cool so... Eldrazi aren't fun and were never fun. they're a bad design bunch and are also just ugly gross boring monsters who basically stole the thunder from horrors which are way cooler. eldrazi suck. (not in power just in general)
Imo Suppression ray kills the archenemy as long as they havent locked out the board, it stops them from blocking on everybodys turn depending on where youre sitting. Still not great but better politically then the red one.
Playing Jeleva, Nephalia's Scourge. Kept 2 lands and a bauble to search for a third. Turn 1 play a land and cast wayfarer's bauble. Everyone else has a bigger turn. Turn 2 I play a bounce land, cant sack the bauble. Turn 2 for everyone else goes, 1 guy strip mines my land and naturalizes my bauble because "I'm scared of your deck." I scooped right then and there if someone was going to bully the guy with the unoptimized deck doing nothing while everyone else is doing much more. My only salt moment in commander.
Wow what a amazing game!! One of my fav episodes I've seen so far!! The power level and effiency of the new cards, thehy are insane!! Look how powerful that last turn was!!! Crazy game!!
etherial investigator is idiotic in simic "jaheira, friend of the forest"-decks where tokens you control can be tapped for mana. Play Investigator, get three tokens that you can immediately tap for 3 mana, sac a token to draw your second card, get 1/1 TOKEN. And you still have 1 mana for something else. Endresult: you paid 3-4 mana for 2/3 flyer that drew you a card, a 1/1 flyer and two clue tokens that can tap for mana next turn. It's like the perfect followup to a turn 2/3 Jaheira.
No one wants to post a video where Nadu wins because it would promote its play and that is HILLARIOUS. I wonder how many times they played these decks before these games?
I think the assessment on Genku is a bit harsh, like putting it in the same tier as Skoa doesn't seem right. I'm not saying Genku is super busted or anything but there are some neat ways to build him. He's not just a pure flicker commander, he triggers off of a variety of other things. You can include all the fetchlands and play kind of a greenless lands matter build. You could build an artifact eggs deck, sacrificing and recuring cheap artifacts while building a token army. Or maybe build a mix of these. At the very least, he should be like a tier or 2 above Skoa imo.
could you do an video on combine commander precons. as I have being play with the brothers war precons into a single deck and have being great funny with it (also it didn't trigger my ocd as all the cards match in the deck.) and wonder what other options their to do this with.
What I think Richard should have mentioned here when trying to sell skullwinder is the idea of *optionality*; Skullwinder isn't *automatically* better than eternal witness... but it has so many possibilities. It directly allows you to make plays premised on you understanding the game/players better than other people at the table, and that's the definition of a card that gives a player leverage. A lot of the objections to it amount to "What if the people you're playing with aren't subject to normal human failings?" But luckily most people are playing commanders with real people. And real people give you opportunities... always. And, importantly, are consistently more concerned with their advantage than yours. And this makes a card like skullwinder inherently good; they undervalue what you get from it
What would be really interesting is if you guys played some games where you each put in some custom cards that reflect what you each believe is the solution; invent a few reasonably costed brutal anti-ramp spells ("target player sacrifices lands until they have the same number of lands as turn count" or whatever), play some games where there's no ramp other than maybe the most basic green version, etc. Just see what actually leads to the kind of experience you want. Really it feels like the problem is that ramp is just inherently strong in a game about resources; a mode where early aggression is 1/6 as strong and social pressure makes it difficult to just whomp people makes it unlikely to be automatically regulated by the game mechanics as is. The anti-land responses are traditionally just way too disruptive to the overall game - which is really the issue with armageddon and mass land destruction; it's not priced for how frustrating and disruptive it is, even if it is a way to get at resources. The structural answer there is to literally just ban almost all ramp from the format and make green a lot slower while still having a marginal advantage. That's right: It's time travel baby
I am completely bamboozled by Richard’s appeal to Glasswing Grace. As a coward who hates committing to the board, he’s the very last person on the planet I’d expect to play an Aura.
As for holding interaction..... seth removing interaction from his deck honestly makes sense.... since he always never pays for rhystic study or rhystic study like effects, so like... the opponent always has tons more questions than he ever has answers. Tempo decks in commanders usually are power level x decks when everyone else is playing much lower power level y decks. The commander is USUALLY the engine that allows this style of deck to function. For example Kenrith+ leyline + rhystic study+ seed borne muse.... Yeah you can call that "tempo". Its an insane amount of power that shouldn't have been allowed to exist and usually only exists because someone didn't pay the 1 a bunch of times so someone got 9 free counter spells. Its far easier to win, than it is to do 4x as much as others every turn consistently.
The biggest mistake mtg players make.... Is doing high threat low immediate impact plays that don't win the game the turn someone is threatening to win the game. For example. Casting your commander, or sea gate restoration, or dropping any of your combo pieces on the board without the winning piece. Why? Because now every opponent sees you and is like.... nah I an okay losing to eldrazi not your pathetic combo. Or they drop a farewell. Or they look at you and assume you have answers since you just sea gated and play their wincons/power plays. Then everyone lets the card stick around and bam. Games over. You trying to slide under the radar won't. It just won't and if the threat is crippled, guess who gets the creatures turning sideways and the wrath of the has no defense to the only lethal previous winner. If they don't have protection(which you didn't force out), they usually have removal. And now you just got rekt.
Seth, I must respectfully disagree that devoid is the worst mechanic ever. Devoid has a lot of upside, especially in the 5c eldrazi deck. It allows a lot of the colorless wraths to still not hit your own permanents.
Ocelot Pride is the epitome of all I dislike about modern card design. It used to be that there were pay offs and enablers, but now you have pay off cards that enable themselves. Makes it too easy
Have not seen the match-up play out yet. But boy oh boy, I am rooting for Richard. Kitty Powaaaah!! Odds of winning: probably close to zero. Do I care? Hell no!! Edit: cannot believe he managed to win a game as the undercat! Even taking into account his draw was purrrrty good. But also: Phill's Nadu deck is not like the toxic variants I have been seeing. Should have been an easy K.O. in this lobby both games, but I guess they are keeping the decklists fair and square?