Why is this not higher up? It was a glorious episode anyway and a crazy finish, but I personally hate winning/playing against the rules and it would have been nice if the win wasn't illegal.
Agreed, and overall I think Richard was going too fast to let people properly assess and respond during this part. For example, people pointed out that Phil would have gotten copies of snapcaster and could have recast his own counter. Additionally, Phil could have cast his whir of invention while the pact of negation was still on the stack so that there was no counter in the yard to get back with snapcaster. Overall, I loved the games, but I do think the end was played too quickly to give people proper time to respond.
I know it doesn't matter because the game is already over plus this happened awhile ago, but because Richard was doing all that nonsense at instant speed he couldn't actually activate Karn to get the Bobblehead back so unless he had another way to get it back at instant speed he couldn't win the game. A great pair of games nonetheless and thank you gentlemen for the fantastic content you put out.
Star coty commander and playing with power too. They dont do those stupid fucking cutaway explanations. Command zone is the fucking worst for it. Its infuriating. Just play the fucking game.
@@thatonekidtrex it used to be really cool to watch, but as the years went on they pushed it more and more away from "just some MTG fans playing commander" towards "oh look at this overproduced and quirky show we have! oh also some commander gameplay".
@@ColossaldreadmawOP if I understand how they are doing the math I believe it is actually 16.7%. They probably just rounded. They are using 7 sets of 6 dice (42 dice). You have 7 sets because you need 7 of a specific number. Then each set has 6 dice to have the highest odds to roll exactly 1 of a number.
The better way to win with Bobblehead is to make a bunch of copies of Pixie Guide, Barbarian Class, Wyll, etc. Then you need 7 bobbleheads and every dice rolls a 6 every time. If you have even 50 Pixie Guides, it's extremely unlikely to not roll at least 7 6's and be able to ignore the rest.
IIRC from the reddit thread doing the math in question, the number of bobbleheads to maximize chance when being able to roll for each bobblehead is a bit higher than 42. Somewhere in the 50's. Just because you have more chances of rolling. 42 is best for individual rolls, but more rolls is a (little) bit better
@Halinn I think that while with an infinite number of bobble heads you would have 0% chance of winning on any single roll but the infinite number of rolls allows you to have a 100% chance of winning. This indicates to me that either more is always better or that there is an inflection point where it becomes more is better (assuming you get the treasures untapped)
It isn't stolen man. One character looks similar to another character, but saying the whole card is stolen artwork is just not correct. At worst it's inspired by that book cover.
What sold it for me was the amount of interaction they all had. If they were just fishbowling to jank combos, that's a lot less fun. I love that they had a ton of fight to get their stuff done.
1:17:03 How was Richard able to get back the Bobblehead with Karn if loyalty abilities can only be activated at sorcery speed? Wouldn’t he have to let the Beast Within resolve first? Not sure if it would matter since the other players didn’t counter For the Common Good anyway.
Even if the spell resolved, he wasn't on a main phase, not even on his turn. Absolutely lost in the sauce, I don't think he cheated, just completely forgot when he was
I ran the numbers on the different bobhead amounts and the chance to succeed a single time and for the combined amount of them (assuming you can run them all in a single turn similar to how richard did). You will notice that to get a reasonable chance for things to work you need to get around 20 of them and roll them all, while 41 or 42 is roughly the peak at what each individual bobhead can give of probability to succeed, and that by around 30 of them you are already pretty much guarenteed to win (above 90% chance). Enjoy the full statistics: 7 dice: 0.00% chance each, 0.0% chance total to succeed, 100.00% chance that none succeed 8 dice: 0.00% chance each, 0.0% chance total to succeed, 99.98% chance that none succeed 9 dice: 0.01% chance each, 0.1% chance total to succeed, 99.92% chance that none succeed 10 dice: 0.02% chance each, 0.2% chance total to succeed, 99.75% chance that none succeed 11 dice: 0.06% chance each, 0.6% chance total to succeed, 99.38% chance that none succeed 12 dice: 0.11% chance each, 1.4% chance total to succeed, 98.64% chance that none succeed 13 dice: 0.21% chance each, 2.6% chance total to succeed, 97.36% chance that none succeed 14 dice: 0.34% chance each, 4.7% chance total to succeed, 95.31% chance that none succeed 15 dice: 0.53% chance each, 7.7% chance total to succeed, 92.27% chance that none succeed 16 dice: 0.79% chance each, 11.9% chance total to succeed, 88.05% chance that none succeed 17 dice: 1.12% chance each, 17.5% chance total to succeed, 82.55% chance that none succeed 18 dice: 1.53% chance each, 24.2% chance total to succeed, 75.76% chance that none succeed 19 dice: 2.02% chance each, 32.1% chance total to succeed, 67.88% chance that none succeed 20 dice: 2.59% chance each, 40.8% chance total to succeed, 59.19% chance that none succeed 21 dice: 3.24% chance each, 49.9% chance total to succeed, 50.13% chance that none succeed 22 dice: 3.95% chance each, 58.8% chance total to succeed, 41.16% chance that none succeed 23 dice: 4.74% chance each, 67.2% chance total to succeed, 32.76% chance that none succeed 24 dice: 5.57% chance each, 74.7% chance total to succeed, 25.25% chance that none succeed 25 dice: 6.45% chance each, 81.1% chance total to succeed, 18.88% chance that none succeed 26 dice: 7.36% chance each, 86.3% chance total to succeed, 13.72% chance that none succeed 27 dice: 8.27% chance each, 90.3% chance total to succeed, 9.71% chance that none succeed 28 dice: 9.19% chance each, 93.3% chance total to succeed, 6.72% chance that none succeed 29 dice: 10.10% chance each, 95.4% chance total to succeed, 4.56% chance that none succeed 30 dice: 10.98% chance each, 96.9% chance total to succeed, 3.05% chance that none succeed 31 dice: 11.82% chance each, 98.0% chance total to succeed, 2.03% chance that none succeed 32 dice: 12.60% chance each, 98.7% chance total to succeed, 1.34% chance that none succeed 33 dice: 13.33% chance each, 99.1% chance total to succeed, 0.89% chance that none succeed 34 dice: 13.99% chance each, 99.4% chance total to succeed, 0.60% chance that none succeed 35 dice: 14.57% chance each, 99.6% chance total to succeed, 0.40% chance that none succeed 36 dice: 15.07% chance each, 99.7% chance total to succeed, 0.28% chance that none succeed 37 dice: 15.49% chance each, 99.8% chance total to succeed, 0.20% chance that none succeed 38 dice: 15.83% chance each, 99.9% chance total to succeed, 0.14% chance that none succeed 39 dice: 16.07% chance each, 99.9% chance total to succeed, 0.11% chance that none succeed 40 dice: 16.24% chance each, 99.9% chance total to succeed, 0.08% chance that none succeed 41 dice: 16.32% chance each, 99.9% chance total to succeed, 0.07% chance that none succeed 42 dice: 16.32% chance each, 99.9% chance total to succeed, 0.06% chance that none succeed 43 dice: 16.24% chance each, 100.0% chance total to succeed, 0.05% chance that none succeed 44 dice: 16.09% chance each, 100.0% chance total to succeed, 0.04% chance that none succeed 45 dice: 15.88% chance each, 100.0% chance total to succeed, 0.04% chance that none succeed 46 dice: 15.61% chance each, 100.0% chance total to succeed, 0.04% chance that none succeed 47 dice: 15.29% chance each, 100.0% chance total to succeed, 0.04% chance that none succeed 48 dice: 14.91% chance each, 100.0% chance total to succeed, 0.04% chance that none succeed 49 dice: 14.50% chance each, 100.0% chance total to succeed, 0.05% chance that none succeed 50 dice: 14.05% chance each, 99.9% chance total to succeed, 0.05% chance that none succeed 51 dice: 13.57% chance each, 99.9% chance total to succeed, 0.06% chance that none succeed 52 dice: 13.07% chance each, 99.9% chance total to succeed, 0.07% chance that none succeed 53 dice: 12.55% chance each, 99.9% chance total to succeed, 0.08% chance that none succeed 54 dice: 12.01% chance each, 99.9% chance total to succeed, 0.10% chance that none succeed 55 dice: 11.47% chance each, 99.9% chance total to succeed, 0.12% chance that none succeed 56 dice: 10.92% chance each, 99.8% chance total to succeed, 0.15% chance that none succeed 57 dice: 10.38% chance each, 99.8% chance total to succeed, 0.19% chance that none succeed 58 dice: 9.84% chance each, 99.8% chance total to succeed, 0.25% chance that none succeed 59 dice: 9.30% chance each, 99.7% chance total to succeed, 0.32% chance that none succeed
I found the best (jankiest) way for the spykit/eradicate combo is with my Sultai Gonti deck running Honeward Path. Cast an opponents creature then equip spykit, Homeward Path and then Eradicate. Fun times.
In a way Richard has managed to recreate the wonderful 5th dimensional impact factor of the abacus rattling around as he endlessly rolls dice in a loud cup
Man, trouble in pairs was so powerful in these games. It's less annoying than Rhystic study because you're not asking constantly, but it keeps you incredibly ahead of resources.
In the future, people will point to this is the inspiration for Universes Beyond: Yahtzee - the final straw of cross-brand integration that heralded the uroboros of Hasbro pairing its legacy board game titles in the hopes to pin success on themselves and failures onto WOTC until the entire team was gutted to the front-facing employees furnishing reprint sets and finally, the true death knell: Battleship Vs Mr. Potato Head commander decks (I'll probably proxy the Mr. PH stuff). Combos are pretty cool.
I came pretty close to making something like what Tomer made, but ultimately scrapped the idea because of all the limitations involved. So I'm glad to see it here.
I have a deck similar to Seth's. As Seth was explaining his deck at the end, it was a bit unclear, but Eivor checks equipments you controll not equipments on Eivor, so puresteel paladin isnt needed for the combo.
I've been on the bludgeon brawl meta for years. Now we got Dan Lewis who can be imperial and guard recruitered, so that's kinda nice. My original gimmick was running armory automaton, which is really fun. My current more competitive build runs using Wyleth as the commander and focuses on making treasures, which works amazingly.
With all the negativity floating around rn in mtg (a lot of which is honestly deserved), it was so nice to tune into these four having such a fun time playing together
I played a game where the Luck Bobble Head was pulled off with 17 Bobbleheads after 9 rolls. I did the math after and 42 is indeed the optimal number. If you want the math, look up the Binomial Probability distribution and plug in different values until you find the most probable.
On this week of "Punt or Bluff?" that's UNPOSSIBLE! Will Seth just throw his toys at everyone else and go home or is Richard just more lucky than good? Tune-in to find out!
I think this is my favorite theme they've done so far. To play it would probably be really long and grindy, but the combos were really creative. Maybe some of it is old tech adapted for commander, but still. We're all just trying to pull off the jank. After playing so many games I'm kind fo ending up in the boat of more jank more fun.
I disagree. I think if everyone is drawing cards, then everyone has something to do. Commander is about having fun and if you don't have cards in hand, then you're not having fun In competitive commander, ABSOLUTELY! play every Sheoldred, Bowmasters, and Razorkin Needlehead you want, but in casual commander I don't think we should punish players for wanting to play the game imo
Shut the fuck up. You don't want "draw hate", because if you did you'd play Chains of Mephistopheles. What you want is one sided Stax like Hullbreacher and Notion Thief so you can sit there and draw cards while the rest of the table has to find a way to remove your Stax piece.
4:46 i call shinnanigans. Their's at least 2 better red commpanions also clara is the best companion for this doctor as you'll get 2 extra triggers if you do it right. I've used this combo to swing for 98 with the second doctor. You litterally just dump value onto the board.
Unfortunately Sixth doctor doesn't work with Clara at all since he says can only trigger once per turn, same with roaming throne. You can however copy the trigger with stironic redonator or lithoform engine
@kylecabrera142 CR 101.2 When a rule or effect allows or directs something to happen, and another effect states that it (can't/can only) happen, the "can't/can only" effect takes precedence. So because Clara says "triggers an additional time." But sixth doctor says "triggers only once each turn." Sixth doctor takes precedence and can only happen once each turn per copy of him. The same is true for pantlaza and roaming throne. Unless you can flicker pantlaza or 6th then you only get to resolve the effect once and additional triggers will simply have no effect. This is why they must be copied while on the stack with other effects. This confusing rule came up quite often in standard with teferi time raveler being played by both players. Each teferi says "Each opponent can cast spells only when they could cast a sprcery." So even if either player used his +1 of "Until your next turn, you may cast sorcery spells as though they had flash." Neither opponent could cast spells at instant speed because "Can't" always beats "Can" effects.
I love Spy Kit!! I have a Galea deck with Spy Kit as the secret commander, getting it into play and onto a creature as quickly as possible to cheat random creatures out of my deck and take advantage of synergies with weird cards like Pirates Copy
I had a deck that tried to do something like this and I even popped it off once. The combo was prototype portal imprinting mindslaver with seedborn muse and as long as you have 10 mana and everyone else is tapped out you take everybody's turn for the rest of the game
My bobblehead deck aims to roll a luck bobblehead with 10+ bobbleheads (tokens and cards) with dee kay on the battlefield. As long as I stay positive on 4s rolled, I can keep untapping luck bobblehead until I win
I had ZERO doubt that that gamble land was going straight to the bin. 10/10 card is cursed. Had an friend with 12 cards in hand cast one. They were like "What are the odds?" I looked them straight into the eyes "Dude, you've been playing for years, you should know how that card works" He lost the game because of it too.
It's because you need to hit an exact number of results. If you roll fewer, your are more likely to roll fewer sixes, and if you roll more dice you are more likely to hit more sixes. Having 42 bobble heads maximizes the chance for each individual roll to have 7 dice showing a six, while also providing 42 attempts to hit the intended number of sixes.
I wondered about that, but the oracle text, oddly, is "Search your library for up to three cards with the same name as target creature, reveal them, put them into your hand, then shuffle," so I think it works (despite that clearly being different than what is printed on the card)
The gamble tutor into land discard was great
The short will be out soon
Gamble really should read "You may search your library for a card and put it into your hand. Discard that card."
@@ExtraCarnex the alpha writing of entomb, perfect
@@ExtraCarnex 1 mana red entomb is such a classic
That's why I only play Gamble if the card I'm getting is Life from the Loam...
I'm only 30 minutes in and this has been one of the most degenerate and entertaining games I've ever seen. Richard's turn alone is hilarious.
Richard couldn’t have activated Karn to get back the bobble head because it wasn’t his turn
Why is this not higher up? It was a glorious episode anyway and a crazy finish, but I personally hate winning/playing against the rules and it would have been nice if the win wasn't illegal.
Agreed, and overall I think Richard was going too fast to let people properly assess and respond during this part. For example, people pointed out that Phil would have gotten copies of snapcaster and could have recast his own counter. Additionally, Phil could have cast his whir of invention while the pact of negation was still on the stack so that there was no counter in the yard to get back with snapcaster. Overall, I loved the games, but I do think the end was played too quickly to give people proper time to respond.
I know it doesn't matter because the game is already over plus this happened awhile ago, but because Richard was doing all that nonsense at instant speed he couldn't actually activate Karn to get the Bobblehead back so unless he had another way to get it back at instant speed he couldn't win the game. A great pair of games nonetheless and thank you gentlemen for the fantastic content you put out.
Yeah, I was going back and forth trying to understand the Karn thing, which would make a great difference
I noticed that as well
This is all on Seth’s end step
I might be missing something, but when Richard snap caster maged, doesn't Phil create two and get to replay his own counterspell?
@@oliverb4020good catch too
Commander Clash is the best commander show because you don't spend all the time making horrible fourth-wall jokes like everyone else.
Star coty commander and playing with power too. They dont do those stupid fucking cutaway explanations.
Command zone is the fucking worst for it. Its infuriating. Just play the fucking game.
yeah but how can they clip bait if they do not do those cringy overreacted and badly acted jokes
I’m glad I’m not the only one who hates game knights
@@thatonekidtrex it used to be really cool to watch, but as the years went on they pushed it more and more away from "just some MTG fans playing commander" towards "oh look at this overproduced and quirky show we have! oh also some commander gameplay".
“Wahh I’m hating on something other people like, wahh”
Richard rolling all the dice in a cup made me laugh so hard lol
This is one of my favorite pieces of commander content of all time
They cook for sure
With Luck Bobblehead, Richard has a >99.9% chance to win in 42 rolls. However, he only has a ~16.5% to win on each roll.
theres around a 1 in 2000 chance to not hit the jackpot with 42 booblehead if the 16.5% is right
@@ColossaldreadmawOP if I understand how they are doing the math I believe it is actually 16.7%. They probably just rounded.
They are using 7 sets of 6 dice (42 dice). You have 7 sets because you need 7 of a specific number. Then each set has 6 dice to have the highest odds to roll exactly 1 of a number.
The better way to win with Bobblehead is to make a bunch of copies of Pixie Guide, Barbarian Class, Wyll, etc. Then you need 7 bobbleheads and every dice rolls a 6 every time. If you have even 50 Pixie Guides, it's extremely unlikely to not roll at least 7 6's and be able to ignore the rest.
IIRC from the reddit thread doing the math in question, the number of bobbleheads to maximize chance when being able to roll for each bobblehead is a bit higher than 42. Somewhere in the 50's. Just because you have more chances of rolling. 42 is best for individual rolls, but more rolls is a (little) bit better
@Halinn I think that while with an infinite number of bobble heads you would have 0% chance of winning on any single roll but the infinite number of rolls allows you to have a 100% chance of winning. This indicates to me that either more is always better or that there is an inflection point where it becomes more is better (assuming you get the treasures untapped)
Man, it really sucks that Trouble in Pairs is so strong with stolen artwork. Hopefully we get new art on a reprint soon.
This is the first time ive heard about stolen art on the card, whats the deal here?
@@patches.742 Google is your friend. Its 2024, come on man.
@@patches.742 The art is basically a collage of 3 or 4 pieces of stolen artwork that were painted over.
Well... We most likely will get one, when universes beyond: "Dora the Explorer" hits
It isn't stolen man. One character looks similar to another character, but saying the whole card is stolen artwork is just not correct. At worst it's inspired by that book cover.
Richard: LETS GO GAMBLING! AHH DANGIT AHH DANGIT....I WON!
I laughed so hard at the results of that Gamble that I almost passed out. Classic Clash moment.
Commander Clash Crew: "We play impossible combos"
Me: "This might be the single best episode of Commander Clash I've seen."
What sold it for me was the amount of interaction they all had. If they were just fishbowling to jank combos, that's a lot less fun. I love that they had a ton of fight to get their stuff done.
Richards never actually read gamble. It reads “search your deck for a card, randomly discard the card you searched for”
Red entomb for real
No, it's even more insidious. Gamble reads "If you want Demonic Tutor, this card is Entomb. If you want Entomb, this card is Demonic Tutor."
I would have imagined Seth going for the Bobblehead win instead of Richard.
I already tried once right after they first released and failed :(
Just once, I'd like to see Phil's deck pop off. Everyone just piles on him and Crim. 😂
Props to Phil, his combo was so ambitious and whacky!
1:15:05 richard has some insane pop off turn and Seth goes "But Tomer's winning!" truly we're reaching new levels of gaslighting
Richard starts rolling - 30 minutes left in the video :P
Tomer seems to get mana screwed far more often than anyone else when they play paper magic. Is Tomer's small hands giving him a tactical disadvantage?
I haven't watched much MTG/Commander content lately but this was the perfect video to get me enjoying it again
Gamble, the red Entomb, never fails. 😂😂😂
1:17:03 How was Richard able to get back the Bobblehead with Karn if loyalty abilities can only be activated at sorcery speed? Wouldn’t he have to let the Beast Within resolve first? Not sure if it would matter since the other players didn’t counter For the Common Good anyway.
Even if the spell resolved, he wasn't on a main phase, not even on his turn. Absolutely lost in the sauce, I don't think he cheated, just completely forgot when he was
I instantly ordered the dice. They look so nice!
I ran the numbers on the different bobhead amounts and the chance to succeed a single time and for the combined amount of them (assuming you can run them all in a single turn similar to how richard did). You will notice that to get a reasonable chance for things to work you need to get around 20 of them and roll them all, while 41 or 42 is roughly the peak at what each individual bobhead can give of probability to succeed, and that by around 30 of them you are already pretty much guarenteed to win (above 90% chance). Enjoy the full statistics:
7 dice: 0.00% chance each, 0.0% chance total to succeed, 100.00% chance that none succeed
8 dice: 0.00% chance each, 0.0% chance total to succeed, 99.98% chance that none succeed
9 dice: 0.01% chance each, 0.1% chance total to succeed, 99.92% chance that none succeed
10 dice: 0.02% chance each, 0.2% chance total to succeed, 99.75% chance that none succeed
11 dice: 0.06% chance each, 0.6% chance total to succeed, 99.38% chance that none succeed
12 dice: 0.11% chance each, 1.4% chance total to succeed, 98.64% chance that none succeed
13 dice: 0.21% chance each, 2.6% chance total to succeed, 97.36% chance that none succeed
14 dice: 0.34% chance each, 4.7% chance total to succeed, 95.31% chance that none succeed
15 dice: 0.53% chance each, 7.7% chance total to succeed, 92.27% chance that none succeed
16 dice: 0.79% chance each, 11.9% chance total to succeed, 88.05% chance that none succeed
17 dice: 1.12% chance each, 17.5% chance total to succeed, 82.55% chance that none succeed
18 dice: 1.53% chance each, 24.2% chance total to succeed, 75.76% chance that none succeed
19 dice: 2.02% chance each, 32.1% chance total to succeed, 67.88% chance that none succeed
20 dice: 2.59% chance each, 40.8% chance total to succeed, 59.19% chance that none succeed
21 dice: 3.24% chance each, 49.9% chance total to succeed, 50.13% chance that none succeed
22 dice: 3.95% chance each, 58.8% chance total to succeed, 41.16% chance that none succeed
23 dice: 4.74% chance each, 67.2% chance total to succeed, 32.76% chance that none succeed
24 dice: 5.57% chance each, 74.7% chance total to succeed, 25.25% chance that none succeed
25 dice: 6.45% chance each, 81.1% chance total to succeed, 18.88% chance that none succeed
26 dice: 7.36% chance each, 86.3% chance total to succeed, 13.72% chance that none succeed
27 dice: 8.27% chance each, 90.3% chance total to succeed, 9.71% chance that none succeed
28 dice: 9.19% chance each, 93.3% chance total to succeed, 6.72% chance that none succeed
29 dice: 10.10% chance each, 95.4% chance total to succeed, 4.56% chance that none succeed
30 dice: 10.98% chance each, 96.9% chance total to succeed, 3.05% chance that none succeed
31 dice: 11.82% chance each, 98.0% chance total to succeed, 2.03% chance that none succeed
32 dice: 12.60% chance each, 98.7% chance total to succeed, 1.34% chance that none succeed
33 dice: 13.33% chance each, 99.1% chance total to succeed, 0.89% chance that none succeed
34 dice: 13.99% chance each, 99.4% chance total to succeed, 0.60% chance that none succeed
35 dice: 14.57% chance each, 99.6% chance total to succeed, 0.40% chance that none succeed
36 dice: 15.07% chance each, 99.7% chance total to succeed, 0.28% chance that none succeed
37 dice: 15.49% chance each, 99.8% chance total to succeed, 0.20% chance that none succeed
38 dice: 15.83% chance each, 99.9% chance total to succeed, 0.14% chance that none succeed
39 dice: 16.07% chance each, 99.9% chance total to succeed, 0.11% chance that none succeed
40 dice: 16.24% chance each, 99.9% chance total to succeed, 0.08% chance that none succeed
41 dice: 16.32% chance each, 99.9% chance total to succeed, 0.07% chance that none succeed
42 dice: 16.32% chance each, 99.9% chance total to succeed, 0.06% chance that none succeed
43 dice: 16.24% chance each, 100.0% chance total to succeed, 0.05% chance that none succeed
44 dice: 16.09% chance each, 100.0% chance total to succeed, 0.04% chance that none succeed
45 dice: 15.88% chance each, 100.0% chance total to succeed, 0.04% chance that none succeed
46 dice: 15.61% chance each, 100.0% chance total to succeed, 0.04% chance that none succeed
47 dice: 15.29% chance each, 100.0% chance total to succeed, 0.04% chance that none succeed
48 dice: 14.91% chance each, 100.0% chance total to succeed, 0.04% chance that none succeed
49 dice: 14.50% chance each, 100.0% chance total to succeed, 0.05% chance that none succeed
50 dice: 14.05% chance each, 99.9% chance total to succeed, 0.05% chance that none succeed
51 dice: 13.57% chance each, 99.9% chance total to succeed, 0.06% chance that none succeed
52 dice: 13.07% chance each, 99.9% chance total to succeed, 0.07% chance that none succeed
53 dice: 12.55% chance each, 99.9% chance total to succeed, 0.08% chance that none succeed
54 dice: 12.01% chance each, 99.9% chance total to succeed, 0.10% chance that none succeed
55 dice: 11.47% chance each, 99.9% chance total to succeed, 0.12% chance that none succeed
56 dice: 10.92% chance each, 99.8% chance total to succeed, 0.15% chance that none succeed
57 dice: 10.38% chance each, 99.8% chance total to succeed, 0.19% chance that none succeed
58 dice: 9.84% chance each, 99.8% chance total to succeed, 0.25% chance that none succeed
59 dice: 9.30% chance each, 99.7% chance total to succeed, 0.32% chance that none succeed
I'm legit almost 8 mins into this video and have laughed out loud more times than I can count on 1 hand. Thanks lads
8:03 gamble 🎉🎉❤
Seth not being able to pronounce a universe beyond name is my fav MTG goldfish running gag
Bro cant pronounce a universe's within name either 😂
@@Gorbgorbenson i spit out my drink when he first said boilerbiggles
@@owlaboutme That one is probably intentional.
@TheRealWormbo I think at this point it is, but he said Torggo intially in this video 😂
@@TheRealWormbo i’m sure it is now but it doesn’t make it any less funny
Richard and his cedh staples every week always crack me up
I think Phil forgot to copy snapcaster mage, so he could've arcane denialed the dopplegang and stopped Richard there instead of after the skullwinder
that richard bobblehead combo was truly beautiful
I found the best (jankiest) way for the spykit/eradicate combo is with my Sultai Gonti deck running Honeward Path. Cast an opponents creature then equip spykit, Homeward Path and then Eradicate. Fun times.
Some great Richard lines in this one. "You've never seen a lucky bobblehead combo!?"
This is the first commander game I've ever watched where I wish someone had a Narset parter of veils out
There's no Crim.
And this is why the viewers respect crim, arbiter of policing the game
One of my favorite wins ever involved discarding the only card I didn't need to combo off after casting Gamble to find the last combo piece.
My impossible combo when I first started playing was to play Swans, then Mirrorweave targeting Swans, play Hive Mind, then Blasphemous Act.
Would be the most Seth combo
@@AwwhHex I never got close to pulling it off
@@TheEsrix may the rng gods bless you
Always great to see a fellow connoisseur of the Red stack copy spells pop off to the moon
I was scared that the rest of the clash was just rolling till Richard won
Phil’s Art is so good!
This is probably my favorite theme y'all have done for Commander Clash or at least in the top 3.
7:30 this gamble played exactly the way I play it 😂
In a way Richard has managed to recreate the wonderful 5th dimensional impact factor of the abacus rattling around as he endlessly rolls dice in a loud cup
OMG, I just built a lattice/bludgeon brawl deck with Eivor in it!!! Amazing coincidence and great video.
Man, trouble in pairs was so powerful in these games. It's less annoying than Rhystic study because you're not asking constantly, but it keeps you incredibly ahead of resources.
Yeah, that card is busted.
In the future, people will point to this is the inspiration for Universes Beyond: Yahtzee - the final straw of cross-brand integration that heralded the uroboros of Hasbro pairing its legacy board game titles in the hopes to pin success on themselves and failures onto WOTC until the entire team was gutted to the front-facing employees furnishing reprint sets and finally, the true death knell: Battleship Vs Mr. Potato Head commander decks (I'll probably proxy the Mr. PH stuff).
Combos are pretty cool.
I came pretty close to making something like what Tomer made, but ultimately scrapped the idea because of all the limitations involved. So I'm glad to see it here.
Was just thinking how I needed another Commander Clash
I have a deck similar to Seth's. As Seth was explaining his deck at the end, it was a bit unclear, but Eivor checks equipments you controll not equipments on Eivor, so puresteel paladin isnt needed for the combo.
Yeah, I thought it would be funny to equip all my lands to something thanks to Bludgeoning Brawl, but Puresteel isn't needed for the combo at all.
saying "infinite copies of black lotus" sounds way better than Loti
I've been on the bludgeon brawl meta for years. Now we got Dan Lewis who can be imperial and guard recruitered, so that's kinda nice. My original gimmick was running armory automaton, which is really fun. My current more competitive build runs using Wyleth as the commander and focuses on making treasures, which works amazingly.
With all the negativity floating around rn in mtg (a lot of which is honestly deserved), it was so nice to tune into these four having such a fun time playing together
I played a game where the Luck Bobble Head was pulled off with 17 Bobbleheads after 9 rolls. I did the math after and 42 is indeed the optimal number. If you want the math, look up the Binomial Probability distribution and plug in different values until you find the most probable.
What a commander clash episode? What? That means .... It's weekend ❤🎉😂
On this week of "Punt or Bluff?" that's UNPOSSIBLE! Will Seth just throw his toys at everyone else and go home or is Richard just more lucky than good? Tune-in to find out!
7:42 red entomb moment
I think this is my favorite theme they've done so far. To play it would probably be really long and grindy, but the combos were really creative. Maybe some of it is old tech adapted for commander, but still. We're all just trying to pull off the jank. After playing so many games I'm kind fo ending up in the boat of more jank more fun.
This game is proof that we need to play more draw hate. Just in general.
I disagree. I think if everyone is drawing cards, then everyone has something to do. Commander is about having fun and if you don't have cards in hand, then you're not having fun
In competitive commander, ABSOLUTELY! play every Sheoldred, Bowmasters, and Razorkin Needlehead you want, but in casual commander I don't think we should punish players for wanting to play the game imo
Nah bro, it's proof trouble in pairs is cracked in a group that loves drawing cards 😅
@@TheDamianMichaels i do,
@@TheDamianMichaels I think there still exists a casual variants that can hate on card draw, such as notion thief
Shut the fuck up. You don't want "draw hate", because if you did you'd play Chains of Mephistopheles.
What you want is one sided Stax like Hullbreacher and Notion Thief so you can sit there and draw cards while the rest of the table has to find a way to remove your Stax piece.
Mighttt have to ban trouble in pairs after this game lol
I'm so sad that I didn't get to see Phil's combo. His deck is hilarious
Trouble in Pairs should have "If this is the second time this ability has triggered this turn, sacrifice it".
4:46 i call shinnanigans. Their's at least 2 better red commpanions also clara is the best companion for this doctor as you'll get 2 extra triggers if you do it right. I've used this combo to swing for 98 with the second doctor. You litterally just dump value onto the board.
Unfortunately Sixth doctor doesn't work with Clara at all since he says can only trigger once per turn, same with roaming throne. You can however copy the trigger with stironic redonator or lithoform engine
@supranova7594 magic doesn't have hard once per turns. Each card would be it's own trigger. Do you have a ruling that says it wouldn't work?
@kylecabrera142 CR 101.2 When a rule or effect allows or directs something to happen, and another effect states that it (can't/can only) happen, the "can't/can only" effect takes precedence.
So because Clara says "triggers an additional time." But sixth doctor says "triggers only once each turn." Sixth doctor takes precedence and can only happen once each turn per copy of him. The same is true for pantlaza and roaming throne. Unless you can flicker pantlaza or 6th then you only get to resolve the effect once and additional triggers will simply have no effect. This is why they must be copied while on the stack with other effects. This confusing rule came up quite often in standard with teferi time raveler being played by both players. Each teferi says "Each opponent can cast spells only when they could cast a sprcery." So even if either player used his +1 of "Until your next turn, you may cast sorcery spells as though they had flash." Neither opponent could cast spells at instant speed because "Can't" always beats "Can" effects.
I love Spy Kit!! I have a Galea deck with Spy Kit as the secret commander, getting it into play and onto a creature as quickly as possible to cheat random creatures out of my deck and take advantage of synergies with weird cards like Pirates Copy
@ 7:44 absolutely iconic moment. Clip that for the highlights
I had a deck that tried to do something like this and I even popped it off once. The combo was prototype portal imprinting mindslaver with seedborn muse and as long as you have 10 mana and everyone else is tapped out you take everybody's turn for the rest of the game
As far as Space Marine Scout, claim jumper is same cost but can potentially grab 2 lands.
That freaking gamble was great! Ahahahahaahahahah best episode!
My bobblehead deck aims to roll a luck bobblehead with 10+ bobbleheads (tokens and cards) with dee kay on the battlefield. As long as I stay positive on 4s rolled, I can keep untapping luck bobblehead until I win
I like how Booby Trap triggers on anything other than a basic land name, which means that clause would never come up in their decks. 😂
Wait, shouldn't Richard have to wait to his turn to activate Karn?
The dice combo Was soooo good
Richard was fucking hilarious this episode. What wild games.
Man, I love Richard
I love that the sixth doctor got some play I love that commander he’s so fun
The famous Gamble fail! Gotta love it
Phil out here looking like a snack
10 minutes in and it’s already chaos 😂
I had ZERO doubt that that gamble land was going straight to the bin.
10/10 card is cursed. Had an friend with 12 cards in hand cast one. They were like "What are the odds?" I looked them straight into the eyes "Dude, you've been playing for years, you should know how that card works" He lost the game because of it too.
34:32 richard saying that if you roll less or more dice that you actually have lower chance to win cracks me up.
It's because you need to hit an exact number of results. If you roll fewer, your are more likely to roll fewer sixes, and if you roll more dice you are more likely to hit more sixes. Having 42 bobble heads maximizes the chance for each individual roll to have 7 dice showing a six, while also providing 42 attempts to hit the intended number of sixes.
@ i know. It’s just funny that that’s how the math works out. And it’s funny that means he had the ability to make more than that.
22:00 Seth attacked with Olivia’s Attendants despite it not having haste.
y'all should do a game that's a race to the first person to force a draw (infinite uninterruptable loops, etc)
why did Richard add 3 green and 4 blue from tapping the hedge maze at 30:04? Shouldn't have been either 4 blue or 3 green not both from the Nyxbloom?
Have y’all considered a silver border week? Would love to see that as a clash theme
Tomer are we friends? ...... Tomer- please don't kill me!!!!!!!!!
Richard, maybe in the future you have Short Term Plans for a single instead of taking a Gamble on boosters. ;)
Richard turned magic into yahtzee 😂
6:10 The Goblin Shaman is named Snowball by the way 😂😂
Wonder how Kikki-Combo will show up this week XD
Episode idea: everybody starts the game with a Rule of law emblem. Lets see how decks adapt to only be able to play one spell per turn
This was a fun one 🎉🎉
I don’t believe Pack Hunt lets you get three different creatures. It lets you get up to three copies of a creature.
I wondered about that, but the oracle text, oddly, is "Search your library for up to three cards with the same name as target creature, reveal them, put them into your hand, then shuffle," so I think it works (despite that clearly being different than what is printed on the card)
you are 100% correct. the card is almost useless in highlander
This game devolved into "and I draw a card, and I draw a card, and I draw a card and..."
That was a great Clash On. Both times.
I'm curious how Richard activated Karn on that second game... Instant speed on Seth's end step.
you guys should do a plane chase episode! could be fun.
57.00 Would the death trigger for the lands happen since dauthi voidwalker is on the battlefield ?
Didn't Richard JUST talk about how "no one ever fetch-shocks these days" when talking about how shocks were bad?
i dont even like commander but i keep watching these -.-*
I do find it amusing that people complained about Murders being a bad set yet so many cards are used.
25:00 was Tomers personal hell so funny
I was hoping a live pod from Vegas damn
Richard winning with luck bobblehead after the Gamble discard was too good!!!