Regarding Buried In The Garden, there is 1 card that destroys non-basic lands. Its Krenkos Buzzcrusher. If your opponent is in red you may want to enchant a basic just in case
And I had a Marsh Flats tied to my belt, which was the fashion at the time, and the Wild Growth had pictures of Bees on them. Give me two green for my bees you’d say.
Even as an experienced player with a relatively good knowledge/intuition of the rules, the Case reminder text still seems unclear. While the “it just solves at your end step” is easy enough to figure is wrong (it would be too broken if that was true), It could still read either correctly as an end step trigger (“at the beginning of your end step, if the condition is met, solve the case”) OR incorrectly as a delayed trigger (“when condition is met, solve the case at the beginning of your end step”, like prized amalgam). The lack of typical reminder text templating really throws me off
Yep, this short form is misleading. They spend a lot of text in the release notes explaining how this works, when it's basically "just" and intervening-if trigger at the beginning of your end step, with the condition being what's written on the card, and the effect of "this case becomes solved".
With regards to Axebane Ferox’s ward cost, the ability effectively says, ‘When Axebane Ferox becomes the target of a spell or ability an opponent controls, counter that spell or ability unless its controller collects evidence 4.’ Which is to say, when that event happens, an entity goes on the stack that reads, more or less, ‘[That opponent] may exile cards from their graveyard with a total mana value of 4 or greater. If they don’t, counter [that].’ That entire instruction sits in limbo, unacted upon, until it’s finally the top item on the stack and everyone’s given up priority. (If I’m understanding right.)
Ward is a triggered ability like any other. It triggers whenever the permanent becomes the target of a spell or ability an opponent controls, goes on the stack above the spell or ability that triggered it, and can be responded to. Paying the ward cost is part of the resolution, just like it would be for a Mana Leak.
I recall Strixhaven, which introduced Ward, had more than a few "can't be countered" effects, which also fit with the set's theme of everyone doing spellslinging.
I would probably think you mean the bouncelands that tap for 2 when you call something a snapland because I´d think of Snap as a card and bouncing something to hand.
I'm going to my prerelease tomorrow, and I'm glad the play booster thing isn't warping things too bad. I also just started watchign the PPR so I'm curious to see what other people may/may not have gotten. I'm also glad the Play Booster and more recent sets are making less obvious trash filler cards. The design for draft always baffled me that there "had to be bad cards to help new players learn" as opposed to just having all playable cards.
The judge video hunted at this. “A cloaked card can be turned up for its mana cost”. So if I cloak bubble smuggler, I can flip it for 1 and a blue instead of the 5 and a blue disguise cost? Does this also work with the morph and manifest abilities?
That's correct. You technically have access to both abilities: you can flip it up for either 1U (because of the "cloak" rules) or 5U (because of the card's "disguise" ability). Noting for being explicit that you can only flip up creatures with the cloak ability, not other permanents. (So if you cloak Concealed Weapon, you can only use its disguise ability, but you CAN use its disguise ability.) This is indeed the same relationship as between morph and manifest.
Delve only applies to the cost of casting spells, Collecting Evidence can apply to many other costs in addition to making things cheaper. Also, Collecting Evidence can be utilized in ways that Delve can't, as Delve needs a large number of cards in the graveyard while discarding a single expensive card can satisfy a large Evidence number. They are obviously similar in that they involve exiling the graveyard for value, but ultimately they accomplish different things.
I feel like the position of "no violence against children in Magic!", while objectively correct and admirable, was more defensible before they printed a bunch of children who I am forced to Tear Asunder lest they take over the game.
The main collect evidence card that I think will see play outside of limited is actually one of the ones you talked about, Analyze the Pollen. It's decent early game and it's GREAT late game. I think Tenth District Hero will also see significant play, in part because people love a Figure of Destiny type card, and in part because people love cards with a story. it's Mileva! She's been promoted throughout the Ravnica sets and is absolutely badass, I love that we see her again. (But that's it for collect evidence, which is a shame.)
Not saying you're wrong, but the only place I know Traverse the Ulvenwald played is in Storm decks that play Underworld Breach so it absolutely wouldn't be played there.
I hadn't seen how Cases worked but was still able to understand them immediately because there wouldn't be a condition to solve them if they just solve automatically.
It's just struck me, listening to this before my own prerelease, how awful a card name "analyze the pollen" is purely narratively. At that point of the story it's just mysterious yellow dust, as opposed to a massive arrow pointing at the perpetrator of the plot. This doesn't REALLY matter, but is a slight story-card interaction fail.
They hand you a box, tell you to build a deck with the cards in that box except one of them. It's just poor game design. These events have a lot of moving pieces and things get missed in the shuffle. A lot of people are going to use these cards accidentally then get judged for it. It's happened every time they do this and it's just a big feel bad.
@@pyredynasty I'd rather have an extra promo I can't play rather than just one less card. If you play it and get judge called, that's on you. I've never been to a pre-release where the organisers didn't very explicitly state that you can't play that card.
With the Case enchantments it felt clear that they fired people responsible for graphic design. They simply cut the chapter # section of sagas/classes and threw some text on it without a second thought and not only it looks bad (as mentioned, not enough left padding/too close to the border), but it's awfully non-intuitive. A minor tweak to make [To Solve] and [Solved] more prominent parts would already improve the design greatly. My peeve with the set is that a lot of the cards were clearly top/down with very little effort put in the flavor to justify it. We see that with the exaggerated number of fedoras that makes the set look a lot like an Un-set and a lot of card names that have little resonance with the effects themselves. (I'm also not very familiar with famous mystery cases, but I feel like a lot of the Cases also feel have a non-flavorful [To Solve] clause). Story of the set was also underwhelming as a Murder mystery in my opinion, but I'm happy they're willing to do backdrop sets in general. I also recently watched a video on the rise of Murder Mystery Role-play in China (Jubensha) and I wonder if this set was made looking at that trend anticipating this will make it to the west, but so far we haven't seen it come around.
One should note that it takes them around a year+ to create a magic set. If you're referring to the firings last december, they probably didn't affect graphic design in MKM. But I'm agreeing on the fedoras - it's a bit tacky. Though you could argue that through omenpathing yaddayadda they got hold of these kinda...
@@benjaminfeiner6851 I mean, I assume graphic design and formatting happens pretty late in the process, but you're right that it couldn't be related to the latest batch of firings, but I wouldn't be surprised if it was the result of a previous "budget cut". And justifying the fedora-craze as a result of an omenpath would actually be funny. A trendsetter from New Capenna moves to Ravnica and suddenly everyone is wearing fedoras hahaha.
You're rudely and grossly oversimplifying things. Just because there is some room for misunderstanding doesn't mean the proper reading is impossible. I understood it immediately because of how intervening "if" effects work and how I expected the cards to work based how they are costed.
i know you guys are busy as heck and having a child must be exhausting, but your moonbase is full of magic enthusiasts, surely you could find someone who can stay awake for a 1 hour podcast record.
I just got a 'Love, Laughter, Land Drops' button from Card Kingdom, so that seems to be the new button!
Regarding Buried In The Garden, there is 1 card that destroys non-basic lands. Its Krenkos Buzzcrusher. If your opponent is in red you may want to enchant a basic just in case
And I had a Marsh Flats tied to my belt, which was the fashion at the time, and the Wild Growth had pictures of Bees on them. Give me two green for my bees you’d say.
Even as an experienced player with a relatively good knowledge/intuition of the rules, the Case reminder text still seems unclear. While the “it just solves at your end step” is easy enough to figure is wrong (it would be too broken if that was true), It could still read either correctly as an end step trigger (“at the beginning of your end step, if the condition is met, solve the case”) OR incorrectly as a delayed trigger (“when condition is met, solve the case at the beginning of your end step”, like prized amalgam). The lack of typical reminder text templating really throws me off
They could have done traditional formatting and said , "at the beginning of your end step, if CONDITION, place a solved counter on CASE."
Yep, this short form is misleading. They spend a lot of text in the release notes explaining how this works, when it's basically "just" and intervening-if trigger at the beginning of your end step, with the condition being what's written on the card, and the effect of "this case becomes solved".
@@TheRealWormbo and who wouldn't understand a solved counter. They put a little reminder "chit" in the token slot anyway.
@@thedepthandbreadthofseth I guess there could be issues with counter shenanigans.
Yeah, my first impression was that it is a delayed trigger. I'm not surprised that it isn't but the shorter format can be confusing.
With regards to Axebane Ferox’s ward cost, the ability effectively says, ‘When Axebane Ferox becomes the target of a spell or ability an opponent controls, counter that spell or ability unless its controller collects evidence 4.’ Which is to say, when that event happens, an entity goes on the stack that reads, more or less, ‘[That opponent] may exile cards from their graveyard with a total mana value of 4 or greater. If they don’t, counter [that].’ That entire instruction sits in limbo, unacted upon, until it’s finally the top item on the stack and everyone’s given up priority. (If I’m understanding right.)
Ward is a triggered ability like any other. It triggers whenever the permanent becomes the target of a spell or ability an opponent controls, goes on the stack above the spell or ability that triggered it, and can be responded to. Paying the ward cost is part of the resolution, just like it would be for a Mana Leak.
I recall Strixhaven, which introduced Ward, had more than a few "can't be countered" effects, which also fit with the set's theme of everyone doing spellslinging.
I hate you guys for making me realize the 'T' is so close to the image.
I’m watching this during my bye at my local prerelease!
I would probably think you mean the bouncelands that tap for 2 when you call something a snapland because I´d think of Snap as a card and bouncing something to hand.
Mission accepted. I am now signed up for 4 prereleases
I'm going to my prerelease tomorrow, and I'm glad the play booster thing isn't warping things too bad. I also just started watchign the PPR so I'm curious to see what other people may/may not have gotten.
I'm also glad the Play Booster and more recent sets are making less obvious trash filler cards. The design for draft always baffled me that there "had to be bad cards to help new players learn" as opposed to just having all playable cards.
The “sideboard” cards should be played more main deck in sealed decks
There is also an uncommon colorless case that searches for a basic land.
The judge video hunted at this. “A cloaked card can be turned up for its mana cost”. So if I cloak bubble smuggler, I can flip it for 1 and a blue instead of the 5 and a blue disguise cost? Does this also work with the morph and manifest abilities?
That's correct. You technically have access to both abilities: you can flip it up for either 1U (because of the "cloak" rules) or 5U (because of the card's "disguise" ability). Noting for being explicit that you can only flip up creatures with the cloak ability, not other permanents. (So if you cloak Concealed Weapon, you can only use its disguise ability, but you CAN use its disguise ability.) This is indeed the same relationship as between morph and manifest.
It's similar to how cards that already have Flashback that are granted Flashback by other effects will have 2 separate instances of Flashback.
Per the Market Phantom Midnight Hunt featured a Coven card Candlegrove Witch with a very similar play style.
Delve only applies to the cost of casting spells, Collecting Evidence can apply to many other costs in addition to making things cheaper. Also, Collecting Evidence can be utilized in ways that Delve can't, as Delve needs a large number of cards in the graveyard while discarding a single expensive card can satisfy a large Evidence number. They are obviously similar in that they involve exiling the graveyard for value, but ultimately they accomplish different things.
Amazingly, there really isn't a single treasure card in this entire set.
I feel like the position of "no violence against children in Magic!", while objectively correct and admirable, was more defensible before they printed a bunch of children who I am forced to Tear Asunder lest they take over the game.
The main collect evidence card that I think will see play outside of limited is actually one of the ones you talked about, Analyze the Pollen. It's decent early game and it's GREAT late game. I think Tenth District Hero will also see significant play, in part because people love a Figure of Destiny type card, and in part because people love cards with a story. it's Mileva! She's been promoted throughout the Ravnica sets and is absolutely badass, I love that we see her again. (But that's it for collect evidence, which is a shame.)
Not saying you're wrong, but the only place I know Traverse the Ulvenwald played is in Storm decks that play Underworld Breach so it absolutely wouldn't be played there.
Marketwatch Phantom: MTG Randall And Hopkirk (Deceased)
... look if you get it you get it, i make no apologies for obscure references.
Buried in the Garden is basically Ossification + Utopia Sprawl in one card
I hadn't seen how Cases worked but was still able to understand them immediately because there wouldn't be a condition to solve them if they just solve automatically.
1/1 for 1 that can give itself +2/+2 once a turn is usually called a Rootwalla after Basking Rootwalla.
Thank you!
suspected creatures or rats or other things like that cannot block. what happens if theyre hit with a spell/ability that says creatures must block?
Is there anything that identifies the second promo being the second promo, making it not playable?
42:00 Cameron, will you be my Vorthostine?
28:40, I won the game anyway, but I had a judge rule the other way on this.
Crime Novelist makes me want to build Pauper Commander.
great stuff
I initially misunderstood the Cases' 2nd clause as well. Not very elegantly worded, to say the least.
This title doesn’t do the episode justice
My group always called bite spells bully spells call Melissa you're not the only ones to have an alternate name
It's just struck me, listening to this before my own prerelease, how awful a card name "analyze the pollen" is purely narratively.
At that point of the story it's just mysterious yellow dust, as opposed to a massive arrow pointing at the perpetrator of the plot.
This doesn't REALLY matter, but is a slight story-card interaction fail.
please don't say way back in the day followed by khans
It's been an entire decade 😅
They need to stop including cards you can't play in the prerelease kit.
Why?
They hand you a box, tell you to build a deck with the cards in that box except one of them. It's just poor game design. These events have a lot of moving pieces and things get missed in the shuffle. A lot of people are going to use these cards accidentally then get judged for it. It's happened every time they do this and it's just a big feel bad.
@@pyredynasty I'd rather have an extra promo I can't play rather than just one less card. If you play it and get judge called, that's on you. I've never been to a pre-release where the organisers didn't very explicitly state that you can't play that card.
It's not like they do it regularly. People really need to stop complaining about free stuff.
With the Case enchantments it felt clear that they fired people responsible for graphic design. They simply cut the chapter # section of sagas/classes and threw some text on it without a second thought and not only it looks bad (as mentioned, not enough left padding/too close to the border), but it's awfully non-intuitive. A minor tweak to make [To Solve] and [Solved] more prominent parts would already improve the design greatly.
My peeve with the set is that a lot of the cards were clearly top/down with very little effort put in the flavor to justify it. We see that with the exaggerated number of fedoras that makes the set look a lot like an Un-set and a lot of card names that have little resonance with the effects themselves. (I'm also not very familiar with famous mystery cases, but I feel like a lot of the Cases also feel have a non-flavorful [To Solve] clause). Story of the set was also underwhelming as a Murder mystery in my opinion, but I'm happy they're willing to do backdrop sets in general.
I also recently watched a video on the rise of Murder Mystery Role-play in China (Jubensha) and I wonder if this set was made looking at that trend anticipating this will make it to the west, but so far we haven't seen it come around.
One should note that it takes them around a year+ to create a magic set. If you're referring to the firings last december, they probably didn't affect graphic design in MKM. But I'm agreeing on the fedoras - it's a bit tacky. Though you could argue that through omenpathing yaddayadda they got hold of these kinda...
@@benjaminfeiner6851 I mean, I assume graphic design and formatting happens pretty late in the process, but you're right that it couldn't be related to the latest batch of firings, but I wouldn't be surprised if it was the result of a previous "budget cut".
And justifying the fedora-craze as a result of an omenpath would actually be funny. A trendsetter from New Capenna moves to Ravnica and suddenly everyone is wearing fedoras hahaha.
You're rudely and grossly oversimplifying things. Just because there is some room for misunderstanding doesn't mean the proper reading is impossible. I understood it immediately because of how intervening "if" effects work and how I expected the cards to work based how they are costed.
i know you guys are busy as heck and having a child must be exhausting, but your moonbase is full of magic enthusiasts, surely you could find someone who can stay awake for a 1 hour podcast record.