Narset says that your opponents can't draw more than one card each turn, and you can't make your opponent do something illegal, meaning they have to mill with Palantir every time. I was surprised when they played narset into the palantir multiple times because it just kills them eventually
I like the Command a lot, this list was something a Donor wanted to try out so there are a fair few unusual choices in there, and it's often really interesting to me to play with more off the wall choices. I think the list would probably be better with Command though
@@nooneatall5612 the issue for me is that we don't have anything that deal with the Tamiyo before it pops given the situation we are in there. And that 100% will beat us, so have to play to beat the thing Infront of us there. There is an argument to wait on it and cast it later when they are closer to the ultimate going off so we can maybe play around a dark ritual into doomsday, but that gives them more chances to draw permission and leaves us holding up mana. Matchup is kinda miserable tbh
@@crucible_of_words You have an Ugin in hand. She goes to 4 play tower, she goes to 6 play cave and pop the cave, she goes to 8 and you can play Ugin around free counter magic, exiling her. they have maybe 1 force of negation if that, but many more ways to kill you.
@@nooneatall5612 I didn't feel very confidant to rely on casting an 8 drop to solve that problem, but maybe I should have taken the risk and covered my bases more
Narset says that your opponents can't draw more than one card each turn, and you can't make your opponent do something illegal, meaning they have to mill with Palantir every time. I was surprised when they played narset into the palantir multiple times because it just kills them eventually
Found this out in a vintage cube game when the opponent had to bolt their own narset.
"Its Ruination with a steel chair" was funny as fuck. :D
Agreed on the Prosperity Post cards. Frames that move the card name down are very annoying to look at
I was your round 5! You were right I was aggressive in game 1 but I figured if I passed the turn karn would be down
Always nice to hear feedback from the other side :)
gg
tangle wire, i'm in
37:30 what you think about instead of grabbing Ensnaring Bridge turning Kaldra into a creature to kill the germ?
The issue with that is that they have a 7 power creature for a turn, so can still remove my Karn.
If you want the urza thing to work you gotta have cheaper artifacts
That was very much my conclusion at the end
Why not playing kozilek command ?
I like the Command a lot, this list was something a Donor wanted to try out so there are a fair few unusual choices in there, and it's often really interesting to me to play with more off the wall choices.
I think the list would probably be better with Command though
09:47 how about naming doomsday or thoracle , they are more immediately dangerous than Tamiyo, who you can go over the top of.
@@nooneatall5612 the issue for me is that we don't have anything that deal with the Tamiyo before it pops given the situation we are in there. And that 100% will beat us, so have to play to beat the thing Infront of us there.
There is an argument to wait on it and cast it later when they are closer to the ultimate going off so we can maybe play around a dark ritual into doomsday, but that gives them more chances to draw permission and leaves us holding up mana. Matchup is kinda miserable tbh
@@crucible_of_words You have an Ugin in hand. She goes to 4 play tower, she goes to 6 play cave and pop the cave, she goes to 8 and you can play Ugin around free counter magic, exiling her. they have maybe 1 force of negation if that, but many more ways to kill you.
@@nooneatall5612 I didn't feel very confidant to rely on casting an 8 drop to solve that problem, but maybe I should have taken the risk and covered my bases more