Eating Your EDH Veggies | EDHRECast 222

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[Music] hello everyone and welcome to the edh rec cast and my name is matt morgan you heard me right we're starting off the intros this week with me and i want to thank my co-host here dana roach what's going on buddy uh good evening matt um i i have a joke that was offered up to me at magic fest to the command fest indy that i just have to throw out there despite the fact that you didn't start with a dad joke i am going to that's fair um the the baby roach said uh papa what happens if humans spray us with raid papa roach responded suffocation no breathing [Laughter] well played well played i mean i did meet one of my neighbors actually i just moved into a new house and uh turns out he's a spider and he's a web developer so it's kind of cool it fits we're mining the same territory this week i mean yeah but it's cool when like you find somebody like their whole job is to find bugs and that's i mean that is the last resort that is yes anyways we do have a podcast here uh yes like i said it is me it is dana this week joey's taking a little r r but we still do have a great show for you this week and so we want to make sure we still bring weekly entertainment to everybody and dana we do have a topic this week even so what is that we are going to talk about eating your vegetables in edh and we've talked about that before or at least we've talked about like that basic saying about how your deck needs to have vegetable cards in it and and we're going to talk in some depth about kind of what that means the the cards you need to be healthy um it'd be pretty easy to eat you know pizza and cake all the time but you you would probably die if you did that so you need to have some vegetables in your diet and you need to have some vegetables in your deck and we're going to talk about the kind of vegetables you need to have to have a healthy growing commander deck well i mean it is fitting you are the dad i like dad jokes so we're going to give fatherly advice for uh how to grow strong with your deck building process so yeah that's great but before we get into that uh we do need to give our intros we didn't need pay the bills so first we'll give a big shout out to chase also known as amana curves or you can find them on twitter at mana curves they do all the post-production work and they do a great job so thank you so much to them and also we do have sponsors too the edh recast is sponsored by card kingdom and tcg player the double masters of online retailers simply go to edhrec and pick the card you like and select the vendor link down below doing so supports both the site and the show and if you'd prefer to support the show directly you can do so over at patreon.com edhrec cast where if patron tears of all levels whether you want to join the discord community that we have you want to see all the episodes a day early there's so many perks that you can get over at patreon.com edh recast it's just great it's so wild how many perks we have and the community that we have over in that discord it's pretty worth bragging about we're very proud of them and everybody seems to have a great time so if you would like to do that and more head over to patreon.comcast for all that information and more and don't forget we have that shout out that we do every single week so this week we want to give a very big shout out to chris morales so chris thank you so much for all the support we definitely appreciate it and uh thanks for coming by and supporting us so let's kind of jump right into this this main topic here this week um and talk about the the veggies that you have to put in a deck the healthy kind of building blocks that make it work and this is kind of a vague thing right like it's not necessarily easy to categorize a specific card as a veggie um because there's a lot of cards that you put in decks that make your deck work what we're kind of thinking of here are the cards that like don't necessarily feel flashy or fun you know it's really easy to put that giant draw spell in your deck that's gonna you know in a perfect world with unlimited mana or something draw you down um and get every card in your library or that you know that that amazing ad nauseam turn where you're gonna flip over a dozen cards as a black draws bell we're talking about the things that are like much less exciting to put in your deck but that you need to get the job done the kind of foundation upon which everything else is built the stuff that maybe doesn't necessarily feel fun when you're brewing up that list and it is super tempting sometimes to take out when you want to put in that new splashy card so like those are kind of the things that that i think of as veggie cards and decks and that's really what i want to talk about here um are just those foundational pieces yeah you hit it right on the head with what you said how these are cards that more often than not you're gonna want to cut them from the decks for those sexy flashy cards that's what you want to cut you want to cut your your sign in bloods you want to cut your your all those like little cards that you kind of overlook probably you forget about them because they're just they're not the cards that you write home about you don't tell a lot of stories with them but you still need them for your decks to make sure you're getting along in a progressing your own game plan but two you're not losing in the process you know sometimes you can lose to yourself because you're not playing a bunch of the foundational pieces you know you're you're building on sand as it were if you know you're a house builder you're bob the builder whatever so yeah it's it's easy to forget about these cards but really like people always say commander is a you know you have a 99 card deck but if you're playing enough cards that you're supposed to you probably have like 85 cards in the deck to really do it because you need a lot of these types of cards in order to make sure that the rest of the deck does what it's supposed to do yeah and then sometimes there's not a lot of creativity here necessarily right um no the path to exile and swords to plowshares are just the best white removal spells that have ever been printed and probably ever will be printed to be honest so there there's just nothing that's going to be better in in a deck that can run white so like um i i hate to use the term staples necessarily but there are quite a few staples in in in this category because they're just so efficient they're they're in many cases kind of cheaply priced they get the job done the way something else does so like that also kind of makes them them uninteresting and sourced to fosters i'm playing why don't play in swords it's it's it's not the most exciting choice either but it really really gets the job done well i think that's kind of why a lot of times when we play together dana your decks always seem to be this smooth running machine because yes you still have room for some of those exciting and explosive cards but so many of your decks you you have enough slots dedicated to these you know little piece by piece you know we're gonna set everything up we're gonna make sure we're running smoothly you have so many of those types of cards in your decks that you're like oh well that's why he was able to not miss a land drop because he was playing you know enough card draw spells or enough well you weren't playing enough basic lands we know that already but you were playing enough of those those utility cards the setup cards to make sure that you were getting to that point where when you're ready to do the thing all the pieces are in place and i i feel bad because i i mean i'm sure we all have gone to a local game store or gone to an event or whatever it is and played against someone who they didn't have a lot of those pieces they either had maybe do nothing cards maybe some can trips or they had the big explosive spells and nothing in between and maybe they faltered a little bit because they didn't have ways to kind of navigate and get to that point where the deck really starts to be able to do its thing i mean dana i'm sure you've heard the the oh if only i would have hit seven lanes my my boros angels deck would have got to do its thing but there are ways you can play around that too that help you get there more reliably and this is kind of what we're talking about yeah definitely well and so let's just start jumping into kind of some categories here because we've been talking about card draw here a little bit so we might as well just talk about card draw may as well yeah i would i have a feeling like like whenever i play games out in the wild so to speak and i just you know in the last six weeks have in addition to the the lgs where i play i've played at you know three different command fest i played in india i played in richmond and played in vegas um and i played quite a few games on all of those and i do really think on average most people don't run enough card draw and they don't run enough inexpensive efficient card draw they don't run enough of those cards that let you like draw down one or two they want to play those big home runs and sometimes you can survive just playing those big home run cards but like sometimes you just need those those meat and potato cards to let you get to that point in the game where you can actually hit that home run you need the singles to mix metaphors and i know i've done this before you need someone to get on base kind of before you hit that home run um that makes it work way way better so so let's let's kind of start talking about this a little bit um white i guess is the easiest one to start out because there's going to be not a lot to say in white necessarily um white doesn't really have home run draw spells almost all of its stuff is kind of a veggie card it's almost all efficient low to the ground things that generate you a little bit of value without being splashy yeah i mean they're getting better-ish with white there's a bunch of new cards that they've started to really explore the space secret rendezvous is kind of a controversial card but also it's kind of a sign that they're they are working on it um but like welcoming vampire and mentor of the meek those are kind of two cards that welcoming vampires fairly new but it's also a pretty good step mention the meek i don't remember seeing one but also it was kind of the marquee white draw spell for a long time because you have to do things so specifically for white to draw cards or it's tied to your opponents doing something like archivist of augma i think is one of the better white draw spells that has been printed a long time but it's also a creature and you'll notice i mentioned three creatures with a card draw for white so it's it's getting there but also that they're it's real slow it's getting there slowly there's there's been a lot of definitely creatures that have draw staple done but you mentioned secret rendezvous um there's a few cards like that wedding ring would be one yes where that where they've actually given given us some non-creature draw white and they're definitely being cautious but i i would wager based on what we've seen in a couple years there'll be a lot more things to talk about i think they're still kind of figuring it out and i i feel like they're probably afraid to to put anything in that's too strong that might impact other formats as well yeah i think they're being more cautious with white but i do feel like they're generally moving in the right direction it's the right direction but sadly it pales in comparison to every other color yeah this is definitely white is you'd be hard-pressed to argue that white is not fifth in the the color rankings for for card draw but blue i mean there's just a slew of just i mean how many divination variants do we need because there's there's a thousand of them what's interesting about blue though here is that is kind of a recent development um blue has for forever had ginormous draw spells you know particularly like you know blue x ones where you could draw all of the cards if you had all the mana and they've they've long had cantrips you know the brainstorm important um ponder is at this point even relatively old so they had those things to let you dig down but it's really only been in the last like five-ish years where we've gotten some nice like mid-range efficient draw spells in blue i feel like secrets of the golden city is one um two of my favorite are winged words and chart of course those are very new as well so that's kind of a new thing in blue where we've gotten some like efficient mid-range draw spells and i think that's what when i think of a veggie card that's what i think of it's like those real low to the ground two to three mana that put you a couple cards up those are the ones i really like that's the sweet spot for me like i tend to not run cant trips my decks because i'm not really looking for a combo piece i'm not looking for a card i'm just looking for cards like i don't want one thing i just want things so for me that that really hits the sweet spot and and that's definitely something that blue has really improved on i think in the last few years yeah i do agree that the shift from it's all or nothing with blue and and we're not here to tell you you should play aristic study because that's kind of what we'll no duh right yeah type of comment like rustic study mystic or mora those are types of cards that are easy cards yeah we're yeah we don't need to tell you to play risk study because those are fun to put in decks rift i mean not for anybody else not like for yourself like if you're if you're playing in blue deck you're like i am slamming with 60 i can't wait to find a spot for that whereas you're like eh chart of course that's like not the most fun thing to find to find a room for in your deck despite the fact that i it's a fantastic card i think yeah i agree i i totally agree whether you're playing graveyard decks and you need to discard a card or you just want to attack with something random and just pay two to draw to like those types of effects where you it's actual card advantage you're you're getting one card to get two or three or however many more and secrets of golden city that's probably one of my favorite just three mana more often than not you're gonna draw three that's just with how commander works as a format yeah but there like there are tons and tons of cards in this category because there's always something going on in standard that's gonna play with the kind of the set mechanics of one of the new standard sets right i know behold the multiverse is one of those cards where it's four mana three in a blue for an instant scry two and draw two cards or you can foretell it there's always going to be types of cards like that coming around standard and if you're playing something like a foretell deck or you you care about playing cards from exile or you like to scry cards i know joey has the skri sphinx where every time you scroll you just draw those many cards instead well the multiverse gets extremely powerful there so there's always going to be these types of cards usually printed common or uncommon they're not going to be flashy or expensive cards and i think that's why people forget so many of these because yeah like we talked about like they're not flashy cards that you get super excited to play but they're cards you should be playing because it just helps you generally throughout all your games absolutely and this is an area you know to move to the next the color here where black has excelled for a long period of time particularly you know black does have some big draw spells but black really excels in those efficient cheap draws the the knights whispers and these and bloods of the world but in the last few years one area where they've really been kind of pushing black instead of trading your life to draw a couple cards they very much want you to trade permanence you control creatures sometimes artifacts to sacrifice them to something like village rights or alters reap or morbid curiosity or something spells that cost one or two mana and you sacrifice something to draw a couple cards black is fantastic at this and if you are playing a black deck find room for multiple different versions of these find room for a couple of the efficient draw spells to let you trade a couple life points to get up a card or two and find room for a couple of the sacrifice ones to either swap your tokens for cards or swap a creature that's dying for a few cards like someone you know board wipes one black man off of village rights to draw two cards is a great trade well and this used to be a green effect like momentous fall was a powerful card for a long time or greater good cards we're probably going to talk about here in a few seconds but yeah moving this over to black this gave black a lot of flexibility especially because i would say 98 of aristocrats decks where you carry about sacrificing cards and permanents and creatures and all that this just feeds right into what those aristocrats decks were doing already so having them be in black makes a lot of sense from a design standpoint but also it gave some more flexibility to black decks yes nights whisper sign and blood all of those types of cards they're they're great in training the life but yeah like you said trading permanence for cards is something that is extremely powerful because sometimes you might be running out of life you only have so much that resource and so being able to manage other resources for more cards that's just more play in your decks well and we talked earlier about how it's sometimes tricky to convince people to find slots for these kind of cards that don't feel particularly powerful they are just efficient and kind of foundational well when you're talking about sacrifice effects things like village rights where you're trading creatures for cards that's also not terribly intuitive for new players especially like if you were someone building a deck and you look at a card like ultra's reprint i have to trade one of my creatures to to draw just two cards that seems like a terrible trade so like that's all that that's the kind of thing also it's that's kind of difficult to convince especially new players they want to do but it it can be amazingly powerful and it's the kind of thing that i think you just have to be an established player to kind of understand where that push and pull is and how useful that can be i would even argue that trading life for cards was a lesson that has a newer player i didn't really fully comprehend the power of i i thought sylvan library like why would you ever pay for life for one card and then read the bones why would i lose two life to draw two cards those types of cards just i i think once i realized the power of having more cards in hand it really kind of opened my eyes and i think a lot of newer players in general why would a shock land be so powerful why would i pay to life when you know this other land will come in untapped uh there's a whole lot of play with paying life and i think maybe that's why i didn't like black from the beginning like i i it took me a while to warm up to why yeah well i mean somewhere when you move into red the the effect there is one that maybe isn't necessarily intuitive right away red tends right as impulse draw is her draw mechanic which is a mechanic where you tend to have to play a card before the end of turn or the end of next turn sometimes which is the better version of it so you'll you know exile two cards or something and you can play them um until this time period has passed um that isn't always the most intuitive thing for new players either that that does seem not terribly powerful and i get why people don't love it but it's it's one of my favorite changes to the game in recent years is is the the addition of impulse draw to red i i really do appreciate how how powerful it is and what a kind of unique and interesting and very red feeling mechanic it is well yeah there's a reason that jessica's will is widely regarded as one of the most powerful red spells in the past few years because you just get you get access to so many cards you get access to so much that's going on but also but i'm also a big fan of the the red spells that loot away cards they draw you and then you discard a couple or you discard first and then you draw some cards stuff like big score i'm a big fan of thrill of possibility where you're able to take these dead cards or maybe you're drawing your seventh eighth land in your mono red deck you're able to to discard one of those and get two more business bells i love the card filtering like that because if you're playing red and you're not having access to maybe blue or black you you want to be able to have just a mass amount of like options to have and so getting rid of your worst cards for an opportunity to get an even better card those are where i think red has really picked it up in the past couple years too especially problem or not all the treasure that they're stapling onto some of these effects yeah like it's just turning into rituals that are giving you card selection which i think is a fantastic shift probably one of my favorite ones because faithless looting is in over 50 000 decks extremely popular and that's just draw two cards then discard two that leaves you down a card still because you you don't come up any cards right whereas a lot of these other ones like faithless looting you you discard a card you're at least coming even with the cards and you're still getting something in return so impulse draw the looting draw spells these are these are a lot of the veggies that they're not exciting to play and i see a lot of people well i'd just rather play another businessman like will these make your business spells better because you're getting to them quicker yeah like you know i i completely understand the desire to to get a grip of seven cards off some kind of a wheel effect that feels fantastic but there's a lot of collateral effects when you wheel you're you're putting cards into the graveyard of perhaps a graveyard player you you know there's multiple players there so that's like that many more people that you are also granting access to answers that can stop you et cetera i'm not saying wheels are bad or anything but i'm like there's there's a lot of complication there and unless your deck is built around wheeling you you know you can't just cast wheels you need to have some of those things that let you kind of take a little bit of an advantage over your opponent and get to the point where maybe maybe you can cast that wheel in a way that's most effective for you um and so you know we i guess we talked about red's um kind of unique thing green has their own version of this as well for a long time most of green's draws was what was creature based it was these are on creatures or it was something that cared about creatures and that's i guess still very much something that green is doing but there's a lot of a lot of these are kind of home run cards as well the the rich cars expertises of the world are giant draw spells and you can't just build your deck around hoping you're you're going to have five mana and a big body in play to draw anything that that's that's a recipe for disaster if that's all you're gonna be doing yeah you can't play around the big splashy ones and like i love rich cars expertise it's probably one of my favorite cards absolutely but also yeah you can't depend on it because you need things to be going somewhat right uh but like it also feels kind of weird that harmonize i find myself almost cutting from from decks in defense of harmonize i will say because you know talking about relying on having five mana and a big creature um while it's definitely been been out powered there's been plenty of situations in a green deck where like someone's board wiped and i'm holding a you know soul's majesty or a hunter's insight in hand and there's a great hinge in play and i have no creatures in hand like i can't so i have draw spells that i can't do anything with there's absolutely nothing wrong with a card that's going to draw you three every single time no questions asked so while it may have been outpowered that doesn't mean there isn't also a place for those those kind of efficient draw spells in green as well it's it's it's harmonized to me is a very definition of kind of nature of a veggie draw spell in green well yeah because it's green so of course it's a vegetable so there we go okay that makes sense but yeah but yeah like there's it's just funny because green probably is just a if you compare like the power graph of green's card draw it mirrors what reds did except did it so much faster right because green green used to be oh it was purely creature based but like green's probably competing with blue and black for the best card draw color they just it's been doing so many good things the past i would say three years yeah definitely well an advantage green has as well is because it's kind of new to the game for those big those good draw spells they're available in standard they're available versus where like the colors that that had draw spells a long time ago they're not as available or the price has gone up on them you know risky study is not a cheap card anymore because it it's one that hasn't had a it's it's an old card for one and most of the new printings have been kind of like some you know foil or a premium printing so that's one advantage i think that that's maybe not an in-game advantage but for a brewer a lot of the green stuff is is much more efficiently costed literally to buy yeah and when you think about it beast whisperer used to that that effect yeah of whenever you cast a creature spell you draw a card that type of effect used to cost six mana because you had like soul of the harvest and cards like that right so the fact that it's at four mana even that in itself is kind of a pretty strong effect of power creep there because yeah you used to have to pay way more mana that those effects didn't come online until much later right so yeah the fact that you're getting these you're not seeing that type of of creep and power advantage going to other colors green is just running away with this so i think we've covered in pretty great detail here all the different draw things that that kind of make up those building blocks of decks um i think answer is probably the next thing i want to talk about here a little bit because you just need to solve problems like in every edh game there's a problem you were gonna have to deal with and every time a new set comes out and someone makes a change to their deck presumably they're adding in a bigger problem for you than the one they replaced so as time goes on there are more and more problems i need to get dealt with um i just feel like i feel like like for me personally i i definitely have not i don't run less removal than i once did that's the kind of thing where i'm always looking for new slots or new ways to put cards into my decks that deal with a problem well and you love playing around with different different removal type of cards too i mean deadly rollick and a lot of these different newer type of removal spells you're just finding ways to kind of play around with them i know there's there's few i know strix haven had a couple for you there's just a lot that in the removal field i guess i should say they're they're playing around with a lot of this design space and they're giving you nice efficient ways blue actually doesn't isn't terrible about being able to do one one-on-one removal anymore but yeah it's it's removal like if we had to say like card draws like broccoli where you have to have it so your deck flows if you get what i'm gonna yeah i hear you but i hear you but but like i would say removal is kind of the carrots where you're able to like defend and help your immune system from being attacked it sure fends off all those bad things so yeah like everything plays a role this is making sure that you're you're healthy enough to survive the game and that's what the the removal category is going to do i mean it is is ridiculously simplified as it sounds you can't win a game if you lose a game that turned before to someone else's threat like you have to put yourself in that position to win and along the way as you as you move to that end point where you're hoping to win you're just going to need to deal with other people trying to do the same thing well why don't we talk about some of these staples then i mean we already mentioned the the the best white spells which are probably two of the most efficient single target removal spells swords to plow shares path to exile one white mana get rid of a creature you're exiling it you're giving them a little bit of an upside but the one mana to escape certain death more often than not that's almost always a trade you're gonna take absolutely yeah one white mana to solve a problem uh unless it has hex proof because it's an exile effect as well you're giving them something almost every time the life for the land is almost always going to be way less valuable than than something you're removing um and if it isn't then you probably shouldn't be removing it i would say yeah yeah exactly i i've seen a lot of people waste single target removal on something that wasn't threatening to end the game anytime soon and that's kind of a learning lesson of growing as a player but also like white doesn't just do single tire removal really well white does board like white you cannot compete with white when it comes to board wipes whether you want just a straight up wrath of god effect or you want some of those new and kind of five mana modular wraths where it's going to destroy a certain type of thing to accommodate what you're doing in your own deck white is just top of the heap when it comes to board wipes this is where things do get actually a little bit more fun too like it's not necessarily very fun i'm adding source of polisher errors and path to exile into your white deck because they're just so amazing um but the wrath effects it's a different deal there's a lot of like personalization and tweaking and choices you can make there based on what your deck wants you know do you have a bunch of creatures that have plus one counters on them well maybe you want to play wrath like damning verdict that doesn't actually hit any of the creatures you have with plus one counters on them or you're playing some kind of a white deck that has a bunch of artifact creatures so like organic extinction would not touch your creatures like there's a lot of tweaking and customization you can do in white particularly in the field of rafts that you really can't with your like targeted creature removal yeah we've gone on record several times and talked about how much we love five mana rats because there's awesome ways to to play around like fumigate if you're playing a life game deck right it's fantastic because you gain a life for every creature that was destroyed so there's a lot of room to play around in white that you didn't have with card drawn this and the other categories so yeah it's nice that white is able to bring some usefulness not exciting like we're talking about the vegetables still right yes but but they're cards that are going to help you win or at least not lose right whereas again blue blue actually isn't terrible like we said earlier there's there's a bunch of stuff like reality shift is one of the most popular blue cards in the format pongify and rapid hybridization are two other destroy creatures you give them a 3-3 which is kind of a trade-off and it's one mana to get rid of a problem more often than not is going to be a great trade-off yeah those three spells you named are fantastic and you also have cards like raven form and re-sculpt that that also will hit um our artifacts which is really really nice that's not something blue had access to previously and being able to do that in blue if you if you're playing in a color like if you're playing in demir for example where you don't have access to to that kind of removal that's really really useful and again it's not the most fun thing in the world i i don't like giving someone that 4 4 elemental off rescued at all but i like being able to remove a problematic artifact and that's not something that was really easy to do in blue before so um while not the most exciting card to add to my deck i've got re-sculpt in a in a whole bunch of blue decks currently yeah raven form it also like having them be sorcery speed that's where i think they kind of lose a little bit of the luster but if you're playing if you're not playing white you're not playing red you're just playing answers and they're totally serviceable too so i'm not going to fault anybody for not having access to those and playing some of these other single target removal but also the mass bounce that blue has whether it's authorized because it's always authorized or ather spouse anything like that blue also does a pretty good job of having some defensive board wipes and obviously cyclonic rift that's not a card that's going to be in this category of vegetables it's wildly powerful but some of these other spells that people just kind of forget about and they're not excited to play they're also pretty dang effective yeah i mean rift is kind of one of those like huge splashy staple spells ether authorized that you mentioned isn't it or spelt isn't but they are really really effective and those are the kind of things that's super easy to like skip over because you want to just run those back breaking cards etherize is pretty backbreaking too in a lot of situations and it's really easy to miss and just want to run those those riffs of the world but there's a lot of really good blue mass bounce things that do a ton of work and since we're going to talk about a lot of mass bouncer mass board wipes black i would say probably a second compared to white when it comes to board wipes i mean you've got toxic deluge which is also top of the heap when it comes to black cards decree a pain if you want to get really expensive and have a lot of upside but i mean even the single target removal is pretty dang good i mean you have every variant of dune blade around up to i know i know dana you're a big fan of baleful mastery which came out in strict saving which was an exile of creature or planeswalker but also has an additional cost or optional cost i guess i should say where you can actually just pay two mana for it but you'll let somebody else draw a card and i i know you're pretty big on that so what are some other cards in this category you think you would you'd put in there um you know they're black has so many options and whether it's the the creatures that that that do an edict or there's expels as well like where you're forcing your opponents to sacrifice stuff those kind of effects are can can be backbreaking in a whole lot of situations you know the flashback marauder being the oldest and one that still sees a ton of play in a whole bunch of decks but there's also a lot of good one-sided ones there's things like soul shatter vona's hunger is a really easy one that i think people skip over from way back in excellent it has ascend so again we mentioned secrets of the golden city that's a very easy thing in commander to hit and it makes each opponent sacrifice a creature and feel the city's blessing well they sacrifice half the creatures they control round it up for three mana at instant speed that card is amazing yeah i am a big fan every time that i've seen you play that card i feel like it does more than it should because i'm just like oh man this is this is getting pretty out of hand so yeah a lot of flexibility and kind of what black can be doing with its removal which is very very stark contrast to red that it it does its best that's a perfect way to describe red um and part of that's probably because for so many years red's removal was predicated on like direct damage and that doesn't necessarily scale in commander nearly as well as it does in other formats so as a result if you're trying to like use direct removal spells in commander particularly in the non-competitive non-cedh areas where people are casting bigger splashier creatures you just can't rely on that lightning bolt nearly as much as you can in you know say modern to remove a thing well and i think that's kind of why the the big staple here that we're going to talk about chaos warp that's why it's such a staple because it's one of the few things in red that's able to reliably hit any target and get rid of it yeah yes there is some downside because you have to shuffle the target into the library and you have to flip a card maybe give them something scarier but i know you have a theory that you've you've kind of spouted off a couple times on the podcast i i have yeah i mean like if if you are routinely hitting things that are scarier than what you hit with a chaos warp you maybe need to pick better targets um don't target that grizzly bears with your chaos warp that's the card that you use for the blight steel colossus that's swinging your direction and going to kill you it's not a value card it's an emergency oh my god switch that you slam when something terrible is about to happen and if that's what you're using chaos web for it's amazing it solves any problem and do you care what gets turned over if you're using it to stop a boy steal from hitting you i don't yeah well and with wild magic surge one of the new cards from baldur's gate kind of doing a really really good chaos warp impression that's wild magic surge already has made it into a higher percentage of decks than a lot of cards that you would not believe in red just because it's so flexible it's so reliable you're able to destroy a permanent and opponent controls and then you just flip something over until they hit something that shares a card type with whatever you targeted so if they if you get rid of land they're going to get a land back if you get rid of a creature they're going to get a creature back but the same applies for what we talked about with white you know make sure that you're hitting the targets worth spending a card on if you're spending on something kind of measly then yeah you're not going to have the best results but if you're hitting a game ending permanent with some of these cards you're going to have better luck if it's the best thing you could be if you know that you're not going to flip into that then yeah it's going to be great well red has a pretty decent suite of sweepers these days as well i mean blasphemous act is a super splashy removal spell but like you know shiner's ignition can be a win condition in a lot of decks like there are a plenty of red mass sweepers that get the job done these days and maybe they're not all as splashy or as exciting as shiner's ignition or blasphemous act but if they solve the problem and clear creatures off the board when you are behind that's all that really matters and you should have i would say one or two different ways through that in most decks and in red can do that if it needs to and i've had great success with chain reaction now it's kind of board dependent because it only deals damage for however many creatures are on the battlefield but if you're getting overrun by a token swarm it's for mana to take care of everything which is perfectly fine that's what board wipes are doing in other colors so why wouldn't chain reaction be something you want to consider playing yeah red the single target removal is pretty limited and there's not really a whole lot of flashy cards in here because the pool is pretty shallow over here but there are still some at least serviceable options that yeah they're they're veggie cards they're cards that you're gonna want to put in there because they're at least going to help you not lose some more games well you know in in green is maybe hurting in this area a little bit green has plenty of artifact and enchantment removal creatures it's much trickier they're kind of relying on fight spells to deal with creatures but you know when you have access to cards like gross and grip or or nature's claim or d glamour that will solve a whole lot of artifacts and enchantment problems i don't feel too bad for the fact that green is relying on creatures fighting one another to remove other creatures yeah green green is allowed to be bad at something i don't know if the people in the wizards of the coast office know this or not but green's allowed to be bad at some things and let's not forget like it we say that but like canvas transformation and song of the dry ads and lignify permanently solve a whole lot of creature issues as well in green and they're really easy ones to to forget about or not running your decks because again they're also not super flashy well yeah oh man i struggle to say song of the dryads isn't super flashy because that true a that card is getting pretty expensive now with price but also see i just like my friends being able to ramp a little bit better so if i can turn their help with that turn their scary eldrazi into a tree then i'm just helping them out that's i'm doing them a favor you are a gentleman always a gentleman but but yes the the single target removal probably a little bit lacking there's azure's predation and a couple other mass fight spells but really green greens removal sweet like it's kind of lacking but also green rarely is by itself you're always pairing with something else that's going to shore up some of these weaknesses that apparently does have yeah so yeah it's okay that green maybe has kind of a shallow pool when it comes to the removal spells well in in art of you know there's colorless things that you can run in in decks and most of them probably aren't worth the heavy investment that's required to to blow something up unless you have a lot of recursion or something um but joey's not going to want to hear this but he's not here so he's never gonna hear it yeah it's fine right so we can talk briefly about soul guide lantern lantern the lost any of the artifacts that deal with graveyards i am a firm believer that you should have one of those in every deck no soul guide lantern is not a lot of fun it's not very exciting when you're making cuts to your brand new deck and you're at 103 cards and you're looking at like two really cool mythic creatures in a soul guide lantern it's very tempting to cut that soul guide lantern it is but there are so many decks that play out of the graveyard and having a way to deal with them is monumentally important and it's the kind of thing that i have to force myself to run those kind of vegetable answer cards but i do i put one of those in in pretty much every deck i have yeah those are kind of the definition of veggies that you don't love keeping these in but you do begrudgingly because you know well i'm going to need to it's going to come up sooner or later so you keep it in the deck like i said begrudgingly yeah i don't like putting sole gun lantern decks but i like it more than losing to the graveyard player well you know what i do like putting into certain things is challenging the stats and that segue is courtesy of joseph m schultz uh not really but we do need to move along we do have challenges stats to get into so since i am a gentleman i'm going to turn over you dana what is your challenge this week okay so so there's a card from the the second innistrad block second harvest that lets you make a token copy of each token you control it's in 39 000 decks currently right now that's a crazy amount of decks but it's a really really powerful card however there's a variant on it from from way back about 20 years ago parallel evolution three green green a sorcery for each creature token in play its controller puts a creature token into play that's a copy of that creature so it doesn't quite do everything that second harvest does and your opponents can take advantage of it but if you are playing a token deck you are going to have us so many more tokens for the most part than everyone else in play is going to and it's just a second way to do what second harvest does in addition it has flashback for four green green green so you can use it a second time or if it gets milled away somehow or forced to discard you still have an option to cast it which you don't want a second harvest it's currently in just 2 300 decks compared to the again 39 000 from second harvest it's definitely not as good but i do think it's good enough if you are playing the kind of deck that wants second harvest there's a good chance that deck can also do really good things with parallel evolution i think it should see at least a little more play than it's currently seeing well the the flashback on parallel evolution is what i think saves it because you're able to cast it and then cast it again or like you said you get milled it gets countered you're able to fall back you have something to do later on in the game i think flashback is probably one of the more reliable spells or reliable mechanics i should say when it comes to just being able to get additional value out of your cards and parallel evolution has that i'm a big fan um well my challenge this week we'll move on to that uh comes from one of our listeners jimmy the bass in our discord which you can join over at patreon.com edh repcast has a challenge for a sheen two heavens as one decks and that card is reconnaissance so reconnaissance is one white mana for an enchantment that says you can remove target attacking creature you control from combat and untap it and it wasn't activated ability i'm not sure how they would template it if they ever reprinted this card but that's for another day but jimmy says i feel like 20 of a sheen two heavens as one decks are running in reconnaissance and that feels a little bit low if sheen is a deck that wants to be attacking you can't always guarantee that you will be able to attack safely reconnaissance allows you to get those attack triggers without fully committing and getting your board killed by opponent's blockers or you can give them pseudo-vigilance to to avoid dying on the crack back by using it at the end of the combat step after damage is dealt but before your creatures are no longer considered to be attacking and i really like this challenge i think reconnaissance is just one of those forgotten gems that so many people forget about because it's only had one printing but all the way back in exodus and it's now like it's not a cheap card it is 15 or so and for a lot of players that's just out of the budget so yeah there's a couple factors fighting against it on why it's not included more but jimmy the base you are absolutely correct that this card should be in a lot more machine decks because you just want to attack you just want to get those attack triggers and if you have bad blocks set up you can just pull them back out of combat it's perfectly great i think this price kind of got a little out of hand when narsit and light and master decks started popping up because you just want to get all those nars at triggers but yeah anything that likes attack triggers you probably just want to give reconnaissance a shake but yeah hopefully it gets reprinted soon because yeah i love this card it's great but it's also as old as joey so maybe that's why people forgot about it i i mean the reality is if you're playing a white deck that attacks which is most white decks you're probably not wrong putting reconnaissance in even if you do nothing else with it but give your creature pseudo vigilance card is fantastic and it definitely should see more play the thing holding it back there's probably plenty of people that don't even know it exists because it hasn't had a reprint yeah exactly so yeah the one printing all the way back in exodus which was the first set that had colored set symbols to signify their rarity yeah that's that's not a good sign for just people remembering it exists yeah but anyways well let's get back into the main topic then uh so we have another category that we want to hit when it comes to vegetables we're going to talk about the spinach of your decks to make them big and strong and be able to do all these big great things and that is the ramp spells and so we'll start off with white dana i know we don't have a lot of options but what are some white ramp i don't i that doesn't exist white ramp doesn't exist let's just call it there i mean there's a there's a few things they they tend to be like a ketchup mechanic uh if someone else has ramped you two can ramp white tries to do everything as fairly as possible um and this is a as with kind of the draw mechanic this is something that that watsi is still exploring trying to design for so you know keeper of the court has been around a couple years now but whether wayfarer has been around longer than that we've just gotten to things like deep gnome terramancer so so white's getting cards that are letting you ramp and again particularly in colors like white this isn't the most exciting thing to do even if you're just just ramping in any color with artifacts you know sure soul rings fun but like running that that sixth or seventh mana rock isn't the most fun thing to do but not being able to play the same amount of spells your opponents who have ramped out are able to play is is way less fun than than just having to catch a couple mana rocks so this is an easy thing to skimp on and one thing i've noticed from people that are kind of more casual players have been playing a long time is it is easy to pull out a mana rock here or there especially if if you're you're playing color like white we're like oh i can get away with running like one or two less of these it's it's an easy thing to skimp on and long term you were going to pay the price if you can't play the game at the same speed everyone else is playing it at yeah i think archaeomanster's map is another one but like yeah i also feel that some of these cards that we're mentioning in white they're not they don't qualify as veggies like the boring cards that we talk about because everybody knows that they're great yeah we don't have to tell you that a 20 card is pretty dang powerful because that's what deep gnome term answer is right it's a 20 card because it's doing something that white just doesn't do very well where it's getting lands for yourself when other people are ramping more are kale answers map it's a catch-up card yes but it's also probably the best at what white is able to do which is why people are so aware of it because these cards just don't come along very often so when we do get one of these cards that's going to be great i mean tithe is a card that we just aren't we're never going to get again we're never going to get something like that for multiple reasons right and so whenever we do get something people just become aware of it pretty often if it's worth running because i know we well cartographers hawk was a card that watson was like well look we're giving giving you ramp and nobody really cared because they they tried they tried they tried the problem is well the the white ramp spells are competing with manor rocks and i'm not sure how much they want to to give white effects that are better than just running a bunch of mana rocks yeah to jump over to blue for example that's really what blue has like blue is almost entirely relying on on mana rocks and i've never heard anyone complain about blue's lack of ramp like you can do just fine in a color if all you're doing is running you know 810 mana rocks well and i think too it almost would have been a little bit better if they would have backed off white getting treasure cards too yes that's that's probably another factor in it but yeah blue absolutely and i think maybe it's because blue is kind of more recognized as an artifact-centric color where white isn't and so people are more willing to accept the fate of oh i'm playing mono blue that means i have to play eight different mana rocks but it's the same eight mana rocks that are in every other model blue deck because mono color mana rocks they're kind of a finite thing these days yeah and like like we said it's just an easy thing just to skimp out on or an easy thing to swap out once you're looking to you know put that new splashy cool card into your attack yeah it black i mean really because we've we've addressed this before we talked about like boros it's not just borrow says problems ramping so everyone who who's isn't green for the most part doesn't have access to a lot of ramp black really doesn't like in black you've got a few things that make treasure you have some mana doublers you know things like kryptgast i guess but those are also things you can't really necessarily cast until turn four or five and they don't necessarily do anything until the turn after you're gonna use your whole turn to cast them for the most part so they're definitely not as as efficient in the short term as just putting a mana rock out right away but like sometimes that's we need to do like sometimes you just need to to resign yourself to the fact that i'm going to need to put a gas in this deck so i can at least surge ahead from somebody and that's that's not always the most exciting thing to do there's a lot of guests been printed a ton of times it's just not an exciting card but it can do a ton of work in a mono black deck all the ramp in black i would say is the flashy stuff everybody knows about the cabal coffers erborg combo where you turn all your lanes into swamps and then you activate cabal coffers to make a bunch mana but people kind of use that as a crutch i would say sometimes at least in the theory crafting of their decks and the actual execution because you do have to kind of tutor out but if you're playing a black deck without green in it say you're playing demir or or rakdos colors you're probably having to play the same amount of mana rocks that mono blue is because you still need to get that mana you still need to get that together or you're finding waze at least like bolus of citadel which is another splashy card but you're working around mana because you're able to pay life for things so black and blue yeah like there's not a whole other there's like black market where you're able to get mana for every creature that dies you get to slowly accrue that over time that can be a pretty splashy card too though because man it's not a cheap card it's been printed it's the same same as cast it's been printed a whole bunch it's still not a cheap card yeah i i think with black you're also kind of in the same boat blue is where you just just need to resign yourself the fact that you're gonna have to run a bunch of mana rocks and that's not exciting but that's what you're gonna have to do and i guess black has a few rituals too but but that's kind of moved over to red in recent years and red does have ritual style effects where they can like cast a spell that makes them mana um actually you know manager that makes you a mana for all the tapped lands your opponents control mana geyser is in 50 000 decks so plenty of people know about it and are running it if i'm being honest that's probably not enough manager is a breaking card and you know if it's in 50 000 x clearly it's something that's splashy at that point if any people are running it but it's the kind of thing that i personally sometimes when i'm building a red deck i put it in that starting list and i'm always very tempted to pull it out just because while it's explosive it's also maybe not the most exciting card in the world it's just letting you take a big turn and then i cast a mana geyser where i make 14 mana or something and completely changed the game then i remember that's why this is in most of my red decks because it's amazing yeah the rituals i i wish they would do a little bit more with in ways that weren't super big and splashy because seething song it just doesn't get a whole lot of love and i i understand why because it's three mana to get five yeah and it's only you're only able to use that that one turn and that's why i think in the world of commander it doesn't hold up because everybody's accruing these long-term resources or red it's getting those resources but you have to use it right away and yes red has access to treasures but most of the cards that make treasures are so crazy explosive that they don't really count as a veggie card ancient copper dragon is not a veggie dioxide extortionist is not a veggie card they are just insanely powerful cards and again if you're playing red without green playing a lot of mana rocks that's just kind of how it is well and so let's talk green briefly green has the ramp everyone wants and everyone knows and you know you you play your nature's lores and your far seeks and your cultivates i guess not far seeking mono green as we challenge that stat as we we have seen that in action yes um but like green has a ton of really good land ram spells you're bringing those lands out those lands can there's plenty of effects that double the amount of that produced from those lands so that's really nice the lands are much tougher to remove um removing lands and mass is kind of verboten in a lot of different commander areas as well so it's it's a it's the safest way to ram probably so everyone kind of knows about that but again this is not the most fun thing to put in in your deck particularly the the kadama's reaches and the cultivates that like aren't hyper efficient but they aren't those big splashy you know traversing outlands effects either um but they get the job done and i think that's it's it can be an easy thing to miss out on the the kind of veggie versions of ramp as well yeah i mean cultivating kadama's reach are two of the most played cards in the format yeah and that's a very very good reason why because they get the job done they don't take up so much of your time you can play them early or you can play them later on you're not suffering from a huge man investment unlike reshape the earth which is this massive it's not a ransom it's a win the game spell right and so there's a reason those are kind of the gold standards and they're put in every pre-con product that you will ever see that has green yeah but yeah those are kind of the the reasons that you play green is you're gonna accumulate so many more resources and in a format that's about accumulating resources greece does it better than any other color well so so we've addressed this a bunch of times already artifacts that's the last thing we'll talk about here in this little category um mana rocks or everywhere that's metal rocks aren't the only way to necessarily ramp up the artifacts there's cards like wayfarers bobble um relatively inexpensive and it's a way to just go fetch you more lands in in colors that aren't green and people seem to love burnished heart a lot it's in over 100 000 decks a card that actually has blown me away recently is navigation orb that card that came out in baldur's gate i think is just absolutely wonderful so navigation orb is three mana for an artifact that you can pay to and tap it and you sacrifice navigation orb to search your library for up to two basic land cards and or gate cards reveal them put one on the battlefield tap the other end of your hand and then you shuffle it's so good it's so efficient it saves you one mana from a burnished heart and if you're playing three four five colors this is a way it almost rivals skyshroud claim with how powerful it is because you're able to get dual lands out of this and with the new gate cards that you saw from baldur's gate the mono color gates that you can pick another color this does a ton of mana fixing not just mana ramp but it fixes your colors i've been blown away with this card both in the pre-release i've put this in normal decks and this has been absolutely fantastic if you're able to recur it at all i just think that this card if you're playing no green and you're playing multiple colors in your decks you probably want to give navigation or a shot like like i said burnished hearts over at 100 000 decks i think navigation orb probably is better because it's one mana less granite you can't attack with it you can't block with all those little things but the fact you're able to get dual lands is quite mentionable i think yeah there's you know a handful of different variations of this whether it's something like expedition map um that lets you go get any land you want but it doesn't go into play um so it's you know kind of more of a of a tudor effect but um if you're playing a deck that has some kind of a super powerful land that you want to consistently have access to those those kind of cards do that as well there's there's plenty of efficient ways to actually um ramp in artifacts besides like we said just using mana rocks yeah and as much as like joey will again hate bringing this card up but stone speaker crystal yeah also is very good very very worth it uh hedron archive has played it in a ton of decks as well in stone speaker crystal you're able to pay two mana and sacrifice it to exile any number of target players graveyard so you can use it politically you can let one person keep their graveyard but two others lose it and then you draw a card and that's in addition to four mana for a two mana mana rock that's pretty pretty solid all around it's it's nothing you're going to write home about but if you're putting cards like that in where you're able to get your get what you need out of it you got the mana ramp and then later on okay well i don't really need the mana i'm just going to use this as a weapon get rid of some graveyards and draw a card out of it that's a fantastic trade-off so so one last thing i want to talk about here talking about um uh a veggies and it's it it's a lot of different categories lumped into kind of one thing and that's utility lands and the reason i want to talk about it is it's it's very much a running joke about how few basics i run it is and it i absolutely do not run enough basics but there's a reason for that it's not just that i'm greedy i'm not running like a ton of dual lands in my deck and and then not running basics because of that the reason i don't have a ton of basics in my decks is i run a lot of vegetable style utility lands that solve problems i run usually three different lands that can destroy other lands the the ghost quarters the tectonic edges the fields of ruin of the world um you know i've i happen to have access to strip mines from back when they were relatively inexpensive so i have strip mines and decks as well um because people do play you mentioned cabal coffers and herborg in in the ram section people play those or people played nick though so or people play even worse than that the the guy is cradles and the sarah sanctums of the world and if those are allowed to sit out you're going to lose the game so like i like to have three different ways to be able to answer someone's crazy powerful land you know i run homeboard path in most of my decks part of that is to protect my creatures that someone may steal but there's a lot of things in commander that just generally steal people's stuff and being able to turn one land sideways and counter that bribery effect or counter that rise of the dark realm for that insurrection is really really powerful and for me it's worth sacrificing a basic land slot to run that homework path and and have the the option to answer that it's not an exciting card it's not a fun card but it's a card that solves problems and again since i mentioned the um the cards that joey doesn't want us to talk about like soul guidelines scavenger grounds and majuka bog i can i i have scavenger grounds i believe in every single deck and if i'm playing black i have a jukabog they keep me from losing games scavenger grounds has kept me from losing so many games against some graveyard player and you said joey's not going to like it but like those are really important to me veggie cards that aren't particularly fun to put in decks but it's also fun to it's also not fun to lose either and those keep you from losing games absolutely well and on your point about stuff like ghost quarter and tectonic edge i would wager once you kind of get into those power levels where you're in that pre-con plus like you're it's not quite pre-cons you you've upgraded your decks a little bit more often than not there's at least one land per game that you just you really need to take care of whether it's something like a cabal stronghold even that you're able to generate a decent amount of mana in in that mono black deck or whatever it is there's going to be one land that more often than not you don't have to get rid of it but your opponent is benefiting from it too much to let it stay around and so playing some of those ghost quarter effects i do agree i and this is maybe one thing that i have learned from from doing the podcast with you dana is a lot of these kind of veggie cards like ghost quarter field of ruins definitely keeping at least a couple of those around because you know given you know how a game might go you might need to put a couple of those in any given deck just because yeah like i said there's there's going to be a card or two a land or two something comes along you know an ink moth nexus well you don't want that attacking you because that has infect and it's up to no good so making sure you can address a lot of these different land types of issues they're just fantastic they're they're great to keep around they're not exciting they're not splashy right but more often not you're gonna need something that's gonna if it doesn't help you win or keep you from losing it at least helps keep one person from running away with the game and i think that is the important part yeah yeah absolutely because because at the end of the day that's you want to kind of put yourself in a position to succeed right and the best way to do that is to keep someone else from winning like you want to be around to shoot your shot when that that chance arrives and and these cards and all these veggie cards we talked about they they aren't the ones that let you win the game but they're they're the ones that let you survive long enough to get to that point where you can win the game yeah and that's the big thing and i've had i have a friend who they work at wizards coast now what i was trying to really grind that competitive circuit that was their first point of advice was it doesn't matter if you win if you can just make sure you don't lose you'll find a way to win eventually but if you make sure the opponent can't beat you you'll find a way to get through that whether it's using that ghost quarter to blow up their infect land or whatever it is finding all these little ways it's not exciting you don't love putting them in decks you're always tempted to pull out stuff but sometimes you just need a buried ruin to be able to recur some important artifact out of your graveyard pull it in recast it and make sure that you can win instead of just sitting there and not having anything to do or the war room dana i know you love war room one of my favorite cards it's yeah it's fantastic but i don't see anybody really jazzed about it and it's in 73 000 next yeah that is a huge amount of decks but also it's not something people are are excited to to put in there but it does so many little things right you know field of the dead that's a big splashy powerful card that people like oh man field did yeah nobody gets that same reaction when you play a war room it's like okay right right yeah so i i guess my final thought on this would be years ago i remember hearing someone talking about like if if you're all dressed up to go out and you you look in the mirror you should take off whatever the first accessory that catches your eye is so you're not overdressed whatever that would i don't know how true that is what yeah i don't know how true that is but i remember hearing someone say that if you're like wearing jewelry or whatever you take off the first thing that catches your eye right um so so you you you get a little bit more boring i guess maybe is the is the word i i honestly feel like if you if you look at your deck and there aren't a few boring if everything catches your eye your your pr you probably don't have enough vegetables in your deck if everything is fun and exciting and there aren't a few boring cards in there you're you're gonna find yourself struggling to get to that point where you can win you need to have some stuff that doesn't catch your eye you need to have some boring things that make up the outfit to continue that fashion analogy despite me knowing nothing about fashion you're absolutely right sometimes you have to kind of forego some of these cards that maybe you're excited to play maybe you know you opened one up and and swap a fancy card for a fancy card an explosive card for an explosive card because you don't want to be sacrificing too much consistency too much yeah too many of those cards that are going to help you get from game to game where yes you may not have a story about that card but you at least are able to enable the stories to happen if that makes sense yes i think that those are the types of cards that you need in your deck you're never super excited about it like you're not going to write home like oh get guys guess what i played a carn's bastion and it was so good in my proliferate deck like okay man cool cool for you but but those are the cards that you need to eventually the more you play those the more or at least i should say the less you cut them the more success you likely will have absolutely for sure because yeah it's super easy to cut a lot of these types of cards that we're talking about but also some of these that we talked about they're also in a ton of decks for a reason because they are powerful they are going to help make sure that either you are going to enable the things to win or they're just not going to lose and that's that's kind of what the point of this episode was just make sure you're eating your vegetables kids because you'll grow up big and strong like daddy dana all right i think that is probably going to wrap up this episode we might as well get out of here matt before we break something we've been successful so far we've damaged nothing we've been trusted with the show and not actually um set anything on fire so i think we should make our our kind of graceful exit right now before we've pressed our luck too far or i guess we could linger for a while with our exits and outros but i i guess you alright let's so let's let's wrap it up here so if you want to find us on social media you can do so i am over on twitter mathmas55 you can find me there or you can find us don't forget we are streaming over at twitch.tv edh rec cast every wednesday evening we are streaming with guests they're always super fun the games are quite memorable and you can see all the veggies that we've talked about and more wednesday evenings twitch.tv slash edhbrecast and i am vana roach you can find me on twitter at dana roach you can hear me on the other podcast cmdr central i am writing articles for eda direct and commanders harold and you can find all of us together at patreon.com edh recast and if you would like to follow the podcast you can do so find us on twitter at edh recast you can send us an email edh recast gmail.com and don't forget as always make sure you each wreck your deck before you rock your deck [Music]
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Channel: EDHRECast
Views: 30,056
Rating: undefined out of 5
Keywords: magic the gathering, commander, edh, edhrec, mtg
Id: GciKDtLNkdo
Channel Id: undefined
Length: 67min 29sec (4049 seconds)
Published: Fri Jul 22 2022
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