If you want to learn how to make a GINGERBRUTE in real life, check out my cooking show Feast of Fiction! We teamed up to make this Throne of Eldraine classic - and it is absolutely delicious: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-a_VHoqr1-iU.html
FYI, Kess does NOT work with Adventure cards. The instant or sorcery on the card is treated as though it doesn't exist outside of the stack for anything looking at card names, types, or mana costs.
I think you are miscalculating the Castles. Calling them overcosted is misleading, as the costs makes up for the low opportunity cost. Outpost requires land sacrifice, then if you lose it you get 2-for-1'ed. Adanto requires you to have attacked with 3 creatures. Not great as a draw later game with an empty board. Sometimes even dropping it turn 1 it never gets activated. Garenbrig taps for G no matter what. That is huge. If you've heavily played Temple of the False God in any format, you know how awful it is when you draw 1 (or in non-singleton formats 2 XD) and you never hit the land threshold, making them useless. Same reason I played Cabal Stronghold when others said its not Cabal Coffers, its trash. At least Stronghold always taps for mana. Cabal Coffers has the same problem as Temple of the False God, in that sometimes it never actually nets you any mana. I think they are costed accordingly considering there are virtually zero drawbacks for inclusion.
@@Dingovff Coming in a bit late, but the problem with the elderspell here is that unless your meta is extremely planeswalker heavy or you all rule 0 planeswalkers to commanders like my playgroup its rarely worth running it.
Happily Ever After does count instants and sorceries among the cards in your graveyard. So of the 8 card types (creature, land, enchantment, artifact, planeswalker, tribal, instant, and sorcery), you need six. Otherwise it'd be impossible to do in Standard, so there's no way they'd print it here.
Probably relying on having stuff in your Graveyard to make it easier - perhaps you can self-mill a lot to fulfill the conditions (or maybe ones that search your deck and toss stuff in the graveyard)
Gingerbread house gets revealed Jimmy- "real flavorful" Dont know why, but when you said that, I laughed so hard. All and all, looks like an interesting set. Thanks for the breakdown guys.
I searched Command Zone on Spotify, and there is a list under Command Zone @283 (like that - it's not one word) and it has The Command Zone picture logo. On an unrelated note, and if anybody's interested, when I searched it, I also got Hodor vs Groot Rap Battle as a search option.
Scion is also not a word that's used super often nowadays. Slightly more often on MTG cards but I'm not sure they'd be aware of the "Descendants of royals" definition. Now that I look at it closer, I guess the card name is a little redundant when you look at it. "The Royal Descendants of Royals". Very posh.
@@elizabethhicks4181 Scion doesn't mean "Descendant of a royal" it just means something like "notable descendant", for example, in game of thrones. you could call someone like Sam "the scion of house Tarly"
Daddy Kenrith, Returned King. Mommy Linden, the Steadfast Queen. Son Will, blue mage. Daughter Rowan, red mage. All that we are currently lacking is the green aunt and black uncle, since Kenrith is an 5 colour card.
For anyone curious about the relationship between Will and Rowan and the Returned King, they are his children. He's "returned" because the same quest that ignited their spark was one where they had to rescue him.
Murderous rider goes to the graveyard when it dies, then put's a trigger on the stack. When the trigger resolves it will move it from your graveyard zone to the bottom of your library zone. If you have Kess out, you can respond to the trigger by casting swift end, and then the trigger will fail to find Murderous rider in your graveyard, so you can keep it!
You are incorrect about the Kess/Adventure combo. Adventure cards have this ruling: "An adventurer card is a creature card in every zone except the stack, as well as while on the stack if not cast as an Adventure. Ignore its alternative characteristics in those cases. For example, while it's in your graveyard, Giant Killer is a white creature card whose converted mana cost is 1. It can't be the target of the triggered ability of Mystic Sanctuary."
Just asked Eli Shiffrin about this on Twitter: "can Kess Dissident Mage cast the Adventure side of a card that's an instant/sorcery from your graveyard?" His answer: "Yes, it can."
@@commandcast "While Beanstalk Giant is on the battlefield, just ignore the Adventure and all its text. While the card is in your hand, your graveyard, your library, even exile, it has only the characteristics of the creature, not the Adventure. For example, if you cast a spell that lets you search your library and find a creature card, you can find Beanstalk Giant. But if you cast a spell that lets you search your library and find an instant or sorcery card, you won't be able to find Fertile Footsteps." From the wizards primer on the rulings for the new mechanics. I hesitate to question Eli's take, but I can't find anything agreeing with his analysis.
@@commandcast Thank you for asking him. The incoherence with his own rulings is so obvious, I can't rule out him simply doing an honest mistake in his Twitter answer. I guess I'll check if Chandra, Acolyte of Flame or Dreadhorde Arcanist can cast adventures on Arena as a definitive answer.
Kess, Elsha, and Jeleva can cast because 1)they dont require you to target an instant or sorcery card and 2)you check if a card can be cast only once you've started casting them so it's already on the stack in instant/sorcery mode when it checks (look at mystic forge and morph ruling to see a similar example)
Yeah, but It's six mana though. You're already going to be playing plenty of high casting cost planeswalkers in the deck and board wipes. Also, you have a very interesting profile name. I love Axel!
@@GuardianAngelEatos yeah it is slow but I think it'd be fine in commander still adds value to your spells and board. Thankfully says creatures you control. The safest cool chabge would've been having it cost less per legend and push that angle. Thanks Axel/Lea is one of my favorite characters. His self destruct was a really cool moment to me.
@@axelexplode Yeah I think they could have pushed it more. It feels underwhelming to me. There's much better things you could play at six mana. This is a card that gains you value over time, and I don't like those kind of cards when they cost a lot. I like cards that gain you value over time when they have a low cost so you are more likely to get the amount of value in which the card is worth it. Yeah Alex/Lea is one of my favorites too. He's such a great character! He's easily my favorite Kingdom Hearts character!
@@battleland7263 I will say that creatures are much easier to recur, to get back into your hand even, than instants and sorceries, so when a creature has those stapled on them it's worth noting. there are a handful of them that would work nicely in my sidisi, brood tyrant deck, since I'm milling myself for combo pieces anyway and have other benefits to having creatures instead of spells for certain effects. usually recurring an instant or a sorcery means exiling it, but if you can get it back into your hand from the yard or from the battlefield you are on your way to having another way to infinitely recur a spell. the ones that come on lower cost creatures would obviously be easier but infinite mana combos are not rare in commander or anything. think sac outlet, phyrexian reclaimation, and a mana engine.
@@battleland7263 Apologies for the delay getting back to you, but to add to what @Justin Hurst said, a lot of hand removal cards state non-creature, non-land. Adventure cards are always creatures except when casting.
I think Castle Locthwain deserves more hype - "you only want to activate it if you have few cards or are desperate" is what you would do anyway with a land that draws a card for bunch of mana. Also 4 mana for a card is actually quite decent rate (Kefnet and Tasigur are both good with simular ability), it doesn't take a deck slot and is almost immune to removal! I think Rakdos, Orzhov, aggresive black decks etc. - all might want this castle.
Meddling mage vs adventure spells: If meddling mage names the adventure portion, you can't cast it, but you can still cast the creature as normal. If meddling mage names the creature, you can still cast the adventure.
Really the castle cards cost one more mana to use their ability because instead of tapping them for mana, you're tapping them for their ability. Also, that does looks like Aladdin's lamp in the background! Haha! Wow! I didn't notice that!
I built a Giant Tribal standard deck and it's been great so far. Definitely making it in paper for FNM but I'm now sad there's not a good legendary Giant in Gruul colours to brew a commander deck.
"Arcane Signet is overrated", nice try guys.. wizards messed up, thx god they said more reprints r coming. I get is not perfect for green decks but any other color uses this for ramp.
The reprinting doesn't help with how it kills diversity of deckbuilding in commander. Now there's no reason to even consider a diamond or an amulet until you already have arcane signet in the deck. Wotc certainly did mess up cuz this makes deck building way less interesting.
Strict upgrade on Diamonds. Lately I have been debating between Signets and Talismans in edh, and after running both I for sure prefer Talismans. Signets have hurt me too many times with repeating single colors. Also I have had this too many times: land --> sol ring --> signet --> (nothing, because I don't have the seed mana to get my one more mana). Not strictly a big deal, but annoys me. I feel like talismans are better. Now, an Arcane signet is a strict upgrade from a Talisman. The exception would be if you are playing cards that need the 2 colors in addition to specifically colorless mana (think Zendikar), then you might still use the Talismans. Also, they are saying that Fellwar Stone is just as good, which is ridiculous. For one, even if the game ultimately has every color represented, that does *not* mean that the colors you are about are represented when you need them. In the first few turns especially you can find yourself needing a color that isn't there. Also, this can be *very* meta dependent. For instance, in my meta it seems pretty common to find one color completely not represented with the commanders at the table. Tell me, would you consider Command Tower and Exotic Orchard to be equivalent for your deck? Because these are the land equivalents of these two cards. Arcane Signet is a strict upgrade from Fellwar Stone, with one exception I can think of: let's say you are playing a deck that steals / clones your opponent's stuff, Fellwar Stone / Exotic Orchard allow you to use your opponent's colors to activate abilities and the like (came up in my most recent game). I will be wanting one of these for every one of my commander decks... unless I make a colorless one, because it's worthless there. But then, so are Signets, Talismans, and Diamonds. Also, I don't buy the argument of these colorless mana rocks being better. Not that it isn't true, per se, but it just doesn't matter whether or not it's true. We are playing a 100-card, singleton format. It's not like you would be playing those *instead* of the colorless rocks, you will be be playing those *in addition to*. Even if there are 3-4 better colorless mana rocks, then this is just your 4th-5th mana rock. Then if you need more, then you start looking at Talismans and Signets, etc. For what we are talking about, arguing that other cards are better is a straw man. That's not the argument that is being put. It's not "this is the best mana rock ever" (true or not) it's closer to "this has an exceptionally high percentage of all decks where it makes sense to put in the 99". Instead, this is just the best 2 cost color-producing mana rock, in a format that loves 2 color mana rocks. And even in mono color decks I will be including most of the time because it is still ramp that gets you the colors you want. This is important because often in my mono-color decks I play cards that have a ton of the appropriate mana symbols (BBB/BBBB/UUU/UUUU/etc), or repeatable abilities that need specific colors, and the colorless mana rocks don't help here. Think of it this way: It seems pretty clear to me that this is set to be a commander staple somewhere just behind Sol Ring, and probably slightly ahead of even things like Command Tower. Why? Well, Arcane Signet is useful pretty much everywhere Command Tower is useful, but Command Tower is pointless in mono color, where Arcane Signet is not. The other huge issue: very low availability. These are *exclusively* available in these brawl decks. So, you Wizard's a card that is clearly going to be heavily used in Commander, then released it exclusively in their pushed format that happens to vaguely resemble commander. Also, not surprisingly that format is the closest thing Arena has to commander, and they know that commander is a huge part of the paper community, and they really want to bring some of that community into Arena. Summary of previous: It looks like Arcane Signet was released as an attempt to get commander players into Arena. Unfortunately, high demand and low supply means high price (until reprint, when will that be?), making the format baseline cost more expensive, and giving more feel-bads for those who can't / won't spend all that cash on cardboard. At least I am glad you guys introduced the idea of the Checklist system to me, which I am using. I am planning to pick up one of these brawl decks, checklisting the Arcane Signet, and then using it in every deck. Thank you for that idea, makes the whole thing more manageable.
@@fidly4 Right?! Because Sol Ring and Command Tower being in nearly every deck has really killed diversity among decks out there. There will always be diversity among casual players and the thing that makes competitive decks less diverse is broken commanders. If you're running into multiple Zurich, The Enchanter decks that ramp him out as soon as possible and take you out fast, the issue is Zur, not a single efficient mana rock.
@@yaoguai8459 It's not all or nothing. Of course sol ring and command tower haven't "killed" deck diversity but they've certainly decreased it. They go in every deck, which means when you're building it you only get to choose 98 cards instead of 100, now likely down to 97. Yes, you can deliberately hinder your deck during the building process by choosing not to include them, but even if you feel the cards you're replacing them with are more fun, they'll feel a little less fun when you know they're actively hurting your chances of winning. Lots of people like to build "optimized" decks, a deck that's as good as a deck can possibly be with its commander. That's not the same thing as building a Cedh deck, because lots of commanders just aren't good enough for Cedh. But whenever you're building an optimized deck, you already know sol ring, command tower, and arcane signet are going in, so you don't get to do the fun decision-making of figuring out which mana-rocks, of which there are a great many with secondary abilities and various qualities to compare with other mana rocks, go into your deck.
@@fidly4 If you think 3 cards being in ever deck (2 of which won't even be in mono colored decks) makes everything less diverse enough that it concerns you then I don't think you understand what diversity is. This is a non-issue. You're complaining to merely complain.
Food isn't a creature type, only an artifact type. But Gingerbrute is an artifact creature, so it can have an artifact type (food) and a creature type (golem) just like dryad arbor has a land type (forest) and a creature type (dryad)
I’m excited about Embercleave for Valduk. It should be easy to get the full discount. 2 mana to have another equipment attached to Valduk is exciting enough. And that’s before the actual buffs it gives.
I am very happy to share with everyone that I opened up a "The Great Henge" and immediately put it in one of my decks. And I got every "Syr", with the red and blue as dupes. I also got a fabled passage... good stuff.
You don't even have to jump through the priority hoops with Aminatou and Wishclaw: she can return any permanent you "own", as that's supposed to help her take back the permanents she gives away with her ultimate.
Another easy combo with Mystic Sanctuary is using Ghostly Flicker and Coveted Jewel. You flicker Mystic Sanctuary and the Jewel putting Ghostly Flicker back on top and drawing it along with 2 more cards from the Jewel ETB, drawing your whole deck and netting a bunch (but not infinite) of blue mana from the Sanctuary.
Something to point out. The effects on the castles effectively cost you an extra mana. Since you need to tap those lands for their effect instead of mana you are losing out on the mana it could produce that turn.
Thorn Mammoth says "up to one creature an opponent controls". Does that mean you can choose not to hit something, in order to keep your mammoth from dying?
People keep saying Castle Garenbrig gives 6 for 4 mana, but its actually 5 because you also have to tap the land with the ability in order to generate those 6 mana.
this set is awesome! just pulled a bonecrusher giant and foil order of midnight( both collectors edition) in the same pack and it was a standard draft booster! my two collectors packs were sick!!!!
@TheCommandZone. I think my comment on the last video will probably going to get buried, so I'm just going to basically repost it. Honestly, from the bottom of my heart, THANK YOU for pushing for more white support! Please don't stop, because every set that ends up like this one is just soul crushing for me. Yes, my green and blue decks get more support, but my favorite decks just get no love. If WotC is reading this, here's some food (no pun intended) for thought. Yes, black, blue, and green are doing great in multiplayer. But, that means 40% of the color pie still needs help. I'm not saying turn White or Red into the new, primary ramp or card draw color, but you've got to make some compromises here. Red has more draw / discard, blue can go infinite, black uses life as a resource, and green just is the best at getting and making the most of magic's primary resource producers; lands. Would it REALLY break the game to make a few more cards that would give white general support? You could say mentor of the meek, but that requires excess mana - something white doesn't have. You could say play more spot removal, but than white falls behind in card parody - and white doesn't have cantrips. Why does blue get looting, cantrips, AND straight card draw? Why can black trade life for cards, and just gain the life right back? Why can green ramp to big creatures and draw cards based on power? If you're so set in the idea that white is about small creatures, why not make more cards that draw based on the quantity of creatures? I could go on and on about this topic, but I'll leave it at this. WotC; you NEED to support Red and White more! This set has some good stuff for red, now step up your game for white. This is not a request; this is a must.
FOOD IS NOT A CREATURE TYPE! Forest isn't a creature type just because it's on dryad arbor which is a creature. The card is both a land and a creature so it gets a type from both. Gingerbrute is both an artifact and a creature so it gets a type from both.
I was really intrigued with the Archon that makes all non-archon's into base 3/3's. Was thinking of playing it with the 0/0 Hydras and Modular Artifact creatures as well as other Archons in a Krond the Dawn-Clad deck.
Wishclaw Talisman works great if the first card you tutor up is a homeward path. Play homeward path that turn, activate it before the opponent gets to untap wishclaw... Seems pretty good to me
I noticed no one has commented on this yet. Adventure cards are creatures EVERYWHERE except the stack if it's being cast for an adventure. So you cannot in fact cast it with Kess.
I was about to mention wheres Questing Beast then I realized that it's a legendary. What kind of Legend name is Questing Beast, not THE Questing Beast?
The Great Henge was about the only card I was really excited for. Fortunately my son and I got it as one of our Prerelease promos in our 2HG prerelease. I feel like I want it in my Pir & Toothy deck, because it starts Toothy off with two counters or a sick four if Pir is in play, but my Pir & Toothy deck is tight right now and I don't know what I would take out for a card that might just be too "win more" by the time I can get it in play.
Fires of Invention could be really good in Izzet or Temur (especially for the land ramp) because of all of the blue cards with activated abilities that let you bounce the enchantment. So you cast Fires of Invention, cast your second spell for free because of Fires, then bounce fires and now because its restriction is gone you can use the rest of your mana as you like or still play instant speed interaction on your opponents turns. Then you cast Fires again next turn and do the same thing.
Yes, Kenrith is the family name but also commonly what the king is called. Will and Rowan are his children, though they are not related to Linden (the queen).
love dance of the manse. already ordered a playset for under $1 each. have 2 decks for it to go straight into as I love grave yard recursion and I have both an artifact and an enchantment deck for them to go in as another copy of open the vaults/roar of reclamation.
Split Cards when named by meddling mage still allow the other half of the card to be cast like with Fire//Ice if you name ice you can cast fire, i would assume you would need to name one or the other half of an adventure or even the aftermath cards. Though it does specifically mention fuse as an outlier case wherein you cannot cast either part of the card if one is named.
Castle Vantress is undervalued here for one reason: Choke. Not that Choke gets played all the time, but when it does, its often the deathknell for a monoU deck unless you are running lots of expensive lands. It should be an auto-include in any monoU deck because its a non-island land that doesn't cost a million dollars , pumps out blue mana and has an ablility tacked on.
Circle of Loyalty is actually really useful in Aryel, since it's a deck that wants to make a lot of tokens to benefit off X Knight abilities. I'm really looking forward to it.
The castles are fine. Run 1-2 of each in duel and 4 in mono. You will be surprised how often it's kinda handy end game when if it's broken down into a slug exchange between players. Not always handy but it also doesn't hurt at all if you mana weave smart. I def say it improves mono decks and kindish helps duel.
Wishclaw Talisman definitely what I think is also the best card, aside from the most talked about Arcane Signet.. Faeburrow Elder is also great for me, since it will be great in my Doran EDH deck.. just hope it has more toughness to be perfect..
On Magic Mirror, blue or Izzet does have a ton of artifact cost reduction, so even without a lot of instant and sorceries it can be broken. Saheeli-like decks in particular
Royal Scions should have been printed as "Will & Rowan." I have their Battlebond cards and knew who they were, but my buddy had no idea why there was a full name but two characters.
I needed to convince 3 people in my LGS to reread Oko because they couldn't believe, that a better Beast Within would be on a 3 mana planeswalker (especially on a + ability) and that it wasn't only until end of turn. The Cauldron is especially scary in looting/selfmill decks
Beast Within hits any permanent. Oko only hits artifacts and creatures. Also, Beast Within destroys the card, while Oko just transforms it. This had advantages for both, and a destroyed thing can be brought back, while Oko elk can be bounced back to hand.
Funny story about the wish claw talisman one of my players in my group played it and I have poliferate in my marath will of the wild deck so we made a deal and we passed it back and forth as I kept it charged up with wish counters
16:45 I don't think cauldron would work with Verdant, since Verdant is triggered by creatures into the graveyard, not creature dying, and with cauldron whenever a creature dies it goes to the bottomg of your library instead of the graveyard.
While it is super niche, if you have a token deck with a high number of legendaries I think circle is fine there. 3 mana for an anthem and 3 mana for a "Whenever you cast a legendary spell, make a 2/2" seems ok if you want both halves. It is super niche though.
About wishclaw talisman, Josh suggested "which one of you will give it back to me, if I give it to you?" So you could use it twice. And I was like, man, that's never going to work on my playgroup... I can easily see myself trying "so, I give it to one of you, and whoever I give it to, then you will give it back to me, ok?" And then my playgroup goes like "wait a sec guys, if nobody makes the deal, he still has to give it to someone" And then they go like, "I wont give it back to you... me neither... no, nobody will, sorry, you still have to give it to someone though. I think Josh plays with too nice people, not my case though.
Personally, my favorite card is Garruk, Cursed Huntsman because you can destroy your opponent with 2/2 green wolf tokens. He doesn't have a +1 or +2, but your opponents are going to kill some wolves at a certain point, so, he gets +1.
For Happily Ever After, from the comprehensive rules: Artifact, conspiracy, creature, enchantment, instant, land, phenomenon, plane, planeswalker, scheme, sorcery, tribal, and vanguard. Also, 309.2, 310.2, 311.2, 312.2, and 313.3 nix Phenomenon, Plane, Vanguard, Scheme, and Conspiracy...they're never considered permanents, even in cases where they are "under your control" in the command zone. With no card preserving the instant/sorcery typing when it brings said spell to the battlefield (... yet?) that means Tribal or nothing. ...unless they do something silly and errata the card to count supertypes. ...or until they introduce another type that is not a supertype, not a subtype, not a spell-only type, and also not a 'command zone non-permanent' type.
If fabled passage was like a 'fastland under 4' it would be the most expensive fetchland ever printed. Prismatic Vista is already outrageously expensive and needs a reprint.
For the castles, you guys keep saying you pay 4 to activate those abilities, but it's actually 5. Remember, the land itself has to tap to activate, so you're effectively tapping for 5 because it deprives you of that land.