gonna We're gonna start with
(07:00):
a card with a lot of buzz on the internet already.
Speaker 2 (07:05):
Cloud Midguar Mercenary. Oh god, I can't say stuff, but
uh okay, it's uh you already know what I was thinking.
So we'll get to it. White too white for a
legendary creature human soldier Mercenary because he needs more tags
in his legendary creature box. I think they could have
shoved the fourth one in there, to be honest, and
it's a mythic. When Cloud enters search your library for
(07:26):
an equipment card, reveal it, put it into your hand,
then shuffle as long as Cloud is equipped. If any
ability of Cloud or an equipment attached to it triggers,
that ability triggers an additional time. Okay, Uh, that seems
pretty good. I have a question, and I'm not sure
if you're allowed to answer it based off of this,
but can I talk about Cloud's weapon that we know about.
Speaker 1 (07:51):
We can talk about that, We can go over that.
In fact, we could rate that card as well. If
you're here you.
Speaker 2 (07:57):
Want to throw it up because I already know it
exists because i'm or may not have already played with
such card. Hint hint to wink wink. I don't know
when this is going live, but uh, correct, there we go,
the Buster Sword. I think it's only fitting to talk
about Cloud in the context of the Buster Sword, especially
because I remembered it was a three cost so being
able to just cloud search it you can immediately play
it on the following turn. Seems pretty good. So the
(08:19):
buster Sword is a three man of artifact equipment that
gives equipped creature plus three plus two, and an equiped
creature deals combat damage to a player. You draw a card,
then may cast a spell from your hand with men
of value less than or equal to the damage without
paying its mena costs. Unfortunately, he does have an equipped
cost of two, but that would put Cloud up to
a five three, and so if he hits, then he's
(08:41):
able to let you cast any card from your hand
for free. That is five or less if I'm understanding
that correctly, and do it again, and do it twice
because of the second effect on Cloud. Correct I was
getting to that, but just wanted to clarify that that
was how that worked. That seems pretty damn good to me.
I think the I think the biggest problem is the
(09:02):
fact that it has the equipped cost of two. I
think he has. I think the other cloud it might
be the pre con cloud. Cloud can immediately equip an
equipment to it when it's either when it enters or
just part of like its ability I forget which, but
that Cloud costs five, so that's a much bigger difference.
Comparatively speaking, you also don't have to use the buster sword.
(09:25):
I imagine there might just be other better weapons in
the game or equipment.
Speaker 1 (09:29):
Rather, let's get down to that, okay, because that that
is a huge part of the context is what is
available in standard.
Speaker 2 (09:37):
So what is the best sword or weapon in a
commander that you would equip to cloud.
Speaker 1 (09:43):
Well, the best sword or weapon in standard right now?
Speaker 2 (09:46):
Correct?
Speaker 1 (09:47):
Yes, I'm going to show you what people would currently
consider a five. People have talked about bands O guest cards.
Speaker 2 (09:53):
All right, I'm in I'm in Corey steel Cutter. This
is what in a red for equipment. It gives it
plus one plus one and trample and haste okay, and
then flurry whenever you cast your second spell each turn,
create a one to one white monk creature token with prowess.
You may attach this equipment to it, and then it
(10:15):
equips for one and a red. Interesting. Okay, so people
are talking about banning this card.
Speaker 1 (10:21):
Yes?
Speaker 2 (10:22):
Interesting?
Speaker 1 (10:23):
Do you what do you think of this card?
Speaker 2 (10:27):
Uh? I guess it's like a very aggressive card if
you're playing like a super mega agro deck. I suppose
it's very like favorably costed. It just gives you monks
with prowess and then like with Cloud, you could do
that twice, so then you get two monks with prowess.
Speaker 1 (10:48):
Oh my gosh, yeah if the uh gosh, if the
if it triggers will attached to Cloud.
Speaker 2 (10:53):
Yeah, okay, and then it also gives Cloud trample and haste,
which is like probably not super relevant. I mean, I
guess if you're playing this on like four, right, you
play Cloud, then play the steel cut Oh no, then
you still have to equip it though, So so what
you would Cloud on two? Search this then three.
Speaker 1 (11:11):
You'll pray Cutter and you play a one man of
spell and you immediately make a two to two with
trample in haste.
Speaker 2 (11:17):
Yeah, I mean that's pretty good. That's pretty good. So
we're gonna be like some what's the white red faction again?
Or ohs, so like some boros Agro deck might be
born of this, I guess story.
Speaker 1 (11:33):
Steel Cutter already has decks across like Mono Red. The
most popular is blue red is it Prowess, but there's
also green red steel Cutter. There's also red white steel Cutter.
Like these decks pop up, you know as a niche strategies.
So there's already a lot of decks maximizing the cutter,
and it is very much a card that right now
(11:54):
when players are maximizing it basically casting two spells to
turn and consistently triggering it, that the person with the
cutter being maximized is heavily favored. It's a hard card
to answer because artifactor removal isn't popular at the moment.
Speaker 2 (12:08):
Okay, that's that's good to know as well, and especially
just since cloud can double trigger stuff too. I feel
like that just gets way out of hand. You could
argue that it's maybe potentially win more if the cards
already really good, but hey, it could be the next
best version of this deck potentially. I mean, who knows, right,
So can I.
Speaker 1 (12:25):
Show you another card?
Speaker 2 (12:27):
Yeah? Sure, sure, I was about to get my digestion.
But if you show me another one, I'm.
Speaker 1 (12:30):
I'm gonna show you another card that like. This is
funny because it was one of the more hyped cards
in Eighth Drift.
Speaker 2 (12:39):
The eighth or Spark. This is a four man, a
legendary artifact. It's an artifact planes walker. That's so interesting. Okay,
that is also an equipment that is also an equipment. Yeah,
I was about to say, okay, as long as the
eighth a Spark is attached to a creature, the eighth
or spark can't be attacked and has whenever equipped creatures
combat damage during your turn. Put that many loyalty counters
on the eighth or spark interesting plus one at Tachi
(13:01):
aser parked up to one tire creature control. Put a
plus one plus encounter on that creature, minus five draw
two cards and then minus ten at ten mana of
any one color. So this was like sort of the
like the prize of the the eighth Drift set. Was
that like prize in the sense of like the lore,
not like in the chase card sense. Yes, gotcha, okay.
Speaker 1 (13:23):
Also prize in the chase card sense because this was
the card they chose to make serialize copies of him.
Speaker 2 (13:29):
WHOA okay, So it's it's both. Actually this is interesting
because then like, okay, so you can go Cloud on
two or three, then eighth or Spark on four because
you can search it and then this can automatically equip
by just plus one ing it. And then it's neat
because the double trigger from Cloud means it goes up
to what plus one plus one on that creature, so
(13:51):
he goes up to a three to two, So if
he hits that triggers the thing twice. So then if
he goes like face, it adds six. So then you
can add ten man of any color on the next turn.
I'm understanding that right or mind?
Speaker 1 (14:05):
I think? So I think that sounds right to me. Okay, yeah,
I mean the loyalty triggers twice and cloud searches in
cloud tutors.
Speaker 2 (14:16):
It so like you don't need to worry about having
the combo in hand, which I know, like you know,
tutors in your game are a lot of different than
our game, but that seems pretty good. I mean, like
ten mana on turn five. Maybe if you're playing this
in some sort of like a green white deck, you
can even get to this faster potentially because you could
ramp a little bit in early, so you could go, like, uh,
(14:37):
like turn one, maybe do nothing turn two. I don't know,
Like I think there's a way to like skip a
turn and like getting there elves.
Speaker 1 (14:45):
Is a turn one, make extra mana yeh.
Speaker 2 (14:47):
Okay, so you can play that on one and so
then you technically have three man to turn two and
then you have four man in turn four. So you
go turn one Lanta War, turn two, Cloud, turn three
eighth or Spark. Now you have ten mana ideally U yeah,
because with no no, but it does have to do damage.
So okay, let me ask this questions. Whenever a quot
(15:08):
creature you just combat damage, does that mean just to anything,
like if it attacks a creature a face.
Speaker 1 (15:14):
That's exactly what that means.
Speaker 2 (15:16):
Okay. I want to make sure because uh, that could
be perceived as like maybe it has to be like
face damage or something, because I think the other cloud
has to do damage to face to get the free
to get the triggers on him.
Speaker 1 (15:28):
Commander Cloud.
Speaker 2 (15:29):
Yeah, you're right, commandmander Cloud does We haven't seen Commander Cloud,
but from what I recall, that's that seems pretty strong.
That seems pretty strong. You can play four that you
can play four.
Speaker 1 (15:42):
That mm hmm, or just one just I mean, you could.
Speaker 2 (15:47):
Just play one. You don't need to play four because
you can search it. Yeah, you're right, I guess, like
what are you doing with ten? I mean, granted it's
ten man, I'm just thinking like, I mean, at that point,
you just like probably win the game, right, You sure
have use so much value if you.
Speaker 1 (16:02):
Don't have a use for it. Just draw two cards.
Speaker 2 (16:04):
I mean, you could just do like. That's also I
think you could just do it again next turn because
they if he's still doing combat damage, you still have
the you're gonna juice this back up. You go minus five, right,
so then you're at five, let's say, and then just
juice them back up another ten or six or whatever,
and then you're back at the minus ten for the
next turn if you need it. So that's just another way. Yeah,
it's just another way that I've thought of drawing two cards.
(16:27):
I'm also looking at this from the perspective from Wizards
and Square Like business wise, I feel like they would
want to have the final Fantasy Cards be pushed that
they're playable, because I think it'd be very disappointing if
they release the cards and their lackluster and people don't
play with them. So I think there's like a financial
incentive for them to push these cards hard that you
(16:48):
want to like, they want them to see play because
obviously that's good for their brand, right for both brands
at the end of the day. I don't know about
band candidate. I think I'm in like staple for this one.
So I think I'm gonna give this one four stars.
For the Cloud.
Speaker 1 (17:00):
You're gonna give Cloud, mid Gollen Mercenary four stars.
Speaker 2 (17:05):
I'm giving four stars. I'm giving four stars. It seems
like the it seems there, it seems simple enough to
pull off, and it seems like the payoff is huge
in terms of band candidate. I feel like that's tough,
Like there are ways to like interact with this, and
like I don't know how other like one of the
oppressive things like might be in the format already, so
(17:26):
like if they really wanted to like do something about it,
they because like that's the other problem, right is are
they gonna want to ban Final Fantasy Cards because that
kind of goes against like the whole collaboration, right because
now it's like, oh, you can't play these Final Fantasy
Cards anymore. I feel like, if anything, if this combo
like were to be problematic, whether with ah Spark or
Steel Cutter, they ban one of those cards before they
(17:46):
ban Cloud, in my opinion, So I'm gonna give it
a four star for that reason.
Speaker 1 (17:51):
Okay, I'm going to give Cloud two.
Speaker 2 (17:57):
Okay, good?
Speaker 1 (17:57):
They no think it's there, you know, think it's there
I'm going I'm saying that there will be like a
niche equipment deck, but I don't think it will be
the best deck. I think that Cloud is a good card,
but I don't think that having double white into then
appropriate man to do what you need to do, especially
with like a Cory Steel Cutter, is trivial. I'm very
concerned that equipping anything to a specific creature is a
(18:21):
recipe for disaster because of removal. Cheap removal in the
format is king at the moment. It's a very format
and the good thing about the cutter, and this is honestly,
in my opinion, this is what will make or break
Cloud is if the cutter is just being maximized to
that extent that you want to play White to search
(18:43):
up the cutter as opposed to the cutter plus other cards. Now,
where I might be wrong is if equipment becomes so
good as an arc type and there are other great
payoffs for it, that Cloud becomes a staple for that
reason that you have to that maximizing other equi whipment
cards is just that good. But historically equipment has been
(19:03):
a bad archetype of magic because you invest in putting
things on creatures and then the creature dies.
Speaker 2 (19:09):
The creature dies unless there's protection from either the creature
or the artifact itself exactly.
Speaker 1 (19:16):
So right, all right, I'm glad we start off with
a little division in the ranks because I could be
wrong on this one.
Speaker 2 (19:23):
I understand I'm probably the one who's wrong on this one.
But we'll see. That's the fun of this, right, that's
the fun of this. We'll see.
Speaker 1 (19:30):
Yeah, let's let's get another white card. This card seems
like something. The Worst Possible Commander Show is coming to
Magic Con Las Vegas. We will be live playing in
front of the crowd.
Speaker 3 (19:42):
At eleven am on Sunday, June twenty second, So see
me CGB as well as Shay against Voxy and Amy
the Amazonian throwing down with some of the more classic
and beloved commanders in the game. So come to the
Worst Possible Commander Show live at eleven am on.
Speaker 1 (20:00):
Sunday at Magic com Las Vegas. There's a link in
the description to make sure that you get your tickets today.
As always, we'll see you there and you're cool.
Speaker 2 (20:10):
Summon Nights of Round. This is six and two white oof. Okay,
So for Saga Chapters one two, three, and four you
create three two to white Night creature tokens, and then
Chapter five Ultimate end. Other creatures you control get plus
two plus two until the end of turn put an
indestructible counter on each of them. And if I'm reading
(20:31):
this correctly, the saga itself has indestructible and is a
three to three. It just it's a saga that is
also a creature. I missed that initially. That is that
the first is that the first time they've done this.
Speaker 1 (20:44):
This is the first time they've had sagas that are
also creatures, and there are multiple cards in the set
that do it.
Speaker 2 (20:50):
Okay, So you play this on eight. Turn one you
get three two two white Nights, and then turn two
you get more, and then turn three you get more,
two four you get more, and then turn five you
buff everything up and you make them indestructible, and then
this goes away. Yeah, very flavorful. I like I loved
what when you showed me Shiva when we first did
(21:10):
the Final Fantasy, just the whole Like the way they
did the Summons I think was really cool. This one's tough.
This I don't know how okay, can I ask how
fast or slow? The standard format.
Speaker 1 (21:21):
Is incredibly fast.
Speaker 2 (21:23):
Okay. That means to me, death.
Speaker 1 (21:25):
On death on turn three is totally happenable and four
is off. Wow.
Speaker 2 (21:30):
Okay, So that alone tells me this card's probably gonna
be a one or maybe a two. Because like, even
if you're playing this in some sort of ramping deck,
like let's say you're playing like White Green, you know,
when are you gonna be able to get this off
ideally like turn four, five, maybe six, right, and by
(21:51):
then the game's probably over most of the time. So, like,
as cool as this is, it's just like I I
can't especially say with you saying how fast the format is,
I don't if I can justifiably give this card anything
above a one or a two unless someone finds some
way to like break it. But well, let's I mean,
I'm going to put it like this, Okay, there is
no way that casting this for eight mana is even
(22:12):
in the realm of standard like your ategy.
Speaker 1 (22:16):
Yeah, what we need to be talking about is that
there are various ways to cheat this out consistently on
turn four and possibly on turn three.
Speaker 2 (22:25):
How do you cheat it out?
Speaker 1 (22:26):
If you don't mind me asking, So there's a number
of cards one of the easier ones. Easy ones. Yep,
ZOMBIEFI is in standard. That's for mana to return target
creature from graveyard to battlefield.
Speaker 2 (22:37):
Okay, so if you have a way to like mill
this somehow or like discard it from your hand, then
use zombify it and then it's active. Okay. But yep,
even then, though that still seems like such if you
don't have like the combo pieces for this, I feel
like this is just like a brick in your hand
and you can't do anything. I'll be nice and get
(23:00):
it a two because like there is the potential you
could do it, and then like you're creating the White Knights,
so like that does put up like sort of a
wall against against these like super turbo agro decks.
Speaker 1 (23:10):
Yeah, so I'll get it too.
Speaker 2 (23:12):
I'll give it too, like maybe there's something here, but
but I like, I really want to give it a one,
but I kind of want to give it the benefit
of dout and say like, like it's cool, maybe a two.
Speaker 1 (23:21):
All right, I'm going to give it, like I'm tempted
to give it a one. My biggest thing with this
is that, unlike a lot of the big reanimatable cards
right now, there are some very big reanimatable cards that
have lifelink that can stabilize a battlefield if they survive,
but they die to like an edict effect. A Liliana
(23:42):
of the Veil, for example, comes down, makes you sacrifice
one creature. If that's your only creature, you never gain
that life. You die anyway. If there's a bounce spell
or some kind of thing that can interact with the
one big thing, you die anyway. Okay, what I like
about some of Knights of the Round is if you
reanimate this, you have a board, you have an industry
ductible body, so a board wipe on its own doesn't
solve it, and then another set comes back the very
(24:05):
next turn. So in a way, if the format is
like going wide, and if they have the edict effects
to deal with individual reanimated things, which is what seems
to keep Reannimator down because you can have almost any
seven drop or higher car on turn four right now
and they're not winning games. So this goes wide so
(24:28):
it can block a number of things, and one removal
spell or one edict spell doesn't solve it. So that's
why I'm curious if this will give reanimator a shot.
Maybe maybe. I like that it has that different attack
angle and that a board wipe doesn't stop it. It
has to be an exile board wipe, which is getting
much rarer in the format. So I'm going to give
(24:48):
this a two as well. I think there's a niche
deck for this, and it's going to be very interesting
to see if that. If that deck rises, it could
be much higher.
Speaker 2 (24:57):
And to be fair, there is a world where this
does snowball, right and now all of a sudden, like
you know, it's it's a very dominating card, so it's
it's possible.
Speaker 1 (25:04):
Yeah, oh, within two turns, this thing's won the game exact.
You don't have like an exile effect like that last
chapter doesn't even really matter.
Speaker 2 (25:13):
It's just the factor getting three White Knight tokens every
single turn for free is crazy.
Speaker 1 (25:18):
Oh yeah, uh yeah, I don't know what you do
about this if it actually sticks. So it's an interesting
as far as a big, big monster to reanimate, it's
a different approach to that.
Speaker 2 (25:28):
It's cool. I think it's cool.
Speaker 1 (25:29):
Yep. So the fact that we.
Speaker 2 (25:32):
Have Saga creatures now need.
Speaker 1 (25:35):
I'm excited to get your take on this card for.
Speaker 2 (25:38):
Standard Cecil Dark Night. I believe this is one of
the first cards they revealed because the art looks familiar.
It's one black for a two to three with death
touch that's already very pushed.
Speaker 1 (25:50):
Uh.
Speaker 2 (25:50):
Whenever Cecil deals damage, you lose that much life. Then
if your life total is less than equal to half
your starting life total, untap and transform him into Cecil
Redeemed Paladin, which is a legendary creature human Night with
life link. Very funny. You can get the life back
protect whenever Cecil attacks other attacking creatures gain instructible until
(26:10):
end of turn.
Speaker 3 (26:12):
Uh.
Speaker 2 (26:14):
This seems very good. Uh. I feel like for like
a agro deck, they would love this card and they
don't really care about their life total. Not to mention,
if you transform Cecil, you just get all the life.
You don't get all the life back immediately necessarily, but
you have a way to get the life back to
sort of like stabilize yourself if you transform him, which
(26:35):
is quite good. And if you're saying the formats already
very fast, I feel like the format would benefit from
a card, or that format would welcome a card like this.
I want to say, because it's like this card's very fast,
so I I don't know, this card seems pretty good.
The only point of life that matters is your last,
(26:57):
So I mean, like you've seen me when I play Commander,
I do not care about my life and the slights.
Speaker 1 (27:04):
So you play, you play the game, well, that's for sure,
I would play.
Speaker 2 (27:08):
I would play Cecil. I like him. I don't know
how good like that the black decks are at this point,
and like what other there's stuff like synergizes with this,
but he's so annoying because he has death touch too,
that's crazy. So then he just like so it says
he deals damage that even counts dominions, right, that doesn't
also count the face, okay, so like but even then,
(27:28):
like do you care? I don't think you care, because
then you just you get like a four to four
life linker, Like if you just start bringing these guys
out and just getting mega aggressive. And I'm sure there's
there might be like red stuff to pair with this too.
I don't know, he seems pretty good. What do you think?
What do you think?
Speaker 1 (27:43):
Seems really good to me too? So one man a
two three death touch that rate is already like that
already seems you already get big. There's a black deck there.
There is a good black deck in the format I
would say be B tier pushing a right. The black
card is deep and it has a lot of good options,
(28:03):
and like, I don't know why you wouldn't play like
two or three of these. The biggest problem is that
it's not good in multiples. That's the biggest problem. But
is it not bad because it's legendary? Oh that's right,
this right is legendary.
Speaker 2 (28:19):
Okay. I was like, oh damn, I slam these. I
slayed multiple these down to be I mean, yeah you could.
Speaker 1 (28:24):
Yeah, there's a case for still playing for because it
trades with anything, it does anything.
Speaker 2 (28:29):
Right, Yep, just block with it, right, and you just
need your life to behalf to be able to transform
them anyway.
Speaker 1 (28:36):
Yeah, So whether you're working on your own life total
going down, which black has many cards that work on
this well probably we might see one later, but un
Holy Annex is a really popular black card that makes
you lose life to draw cards that's really good like that. Yeah, So,
like you're already having your own life total in a
matchup where you're not under pressure, and a matchup where
(28:56):
you're under pressure I've untapped on turn three with less
than half my life. It's not that hard. And with
the help of cecil, like you're transforming this into the
Paladin like so quickly. It is a bit of an issue,
right that you have to deal damage with cecil to
untap the paladin. But it puts them in a bind
like right, because the Paladin untaps and then is immediately
(29:20):
available for defense. So if you are at eleven and
you attack with this card and say your opponent has
a three man a card that they put three mana into,
do they trade.
Speaker 2 (29:32):
With this exactly? It seems so like mena inefficient to
do that. This is a four for me, straight up.
This is a four. This card see this card rocks?
Speaker 1 (29:40):
I think so too. And again we don't have color
identity and standards, so you don't have to play black white.
You can just anything with black. Anything with black can
be run in this. This can be your turn one play.
It can trade with everything the red deck throws at you.
I ah, dude.
Speaker 2 (29:55):
It seems it seems really pushed. It seems really pushed
for sure. And again, like I said, them for them
wanting to sell these cards, right, I think they want
them to be pushed because they want them to see play.
I think that's the case for a lot of magic sets,
but I think specifically because it's a final Fantasy collab,
they want to like think of the best interest of
like what they're working on with them, right, and I
think they want these cards to be around for quite
(30:16):
some time. So four, Yeah, straight up, I think you're
in agreement. I think you're an agreement. I am, I.
Speaker 1 (30:21):
Am, I'm going for I'm going four on cecil. I
wanted to go I'm kind.
Speaker 2 (30:25):
Of writing my cloud at four, but that's okay. I
really to go three.
Speaker 1 (30:30):
To have something to argue about. But I just can't
with this.
Speaker 2 (30:33):
It looks so good. It looks so good.
Speaker 1 (30:36):
Now now we're going to rate a reprint. Are you
ready to rate a reprint?
Speaker 2 (30:39):
I'm ready to raid a reprint. Also, the art looks
so good on cecil two. For the record, I mean,
I think that helps in cards sometimes. I think it does.
Speaker 1 (30:47):
Hey, I know this card is coming back. Oh yeah,
they brought This is a big deal because not only
did they bring it back, they brought it back at
Mythic and this has been this has not been a
standard card in forever Hey, look.
Speaker 2 (31:01):
At cards that lose you life for your for your Cecil.
Speaker 1 (31:04):
I know I told you we'd see one.
Speaker 2 (31:06):
We would. This is Dark Confidant, a card I actually
know for once. This is one in a black for
a human wizard to one at the beginning of your
upkeep revealed the top card of your library and put
that card into your hand. You lose life equal toots
Man value. Four note four just four. You don't have
to talk about it. Four.
Speaker 1 (31:22):
We don't even have to talk about it. I think
we do.
Speaker 2 (31:24):
I think we okay, we'll talk about it. Maybe I'm
getting maybe I'm getting over zealous here, but like I
just I love this effect. I think this is a
really cool effect, especially after seeing Cecil. I think it's
just like even better in that case because then you're
getting more card value, you're lowering your life total, like
to just help you, like if you get to like
Cecil redeem Paladin, which honestly is like a debate if
you even want to turn it over, because like you're
(31:45):
switching a death toucher for a lifelinker. But the stats
are obviously better and it sort of helps you stabilize.
But then if you have Cecil and Dark confliddat you
have this like sick Combo. We're always getting extra cards,
but your life total might be like at parody like
or like you're just so like that's really good too
to be like giga Agro there. But maybe there's a
world where Dark Confident I was just like too slow,
Like I mean, you said this card has been reprinted
(32:06):
in forever, but I don't know. This card just seems
bonkers to me. So that's why I want to just
immediately say four three, like maybe I'm getting in between
three and four for sure.
Speaker 1 (32:14):
Though ooh, okay, I'm gonna say my piece. I'm gonna
Devil's advocate this. I love Dark Confidant. I think this
is such a play to get those wild cards moving
and get those packs selling. I think people will be
all over this because if they're coming back to magic
because of Final Fantasy, Dark Confidant is probably a card
(32:34):
they remember from the day, you know, back in the day,
very ooh, super popular card. I don't think the years
have been good to Dark Confidence. I don't I so
oh man, I don't know like where a to one
gets to attack. Uh, it's definitely not much of a
(32:54):
blocker and I I see it next to cecil, and
I'm like, I see these things together as a very
good thing if you're not under pressure. If you are
under pressure, I'm terrified. I mean said, the format is
the format. It is okay, yep, and so cecil is yes, yes.
Cecil makes you lose life. Cecil also helps you get
it back and becomes a one man a card you
(33:17):
have to answer, whereas and it's a two three, so
that three toughness matters. Like there's a lot of spells
that can't kill or remove Cecil as easily, and it
trades with everything. Dark Confidant I look at a two
to one and I think about how like back in
the day you lay a dark Confidant. Yeah, And if
it's like well, if I just have to block with this,
(33:37):
I block with this, I attack into their stuff. They
don't want to block it, but they have to because
they don't want me to get card advantaged. And nowadays
I picture so many decks will look at Dark Confidant
and be like, it doesn't block anything. I don't care.
If it's on the board, they're gonna die too quickly.
And if they flip over this the card and Holy
annex is a very interesting card. I don't know if
(33:57):
I've shown you this card. I don't thing I have.
So this is a room card. Yeah, let's let's get
it out. Let's get out on Holy ANNX. This is
like the premiere like black card, event card advantage card
currently that sees play. I am sorry, how do I
rotate you?
Speaker 2 (34:15):
And I'm just turning my head at a ninety degree angle.
Speaker 1 (34:19):
Well done?
Speaker 2 (34:20):
The beginning of your end step draw card. If you
control a demon, each opponent loses to life and you
gain two life. Otherwise you lose too life. Okay, So
basically you get an extra card for two life every turn,
which is basically like dark cop Fiddant, but you don't
have to play it as a creature, and it's a
little bit more in offensive because a three drop.
Speaker 1 (34:37):
And when you do land a demon, it goes the
other way. The dream goes the other way. Sure sure
matters as similar to cecil. Right, you gain the life
back yep when you're ready to start dropping demons. So
let me ask you a question. We're gonna get rulesy
all right, how much life do you think you lose
if you reveal this card with your dark Confidant.
Speaker 2 (35:00):
You lose life equal to its man of value. Oh,
this is a fun question because it's a car that
has two men of values. Uh huh, what's it three
and five? You take eight? Is it both? Yes, that's gross. Okay,
that's the reason not to play Dark Confident. I'm gonna
(35:21):
Dark Confidant reveal this lose eight life. I mean, I
guess I get your cecil closer to redeem Palatee and
a lot quicker. But still I don't know if that's
worth it.
Speaker 1 (35:29):
And people will say, just don't run this then and
run Dark Confidant instead. Valid, But you are just qualifying
one of the better black cards and changing the decks
almost entirely around Dark Confidant, which now you need Dark
Confidant to live because it often lived versus a creature.
Speaker 2 (35:49):
And notably, you get the card at the end set
versus your next upkeep, which does matter because if it's
you draw into like an instant or something, you can
play it during your opponent's certain if you have the
manna to do so. Bingo, Yeah, maybe you've convinced me.
I still think he might be a player. He just
might not be like at the forefront, like I initually thought,
so I'm.
Speaker 1 (36:06):
Gonna give it.
Speaker 2 (36:06):
I'm gonna give it the benefit of the doubt. I
think he's a cool card. I'm gonnaive him a three.
I think he will find some home somewhere. I don't
think he's worthy of going down to a two. But
if you want to do that to our boy, feel free.
Speaker 1 (36:16):
Oh I see, I think I agree with you. But
it's so hard to give Dark Confidant a three because
all those things are true, and yet against a deck
that doesn't deal with it, and you just like turn one,
maybe dress a discard card and take the removal spell
and turn two land this and start getting two cards
a turn. It's snowballs, so hard.
Speaker 2 (36:37):
Pretty good.
Speaker 1 (36:39):
I want to go against you for the sake of content.
I badly what you had stayed it for. I can't
do it. I do think Bob has gone to a three.
Speaker 2 (36:48):
And also think nostalgia right. I think the nostalgia carries
it too to an extent that people are gonna want
to play it just because it's they have the memories
of it that happens with you, Gil all the time.
Speaker 1 (36:59):
The good news is as competitive as we are with
each other, the audience can be just as competitive with
us because craft we're both wrong, we both get burned
by Yeah.
Speaker 2 (37:08):
We're in this ship together, buddy, we're in this At
this point, it's really if Cloud lives or dies. But
looking at the rest of these cards, I think I
think I'm way off on this one. So we'll see.
Speaker 1 (37:17):
Let's uh, let's grab a let's grab another card.
Speaker 2 (37:20):
What we got?
Speaker 1 (37:21):
We got?
Speaker 2 (37:22):
You tell me a blue cardget I'm kind of surprised,
to be honest.
Speaker 1 (37:25):
Well, it's true. That's what's funny is there aren't there
There aren't very many blue cards on my list. That
is so at this time I'm only showing you cards
that have been revealed to the publish. Sure there will
be more, so you might not get to evaluate as
many blue cards as you want to. Let's do a
(37:46):
red card.
Speaker 2 (37:54):
We got Zell dinched. I probably butchered that, but I
didn't play Final Fantasy eight to be fair, Uh tune
a red for a legendary creature human monk that is
an three may play an additional land on each of
your turns. That is very weird for red of all things. Okay,
gets plus one pulso for each land you control, So
when you play it, he should be a three to
(38:15):
three possibly and at the beginning of your end step
return a land you control to its owner's hand. Oh
that's neat, okay, Ah, So you can play an extra land,
but then you're always bouncing a land back, but you
can still get the value out of it because if
you tap it and you bounce it, you still get
(38:37):
to play with it. This is very interesting for like
landfall decks, of.
Speaker 1 (38:44):
Which there hasn't been in standard.
Speaker 2 (38:46):
In Okay, Yeah, I'm thinking about just generally though, but
like the fact that it gives you an extra land,
so then you get two landfall triggers. But then also
it bounces one backs you have a landfall trigger for
the next turn, or possibly two if you have another land.
I feel like in Commander that could be possibly abusiul
Oh yeah.
Speaker 1 (39:02):
It's not also a common ability for red.
Speaker 2 (39:04):
This is right, seems like a green card to me,
not a red card. It's red because of the third
effect if anything, that it gives you the land back.
But still I feel like this is definitely like breaking
the color pie from my understanding of it.
Speaker 1 (39:18):
I'm wondering if this is going to be a one
off or if this is going to be a trend,
that this is how Red ramps because historically the only
way to ramp in Red is like rocks, which they
don't like printing a lot of two mana tap for
one man of cards in standard because the world doesn't
really need more of them, Like, it's kind of a
boring thing to include, to be honesty, So this might
(39:39):
be the new Just like Red got card draw, Red
didn't have any car draw for the longest time. Then
Red got the ability to what you would do is
like exile the top card of your library. You may
play at this turn, you know, and that was Red
unquote card draw. It's impulsive card draw, is what they
call it. This might be like impulsive. Yeah, yeah, it's
(40:00):
an interesting design for sure. I'm not sure how the
slot's in with like the aggressive Red decks that exist now,
but it is. You're kind of this is weird because
you're also kind of limited by how much land you have, right,
so then you have this weird juggling act where this
card can be crazy for helping you ramp each turn,
to help you do your crazy stuff, but at the
(40:21):
same time, if you don't have the land to like
facilitate it then like he doesn't really do anything and
actually he's a intriment to you. Then he's also fighting
for the slots, and you said the games are ending
on like turn three, turn four, turn five. He's fighting
for the slot with every other three men. A card
that could be used to like just kill the opponents
straight up. So I feel like this is more like
(40:43):
a commander card than a standard card. Possibly. There are though,
one thing that we have to watch now for as
long as this is in the format is lands that
enter the battlefield and do something beneficial. Sure. Sure, so
they've already revealed a number of the adventure towns, which
(41:03):
we'll get into, but basically, these are lands that have
another side to them that's like a spell. There are
lands that cycle. This card is revealed. This card just
came out, and this is what makes me think, Okay,
maybe there is something against the red decks.
Speaker 2 (41:18):
Interesting when this enters, you gain two life and it
just taps for a colorless This is adventures in right,
So that's sort of a hedge against the aggressive decks
to possibly slow them down.
Speaker 1 (41:30):
Yeah, and honestly, returning a land to your hand does
make sure that you kind of get to use the
ability every turn, because the way these cards often work
is you play them, you get an extra ramp one turn,
and maybe if you have a really high land density
in your deck, the next turn you get to do
it again. But then you're usually out of lands and you're.
Speaker 2 (41:48):
Just interesting because you would adventures In is not a
legendary either. So there's a world where if you have
two of this and Zel, you're gaining four life a
turn and you still have Manda to make plays, and
then you bounce one of them back, so then it
gives you an extra two. So like, I don't know,
that might be a bit too cope, but like it's
something it makes.
Speaker 1 (42:08):
It hard for red decks to kill you. That does start,
and it gets you closer to casting giant monsters.
Speaker 2 (42:14):
But you also need Zell and you also need like
this card. Maybe there's other cards to do similar stuff. Sure,
And it's like, would you just rather play better lands
if there are better lands? Because I don't know the cycle, but.
Speaker 1 (42:27):
Can't find a better land. That's a song. I just
thought of a song that is a song.
Speaker 2 (42:33):
Indeed, I'll give them a two. I don't know. I'm
not fully sold on it. I feel like if like
I'm not I'm not, I'm not seeing it. I think
it's like too many things have to go right for
this to be good. I feel like in commander of
this card might have a lot more opportunity to shine.
But I think it's standard, especially if you're saying how
fast it is. If standard wasn't as fast, if you
(42:54):
said it was slower, I would think this card goes up.
But I think with how fast it is, I'm just
I'm not buying it.
Speaker 1 (43:00):
Hm hm. Or are the loops there's the loops with
the adventure lands that are tempting, and we'll get into
the adventure lands in fact, maybe we'll rate those after this.
I struggle Withazelle. I want like I want. There's other
things you can do by returning lands. A pretty good
one is all of what's called the rummage car drawing red,
(43:20):
which is discarded card to draw a card. There's a
number of cheap and good ways to do that, so
you can turn those lands into other cards. But all
this dirtle does all this dirtle matter When people are
just dying what I mean, so.
Speaker 2 (43:33):
Quickly, there might be like a that's why I gave
you a two, like there might be some niche deck
that's like the anti agro deck or something like that, maybe,
but I was happy to give it a one. I'm
not gonna lie. So if you want to give it
the one, feel free.
Speaker 1 (43:46):
I don't want to give it the one. I want
to be good, but I'm gonna give it the damn
one I am. We're going unplayable. We're doing it for
the sake of the content.
Speaker 2 (43:55):
I'm sure.
Speaker 1 (43:56):
I'm not sure how much I fully believe that, but
this is definitely the kind of card that I like.
People try to rationalize and then a month later don't
play at all. It's a wild card eater sometimes. So
if this card proves me wrong, I will That's what
we'll do. But one, you get one for your weird
Landfall impersonation, but.
Speaker 2 (44:17):
You want to be a contrarian too, and not as
well at the same time, three cards in a row
or four cards in a row.
Speaker 1 (44:23):
Now, probably true? Probably true. I think we're gonna I
think we'll rumble a bit more. Let's do some of
these adventure lands, because they're got very interesting. The towns
are interesting.
Speaker 2 (44:35):
Sure, you're already showed me the inn. This is Ish
Guard the Holy Sea. This is a land town that
has two different abilities. The regular land ability is that
it enters and tapped and you s get down of
white and then it has a sorcery effect. So I
imagine if you don't want to use the land like
as a land, you can like play this as a
(44:56):
sorcery from your hand if you draw it like on
turn five. Is that how that works?
Speaker 1 (45:00):
Yes? But the parenthesy text there at the back says,
then exile this card. So after you cast the spell
side exile this card, then you may play the land
later from.
Speaker 2 (45:10):
Oh that's neat. You still get to actually use it
for the land. That's cool, okay. So for the sorcery
adventure side of this, it says faith and grief. It's
three and two white, so five total return up to
two target artifact and rangeantment cards from your graveyard to
your hand. And then as you said, you could play
it as a land later from exile, which is nice
because I mean, you could still just play it as
your land on like turn six or something, even though
(45:32):
that it's just tapped, but still hmm, tap land. I
imagine in standard, when you're dying very quickly, is not
particularly good. When you're saying that, and when you're saying
when games are ending as quick as they are, the
sorcery effect also doesn't seem particularly good. So what are
(45:55):
we doing here? This might be my.
Speaker 1 (45:58):
First it's value. You draw two cards and he had land.
It's value and the ancestral recall and when you.
Speaker 2 (46:07):
Die on the next turn CGB if you're not dead
already before you see this card, I'm getting this is
my first one. This is my first one. I'm not
seeing it, dude.
Speaker 1 (46:15):
I put one in the moment, I put one in
the moment I showed this card.
Speaker 2 (46:22):
I love to be wrong, but I'm not seeing it.
The game will be so much slower for this to
be good. Yeah, especially because it comes in tapped, like come.
Speaker 1 (46:29):
On, the Devil's advocates are gonna say, opportunity costs. The
opportunity costs are so low because it's just a tap land.
You die for tap lands in this standard.
Speaker 2 (46:38):
That's how it seems. That's how it seems.
Speaker 1 (46:40):
Also, the manna bases that would be willing to take
turns off to get this value, they are the ones
who can least afford these lands. And the reason for
that is the verge cycle. I'm going to get into
the weeds a little. I don't want to show you
all of them. I'm just going to try to explain
the Manna base thing in standard briefly, the verge cycle.
These are lands that basically become dual lands if you
(47:03):
control another land with a type Okay, okay, and this
each guard. It's a land town, but it's not a
land plains town, so it doesn't work with the verges.
What you want to do is play surveillal lands, which
are lands that enter tapped. Let you look at your
top card and have two types to turn on the
verges so that you can play your very clean but
(47:25):
slightly slower two and three colored Mana bases to compete
with opponents who are doing insanely powerful things. The other
Mana bases that are popular that are not verge based
are just running a bunch of the dual lands that
deal you damage or have some other drawbacks, but come
in untapped so you can play fast and furiously. This
is neither. No, this literally fits neither, and that's something
(47:48):
you have to take into account with all of these
towns is like what deck do they fit? So let's
let's do another one, because people are really hyped about these.
I think there are kind of commandery, but hey.
Speaker 2 (48:03):
Seven okay, ancient metropolis, another land town which also enters tap.
It adds green, and then for four and two green,
so six total. You get to play Lasting Faith as
a sorcery adventure. Create a one to one colorless hero
creature token, put a plus a postal counter on it
for each land you control, so by that point, like
if you have six lands, it's a seven seven, and
(48:24):
then you can exile it and play it later as
a land. But you're gonna be dead way before that.
So one you get this one, it's it's it's slightly
better than the other one, I feel, but even then
it's still so expensive. Like you said, the games are
ending before you even get to cast this card, and
granted you're in green, so maybe you can ramp into
(48:44):
a little bit quicker, like maybe you could get this
on turn four, like right before you die, and then
you get to play like a seven to seven or something. Okay, sure,
then Cecil just fucking trades with whatever with with the
hero and then it doesn't matter so you're dead anyway.
Speaker 1 (48:57):
So one, if there's ever a control deck back in
the format, that's just trying to answer everything. This is
a land that produces a threat. It's you know, that's
not terrible, and I think this will see a lot
in various formats. So you want me to give it
(49:17):
a too, don't you?
Speaker 2 (49:18):
For the contrarian's sake? Yes I do. I'm not gonna lie.
Speaker 1 (49:21):
But this the fact that this can be a creature.
I think more people will run one of it than
you think. But the big problem is, like, what is
a green deck right now? In the format. It's either
really really slow like Overlord decks that do rely on types,
they need domain for layline binding, meaning they get a
cost reduction for the different types of lands they have.
(49:42):
But this doesn't count as one of those types of lands. Okay,
so that doesn't seem good. And then it doesn't cast
land orels on turn one. So I'm with you. It's
another one. It's another one. I promise not all of
these will get ones from me, but this is another one.
Uh so let's do the red one.
Speaker 2 (50:03):
Like if, like I said, if you didn't say the
game was as fast as it is, I would probably
be tempted to give it a two. But even then,
I'd still think it's a it's a tough one. Uh,
Lindblum Industrial Regency. This is FF nine, another one I've
not played. Uh, this is another tap Land. This one's
for red, but for made siege two in a red.
This is an instant, notably not a sorcery. Create an
(50:26):
OH one Black Wizard creature token with whenever you cast
a non creature spell, this token deals one damage to
each opponent. HM slightly more playable because of the cheaper
adventure cost. That's also an instance, so you could do
it on your opponent's turn, But I don't know why
you would considering like the ability I.
Speaker 1 (50:46):
Mean hold up manna to do something else. The opponent
plays around it, they hold back, you end step do
this and get a cheeky two for one.
Speaker 2 (50:55):
But like, at that point, is there just way better
three drops instead of making an OH one Black Wizard
that just deals one damage to each opponent's probably.
Speaker 1 (51:03):
In an aggressive deck, yes, But in terms of like
what I'm picturing is you're in one of those many
positions in Standard where some people are going to roast
me in the comments. I'm sure they've done it already.
That games ending on turn three and four. What I
mean when I say it's fast the amount these games
can end on turn three and four. That is the
(51:25):
threat of the agro deck, and sometimes they pull it off.
The format has become so interactive, the pressure on each
turn is so high to disrupt what the opponent is doing. That. Yeah,
if you're gonna get a game to turn seven, it's
because you had three or four perfectly timed, proper disruptive
spells against aggressive decks like that is a lot of pressure.
Speaker 2 (51:45):
That is.
Speaker 1 (51:46):
A tapped land means you don't cast one of those
on times means you could die. And I this this
card I see in one of those spaces of like
a three man a board clear, which do exist in Standard,
is what the oponent has on their mind. So you
the aggressive deck, you have your two threats, you attack
with them. You don't play more into the board. The
(52:06):
opponent untaps for their turn three, they have to play
their sweeper. They have to clear the board because if
they don't, the two creatures on board are strong enough
to win the game. And on end step like you
make one of these little wizards untapped, cast a few
spells in your back in the driver's seat of putting
pressure on the opponent, and you didn't do nothing with
your turn. I think that's that is a thing that
(52:27):
is very valuable in magic, is the way to do
something with your turn and your manner in a situation
that would otherwise be bad for you.
Speaker 2 (52:36):
Yeah, I'm not buying it one.
Speaker 1 (52:38):
Okay, interesting, Well I'm glad because I'm gonna fight you
on this one. I think this is closer. It's close
to a staple. I think a few Red decks will
play a copy of this no matter what. I'm gonna
give it a three. I'm gonna give this.
Speaker 2 (52:53):
I was gonna give it a two, but like even then,
I just feel like there's way more productive ways to
use your meta. And this is with me not knowing
the format. I just like this seems for what the
decks that are trying to play or trying to do
this just I don't disagree with your hypothetical about the
board wipe and everything. That still just seems way too slow.
I feel like at that point you would just like,
(53:15):
at that point, just get as mega aggressive as possible,
just play into the board wipe. And also they have
to have the boardwipe, so there's that too. I'm not
buying it. I think it's a one all right.
Speaker 1 (53:25):
I think it's going to be like a one of,
just a one of in a bunch of the red
aggressive strategies, including the Prowess strategies. I think this goes
really good in Prowess. Okay, all right, we have a
we have a two point differential scene.
Speaker 2 (53:38):
That's that's the biggest differential. Oh no, that's not true,
because you we have a two point differential at the
beginning as well.
Speaker 1 (53:43):
So all right, I've got one more of these adventurelanes
that's been revealed so far. This is the most CGB one.
It's the blue one.
Speaker 2 (53:52):
Oh that's probably gonna be broken in that case, all right,
uh jit or aristocratic capital another town that enters tapped.
Put it for a blue and overture four and two
blue for a sorcery target opponent mills half their library
rounded down, and exile of this card and play it
later from exile. I love you, buddy, but I'm not
(54:16):
feeling it. Not feeling it. No, And you're telling me
that your reward for waiting to turn six is to
mil your opponent halfway. And that's assuming you're not dead
before then uh, yeah, that's what you're telling you not
buying it. I'm not buying it. You can try to
convince me on this one, but I think the the
(54:36):
other one, the one we just looked at, the wind bloom,
is better than this.
Speaker 1 (54:40):
You're still going with a one or you want to
hear what I have to say for I wou have
to say I'm in the one camp. I'll just okay,
what do you got? This is the windcon of a
number of blue, black and blue white control decks currently
and you read Yeah, you don't have to read the
whole thing, just the bottom line, Jase.
Speaker 2 (55:00):
The perfected mind to blue? What is that other man
a symbol called? Isn't that the one where you can
like pay two life?
Speaker 1 (55:08):
You can pay to life or a blue or a blue?
Speaker 2 (55:10):
Right? Okay, target player mills three times X cards. I see,
so you can in Disneyland mill half their deck and
then use this planes walker and mill the rest of
their deck. Because by that point, let's see, you can
play this before then you can play jitor on six.
(55:33):
Maybe if you can ramp into it a little bit
like five. Uh, you mill half their deck. They're down
to thirty, but they opened with seven, so they're down
to twenty three. They drawn a card for turn for
six turns, so they're down to seventeen, and that's assuming
they haven't gotten anything else out of the deck. You're
starting at five, so you get to mill them for fifteen.
So basically, if you pull this off, you're going to
(55:54):
mill them out like or they're gonna be on like
one card essentially.
Speaker 1 (55:58):
Yep.
Speaker 2 (55:59):
Okay, what do you think five loyalties? I feel like
a lot to remove too.
Speaker 1 (56:11):
It's pretty high. Now you can play it for the
three manna. If you play it for the three mana cost,
it only comes in with three loyalty, but it's an option.
Speaker 2 (56:19):
Sure, but you're going to play this prior to judor anyway. Yep,
and that's that would be your game plan. I assume
its just play jas, hope it sticks, and then you
jit them and the game's just over.
Speaker 1 (56:32):
Yep.
Speaker 2 (56:32):
That's pretty fast too. Like you could play this like
green blue have some ramping capability and you can actually
get to this a lot quicker because most of generic manna.
Speaker 1 (56:42):
I'm gonna show you this is the card that won
the World championship last year in combined in conjunction with
Jason the Perfected Mind.
Speaker 2 (56:49):
This is this is the card you played against us
in Commander in our first I did I played it
in Commander.
Speaker 1 (56:54):
So this this combo Jason plus Doomsday Excruciator won the
world champion.
Speaker 2 (57:00):
Wow.
Speaker 1 (57:01):
If they are running the six man, a demon that
basically mills the opponent down to six to, then they'll
run to Jase, wouldn't it be. I mean, then then
they can definitely play Jador. It might even be easier
to just play your door, because I.
Speaker 2 (57:14):
Think it is easier. Yeah, Like, I don't know.
Speaker 1 (57:17):
How many times running this deck after I saw it
do well in the championship, I'm just staring at a
Doomsday excru Sator like this is not the best card
right now.
Speaker 2 (57:27):
Well, it's the same color, Like, I mean, it's sort
of hard. It's a better version to be fair, Okay,
Like showing me I'm a believer, showing me this, I'm
more of a believer.
Speaker 1 (57:38):
Basically, what we're saying is if Ja's the Perfected Mind
is on the board and the opponent doesn't remove it,
they have to while Jason's on the board, think about
what if I get jadored next turn? And you know,
do I lose on the spot.
Speaker 2 (57:51):
Right, and that's like that's threatening, Like U GEO has
stuff like that all the time, where it's like if
they have like you set up one card, if they
have the second card, then it's just like gg.
Speaker 1 (58:02):
Yep.
Speaker 2 (58:03):
I guess this does check a lot of boxes. It
seems like you can speed this up too, like where
it doesn't have to wait for six for overture.
Speaker 1 (58:14):
It's true there are other cards that mill in the format,
including a card that for foremana Mills mills an opponent
equal a number of cards in their graveyard. Oh okay,
that is also a knockout type blow.
Speaker 2 (58:27):
I was more thinking about the ramping aspect, because you're
playing like green blue, right, you can go like turn
one Land of War, so you have like turn three
or turn two you have three mana and then you
can play Jase on two.
Speaker 1 (58:43):
You can't have a blue.
Speaker 2 (58:45):
If you have a blue, you can play Jason two, which,
like I don't know if you would want to do
that necessarily, but like.
Speaker 1 (58:51):
You could stop giving me ideas. Man, if there's a
turbo Mill deck, I can play in standard oh boy.
Speaker 2 (58:59):
Because I'm thinking at that you'd rather just ramp again
on three, so then you ramp. So then you're at
five on three. You can play jas on that and
then hold men up for a counterspell to defend Jase,
and then if you have Judoor, you just win.
Speaker 1 (59:10):
The game Bang bang.
Speaker 2 (59:13):
And you're just saying there's other enablers and stuff too, Okay,
all right, you're selling me to be fair. I didn't
see the comboat first, so like, if I knew there
was like an enabler to just automatically build them and win,
I feel differently.
Speaker 1 (59:24):
But see, I'm a nice guy helping out.
Speaker 2 (59:29):
Is this going to be a staple?
Speaker 1 (59:32):
You've gone first almost every time.
Speaker 2 (59:35):
So well that's the point because then it doesn't influence
If you guess first, that might influence my decision because
you're the actual person who knows what these cards do.
Speaker 1 (59:44):
Ah, okay, okay, So I'll keep going first.
Speaker 2 (59:46):
I'll keep going.
Speaker 1 (59:47):
I like that. I like that.
Speaker 2 (59:49):
I'll give it. I'll give it a four. Like at
the end of the day, it's still land. It's a
crappy land, but it's still a land. I'll give it
a four. It's gonna be a three or a four because,
like I guess, it depends on how much you really
want to go in on this strat to like, But
to me, I don't see why you wouldn't just play
four both of these because these are like how you're
gonna win the game, so not necessarily win the game,
but like it's the easiest way for you to win
(01:00:09):
the game. So I'll give it a four.
Speaker 1 (01:00:10):
Screw it, I'll go three. I'm I'm nervous about running
that many copies. I'm worried about man a break bases.
I'm just thinking about like the dynamics of a mana base.
But you might be really right, like this this might.
Speaker 2 (01:00:23):
Just optimize you optimize the cards that are going to
like achieve your combo. Like regardless of if you draw multiples,
you just you suck it up, like you just want
to see the combo. So that's just the side.
Speaker 1 (01:00:37):
The downside of multiples is very low. You just hit
a land drop and they can win the game in
a way, they can win the game on their own,
especially as like a combo deck, you might hit their
whole combo.
Speaker 2 (01:00:47):
And to be fair, you can also with this strategy
affod to just have this come in as a tap
land because if you are playing like in this world,
of playing this green blue ramp mill, right, you can
afford like because as long as you just stick Jason
and stick your door like, you can take a turn
off in between there. It's not ideal, but like you
could if you need the land. So it still does
function as a slower land at the end of the day.
(01:01:08):
That's the way I'm looking at it. It does have
alternate utility.
Speaker 1 (01:01:12):
Indeed, indeed, all right.
Speaker 2 (01:01:14):
We'll see though, we'll see, we will.
Speaker 1 (01:01:16):
See, absolutely see. I'm actually looking forward to this one question.
Speaker 2 (01:01:19):
I'm kind of curious. Yeah, this is the most interesting
thing you've showed me this far.
Speaker 1 (01:01:22):
I will say, all right, let's do some graveyard sheenangans.
You like graveyard shehananigans, I do very much.
Speaker 2 (01:01:29):
So, oh what we got here? Cool art esper Origins
wanted a green for a sorcery surveil two. You gain
two life if this spells cast from a graveyard, exile
it and put it onto the battle transformed under its
own control with a finality counter on it. If you
creach that the finale counter on it would die exiled
and said okay, and then you can flash it back
for four, so you can play it for two surveil two,
(01:01:51):
gain two life, and then you can flash it back
for four later on. All right, what don't we turn
it into esper Madouin's another enchantment creature, so very fitting
of all of the espers. For one real top card
of your library. If it's a permanent put into your hand,
which is nearly everything. On two you get to add
to green, and then on three other creatures you control,
(01:02:11):
get plus to plus two and gain trample until end
of turn.
Speaker 1 (01:02:18):
Hmmm a little hard, yeah, it's kind of neat start.
Speaker 2 (01:02:26):
You can start us off. I'm thinking the wheels are turning, yeah, yeah, yeah.
Speaker 1 (01:02:30):
So the first thing that comes to my mind on
this one is you have to cast it from the
graveyard and because on its own you go down a card,
you gain a little value, but you go down a
card and you bactually spend two man ou to throw
this in the bin along with some other cards. The
card will definitely be at its best one if you
can just throw it in your graveyard in some other
(01:02:51):
way while getting some other advantage, which there are a
number of ways.
Speaker 2 (01:02:55):
To seems like there's plenty of ways to do that.
Speaker 1 (01:02:57):
Yep, not hard to do. And then the other The
other great thing is you cast it from your graveyard
without paying that four man a flash cost. If you
can cast it from the graveyard for cheaper, like we
are really doing the thing. This is one of the
most powerful like kind of graveyard driving cards at the
moment founding the third path and the important chapter here
(01:03:20):
at the very is like chapter one would cast this
for free, Chapter two would fill your graveyard more, and
chapter three would let you cast it from the graveyard. Right,
is that what us says? It says exile it. Wait
a minute, does that not work if it was cast
from a graveyard? Exile it? If you're exiling it and
then you copy it and you cast the copy. Was
(01:03:41):
that from the graveyard? Probably not? Maybe that doesn't work.
Speaker 2 (01:03:44):
That's much of sauce.
Speaker 1 (01:03:46):
That's really sad. Why would they do that? There there
are others, So I have song Crafter made. This is
a recent printing. It's basically a flash three too, that
would let you cast this card for one mana right,
and then when you do that, it comes out of
the graveyard. It gives you that value and then it transforms.
(01:04:10):
That's pretty good to get a four four for like
one man I kind of and you have the three
two Ah, like there, I feel like we need more.
What do you think?
Speaker 2 (01:04:23):
I feel like it's a bit too slow given what
you're saying. The state of standard is like now, I
think it's decent, but I don't know. I feel like
if it were slower, you'd see a lot more benefit
from this. So I'm not.
Speaker 1 (01:04:37):
Yeah, I'm not gonna lie. I might have taken a
point off it just for the Founding the Third Path
non interaction that I thought I had there, that that
hurt in real time, that it doesn't work. Yeah, sad,
I don't think it works. But like, founding the Third
Path is a heck of a card because it's almost free.
It's almost free if you're casting the spell with chapter one,
(01:05:00):
it's four graveyard value for nothing, and then chapter three
is like another free piece of value in this case
also a four to four body but apparently not apparent
that hurts. I think I'll give it me in the gut,
I think I'll give it a two.
Speaker 2 (01:05:13):
Like maybe there's some weird deck that finds a way
to take advantage of it, like we're talking about, but
I'm not. I'm not seeing every deck playing expra origins.
It's uh not seeing it. Like you said, you go
down a card like the ideas, you get the card back,
and that's like what sort of like gives you back
the value, and like you said, there's ways to cheat
it out. But maybe it's a niche deck. I could
(01:05:34):
see them trying to pull something like this off, but
I'm not seeing this in every deck, like like our
friend Cecil or anything like that.
Speaker 1 (01:05:40):
One spiteful one. Wow, I'm very upset that my cool
because it doesn't work with the card I already put
so unhappy. I'm extremely unhappy right now. I'm on tilt
in a way I've never bet. Okay, enough of these
green cards are trash. Black card.
Speaker 2 (01:06:01):
Zodiarc Umbrol God. I love Zodiarcuh. He makes his appearance
in many Final Fantasy games. He is five black mena
for a five to five indestructible god. When he enters,
each player sacrifices half the non god creatures they control
of their choice rounded down. Very fun. And when a
player sacrifices another creature, but he plus on pulls on
counter on zodiarc Uh. Okay, Unfortunately, they get to choose
(01:06:27):
what they're sacrificing, which is never good.
Speaker 1 (01:06:31):
Not great.
Speaker 2 (01:06:32):
No, alack, you can kill a lot of stuff. You
can kill a lot of stuff. Yeah, but at the
same time, you know, it still doesn't feel great at
the end of the day. The fact that's like five
black means you basically have to play this in like
a mono black deck. Like it's you're not like doing
any tricks to like ramp into.
Speaker 1 (01:06:48):
This, right, you can reanimate it. I guess you can
reanimate it because it's when he enters, so probably could.
Speaker 2 (01:06:58):
That's what I was thinking. It's like it's a fine card.
It's just standard.
Speaker 1 (01:07:08):
Yeah. Rounded down is not great. Rounded down.
Speaker 2 (01:07:14):
They get to choose it's rounded down. I feel like
this is more of like a commander card if anything.
Speaker 1 (01:07:21):
Honestly, the wider boards, yeah, I start to wonder that too.
It seems good against is it even good there? I'm thinking,
like they have Corey steel Cutter in like four monks
and they sack half of them and you block one
of them, you still die to the other one, right
ah yeah, yeah, yeah, yeah, umber God.
Speaker 2 (01:07:41):
I think you have will one to be honest.
Speaker 1 (01:07:43):
Whoa, But he's so.
Speaker 2 (01:07:47):
Cool, he's cool cool for standard. Like again, like I said,
I think it's playabilding in other places, but for standard
this seems like a lot animated decks. It seems like
it seems like there's better things to reanimate.
Speaker 1 (01:08:02):
Fine, I'll give him one too, I will.
Speaker 2 (01:08:05):
You just wanted to so you could pick one. That's
really what this was.
Speaker 1 (01:08:09):
It honestly is I'm just trying to bait hooks and
fish a lot. I'm doing a lot of fishing. But
that's okay. I'm not rare.
Speaker 2 (01:08:17):
I'm not rare.
Speaker 1 (01:08:18):
You're not.
Speaker 2 (01:08:20):
It's easier to leave trail of breadcrumbs for him, for sure.
Speaker 1 (01:08:23):
There's got to be a way I can edit this
to get a classic rare and moment right there, All right,
all right, all right, here's here's a card. Here's a card.
Speaker 2 (01:08:33):
Oh hell yeah, Lightning Army of one. Anyway, this is
a one to red in a white for a legendary
creature human soldier, and a very good one because it
has first strike, trample and life link and stagger, which
is very fitting for Final Fasy thirteen, one of the
ones I did play. In fact, whenever Lightning deals combat
damage to a player until your next turn, if a
source would deal damage to that player or a permanent
(01:08:54):
that player controls. It deals double damage instead, which is
crazy because it's any so it's not like it's like
you pick something, it's just anything. Yeah, as a commander,
this card seems very good. I think that people are
gonna brew with this quite well standard. You did say
there's like very aggressive red decks in the format. Uh huh,
(01:09:21):
just have to do a combat damage to a player though,
but she has trample, so that should that works, right? Yep, okay,
you want just want to clarify that, thank you, thank
you still learning here, still learning. I guess it's like
without knowing the rest of the card pool, I'm curious
(01:09:41):
how much if she gets in and deals damage. I
kind of wish she had haste. I think that's one
thing I wish. It's like instead of first strike, I
wish she had haste or like instead of life flink
or something. But then she would be too good. Like
I wonder how much for the super aggressive decks, how
much like doubling the damage sources would do. Like that's
it seems very good. So it's like turn three, you
(01:10:03):
play her, turn four, you can attack with her as
long as she can beat something, then you get the effect,
it's until your next turn. You can even do it
on your opponent's turn too, and you for mana to
basically steal double damage with everything.
Speaker 1 (01:10:21):
Yeah, it's a lot of damage. It's a lot of damage.
Speaker 2 (01:10:26):
It seems like a lot of damage. I guess it's like, again,
I don't know the other three drops this competes with.
Speaker 1 (01:10:33):
There's I mean, it's the biggest standard card pool of
all time. You can get a number of things for
three mana. There's plenty of three threes with Haste, there's
plenty of like aggressive creature options. There's so cards that
make creatures, Like there's a three man of card that
makes a one one goblin every combat that attacks. There's
multiple cards like that that make another threat every combat.
Speaker 2 (01:10:55):
I guess it's just if she can actually get the
combat damage to a play you're in, because even with trample,
if she's competing against things with three toughness, she's not
going to get in uh, like Cecil for instance.
Speaker 1 (01:11:09):
M being a one man a card is how a
lot of advantages.
Speaker 2 (01:11:15):
Yeah, is it too slow for standard? It might be,
but it's such a cool card, Like I love Lightning.
It's such it's like it's such a fun design.
Speaker 1 (01:11:32):
Oh yeah, and the first strike that's it hit and
it's the stuff that's in combat with lightning gets double damage.
Speaker 2 (01:11:38):
Oh can I ask a weird first strike question? Because
this is like, this is the thing I'm still learning.
So if like she attacks a three to three but
she has first strike, if her damage is dealt first,
does the thing die and she lives?
Speaker 1 (01:11:52):
Does?
Speaker 2 (01:11:52):
Ok? But she doesn't get the damage into the player.
If it's a three, okay, but she still lives, which
is important.
Speaker 1 (01:11:57):
Say it's a three too, then she would.
Speaker 2 (01:11:59):
Yeah, in that case she would live. That's totally fine.
But does she still have the ability of sh no? Yeah,
first strike? Yeah she would? Yeah. Yeah. Does her strike
work when she's defending two?
Speaker 1 (01:12:13):
Yep?
Speaker 2 (01:12:14):
Oh that's cool. Okay. That's also interesting because like if
they're playing an aggressive deck and they choose to attack
in and you block with lightning, then that triggers it
and you can start doing stuff like immediately. So there's
like that angle too. God, such a cool card. I
want to give her a three just because I think
she's cool. Like, I just I don't know with what
(01:12:34):
everything else that's going on in standard. If it's enough,
like she might be too slow with what you're saying,
but she also might be like able to slot in
as like a good three drop in the agro decks
already exists. So I can't wait for you to tell
me this card sucks and it's a one, but I
want to give her a three. I think I'm biased
here just because I like the game and I like her.
Speaker 1 (01:12:53):
Well, that's why we had to have you on the show.
This card's a one. Such a one, oh my goodness.
So I like that as lifelink in first Strike because
it may actually be able to try to defend you
against the red decks. But I still think with all
the prowess triggers, with the best cards being Monstrous Rage,
it's just so hard to win combat with Red. They
(01:13:15):
can make things so huge. Thestart's so freaking huge. And
this is the thing I said about red aggressive cards
in a much smaller standard format many years ago, but
it holds true again and again. No haste, no place
that right.
Speaker 2 (01:13:30):
I think her not having haste is a really big
down side. If she did, I think we'd be having
a much different conversation here.
Speaker 1 (01:13:36):
They're really called lightning. What what is this?
Speaker 2 (01:13:40):
What are we doing? For commander. Commander, though I think
she rocks. I think she's oh yeah, commander.
Speaker 1 (01:13:47):
I mean, in Commander, you can play a number of
cards at grant haste. You can exactly surround her with
all the best haste in plenty of Oh yeah, ye,
Lightning grieves bam. Uh yeah, just set up all the
double damage anagins you could possibly want. But people being
hyped about this in standard, I'm like, dude, nobody plays
a three man of card and then attacks with it
(01:14:08):
the next turn and finds that to be a road,
which is so sad that.
Speaker 2 (01:14:15):
Bias get the better of me.
Speaker 1 (01:14:16):
But it's okay, It's okay, Well, I mean maybe maybe Lightning.
Speaker 2 (01:14:22):
You know, there are three Final Fantasy thirteens. What they
made three. They made two sequels to the original Final
Fantasy thirteen. So there's Final Fantasy thirteen, there's Final Facy
thirteen two, and then there's Final Fanacy thirteen three. I'm
not joking.
Speaker 1 (01:14:36):
You're monologuing to get away from the beating of cards
that I'm that I'm laying down understrand I'm just trying
to understand. All right here, you want a monologue, I'll
give you a monologue. Let's read this card.
Speaker 2 (01:14:50):
Tara Magical adept. This is one a red and a
green for a legendary creature human wizard warrior. We're just
giving them all the tags four to two. Notably, when
she enters mill five, put up the one enchantment card
mailed this way into your hand, and then trance for
four a red and a green, so six total. You
tap her, exile her, then return her transformed under its
(01:15:11):
owner's control only as a sorcery, and she turns into
esper Terra Shaker, another legendary enchantment creature saga wizard.
Speaker 1 (01:15:20):
And yeah, you thought you types before, correct.
Speaker 2 (01:15:22):
I was about to say, See. The interesting thing is
you giocards just have this much text, but we only
have it on one side of the card. You have
it on both sides now, so that's how they got
away with it. The first three sagas creates a token
that's a copy of a non legendary enchantment. You control it.
Speaker 1 (01:15:38):
Gains haste.
Speaker 2 (01:15:39):
If it's a saga, put up the three lore counters
on it, and sacrifice it at the beginning of your
next end step interesting, and then for the fourth part
of the saga, you add double white, double blue, double black,
double red, and double green, and you exile to return
it to the battlefield with the front face up, so
you get ten mana on that. Okay, this card's crazy.
(01:16:02):
This has a lot going on with it, honestly, it
really does. I mean, just are entering the mill. Five's
pretty good. I mean you just get an enchantment to hand.
You can get the the esper song origins. Whatever the
hell the card was, can you It's an enchantment, isn't.
Speaker 1 (01:16:18):
It on the backside? Yeah, it's a sorcery on the front.
What rules we need? Rules? Lawyers? Hello? Uh, I want
to see the most played enchantment, right If.
Speaker 2 (01:16:34):
You would like to show me the most played enchantment,
that might help me, Yeah, because I think I'm trying
to figure that out fear of missing out. This is hilarious.
One in a red for an enchantment creature nightmarees Ita
is an enchantment two three. When it enters, discard a card,
then draw a card. Okay, and Delirium one has four
more cards of different types attacks for the first time
(01:16:55):
each turn. If there are four more types in the
graveyard on tap target creature after this phase is in
combat phase. Oh cute. Okay, so this basically helps set
this up then, so not only can you just mill
this and then add it to your hand, then you're
setting up for delirium potentially as well.
Speaker 1 (01:17:13):
And if you make a copy of this with the
backside of Esperara, that's two combats already.
Speaker 2 (01:17:22):
That's cute. That's very cute.
Speaker 1 (01:17:25):
With a six six, yeah, that game's over.
Speaker 2 (01:17:27):
Like, yeah, a.
Speaker 1 (01:17:29):
Six to six flyer that's eighteen damage. Yeah, you're done.
Speaker 2 (01:17:34):
I'm just trying to think delirium. So there's a world
where you go like Fear missing out turn two, Tara,
turn three, Tara mills five. You hit delirium if you're lucky,
and then you already have the ability to just start
(01:17:56):
getting your extra combat phases to be like Giga aggressive.
She can't attack though, because she doesn't have haste.
Speaker 1 (01:18:02):
Yep, I mean that's an expensive ability. By the way,
on the train, it's like that's a lot of manna.
I mean, cool synergy. It's like a graveyard. Graveyard. Red
Green is kind of an interesting thing that's been floating around.
(01:18:23):
There is a red Green delirium deck that is very fast.
It can kill you on turn three with the right, draw.
Speaker 2 (01:18:30):
Okay, but does it I guess does it need Terra
as the question?
Speaker 1 (01:18:33):
It's a good question.
Speaker 2 (01:18:35):
It'd be it could be good for that deck, but
it might just have better things.
Speaker 1 (01:18:39):
Thinking about that deck, I think it did. It had
more trouble filling the graveyard than you wanted it to have.
It often had to run cards on turn one that
just filled graveyard and weren't. You'd far rather run Land
or Elves into Tarra like you would be so much
happier doing that. That seems running a turn one mil
(01:19:00):
to like Seed of Hope is the card I'm thinking of.
To the magic fans, hmm, I'll give her a three.
Give her three.
Speaker 2 (01:19:13):
I don't think she's gonna be like I don't think
she'll be. I think she's more like a supporting role.
I think she's good, but I don't know if she's four.
She didn't scream four to me.
Speaker 1 (01:19:22):
All right, all right, I'm gonna go with a. I
want to go with two because I think that the
Delirium deck is the only home I can think of
for it. But that doesn't mean like an enchantment deck
won't be good. I wish it looks like she should
fly shouldn't she fly?
Speaker 2 (01:19:43):
Is that crazy?
Speaker 1 (01:19:45):
It looks like I know it's not an angel, but
it looks like an angel, you know what I mean.
Speaker 2 (01:19:50):
I guess.
Speaker 1 (01:19:52):
It's the angle. The angle is what's throwing me. It
looks like wings, but it's not. You're very much on
the ground. So yeah, I'm gonna go with a two.
I'm gonna go a little lower on Tara for standard.
But okay, what a what a card like? The card had.
Speaker 2 (01:20:07):
Cards very hard again, like I think if the standard
wasn't as fast as you were saying, she would actually
maybe be a four of in the right like format circumstances,
But obviously that depends on the rest of the cards.
Speaker 1 (01:20:17):
She also does a really unique job, like red Green
doesn't get mill like this. It's just about to say
this is new.
Speaker 2 (01:20:24):
Yeah, it seems like they're experimenting a lot with like
breaking the color pie philosophy. Mm hmm.
Speaker 1 (01:20:30):
I mean, then there's this card which makes me well
it relates to some other cards that we've already shown.
Speaker 2 (01:20:38):
So you and a Hope of Spira three agreed in
a white to five total for Legendary Creature Human cleric
that as a three five. During your turn una and
in Chimmic creatures you control have trample, lifelink and ward two. Interesting,
then at the beginning of your end step, return up
to one targeted chamm Of card from your graveyard to
(01:20:58):
the battlefield with a final counter on it off your
end step, so set up enchantments and then only during
your turn do they have those abilities though, which, like
you said, in Champman rules like not like super common anyway,
(01:21:19):
so that's not that big of a deal.
Speaker 1 (01:21:21):
It's more common than artifact, but less than creature.
Speaker 2 (01:21:25):
Because creature is like the most common, so that would
make sense.
Speaker 1 (01:21:28):
I'm definitely going to call attention both to the terror
we just did and remember some Knights of the Round
from earlier.
Speaker 2 (01:21:35):
Yeah, this is a way to uh just get that out.
Speaker 1 (01:21:38):
That's a board. That's like, that's a full board in Hearthstone.
Speaker 2 (01:21:43):
But this is also assuming you're getting to this point
because you're playing five man for this, and that's assuming
you have the the Knight's card already set up in
the graveyard.
Speaker 1 (01:21:50):
Yep. We can at the same time review another final
fantasy card, okay, which is this one.
Speaker 2 (01:21:58):
Some in bahamat nine a manna for a nine to
nine flying enchantment creatures Saga Dragon first and second Lore
destroyed to one target non land permanent seems pretty good.
For three man you get to draw two cards, and
for four man you get mega flair fitting. This creature
deals damage equal to the total manu value of other
permits you control to each opponent. That is very mega flare.
(01:22:20):
I like that a lot. You only get to do
the saga after your draw step.
Speaker 1 (01:22:33):
Right yep okay, yes, Well when it no, when it enters,
it triggers. Oh, when it.
Speaker 2 (01:22:41):
Enters, it triggers yep okay, yeper, So you guarantee be
able to pop something your opponent has yep. I still
feel like this might be too slow. I think, Commander,
there's like a lot of cool stuff you can do
with this, but I think for standard I'm saying the
(01:23:01):
games are as ending as quickly as possible. If, like,
if you do the dream right and do this and
hit nights or Bahamad, then you might be able to
ward off the aggressive decks. But the thing is, I
don't know if you can do that consistently enough with
this deck. Grant D we have Tara. We can play
three colors and Tara into well Mill one of them
and then you know, you know, so like.
Speaker 1 (01:23:24):
Maybe so standard there there's also a combo. I'll show
you here's the first card. You know this one?
Speaker 2 (01:23:31):
Oh, I know Omniscients. Yeah, we don't have to read
that one.
Speaker 1 (01:23:34):
Everyone knows that this is a five man away to
get Omniscients also standard in white. Right now, there's this
card which is basically for MANA to get a one
to one Omniscience or to get a Bahama or to
get a whatever else we shown. So it's like a
cheaper way to do the thing, but without getting the
extra body that Yuna.
Speaker 2 (01:23:54):
Is sure, but I still feel like it suffers from
the issue you need these cards to be set up
first and die before that happens.
Speaker 1 (01:24:02):
Otherwise, Like yeah, Awakening Omniscience is one of the competitive
decks in standard now, Like really if you can do
this thing on turn four, like you only need like
one or two graveyard setup cards and then one stall
card or an opponent to stumble slightly, and it is
like with what the deck does win the game on
the spot. Okay, so like me, I mean it's like
(01:24:29):
she's slower than the Awakening, right, but she's also two
bodies that they have to deal with. They have to.
She's another lard and herself.
Speaker 2 (01:24:38):
I was gonna say, she's also just another version of awakening. Right,
So it's like you have the added redundancy to make
the comba more consistent.
Speaker 1 (01:24:46):
Oh yeah, and the deck loses if you don't find awakening.
I I know this deck from experience. I got mythic
with it this month.
Speaker 2 (01:24:51):
Okay, Now where is this deck like in the like?
Like are we talking tier one? Like? Where where is
this deck rank.
Speaker 1 (01:24:58):
In best of one? I've con entered it tier one
for a while. In paper, it just had a showing
where it was the second most played deck at the event. Interesting,
and the formats considered to have like an S tier
deck at the moment, it's the steel Cutter is it deck?
And Omniscience was the second most played deck.
Speaker 2 (01:25:17):
All right, I'll give her a three. You convinced me
knowing that this combo exists. I think if you're adding
the redundancy to it, this is a very yu gi
oh thing. Like we'll play twelve to fifteen cards that
basically do the same thing, because that's like what we
want to do for whatever it is our deck's trying
to do. So in my mind, if you're adding another
thing that does it and helps make it more consistent,
(01:25:39):
then if it's already like a top tier like Borderline
top tier deck, I think that this would slot right
in in my opinion, So sure, why not. Maybe the
colors don't align, that could be an issue, but you
already have to play the Awakening, which is white, so.
Speaker 1 (01:25:53):
Yeah, the colors. Yeah, the colors don't quite align because
you have to add but it's not hard to add
green to blue white and play band and have some
redundancy on your Awakenings. Also have just something that makes
a body. It can also bring back something. I also
forgot to mention. The best card against steel Cutter and
(01:26:15):
other decks right now is called temporary Lockdown. It's the
best anti agro card and it also happens to be
an enchantment, so able to get help back a graveyard
from your graveyard strategy could be good. So I do
see a lot of potential for this card, and I'm
very tempted. I have a four. God, I typed in
a four. It's looking at me that it can be
(01:26:37):
an important card in the format because I think it
might all down multiple decks. I don't know if I
can do that, because at the end of the day
it's still a three five. I like that it has
the ward to during your turn. It's very hard for
the opponent to just hold up mana and remove this.
And it's a human, and naming human with cavern of
Souls means you can make this uncounterable. So there's like
(01:27:00):
I can see this as a really good way to
get your omniscience in the combo deck. I can also
see this as a really good card in the Overlord deck.
We hadn't talked about those. The Overlord cycle from Dusk
Morn is a bunch of these very powerful mythics that
our enchantment creatures as well. And on top of that,
we have fear of missing out. There's so many places
(01:27:20):
I want to play you and a hope of Spira
up the bean stock. She's a five man of cards.
You draw a card with up the bean stock and
she can get another up the bean stock. I'm just
rambling now, like you can go bigger, you can go
you can go value. She's five mana, so I don't
think she'll ever be like a four of. I think
(01:27:41):
she'll always be a one over a two of I think, yep.
Speaker 2 (01:27:46):
If it was like she was like three, she's probably
a four of straight up.
Speaker 1 (01:27:51):
I'm going with three. I'm going three. I'm going with three.
I couldn't do it.
Speaker 2 (01:27:54):
Want to be a contrarian. So bad, so bad, dude.
Speaker 1 (01:27:58):
She's a mythic that goes into all these decks. She
might be expensive, you might be. My time will tell
on this review. I think she's kind of busted me.
Speaker 2 (01:28:06):
Fun to come back to this one for sure.
Speaker 1 (01:28:08):
Oh yeah, and especially the ward meaning they can't even
remove the omniscience, like they can't remove her. They can't
remove the omniscients. You get back as long as you
have instance and you can comble off in your end step.
It's like they never interact unless they can pay ward,
which is so hard to do. It's so hard. Ah.
I love her, lover her lover, love her love of lover.
All right, Well, that is an hour and a half
(01:28:31):
of reviewing Final Fantasy Cards. We've taken a chunk out
of the set. There's still a lot of the set
to go. I'm definitely going to show a bunch of
these to Rare in tomorrow and see how how he
rates them. We'll see you can get the more bangers
out of the set. But what do you think? You
think you got this?
Speaker 2 (01:28:47):
Yeah, I think it's I definitely had some missues, for sure,
but I do think for the most part, I feel
pretty good about my choices and I'm excited to see
Cecil Rex standard. That's gonna be great.
Speaker 1 (01:28:59):
Yes, cecalon day one, you've heard it here.
Speaker 2 (01:29:01):
First, everyone's gonna be playing that. It's so good.
Speaker 1 (01:29:05):
Thank you for watching or listening to the Covert Go podcast.
Remember to use the promo code cgbpod at checkout on
coolstuffink dot com to show that you love the show.
Also subscribe on your audio platforms like Spotify and Apple
Music and iHeartRadio. Leave a review with five stars of
course for yours truly to help grow the show. Thank
(01:29:28):
you for watching it. As always, you're cool.