Has anyone on the team considered, or been told by a patron/subscriber, to try a minor change to the gold coin sprite used when displaying the cost of a card you've included for the upgrades? It's a small, but potentially effective, visual cue where if the upgrade card in question is below $1, use a copper coin. If it's below $5 but above $1, use a silver coin. And if it's above $5, use the gold coin. It can help immediately establish the price range of the upgrade card through color recognition that could potentially help viewers with difficultly reading letters and numbers. Just a thought.
While accessibility is always a good thing, I really have to wonder: can people with difficulty reading letters and numbers effectively play Magic, particularly a format like Commander which is necessarily full of cards they won't remember and will have to read? That's not saying your idea is bad, by the way. It's definitely a good idea.
@@therealax6 I am working partly with children that have those troubles. Generally speaking, while of course being harder for them, it is still more than possible to play Magic/Commander. Their own deck they will have mostly memorized to and extent, that the missing information can be obtained without further hussle. And the opponent's decks... I don't know about you, but I am not reading much of the cards that get played on the opposite site of the table. I either know the card by heart/remember when it got played or kindly ask again, if I am not sure. With e.g. +1/+1 counter it can get a bit more tricky for them though, because now extra math is involved. In general, watching a video or playing a card/tabeltop game is different though, as - while waiting for your turn - you've mostly got enough time to process the information needed and to focus on the words/numbers.
@@therealax6 One of my best friends plays magic. He's legally blind. He brails his sleeves. He doesnt play in tournaments, but he does play with a community of friends and a lgs who understands
@@minerrobjojo6775I think as they are directly sponsored by WOTC they try no to pick quite old cards... I don't know but this recommended cards felt a little off for me
@@nightly784 for sure! I think the deck as a whole needs a major overhaul. Been playing with one recently and it's worked out pretty well everytime. Its slow but fun!
These 4 decks should set the precedent as to what preconstructed commander decks SHOULD be. Distinct themes, valuable reprints, fun build-around commanders, and fun gameplay. Reduce MSRP down to $35 or even $30 again and you have yourself a perfect MTG product.
Yes, and that's basically what we've got each year, I don't know where you're going with this, I would argue it was even better when each decks had it's very own focus mechanic without being to related to a set, because the mutation deck from last year or even the recent foretell deck are focused around mechanics we'll never see again, and the same goes with this deck and the venture mechanic, this deck is doomed to be super restrictive in it's composition through the years
@@lasterman94100 For me the last good decks were 2017. They were tribal but worked very differently and very well. 2018 is when quality drop, reprints were bad and the decks weren't that good. The only one people agree was decent was lord windgrace. 2019 continued the bad reprint and low quality deck trend. 2020 just went balls to the walls useless making commander products tied to sets. It will take years before decent support comes to mutate. 2021 while still tied to the set, it had more liberty on how the decks could run. And we're here today, I'm hoping these sets are good.
@@fernandostar3507 I do agree however I must say that decks that predates 2015 precon were really poorly constructed, and while I do join the "more reprints the better" waggon, I will still make the argument that 2017 and onward were waaaay better in terms of focus and playability out of the box, that's why I think that 2017 was the best year, because it was the first to be hyperfocused thanks to the tribes, and was the last to have such high value in reprints/new cards
42:40 I think you greatly underestimated the absence of the words "non-land" and "activated" on Immovable Rod. The Rod handles Avacyn, Platinum Angel, Narset, and pretty much any other ridiculous permanent, and can effectively remove a land. And that's just what it does against opponents, if you're clever you get to use it to remove the downsides on your own cards.
It's a battlefield control card that does what the deck wants to do and can block some problematic issues alone. If you have the mana for it mid to late game it's good for cutting deals with other opponents and a mana sink to venture into the dungeon. It's not the best, but it is a good card for THIS deck
I played this at my LGS last night for a precon event. even out of the box, the deck is incredible and full of value. got to point where i was completing multiple dungeons a turn reanimating several creatures. The prize of the event was taking home all 4 precons. needless to say, of the 4 i acquired, i'm upgrading this one first. so much fun
@@craigandrews7544 Honestly, once I got radiant solar out and copied it with the phantasmal image you get, it's pretty much lights out. Radiant Solar is a monster
Another problem with Bucknard's Everful Purse (which I want to love but it's bad) is that it forces you to give it to your RIGHT. Since play typically goes clockwise i.e. to the left, the purse will only get activated once per turn cycle. So it will take several turn cycles before it ever gets back to you. This card would be at least a little interesting if it passed to the next player in turn order.
I think Murder of Crows makes the cut. It triggers whenever ANY creature dies, and you can really fix your hand after a board wipe (as well as fix your graveyard). It also helps you drop a creature into your graveyard on your opponents' turns.
I feel like they went a bit astray from what the deck is trying to do. The commander wants things going to the graveyard. They specifically recommend a lot of things that don't go to the graveyard. They mention how the 3 mana instant to bring things back from the graveyard should've been Teferi's protection or give them indestructible, but the card specifically does what the commander wants - get something to the graveyard, then brings it right back.
"Necrotic Sliver doesn't recur very well". As a perfectly nice target for BOTH Sun Titan and Reveillark, I beg to differ. It's a great removal for value commander decks which abuse the graveyard. I'm loving it in my Karador deck where it serves double duty with Harmonic Sliver.
I really dig out of the upgrades Sheoldred and Ser Konrad, but the other cards are horning in on the Commander's gig. I feel like this deck would be better served by including Triumphant Adventurer, Zombie Ogre, Clattering Skeletons, Acererak, Nadaar, Fly, Delver's Torch, and like Whispersilk Cloak or something else that lets some of our creatures get into the red zone and/or keeps Seferis in play. You could also change one of these out for Teleportation Circle to get some extra utility of ETB effects from Mulldrifter, Shriekmaw, and Radiant Solar among others Ditching the alt commanders tracks, as does losing the Sliver. I'd also lose Unburial Rites since again, it's already doing something we're doing anyways. Cloudblazer is a somewhat baffling inclusion since it's expensive and barely works to refill the grip. Vanish into Memory is situational and the downside just doesn't make it worth it. Meteor Golem is targeted removal, but takes a lot of setup to be worth the while. (If you could recur, like swapping a different card for Teleportation Circle, I'd keep it in, but for the build we're looking at, we're dropping it) Wand of Orcus is baller for Zombies, but worthless for the deck as it's stands. Phantom Steed is part of the unnecessary Illusion subttheme for the deck so it can drop. Clay Golem is masquerading as a worthwhile card, but it's not. So there, some solid changes that won't break the bank, keeps close to the deck's theming, and winnows out some overly redundant or unnecessary effects.
I think immovable rod is better than we're thinking. I kind of think of it as imprisoned in the moon....except movable later. Yeah it's 5 mana on the first one, but you do have the venture on it and moving it later is pretty nice. It also can stay tapped so you don't have to repay unless you're moving it. Mostly hard to interact with things that lock down commanders seem nice.
Now that I've had a chance to pilot this deck, I'm really sad about to take on the deck. I feel like they really missed what the deck wants to do! This isn't a criticism... I mean I guess it is, but it's meant to be constructive. A lot of the questions they're asking can be answered with "Venture" The key is the Tomb of Annihilation. Jimmy wants to know where the sac outlet is? Tomb of Annihilation. DJ says we're not discarding big creatures? Yes we are. That's what this deck should be doing. Ashen Rider is one example, but you can put so many more in here. Use Tomb of Annihilation to discard a huge creature, which triggers Sefris, And if you went the oubliette route, That last venture will make you complete the dungeon immediately... And will reanimate the huge creature you discarded. Cheating it out for free. South outlet? Tomb of annihilation. Reanimation engine? Sefris, using Tomb of Annihilation. A way to load your graveyard? Tomb of annihilation. With a few of the venture cards or a handful of other support pieces, it's pretty easy to set up an engine where about you begin and complete Tomb of Annihilation every turn. Not everyone of your turns. Every turn. In other words, reanimating four creatures per round. The angel that ventures whenever a non-token creature enters? That will start the tomb again after Sefris reanimates something. The investigation enchantment that ventures whenever you sacrifice a clue? That means oubliette I'll give you two venture triggers, from the enchantment and Sefris herself. With the right cards, Tomb of Annihilation and Sefris are a self-feeding reanimation machine. Sadly there's very little work done with this in this video, but I encourage both the commands and team and anyone watching to try a little thought experiment- go through and deck tech Sefris again, but this time imagine her as a partner commander - and her partner is Tomb of Annihilation. See what you come up with, because I bet it will be good.
Already ready to make prediction for IWH (?) 1. I'm guessing red/green werewolves for one of them. 2. The other will probably revolve around the new mechanic that hasn't been revealed. 3. Werewolves will be MDFCs 4. White will get card draw in a form of an enchantment that gives clues like, "Thorough Investigation" in the new esper deck.
@@kylehorvath9295 it'd be easier than transform then we can choose what side to cast them as. Curious if the moonmist(?) type spells would still work the same.
Couple things ideas I want to bring up If you’re blinking things then you can blink the purse to get it back after you’ve given it away. Nihiloor does get some higher power creatures if you keep Minn around and she keeps creating tokens. If nothing else, adding Skullclamp to your deck let’s you draw cards and break even with illusion generation. Plus any other way of getting illusions you control, like Murmuring Mystic. The immovable rod can take care of commanders or other problematic creatures since it removes abilities. Revivify gets skewed way more in your favor the more creatures you have. Maybe not super reliable, but 4 creatures on your side and it’s 50/50.
Angel of the Ruins from the Lorehold precon can make for a pretty cool replacement for Eternal Dragon, as it basically does the same thing but is also a much more valuable reanimation target.
combo I brewed up with Sefris. Mesmeric orb + Basalt Monolith + Lab man/ Thoracle. Use the basalt monolith stuff on each persons turn aand kep milling until you put in thoracle or lab man and win on their turn or your upkeep.
I love the reprints in these precons, like every one made me go “huh?” Cause there just solid cards that you want to run in a LOT of decks. It just makes me really happy that wizards has improved the quality of these precons by SO much:)
Nobody ever talks about Netherborn Phalanx for this deck but it's a bombshell. You use its transmute to tutor for Radiant Solar or Sun Titan (if you have solar already), trigger Sefris & set yourself up for a double delve on your opponents turn, which nearly completes phandelver.
I understand your thought process with leaning into the value gameplan. But I think it's hard to build this deck focused around venturing unless you're upgrading to a bunch of the new AFR cards. Sefris only triggering once per turn is extremely weak, so we need all the venture enablers we can get. I know my personal Sefris brew leans heavily into reanimation gameplan with a large focus on outlets to trigger every turn but I also included basically every venture card from the new set.
Revivify needs a second look. This deck would be all about creatures in the grave. a board wipe only helps. This card has so much value for the deck they were trying to build. The die roll gets help from the number of creatures and then you would get there triggered abilities upon entry.
If you have a mass of blink effects in your deck you can reset the Everfull Purse. The effect that passes it to the opponent is part of the result and not the cost. The cost is only pay 1 and tap. It doesn't make the card awesome, but if you go through some hoops it's not garbage.
You can also play it in decks that want to sacrifice artifacts at instant speed (Krark-Clan Ironworks combos come to mind). Sacrifice it in response to the activation and your opponents don't get it, and presumably you get some value off the sacrifice too.
Some new guy at Wizards R&D: This new card will be great in this precon and I can't wait for people to try it out. Command Zone: This card sucks, here's a way better card. That guy: Well ok then 😒
I understand they didn't do this because they don't know the price of these cards yet, but it would've been nice to have a short section dedicated to some good dungeon synergy cards that are in the standard set. Like Nadaar, Selfless Paladin and Fly =)
Barrowin of Clan Undurr is an UNCOMMON, Triumphant Adventurer, Nadaar who you mention, are both rare, but they're like $1 or less depending on where you get them... There's a lot of AFR cards that likely really boost this deck. Feign Death and Demonic Gifts are also decent fits considering the artifact that can store spent instants and sorceries, and they are both recent commons, easily affordable. They auto resurrect, which greats with all your ETB creatures that you're trying to kill, heh.
Immovable rod does say target permanent loses all abilities, so it's slightly better than I gave it credit for. Can force powerful enchantments or artifacts lose abilities.
Yep! Creatures into the graveyard, and your own creatures coming out. The only thing he DOESN'T trigger on are creatures/creature cards leaving the graveyard from opponents' graveyards.
I agree that Nihiloor fits other decks better. I don't agree that you necessarily want sac outlets when you steel things. If I steal stuff, I want to use the stuff I steal. Aristocrats is boring.
I agree. This is the 3rd different upgrade video i've seen for this deck, and none of them included any of the other cool venture cards. Without those venture cards, this deck is just another boring reanimator deck.
What surprises me about Eternal Dragon's inclusion almost as much as it being upgraded to timeless dragon is the fact that wizards included it even after it already underperformed in the Ikoria precons.
I'm sure this is probably called out in other comments, but blinking Nihiloor doesn't do a ton, other than just let you reset what creatures you've stolen because you only control it as long as you control Nihiloor, so as soon as you blink Nihiloor you lose the creature(s) you stole that way. Presumably they built it that way specifically to prevent this turning into just a deck just full of Ephemerate-type effects
I haven’t watched the vids in a while, just listened to podcast version. When did the suit of armor get there??? It’s awesome! Also, that Raycon commercial with the Prof has me dying 😂 10/10 advertising
In the upgrade segment of this video you guys have the price for the upgrade cards covering the set they come from. It'd be nice to have an idea if i might have the card or not based off what it came out of. A minor Inconvenience but eh. Great video either way guys.
PSA: Play Tortured Existence with Sefris, you can swap creatures in and out of the yard every turn, meaning 4 black mana is a reanimate + completed dungeon every rotation.
My guess is they avoided it because its a 3 color deck so it might be hard to find the black mana and tomb of yawgmoth would blow the entire budget lol.
I feel like Revify would actually be a good card. Maybe it’s better in my Teysa deck where I may sacrifice a lot of things, but I still thought it would be playable here.
In commander as long as the card is "legal" in general it can be played in any deck. It just can't be a copy of another card in the deck UNLESS it's specifically says you can. Seven Dwarfs being an example. So yeah, in theory the newest deck and hold one of the world's oldest cards so long as it's legal.
I am really enjoying this video, but can you not put the prices over the set symbol please? I like to see that to help me tell where I've seen it before. Thanks.
Please move the card price further up the card so as to not cover up information on the card. Seems like a simple oversight when there's plenty of room just a little bit further up into the artwork so we can still see the set and rarity symbol as well as any type words that stretch to the end of the middle section of the card.
Revivify isn't protection, is more towards combo lines for me. I can sac or get a board wipe and then trigger their deaths and etb again even if the creatures came back to my hand. Isn't bad but isn't the best either.
Has anyone on the team considered, or been told by a patron/subscriber, to try a minor change to the gold coin sprite used when displaying the cost of a card you've included for the upgrades? It's a small, but potentially effective, visual cue where if the upgrade card in question is below $1, use a copper coin. If it's below $5 but above $1, use a silver coin. And if it's above $5, use the gold coin. It can help immediately establish the price range of the upgrade card through color recognition that could potentially help viewers with difficultly reading letters and numbers. Just a thought.
While accessibility is always a good thing, I really have to wonder: can people with difficulty reading letters and numbers effectively play Magic, particularly a format like Commander which is necessarily full of cards they won't remember and will have to read?
That's not saying your idea is bad, by the way. It's definitely a good idea.
@@therealax6 I am working partly with children that have those troubles. Generally speaking, while of course being harder for them, it is still more than possible to play Magic/Commander. Their own deck they will have mostly memorized to and extent, that the missing information can be obtained without further hussle.
And the opponent's decks... I don't know about you, but I am not reading much of the cards that get played on the opposite site of the table. I either know the card by heart/remember when it got played or kindly ask again, if I am not sure. With e.g. +1/+1 counter it can get a bit more tricky for them though, because now extra math is involved.
In general, watching a video or playing a card/tabeltop game is different though, as - while waiting for your turn - you've mostly got enough time to process the information needed and to focus on the words/numbers.
I think that’s a sweet idea, don’t know how much of a difference it makes though
@@therealax6 Yep, they can indeed play effectively to a certain extent. And if we develop more tools to help them, it will be even better! =D
@@therealax6 One of my best friends plays magic. He's legally blind. He brails his sleeves. He doesnt play in tournaments, but he does play with a community of friends and a lgs who understands
Tortured Existence is amazing for this deck. You can basically venture every turn as long as you can afford (B) and have your commander out.
No idea how they didnt mention it, the card is .75-$1.00. Very confused with half the upgrades on 1 card as well
AMAZING!!
@@minerrobjojo6775I think as they are directly sponsored by WOTC they try no to pick quite old cards... I don't know but this recommended cards felt a little off for me
Yea that's a big miss they made. It was the first card to come to mind when I saw the deck
@@nightly784 for sure! I think the deck as a whole needs a major overhaul. Been playing with one recently and it's worked out pretty well everytime. Its slow but fun!
That commercial with Prof is the best one you’ve ever made.
I TOLD TO BUY SINGLES
These 4 decks should set the precedent as to what preconstructed commander decks SHOULD be. Distinct themes, valuable reprints, fun build-around commanders, and fun gameplay. Reduce MSRP down to $35 or even $30 again and you have yourself a perfect MTG product.
Yes, and that's basically what we've got each year, I don't know where you're going with this, I would argue it was even better when each decks had it's very own focus mechanic without being to related to a set, because the mutation deck from last year or even the recent foretell deck are focused around mechanics we'll never see again, and the same goes with this deck and the venture mechanic, this deck is doomed to be super restrictive in it's composition through the years
copped mine for 36 a piece, otherwise I wouldnt have bothered buying them, commander decks over 40 make me sick.
I think they can put a little more power into them if they're gonna keep the price tag currently on em
@@lasterman94100 For me the last good decks were 2017.
They were tribal but worked very differently and very well.
2018 is when quality drop, reprints were bad and the decks weren't that good. The only one people agree was decent was lord windgrace.
2019 continued the bad reprint and low quality deck trend.
2020 just went balls to the walls useless making commander products tied to sets. It will take years before decent support comes to mutate.
2021 while still tied to the set, it had more liberty on how the decks could run.
And we're here today, I'm hoping these sets are good.
@@fernandostar3507 I do agree however I must say that decks that predates 2015 precon were really poorly constructed, and while I do join the "more reprints the better" waggon, I will still make the argument that 2017 and onward were waaaay better in terms of focus and playability out of the box, that's why I think that 2017 was the best year, because it was the first to be hyperfocused thanks to the tribes, and was the last to have such high value in reprints/new cards
42:40 I think you greatly underestimated the absence of the words "non-land" and "activated" on Immovable Rod. The Rod handles Avacyn, Platinum Angel, Narset, and pretty much any other ridiculous permanent, and can effectively remove a land. And that's just what it does against opponents, if you're clever you get to use it to remove the downsides on your own cards.
It's a battlefield control card that does what the deck wants to do and can block some problematic issues alone. If you have the mana for it mid to late game it's good for cutting deals with other opponents and a mana sink to venture into the dungeon. It's not the best, but it is a good card for THIS deck
I hope they make a theme of playing there budget upgrades on extra turns. It's cool to see the changes they made in play
Upgrade starts at 4:08 you amazing people. Keep on rocking! You rock!
I played this at my LGS last night for a precon event. even out of the box, the deck is incredible and full of value. got to point where i was completing multiple dungeons a turn reanimating several creatures. The prize of the event was taking home all 4 precons. needless to say, of the 4 i acquired, i'm upgrading this one first. so much fun
I am so hyped for playing this deck once the pandemic eases down over here in my country, would you say upgrading it can be budget friendly?
How did you do that when the venture into the dungeon ability is a once per turn?
@@roercula8425 Radiant Solar
Do you recall the combo used to do this?
@@craigandrews7544 Honestly, once I got radiant solar out and copied it with the phantasmal image you get, it's pretty much lights out. Radiant Solar is a monster
Another problem with Bucknard's Everful Purse (which I want to love but it's bad) is that it forces you to give it to your RIGHT. Since play typically goes clockwise i.e. to the left, the purse will only get activated once per turn cycle. So it will take several turn cycles before it ever gets back to you. This card would be at least a little interesting if it passed to the next player in turn order.
This deck is gonna be a fun addition to my collection. I think I would want to test adding in Acerak the Archlich into it though.
with omniscience and rooftop storm? spicy spicy
I think Murder of Crows makes the cut. It triggers whenever ANY creature dies, and you can really fix your hand after a board wipe (as well as fix your graveyard). It also helps you drop a creature into your graveyard on your opponents' turns.
I feel like they went a bit astray from what the deck is trying to do. The commander wants things going to the graveyard. They specifically recommend a lot of things that don't go to the graveyard. They mention how the 3 mana instant to bring things back from the graveyard should've been Teferi's protection or give them indestructible, but the card specifically does what the commander wants - get something to the graveyard, then brings it right back.
I love DnD and reanimation, this is going to be one of my fav EDH decks for sure!!!
"Necrotic Sliver doesn't recur very well". As a perfectly nice target for BOTH Sun Titan and Reveillark, I beg to differ. It's a great removal for value commander decks which abuse the graveyard. I'm loving it in my Karador deck where it serves double duty with Harmonic Sliver.
I really dig out of the upgrades Sheoldred and Ser Konrad, but the other cards are horning in on the Commander's gig. I feel like this deck would be better served by including Triumphant Adventurer, Zombie Ogre, Clattering Skeletons, Acererak, Nadaar, Fly, Delver's Torch, and like Whispersilk Cloak or something else that lets some of our creatures get into the red zone and/or keeps Seferis in play. You could also change one of these out for Teleportation Circle to get some extra utility of ETB effects from Mulldrifter, Shriekmaw, and Radiant Solar among others
Ditching the alt commanders tracks, as does losing the Sliver. I'd also lose Unburial Rites since again, it's already doing something we're doing anyways. Cloudblazer is a somewhat baffling inclusion since it's expensive and barely works to refill the grip. Vanish into Memory is situational and the downside just doesn't make it worth it. Meteor Golem is targeted removal, but takes a lot of setup to be worth the while. (If you could recur, like swapping a different card for Teleportation Circle, I'd keep it in, but for the build we're looking at, we're dropping it) Wand of Orcus is baller for Zombies, but worthless for the deck as it's stands. Phantom Steed is part of the unnecessary Illusion subttheme for the deck so it can drop. Clay Golem is masquerading as a worthwhile card, but it's not.
So there, some solid changes that won't break the bank, keeps close to the deck's theming, and winnows out some overly redundant or unnecessary effects.
I think immovable rod is better than we're thinking. I kind of think of it as imprisoned in the moon....except movable later. Yeah it's 5 mana on the first one, but you do have the venture on it and moving it later is pretty nice. It also can stay tapped so you don't have to repay unless you're moving it. Mostly hard to interact with things that lock down commanders seem nice.
Now that I've had a chance to pilot this deck, I'm really sad about to take on the deck. I feel like they really missed what the deck wants to do! This isn't a criticism... I mean I guess it is, but it's meant to be constructive.
A lot of the questions they're asking can be answered with "Venture"
The key is the Tomb of Annihilation.
Jimmy wants to know where the sac outlet is? Tomb of Annihilation.
DJ says we're not discarding big creatures? Yes we are. That's what this deck should be doing. Ashen Rider is one example, but you can put so many more in here. Use Tomb of Annihilation to discard a huge creature, which triggers Sefris, And if you went the oubliette route, That last venture will make you complete the dungeon immediately... And will reanimate the huge creature you discarded. Cheating it out for free.
South outlet? Tomb of annihilation. Reanimation engine? Sefris, using Tomb of Annihilation.
A way to load your graveyard? Tomb of annihilation.
With a few of the venture cards or a handful of other support pieces, it's pretty easy to set up an engine where about you begin and complete Tomb of Annihilation every turn. Not everyone of your turns. Every turn. In other words, reanimating four creatures per round.
The angel that ventures whenever a non-token creature enters? That will start the tomb again after Sefris reanimates something.
The investigation enchantment that ventures whenever you sacrifice a clue? That means oubliette I'll give you two venture triggers, from the enchantment and Sefris herself.
With the right cards, Tomb of Annihilation and Sefris are a self-feeding reanimation machine.
Sadly there's very little work done with this in this video, but I encourage both the commands and team and anyone watching to try a little thought experiment- go through and deck tech Sefris again, but this time imagine her as a partner commander - and her partner is Tomb of Annihilation. See what you come up with, because I bet it will be good.
Immovable rod has come in clutch for me. That’s the only cut card I haven’t been able to stomach taking out but thank you for making this video.
Jimmy’s “Everything’s gravy” statement is the best underrated joke in this episode.
Already ready to make prediction for IWH (?)
1. I'm guessing red/green werewolves for one of them.
2. The other will probably revolve around the new mechanic that hasn't been revealed.
3. Werewolves will be MDFCs
4. White will get card draw in a form of an enchantment that gives clues like, "Thorough Investigation" in the new esper deck.
Werewolves as MDFCs might actually make them not a complete meme.
@@kylehorvath9295 it'd be easier than transform then we can choose what side to cast them as. Curious if the moonmist(?) type spells would still work the same.
Mitch is going to be very happy when he sees the wayfarer's bauble reprint
You're awfully late.
@@PraetorGix I was only interested in the edper deck so yeaaaaaahhhhhhh....
Couple things ideas I want to bring up
If you’re blinking things then you can blink the purse to get it back after you’ve given it away.
Nihiloor does get some higher power creatures if you keep Minn around and she keeps creating tokens. If nothing else, adding Skullclamp to your deck let’s you draw cards and break even with illusion generation. Plus any other way of getting illusions you control, like Murmuring Mystic.
The immovable rod can take care of commanders or other problematic creatures since it removes abilities.
Revivify gets skewed way more in your favor the more creatures you have. Maybe not super reliable, but 4 creatures on your side and it’s 50/50.
I personally love Nihiloor, i'm making a deck around him right now actually.
I do miss when they sing before they start the podcast
Angel of the Ruins from the Lorehold precon can make for a pretty cool replacement for Eternal Dragon, as it basically does the same thing but is also a much more valuable reanimation target.
No Doom whisperer?!?!? Thats nuts!!! Its an auto include.
Vilis broker of blood too.
I can't wait to build Nihiloor!
No matter what I’m going to call his commander Cthulhu
props to the team on the sick new sound design for the STATS
combo I brewed up with Sefris. Mesmeric orb + Basalt Monolith + Lab man/ Thoracle. Use the basalt monolith stuff on each persons turn aand kep milling until you put in thoracle or lab man and win on their turn or your upkeep.
I like this deck. I added Krovikan Horror, Reya Dawnbringer, Dragonlord Shilumgar and Buried Alive.
Iam in love of Dungeons and dragons, and this cards are so good and fun to play, ty for the videos 👍👍👍
I love the reprints in these precons, like every one made me go “huh?” Cause there just solid cards that you want to run in a LOT of decks. It just makes me really happy that wizards has improved the quality of these precons by SO much:)
Wow, actually loved that triple team raycon ad
Nobody ever talks about Netherborn Phalanx for this deck but it's a bombshell. You use its transmute to tutor for Radiant Solar or Sun Titan (if you have solar already), trigger Sefris & set yourself up for a double delve on your opponents turn, which nearly completes phandelver.
AND it's a reanimation target that absolutely slaps greedy Token players
I understand your thought process with leaning into the value gameplan. But I think it's hard to build this deck focused around venturing unless you're upgrading to a bunch of the new AFR cards. Sefris only triggering once per turn is extremely weak, so we need all the venture enablers we can get. I know my personal Sefris brew leans heavily into reanimation gameplan with a large focus on outlets to trigger every turn but I also included basically every venture card from the new set.
Revivify needs a second look. This deck would be all about creatures in the grave. a board wipe only helps. This card has so much value for the deck they were trying to build. The die roll gets help from the number of creatures and then you would get there triggered abilities upon entry.
Atris is just about my favourite deck, glad to see he is getting some love here.
On this episode of "What cards are going to spike today?"
“Everything’s gravy” this stuff writes itself. I laughed entirely too hard at that off handed joke.
Can I just say the ad with the prof is so good I always watch it
Tortured existence, creatures with cycling are great ways to trigger the commander on other turns!
Ah yes my favorite pauper card
Dragononic Rage next please?
“First up there’s wayfarer’s bauble”
A card im pretty happy with in here is Pentavus. its kinda slow. but if you can reanimate instead of paying 7. it helps you venture on each turn
This show has some of the best sponsored ads. Refreshing to see this kind of production value overall. Loving the show.
Love Budget Commander Decks. Thx ❤️❤️❤️
I doubt that the Phyrexian text Praetors will be $6 after next Friday
If you have a mass of blink effects in your deck you can reset the Everfull Purse. The effect that passes it to the opponent is part of the result and not the cost. The cost is only pay 1 and tap. It doesn't make the card awesome, but if you go through some hoops it's not garbage.
You can also play it in decks that want to sacrifice artifacts at instant speed (Krark-Clan Ironworks combos come to mind). Sacrifice it in response to the activation and your opponents don't get it, and presumably you get some value off the sacrifice too.
Some new guy at Wizards R&D: This new card will be great in this precon and I can't wait for people to try it out.
Command Zone: This card sucks, here's a way better card.
That guy: Well ok then 😒
I mean, they shouldn't make Bucknard's Everfull Purse so bad then
DJ’s shirt is excellent 👌🏼
I really missed gray merchant of asphodel as my budget reanimator Bomb
I understand they didn't do this because they don't know the price of these cards yet, but it would've been nice to have a short section dedicated to some good dungeon synergy cards that are in the standard set. Like Nadaar, Selfless Paladin and Fly =)
Barrowin of Clan Undurr is an UNCOMMON, Triumphant Adventurer, Nadaar who you mention, are both rare, but they're like $1 or less depending on where you get them...
There's a lot of AFR cards that likely really boost this deck.
Feign Death and Demonic Gifts are also decent fits considering the artifact that can store spent instants and sorceries, and they are both recent commons, easily affordable. They auto resurrect, which greats with all your ETB creatures that you're trying to kill, heh.
FIRST UP THERES WAYFARER'S BAUBLE GOD DAMN I DIDNT REALISE THEY REPRINTED THIS!!
Acererak the Archlich is a must add to this deck.
Immovable rod does say target permanent loses all abilities, so it's slightly better than I gave it credit for. Can force powerful enchantments or artifacts lose abilities.
Bucknard works with barbarian class in tandem with Obeka deck. Stack it with your pre-end turn shenanigans
Hello ever1 on command zone im pretty new to magic and u were the first ppl i started watching and its very fun
I'm surprised Tortured Existence wasn't mentioned, but they do only have 10 cards they're changing out.
Great Lolth vibes with the spiders in the background!!
Syr Konrad does trigger on death
Yep! Creatures into the graveyard, and your own creatures coming out. The only thing he DOESN'T trigger on are creatures/creature cards leaving the graveyard from opponents' graveyards.
@@PhazonOmega Or itself dying. That's why it's worded the awkward way it is.
@@PhazonOmega yeah should have made it more clear what I meant
Love this!
Shout out Commander’s Quarters for Bauble gang gang
My favorite is the rakdos deck.
I too love the Dragons and Dungeons character Dritz.
I agree that Nihiloor fits other decks better. I don't agree that you necessarily want sac outlets when you steel things. If I steal stuff, I want to use the stuff I steal. Aristocrats is boring.
who should you run as a commander?
sen triplets....
46:36 also you pass to the RIGHT. most commander pods play clockwise, so it'll take FOUR ROUNDS to get back to you...
I miss more dungeons focus on deck and less on reanimate. If they did more exclusive dungeons with the deck...
I agree. This is the 3rd different upgrade video i've seen for this deck, and none of them included any of the other cool venture cards. Without those venture cards, this deck is just another boring reanimator deck.
and here I thought this is a quick hullbreacher episode
Dang, it hasn't been a day and this didn't age well. Rip Hullbreacher, taken from us too soon
I'm super happy they have finally mixed DnD and MtG. Feels like this should've happened a long time ago.
I'm here secretly hoping they mix in monster hunter soon. Lotta potential with that, including equipment lol
What surprises me about Eternal Dragon's inclusion almost as much as it being upgraded to timeless dragon is the fact that wizards included it even after it already underperformed in the Ikoria precons.
Coming into the video... please please include brago and panharmonicon... at the least
I'm sure this is probably called out in other comments, but blinking Nihiloor doesn't do a ton, other than just let you reset what creatures you've stolen because you only control it as long as you control Nihiloor, so as soon as you blink Nihiloor you lose the creature(s) you stole that way. Presumably they built it that way specifically to prevent this turning into just a deck just full of Ephemerate-type effects
What, you're stealing your opponents creatures without a way to sacrifice them for value?!
@@LakeVermilionDreams I'd rather punch them with their own creatures while draining them!
Nihiloor and Phantasmal Image/Clones is spicy
That Raycon sponsorship ad was amazing
Out of curiosity, why aren't the videos covering the individual cards of each deck released before these upgrade videos?
Immovable rod can lock up someone's commander and that is huge. I wouldn't remove that it's helped me before.
Venturing costs 4. If you didn't venture, the map could tap for colorless to cast something else.
Yo these cuts!
I disagree with most of them!
Mostly good calls with the adds.
I will say the Mindflayer and Illusionist legends go well together.
Cant wait to see the gruul upgrades
basically, it's not a dungeons deck, it's a gy deck with a commander who venture into the dungeon when you play your gy deck
I want to upgrade it with a bunch of dungeon cards from the main set.
@@justinhoudeshell4031 go ahead pal, hope you enjoy it!!!
Curious what you guys do here.
I haven’t watched the vids in a while, just listened to podcast version. When did the suit of armor get there??? It’s awesome!
Also, that Raycon commercial with the Prof has me dying 😂 10/10 advertising
In the upgrade segment of this video you guys have the price for the upgrade cards covering the set they come from. It'd be nice to have an idea if i might have the card or not based off what it came out of. A minor Inconvenience but eh. Great video either way guys.
DJ's shirt is fire.
PSA: Play Tortured Existence with Sefris, you can swap creatures in and out of the yard every turn, meaning 4 black mana is a reanimate + completed dungeon every rotation.
My guess is they avoided it because its a 3 color deck so it might be hard to find the black mana and tomb of yawgmoth would blow the entire budget lol.
Brago as a dungeon delver commander would be sick.
I dunno... revivify with all those ETB effects could be verrrry nice. It's a gamble for sure though.
I feel like Revify would actually be a good card. Maybe it’s better in my Teysa deck where I may sacrifice a lot of things, but I still thought it would be playable here.
Damn, that stats animation got sound now as well 😄
Nice Video! 👍 😊
Are you allowed to substitute in cards from the new set? Seems that having some of the new Venture cards would have also been good?
In commander as long as the card is "legal" in general it can be played in any deck. It just can't be a copy of another card in the deck UNLESS it's specifically says you can. Seven Dwarfs being an example. So yeah, in theory the newest deck and hold one of the world's oldest cards so long as it's legal.
DJ... Please... Let Jimmy SPEEEEEEEEEAAAAAKKKKK!!!!!
Only 7 cards that interact with dungeons? That seems really low for a central theme.
Most of the venture cards are bad :(
Most of the good venture cards are in the actual set
Please upgrade Divine Convocation! :)
Would the undercity be considered a dungeon?
I am really enjoying this video, but can you not put the prices over the set symbol please? I like to see that to help me tell where I've seen it before. Thanks.
The expansion code on the bottom shows they showed images from AFC so wouldn't it have the AFC expansion logo under that price sticker?
No mention of Thorough Investigation? Seemed like a big talking point in my area…
Please move the card price further up the card so as to not cover up information on the card. Seems like a simple oversight when there's plenty of room just a little bit further up into the artwork so we can still see the set and rarity symbol as well as any type words that stretch to the end of the middle section of the card.
Revivify isn't protection, is more towards combo lines for me. I can sac or get a board wipe and then trigger their deaths and etb again even if the creatures came back to my hand. Isn't bad but isn't the best either.