To those not in the know on Shahrazad: There exist cards in MtG that allow you to access "cards outside the game" and put them somewhere within the game, usually into your hand. For official purposes, this is _supposed_ to mean your sideboard (Side Deck). However, if a subgame were to be allowed, _technically_ cards within the main game would be "outside the game" for the subgame's purposes. So...were you to be within a subgame of Shahrazad*, you could use a card like, say, Burning Wish, and not just access a Shahrazad copy in your sideboard, _you could even snag the Shahrazad that started the subgame in the first place - still technically resolving - and recast THAT within the subgame._ And with cards that can copy effects in the first place, you don't even lose access to the Wishes or the Shahrazads up the temporal stream. It's technically possible to keep the game going deeper and deeper into an endless trail of subgames, and never actually stop until someone concedes. Tl;dr - If MtG were played like Yugioh in a fantasy environment, this is how Doctor Strange would beat Dormammu in a children's card game. * or Enter the Dungeon or The Countdown Is At One, if joke cards are permitted
Even better IMO: There are ways to simply copy this card many times straight from the main game. If you're playing a 6 player commander game and cast this while there's a Hive Mind on the field, then Remand it back to your hand...
Yeah, couple of me mates have been playing Shahrazad subgames for years now. They're continuing it out of spite. The heat death of the universe and the big crunch will happen before those games end.
"Grave-troll seems like a decent creature but cost a lot of mana to cast" Dredge players looking around in confusion "Whats mana, creature SPELL? you can cast grave troll??!?!?!?!"
I'm confused. When I look up the Dredge mechanic is says you can add the card back to your hand by dredging, not straight up cast it. But everyone is saying it casts it. Can someone explain since I've long been out of the MTG loop?
@@Cowboy_Wright there are dredge cards with graveyard effects, like providing mana and stuff like that. You basically mill them to the graveyard so you can use their effects to cast creatures without the need of land
I love how he's looking at Colossus Hammer and says basically "this card would be insane if [describes Sigarda's Aid] exists, but I don't think Magic has a card like that."
Not only that but he's judging the cards effectiveness based around other cards that aren't mentioned instead of the card in and of itself. Objectively Colossus Hammer is trash. When combined with a card like Bruenor Battle Hammer in a deck oriented around trample/OTK of course it can be incredible when built around but in and of itself it's garbage!
I really like this "inviting an actual player of Magic/PTCG...etc. to explain" addition. It was really awkward (albeit kinda funny) to see TheDuelLogs' utter disbelief that a Draw 3 in PTCG is trash tier. Having someone to explain why definitely helps with that.
Agreed, though it is a bit of a shame when they essentially spoil it for him or give him too many hints. Kinda takes the fun out of guessing in the first place.
Agreed. The addition of someone knowledgeable helps a lot (because they can at least give accurate information whereas chat might be trolling). All that's left is to tweak how much assistance they give (for example, only answering direct questions until the guess is made)
I don't like it. The guy is too talkative/way too into it. You can clearly tell and pinpoint the exact moments where he knows he should shut up and leave DuelLogs to guess all on his own, but he keeps overexplaining and spoiling cards because he got too excited to show off MTG. I respect the passion but it feels less like "Yu-Gi-Oh player does fun guessing games" and more of "MTG geek passionately explains things half the room doesn't even understand/care about while a YGO player listens"
@@BryceLeft That's a fair complaint, but it's a problem that's more easily fixed than Hiru having to google every ability he doesn't know and having to trust chat to not troll him on the card's actual judgement. PumkinSwift definitely needs to learn to stay quiet during the initial evaluation and to be careful about spoiling later cards, but that's something he can work on, whereas the only way to solve the dependence on chat and google would ruin the format (since if Hiru doesn't need google to know what cards do nor chat to know if cards are good, then it's no longer a non-MTG player evaluating MTG cards)
@@drdca8263 Essentially. She basically ends every story on a cliff-hanger, banking on her husband wanting to find out what happens next more than wanting to kill her.
@@ForeverLaxx right, but I thought that, in addition, many of the stories involved involve people telling stories (often with the fictional listener being vaguely similar to her listener), and that this is part of how her stories go on so long. Also, the review of the book “Arabian Nights” on astral codex ten, the review’s author said “(I'd always heard that she leaves him at a cliff-hanger and makes him spare her to find out how it ends, which I think makes a better story, but this isn't how the real Arabian Nights works).” Anyway, it’s a cool review of the book. Relates it to some simulation argument stuff.
Oh, you already heard of Sinbad? No my story isn't about the adventurer Sinbad, but the common merchant Sinbad.... Who meets another man named Sinbad and listens do him recount his fantastical tales, 😂
7:21 the difference between 'each opponent' and 'target opponent' is even relevant in 1vs1 matches, it plays around effects that prevent you from targeting your opponent directly
Dredge's design story is hilarious in retrospect. Apparently, Dredge didn't have the mill ability during early design and just allowed you to skip your draw to recur the card. But then they decided that perpetually repeating the same card over and over again wasn't very fun, so they added mill as a "cost" to prevent that.
@@creativecredence850 Honestly, there's probably a way to make "exile cards on command" a viable strat. There has to be some cards that give you value when stuff gets exiled.
I love that Griselbrand is such a cracked-in-half mistake of a card that someone with almost no knowledge of the game can immediately recognize that it’s insanely good.
@Declan McKenna it’s mostly played in reanimator shells in Legacy, which can put it out turn 2 with some consistency. There were some Modern decks like Through the Breach, Grishoalbrand, and Neo-Brand that were never really that good, but Neo-Brand could FTK you with a nuts draw.
@Declan McKenna There's multiple decks in several formats that just aim to cheat Griz into play on turn 1 or 2 and proceed to dunk on the opponent with his insane card advantage.
Managorger Hydra has actually seen some play in the most powerful format magic hast to offer, vintage. The removal spells played there have trouble dealing with the kind of threat it is, it grows super fast because the format is filled with degenerate free spells and there are reasonable ways to protect it. These days there are better threats out there for vintage, but the Hydra has seen serious play not too long ago.
To be fair though, it only ever saw play in PO because Monastery Mentor got restricted and PO decks only ran 1 Managorger Hydra as a backup win condition. Not to mention the play pattern was “start going off with Paradoxical Outcome, play a Managorger, keep going off with PO and cast like 30 spells in the process, cast Time Walk, then one shot the opponent with a 30/30 trample on your extra turn protected by an entire hand of countermagic because you just drew basically your entire deck. When you are doing that, your exact win condition isn’t really relevant.
The nightmare of Shahrazad is exactly what it is a reference to; a colossal waste of time you save your life. Shahrazad told the sultan a story that never ended, and whenever it would start to get good she would tell him he would have to come back the next night to continue it because she was going to be executed and this was her way of avoiding that fate. In competative magic, like any game, you have a time limit. And if that time limit expires, they have to use other means of determining a winner (like highest life total) or outright calling the match a draw. Back in the day white is good at doing two things; Healing and Stalling. The issue with this card was that all someone running it needed was 1 win, then in match 2 out of 3 they would use this to stall, eat up all the time for the match and 'auto' win because they had the only win, even though they should have gone 2 out of 3. Shahrazad is (Gen 2) Wabbuffet in card form!
@@lachlank.8270 It gets worse: magic decks can have up to 4 copies of a card, so if you are running 4 shaharazad and your opponent is also running 4 shaharazad, you could have a subgame within a subgame within a subgame within a subgame within a subgame within a subgame within a subgame within a subgame. This doesn't get into 3+ player formats.
Additional note on Blood Moon: in the formats where its legal, almost every deck is using a type of land called a "fetch land", which is a nonbasic land that doesn't produce any mana by itself but you use it by sacrificing it and searching your deck for a land card of the right type, putting that land onto the battlefield untapped (so you can use it immediately), then shuffling. This is an extremely powerful effect because: a) the fetches allow you to get any land that has at least one of two basic land types but it doesn't have to be a basic land (i.e. Flooded Strand is the fetch that lets you get a Plains or an Island, but you can get a land that is one of those types and something else, such as Underground Sea which is a Swamp Island, or Plateau which is a Mountain Plains, so with the right configuration of fetches and lands to fetch you can produce multiple colours). b) this effect "thins" your deck of lands. A fetch land uses up your land play for the turn and uses up one slot in your deck, but it takes a land out of your deck that you might not want to draw in later turns. As a game goes longer, the likelihood of you needing lands versus spells goes down immensely. Obviously removing one card from a deck with 53 cards in it (60 minus your starting hand of seven cards) isn't a huge effect, but it is incremental value. A lot of decks in competitive formats actually run more fetch lands than the deck has lands to fetch with them. c) it's a "free" way to shuffle your deck. Brainstorm is a broken card because in combination with fetchlands a Brainstorm lets you draw three new cards then shuffle away the two worst cards in your hand, whereas a "fair" Brainstorm would require you to draw those two bad cards over the course of the next two turns (aka the Brainstorm lock). So if there's a specific card you need for a certain matchup, or if you're looking to set up a specific sequence of spells, Brainstorm plus fetches lets you do that very cheaply, at instant speed, without diluting your draws or putting you behind on cards. Almost every competitive format uses fetch lands because they're extremely powerful. But they are nonbasic lands, and Blood Moon says "Nonbasic lands are Mountains", so under a Blood Moon you never have the ability to use the fetch land properly because it doesn't have the ability that allows you to sacrifice it and go get the land you need out of your deck. And the reason why it doesn't have that ability is because, well, it's a Mountain, and Mountains can't do that. It does function as a Mountain, meaning you can tap it to produce red mana, so it doesn't stop being a source of mana, but it does lose all the other abilities that your deck needs it to have in order to play your spells and execute your game plan. It might stop being a "useful" source of mana if you're not playing red cards, as it can only pay for generic costs. If a Blood Moon is about to be played (i.e. it's on the stack and you get priority, which is something I won't explain but I include in case the person reading this does understand Magic), and you have any fetch lands on the field, you immediately have to use the ability to fetch a land out of your deck because as soon as the Blood Moon hits, that fetch land is a Mountain. Oh, and the land that you fetch better be a basic land, because if it isn't then well guess what, it's a Mountain. So as mentioned it's a way to balance a format by punishing decks that try to play too many colours, but it actually does much more than that. "Prison" decks that are built to stop some of the more degenerate spell-based combos in the format have been popular in Magic for years, and these decks use "tax" effects that make spells more expensive, they use effects that tax certain types of spells, stops players from being able to search their libraries, destroys their lands, counters spells of a certain mana value, anything they can do to force the other player to play "fair" Magic, which is not what their deck is designed to do. And these unfair decks need their mana to function, so cutting them off of fetch lands and other nonbasics is very powerful, hence why Blood Moon will be played at least as a sideboard card in these competitive formats probably forever, or at least until they print a functionally better one which they're very unlikely to do. So let me put it in these simplest terms: some decks have no problem beating a deck that plays Blood Moon, but there will be games where a resolved Blood Moon results in an almost immediate loss for your opponent, because their deck simply can't function without nonbasics functioning as they need them to function and they have no way to get rid of it. Last note: Blood Moon is a very good card to analyse if you want to really understand the complexity of Magic's rules system, because it requires you to understand the concept of "layers". I'm not qualified to explain what that means, because I'm not a judge.
It doesn't work because of layers, it works because they added a rule (305.7) to make it work. It says If an effect sets a land's subtype to one or more of the basic land types, it loses its other land types and all its abilities. Why? Literally just so that Blood Moon works. If you turn a land into a Locus or an Urza's it doesn't affect its abilities. If you don't know about this rule (which as a new player of course you won't) you will sensibly but wrongly assume that the land gains the mountain subtype but is otherwise unaffected. It's an example of how Magic's rules are more complicated than they need to be because otherwise some sloppily designed cards from the 90s wouldn't work the way they're supposed to.
Small clarification: Brainstorm isn't banned in Modern, it just hasn't had a printing that would make it available in the format. That said, it's almost guaranteed it will never be printed into Modern, because it's just disgusting in any format with lands that let you shuffle your library.
@@smoke108 The bonus cards (like the zendikar expeditions and in this case the strixhaven magical archive) are technically supplemental in the sense that it does not change legality
@@caseylangstaff Strip Mine in standard probably wouldn't have much effect. There usually aren't anyways of playing lands from your graveyard in standard and standard doesn't usually have 4 color decks running rampant so you wouldn't really be punishing their manabases. So you'd be playing a colorless land that doesn't give you any mana advantage. In modern though strip mine would kill several decks outright.
@@thomasturner649 i mean, there is land from grave in this standard and a lot of decks plays 2+ colors so fixing if useful. Field of ruin is already a good card in the format
@@TheLordofMetroids Yes. There are many ways to benefit from cards in your graveyard. The core engine and wincon of a dredge deck varies based on format, but in all formats it's existed in (Vintage, Legacy, Modern, and Standard for a time) it's forced other decks to run ways of disrupting the graveyard. In Vintage there is a variation called manaless dredge where the deck doesn't use any lands, changing a fundamental part of magic. It's pretty legendary for how busted it is, and is one of the mechanics Wizards will probably never include in a standard set again.
There are a lot of deck playstyles that just abuse their graveyard. It is one of, if not the most valid strategy to abuse your graveyard, that is why cards like bojuka bog, a special black land exile target player's entire graveyard when they are played. This idea is considered "graveyard hate" and is essential against most black decks.
@@TheLordofMetroids There are creatures that bring themselves back for free when they're milled, or when certain conditions are met, and there are cards that can be cast from your graveyard by sacrificing creatures instead of paying mana. You can reasonably get something like 3 3/3's and 2 1/1's on turn 2 in some dredge decks. And it's really hard to fight, because most removal just sends their creatures back to the graveyard, which is basically the dredge player's hand at this point.
Write this after 30 sec in the video: To invite someone,who knows about this game, is like the best idea for these kind of videos Ive seen. Thank u so much and pls keep him, he sounds like a nice guy.
Honestly, it's the complete opposite for me, I'm already turned off after that person annoyingly and unquestioned overexplained Blood Moon. This really takes fun guessing out of these videos.
As an MtG player just now dipping their toes into YGO, I find these videos fascinating for what kind of concepts do and don't translate between the two. Very enjoyable watch!
This makes me wish someone did this but in the opposite way Or hell, he could do a video like this with someone else inspecting YGO cards and him explaining their use later
As a mtg player, I recently tried watching a bit of a yugioh tourney that unbanned about half the entire banlist. I made it to the end of the first match (it ended on the starting player's turn 2 i believe) and had 0 idea of what either deck was supposed to be doing, or even which player had won. Imo it's a lot harder to evaluate cards in yugioh considering the lack of casting resources and the fact that so many cards have giant walls of text, as well as tons of special summoning and library search/summon effects for more monsters with walls of text. It's a much less intuitive game to play, and seems like the strategy is more in deckbuilding/choice than piloting from the outside, particularly with the insane amount of bans/turn 1 kills
@@kelloggserial5414 It's really hard to evaluate a card when it refers to the names of several other specific cards, and everything is so archetype dependant. That's like trying to evaluate Goblin Lackey without knowing which other goblins exist, or Asmoranomardicadaistinaculdacar (he should look at that one btw) without knowing what The Underworld Cookbook does. Though I think some more generic cards like old banned cards and reactive cards like Solemn Judgement would be a lot easier.
It's funny how Golgari Grave Troll is just a synergistic, but fair card in a vacuum. Too bad Dredge makes it busted as all hell once you go out of its intended use case.
Honestly the difference between good and bad in magic cards seems to rely heavily on if the right cards to support it also exist. Which makes it pretty easy to gotcha someone on a lot of cards being good or bad, If they're unfamiliar with the supporting cards.
I transitioned from Yu-gi-oh to Magic the gathering. Yu-gi-oh still holds a place in my heart. So i love watching your channel to keep up to date on the format and new cards i haven't seen. Its really great to see someone who doesn't know much about magic reviewing it with someone does as I can relate to the experience of learning the cards and figuring out what is good and whats not. Would love to see this become a series on the channel since there are so many magic cards. Just a video coming out every week or so with a reviewing of 10 cards or more would be awesome. I geek out on discussing cards and there power. watching it is also very enjoyable.
No, Extra Turn is extremely powerful in Magic. Some are meta defining, a few is banned in every format, and one of them is one of the top 9 most powerful card in all of Magic. HOWEVER, Magic has a resource system so no matter how poweful the effect, if it cost too much and there's no easy way to cheat it out, it can't be played.
@@royalapples9707 Epiphany isn't even costed badly though. 6 mana for an extra turn spell that exiles itself and 2 1/1 flier is about the same as time warp given time warp doesn't get exiled. It's just that standard has no real way to answer epiphany like other formats. Standard has no way of hating out the 1/1s, no way of efficiently countering a epiphany and its copy or enough hate pieces to stop the epiphany from being cast. Ikoria had like 3 different answers for epiphany and all of them got rotated out at the same time.
These videos are pretty fun to watch, but it would be cool if he could get someone he knows who plays Commander/EDH to look at some of these cards, because a card like Temporal Tresspass is actually a really solid card in a game like EDH where games are longer, and certain commanders can do a lot with a card like that. It's especially good in decks like Yuriko, who actually wants big CMC cards that they can cat for a cheaper price, or like a Narset deck that will just cheat the cost entirely. Extra turn cards are insane in a game like EDH compared to a game like Modern or Legacy, where the pace is much faster.
When I saw the stream, my mind immediately went to the Loading Ready Live video where Wedge from the Mana Source got Mark Rosewater to be a partner prior to resolving a Shaharazad. Yes, it was an Un set, and it was *glorious.* "In response, I pay 8 life. Pass me that Shaharazad over there."
@@JaxMerrick There are cards that let you add a card from outside the game to your hand, which normally only add from side deck, but in subgames like Shahrazad, you can get it from the main game even if it's in your GY.
Add the 2 silver-bordered subgame spells and it gets even more fun, tutoring a card if you win Into The Dungeon and doubling damage to the loser of The Countdown Is At One
@@TheEmeraldboy100 Oh, I know. One of the questions raised during that video was "what if Wedge could bring either Spike or the Shaharazad into the subgame?" The dawning fear from the peanut gallery was amazing.
@@lazerbeam134 It's an all-star in my EDH deck, I just haven't played it in years ;-; Every now and then I try to incorporate it into Modern, and instead of coming to the conclusion that it's not good, I come to the conclusion that it's not good YET lol
Eyy more of some of my favorite stuff from DuelLogs recently. Also having someone more innundated in MTG stuff, or related card game, is a great decision.
These are super fun, I've played MTG competitively for over a decade and I usually watch this guys' YGO videos because I have no clue about it and haven't played it since 2003 but I love seeing how it's developed over the years. Just to add some clarity for folks here when they are talking about formats, a bit of context to help people. YGO only has "all cards w/ban list" format. But the most "standard" format in MTG is...Well..."Standard". Where only cards from the last 2 years are legal. This means it's incredibly slow compared to older formats and we have access to fewer cards that can cheat mechanics. For those who are YGO players that are interested, the primary competitive formats in MTG are: Standard - Only cards from about the last 2 years, or the last 2 "blocks" in MTG terms. Generally low power, value oriented, combo decks are looked down upon. Too much consistency and you get a ban. But bans in Standard tend to be rarer due to the lower power level of the format....Unless we're talking 2019. But nobody mentions 2019. Modern - Only cards from 8th edition (a set released in 2003) forward. Much higher power level, combo decks exist but aren't the only deck you can play. If you can kill an opponent consistently on T3 or quicker, you probably are looking at getting a ban. T4 kills are common and generally accepted. Value is still important here, but we're starting to get into "swingy" territory. Legacy - This is basically YGO baseline. All cards are legal with the exception of those on the ban list. Much faster format. T2 or 3 kills are possible, but due to the way MTG works (instant speed, stack oriented play is king here) you usually have the ability to stop such combo kills with cards that "counter" (starting to sound familiar?). If something can kill T1 consistently though, you're probably getting a ban. Vintage - This is only for the big boi MTG players. It's expensive as all getout, and is "Legacy" but without a ban list. Only a restricted list (which like in YGO, a restricted card means only 1 copy is allowed in your deck). This is the famous "Black Lotus" format. T1 kills are not only possible, but happen frequently. Value is a complete afterthought and playing to the board is generally not what you're doing. You're there to kill your opponent in one big combo. Not wear them down with efficient card removal, draw, and creatures. There are some up and coming formats in MTG's digital space. Namely Historic and Pioneer. I won't go too into detail on those, just since they're still so new in comparison to the other 4 (they were just started shortly after MTG Arena, our version of Master Duel, released in 2018)
Yugioh has one other format, a kind of reverse modern where only cards up to a certain date are legal. Sadly though, it's not officially supported, even though it's really popular with part of the fan base.
@@Nerobyrne goat and edison aren't really formats in the same way mtg's formats are, though. they're effectively just fangames that recreate how the game played at a previous point in time this distinction is important, if only mildly, for one oft-forgotten reason: yugioh actually _does_ have an official alternative format, and that's speed duel. oh, and traditional _i guess_
Also, the best way to explain Regenerate to a YGO player is to say that Stardust Spark Dragon's effect is essentially, "regenerate target creature". However, most things only regenerate themselves, rather than a target creature, though that effect does exist as a spell. Also, it's not once per turn, but does often have a small mana cost.
@@silent596 I believe that's incorrect. Tapping the creature is a result of being regenerated, not a cost. An already tapped creature can still be regenerated.
@@Zeekfox Correct. The creature becoming tapped is part of the effect. Assuming you can pay the cost, you can Regenerate a creature any number of times.
When you regenerate, does it still count as it dying once before being regenerated? Like if a creature has an effect that triggers on death, will it still trigger if it regenerates?
I’m a magic player myself and it did surprise me a little that the extra turn card was terrible but once I remembered about some other extra turn cards the cost isn’t worth it in the end
The point about it costing mana is a good one. If your entire turn is taken up, have you really gained anything? I've found red extra turn cards tend to be better, but they are usually pretty insane. Like one where you get an extra turn, but then you lose 😂
@@Nerobyrne the alraund epiphany card that is played a lot in standard in fact is being played because on top of the extra turn you get the tokens, without the tokens it would be trash Edit: and this card without yuriko decks would be trash too, the fact that on the card it shows 11 but actually you can easily cast for 4 or 5 (and the fact that commander is a slow format also helps) is actually a power up
The limit to delve is 7 cards or else it isn't feasible to be able to cast it on turn 3 or 4. Treasure cruise wouldn't have been played in every deck if it was 8U to cast or 9U.
I mean, his assessment of the card wasn't wrong. He just didn't take into account that there are decks built to cheat their way around all the drawbacks.
Oh, 100%. In a vacuum, that reaction is accurate. It's only once you factor in that Wizards has done a decent job of trying to keep Enchantment and Equipment based decks viable that the hammer becomes a good card.
Used to play magic and when I saw the hammer I was sitting there thinking okay if you use this fairly it's just some draft fodder at best, but if there's something that can cheat it onto a creature it becomes obnoxious. When I saw the single white mana enchantment I just rolled my eyes and thought why did WotC do this.
@@dark_rit short version is that equipment is a bit weird to balance. If it's not cheap to put out, you basically spend a turn doing nothing and that's bad. If it's strong enough to still be worth it, it turns into super repetitive play where all your creatures are the same threat and removal doesn't work very well. They experimented with equipment that a auto attaches when it comes in and that makes it play like a reusable Aura, which lets it be viable with less efficient equip costs. The fact that very few equipment decks are Modern viable (pretty much just Hammer Time and Stoneforge) and both of them involve cheating on the costs should tell you something.
@@dark_rit That’s not even the end of it. I have a commander deck where Colossus hammer is directly responsible for about 80% of my wins. The commanders are Ardenn, Intrepid Archeologist and Rorgrakh, son of Rohgahh. Ardenn allows you to attach auras and equipments onto your creatures for free on your combat step, and Rorgrakh is a 0-cost creature with no power and 1 toughness, but with first strike, menace, and trample.
My thoughts as a Magic player: DuelLogs is pretty good at interpreting game pieces. Blood Moon: One of the most common Red sideboard cards in formats it's legal. Sideboards are 15 cards that can be added or exchanged with cards from your main deck between games. Normal MtG is best 2 out of 3. Blood Moon specifically punishes greedy manabases that try to more reliably play more colors in their decks or one specific archetype that uses lands that produce more mana in conjunction with other specific lands (Urza's Tower/Mine/Power-Plant). Beating this without destroying it simply involves playing basic lands. Brainstorm: The downside can be a little annoying if you are replacing two underwhelming cards. Luckily in the older formats there's loads of shuffle effects, especially with the "Fetchlands." These are nonbasic lands that can be sacrificed to let you search for a land of one of two denoted basic land types. You can get a basic, but there have been multiple nonbasic lands that can produce two or even three different colors that have these relevant land types. Brainstorm then gets turned into a draw 3 for 1 mana which is broken. Managorger Hydra: Most often played in a mainly multiplayer format with 4 players. It gets big silly fast, but it can indeed die to removal. There are other ways to protect it though, so it's not like huge creatures are bad all the time. At least this one ignores chump blockers. Colossus Hammer: Currently a key combo piece in the most popular deck in the Modern format (cards from normal and specifically Modern sets of mid 2003 and onward). It's low mana cost to play makes it searchable with one powerful tutor (Urza's Saga) as well as normally with Stoneforge Mystic. There are pretty cheap creatures this can be put on, but the biggest threat is Ornithopter, a 0 mana cost Flying 0/2. As explained, this can be equipped after blockers are declared but before damage is done using Sigarda's Aid. It's not a full one-shot but it is a huge swing. The deck has some good backups as well, such as Puresteel Paladin letting you ignore the equip cost. Creeping Chill/Golgari Grave Troll: Dredge is a specific ability and archetype that relies on filling your graveyard for value and basically an extension of your hand. Chill is just a free 6 life swing while Dredge 6 on Grave Troll is huge. Your main creatures are things that go back onto the battlefield with easily repeatable effects, looking to overwhelm defenses and removal. It often leaves room for a big haymaker as well, such as direct damage according to the number of cards in your graveyard. A strong strategy when done well but is crippled by graveyard hate. Demonic Bargain: Explanation hits the mark. You are dumping a not insignificant portion of your deck that you often can't control what it consists of. You could be removing the card you were searching for. Paying life or slightly higher mana is more acceptable. The best searchers are at lower mana costs but are known mistakes and will not be reprinted normally aside from basic land searchers. Gristlebrand: Rarely played for its mana cost. The benefits were already mentioned. It is most common in a reanimator strategy that focuses on discarding it somehow, then playing a graveyard to battlefield effect. Temporal Trespass: Mana cost is very high even with the easily broken Delve. Extra turns are strong, but you are mostly trying to loop them in some way with things like copying spells. The exile also stops you from getting it back from your graveyard. The extra turn effect keeps getting printed, but it can vary from jank to format defining depending on the support around it. Shahrazad: Confusing aside, it's just bad. A full game with half life at stake. Whoop-dee-doo. The parody sets have one card (Enter the Dungeon) like this for the memes that specifically tells you to play the sub-game under the table. I think it would be funny if you had a subgame within a subgame and need another table to stack under the original. Also fun fact, Shahrazad came early enough that it's from a set that is directly influenced from a real-world piece of fiction, the Arabian Nights. Not long after they decided to stick with their own IP. Another fun fact, recently there have been small crossovers with other IPs. Next year there will be a full Lord of the RIngs set, so it's the first time in nearly 30 years that a set will fully be presented with another IP that Wizards of The Coast does not own.
Sideboards also exist in yu-gi-oh! There exists similar cards to Blood Moon in Rivalry of Warlords and Gozen Match, but the actual deckbuilding to out it is far different (usually focusing on Spell/Trap removal rather than altering your monster lineup to accomodate, the way you'd swap lands in magic) Also, the IP crossover for magic sounds like a blast :o
I said this above, blood moon punishes non monocolored mana bases not built to play the card themselves, even 2 color mana bases. Look at things like uw control that without basics can't consistently cast 2ww spell or 2uu spell on turn 3 with out non basics
These videos a really fun series with a nice twist to the TCG niche in RUclips, kinda blends the lines between games in a cool way. Maybe you can redo the Pokemon one and have a specialist with you just like this LOL
That was deeply hilarious and very entertaining. I've never had much of an interest in Yugioh or Pokemon but now I want to see a member of the magic community, was has never played other games, try and analyze Pokemon or Yugioh or Digimon or whatever. Great content man. This was a very amusing idea. Amusing in theory and in practice. Very cool. Colossus Hammer is only good because of two or three very specific other cards like SIgarda's Aid. Its pretty bad otherwise.
This was really fun the shaharazad at the end had me cracking up. Usually only watch your WoW vids, but enjoyed this one immensely as a longtime MTG player.
The "each opponent" text isn't only used because of multi-player games but more importantly that language doesn't cause the spell or ability to target.
@@bkaneshiro14 cards you Cast, not play. The difference is that you can have other effects that can generate creatures aside from spells, which falls under 'play'. CAST is a specific term regarding a nonland permanent while it's a spell before its resolution and entering the battlefield.
Okay okay, here's another one I propose for Mangorger Hydra. When a human creature enters the Battlefield under your opponent's control, it's controller chooses 1: ●sacrifice that creature ●put a +1/+1 counter on Mangorger Hydra
Brainstorm with fetchlands: second best draw spell in the game. Brainstorm without fetchlands: just good. More specifically, Brainstorm is at its best when you are able to shuffle the library prior to drawing another card. Fetchlands are lands that don't naturally produce mana, but have a tap: sacrifice ability that allows you to search your library for any one land of 2 specific land types and comes into play untapped, then shuffle afterwards. If you don't have a way to search your library after Brainstorming, then you risk bricking your draws for potentially 2 turns, which obviously isn't great.
@@sudonahm6940 meh, white/blue miracles took a huge hit after the banning of sensei's diving top in legacy. But you're right, there are secondary reasons when putting two back is good. I can think of delver of secrets flip and protection from hand disruption being primary aside from the random miracle. I was thinking more of a general rule. It's still really good, don't get me wrong. I'm just saying that for example it's a legal card in pauper, mostly because even though it's really good at card advantage, there's far less searching to mitigate the disadvantage of locking your next 2 draws.
@@sudonahm6940 I come from a commander perspective where brainstorm is legal in what is basically just 100 card singleton legacy-modern hybrid. In commander it's just 'okay', mainly only an autoinclude in spellslinger builds and often overplayed in other blue archetypes. There's been situations where I've told people to replace it with another spell just because their deck doesn't have enough deck manipulation to justify it.
This series of videos is so awesome. It's really cool to see someone who knows very little about Magic evaluate cards using only their card game skill and being pretty accurate overall.
Golgari Grave-Troll (as a Yu-Gi-Oh card, or at least how I would estimate it from the video) DARK | Level: 8 | Zombie/Effect | ATK/? DEF/? When this card is summoned its ATK/DEF become equal to the number of monsters in your grave x500. If this face-up monster you control would be destroyed you can decrease its ATK/DEF by 500 instead. If would you draw a card(s) while this card is in your grave you can send the top 4 cards of your deck to the grave and add this card from your grave to your hand instead. Griselbrand DARK | Level: 10 | Fiend/Effect | ATK/3000 | DEF/3000 This card can attack directly. If this card inflicts damage to your opponent's Life Points, gain Life Points equal to the damage inflicted. (Quick Effect:) Pay 3000 Life Points, draw 7 cards.
To follow, since this is a really cute concept: Managorger Hydra DARK / Level 5 / Wyrm/Effect ] ATK/400 / DEF/400 While this card is face-up on the field, this monster gains 400 ATK/DEF permanently whenever a card is played during both player's turns. If this monster attacks a Defense Position monster, inflict piercing battle damage to your opponent. Colossus Hammer Spell Card / Equip Spell The equipped face-up monster gains 4000 ATK/DEF, but it cannot attack directly. If this card would leave the field, you can instead equip this card to another face-up monster you control. Blood Moon Spell Card / Field Spell While this Field spell card is face-up on the field, Cards in both player's hands cannot be discarded or banished. (I really don't know how can you replicate the floodgate effect of BM in Yugioh since we have nothing similar to mana, so, the best next thing, is stopping discards effects by virtue of cards not being "able" to be interacted with, so we cannot use them for cost.)
FYI there is a game of shahrazad in RUclips. Loading ready run had a legal copy of shahrazad on set and there's a card in the newest joke set in MTG that actually say get 1 card from outside the game. And the dude pick shahrazad. It's beautiful.
For the record, they added "colorless mana" to the game which is a specific type of mana (just like red, blue, green, black, and white.) So the old term "mana of any color" is now "generic mana" since colorless can pay for it too.
These have been really neat videos to see! I recently pulled out my old YGO cards and have been having to do the analysis in the other direction and it's been a fun mental challenge to see what will actually work.
Pretty good and entertaining video. A few things: Blood Moon is very good but I wouldn't say it's what's tying to modern format together. It's one of those cards where the fact that it exists means you need to have a plan for it no matter how you play. You need to be ready for it and respect it but there's no strategy that's completely unviable just because Blood Moon exists. Brainstorm isn't actually banned in modern. It was never a legal card in the first place. Also the only reason it's so good is because of shuffle effects so you get to go 3 deep and get rid of two unwanted cards. Playing Brainstorm without shuffle effects is a common newbie trap. The reason GGT basically Magic's That Grass is because it also doesn't require you to go over minimum deck size to reap the benefits and it's repeatable. I don't know if this was made clear but GGT can be dredged any time you would draw NOT just when you would draw at the beginning of your turn, so looting effects (discard 1, draw 1) cards with dredgers are absurd and there's multiple discard 2 draw 3s that just let you mill half your deck with GGT legal. Temporal Trespass is also somewhat held back by the fact/overshadowed by the fact that there are a lot of other really good delve cards and delve cards anti-synergize with each other because they all consume a common resource that takes some effort to accumulate (i.e. cards in the graveyard)
I want Brainstorm to be printed in Modern so I can have a more consistent Miracle deck. Top-deck manipulation in Modern is severely lacking and the printing of Brainstone pretty much means Brainstorm will never be put into Modern.
@@Ceracio show me a Miracles list that doesn't contain at least 12 shuffle effects (8+ fetches plus Ponders) I guess you got me with Yennet. The point is that you need something else with brainstorm to make it good and without some sort of synergy it's not a good card on its own.
@@CanadianPianoMan I would disagree with saying its not good on its own. It certainly becomes much more powerful once you can play lines to shuffle away unwanted cards, but even being able to pace your natural draws against three future turns and ensure you have more consistent land drops is very useful. Same for hiding your best play pieces from thoughtseize/hymn. It's the reason faithless looting was such a pillar of red decks in modern: it didnt give you card advantage, but it made decks far more consistent. Being able to keep a larger amount of 2-land hands and pitch the less useful deck pieces in any matchup is just always useful. In both cases, they often read as 'draw three cards', rather than being neutral/negative. Shuffle effects help a lot though.
@@aphodiasnestus7078 Brainstorm isn't good on it's own. It requires other cards to support it otherwise you're stuck redrawing 2 cards you don't want most of the time. Prior to fetchlands existing brainstorm wasn't really playable. Though it DID see play with the mirage fetchlands prior to the onslaught fetchlands being released. Faithless looting on the other hand digs deeper into the deck guaranteed, though it is -1 in card advantage unless you can utilize cards discarded like dredge decks since you don't have to put 2 back to redraw them later. Good against thoughtseize/targeted discard is useful, but that is saying it requires other cards to be good and this is assuming that you care about hiding cards.
Great video! Super excited to watch the VOD(s), & looking forward to more of this! Thanks for uploading! The actual Magic: The Gathering player helping explain viability is great, too!
Collosus Hammer gets even nastier when you factor "Puresteel Paladin." A backup plan in the same deck, Puresteel can also negate the cost, but not make it instant speed. The archtype is refered to as "Hammertime." Not that it affects why Golgari Grave-Troll at all, but Regenerate also taps the creature when it would protect it.
Also he was imprecise to say regeneration lasts till end of turn. A regeneration shield can last for the turn, until it is used, but then must pay for another regeneration if need to regenerate it again in the same turn.
Love these videos! Some suggestions to show him in the future: Phthisis (mostly to see if he can pronounce it) Force of Savagery Temporal Isolation (literally send a creature to the shadow realm) Goblin Game Abyssal Persecutor Mindslaver
Another thing that wasn't touched on this video. Tutor cards are usually used in "toolbox" decks where they run a lot of singleton copies of different creature who are specific to different situations but many tutor effects to make the deck consistent. Therefore, a tutor that removes 13 cards from the top has a lot of chance of taking away the only answer you need in the deck.
Yeah tutors are really only good in combo decks usually in older formats because you want to find your combo piece. This though can remove that combo piece and completely hose your tutor over. It would have at least been interesting at 2 mana, but 3 mana is too steep in those formats usually.
So as other people will tell you, drawing three then stacking two on top of your deck is crazy if you then have the effect to shuffle your deck. While Yu-Gi-Oh has deck shuffles, MtG plays lands that sacrifice themselves to find other lands from the deck the way Geargiarsenal tributes itself to summon another Geargia monster from the deck. However, just about any multicolored deck will play those sacrifice lands. So the MtG player will draw three cards, put two on top of their deck, then shuffle immediately afterwards about 90% of the time. For a single blue mana, that's incredible. For the extra turn cards, the problem is that you need to have enough mana to do something else. If you play a five mana "take another turn" card when you only have five mana, it would be the equivalent of a YGO card that said, "Take another turn. You cannot use the effect the same turn you activate any spells, traps, or effects, or summon a monster, or set any card on the field." Keep in mind that heavy blue players often don't have much of a board either, so even having a second combat is unlikely to mean much.
Worth noting: Griselbrand came out as the counterpart to a white creature that makes literally everything on your board indestructible. Black definitely got the better end of the deal.
Also, in a demonstration match for one of Magic's parody Un- sets, someone used a "person outside the game becomes your teammate" effect and pulled in head Magic designer Mark Rosewater as a third player, then used a "play target banned card" effect to resolve Shahrazad, resulting in the only documented 2-v-1 subgame of Magic.
Golgari Grave Troll is so good just because Dredge is a such an insanely strong ability. The stuff you're dumping into the graveyard probably ALSO has dredge. You get to choose which card you draw, and the only 'cost' is that now there's more options in your graveyard to choose from. It's unbelievably overpowered.
It was enjoyable to watch you draw the parallels and you have a really good understanding of what should or shouldn’t be great based on “if this exists in this game”. To be able to guess a cards power level on the assumption a combo exists without knowing is pretty impressive.
Shahrazad doesn’t have to be played the way you might think. A deck my friend came across would play Shahrazad and copy it several times. He then would immediately concede each subgame, losing half his life going from 20 to 10 to 5 and to 2… then use an effect to swap life totals with his opponent and cast a direct damage spell for the win.
I like how he thought Blood Moon was an enabler. Blood Moon is one of the more powerful 'hate' cards in Modern, as it punishes opponents from playing very ambitious strategies that require very small, consistent mana bases, lands with special effects as a payoff, or using 'fetch lands' to locate useful lands in question. After all, if you're playing a blue-green deck, red mana isn't going to help you.
He used the term floodgate to describe Blood Moon. Floodgate in Yugioh means a card that applies a continuous effect which restricts or disrupts players from performing certain actions or strategies. One may believe they term Floodgate enables big plays and to flood the field with cards but it does not mean that.
He didn't say it was an enabler, he said it was a "floodgate" which in Yu-Gi-Oh terms is a card that restricts what actions your opponent can take, usually by denying them the ability to play certain cards, which is exactly what you described.
That was a great trap! I've played Golgari Grave Troll for years and I could not tell you from memory what it does at all. Until today I didn't even notice it had regenerate! Who cares, it could be a 0/0 creature with no text at all beyond Dredge 6 and it would still be busted beyond all belief.
Stumbled upon your channel and thought this was very entertaining content, as someone who has been playing magic for 18+ years and been teaching people to play for half of that, I can say that you have good instincts on card mechanics. Looking forward to more videos like this.
the way a game of magic plays out makes a lot more sense when you remember that it's supposed to be a couple of interdimentional wizards throwing stuff at eachother from all across the multiverse: stuff that works indirectly and things that interact in ways they were clearly never intended to are at _least_ as powerful as calling up some giant screw you elemental or casting a grand enchantment and information is just as valuable as any other resource.
The extra turn card in hearthstone was really just a way to facilitate OTK combo's with sorcerer's apprentice, outside of that it wasn't anything special really. Hard to balance a card like that in hearthstone though especially when they love their cost reduction antics.
Shaharazad is my favourite magic card n the best part is thatbits from the early days of magic where theybjad real world influences donuts actually named after the narrator in the 1001 Arabian Nights. She is married off to some fat rich guy n doesn't want to sleep with him so each night she makes up a new story to captivate him until dawn so she doesn't have to bed him. The card mechanics captured her methods so perfectly creating this inception effect, timeless. Its actually the only card currently banned in Vintage for it's specific effect rather than being part of a few groups of cards that aren't legal (ante effects, draft effects, manual dexterity effects, joke cards, game mode variant super sized cards). Briefly there was 1 other card that was on the Vintage ban list cuz it was part of a cycle of 10 cards with a busted effect to play them from ur sideboard if ur deck met certain build conditions. This creature was the best of the 10 n was even restricted to 1 copy by it's own effect condition so the usual nerf for powerful cars in magic's most powerful format didn't work n they had to errata the effect on all 10 cards which they haven't done since the original magic print runs. Also it was hysterical watching u realize that Colossus Hammer is bad unless u can cheat it out, preferably at spell speed 2 n I was like "bro, u couldn't be more right"
10:02 It's not bad just because of the cost, it's bad because there's a good chance that you exile the card you were wanted to find. Cheaper tutors that only hit a few cards are better for finding cards you're running multiple copies of, but searching your deck is generally better if you only have 1 or 2 copies. However, if you're only running 1 or 2 copies of your combo piece, and you exile them...
It's bad for a bunch of reasons. It costs too much, it's Sorcery speed, and it has a much higher whiff rate than the good card it's based on (Demonic Consultation).
Hears the explanation of dredge. "That's really good" Yep. Most of the problematic cards in magic (and most of the recent bannings) are those that give you too many resources too quickly or cheaply and those that allow you to circumvent mana costs. It's been like this for over a decade and designers still haven't learned this simple lesson. They are even getting worse and worse at balancing cards.
That's why I quit playing (modern, I still fucks with Commander.) Wizards finally went mask-off and stopped even bothering to try and hide the pay-to-win aspects.
This series is absolutely amazing and it's earned you a subscriber; I've no idea whatsoever how to play Yu-Gi-Oh, but I'll certainly be tuning in for these videos. Hopefully one day you can seek to evaluate the Flesh and Blood TCG.
There are four types of cards that are banned in literally every format: cards with racist art, cards that affect the ante, cards that make you physically throw the card onto the table and care about what cards they land on, and Shahrazad.
16:10 - This was my favourite card, which I always used. I also had the Red card, FORK, which recasts the spell immediately, so I would get two of these off back to back. Most of my opponents conceded at that point.
That's why it was banned, not cause the card was too good, but because people would win game one, side in some of these, and game 2 wouldn't end before time.
@@philipmorse-fortier5499 Ah, I didn't go for tournaments, I just went for friendly (competitive) play. Then again, I was, and 100% am, against the entire idea of cards being 'phased out'. That was completely against the original intent of the game - it was expected cards would be usable years and decades down the line. :\
I still would love to see more of things like this. Also as someone who's played a lot of different card games and still loves playing MTG when they can I was glad someone was willing to help with explaining things as context does matter for somethings. Also it's really good to see the thought process between different games and how you can get some good ideas from one card game and use it in another for different ideas about how to play them m
I mean there are also several strats where you can just put it onto an unblockable hexproof card by turn 2 basically insuring a win, i really don't know how this card isn't banned given how easy it is to cheat the cost out of.
@@cosmefulanito5052 I wanna show him commander Ledros, the definition of beatstick, and explain why he's so good despite being 9 mana, or why Feel the rush is legit, or how Aphelios is the worst champion in the game.
Honestly this is the best one of these I've seen, he actually tries to think about the cards in the context of MTG (at least what he knows of it). Most of the other ones of these I've seen from other creators just ignore cards even have mana on them
Just went through the stream archive. No offense to PumkinSwift but he could've brought so much more info to the table, so many missed opportunities in fleshing out why some cards are good/bad and where they're good/bad. Like for example, mentioning that since Gurmag Angler is a common, it's a very strong card in the Pauper format, which only allows commons, or mentioning Death's Shadow has an amazing interaction with Varolz in the Commander format, or very basic stuff like reminding DuelLogs that unlike YGO nothing stops creatures with haste from attacking on the very first turn of the game, so a Goblin Guide alone on the first turn means your opponent starts the game with 18 life (and *maybe* an extra land in hand)
So glad you took my (and I'm sure many other people's) suggestion and brought on someone who actually plays magic to explain the cards. Makes the video much more enjoyable. Especially because they're able to clarify rules.
what about something like Lighthouse Chronologist? power him up and get a turn after every other persons turn... i don't even care when someone uses targeted removal on it lol
Colossus Hammer is really good there are lots of effects that can cheat it onto a creature and with the Spell speed thing we have instants which can be played at any moment including during the blocking step where all blocks are declared so you can really get people with what are known as combat tricks Edit: yep I paused before the end of the card evaluation
Here's the issue with this video and this card. Colossus hammer is terrible in itself. It's only useful because OTHER cards eliminate it's drawbacks. So the card is terrible. But it's an amazing combo piece where the other cards are the actual good cards.
I would love to see your reactions to FE Cipher cards. Partly because some are just really bonkers (e.g. Sothis) or because they're worded really funny (e.g. Danved).
honestly insane to see that other people remember about cipher! it really bums me out that they ended it before it was ever released in the west, atleast the art is pretty
@@checkers-xd lol I still play it with my one friend who plays it too, it's honestly super fun It really is tragic how it never got localised, but at least we have programs like LackeyCCG to help us live what could have been.
To those not in the know on Shahrazad: There exist cards in MtG that allow you to access "cards outside the game" and put them somewhere within the game, usually into your hand. For official purposes, this is _supposed_ to mean your sideboard (Side Deck). However, if a subgame were to be allowed, _technically_ cards within the main game would be "outside the game" for the subgame's purposes. So...were you to be within a subgame of Shahrazad*, you could use a card like, say, Burning Wish, and not just access a Shahrazad copy in your sideboard, _you could even snag the Shahrazad that started the subgame in the first place - still technically resolving - and recast THAT within the subgame._ And with cards that can copy effects in the first place, you don't even lose access to the Wishes or the Shahrazads up the temporal stream. It's technically possible to keep the game going deeper and deeper into an endless trail of subgames, and never actually stop until someone concedes.
Tl;dr - If MtG were played like Yugioh in a fantasy environment, this is how Doctor Strange would beat Dormammu in a children's card game.
* or Enter the Dungeon or The Countdown Is At One, if joke cards are permitted
A series of nested subgames sounds exactly what you'd need to say...stretch a magic game over 101 evenings.
Yea, it's a rulings nightmare, so that's why it's an effect we need on duel links.
Even better IMO: There are ways to simply copy this card many times straight from the main game. If you're playing a 6 player commander game and cast this while there's a Hive Mind on the field, then Remand it back to your hand...
You will never reach the end of the game.
Yeah, couple of me mates have been playing Shahrazad subgames for years now. They're continuing it out of spite. The heat death of the universe and the big crunch will happen before those games end.
"Grave-troll seems like a decent creature but cost a lot of mana to cast"
Dredge players looking around in confusion "Whats mana, creature SPELL? you can cast grave troll??!?!?!?!"
My buddy bringing his manaless dredge to the lunch table doesn't understand what we mean by "land for turn"
Yeah I thought a card with just dredge 6 and no mana cost would be just as good 😂
@@Nerobyrne a 12 mana 1/1 with dredge six would've been virtually the same card.
I'm confused. When I look up the Dredge mechanic is says you can add the card back to your hand by dredging, not straight up cast it. But everyone is saying it casts it. Can someone explain since I've long been out of the MTG loop?
@@Cowboy_Wright there are dredge cards with graveyard effects, like providing mana and stuff like that. You basically mill them to the graveyard so you can use their effects to cast creatures without the need of land
I love how he's looking at Colossus Hammer and says basically "this card would be insane if [describes Sigarda's Aid] exists, but I don't think Magic has a card like that."
Not only that but he's judging the cards effectiveness based around other cards that aren't mentioned instead of the card in and of itself. Objectively Colossus Hammer is trash. When combined with a card like Bruenor Battle Hammer in a deck oriented around trample/OTK of course it can be incredible when built around but in and of itself it's garbage!
@@stoiccrane4259 I just saw this card and I have a bruenor battlehammer dwarf tribal deck and I got to get this card.
@@darkwyngraymCompetitively there are better options but go for it if you're playing casual historic/historic brawl.
“I don’t think Magic has a card like that” is usually a wrong sentence most of the time and I love it.
@@stoiccrane4259 To be fair, a *lot* of cards from both games are dogwater in a vacuum.
I really like this "inviting an actual player of Magic/PTCG...etc. to explain" addition. It was really awkward (albeit kinda funny) to see TheDuelLogs' utter disbelief that a Draw 3 in PTCG is trash tier. Having someone to explain why definitely helps with that.
Agreed, though it is a bit of a shame when they essentially spoil it for him or give him too many hints. Kinda takes the fun out of guessing in the first place.
Agreed. The addition of someone knowledgeable helps a lot (because they can at least give accurate information whereas chat might be trolling). All that's left is to tweak how much assistance they give (for example, only answering direct questions until the guess is made)
I don't like it. The guy is too talkative/way too into it. You can clearly tell and pinpoint the exact moments where he knows he should shut up and leave DuelLogs to guess all on his own, but he keeps overexplaining and spoiling cards because he got too excited to show off MTG.
I respect the passion but it feels less like "Yu-Gi-Oh player does fun guessing games" and more of "MTG geek passionately explains things half the room doesn't even understand/care about while a YGO player listens"
@@BryceLeft That's a fair complaint, but it's a problem that's more easily fixed than Hiru having to google every ability he doesn't know and having to trust chat to not troll him on the card's actual judgement.
PumkinSwift definitely needs to learn to stay quiet during the initial evaluation and to be careful about spoiling later cards, but that's something he can work on, whereas the only way to solve the dependence on chat and google would ruin the format (since if Hiru doesn't need google to know what cards do nor chat to know if cards are good, then it's no longer a non-MTG player evaluating MTG cards)
I still can't comprehend a draw three being bad.
That's Ancestral Recall! A card that costs thousands of dollars.
I never realized how much of a flavor win Shaharazad is, the point of her character in 1001 nights is to waste time like the card does
Gotta stall your husband trying to murder you until he gives up. X3
And she does so using stories within stories, right?
@@drdca8263 Essentially. She basically ends every story on a cliff-hanger, banking on her husband wanting to find out what happens next more than wanting to kill her.
@@ForeverLaxx right, but I thought that, in addition, many of the stories involved involve people telling stories (often with the fictional listener being vaguely similar to her listener), and that this is part of how her stories go on so long.
Also, the review of the book “Arabian Nights” on astral codex ten, the review’s author said
“(I'd always heard that she leaves him at a cliff-hanger and makes him spare her to find out how it ends, which I think makes a better story, but this isn't how the real Arabian Nights works).”
Anyway, it’s a cool review of the book. Relates it to some simulation argument stuff.
Oh, you already heard of Sinbad?
No my story isn't about the adventurer Sinbad, but the common merchant Sinbad....
Who meets another man named Sinbad and listens do him recount his fantastical tales, 😂
7:21 the difference between 'each opponent' and 'target opponent' is even relevant in 1vs1 matches, it plays around effects that prevent you from targeting your opponent directly
When your opponent is dragoon.
Dredge's design story is hilarious in retrospect. Apparently, Dredge didn't have the mill ability during early design and just allowed you to skip your draw to recur the card. But then they decided that perpetually repeating the same card over and over again wasn't very fun, so they added mill as a "cost" to prevent that.
It's like how the 'fixed' Skullclamp
Remember kids, if you want your card to have a mill effect as a disadvantage, you make it exile those cards! The graveyard is just a waiting room!
You could say that they made a... Grave mistake.
@@creativecredence850 Honestly, there's probably a way to make "exile cards on command" a viable strat. There has to be some cards that give you value when stuff gets exiled.
@@Bluecho4 there's also Mirror of Fate that lets you pull cards out of exile
He's already a real Magic player when his argument for when cards are good is, "Dies to removal"
If it dies to Murder it is a bad card
@@flameofmage1099 If it dies to Grave Pact and an Earthquake killing 20 creature tokens you control, it's a creature all right.
@@flameofmage1099 I miss my Regen and hexproof trolls
@@flameofmage1099 delver of secrets dies to murder. Still a great card.
Truuuue
I love that Griselbrand is such a cracked-in-half mistake of a card that someone with almost no knowledge of the game can immediately recognize that it’s insanely good.
Don’t care what card we talking about drawing 7 insane.
@@andrewmartniez402 Only UNO players would hate to draw +14 cards xD
@Declan McKenna it’s mostly played in reanimator shells in Legacy, which can put it out turn 2 with some consistency. There were some Modern decks like Through the Breach, Grishoalbrand, and Neo-Brand that were never really that good, but Neo-Brand could FTK you with a nuts draw.
Honestly I wish he had seen Yawgs bargain first, since it is an equally busted card but less obviously so
@Declan McKenna There's multiple decks in several formats that just aim to cheat Griz into play on turn 1 or 2 and proceed to dunk on the opponent with his insane card advantage.
Managorger Hydra has actually seen some play in the most powerful format magic hast to offer, vintage. The removal spells played there have trouble dealing with the kind of threat it is, it grows super fast because the format is filled with degenerate free spells and there are reasonable ways to protect it. These days there are better threats out there for vintage, but the Hydra has seen serious play not too long ago.
Vintage is for people with infinite money and no friends.
Because you won't have any of either once you roll in with a vintage meta Deck 😂
To be fair though, it only ever saw play in PO because Monastery Mentor got restricted and PO decks only ran 1 Managorger Hydra as a backup win condition. Not to mention the play pattern was “start going off with Paradoxical Outcome, play a Managorger, keep going off with PO and cast like 30 spells in the process, cast Time Walk, then one shot the opponent with a 30/30 trample on your extra turn protected by an entire hand of countermagic because you just drew basically your entire deck. When you are doing that, your exact win condition isn’t really relevant.
@@Nerobyrne Vintage is almost exclusively played online though
@@polishhockeyfan where can you play vintage online?
I might actually enjoy that
@@Nerobyrne probably MTGO
The nightmare of Shahrazad is exactly what it is a reference to; a colossal waste of time you save your life. Shahrazad told the sultan a story that never ended, and whenever it would start to get good she would tell him he would have to come back the next night to continue it because she was going to be executed and this was her way of avoiding that fate. In competative magic, like any game, you have a time limit. And if that time limit expires, they have to use other means of determining a winner (like highest life total) or outright calling the match a draw. Back in the day white is good at doing two things; Healing and Stalling. The issue with this card was that all someone running it needed was 1 win, then in match 2 out of 3 they would use this to stall, eat up all the time for the match and 'auto' win because they had the only win, even though they should have gone 2 out of 3. Shahrazad is (Gen 2) Wabbuffet in card form!
You can also play another Shahrazad during a Sharazard-triggered subgame, right? We love recursion
@@lachlank.8270 It gets worse: magic decks can have up to 4 copies of a card, so if you are running 4 shaharazad and your opponent is also running 4 shaharazad, you could have a subgame within a subgame within a subgame within a subgame within a subgame within a subgame within a subgame within a subgame.
This doesn't get into 3+ player formats.
Oh look, it's me
"There I am Gary, there I am."
I absolutely love these videos. It’s fun to watch him be so wrong about some cards, and be amazed at others. Love duel logs
Additional note on Blood Moon: in the formats where its legal, almost every deck is using a type of land called a "fetch land", which is a nonbasic land that doesn't produce any mana by itself but you use it by sacrificing it and searching your deck for a land card of the right type, putting that land onto the battlefield untapped (so you can use it immediately), then shuffling. This is an extremely powerful effect because:
a) the fetches allow you to get any land that has at least one of two basic land types but it doesn't have to be a basic land (i.e. Flooded Strand is the fetch that lets you get a Plains or an Island, but you can get a land that is one of those types and something else, such as Underground Sea which is a Swamp Island, or Plateau which is a Mountain Plains, so with the right configuration of fetches and lands to fetch you can produce multiple colours).
b) this effect "thins" your deck of lands. A fetch land uses up your land play for the turn and uses up one slot in your deck, but it takes a land out of your deck that you might not want to draw in later turns. As a game goes longer, the likelihood of you needing lands versus spells goes down immensely. Obviously removing one card from a deck with 53 cards in it (60 minus your starting hand of seven cards) isn't a huge effect, but it is incremental value. A lot of decks in competitive formats actually run more fetch lands than the deck has lands to fetch with them.
c) it's a "free" way to shuffle your deck. Brainstorm is a broken card because in combination with fetchlands a Brainstorm lets you draw three new cards then shuffle away the two worst cards in your hand, whereas a "fair" Brainstorm would require you to draw those two bad cards over the course of the next two turns (aka the Brainstorm lock). So if there's a specific card you need for a certain matchup, or if you're looking to set up a specific sequence of spells, Brainstorm plus fetches lets you do that very cheaply, at instant speed, without diluting your draws or putting you behind on cards.
Almost every competitive format uses fetch lands because they're extremely powerful. But they are nonbasic lands, and Blood Moon says "Nonbasic lands are Mountains", so under a Blood Moon you never have the ability to use the fetch land properly because it doesn't have the ability that allows you to sacrifice it and go get the land you need out of your deck. And the reason why it doesn't have that ability is because, well, it's a Mountain, and Mountains can't do that. It does function as a Mountain, meaning you can tap it to produce red mana, so it doesn't stop being a source of mana, but it does lose all the other abilities that your deck needs it to have in order to play your spells and execute your game plan. It might stop being a "useful" source of mana if you're not playing red cards, as it can only pay for generic costs.
If a Blood Moon is about to be played (i.e. it's on the stack and you get priority, which is something I won't explain but I include in case the person reading this does understand Magic), and you have any fetch lands on the field, you immediately have to use the ability to fetch a land out of your deck because as soon as the Blood Moon hits, that fetch land is a Mountain. Oh, and the land that you fetch better be a basic land, because if it isn't then well guess what, it's a Mountain.
So as mentioned it's a way to balance a format by punishing decks that try to play too many colours, but it actually does much more than that. "Prison" decks that are built to stop some of the more degenerate spell-based combos in the format have been popular in Magic for years, and these decks use "tax" effects that make spells more expensive, they use effects that tax certain types of spells, stops players from being able to search their libraries, destroys their lands, counters spells of a certain mana value, anything they can do to force the other player to play "fair" Magic, which is not what their deck is designed to do. And these unfair decks need their mana to function, so cutting them off of fetch lands and other nonbasics is very powerful, hence why Blood Moon will be played at least as a sideboard card in these competitive formats probably forever, or at least until they print a functionally better one which they're very unlikely to do.
So let me put it in these simplest terms: some decks have no problem beating a deck that plays Blood Moon, but there will be games where a resolved Blood Moon results in an almost immediate loss for your opponent, because their deck simply can't function without nonbasics functioning as they need them to function and they have no way to get rid of it.
Last note: Blood Moon is a very good card to analyse if you want to really understand the complexity of Magic's rules system, because it requires you to understand the concept of "layers". I'm not qualified to explain what that means, because I'm not a judge.
It doesn't work because of layers, it works because they added a rule (305.7) to make it work. It says If an effect sets a land's subtype to one or more of the basic land types, it loses its other land types and all its abilities. Why? Literally just so that Blood Moon works. If you turn a land into a Locus or an Urza's it doesn't affect its abilities. If you don't know about this rule (which as a new player of course you won't) you will sensibly but wrongly assume that the land gains the mountain subtype but is otherwise unaffected.
It's an example of how Magic's rules are more complicated than they need to be because otherwise some sloppily designed cards from the 90s wouldn't work the way they're supposed to.
@@oliverwilson11 they would have been better to issue an errata on blood moon instead.... but oh well.
Thanks for the clarification.
Small clarification: Brainstorm isn't banned in Modern, it just hasn't had a printing that would make it available in the format.
That said, it's almost guaranteed it will never be printed into Modern, because it's just disgusting in any format with lands that let you shuffle your library.
What about the Strixhaven printing?
@@smoke108 The bonus cards (like the zendikar expeditions and in this case the strixhaven magical archive) are technically supplemental in the sense that it does not change legality
@@dragonbreath4638 imagine if the zendikar rising expeditions changed the legality. Fucking strip mine in standard would be horrifying
@@caseylangstaff Strip Mine in standard probably wouldn't have much effect. There usually aren't anyways of playing lands from your graveyard in standard and standard doesn't usually have 4 color decks running rampant so you wouldn't really be punishing their manabases. So you'd be playing a colorless land that doesn't give you any mana advantage. In modern though strip mine would kill several decks outright.
@@thomasturner649 i mean, there is land from grave in this standard and a lot of decks plays 2+ colors so fixing if useful. Field of ruin is already a good card in the format
Ah yes, another episode of "Yugioh player learns to play Magic VERY slowly." :P
"Dredge seems pretty good."
HOO BOY
Is Dredge one of those format defining things where if you build your deck around it, your basically playing a different card game?
@@TheLordofMetroids Yes. There are many ways to benefit from cards in your graveyard. The core engine and wincon of a dredge deck varies based on format, but in all formats it's existed in (Vintage, Legacy, Modern, and Standard for a time) it's forced other decks to run ways of disrupting the graveyard.
In Vintage there is a variation called manaless dredge where the deck doesn't use any lands, changing a fundamental part of magic.
It's pretty legendary for how busted it is, and is one of the mechanics Wizards will probably never include in a standard set again.
There are a lot of deck playstyles that just abuse their graveyard. It is one of, if not the most valid strategy to abuse your graveyard, that is why cards like bojuka bog, a special black land exile target player's entire graveyard when they are played. This idea is considered "graveyard hate" and is essential against most black decks.
@@TheLordofMetroids Very much so. To the point that "manaless dredge" is a deck
@@TheLordofMetroids There are creatures that bring themselves back for free when they're milled, or when certain conditions are met, and there are cards that can be cast from your graveyard by sacrificing creatures instead of paying mana. You can reasonably get something like 3 3/3's and 2 1/1's on turn 2 in some dredge decks. And it's really hard to fight, because most removal just sends their creatures back to the graveyard, which is basically the dredge player's hand at this point.
Write this after 30 sec in the video: To invite someone,who knows about this game, is like the best idea for these kind of videos Ive seen. Thank u so much and pls keep him, he sounds like a nice guy.
Agreed.
Ditto
Honestly, it's the complete opposite for me, I'm already turned off after that person annoyingly and unquestioned overexplained Blood Moon.
This really takes fun guessing out of these videos.
A good rule of thumb with Magic is that mana efficiency is king; if it costs 1 or can be cast for free then it's probably worth looking at
An ornithopter for every deck!
As an MtG player just now dipping their toes into YGO, I find these videos fascinating for what kind of concepts do and don't translate between the two. Very enjoyable watch!
This makes me wish someone did this but in the opposite way
Or hell, he could do a video like this with someone else inspecting YGO cards and him explaining their use later
Get LSV
Or get The Professor. I don't think LSV, he is the best, would be overly interested in this.
@@MasterDoctorBenji Yes! I want to see a Duel Logs x Tolarian Community College crossover so bad now
As a mtg player, I recently tried watching a bit of a yugioh tourney that unbanned about half the entire banlist. I made it to the end of the first match (it ended on the starting player's turn 2 i believe) and had 0 idea of what either deck was supposed to be doing, or even which player had won. Imo it's a lot harder to evaluate cards in yugioh considering the lack of casting resources and the fact that so many cards have giant walls of text, as well as tons of special summoning and library search/summon effects for more monsters with walls of text. It's a much less intuitive game to play, and seems like the strategy is more in deckbuilding/choice than piloting from the outside, particularly with the insane amount of bans/turn 1 kills
@@kelloggserial5414 It's really hard to evaluate a card when it refers to the names of several other specific cards, and everything is so archetype dependant. That's like trying to evaluate Goblin Lackey without knowing which other goblins exist, or Asmoranomardicadaistinaculdacar (he should look at that one btw) without knowing what The Underworld Cookbook does. Though I think some more generic cards like old banned cards and reactive cards like Solemn Judgement would be a lot easier.
It's funny how Golgari Grave Troll is just a synergistic, but fair card in a vacuum. Too bad Dredge makes it busted as all hell once you go out of its intended use case.
As a Mtg player I love these videos, please keep doing one of them once in a while^^
Once again, for shame *no one* sent him a card with banding.
Banding did nothing wrong!
Banding is something even veteran MTG players have trouble with, you're quite the sadist, aren't you?
Honestly the difference between good and bad in magic cards seems to rely heavily on if the right cards to support it also exist.
Which makes it pretty easy to gotcha someone on a lot of cards being good or bad,
If they're unfamiliar with the supporting cards.
I transitioned from Yu-gi-oh to Magic the gathering. Yu-gi-oh still holds a place in my heart. So i love watching your channel to keep up to date on the format and new cards i haven't seen. Its really great to see someone who doesn't know much about magic reviewing it with someone does as I can relate to the experience of learning the cards and figuring out what is good and whats not. Would love to see this become a series on the channel since there are so many magic cards. Just a video coming out every week or so with a reviewing of 10 cards or more would be awesome. I geek out on discussing cards and there power. watching it is also very enjoyable.
No, Extra Turn is extremely powerful in Magic. Some are meta defining, a few is banned in every format, and one of them is one of the top 9 most powerful card in all of Magic.
HOWEVER, Magic has a resource system so no matter how poweful the effect, if it cost too much and there's no easy way to cheat it out, it can't be played.
Extra turn spells are better the more you can do with the turn you cast it
Extra turns are great, just like drawing 3 cards is great. Problem is because of this they are *generally* costed accurately.
Aldurins!
@@royalapples9707 Epiphany isn't even costed badly though. 6 mana for an extra turn spell that exiles itself and 2 1/1 flier is about the same as time warp given time warp doesn't get exiled. It's just that standard has no real way to answer epiphany like other formats. Standard has no way of hating out the 1/1s, no way of efficiently countering a epiphany and its copy or enough hate pieces to stop the epiphany from being cast. Ikoria had like 3 different answers for epiphany and all of them got rotated out at the same time.
These videos are pretty fun to watch, but it would be cool if he could get someone he knows who plays Commander/EDH to look at some of these cards, because a card like Temporal Tresspass is actually a really solid card in a game like EDH where games are longer, and certain commanders can do a lot with a card like that. It's especially good in decks like Yuriko, who actually wants big CMC cards that they can cat for a cheaper price, or like a Narset deck that will just cheat the cost entirely. Extra turn cards are insane in a game like EDH compared to a game like Modern or Legacy, where the pace is much faster.
Not gonna lie? Shahrazad is just the greatest of the meme cards. How you troll your opponent, by forcing them into a massive chain of duels.
When I saw the stream, my mind immediately went to the Loading Ready Live video where Wedge from the Mana Source got Mark Rosewater to be a partner prior to resolving a Shaharazad. Yes, it was an Un set, and it was *glorious.*
"In response, I pay 8 life. Pass me that Shaharazad over there."
@@JaxMerrick There are cards that let you add a card from outside the game to your hand, which normally only add from side deck, but in subgames like Shahrazad, you can get it from the main game even if it's in your GY.
Add the 2 silver-bordered subgame spells and it gets even more fun, tutoring a card if you win Into The Dungeon and doubling damage to the loser of The Countdown Is At One
@@TheEmeraldboy100 Oh, I know. One of the questions raised during that video was "what if Wedge could bring either Spike or the Shaharazad into the subgame?" The dawning fear from the peanut gallery was amazing.
I've come to bargain.
It hurt hearing that Managorger Hydra "isn't that good," but I know I needed to hear it 😔
I tried, even in pioneer, just, nothing
It will always have a place in my cube as an alternative wincon for stormy archetype.
I love big cards like that, but I'm kind of a noob
It's good for EDH play imho
@@lazerbeam134 It's an all-star in my EDH deck, I just haven't played it in years ;-;
Every now and then I try to incorporate it into Modern, and instead of coming to the conclusion that it's not good, I come to the conclusion that it's not good YET lol
Eyy more of some of my favorite stuff from DuelLogs recently. Also having someone more innundated in MTG stuff, or related card game, is a great decision.
These are super fun, I've played MTG competitively for over a decade and I usually watch this guys' YGO videos because I have no clue about it and haven't played it since 2003 but I love seeing how it's developed over the years.
Just to add some clarity for folks here when they are talking about formats, a bit of context to help people. YGO only has "all cards w/ban list" format. But the most "standard" format in MTG is...Well..."Standard". Where only cards from the last 2 years are legal. This means it's incredibly slow compared to older formats and we have access to fewer cards that can cheat mechanics. For those who are YGO players that are interested, the primary competitive formats in MTG are:
Standard - Only cards from about the last 2 years, or the last 2 "blocks" in MTG terms. Generally low power, value oriented, combo decks are looked down upon. Too much consistency and you get a ban. But bans in Standard tend to be rarer due to the lower power level of the format....Unless we're talking 2019. But nobody mentions 2019.
Modern - Only cards from 8th edition (a set released in 2003) forward. Much higher power level, combo decks exist but aren't the only deck you can play. If you can kill an opponent consistently on T3 or quicker, you probably are looking at getting a ban. T4 kills are common and generally accepted. Value is still important here, but we're starting to get into "swingy" territory.
Legacy - This is basically YGO baseline. All cards are legal with the exception of those on the ban list. Much faster format. T2 or 3 kills are possible, but due to the way MTG works (instant speed, stack oriented play is king here) you usually have the ability to stop such combo kills with cards that "counter" (starting to sound familiar?). If something can kill T1 consistently though, you're probably getting a ban.
Vintage - This is only for the big boi MTG players. It's expensive as all getout, and is "Legacy" but without a ban list. Only a restricted list (which like in YGO, a restricted card means only 1 copy is allowed in your deck). This is the famous "Black Lotus" format. T1 kills are not only possible, but happen frequently. Value is a complete afterthought and playing to the board is generally not what you're doing. You're there to kill your opponent in one big combo. Not wear them down with efficient card removal, draw, and creatures.
There are some up and coming formats in MTG's digital space. Namely Historic and Pioneer. I won't go too into detail on those, just since they're still so new in comparison to the other 4 (they were just started shortly after MTG Arena, our version of Master Duel, released in 2018)
Ahh, 2019. Was that when saheeli rai had an infinite OTK combo that you could hit on T3 or T4?
Yugioh has one other format, a kind of reverse modern where only cards up to a certain date are legal.
Sadly though, it's not officially supported, even though it's really popular with part of the fan base.
@@Nerobyrne goat and edison aren't really formats in the same way mtg's formats are, though. they're effectively just fangames that recreate how the game played at a previous point in time
this distinction is important, if only mildly, for one oft-forgotten reason: yugioh actually _does_ have an official alternative format, and that's speed duel. oh, and traditional _i guess_
@@hi-i-am-atan yeah that's true I suppose
@@hi-i-am-atan isn't goat format similar to the 93/94 format in mtg?
Also, the best way to explain Regenerate to a YGO player is to say that Stardust Spark Dragon's effect is essentially, "regenerate target creature". However, most things only regenerate themselves, rather than a target creature, though that effect does exist as a spell. Also, it's not once per turn, but does often have a small mana cost.
Wizards also don’t print it anymore, having replaced it with “give it Indestructible this turn and remove it from combat” as a mechanical substitute.
Technically it is once per turn. Regenerate requires you to tap the creature being regenerated.
@@silent596 I believe that's incorrect. Tapping the creature is a result of being regenerated, not a cost. An already tapped creature can still be regenerated.
@@Zeekfox Correct. The creature becoming tapped is part of the effect. Assuming you can pay the cost, you can Regenerate a creature any number of times.
When you regenerate, does it still count as it dying once before being regenerated? Like if a creature has an effect that triggers on death, will it still trigger if it regenerates?
I’m a magic player myself and it did surprise me a little that the extra turn card was terrible but once I remembered about some other extra turn cards the cost isn’t worth it in the end
The point about it costing mana is a good one.
If your entire turn is taken up, have you really gained anything?
I've found red extra turn cards tend to be better, but they are usually pretty insane.
Like one where you get an extra turn, but then you lose 😂
Temporal trespass is used in yuriko cEDH decks, it's situational but does well in specific decks.
@@DanteMTG_ was about to point out yuriko, temporal trespass is literally the best card to have on top of the deck there
@@Nerobyrne the alraund epiphany card that is played a lot in standard in fact is being played because on top of the extra turn you get the tokens, without the tokens it would be trash
Edit: and this card without yuriko decks would be trash too, the fact that on the card it shows 11 but actually you can easily cast for 4 or 5 (and the fact that commander is a slow format also helps) is actually a power up
The limit to delve is 7 cards or else it isn't feasible to be able to cast it on turn 3 or 4. Treasure cruise wouldn't have been played in every deck if it was 8U to cast or 9U.
That was good. I'm laughing at your reaction to the hammer because there are several viable OTK decks built around it and the poison mechanic.
I mean, his assessment of the card wasn't wrong. He just didn't take into account that there are decks built to cheat their way around all the drawbacks.
Oh, 100%. In a vacuum, that reaction is accurate. It's only once you factor in that Wizards has done a decent job of trying to keep Enchantment and Equipment based decks viable that the hammer becomes a good card.
Used to play magic and when I saw the hammer I was sitting there thinking okay if you use this fairly it's just some draft fodder at best, but if there's something that can cheat it onto a creature it becomes obnoxious. When I saw the single white mana enchantment I just rolled my eyes and thought why did WotC do this.
@@dark_rit short version is that equipment is a bit weird to balance. If it's not cheap to put out, you basically spend a turn doing nothing and that's bad. If it's strong enough to still be worth it, it turns into super repetitive play where all your creatures are the same threat and removal doesn't work very well. They experimented with equipment that a auto attaches when it comes in and that makes it play like a reusable Aura, which lets it be viable with less efficient equip costs. The fact that very few equipment decks are Modern viable (pretty much just Hammer Time and Stoneforge) and both of them involve cheating on the costs should tell you something.
@@dark_rit
That’s not even the end of it. I have a commander deck where Colossus hammer is directly responsible for about 80% of my wins.
The commanders are Ardenn, Intrepid Archeologist and Rorgrakh, son of Rohgahh.
Ardenn allows you to attach auras and equipments onto your creatures for free on your combat step, and Rorgrakh is a 0-cost creature with no power and 1 toughness, but with first strike, menace, and trample.
My thoughts as a Magic player: DuelLogs is pretty good at interpreting game pieces.
Blood Moon: One of the most common Red sideboard cards in formats it's legal. Sideboards are 15 cards that can be added or exchanged with cards from your main deck between games. Normal MtG is best 2 out of 3. Blood Moon specifically punishes greedy manabases that try to more reliably play more colors in their decks or one specific archetype that uses lands that produce more mana in conjunction with other specific lands (Urza's Tower/Mine/Power-Plant). Beating this without destroying it simply involves playing basic lands.
Brainstorm: The downside can be a little annoying if you are replacing two underwhelming cards. Luckily in the older formats there's loads of shuffle effects, especially with the "Fetchlands." These are nonbasic lands that can be sacrificed to let you search for a land of one of two denoted basic land types. You can get a basic, but there have been multiple nonbasic lands that can produce two or even three different colors that have these relevant land types. Brainstorm then gets turned into a draw 3 for 1 mana which is broken.
Managorger Hydra: Most often played in a mainly multiplayer format with 4 players. It gets big silly fast, but it can indeed die to removal. There are other ways to protect it though, so it's not like huge creatures are bad all the time. At least this one ignores chump blockers.
Colossus Hammer: Currently a key combo piece in the most popular deck in the Modern format (cards from normal and specifically Modern sets of mid 2003 and onward). It's low mana cost to play makes it searchable with one powerful tutor (Urza's Saga) as well as normally with Stoneforge Mystic. There are pretty cheap creatures this can be put on, but the biggest threat is Ornithopter, a 0 mana cost Flying 0/2. As explained, this can be equipped after blockers are declared but before damage is done using Sigarda's Aid. It's not a full one-shot but it is a huge swing. The deck has some good backups as well, such as Puresteel Paladin letting you ignore the equip cost.
Creeping Chill/Golgari Grave Troll: Dredge is a specific ability and archetype that relies on filling your graveyard for value and basically an extension of your hand. Chill is just a free 6 life swing while Dredge 6 on Grave Troll is huge. Your main creatures are things that go back onto the battlefield with easily repeatable effects, looking to overwhelm defenses and removal. It often leaves room for a big haymaker as well, such as direct damage according to the number of cards in your graveyard. A strong strategy when done well but is crippled by graveyard hate.
Demonic Bargain: Explanation hits the mark. You are dumping a not insignificant portion of your deck that you often can't control what it consists of. You could be removing the card you were searching for. Paying life or slightly higher mana is more acceptable. The best searchers are at lower mana costs but are known mistakes and will not be reprinted normally aside from basic land searchers.
Gristlebrand: Rarely played for its mana cost. The benefits were already mentioned. It is most common in a reanimator strategy that focuses on discarding it somehow, then playing a graveyard to battlefield effect.
Temporal Trespass: Mana cost is very high even with the easily broken Delve. Extra turns are strong, but you are mostly trying to loop them in some way with things like copying spells. The exile also stops you from getting it back from your graveyard. The extra turn effect keeps getting printed, but it can vary from jank to format defining depending on the support around it.
Shahrazad: Confusing aside, it's just bad. A full game with half life at stake. Whoop-dee-doo. The parody sets have one card (Enter the Dungeon) like this for the memes that specifically tells you to play the sub-game under the table. I think it would be funny if you had a subgame within a subgame and need another table to stack under the original. Also fun fact, Shahrazad came early enough that it's from a set that is directly influenced from a real-world piece of fiction, the Arabian Nights. Not long after they decided to stick with their own IP.
Another fun fact, recently there have been small crossovers with other IPs. Next year there will be a full Lord of the RIngs set, so it's the first time in nearly 30 years that a set will fully be presented with another IP that Wizards of The Coast does not own.
Sideboards also exist in yu-gi-oh! There exists similar cards to Blood Moon in Rivalry of Warlords and Gozen Match, but the actual deckbuilding to out it is far different (usually focusing on Spell/Trap removal rather than altering your monster lineup to accomodate, the way you'd swap lands in magic)
Also, the IP crossover for magic sounds like a blast :o
I said this above, blood moon punishes non monocolored mana bases not built to play the card themselves, even 2 color mana bases. Look at things like uw control that without basics can't consistently cast 2ww spell or 2uu spell on turn 3 with out non basics
who asked
These videos a really fun series with a nice twist to the TCG niche in RUclips, kinda blends the lines between games in a cool way.
Maybe you can redo the Pokemon one and have a specialist with you just like this LOL
Temporal Trespass is only recently being experimented with in "izzet phoenix" in the pioneer format. Exciting times!
That was deeply hilarious and very entertaining. I've never had much of an interest in Yugioh or Pokemon but now I want to see a member of the magic community, was has never played other games, try and analyze Pokemon or Yugioh or Digimon or whatever.
Great content man. This was a very amusing idea. Amusing in theory and in practice. Very cool.
Colossus Hammer is only good because of two or three very specific other cards like SIgarda's Aid. Its pretty bad otherwise.
This was really fun the shaharazad at the end had me cracking up. Usually only watch your WoW vids, but enjoyed this one immensely as a longtime MTG player.
"Costs 8 to equip"
Laughs in Syr Gwyn
The "each opponent" text isn't only used because of multi-player games but more importantly that language doesn't cause the spell or ability to target.
Honestly, favourite part of this video was the friend you brought along - he even sounds like a typical Magic player 😆
His excitement over Grislebrand was so wholesome and was on point. Loved watching this more than I thought I would.
Now I want a Mangorger Hydra. Whenever a human your opponent controls enters the Battlefield, it gains a +1/+1 counter
Wouldn't that just be a straight nerf though? Managorger gets a +1/+1 for almost ANY card played, including your own.
@@bkaneshiro14 Just make it cheaper to cast, it'll balance out.
@@bkaneshiro14 cards you Cast, not play. The difference is that you can have other effects that can generate creatures aside from spells, which falls under 'play'. CAST is a specific term regarding a nonland permanent while it's a spell before its resolution and entering the battlefield.
Okay okay, here's another one I propose for Mangorger Hydra. When a human creature enters the Battlefield under your opponent's control, it's controller chooses 1:
●sacrifice that creature
●put a +1/+1 counter on Mangorger Hydra
Having Duel logs play against the guest could be interesting. Let's us see how the games differ
Brainstorm with fetchlands: second best draw spell in the game.
Brainstorm without fetchlands: just good.
More specifically, Brainstorm is at its best when you are able to shuffle the library prior to drawing another card. Fetchlands are lands that don't naturally produce mana, but have a tap: sacrifice ability that allows you to search your library for any one land of 2 specific land types and comes into play untapped, then shuffle afterwards. If you don't have a way to search your library after Brainstorming, then you risk bricking your draws for potentially 2 turns, which obviously isn't great.
Terminus would like to know your location.
@@sudonahm6940 meh, white/blue miracles took a huge hit after the banning of sensei's diving top in legacy. But you're right, there are secondary reasons when putting two back is good. I can think of delver of secrets flip and protection from hand disruption being primary aside from the random miracle. I was thinking more of a general rule.
It's still really good, don't get me wrong. I'm just saying that for example it's a legal card in pauper, mostly because even though it's really good at card advantage, there's far less searching to mitigate the disadvantage of locking your next 2 draws.
@@sudonahm6940 I come from a commander perspective where brainstorm is legal in what is basically just 100 card singleton legacy-modern hybrid. In commander it's just 'okay', mainly only an autoinclude in spellslinger builds and often overplayed in other blue archetypes. There's been situations where I've told people to replace it with another spell just because their deck doesn't have enough deck manipulation to justify it.
Then what's #1 for Magic in this case?
@@crazyluigi6664 ancestral recall.
This series of videos is so awesome. It's really cool to see someone who knows very little about Magic evaluate cards using only their card game skill and being pretty accurate overall.
Golgari Grave-Troll (as a Yu-Gi-Oh card, or at least how I would estimate it from the video)
DARK | Level: 8 | Zombie/Effect | ATK/? DEF/?
When this card is summoned its ATK/DEF become equal to the number of monsters in your grave x500. If this face-up monster you control would be destroyed you can decrease its ATK/DEF by 500 instead. If would you draw a card(s) while this card is in your grave you can send the top 4 cards of your deck to the grave and add this card from your grave to your hand instead.
Griselbrand
DARK | Level: 10 | Fiend/Effect | ATK/3000 | DEF/3000
This card can attack directly. If this card inflicts damage to your opponent's Life Points, gain Life Points equal to the damage inflicted. (Quick Effect:) Pay 3000 Life Points, draw 7 cards.
To follow, since this is a really cute concept:
Managorger Hydra
DARK / Level 5 / Wyrm/Effect ] ATK/400 / DEF/400
While this card is face-up on the field, this monster gains 400 ATK/DEF permanently whenever a card is played during both player's turns. If this monster attacks a Defense Position monster, inflict piercing battle damage to your opponent.
Colossus Hammer
Spell Card / Equip Spell
The equipped face-up monster gains 4000 ATK/DEF, but it cannot attack directly. If this card would leave the field, you can instead equip this card to another face-up monster you control.
Blood Moon
Spell Card / Field Spell
While this Field spell card is face-up on the field, Cards in both player's hands cannot be discarded or banished. (I really don't know how can you replicate the floodgate effect of BM in Yugioh since we have nothing similar to mana, so, the best next thing, is stopping discards effects by virtue of cards not being "able" to be interacted with, so we cannot use them for cost.)
FYI there is a game of shahrazad in RUclips. Loading ready run had a legal copy of shahrazad on set and there's a card in the newest joke set in MTG that actually say get 1 card from outside the game. And the dude pick shahrazad. It's beautiful.
“Up to 8 theoretical subgames”
Me, an azorius player: I’ll find a way to do eight of them alone!
Cool to see a video that doesn't trash mtg or ygo but tries to see differences and similarities :)
For the record, they added "colorless mana" to the game which is a specific type of mana (just like red, blue, green, black, and white.) So the old term "mana of any color" is now "generic mana" since colorless can pay for it too.
These have been really neat videos to see! I recently pulled out my old YGO cards and have been having to do the analysis in the other direction and it's been a fun mental challenge to see what will actually work.
Pretty good and entertaining video. A few things:
Blood Moon is very good but I wouldn't say it's what's tying to modern format together. It's one of those cards where the fact that it exists means you need to have a plan for it no matter how you play. You need to be ready for it and respect it but there's no strategy that's completely unviable just because Blood Moon exists.
Brainstorm isn't actually banned in modern. It was never a legal card in the first place. Also the only reason it's so good is because of shuffle effects so you get to go 3 deep and get rid of two unwanted cards. Playing Brainstorm without shuffle effects is a common newbie trap.
The reason GGT basically Magic's That Grass is because it also doesn't require you to go over minimum deck size to reap the benefits and it's repeatable. I don't know if this was made clear but GGT can be dredged any time you would draw NOT just when you would draw at the beginning of your turn, so looting effects (discard 1, draw 1) cards with dredgers are absurd and there's multiple discard 2 draw 3s that just let you mill half your deck with GGT legal.
Temporal Trespass is also somewhat held back by the fact/overshadowed by the fact that there are a lot of other really good delve cards and delve cards anti-synergize with each other because they all consume a common resource that takes some effort to accumulate (i.e. cards in the graveyard)
I want Brainstorm to be printed in Modern so I can have a more consistent Miracle deck. Top-deck manipulation in Modern is severely lacking and the printing of Brainstone pretty much means Brainstorm will never be put into Modern.
"Playing Brainstorm without shuffle effects is a common newbie trap" - Yennet/Miracle players: "well yes, but actually no."
@@Ceracio show me a Miracles list that doesn't contain at least 12 shuffle effects (8+ fetches plus Ponders)
I guess you got me with Yennet.
The point is that you need something else with brainstorm to make it good and without some sort of synergy it's not a good card on its own.
@@CanadianPianoMan I would disagree with saying its not good on its own. It certainly becomes much more powerful once you can play lines to shuffle away unwanted cards, but even being able to pace your natural draws against three future turns and ensure you have more consistent land drops is very useful. Same for hiding your best play pieces from thoughtseize/hymn.
It's the reason faithless looting was such a pillar of red decks in modern: it didnt give you card advantage, but it made decks far more consistent. Being able to keep a larger amount of 2-land hands and pitch the less useful deck pieces in any matchup is just always useful.
In both cases, they often read as 'draw three cards', rather than being neutral/negative.
Shuffle effects help a lot though.
@@aphodiasnestus7078 Brainstorm isn't good on it's own. It requires other cards to support it otherwise you're stuck redrawing 2 cards you don't want most of the time. Prior to fetchlands existing brainstorm wasn't really playable. Though it DID see play with the mirage fetchlands prior to the onslaught fetchlands being released. Faithless looting on the other hand digs deeper into the deck guaranteed, though it is -1 in card advantage unless you can utilize cards discarded like dredge decks since you don't have to put 2 back to redraw them later.
Good against thoughtseize/targeted discard is useful, but that is saying it requires other cards to be good and this is assuming that you care about hiding cards.
Great video! Super excited to watch the VOD(s), & looking forward to more of this! Thanks for uploading! The actual Magic: The Gathering player helping explain viability is great, too!
Collosus Hammer gets even nastier when you factor "Puresteel Paladin." A backup plan in the same deck, Puresteel can also negate the cost, but not make it instant speed. The archtype is refered to as "Hammertime."
Not that it affects why Golgari Grave-Troll at all, but Regenerate also taps the creature when it would protect it.
Also he was imprecise to say regeneration lasts till end of turn. A regeneration shield can last for the turn, until it is used, but then must pay for another regeneration if need to regenerate it again in the same turn.
Love these videos!
Some suggestions to show him in the future:
Phthisis (mostly to see if he can pronounce it)
Force of Savagery
Temporal Isolation (literally send a creature to the shadow realm)
Goblin Game
Abyssal Persecutor
Mindslaver
I'd love to see you look at Slivers, a very unique creature type that spanned many sets
Really enjoy these. Very impressed that the Yugioh knowledge gets you so close in your assessment of magic cards.
Another thing that wasn't touched on this video. Tutor cards are usually used in "toolbox" decks where they run a lot of singleton copies of different creature who are specific to different situations but many tutor effects to make the deck consistent. Therefore, a tutor that removes 13 cards from the top has a lot of chance of taking away the only answer you need in the deck.
Yeah tutors are really only good in combo decks usually in older formats because you want to find your combo piece. This though can remove that combo piece and completely hose your tutor over. It would have at least been interesting at 2 mana, but 3 mana is too steep in those formats usually.
pretty much anything exists in magic, which is why is its so damn fun. There are soo many different interactions
So as other people will tell you, drawing three then stacking two on top of your deck is crazy if you then have the effect to shuffle your deck. While Yu-Gi-Oh has deck shuffles, MtG plays lands that sacrifice themselves to find other lands from the deck the way Geargiarsenal tributes itself to summon another Geargia monster from the deck. However, just about any multicolored deck will play those sacrifice lands. So the MtG player will draw three cards, put two on top of their deck, then shuffle immediately afterwards about 90% of the time. For a single blue mana, that's incredible.
For the extra turn cards, the problem is that you need to have enough mana to do something else. If you play a five mana "take another turn" card when you only have five mana, it would be the equivalent of a YGO card that said, "Take another turn. You cannot use the effect the same turn you activate any spells, traps, or effects, or summon a monster, or set any card on the field." Keep in mind that heavy blue players often don't have much of a board either, so even having a second combat is unlikely to mean much.
Now that is a very interesting and cool video! Loved the comparison analysis.
I started laughing as soon as I saw Shahrazad. Easily the funniest card for someone to analyze from outside the game.
There are some other pretty good ones too though. Like Goblin Game. Or One With Nothing.
Worth noting: Griselbrand came out as the counterpart to a white creature that makes literally everything on your board indestructible. Black definitely got the better end of the deal.
Also, in a demonstration match for one of Magic's parody Un- sets, someone used a "person outside the game becomes your teammate" effect and pulled in head Magic designer Mark Rosewater as a third player, then used a "play target banned card" effect to resolve Shahrazad, resulting in the only documented 2-v-1 subgame of Magic.
Golgari Grave Troll is so good just because Dredge is a such an insanely strong ability. The stuff you're dumping into the graveyard probably ALSO has dredge. You get to choose which card you draw, and the only 'cost' is that now there's more options in your graveyard to choose from. It's unbelievably overpowered.
The power of Dredge is the sole reason anyone plays Stinkweed Imp. That creature is so bad but it has Dredge 5 so it gets played.
@@ForeverLaxx i remember my old goldari dredge/delve deck ran a few of that card. He really was only there for dredge
It was enjoyable to watch you draw the parallels and you have a really good understanding of what should or shouldn’t be great based on “if this exists in this game”. To be able to guess a cards power level on the assumption a combo exists without knowing is pretty impressive.
Shahrazad doesn’t have to be played the way you might think. A deck my friend came across would play Shahrazad and copy it several times. He then would immediately concede each subgame, losing half his life going from 20 to 10 to 5 and to 2… then use an effect to swap life totals with his opponent and cast a direct damage spell for the win.
That’s terrible… you can easily make yourself lose life in cheaper ways
Can't you play fiery covenent?
Temporal Trespass isn't *that* bad, just not as powerful as the other notorious blue delve cards.
Dude, this is a GREAT series. Keep going! As a magic player I love seeing other people's interpretation of the game I love myself. Have a great day!!
I like how he thought Blood Moon was an enabler. Blood Moon is one of the more powerful 'hate' cards in Modern, as it punishes opponents from playing very ambitious strategies that require very small, consistent mana bases, lands with special effects as a payoff, or using 'fetch lands' to locate useful lands in question. After all, if you're playing a blue-green deck, red mana isn't going to help you.
wait till he sees Hall of Gemstone. multicolor decks be damned lol
Blood moon punishes consistent 2 color mana bases as well, that is why it is hated so much.
He literally said it was a floodgate not an enabler.
He used the term floodgate to describe Blood Moon. Floodgate in Yugioh means a card that applies a continuous effect which restricts or disrupts players from performing certain actions or strategies.
One may believe they term Floodgate enables big plays and to flood the field with cards but it does not mean that.
He didn't say it was an enabler, he said it was a "floodgate" which in Yu-Gi-Oh terms is a card that restricts what actions your opponent can take, usually by denying them the ability to play certain cards, which is exactly what you described.
Creature destruction must be common because you have to remember Magic the Gathering has no field limit.
Seeing you think people would cast Golgari Grave Troll is hilarious.
That was a great trap! I've played Golgari Grave Troll for years and I could not tell you from memory what it does at all. Until today I didn't even notice it had regenerate! Who cares, it could be a 0/0 creature with no text at all beyond Dredge 6 and it would still be busted beyond all belief.
Stumbled upon your channel and thought this was very entertaining content, as someone who has been playing magic for 18+ years and been teaching people to play for half of that, I can say that you have good instincts on card mechanics. Looking forward to more videos like this.
With all the big flashy spells that are too mana-expensive to see any play, *Emergent Ultimatum* should be included in the potential part 3
ultimatum dominated standard post omnath
Sultai Ultimatum was one of the strongest standard lists in recent memory
@@CC-oi9mc jeskai fires begs to differ
the way a game of magic plays out makes a lot more sense when you remember that it's supposed to be a couple of interdimentional wizards throwing stuff at eachother from all across the multiverse: stuff that works indirectly and things that interact in ways they were clearly never intended to are at _least_ as powerful as calling up some giant screw you elemental or casting a grand enchantment and information is just as valuable as any other resource.
The temporal trespass seems insane in hearthstone taking an extra turn is a quest reward due to how good it was
The extra turn card in hearthstone was really just a way to facilitate OTK combo's with sorcerer's apprentice, outside of that it wasn't anything special really. Hard to balance a card like that in hearthstone though especially when they love their cost reduction antics.
Shaharazad is my favourite magic card n the best part is thatbits from the early days of magic where theybjad real world influences donuts actually named after the narrator in the 1001 Arabian Nights. She is married off to some fat rich guy n doesn't want to sleep with him so each night she makes up a new story to captivate him until dawn so she doesn't have to bed him. The card mechanics captured her methods so perfectly creating this inception effect, timeless. Its actually the only card currently banned in Vintage for it's specific effect rather than being part of a few groups of cards that aren't legal (ante effects, draft effects, manual dexterity effects, joke cards, game mode variant super sized cards). Briefly there was 1 other card that was on the Vintage ban list cuz it was part of a cycle of 10 cards with a busted effect to play them from ur sideboard if ur deck met certain build conditions. This creature was the best of the 10 n was even restricted to 1 copy by it's own effect condition so the usual nerf for powerful cars in magic's most powerful format didn't work n they had to errata the effect on all 10 cards which they haven't done since the original magic print runs.
Also it was hysterical watching u realize that Colossus Hammer is bad unless u can cheat it out, preferably at spell speed 2 n I was like "bro, u couldn't be more right"
10:02 It's not bad just because of the cost, it's bad because there's a good chance that you exile the card you were wanted to find. Cheaper tutors that only hit a few cards are better for finding cards you're running multiple copies of, but searching your deck is generally better if you only have 1 or 2 copies. However, if you're only running 1 or 2 copies of your combo piece, and you exile them...
It's bad for a bunch of reasons. It costs too much, it's Sorcery speed, and it has a much higher whiff rate than the good card it's based on (Demonic Consultation).
3:00 common mistake: Brainstorm isn't banned in modern - it was never printed into a modern legal set in the first place.
I know you won't see this but please make more of these. I play magic and watch your video on YGO despite not playing the game at all. XD
This was sooooo good, sending to my friend and clicking the link to the stream....wanted it to never end. Please do morrrre.
Hears the explanation of dredge.
"That's really good"
Yep. Most of the problematic cards in magic (and most of the recent bannings) are those that give you too many resources too quickly or cheaply and those that allow you to circumvent mana costs.
It's been like this for over a decade and designers still haven't learned this simple lesson. They are even getting worse and worse at balancing cards.
That's why I quit playing (modern, I still fucks with Commander.) Wizards finally went mask-off and stopped even bothering to try and hide the pay-to-win aspects.
@@CERTAIND00Mplay pre-modern, the only format which is trully very close to be balanced.
This series is absolutely amazing and it's earned you a subscriber; I've no idea whatsoever how to play Yu-Gi-Oh, but I'll certainly be tuning in for these videos. Hopefully one day you can seek to evaluate the Flesh and Blood TCG.
There are four types of cards that are banned in literally every format: cards with racist art, cards that affect the ante, cards that make you physically throw the card onto the table and care about what cards they land on, and Shahrazad.
5. Conspiracies
@@simonteesdale9752 Conspiracies are legal in Cube.
@@thomascollins5622 And Chaos orb is legal (and good) in old school.
@@thomascollins5622 WotC can't ban cards from cube because cube isn't a format.
The only exceptions are the last two and only in Un-Sets. Because Un-Sets are stupid and wonderful like that.
This videos of looking at other card games are really good, please keep them up!
16:10 - This was my favourite card, which I always used. I also had the Red card, FORK, which recasts the spell immediately, so I would get two of these off back to back. Most of my opponents conceded at that point.
That's why it was banned, not cause the card was too good, but because people would win game one, side in some of these, and game 2 wouldn't end before time.
@@philipmorse-fortier5499 Ah, I didn't go for tournaments, I just went for friendly (competitive) play. Then again, I was, and 100% am, against the entire idea of cards being 'phased out'. That was completely against the original intent of the game - it was expected cards would be usable years and decades down the line. :\
I still would love to see more of things like this. Also as someone who's played a lot of different card games and still loves playing MTG when they can I was glad someone was willing to help with explaining things as context does matter for somethings.
Also it's really good to see the thought process between different games and how you can get some good ideas from one card game and use it in another for different ideas about how to play them m
Brainstorm is a very powerful and iconic card, still nowhere near as powerful as Graceful Charity though.
I mean there are also several strats where you can just put it onto an unblockable hexproof card by turn 2 basically insuring a win, i really don't know how this card isn't banned given how easy it is to cheat the cost out of.
Dude your voice!!? are you a WoW content creator!! one of my favourites!!?
I want him to look at LoR, mostly because of how crazy will he become when realizing giant beatsticks are legitime on that game.
Yeeee
@@cosmefulanito5052 I wanna show him commander Ledros, the definition of beatstick, and explain why he's so good despite being 9 mana, or why Feel the rush is legit, or how Aphelios is the worst champion in the game.
Honestly this is the best one of these I've seen, he actually tries to think about the cards in the context of MTG (at least what he knows of it). Most of the other ones of these I've seen from other creators just ignore cards even have mana on them
Just went through the stream archive. No offense to PumkinSwift but he could've brought so much more info to the table, so many missed opportunities in fleshing out why some cards are good/bad and where they're good/bad. Like for example, mentioning that since Gurmag Angler is a common, it's a very strong card in the Pauper format, which only allows commons, or mentioning Death's Shadow has an amazing interaction with Varolz in the Commander format, or very basic stuff like reminding DuelLogs that unlike YGO nothing stops creatures with haste from attacking on the very first turn of the game, so a Goblin Guide alone on the first turn means your opponent starts the game with 18 life (and *maybe* an extra land in hand)
So glad you took my (and I'm sure many other people's) suggestion and brought on someone who actually plays magic to explain the cards. Makes the video much more enjoyable. Especially because they're able to clarify rules.
Imagine how he'd react to The Eldrazzi with annihilator or just Birgi.
what about something like Lighthouse Chronologist? power him up and get a turn after every other persons turn... i don't even care when someone uses targeted removal on it lol
Or show him Niv Mizzet, parun. One card combos are actually just as busted between YGO and Magic
As a long term yugioh player who is trying to get into magic this video is sooo helpful
Colossus Hammer is really good there are lots of effects that can cheat it onto a creature and with the Spell speed thing we have instants which can be played at any moment including during the blocking step where all blocks are declared so you can really get people with what are known as combat tricks
Edit: yep I paused before the end of the card evaluation
Here's the issue with this video and this card. Colossus hammer is terrible in itself. It's only useful because OTHER cards eliminate it's drawbacks. So the card is terrible. But it's an amazing combo piece where the other cards are the actual good cards.
@@Wistbacka i dunno a 9 mana 10/11 might be good enough if you have an ornithoptor
As a mtg player I really like the new perspective you bring on some cards. Cool format of video!
I like these videos
This was awesome! Can't wait for more!
I would love to see your reactions to FE Cipher cards. Partly because some are just really bonkers (e.g. Sothis) or because they're worded really funny (e.g. Danved).
honestly insane to see that other people remember about cipher! it really bums me out that they ended it before it was ever released in the west, atleast the art is pretty
@@checkers-xd lol I still play it with my one friend who plays it too, it's honestly super fun
It really is tragic how it never got localised, but at least we have programs like LackeyCCG to help us live what could have been.