So, important thing about Runestone Caverns (the room in Dungeon of the Mad Mage). The way the ability is worded makes it so the cards exiled with this room have to be played while the ability is resolving, in other words, they have to be played as soon as they're exiled and can't be played later in a turn. It mostly matters at 13:04 , where they exiled the cards at the upkeep and then they played boardwipe after combat, which should not be legal. It is obviously not a big deal since it's a casual game, but Seb should be made aware of this so they can keep it in mind in the future.
Either seb is an expert negotiator or Marie just didn’t want to kill him. There is no way that Andrew was more threatening than the guy with multiple loops and draining abilities
Initiative is my favorite mechanic in all of Magic, and Sarevok's Tome is my new favorite mana rock. 😁 My current build is mostly initiative-focused, with Marneus Calgar at the helm. He can make good use of the Undercity triggers, getting a lot of commander damage with the +1/+1 counters or drawing cards off the treasure and skeleton tokens.
It impossibe to be in two dungeons at once. All the venture into the dungeon triggers should have progressed seb through the undercity if it was already open. Likewise all the gain the initiative triggers should have progressed seb through the dungeon of the mad mage if they were in said dungeon already.
What a cool game! I’ve never seen a Barrowin game before and that was really interesting to watch it work. I play a much different Gavi build, but a token-focused deck can still be really strong. And that Sam/Frodo deck was threatening by the end!
If you're looking for a unique initiative commander, id recommend the jeskai aragorn. Not only does initiative play really well with nonarch, but his ability to prevent your opponents from blocking is actually crazy strong for closing out games as well as keeping your monarch/ initiative
It makes no difference, but Settle the Wreckage didn't actually resolve, as Marie had protection from everything. Also, Marie is still there, but protection ensures she takes no damage from Syr Konrad (and her life total can't change, so even if it were life loss, it wouldn't affect her).
I could be wrong but wouldnt the exquisite blood still have gained Marie her life back after the vanquish the horde? Maxime would still have lost all the life from Syr Konrad. Other than that, great game!
She would have gained it from the triggers where Max was still alive. Each trigger happens one at a time, so eventually Max will be dead at one point while she is still taking some triggers.
I love your videos but this was a bust for me. It doesn't matter what commanders are playing. Someone has Syr Konrad in an opening hand. And as per usual, the game very quickly revolves around Syr Konrad simply existing.
So, important thing about Runestone Caverns (the room in Dungeon of the Mad Mage). The way the ability is worded makes it so the cards exiled with this room have to be played while the ability is resolving, in other words, they have to be played as soon as they're exiled and can't be played later in a turn. It mostly matters at 13:04 , where they exiled the cards at the upkeep and then they played boardwipe after combat, which should not be legal. It is obviously not a big deal since it's a casual game, but Seb should be made aware of this so they can keep it in mind in the future.
I'll let them know! Thanks for pointing that out
Radiant solar is so easy to loop its insane
Either seb is an expert negotiator or Marie just didn’t want to kill him. There is no way that Andrew was more threatening than the guy with multiple loops and draining abilities
Seb uses they/them pronouns, just as an fyi
Initiative is my favorite mechanic in all of Magic, and Sarevok's Tome is my new favorite mana rock. 😁
My current build is mostly initiative-focused, with Marneus Calgar at the helm. He can make good use of the Undercity triggers, getting a lot of commander damage with the +1/+1 counters or drawing cards off the treasure and skeleton tokens.
im not sure ive ever heard someone say that "take the initiative" is their favorite mechanic lmao
It’s definitely a unique mechanic, but the amount of morons I’ve played who have no idea what they’re doing with it makes it difficult to like it lol
It impossibe to be in two dungeons at once. All the venture into the dungeon triggers should have progressed seb through the undercity if it was already open. Likewise all the gain the initiative triggers should have progressed seb through the dungeon of the mad mage if they were in said dungeon already.
I might be looking at the dice p
For the other players and getting confused that's probably it.
I was confused about it too, but the multiple dungeons are just for other people! I had to rewatch it a couple times to make sure😅
What a cool game! I’ve never seen a Barrowin game before and that was really interesting to watch it work. I play a much different Gavi build, but a token-focused deck can still be really strong. And that Sam/Frodo deck was threatening by the end!
The Undercity and Dungeons are great! I love White Plum Adventurer and Undercellar Sweep in my Greyfax deck.
If you're looking for a unique initiative commander, id recommend the jeskai aragorn. Not only does initiative play really well with nonarch, but his ability to prevent your opponents from blocking is actually crazy strong for closing out games as well as keeping your monarch/ initiative
Great game folks this was a fun one to watch!
Always nice decks and impeccable quality, what more could you ask for?
The quality of some decks weren't that impeccable.
Great game. Most of the decks went off well.
Love the food deck!
Pretty sure some missed Syr Konrad triggers with the looping of Acererak
same
Yeah dungeon based decks are just insanely complicated with the amount of triggers that go on the stack.
Great game as always 😊
I think Marie almost won Seb the game with that toxic deluge, imagine all the Konrad triggers, lol
You know its serious when players need to bust out the calculator to resolve triggers
It makes no difference, but Settle the Wreckage didn't actually resolve, as Marie had protection from everything.
Also, Marie is still there, but protection ensures she takes no damage from Syr Konrad (and her life total can't change, so even if it were life loss, it wouldn't affect her).
I could be wrong but wouldnt the exquisite blood still have gained Marie her life back after the vanquish the horde? Maxime would still have lost all the life from Syr Konrad. Other than that, great game!
She would have gained it from the triggers where Max was still alive. Each trigger happens one at a time, so eventually Max will be dead at one point while she is still taking some triggers.
Radiant Solar is pretty busted with sefris
Marie I was rooting for you.
I love your videos but this was a bust for me. It doesn't matter what commanders are playing. Someone has Syr Konrad in an opening hand. And as per usual, the game very quickly revolves around Syr Konrad simply existing.
in b4 a rules lawyer tells andrew the missed triggers / interaction
It was fine until I saw pronouns in a mtg game