Decks That Defy Convention | EDHRECast 264
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- čas přidán 18. 05. 2023
- Deckbuilding principles and heuristics? Who needs 'em! These commanders flourish by bucking tradition and forging their own paths.
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My experience with Prosper has been they play the average amount of Ramp spells, but less Lands because you can't play 2 from exile but you can play a Ramp Spell and a land.
Yeah this is a good point. I have a Grolnok deck and I always find that my exile pile is filled with so many lands. Maybe I should run more ramp instead.
You make a great point. Though, I will say that I do enjoy seeing lands placed into exile when playing Prosper.
Being able to get a semi sol ring like ramp effect is great. It's great for the spells I want to cast from hand and for keeping information from my opponents.
I was building a Rocco, Street Chef deck with a friend and they recommended an Exploration. Super smart pick because despite it not being a Lands Matter deck, you exile so many lands that having the +1 is a big help.
@@calebbrown1068If you're building with +1/+1 counter synergies in mind, I would also suggest Scale the Heights, too!
@@calebbrown1068that makes sense. I slotted it and burgeoning into tuvasa enchantress for similar reasobs. You draw so many cards its very easy to get tempo value out of them.
One thing you guys forgot to mention about kinnan is that a good amount of kinnan play comes from cEDH, which those decks typically run very low land counts in general
I was just about to mention my cEDH Tovolar deck is on 26 lands
Sythis is different because:
- She draws you a card whenever you cast an enchantment spells
- She ramps with “enchant land” auras, so you draw for having cast a ramp spell
- Arbor Elf can easily untap an enchanted Forest
That’s so cool that I don’t even have a Sol Ring in my Sythis deck
Yea Sythis really doesn't need a sol ring, because you want most of your mana to have color since I am doubtful that you run any colorless enchantments.
My sythis deck actually runs zero artifacts period since i run both collector ouphe and stony silence which shut down artifact abilities period. Mana is almost never an issue with her hecause of all the land auras plus stuff like virtue of strength
Finally got into the groove of grading final essays, then this pops up.
Joey, would you be willing to email my students and tell them that you and yours are the reason grades will be submitted later than planned? :P
Yay!!!!! Friday!!!! New EDHREC!!!! Been waiting all week for this. Thanks for all y’all do. Love it.
Absolutely LOVE the podcast! I've recently started playing commander again and I've enjoyed catching up so much. Thanks for putting out great content.
Festering Evil was exactly what I love about this channel and the Challenge the Stats segments (other than Matt's segues). That's going in my Strefan deck asap as a way for more blood tokens
I love this kind of topic !!! But what I realized (based on Dana's insights some episodes ago) is that having backup plans for when your commander is dead a few times is nice too. For instance running 0 draw in Arcades is OK for when Arcades is in play, but having a way to draw for answers when the dragon died 5 times is cool too !
White has a bunch of 4 mana reanimation soil you run those, you can let him die and not worry about the tax and have so much extra mana casting defenders to keep the card draw going.
A good point, there are lots of nasty ways to lock down a Commander and if you have only 1 or 2 answers to that type of problem in your deck then you're going to want some alternative card draw options.
Magda doesn't need ramp because not only does she make treasures, she plays the big wincons in the deck without tapping any lands at all. She needs cheap dwarves and ways to tap them and that's basically end of list
cheap dwarfs, the artifact combos, and things that let you tap dwarfs on your own. Maybe a couple of dragons and a blightsteel for gigs.
Still love you guys, despite the lack of a roast 😢
Looks like Matt's a little Walshed up!!
If you want, the community can roast you! Sorry your shoutout was a Walsh out...
Yea they were Nicho"less" creative than usual.
I have a Selvala, Heart of the Wild Deck that only runs like 25 lands because of her mana generating ability. Leaves a lot of room for all the big fun green stuff.
Just made a Baba deck, watching Joey play it was just so satisfying! Y’all have such great content!
I do think it's worth mentioning that, in addition to Commanders that draw cards, win conditions in the command zone are also likely to lean more into ramp than card draw, since getting them out faster makes it easier to close out the game than a traditional draw spell. My Radiant/Jeska deck is reflective of this, as Radiant is incredibly difficult to deal with when she's on the board and will one-shot players with anything that gives her at least 1 power, such as the plethora of equipment that give +1 power and either provide a treasure or land when you hit/swing, respectively.
I’ve got an Omnath, Locus of the Roil (the Temur one) deck, and my experience is pretty in line with the thing said about Aesi/Tatyova decks and card draw. Another interesting tidbit setting it apart from the usual template is that it doesn’t run Sol Ring. It doesn’t get Omnath out sooner than a rampant growth or something else similar, doesn’t contribute to turning his card draw landfall on, draws the table’s ire, and is completely dead late game.
Joey! They are no longer the Knignts who say Nee. They are now the Kights who say Ecky-Ecky-Ecky-Ecky-Pikang-Zoom-Boing-Gumzowehzeh. 😂😂😂
I have a Jhoira artifact storm deck that runs 33 lands with one single 5 drop and an ungodly amount of mana rocks. It's not out of the ordinary to draw 15+ cards in a turn.
a 5-drop? is it the thopter dude that bounces back to hand? coz i found that deck topped out at aetherflux reservoir and everything else was mana rocks or 0-1 drop artifacts like the tormod's crypt
By the end of the year Matt and Dana are gonna steal the "edhrec you're deck before you reck you're deck" from Joey. 😂
I have a Zurgo, Helmsmasher deck that runs over 20 board wipes because he wants to wrath the board every turn to get in that sweet sweet commander damage.
My general plan when i am initially building a deck is the 8x8 square plan. I make 8 categories of cards with 8 cards per category, the commander takes up one of those spots, and the other 36 are guaranteed to be lands. That's not to say I only ever or 36 lands in a deck, but that i guarantee at least 36 slots for lands. Then I'll tinker with the deck a little once it sees live play, and I'll adjust/ replace cards as needed.
I notice that with high mana curve decks like dragons, its not so much the land count that matters in games as much as the ramp. I have 34 lands in my ur dragon deck but i have 22 ramps! If i swap out ramp for lands because im scared to miss a land drop then i will lose 90% of games. Ramp helps me win roughly 40% of them.
Obviously you cant win them all. But its a lot more fun with ramp in the deck compared to waiting until turn 7 to do something.
Interesting. I just checked my Ur-Dragon list out and I have 11 pieces of ramp and 35 lands. I feel like once I'm in the dropping multiple dragons on the field phase I prefer hitting lands rather than ramping further. Then again I have like 5 or six cheat creature into play like abilities in the deck as well.
My newest build has been Olivia, Mobilized for War. Since she has the chance to discard whenever a creature enters under my control, I've found my hand empty in every playtest I've done. She is definitely one that needs MORE card draw than average just to keep the hand full.
Gluntch is a big one for me. I get 2 treasures at first and then later the card, meaning I run 30 lands, no ramp, and no card draw, and then I can fill those spots with fun stuff 😀
I actually pulled a bulk of the mana rocks from my Sefris of the Hidden Ways build for ETB initiative creatures instead to make it more synergistic and because I backwards long jump through The Undercity (dungeon) so fast that I'm constantly holding land and making treasures.
Nice Mario 64 reference!
I decided to go for monoG dungeons with Varis, supported by flash and a bit of elf tribal, featuring Ellywick... and I'm also one Loot Dispute away from rolling black-red dungeons and treasures off the assembly line with Safana//Guild Artisan, featuring Acererak, Zalto, Xorn, and both the black and red adventurers.
People always get confused when they find out I run 50 lands in my lord windgrace deck
Dang thought I was over doing it with 40 haha
@@nathanmoore3866 I have that deck to but I have three decks that have 40+ in them
I have an Octavia, Living Thesis deck that runs 15 lands. The original idea was done by Benjamin Wheeler over on LoadingReadyRun youtube channel. The deck is just every single cantrip you can think with small evasive creatures. Super fun deck easily my favourite commander of all time. Loved the video as well guys. Always good to see other peoples ideas on thinking outside the box.
I feel like my Brago deck has waaaaaay more Mana rocks than usual purely because I can untap them via flickering. It's basically an extra turn each time and I love it
I have, in fact, drawn too many cards in a game. But Archmage Emeritus does that with triple triggers
I'm not a patreon member, but I'd love to hear a podcast about turn count in edh. I am an avid brewer of budget decks (50 dollar range) that aim to win around T7.
But I've played a lot of paper games with my upgraded Tivit precon(40 plus 10 in upgrades) that commonly go to 12 turns. Amazingly that precon can keep up with a lot of other players in my local meta.
To contribute to the lands discussion, my tivit deck plays 38. Plus a suite of rocks. I love this because it gauruntees a t4 or t5 tivit. The deck is very mana hungry and I love hitting my land drops every turn.
I built Katilda and lier. That deck plays 34. Including a bala ged recovery. I have found that to be perfect, too.
In my Elas il-Kor deck, I actually don’t run any spot removal. How I’ve build the deck means I have two plans for my turn: flood the board or wipe the board and that means my opponents rarely have creatures I don’t like hanging around.
Joey channeling golem rn? 11:07. Lots of dorksies. Lots and lots of dorksies. Gooolem! Gooolem!
Good friday everyone :)
Happy Friday to you too!
at 24:30, I knew exactly which Un card Matt was referring to, and it's an absolute house in xW token decks (especially Cadira)
So Tormod's Crypt with Urza in play is an upgrade to Mox Sapphire....
Never thought of that.
I've got an old Freyalise, LLanowar's Fury elfball derived from the precon and I have it down to like 2 removal spells - turns out when your commander is a planeswalker with an ability to just destroy artifacts / enchantments, you don't need many more than that
I have a Tayam deck where I have nearly no instants and sorceries. It felt like a waste to mill an Assasin's Trophy or an Anguished Unmaking and have those cards never do anything, so they got replaced with the likes of Big Game Hunter, Skyclave Apparition and similar.
Oh, Edric. Yeah, I don't have a lot on the high end, thoughn I did snatch out a game that ran long with Hypnotic Siren's Bestow ability. Normally it's another 1/1 flyer, but having the late game 'steal the big threat' move is awesome.
I have a Zacama deck that runs very little removal of any kind and zero board wipes. I initially had one, but cut it because I figured I could put in something more fun. Zacama has all the removal stapled right to it and can hit nearly every permanent type, so I think I run maybe two or three removal spells
Popping in to make a point about the amount of basics discussion at the end. Generally speaking less basics and more utility/color fixing is better. It's when you get into basic land ramp and basic land pay off territory that you want over 4 basics. Amount of colors also obviously makes a difference. I play a Torsten, Founder of Benalia deck and I run 16 basics because my deck isn't color intensive and the best ramp I can play is on creatures. Creatures that ramp usually tend to care about basics (Topiary Stomper, Steve, Vastwood Seer, etc.) with some exceptions like Wood Elves for example. Running minimal basics just means you should run little to no basic oriented ramp. Could you get got by a Back to Basics or Blood Moon? Sure. Extremely unlikely though. Could someone Path your creature and you fail to find a basic? Sure. More likely but still not very. The point is that there is incredibly little incentive to run basics unless you play cards that actually refer to basic lands. If you want to ramp very consistently then higher basics and basic ramp are fantastic, but if you're ramp package is good without it, then you definitely don't need to run very many basics.
The deck that I play without any ramp at all is Skullbriar, the walking grave.
Ramp in that deck is literally wasting turns and slots in the deck that can be way better invested in giving +1/+1 counters on the commander to hit as hard as he can while everybody else is still developing their board.
At early game people just don't want to lose their creatures on block, so that makes even easier to make Skullbriar bigger.
It's a very straightfoward strategy, but it creates really fun scenarios.
I used One With Nature, Ordeal of Nylea, Deathsprout, and the land auras that give +1/+1 counters as my ramp in my Skullbriar deck.
Dana, with you bringing up Edric, I've got to bring up Rigo, streetwise mentor. I love that deck because I run 0 ramp but man it doesn't need it with the paper cut strategy
Mi Rigo is my big butt/initiative deck, good to read tou have an interesting one too
@@SSolemn same, i feel like he's real fun. And I made mine mostly azorius so the man's manabase could be cheap and keep strong tempo
I run fewer creature removal spells in Chatterfang than I probably would otherwise, considering green and black can do that very well, because Chatterfang's effect has removal baked in that bypasses things like Indestructible.
One deck I run less removal than a typical deck is Mazirek. I built that deck in such a way that I force my opponents to sac creatures to trigger Mazirek, so I need there to be at least something across the board from me.
That gentleman's stealing segways are so hilarious! 😁
I have a reality chip deck that only is running 26 lands. But I do understand that that deck I play is really weird as 68 of the cards are one drops. The whole point of the deck is to play out the whole deck and win with the laboratory maniac. The deck has no self-mill shenanigans but you can play out your whole deck in 10 turns. Then the problem I ran into a planning it was I would stall with a land on the top of the library that I couldn't play. And by reducing the number of lands and increasing scry effects, I'm able to get land drop every turn and still use up all the mana. On one drop creatures
Love hearing Joey talking about angry BoBo then shortly after playing an angry BoBo on Shuffle up and Play.
Speaking as a Nicholas, I can tell you this, Matt: Only our moms call us Nicky. You have made a grave error. You will hear from the council once your fate has been decided.
Been playing Maelstrom Wanderer for years and I found very quickly that running counter spells is usually a no no. Interaction is fine but only if it can also be used aggressively (such as Terror of the Peaks and Sarkhan's Unsealing).
My prosper runs about 12-14 ramp spells because the deck is built to have him out at all times to maximize value and he can be a removal magnet in certain pods
Way too much my dude
Propser is a ramp spell himself he makes you treasures use them to protect him
nah, you’re good, i run about the same. Prosper is a magnet for removal, as I mentioned before, it’s just meta-dependent on the choices your make!
@@famousstranger8468 not if you want him out by turn 3 at the latest well over 50% of the time. This is according to hypergeometric calculations to assure prosper is online asap
Also, some decks don’t work without commander in play, so you gotta run more effects that duplicate Boots and Grieves. Say:
Diplomatic Immunity
{1}{U}
Enchantment - Aura
Enchant creature
Shroud (A permanent with shroud can’t be the target of spells or abilities.)
Enchanted creature has shroud.
I have four decks that run about only 3-4 creatures in the 99. Melek Izzet Paragon, Mogis God of Slaughter, Arjun the Shifting Flame and Noyan Dar Roil Shaper.
Melek and Noyan Dar are mostly instants and sorceries, Arjun is about randomness (not pure chaos) and Mogis is about hurting opponents
Talrand is my deck that runs maybe 3-5 creatures
I have a Gargos, Vicious Watcher deck that runs 0 removal for creatures. All of those slots are filled with pump spells that Gargos makes into removal
My Zimone and Dina deck runs a wonky number of card draw and ramp. I run around five pieces of card draw, and around 9 pieces of ramp. Ramp of which isn’t actually ramp, it just gets lands into my hand
I've built a Tadeas, Juniper Ascendant (Universes Within Dhalsim) deck and it playes really different - it awards you for playing creatures people barely use - stuff with 0-2 power. Put in there as many 'assign combat damage with toughness instead of power' there, some hexproof/board wipe protection and you're set to butt-slap your opponents!
A funny deck I have, I have a Captain N'Ghathrod deck that yes runs horrors and mill but I also squeezed in a few pirates. Because...well....
My Adeline deck runs no mana rocks and 38 lands. The deck is wonderfully consistent and benefits from hitting consistent land drops and deploying good weenie creatures to trigger Adeline when she comes into play on turn three. The curve stops at four, with a couple of board wipes at 6 for just in case.
Dropping the mana rocks for more lands and one and two drop creatures was the best decision I ever made.
How to get Dana to start playing basic lands: just drop a Blood Moon
In my Kitt Kanto deck I definitely run less removal because of her goad ability!
Speaking of Grismold, an amazing include that's missing in the average deck is Titania's Song: turn all treasures (and clues, food, etc) into 0/0 creatures that pump Grismold when they die, what's not to like!? (in only 18/1410 decks on EDHRec)
Thanks Matt for the shoutout in the June 2nd episode!
My mono G legends deck helmed by Reki is a good example of one of those decks that doesn't need draw spells, but also the deck struggles a lot. Being mono G it doesn't have good answers against combo or go wide strategies. And, while it is sometimes frustrating to know a game has gotten beyond my decks ability, on average I'm OK with it because I prefer not to be running high power decks.
My Elsha of the Infinite deck runs 32 lands (with four noncreature MDFCs). I really need that top card NOT to be a land. Nothing is a bigger feel-bad than hitting a stack of lands. If I ran more conventional lands instead of MDFCs or even just more lands in general, my deck would come screeching to a halt more often. As a result, the deck needs a lot of cheap mana rocks and cost reduction though. Sometimes it backfires spectacularly, but that is the risk with playing a Commander that likes a low land count.
No pun for the patron? You sure are Walshed up
I can tell you why pestilence also sees a lot of play. Pdh. It is hands down the best boardwipe in pauper
My Boros Spellslinger deck has a scary amount of draw spells in it. I kept adding more in, because I would vomit my hand early in the game, and be stuck top-decking.
17 draw spells/cantrips, not including tutors, Sunforger, or Underworld Breach. (Which grant massive value and/or recursion).
Running urtet (the myr commander), I run less lands. Usually since I include all 9 mana dork myr, and 10 mana rocks / utility mana rocks that have a secondary effect, as well as stuff that turn all my
The 10 indestructible artifact land. 15 basics (3 of each color), dark steel cathedral, and Cascading Cataracts.
Why the 12 indestructible land and so many mana rocks? It's a land hate deck. Fall of the Thran, stone rain, Armageddon, cleanse, annex, Seismic Spike, Pillage, ect. Winter orb as well.
Basically the deck revolves around hating on their resources and ramp while i slowly build up a myr army, and my resources being mostly safe since they can't cast artifact removal with no lands.
Only lost so far to two things, bad opening hands and other decks that focus hard on dorks like elves.
You mentioned card draw as it relates to a deck like Chulane or Korvold that give you cards for doing things you already want to do like sacrificing creatures. What adjustments would you make to similar commanders that have a harder conditions to meet? For example, Tovolar and combat damage with wolves/werewolves. You still have draw in the command zone but the requirements are more difficult. Do you still play the standard amount of draw?
I have been on the low and high end of lands I have a koll cheerios/aristocrats deck with 25 lands the mana curve of that deck is 1.52, and I have a Jadzi deck with 65 lands
shorikai genesis engine is a perfect example for this aw well, it gives you draw and board presence. this incentivizes you to run less land, and draw, for spells that untap artifacts and mana rocks. the more artifacts the better. get an intruder alarm crew your comander and go infinite.
I guess Matt is Walshed up?
Don't worry I got you.
I have a Ayara First of Locthwain deck and I have noticed i have basically fallen into, "oops all creatures," with a handful of artifacts that double double effects. And 50 percent are ETB everyone sac a creature or ETB kill a creature or draw a card.
Everyone hates Ayara.
I think a major part of playing decks with low lands would depend on what form of mulligan you have in effect.
That shoutout was a complete Walsh.
my Child of Alara deck does not run Sol ring.. Also runs a very high mana curve.. but the mana curve is very misleading. It's a dedicated reanimator deck. Atraxa isn't a 7 mana spell, its 2 mana for animate dead, 1 mana for reanimate. My commander is my sweepers, my removal, my control card.
Starn is jank. He’s weird to play sometimes, he sometimes is shut down, but when he isn’t, HE WILL SHOW NO MERCY.
I play a Phelddagrif Group Hug deck where i cut every defensive Pillowfort card and slotted in more crazy cards I wanted to play. I don't need pillowfort when I can discourage my enemies with "not" giving them cool things to let me be. It feels so much more fun to play that way. "Oh you attack me? Thats not nice, everyone gets two hippos except you I guess... :`( ... "
Even if you aren't playing landfall, running 40 lands in a Commander deck is pretty reasonable. Consider Limited formats where it's typically recommended to run 17 lands in a 40-card deck. That's comparable to running 42 lands in a 99-card deck. Or consider 60-card formats where a typical number of lands in a deck is 24. That's comparable to running 39 or 40 lands in a 99-card deck.
I have an Firkaarg and an Omnath angry jellybean deck the first runs a little low on card draw the second is about 42 lands i think
I'll be honest I finally counted all of the lands in my galazeth prismari deck and I nearly passed out when I found out it was only 25! Granted the amount of treasure generation is insane I still had to count 4 times. I have since added 6 lands and i think it is running perfect now.
My Wyleth, Soul of Steel deck is $100 budget and runs most of the bad like 1 mana auto-equip equipments because they draw a metric ton of cards. Because of that, the average cmc of the deck is like 2.12 so I play 36 lands and one mdfc
Joey, bring back the scarfs!!!!
Ghyrson definitely needs more lands than 31!!! Let's say you have a basilisk collar, a 1 damage pinger and ghyrson as your line of play....Ghyrson WILL get removed. Instantly.
My Faldorn, Dread Wolf Herald I play 48 lands. With the amount of extra land plays green has and play from exile cards red has it's a match.
48 lands??? Wtf
20:49
Dana: "I never walked away from a game thinking ' Oh I would have won if I hadn't drawn so many cards" ...
Meanwhile, Josh Lee Kwai from the Command Zone in therapy for his Altar of Demencia induced PTSD: "Hold my Cards ! "
That shoutout sure was a Walshout
I play 34 lands jn all decks except two! I have 36 in my Thai and her frog landfall deck, and 33 lands in my Ivy spell theif deck. Am I not playing enogh lands?
Anyone else playing Mysterious Egg in your mutate deck because you love the Mothra's Cocoon alt art
Did you know that dad jokes help children develop socially and emotionally by putting them in cringe inducing situations and helping them cope with the experience in a safe environment.
people hate on starlight spectacular but it is seriously strong in token strategies
Took Sol Ring out of my Animar Mutate deck. It always felt clunky. The first thing i want to do is cast my commander, but sol ring doesn't help. It's better to run more mana dorks instead.
Alot of these commanders you are talking about super depend on how powerful your format is, if you can't stick your commander you are probably going to lose if you have neutered your main deck because you don't need it as much when your commander is out.
Alternate title for episode: “cEDH decks look funny”
My Omnath, Locus of Rage deck runs 63 lands. Just about everything else let's you play extra lands. Who needs to do anything else but make multiple 5/5s every turn?
My esika deck runs no sol ring and only 32 lands because she turns all my creatures into mana dorks
I’ve actually lost a game, because I drew to many cards. My buddy had a hug deck that killed people with windfall.
I do play card draw spells in Arcades because in my experience chaining walls is not enough. It doesn't get you ahead in cards that much since your deck is probably about a 30% creatures.
I agree that you definitely need ways to draw a few extra cards for those times when you can't keep Arcades out, but I've also found that there are enough walls that draw on ETB, and wall-adjacient cards that can help you draw cards, like Flumph and Rigo, Streetwise Mentor, that you really don't need to run any spells that just say "draw a card." I can see why you'd want some high impact ones like Rhystic Study, though.
The best card draw effects in my experience with that deck are doublers like Panharmonicon and Teferi’s Ageless Insight and to a lesser degree Tocasia’s Welcome. Scroll Rack does a good amount of work too when you start flooding out.
@@Kilgore85 Oh yeah, Panharmonicon and Ageless Insight are incredible in that deck, but I didn't mention them in my comment because they also rely on Arcades' ability to trigger to get the extra draws. (Though, they do help out with all my Wall of Omens style effects, too, I suppose.)
@@brianlinden3042 Yeah like Sylvan Library in my case.
I agree that chaining walls is not enough, unless you’re fortunate enough to have Wall of Omens, Wall of Blossoms, Orator of Ojutai, and/or (to a lesser extent) Gatecreeper Vine in that chain. I don’t like Teferi’s Ageless Insight or Panharmonicon because, as stated above, they require Arcades to be on the battlefield to have any meaningful effect. Teferi’s is a little harder to cast with 2 blue pips, and Panharmonicon is scary enough to draw spot removal more than others. Rigo can get a fistfull of cards, but it also needs Arcades (or High Alert/Assault Formation) to make it work, and it’s not a defender itself. Plus, many times you just don’t want to attack.
For me, the best card draw is Guardian Project, because you don’t need Arcades to make it work. I also really like Spark Double to copy Arcades, which then doubles my draw, and I still keep drawing if the real Arcades gets spot removed. Or, if I need something else, like a big Tree of Redemption, Axebane Guardian, or the pump of Stalwart Shieldbearers, I can use Spark Double for that instead.
Eerie Interlude is a great way to fill your hand at instant speed, if you’re not using it to protect from a boardwipe. The aftermath of Dusk to Dawn can fill your hand in the later game and effectively propel you to a win, especially after a boardwipe.
Rhystic Study obviously is nuts, but it’s 3x the $ of Guardian Project, in a deck which is generally otherwise reasonably inexpensive, plus it is so powerful and annoying that it tends to get removed ASAP.
Wall of Mulch is a decent backup plan which you hope you don’t have to use, but can be really helpful; Portcullis Vine less so. I don’t think I’ve ever gotten more than one extra card in a game from Flumph’s ability. Jeskai Barricade, to bounce and re-cast Wall of Omens or Blossoms, is a nice way to get 3 cards, especially if you’re holding Jeskai and 2 mana to protect your commander and find you didn’t need to use it for that.
The shout out pun was a WALSH this week
You could say he's walshed up.
@@nicris12 Hey! Walsh your mouth!
@@nicris12 Not me out here thinking I was original but this man's is out here coming up with bangers an hour before I think of the same thing 😢
I have a pirate deck that I don’t have any removal in cause I don’t want to destroy creatures, I want to steal them. Also instead of board wipes I have echo of eons cause that deck just wants to be in early game state.
My weirdest jankiest challenge if anyone playing Dynaheir or Maelstrom Wanderer : Ovinomancer. With only 8 inclusions this card is a reusable blue removal if you activate it as soon it ETB.
Can someone explain please the fish joke at the beginning? I dont get it, no matter how hard i think :D
Angry Bobo. I may just make a Borborygmos Enraged deck to call it that.
Toluz !
How is it that Urza has "only" 7k decks? I thought he was way more popular than that