10:50 for volcano helion, yes, if you can give it lifelink, it works, and you can even choose an amount of damage much higher than your life total (like a million or more). you won't die and you can continue the game with a million hp.
The problem with Shah of Naar Isle is the draw is optional. So if your opponents see that you are playing Nekusar they can just decline to draw the cards.
After playing against the card, I can confirm that when given the opportunity to draw cards and not immediately die, usually people will draw anyway., and I am one of those usual people.
Probably my favorite series of videos you have ever made. I keep a running list on my phone and try to pick them up from time to time to put the decks just for fun.
I think people really overestimate vanilla creatures in commander: im fond of play resculpt, I remember one guy say that giving the 4/4 was too much. How many vanilla creature you put into the deck? No one.
Good to see you bringing this back, even if only temporarily - this set is part of what drew me to your channel. I'd completely forgotten about Collective Effort, which is going immediately into my Jinnie Fay deck. Love your content Demo, keep it up!
Until I started looking for mass enchantment removal I did NOT realize that so many enchantment board wipes existed. Tranquil Domain is a really good option for that! I've used Essence filter before, and it's very good as well, but there are a few others in Green and several in white!
Leave No Trace is one of my favorites - allows you to target the color coding of your opponent, though you need to be careful of your own, if they match.
I love this series. Whenever I build a deck I go through your "10 cards" list and see if I can fit anything in there. If you ever do another one of these, can you include "Standard Bearer"? It says "While an opponent is choosing targets as part of casting a spell they control or activating an ability they control, that player must choose at least one Flagbearer on the battlefield if able." This is influencing the game massively if you can protect your Standard Bearer. I had it in my Emiel deck and it performed way better than I expected. I don't know if you have other options than blinking or flickering to abuse this card. It has it's downsides, because your opponents can't play a lot (if any) removal against other opponents. On the other hand, you probably affect 2 of the 3 guys pretty hard with the effect, so you probably don't have to deal with them anyway. Maybe a pillowfort deck is a good for this one too. After a couple of games I decided to replace this card, because it felt too staxy. But it was way more powerful than I expected. Just look through one of your decks and count how many cards it would shut down... Every time I played it, it was nasty. Oh, and here is the link to all the cards from the series: deckstats.net/decks/113415/2254566-edh-deckbuilding-10-cards-you-/en Not made by me, but I think sharing this is okay.
@zackkelley2940 I feel like Standard Bearer is easier to set up when it's tied directly to your commander (as with Emiel). Neither Mistfolk nor Coalition Folk will do much on your hand without access to the other one. Also, the Aura is still vulnerable to enchantment removal. Still a neat card combo that will lose you some friends though. That single blue mana to activate Mistfolk is just ridiculous. I wonder how else you can abuse Mistfolk... Oh and Liquimetal Torque is a good addition, thanks for pointing that out. But as I said, shutting down a table like that is only fun for one person and, therefore, not my cup of tea. Imagining to troll your friends with cards that they never heard of is kinda fun though. Maybe we need a series about "mean cards/combos you never heard of and definitely should not play (seriously!)"? :D
I think the thing holding back Into the Fire is that Valakut Awakening is a land (plus is instant speed). Valakut is always going to be useful, even if just as a tapland. Feels like a pretty significant difference to me.
It's a valid point, however being able to wrath a lot of little creatures can come into play often. One of the more common stats for tokens are 1/1 creatures, so being able to wipe them out without destroying larger creatures can be a big upside. Same for a lot of utility creatures like mana dorks, those tend to have 1 or 2 toughness as well. I think Awakening is definitely the better of the two, being able to hold mana up for interaction but still be able to spend it later is great, but if you want one you can probably find the space for a 2nd one for extra consistency.
I kinda want to build the “cards you should be putting in your commander deck,” deck now. Did not know there where 60 videos now, great work on finding these hidden (and usually very budget) gems.
I have to agree with many posters, this is probably my favorite series. I click on this series the quickest without a doubt. Please consider revisiting more frequently or possibly some sort of iteration of it. Thanks for your hard work.
Some neat picks! Into the Fire is in my Henzie deck right now to fix bad draws or hordes of blocking tokens. Collective Effort is fun, I keep putting it in decks and then taking it out, but I should give it another shot in one of my three white go wide decks. It’s a ton of value. The multi-enchantment removal and enchantment-only wipes feel kinda underwhelming. If I had a green spell slinger deck I’d be more inclined to make room. Exciise the Imperfect is a great call, I’ll have to try it out.
Concerning these enchantment removal cards: I wouldn't touch these with a 10ft pole, unless your deck has absolutely great card filtering. There is no feeling worse than drawing your answers and having them be dead. Likewise it's so unlikely to actually find them, when they're at their best. It's the exact same reason, why Generous Gift is good, even though getting rid of one thing for 3 mana plus downside sounds terrible in white. The fact that your answer is flexible is just so incredibly important and it doesn't get much less flexible than answering enchantments specifically. This even holds true for Barrier Breach and its cycling 2, because believe or not, playing this card specifically is what made me come to that conclusion. Even when I could mitigate the damage drawing it caused, paying the 2 mana tax for this is just too big of an opportunity cost.
I think Tranquil Domain looks like a VERY powerful card, HOWEVER, it would also easily, easily be a card that makes you the villain of the table so be prepared to have a lot of people coming at you, it's like a cyclonic rift in that way except worse honestly because it would just totally destroy a lot of players' strategies meanwhile not necessarily ending the game and so then you essentially just make it a slog for them to get back into the game and they're NOT gonna be happy about it. In my short time playing EDH so far, I've found that you either want cards that deal SOME dmg to an opponent's life, creatures or wider strategies or otherwise they're LETHAL. Playing cards that keep players in the game but which spite them against you often makes the game super unfun for them and it will also likely make it unfun for you too if they feel like it was a low blow. In general I try to play cards that are powerful but also which do not create "Saltiness" from the table which puts a bullseye on my face. For example, I mostly play Azorius but I will NEVER play Rhystic Study or Smothering Tithes because a) I freakin hate META stuff it's too predictable and boring of a strategy, but also b) getting under your opponents skin and annoying them is a great way to lose the game and get "player removaled". But hey if you're in competitive EDH definitely "Destroy all enchantments" is not a spite move at all, it's reasonable. I'm just trying to walk the tightrope of "how can I optimize this deck and make it powerful while avoiding putting targets on myself and pissing off the table".
I don't remember if you've spoke about it before but I love spring cleaning. You for sure destroy an enchantment or just wipe the opponents of enchantments. Very good card
I play Binding in my Go-Shintai (Shrines tribal) deck and it's always good. Blow up a permanent then grab any color fixing Triome. I don't use the deathtouch much but being able to recur the entire enchantment over and over is amazing.
I have the shah of naar isle in my Kynaios and Tiro of meletis deck, and honestly it does a really good job at giving cards and doing the group hug part, but also is a pretty beefy creature, which allows me to not get pestered too much
Definitely going to try out barrier breech for sure, not a big fan of the enchantment board wipes because I usually have good enchantments that I don’t want to blow up
I recently discovered Tranquil Domain while building my Yargle and Multani Voltron deck. None of my friends will ever see this coming and it won’t hurt the buffs I put on Yargle.
for valakut awakening, its nice to have this at instant speed so you can hold up mana for those removal spells you want to cast... but have no targets for before it gets to your turn.
I think binding is a great include in decks like muldrotha since it will sack itself after 3 turns you can replay it from your graveyard to essentially have reusable removal
Volcano hellion with fortune thief is a fun interaction. Pop an opponents best creature keep the hellion and cheekily avoid losing the game with protection. Id probably run it in temur for counterspells and ramp/creature tutoring
Jesus those Lost Auramancers look dope as hell, and might be a good budget version of academy rector. I'll definitely try to put them in my Boros Brion Stoutarm deck
another good green enchantment killer that doesn't see enough play is Calming Verse. As long as you're willing to tap out, it's Vandalblast for enchantments.
I like this videos :) if i have a future suggestion : Dual Nature stax piece against lotr small legendaries ? Big Thx to you for all the good ideas you give ;)
I really like this series: i want to say there are a TON of cards that made for precons that see no play. Would be nice to continue this series and focus a little more on those cards
I had to learn all these things over the course of 2 years drafting constantly lol. Bombs were obvious, but I had to get hosed a lot to start valuing removal, especially against flyers (i literally got pinged 14 times in one game by a damned phoenix chick!). I also felt naturally drawn to Gruul colors and then found that regardless of the set and mechanics you really cant go wrong with red's quick aggro and green's heavy mid-late game pressure after youve made your land drops. One thing that I think should also be remembered is that good fundamentals will almost always beat flashy stuff in a draft, imo
I love the Shah in my Xyris deck. 6/6 trample for 4 is great. Sometimes I even get more Snakes from it. Most of the time my opponents are too scared, so the Echo is basically 0. Are there better cards out there? Certainly. But this one is fun and interesting.
Do you have a list of all these cards somewhere? Someone get on that! Lol I’ve gone back and rewatched videos a few times to recap but I never write em down
I have no idea why Binding of the Old Gods isn't more popular. It's versatile removal and it's ramp. Sure the ramp is turn 5-ish, but that and the 3rd chapter are just bonus on the removal. Outside white how often do you get that versatility of removal?
@@shadowfate05exactly. I'd say even Deathsprout can be better than Binding despite being limited to just creatures because the removal and ramp happen simultaneously and it's instant speed (basically Murder+G for a land ramp).
I think it is good to talk about removal more. I end up saving the table every game because nobody wants to police. Might be just my playgroup, it is just so frustrating.
Same, we had a talk though and agreed we all needed to be running 5-10 spot removal cards and less boardwipes so we can speed up games while also making the games more interesting/competitive.
Seasoned dungeoneer is good. But then you have to bring 4 Undercity tokens to the game, to make sure that everyone have them. I have a dungeon deck with sefris and I removed all initiative cards from it - I don't want to bother other people with my "minigame"
PRO TIP.... if you have celestial dawn out and you cast essence filter, all your stuff are protected because celestial dawn turns all your nonlands white. Boom!
"you're playing a green white enchantress build in a meta that has a lot of enchantments. Here's 3 cards to run that are not 'Cleansing Meditation'. See, these downsides are super easy to overcome... "
Don’t dismiss cycle. Cycling is best on lands, but don’t discount cycling on cards even on the green remove artifacts one you mentioned. Cycling on that or any non lane cards is a great hailmary card when you are trying to find something to win the game or stop you from losing the game
On the other hand: why depend on a sorcery speed 4 mana removal that can't hit lands when you could run Assassin's Trophy instead? Or Beast Within for a less color restrictive version of that same effect?
If volcano hellion gets lifelink, can't you choose to deal infinite damage to yourself? Lifelink doesn't use the stack and can save you from death, so you'd actually end up at infinite life since it deals that damage twice.