One thing I do enjoy about MDFCs which isn't discussed often is the ability to fetch for them with spells and abilities that target nonland cards. I've had a few games where I was just having terrible luck with land draw and I played a Wandering Mind. Within the 6 cards on the top of my library was the MH3 Izzet MDFC. That particular one was a tapped land but it's always nice to have additional ways to meet your land drop for the turn.
true, but this is a very specific scenario. (that doesn't apply to any of my decks). it's also good if you want to keep your land count down (charbelcher deck for example). but this doesn't apply to me either.
In favor of Purplexing Test, think of it more as a fog/whipe. It isn't exactly perfect at either, but it is quite good. When your opponent attacks you with all tokens, you can fire this off like a fog
Very true, although the better mdfcs get, the more they will slot into simply replacing actual spells in a deck. I've already done this myself, although in the very specific example of my Satya energy deck. Rush of Inspiration is actually just a fairly good instant speed draw that's flexible on pips and Suppression Ray is essentially a board wipe on creatures if I can either finish the player right then or the entire table works together to do so. For that deck, those two mdfcs are primarily spells and only played as tapped dual lands if I might miss a drop in the first half of the game, but having just two extra dual lands even tapped markedly improves land drop consistency. I think generally I would probably lump a handful of other mdfcs that are decent enough to run for their spell side instead of just as a land with another mode for late game. Valakuts, Stupor, Strength of Harvest, Glasspool, Boggart Trawler, Water-Logged. Tbh I would run any and all of these as just spells that could make land drops, and not touch my land count.
I use a lot of bounce lands so I have mdfc come down as lands and get them back later. Using them like that pretty much gives you a second hand that's very unlikely to be targeted.
Yay for the bounce lands. And in general I agree here. I'm not going to play all available MDFCs, but for something like Sejiri shelter. I only want it a fraction of the time, and maybe I am backing it up with Blacksmith's Skill. Lands are quite good, but we run utility lands for a reason even if things don't line up for them all the time.
i can't count the amount of times i've played a sejiri shelter on turn 3 tapped and not been able to cast my 3 drop (it's alot). i CAN count the amount of times sejiri shelter has saved my creature. i think it's 4.
@@edhdeckbuilding And that’s why I do this. I have cast Emeria’s Call, but I know that nine times out of ten it’s going to be a painful land. I think I’ve only cast Shatterskull Smashing, like, three times. The one mythic one I’ve literally never cast is Agadeem’s Awakening, even in mono-black. I’ve never cast Hagra Mauling or Kazandu Mammoth (even in a landfall deck - the deck doesn’t have a problem hitting for damage 😂).
I can't count the amount of times MDFCs have helped me clutch out a game. Sejiri Shelter can be a land, a protection spell, and a finisher to let your creature get in. You can play it early as a land and then bounce it to hand with a bounceland. Love the videos and recommendations are always great, but definitely don't agree with your opinion on MDFCs
i know people love the "play it earlier then bounce it back to hand later" scenario. but that's dreamland scenario. it rarely ever happens. not a good reason to put it in your deck. and if you find a sejiri shelter is saving your butt more times than you can count. maybe you should just be running more (and better) protection spells.
Flawless Maneuver seems specifically suited for an aggro deck to me, because it then has double-usage. It's not JUST anti-boardwipe protection, it can also give you a more potent attack turn. I do think it's wasted as a generic "boardwipe protection in white" though. Better options. ETA: The only MDFC lands I ever add are the pathway dual-lands or the ones with genuinely unique effects that also fit my theme. ETA AGAIN: Plaza of Heroes is something I only ever put in my handful of "Legendary Tribal" concept decks.
As one of the flack givers of your video suggesting to run less or no MDFCs, I can say you did a better job of pleading your case today. I will say this in good faith though. I think we all realize that even a basic land is almost always better than an MDFC land when we need a land. And A basic spell that does the same thing as a MDFC spell is almost always going to be better. But a slightly worse land is always better when you need that land instead of the spell and visa versa. Also,not all MDFCs are as good as every other MDFCs. So I’m not suggesting every MDFC should be played because they exist. Lastly, they typically rule is MDFCs take up .5 of a land slot, not a full land slot. So I think almost every one agrees with you, that we shouldn’t be putting them in and removing lands for them at a 1:1 ratio. Thanks for the upload. I really enjoyed it. EDIT: I posted this before reading the comments and it looks like we are dogpiling again. Sorry lol.
MH3 Boltland-MDFCs are as free as is gets. Sink into stupor is nuts on a land, Witch Enchanter and Fell the Profane are inefficient removal BUT on an untaped land which makes them super free.
I'm a big fan of MDFCs, but I've also started taking out Emeria's Call and Turntimber Symbiosis since MH3 introduced competition for that slot and they aren't freerolls anymore. I also don't remember ever using Emeria's Call and I think I used Symbiosis once. The latter is still fine in Ellie&Alan because I can hit it off of discover. The U, B and R ones (of the original mythic MDFCs) I still treat pretty much as auto-includes, although Shatterskull Smashing is certainly worse than the other two by a wide margin. I would also like to point out that the "downside" of being a worse land can be a secret upside when trying to accomodate Field of the Dead.
I never consider MDFCs as lands in terms of land count but they are excellent ways to include certain effects that aren’t always worth running lots of, whilst also getting 41+ lands in the deck to basically guarantee a smooth early game and hitting every land drop. I don’t like running loads of spot removal so having the MDFCs is great, it makes the card playable at any point in the game because it can always be a land. You can always pick them up with a bounce land and play the front side as well.
Plaza of Heroes is an MVP in ONE deck of mine for 2 reasons: First it’s a four colour deck with two 2-colour commanders, so the fixing is fantastic without access to green. The second reason is one commander makes clues, so holding up that mana either leads to saving a legendary creature OR using the unspent mana on a clue (+1 mana) as a fallback.
I've got to say not a winning play. but the feeling of the flare of cultivating sacrificing Yavimaya Elder feels great. Knowing to not miss a land drop for three turns and thin the deck out for potential better drawing thoughout the game. It's one less thing to worry about getting your colors.
I find mdfc have to be in a deck made for them my shark deck ramps fast run spelunking and uses bounce lands alot. So mdfc go down as lands and late game come back to hand as useful spells.
Concerning mdfc's, you put it in your deck because it counts at 2 "bad" cards. And if they aren't that bad, then 2 bad cards equals 1 great one. Barely matters as long as both sides are playable. And a tap land is definitely playable, you just can't include too many. In my opinion of course, love ya demo!
I agree with your shejiri shelter take. When I first saw it I put it in every white deck I had. But after playing with it for a bit I have taken it out of all of them except my budget voltron deck.
I only play the mdfcs if I would cast the spell 60% of the time or more. And in my land count I consider them to be 0.5 of a land. Sejiri has done work for me but I'd always rather have the cantrip Shelter in any similar circumstance - not least for the iconic Christopher Moeller art
Agree with everyone except Plaza of Heroes. It can almost always be used for a mana of any color. As for the last ability. You don't need to use it. Just it's existence on the field is enough to make someone pick a different target.
With MDFCs it is hard to judge their effectiveness as you don’t tend to see it (more the absence of the issues they fix). They’re not great lands, they’re not great spells. They fix issues with both however for only one card slot. I do think they can be overrated but I wonder whether we will see a video in a few months saying “they’re going back in”.
When I'm including the MDFCs it's very much I'd like some more access to this effect, but I don't want to commit a full slot to it just sitting in my hand. And decks can get land clogged hands. It's true I don't want too many tapped lands, but I can spare a couple here and there.
no, and in fact i'm re-evaluating all of them. i have been taking more mdfc's out of my decks because most of them fall into the same category. they do two things badly, and you can only do one or the other.
@@edhdeckbuilding The offset is that better spells are useless if you are missing land drops and a bad spell can be much better than extra lands if you are getting flooded. I would not recommend too many MDFCs but 2-3 of the better ones can be useful in the right decks. It’s sort of like insurance. Overall it’s bad value (you typically pay more than you would ever get back) but it’s there for those worst case scenarios where your house burned down. My view is I’m not likely to lose a game in Commander because a land or two entered tapped. I may lose the game (and more importantly not enjoy the game) if I miss two lands drops and can hardly do anything.
@@Dragon_Fyre 2 of the most important things a commander deck needs. protection and removal. i don't like playing worse versions. and if you're missing land drops then you have other issues to deal with.
The ones I think I might use in the right decks would be Agadeems Awakening, Glasspool Mimic, Valakut Awakening, Sea Gate Restoration, Bala Ged Recovery, Disciple of Freyalise, Malakir Rebirth, Bloodsoaked Insight, Haven of the Harvest, Witch Enchanter, Kazuul’s Fury and Pinnacle Monk.
Have considered Hullbreaker for two decks recently, Merfolk with Prime Speaker Zegana which leans into Krakens and such, and kept Slinn Voda instead, and now Errant and Giada, which wants flash, but much as you, though I'm not sure what the wincon will be yet, I'd rather it wasn't the Hullbreaker, so he didn't make the cut again. Though on that note, had one played against me last week, though sadly, the player was holding a hand full of sorceries... I don't know, using Hullbreaker as a case study for most of the cards you present here, you summed it up in the beginning when you talked about power creep. For me, all of these cards are playable, all I'm hearing from you is that you play in groups where these cards don't cut it any more. Okay, but not super relevant to my play experience.
Fleshbag still makes the cut when it can have some synergy - in zombie tribal or party, for example. It's an all-star in my Burakos / Haunted One. Sejiri Shelter feels like a solid include for voltron, spellslinger, or heroic and otherwise is probably not as worthwhile. I think Elder no longer slots into generic-green, but it's still solid in Humans or non-black sacrifice decks. GB feels like it has better fodder, but Elder is phenomenal in my Gimli, Mournful Avenger alongside Primal Druid and Viridian Emissary. Moving towards a lot of cards being "good in specific areas" seems like it'd be great for the format, but I think a part of the issue is that a lot of these have been moved out by plain and pure power-creep. Rather than side-grades which offer tradeoffs and slowly start to pick up speed, there's just lots of strictly-better-by-a-large-margin ones dropping these last few years.
I only run Plaza of Heros in my Samut legends deck strictly for the color fixing since it pretty much can always tap for any color due to the amount of legendary cards. I think it’s specifically good for that, even though Ive never activated the second ability.
Plaza of Heroes is VERY good in 3+ color decks . It is better than triomes. Untaped 5 color land . Always taps for colorless. The last line of text is gravy. You don't even need it.
Having run evacuation and perplexing test in my talrand deck. Evacuation is just the way to go. Even if i can keep my drakes 99% of the time the green white player has a million 1/1 tokens you want gone and evacuation just resets it all. I agree with you on that 100%
At 12:30 demo should have read the back of the card. Opening hand I see Fell the Profane. I have a potential untapped land or if I don't have a turn 1 Play I have tapped black source. Turn 5 I topdeck Fell the Profane and now I have an untapped land or a removal spell. Sorry demo I just think it has more situations where it's good (,not the best) but good. Late game is the only time I probably don't want to top deck this and even then I still have a removal spell. Idk just me I guess.
Get around indestructible? Such as?? Blasphemous Edict/Farewell/,??? What else? Maybe a Living Death? Some of the black sac cards like Necrotic Hex? Red doesn't have anything like this? Blue bounces sure but I haven't seen many blue mass bounce spells other than Cyc Rift played on the reg. Maybe Hallowed burial but who's playing that??? Other than me of course. Maybe it's my play group and community but Flawless is still amazing. Never sad to see it in my hand.
I really appreciated your discussion about MDFCs. Personally, I think they are a waste of a card slot for the most part, very rarely do they benefit decks (Malakir Rebirth is the 4th version of its effect in my Ziatora deck, for example). But otherwise I think they are overhyped and underwhelming for the most part
I think Ondu Inversion is the only MDFC I'd put in a generic deck. But I never was much of a fan of MDFCs to begin with. Sure if I play a clone deck, I'll probably add Glasspool Mimic, but in all my other blue decks it's likely more a hindrance than a boon.
Plaguecrafter and Demons Disciple also hit plansewalkers, I do run Fleshbag in my zombie deck but they also just printed Accursed Marauder which is strictly better as a zombie.
@@gemmen98 The big one is Plaguecrafter. Otherwise, Rankle, Master of Pranks; Braids, Arisen Nightmare; Accursed Marauder; Demon’s Disciple; Sheoldred’s Edict; Innocent Blood; Liliana’s Triumph; Soul Shatter; Mire in Misery…
I still play fleshbag effects in certain decks but there are plenty of scenarios where the token player is getting outta control and I rly can't cast fleshbag without setting the other 2 players way back.
You gotta have something in your strategy to finish the game, you can't just tap their creatures until your opponents die 😂. Maybe Mesmeric orb so when people untap they mill, but then its the card that its doing all the work... Its a vicious cycle.
The logic if Fell the Profane is that is negates mulligans. Yes it is a worse land and a worse removal spell but mulligans are worse than having slightly less efficient removal spells. You don’t get the logic of them in your deck at all.
@@brennanmohr7348 I would say they are harder to play the more colors you’re playing. But mono-color or two-color decks, you really won’t notice the loss of life. If the spell you want to play isn’t worth losing three life to cast it now… is that spell really worth playing?
The modern horizon 3 mono color mdfcs are really good giving you the option to enter untap for 3 life, life is a reasorce and 3 life is nothing %99 of the time, i would rather have the option to have a abillity sometimes than it being a land %100 of the time.
Yavimaya Elder is funny to me because I already cut that from my Meren deck back in 2015 because it played just too clunky for me. Never touched it since.
Elder reminds me a lot of Burnished Hart. Like I did similar with the Yavimaya Elder, it was never great, it was just a good role player. A card that if it comes up early it just solves problems. If anything I'd say the Elder is mostly power crept by both Springbloom Druid and all the common dual-typed lands that got printed. Which means the Wood Elves also do so much more to fix colors now.
Shame on me, I just put desyncronization and perplexing test in my copy artifact deck. I want to shoutout selective obliteration, this card is a better version of ravnica at war : great in a monocolor or artefact deck, will kill at least all non monocolor commander
i don't understand why you play commander, and why you consider yourself "casual". You say your decks don't really need the commander and you're always changing stuff due to power creep.... like... that's not really the spirit of the format and it's not very casual
The MDFC lands that allow you to pay life are amazing, even the mdfc's rhat dont from MH3 are on average great. Also I really disagree with what you said about hullbreaker horror. Its definitely a card that is terrible for casual decks like what you were describing but for higher power metas it is a useful house.
Would be great if you offer alternatives instead of just saying cards you cut from decks. Otheriwse it is the same as saying that cards are staples when most arent for ALL decks.
One thing I do enjoy about MDFCs which isn't discussed often is the ability to fetch for them with spells and abilities that target nonland cards. I've had a few games where I was just having terrible luck with land draw and I played a Wandering Mind. Within the 6 cards on the top of my library was the MH3 Izzet MDFC. That particular one was a tapped land but it's always nice to have additional ways to meet your land drop for the turn.
true, but this is a very specific scenario. (that doesn't apply to any of my decks). it's also good if you want to keep your land count down (charbelcher deck for example). but this doesn't apply to me either.
In favor of Purplexing Test, think of it more as a fog/whipe. It isn't exactly perfect at either, but it is quite good. When your opponent attacks you with all tokens, you can fire this off like a fog
For MDFC lands, I expect that I’m going to play it as a land about 70 percent of the time. So that 30 percent better be DAAAAAMN good.
Very true, although the better mdfcs get, the more they will slot into simply replacing actual spells in a deck. I've already done this myself, although in the very specific example of my Satya energy deck. Rush of Inspiration is actually just a fairly good instant speed draw that's flexible on pips and Suppression Ray is essentially a board wipe on creatures if I can either finish the player right then or the entire table works together to do so. For that deck, those two mdfcs are primarily spells and only played as tapped dual lands if I might miss a drop in the first half of the game, but having just two extra dual lands even tapped markedly improves land drop consistency.
I think generally I would probably lump a handful of other mdfcs that are decent enough to run for their spell side instead of just as a land with another mode for late game. Valakuts, Stupor, Strength of Harvest, Glasspool, Boggart Trawler, Water-Logged. Tbh I would run any and all of these as just spells that could make land drops, and not touch my land count.
I use a lot of bounce lands so I have mdfc come down as lands and get them back later. Using them like that pretty much gives you a second hand that's very unlikely to be targeted.
Yay for the bounce lands. And in general I agree here. I'm not going to play all available MDFCs, but for something like Sejiri shelter. I only want it a fraction of the time, and maybe I am backing it up with Blacksmith's Skill. Lands are quite good, but we run utility lands for a reason even if things don't line up for them all the time.
i can't count the amount of times i've played a sejiri shelter on turn 3 tapped and not been able to cast my 3 drop (it's alot). i CAN count the amount of times sejiri shelter has saved my creature. i think it's 4.
@@edhdeckbuilding And that’s why I do this. I have cast Emeria’s Call, but I know that nine times out of ten it’s going to be a painful land. I think I’ve only cast Shatterskull Smashing, like, three times. The one mythic one I’ve literally never cast is Agadeem’s Awakening, even in mono-black. I’ve never cast Hagra Mauling or Kazandu Mammoth (even in a landfall deck - the deck doesn’t have a problem hitting for damage 😂).
I can't count the amount of times MDFCs have helped me clutch out a game. Sejiri Shelter can be a land, a protection spell, and a finisher to let your creature get in. You can play it early as a land and then bounce it to hand with a bounceland. Love the videos and recommendations are always great, but definitely don't agree with your opinion on MDFCs
i know people love the "play it earlier then bounce it back to hand later" scenario. but that's dreamland scenario. it rarely ever happens. not a good reason to put it in your deck. and if you find a sejiri shelter is saving your butt more times than you can count. maybe you should just be running more (and better) protection spells.
Flawless Maneuver seems specifically suited for an aggro deck to me, because it then has double-usage. It's not JUST anti-boardwipe protection, it can also give you a more potent attack turn.
I do think it's wasted as a generic "boardwipe protection in white" though. Better options.
ETA: The only MDFC lands I ever add are the pathway dual-lands or the ones with genuinely unique effects that also fit my theme.
ETA AGAIN: Plaza of Heroes is something I only ever put in my handful of "Legendary Tribal" concept decks.
As one of the flack givers of your video suggesting to run less or no MDFCs, I can say you did a better job of pleading your case today.
I will say this in good faith though. I think we all realize that even a basic land is almost always better than an MDFC land when we need a land. And A basic spell that does the same thing as a MDFC spell is almost always going to be better.
But a slightly worse land is always better when you need that land instead of the spell and visa versa.
Also,not all MDFCs are as good as every other MDFCs. So I’m not suggesting every MDFC should be played because they exist.
Lastly, they typically rule is MDFCs take up .5 of a land slot, not a full land slot. So I think almost every one agrees with you, that we shouldn’t be putting them in and removing lands for them at a 1:1 ratio.
Thanks for the upload. I really enjoyed it.
EDIT: I posted this before reading the comments and it looks like we are dogpiling again. Sorry lol.
MH3 Boltland-MDFCs are as free as is gets. Sink into stupor is nuts on a land, Witch Enchanter and Fell the Profane are inefficient removal BUT on an untaped land which makes them super free.
I'm a big fan of MDFCs, but I've also started taking out Emeria's Call and Turntimber Symbiosis since MH3 introduced competition for that slot and they aren't freerolls anymore. I also don't remember ever using Emeria's Call and I think I used Symbiosis once. The latter is still fine in Ellie&Alan because I can hit it off of discover.
The U, B and R ones (of the original mythic MDFCs) I still treat pretty much as auto-includes, although Shatterskull Smashing is certainly worse than the other two by a wide margin.
I would also like to point out that the "downside" of being a worse land can be a secret upside when trying to accomodate Field of the Dead.
I never consider MDFCs as lands in terms of land count but they are excellent ways to include certain effects that aren’t always worth running lots of, whilst also getting 41+ lands in the deck to basically guarantee a smooth early game and hitting every land drop. I don’t like running loads of spot removal so having the MDFCs is great, it makes the card playable at any point in the game because it can always be a land. You can always pick them up with a bounce land and play the front side as well.
Plaza of Heroes is an MVP in ONE deck of mine for 2 reasons: First it’s a four colour deck with two 2-colour commanders, so the fixing is fantastic without access to green. The second reason is one commander makes clues, so holding up that mana either leads to saving a legendary creature OR using the unspent mana on a clue (+1 mana) as a fallback.
I've got to say not a winning play. but the feeling of the flare of cultivating sacrificing Yavimaya Elder feels great. Knowing to not miss a land drop for three turns and thin the deck out for potential better drawing thoughout the game. It's one less thing to worry about getting your colors.
I find mdfc have to be in a deck made for them my shark deck ramps fast run spelunking and uses bounce lands alot. So mdfc go down as lands and late game come back to hand as useful spells.
Yavimaya Elder:
5 mana for 2 lands, a draw AND 1 block.
And if you manage to give it persist, it's 4 lands. Too good!
Fleshbag Marauder, along with cruel edict were two of the reasons I made a Sigarda Host of Herons Voltron deck.
Concerning mdfc's, you put it in your deck because it counts at 2 "bad" cards. And if they aren't that bad, then 2 bad cards equals 1 great one. Barely matters as long as both sides are playable. And a tap land is definitely playable, you just can't include too many. In my opinion of course, love ya demo!
The only deck i would ever put perplexing test in is my Gimbal deck
Plaza of Hereos is such a great land
I agree with your shejiri shelter take. When I first saw it I put it in every white deck I had. But after playing with it for a bit I have taken it out of all of them except my budget voltron deck.
I only play the mdfcs if I would cast the spell 60% of the time or more. And in my land count I consider them to be 0.5 of a land.
Sejiri has done work for me but I'd always rather have the cantrip Shelter in any similar circumstance - not least for the iconic Christopher Moeller art
Interesting video. I have a slightly different opinion on some cards, but in general I mostly agree.
Agree with everyone except Plaza of Heroes.
It can almost always be used for a mana of any color.
As for the last ability. You don't need to use it. Just it's existence on the field is enough to make someone pick a different target.
i agree, but i just don't play decks with lots of colors so it isn't needed.
I agree, it's just a better reflecting pool, exotic orchard, etc.
Great option for 3+ colors.
With MDFCs it is hard to judge their effectiveness as you don’t tend to see it (more the absence of the issues they fix).
They’re not great lands, they’re not great spells. They fix issues with both however for only one card slot.
I do think they can be overrated but I wonder whether we will see a video in a few months saying “they’re going back in”.
When I'm including the MDFCs it's very much I'd like some more access to this effect, but I don't want to commit a full slot to it just sitting in my hand. And decks can get land clogged hands. It's true I don't want too many tapped lands, but I can spare a couple here and there.
no, and in fact i'm re-evaluating all of them. i have been taking more mdfc's out of my decks because most of them fall into the same category. they do two things badly, and you can only do one or the other.
@@edhdeckbuilding The offset is that better spells are useless if you are missing land drops and a bad spell can be much better than extra lands if you are getting flooded. I would not recommend too many MDFCs but 2-3 of the better ones can be useful in the right decks.
It’s sort of like insurance. Overall it’s bad value (you typically pay more than you would ever get back) but it’s there for those worst case scenarios where your house burned down. My view is I’m not likely to lose a game in Commander because a land or two entered tapped. I may lose the game (and more importantly not enjoy the game) if I miss two lands drops and can hardly do anything.
@@Dragon_Fyre 2 of the most important things a commander deck needs. protection and removal. i don't like playing worse versions. and if you're missing land drops then you have other issues to deal with.
The ones I think I might use in the right decks would be Agadeems Awakening, Glasspool Mimic, Valakut Awakening, Sea Gate Restoration, Bala Ged Recovery, Disciple of Freyalise, Malakir Rebirth, Bloodsoaked Insight, Haven of the Harvest, Witch Enchanter, Kazuul’s Fury and Pinnacle Monk.
I would put having a high mana commander in the pro- flawless maneuver category, don't want to have to keep casting it.
Have considered Hullbreaker for two decks recently, Merfolk with Prime Speaker Zegana which leans into Krakens and such, and kept Slinn Voda instead, and now Errant and Giada, which wants flash, but much as you, though I'm not sure what the wincon will be yet, I'd rather it wasn't the Hullbreaker, so he didn't make the cut again. Though on that note, had one played against me last week, though sadly, the player was holding a hand full of sorceries... I don't know, using Hullbreaker as a case study for most of the cards you present here, you summed it up in the beginning when you talked about power creep. For me, all of these cards are playable, all I'm hearing from you is that you play in groups where these cards don't cut it any more. Okay, but not super relevant to my play experience.
Fleshbag still makes the cut when it can have some synergy - in zombie tribal or party, for example. It's an all-star in my Burakos / Haunted One.
Sejiri Shelter feels like a solid include for voltron, spellslinger, or heroic and otherwise is probably not as worthwhile.
I think Elder no longer slots into generic-green, but it's still solid in Humans or non-black sacrifice decks. GB feels like it has better fodder, but Elder is phenomenal in my Gimli, Mournful Avenger alongside Primal Druid and Viridian Emissary.
Moving towards a lot of cards being "good in specific areas" seems like it'd be great for the format, but I think a part of the issue is that a lot of these have been moved out by plain and pure power-creep. Rather than side-grades which offer tradeoffs and slowly start to pick up speed, there's just lots of strictly-better-by-a-large-margin ones dropping these last few years.
I only run Plaza of Heros in my Samut legends deck strictly for the color fixing since it pretty much can always tap for any color due to the amount of legendary cards. I think it’s specifically good for that, even though Ive never activated the second ability.
I only put yavimaya elder in my borborygmos and fblthp deck because i discard lands. But i also have a nostalgic connection to 8t
Plaza of Heroes is VERY good in 3+ color decks . It is better than triomes. Untaped 5 color land . Always taps for colorless. The last line of text is gravy. You don't even need it.
agree. and yes for me it isn't needed.
Well, i just bought an Nekusar deck for myself, which plays around with warped devotion, if you can remove the tokens your opponents lose their hand
Having run evacuation and perplexing test in my talrand deck. Evacuation is just the way to go. Even if i can keep my drakes 99% of the time the green white player has a million 1/1 tokens you want gone and evacuation just resets it all. I agree with you on that 100%
this is what i found as well. so many token decks in the format now that just bouncing nontoken creatures doesn't do much.
At 12:30 demo should have read the back of the card.
Opening hand I see Fell the Profane. I have a potential untapped land or if I don't have a turn 1 Play I have tapped black source. Turn 5 I topdeck Fell the Profane and now I have an untapped land or a removal spell.
Sorry demo I just think it has more situations where it's good (,not the best) but good. Late game is the only time I probably don't want to top deck this and even then I still have a removal spell. Idk just me I guess.
Get around indestructible? Such as?? Blasphemous Edict/Farewell/,??? What else? Maybe a Living Death? Some of the black sac cards like Necrotic Hex? Red doesn't have anything like this? Blue bounces sure but I haven't seen many blue mass bounce spells other than Cyc Rift played on the reg. Maybe Hallowed burial but who's playing that??? Other than me of course. Maybe it's my play group and community but Flawless is still amazing. Never sad to see it in my hand.
I really appreciated your discussion about MDFCs. Personally, I think they are a waste of a card slot for the most part, very rarely do they benefit decks (Malakir Rebirth is the 4th version of its effect in my Ziatora deck, for example). But otherwise I think they are overhyped and underwhelming for the most part
I think Ondu Inversion is the only MDFC I'd put in a generic deck. But I never was much of a fan of MDFCs to begin with.
Sure if I play a clone deck, I'll probably add Glasspool Mimic, but in all my other blue decks it's likely more a hindrance than a boon.
The Boltlands are as free as they can get. Enter untaped for 3 life is nothing and having an option instead of a Land is huge.
I’ve literally never put Negate in a deck.
I still run Fleshbag Marauder. I'm curious to what cards you go to it before it.
Love this card. I do play him in Savra. It gives me 4 death triggers, if i can loop him gives me 8 of them.
Plaguecrafter and Demons Disciple also hit plansewalkers, I do run Fleshbag in my zombie deck but they also just printed Accursed Marauder which is strictly better as a zombie.
Accursed marauder
@@gemmen98 The big one is Plaguecrafter. Otherwise, Rankle, Master of Pranks; Braids, Arisen Nightmare; Accursed Marauder; Demon’s Disciple; Sheoldred’s Edict; Innocent Blood; Liliana’s Triumph; Soul Shatter; Mire in Misery…
Fits perfectly into my Endrek Sahr deck, along with every single other creature with this effect.
I still play fleshbag effects in certain decks but there are plenty of scenarios where the token player is getting outta control and I rly can't cast fleshbag without setting the other 2 players way back.
Wood Elves > Yavimaya Elder
You gotta have something in your strategy to finish the game, you can't just tap their creatures until your opponents die 😂. Maybe Mesmeric orb so when people untap they mill, but then its the card that its doing all the work... Its a vicious cycle.
The logic if Fell the Profane is that is negates mulligans. Yes it is a worse land and a worse removal spell but mulligans are worse than having slightly less efficient removal spells. You don’t get the logic of them in your deck at all.
Plaza of heroes is just good mana fixing
Weirdly enough, with mdfc’s I’d usually rather have a basic land. They slow down the game so so so much or you take 3 damage, which is quite annoying.
@@brennanmohr7348 I would say they are harder to play the more colors you’re playing. But mono-color or two-color decks, you really won’t notice the loss of life. If the spell you want to play isn’t worth losing three life to cast it now… is that spell really worth playing?
The modern horizon 3 mono color mdfcs are really good giving you the option to enter untap for 3 life, life is a reasorce and 3 life is nothing %99 of the time, i would rather have the option to have a abillity sometimes than it being a land %100 of the time.
I agree. The mdfcs that let you play the land untapped are amazing and people should be playing them in their decks.
Yavimaya Elder is funny to me because I already cut that from my Meren deck back in 2015 because it played just too clunky for me. Never touched it since.
Elder reminds me a lot of Burnished Hart. Like I did similar with the Yavimaya Elder, it was never great, it was just a good role player. A card that if it comes up early it just solves problems. If anything I'd say the Elder is mostly power crept by both Springbloom Druid and all the common dual-typed lands that got printed. Which means the Wood Elves also do so much more to fix colors now.
Shame on me, I just put desyncronization and perplexing test in my copy artifact deck.
I want to shoutout selective obliteration, this card is a better version of ravnica at war : great in a monocolor or artefact deck, will kill at least all non monocolor commander
i don't understand why you play commander, and why you consider yourself "casual". You say your decks don't really need the commander and you're always changing stuff due to power creep.... like... that's not really the spirit of the format and it's not very casual
Hmm idk I play high power
The MDFC lands that allow you to pay life are amazing, even the mdfc's rhat dont from MH3 are on average great. Also I really disagree with what you said about hullbreaker horror. Its definitely a card that is terrible for casual decks like what you were describing but for higher power metas it is a useful house.
so what part do you disagree with? i said it's really powerful and it sounds like you agree.
Would be great if you offer alternatives instead of just saying cards you cut from decks. Otheriwse it is the same as saying that cards are staples when most arent for ALL decks.
I honestly think discussing cards that see too much play is way more interesting than cards not seeing enough play.
Agree actually.
"why doesn't this see more play?"
"It's 5 mana"
so there is a very specific reason i do one way more than the other. and you can read the comments of this video to find out why. "HOW DARE YOU!"
@ Without going here yet, I would imagine that part of it is that there are just way more cards that are underplayed than cards that are overplayed. 😂
I disagree with most of these. Mostly because I just used a lot of them.
of course, they're all commander staples.
Not trying to sound rude but you are saying these were staples? I hardly ever see any of these. They were never really any good.
check out the rest of the comments of people telling me i'm crazy for not playing these.
First