Jame, it's kind of frustrating that you talk about these cards in the context of evaluation but then don't know how to evaluate them yourself. Just on slogurk alone, you focus too much on land destruction when it might be helpful to mention fetchlands - the common version of which see play in standard right now. You say blue cant discard cards, but looting is a big part of blue's identity. Milling and surveil are huge for blue too. Channel lands are a bit esoteric to mention but mentioning that putting lands in the grave is a possible strategy is worth talking about. I like what youre doing broadly, and its cool to unite different game's players, but like please prepare a little better for these videos
Is solgurk a good card? Maybe kinda good only in standard with a build around and even that deck is pretty mid. I like the card, and would love to se a good slogruk deck.
You could make Vohar pretty reasonable in a Living End deck. Since Living End has no mana cost it would let you cast it from your graveyard just by sacrificing Vohar. The downside is it wouldn't have very many good ways to kill yourself super fast to make it particularly lethal. So it might be a bit slow for something like modern, but could make a decent living end deck for casual 60 card kitchen table magic.
Mono Blue: the "You do what I say you do" color, the "Who said you could do that" color, the "You're playing your deck horribly, let me play it for you" color.
I think the evaluation at the end is super interesting because I think currently Zoo is the weakest deck out of the three (even if everything was unhit) and vanquish soul is the strongest out of the three (considering topping lists from a couple formats ago, etc). Historically Zoodiac is the strongest because of tier zero zoo, but honestly if any of these three decks could hold a candle against snake-eyes or tenpai right now I'd say it's probably be vanquish soul or P.U.N.K. (but feel free to tell me I'm wrong and stupid 😂)
@@TheOneJameYT Thanks! I'd be curious to know what you thought of my evaluation. I got back into yugioh semi-recently (probably right before tearshizu format?) after a 5-ish year hiatus so I've been watching a bunch of stuff to catch myself up but I might be a little rusty lol
Sorry, am I missing something on Slogurk? I was only able to find a single deck that plays and no decks in the standard or modern metagame even have it. Seems like a terrible card.
The deck that plays slogurk exists because slogurk is so good in it. It’s based solely around that card. I’d call that a good card. That’s a standard deck but there’s also a fringe modern deck that plays it too, Seismic Assault.
honestly, at this point it seems like he is deliberately lying or leaving out relevant information to confuse the guessers. just on slogurk: "there are channel lands but they are expensive" (doesnt mention that they actually get cheaper with legendarys in play until after the guess), "green and blue dont really discard cards", few min later: yeah, slogurk is played in a deck with rona (a blue card) which allows you to just discard. and thats not even an exception. lots of blue cards loot (ie draw and discard). and it is hard to believe that he simply "forgets" to mention those crucial details, when he mentions them in the actual evaluation. he also often chooses cards that arent really that great on their own, but are enabled by very specific other cards that make them really good or even broken. but without knowledge of that other very specific card its impossible to realize that in evaluation. very mean spirited in my opinion.
It’s 100% not mean spirited. The video would be boring if I told them the answers. It’s interesting if I let them come to their own conclusions, and I purposefully try to choose cards that don’t require as much context. I gave him Slogurk before evaluating Wrenn and Six so that I could tell them that fetch and channel lands exist beforehand.
That's nowhere near the same combo potential. On one hand because it depends on your opponent so you can't build around it. On the other hand because the card needs to go to the graveyard in the first place, so you would at least need a second card that discards or searches to graveyard to enable it, whereas Vohar IS its own enabler.
@@fernandobanda5734 I wasn’t talking so much as a combo card rather then just value. It’s more of a midrange card, I’ve played with it in both scam in modern where it gets lots of value with the undying effects before saccing it. Also in legacy where every card is strong and this one being at instant speed I can use opps force of will which is always fun lol
@@matthewlofgren7570 Yeah, that was my point. Casting from your own graveyard for free would be just solitaire combo nonsense, while Dauthi is just a card you play for value even if it's very good.
When you were explaining Phlage at the end you forgot to mention the ever wonderful Stifle!. Past that this was a great video as always. These different perspectives videos are some of my favorite MTG content out there, keep doing what you're doing!
@@TheOneJameYT Rona + Inti + Relic was the perfect slow burn but even then, that deck didn’t see play until all those cards had been out for months. It’s just always so cool to see how much of an effect a bit of extra testing time can have on
Slogurk is realy good because recuring your lands is good. 5 minutes later i dont think if recuring a land is good XD he should have remembered his slogurk mistake when he saw wrenn
Modern MTG players! If you’d like to get ahead of the competition with Energy decks, I’m doing a deep dive masterclass talking specifically about Boros Energy and Mardu Energy, and how to play each matchup including sideboarding. Whether you’re new or advanced, this will help you immensely. The link to it is in the comments below!
Good video. I do like this content . Its interesting to see what people that aren't familiar with mtg rules and strategies think of cards. It is more interesting the less experienced they are lol
I would love to see more Yu-Gi-Oh players react to Thought Seize, when I started playing last year thanks to Arena and RU-vid videos, the fact that it’s only really good almost broke my brain. That and seeing how much stronger graveyard hate is, I would argue that is the one area where Magic eclipses Yu-Gi-Oh in power level.
Discarding is sort of split between red's looting/rummaging effects and black's activation costs. Blue usually draws without discard, and is usually just looting effects when it has a discard ability.
@@pastapockets984 yep. I didn't really think about all the blue looters when answering his question, although one of the reasons Slogurk was so good in standard is directly because of Rona, a blue looter lol
my reaction to wrenn and six was immediately "well, you keep any hand with it, a fetch land and another land, you can mulligan to 4 with no issues if you have that.."
I had a game in KLD draft where my opponent mulled to 3, unfortunately I did too, and their 3 were island, mountain, Saheeli Rai. And yes they got the third land
I cam to comment this as well us. I understand how the deck works . I just don't agree with your assertion that that deck is one of the best decks in standard. It is a deck in standard. It's tier 2 at best and slogurk and the channel lands have been around but didn't reply see play til murders of Carlos manor came cause of aftermath analyst
No idea about what plays it in modern, but the standard deck (rotating out at the end of the week, so don't bother learning it) basically cross-connects a handful of synergies around Rona, Inti, Slogurk, Channel lands, Relic of Legends and Honest Rutstein. I'm just gonna go over all cards in the version I play. Slogurk is the star of the show and one of two usual wincons, but Rona is the real engine of the deck. She does a ton of things for us: looting to find other key pieces, looting away duplicate legends and relics (you only need one relic to make mana with legends, the mana rock modus isn't too great), making tons of mana with relic and potentially impulse drawing extra cards with Inti. Inti can be used to give anything trample and counters, but that's not super important here. His real purpose is to get extra cards from looting with Rona and channeling our lands, both things we often do on the opponents' turn to get better planning with the Inti cards. Relic of Legends makes some mana with our legends, and tons with an ever untapping Rona. Slogurk gets huge from channeling lands or pitching them to Rona. Can do some value stuff by bouncing itself, but we really mostly do that in response to removal, as the huge trampler we're missing out on otherwise is so great. Grows from everything, draws three great cards on being removed, and often comes back. Lategame, we may cast and legendrule a second one to life from the loam some lands. Ertai Ressurected is our Insurance against Sunfall and similar problem cards, or removes two attackers against aggressive matchups. We often want to keep that one open when we have him in hand, and we often takenuma for him. We might even otawara him to recast him. Honest Rutstein is nice value as a grave digger, but the reduction is also super strong, especially with keeping ertai open, or playing second Slogurks. If you have two of these, a Rona and a relic of Legends, you can tap Rona and Rutstein to play the second Rutstein, untap Rona, keep the untapped Rutstein, get the other one with the etb and be infinite. Most versions play a single vial smasher as a payoff to instakill, but some just play Rutstein for value and trust in the 'gurk. Other creatures like Titania, Aclazotz or Tinybones are just there because we need to fill our deck with legends, and removal is removal. Use all of those to stay alive. Lands... The Channel Lands are all great at one mana, and we hate channeling them for more. Don't be afraid to use them as actual lands, we have more. Just be aware that you play four colors. Otawara is a nice removal in a pinch, but it's also great to save our stuff from removal or to recast ertai or Rutstein. Boseiju is most often played as a land, don't try to manascrew them, there's too many lands with types. Use it for synergy pieces and leyline bindings if you have to, but don't be overeager with that, you are ramping them. Takenuma is particularly great, because if you mill lands, each of those can be a counter on Slogurk if you have one, and it can be a Slogurk if you don't have one. Use it aggressively even on an empty grave, just to fill it for future Slogurk ltb triggers. Also you'll probably hit something, there's a lot of creatures in the deck. Don't play sokenzan or eiganjo, you never need those colors. Plaza of Heroes is awesome, it's perfect mana. The protection can come in clutch, but isn't why we play it. Play cavern of souls on Human or Ooze, if you're unsure, we have mainly humans, and gurks are important to resolve. Often you'll need to put the cavern on whatever you're trying to cast tho. You can cycle trilands if you want to, but it's often too expensive. Just play them when it fits the curve or throw them into Rona. I'm pretty sure that's most you need to know off the top of my head.
@@sethstephens4777by the end of the format it was proved to absolutely be tier 1. It’s main weakness was that it was incredibly hard to play but from pro tour thunder junction onwards it saw consistently high rates and consistent top 8’s from people who could play the deck.
Void Winnower is honestly one of my favorite Eldrazi to play in my colorless commander deck. It for the most part will just shut down half of any opponents deck regardless of what they’re playing
You say that all the cards are either really good or really bad...then you give him Time Wipe, a 5 mana board wipe that saves your best creature, but is only not played in standard currently because there a literally twice as many board wipes as there have ever been in any previous standard and there are 2 or 3 that are slightly better in most control decks. Time Wipe is a GOOD card. It just barely doesn't make the cut right now, but almost certainly would see play with one or two tiny adjustments to the board wipes available to current control shells.
It's a fine card, however, the whole point of magic as a game is that you play the best cards in each slot. It is demonstratably worse than the other available boardwipes so it's not good. Would it be the best boardwipe if no other boardwipes existed to unconditionally destroy all creatures, yes, but that format is a hypothetical and even in that format it may not be good because the difference between 4 and 5 mana is huge and can mean you just die before casting it or dying immediately after casting it.
I don't think I would ever play Time Wipe in a control deck. Usually you either don't have creatures on board or you use tokens, in both cases it's a strictly worse Supreme Verdict.
It saw a touch of play here and there when it was in standard, but in general, it is not a competitive card. It's not legal in standard any more and there are way way better options in pioneer or older. But this does speak to the sometimes subjective nature of card evaluation. Like the slogurk example. As well. Its good in that it has a deck but it's not really good in that the deck is fringe mostly.
i like you said no good cards that ramp damage in red and im like *laughs in ojer* -1 deal 4 to anything isnt terible lel (i imagine hes slower in non comander formats?) 39:41 i guess the master multiplyed is the closest we have but it says tokens
Wrenn and Six wasn't banned in Legacy primarily due to fetch lands or channel lands, but for letting you Wasteland your opponent every single turn over and over. Every interaction mentioned in the video involved Modern legal cards, and Wrenn isn't a problem in Modern. While hitting a land drop every turn and looping Boseiju were likely factors in the decision, recurring Wasteland was the only use of the +1 ability cited by Wizards in the B&R announcement explaining why Wrenn was banned.
It is a good card in modern, I was just mentioning that it was good enough to get banned in one of the most powerful formats. I definitely should’ve mentioned wasteland tho
@@Phoenix512100 Yeah, I think I was just remembering the horizon lands (and maybe some other things) for falling into the general slot of "lands you can use every turn with Wrenn". Which again is an interaction Wrenn has access to in Modern.
It was wasteland and the ping ability was also really, really good in legacy because there are plenty of 1 toughness creatures that are basically unplayable in a wrenn and six dominated format. Killing stuff like unflipped delver or dragon's rage channeler with wrenn and six is insane.
@@lanibentz9976So in Yu-Gi-Oh monsters can be in attack or defense position, if they're in attack position the opponent can trample past them, in defense the opponent can't unless their card has a specific effect to pierce this defense
21:48 Rather surprised at this assessment of Queza... not because of whether I think it's good, or bad, but I think it's only role in the game is as a combo piece. Paper MTG has decks which generate a ton of mana and draw a lot of cards and I'm surprised more wasn't made to Queza's ability in a deck which goes infinite to straight up kill your opponent. it's far from the *best* card that can be used in that way, but that's what it's used for. If I was putting a placeholder creature into a deck, it'd be something that drew cards, like maybe a Sigiled Starfish, or a Ziatora's Envoy. You gotta build hard into the ability on Queza or else it's absolutely worthless.
I put Queza in this one specifically so I could hit him with Kingpin in the next episode (which we filmed a couple of days ago, and will go up on August 14) and see if he noticed the combo.
Ok so I mostly agree with most of the comments and I've been persuaded by the reflex fans but I'm not convinced about nightmare. I am really never happy to see nightmare in the rewards screen. Why do I want to spend all my mana on making three copies of a card if I can just draft that same card again (which has got to be the same rarity or more common than nightmare) then cycle my deck until I see it again a few times? Which btw I don't like the idea of card copies in the first place since they clog up my draw and it's not like I only wanna play that one card all combat save for very specific scenarios. Not to mention you need to draw and keep the nightmare and the target card at the same time while keeping enough energy to do the combo and not doing anything else that turn. And I'm not gonna say doppelganger is a beast but if it's in my deck it is always nice to see. Unlike nightmare, you don't need to play it for 3 mana. The fact that it's an x cost makes it infinitely more versatile. If you had a shit draw, it allows you to spend your three mana on your next turn with extra draw. You had a good draw, maybe playing doppelganger is a better use of the last 1 mana than that 6 dmg strike. If you didn't play doppelganger then it was a great fricking draw and having it as a "dead draw" didn't impact you. It's a viable strategy to balance your energy generation in the worst case scenario. It's mid and not flashy but way better and more flexible than nightmare pretty much always. Nightmare is very situational and there's often an easier more consistent way to get the same result. The only moment I think nightmare might be better than just drafting more copies of a card is if you just madness'd some power or high impact exhaust card that by their nature take themselves out of your deck after play, and even then that ends after that combat. The other thing that bothered me was the bullet time analysis. Yeah cycling is cool but 99% of the game isn't infinite drawing. You can easily get like 2-4 card draws for 0-1 mana (especially on discard focused decks) very easily which lends itself nicely to a 2 cost bullet time. If you don't have draw you still got to play 4 cards when you would've played 3-4 assuming no curses. If you have infinite cycling then the place it took didn't affect you. Not even counting 2- or 3-cost cards which really shine with bullet time. When considering upgrades, many of them lower your energy cost making them easier to play; well upgrading bullet time makes *all* of them infinitely easier to play for the cost of a *single* upgrade! And then you can consider x cost cards. There's a few ways to generate energy mid turn as discussed in the video, well you bullet time'd and generated a bit of energy and you think that's useless because it all costs 0 - no! You just increased the value of your x cost card by an order of magnitude. And you might say "that's really specific tho"; not as specific as any nightmare combo, I'll say that much. And it's not better than after image but only because afterimage is absolutely goated. Spend 1 mana at the start of combat and easily get anywhere between 3, 5, or 20 block every turn for free. This allows you to be much more aggressive, especially against enemies with thorns, and can make the difference between life and death when you really need to turtle down. "1 block isn't all that great considering you have 70 health" yeah but throughout the whole fight it generated anywhere between 20 and an arbitrarily large amount of block for a one mana cost and that's huge. This comment might read as harsh but I'm just really passionate about this game, that's all. Cheers.
5:38 Ehhh, not really, BUT is a very popular option. It has a cheese otk, but more often than not is just a 3K+ beater that can't be destroyed by battle. Is one of the most common cards and in almost every deck, BUT the "As staple as you can get" are Stardust, Goyo, Brionne, Black Rose and Catastor. Collosal guardian is close, but not there because is not a dragon. Still better than Red Dragon archfiend because it doesn't destroy your monsters if you play cautiously. 9:09 The reason Armory arm sees a lot of play is because there's literally no other level 4 Synchro. Is often not summoned for cheesy OTK, but just as a way of giving you offensive presence out of Ryko + Plaguespreader zombie. 14:53 Is one of the few non-awful Ally of justice (The other one is the level 10), is as staple as you can get and people forget is part of arguably the worst archetype in history. Outs almost every single monster, strong enough to destroy flip monsters, doesn't trigger battle destruction of face-up monsters and can be summoned from a lot of 1 card combos. Even in 2015 I would say the card is good, just like Stardust and Black Rose. 20:28 The card is what I call fringe. It sees play in literally only 1 deck, which is Fairy control. The reason is simple: A lack of good light tuners; Ammonite is part a bad deck, Mind Master is unreliable, Hyper synchron blows up your dragons, white stone is almost always sent to grave or banish for some cost payment and Morptronics are a joke deck. The only good one is herald of orange light, and that card to be worth running due to being a handtrap needs to be in a fairy deck, which they do exist due to Krystron being amazing but they're tier 3 for a reason.
"I've played a little bit and know a few keywords" "Ok first up is the most convoluted mechanic Wizards has ever done lmao" Also calling Poison an annoying gimmick is 100% accurate, either you use it and love it or play against it and hate it