You can tell how busted fetch lands are by how many times they get mentioned in a list that isn't even about land cards specifically. Magic is one of those games where every little thing a card can do is probably relevant to some strategy, and getting to choose a color option as needed, self burn, and send a card to grave all at once is a lot of little things.
Yeah fetchlands are the best manafixing and utility lands simultaneously. Brainstorm in legacy, deathrite, delve, and all sorts of uses it's just insane. Like if fetchlands didn't exist, deathrite shaman is never banned anywhere.
Maybe they could print fixed fetch lands someday? Perhaps ones that make you lose 1 life for each copy in your graveyard as part of the ability instead of the cost, so you can't just throw 16 in a deck with two mountains and call it burn (oversimplification for a deck I love, sorry burn!)
Another subtle aspect of Noble Heirarch compared to other common mana dorks is that it's a human, not an elf. At the time they designed the card, this was probably considered a downside -- there are way more elf synergies than human synergies, especially in green. (And the decision was probably made for lore reasons -- Noble Heirarch lives in the Bant shard of Alara, and all of the Alara elves we see are located in Naya, not Bant.) However, Noble Heirarch played a pivotal role in the 5-color humans deck that was tearing up Modern a few years ago -- not only is a mana dork that creates white and blue mana exactly what that deck wanted (when it's trying to cast cards like Reflector Mage and Mantis Rider), but the human creature type ends up being a huge upside in a deck that plays human synergies like Champion of the Parish and Thalia's Lieutenant.
i think a big part of the way noble hierarch worked at the time was heavily thematic. not viewed as a downside but as an underline of the theme aspects of each shard
I’m so happy you do MTG in your normal format. So much more digestible than other creators. You made my yugioh decks better by expanding my knowledge on the overall meta
I think one of the most important aspects of Allosaurus Shepherd in Legacy Elves is getting around Chalice of the Void, a card that was basically an FTK against elves before Shepherd’s printing.
Definately a huge upside to the card. Caverns already helped out a lot, though mostly to power out a progenitus or something or slow roll 1 elf per turn. Shepherd let you actually attempt to play your deck as intended.
@@Folfire sorting out 2-9 would be tricky. Golgari won in Ravnica, and Dimir lost in Gatecrash. Transmute has slightly more potential, but you're not really going to use it unless you build a deck around it. Although, Tolaria West could be useful in other decks...
What esper does ? Esper players love control decks ..especially the kind of decks and pilots that forget to put WinCons in the deck...so they just win by destroying and countering everything you do for 60+ turns untill you deck yourself..... So, at one time. Elixer of immortality , no joke ... Was the WinCon for the deck... Ran one or two in case one got exiled....
@@Folfire You mean Gruul Dreadmaw. Or possibly Oko, Crowned Dreadmaw. Perhaps Colossal Dreadmaw Hammer if we're talking equip spells. But we all know the best one is Colossal, Lord High Dreadmaw.
One thing I want to point out is that if you buff Esper Sentinel’s power in any way, your opponent will have to pay even more mana to prevent you from drawing a card
It's past its prime, but Phyrexian Dreadnought is a pretty iconic 1 drop creature. For 1 mana, you get a 12/12 creature, but you need to sacrifice 12 power worth of creatures or sacrifice itself when it enters. There was an entire deck built around it called Stifle-nought who's entire gameplan was use stifle effects or cards like Illusionary Mask to get the dreadnought into play without paying its cost. Also Thraben Inspector. It's never been a very flashy card, but its consistently been an include in winning white decks. A single white mana for a 1/2 that makes a clue when it enters, and the clue is a token that you can pay 2 and sacrifice to draw a card. 2w for a 1/2 that draws a card would be alright, but probably not enough to see significant play in constructed formats. However, splitting that cost up ends up making the card so much better. You can play the inspector turn 1, then crack the clue turn 2 if you really need an extra draw, which just helps smooth out a lot of extra hands. On top of that, there's a million ways just having a random artifact sitting around can be useful, so you can usually find some value if the draw isn't immediately important. Overall, the card is still probably worse than anything on this list, but it's a lot closer than it might look at first look, probably sitting somewhere in the top 15 one drop creatures.
Another 1 drop i like is 'Goblin Lackey.' It's one of those cards that can only get better as time goes on. As Magic prints more & more goblins he gets better & better. And he can cheat out 'Muxus' turn 2!
Yeah when welder was released it was the undisputed best 1 drop in vintage IIRC. Has so many combo's with it. Mother of runes is amazing in matchups where you need to protect your stuff. Dreadnought is so nostalgic, but I love it. Pretty easy to kill sadly now.
@@dark_rit Yeah, Welder was good in Vintage back in the day and then Mirrodin block was released it was totally nuts. Mom is great and DN is sweet but pretty vulnerable these days too but a solid combo card.
I bought a box of 10,000 commons and in commons in 2010 from sets 2002-2008 or so.... tons of copies of deaths shadow and it was 0.12c at the time. Lots of cards had value and lots went up from that collection but the 12 deaths shadow was always fun to talk about especially when it peaked at 20$
Hmm my personal favorite one drop will always be Mother of Runes. Ive had games in tournaments where my opponents would concede out of frustration vs a 3 MoM board thats just defending untill I hit a decent creature for my swords.
Serra Ascendant is a one mana 6/6 flying & lifelink, so long as you have 30+ life. Might be a bit hard in Modern, but Commander starting at 40 life makes it absolutely nuts.
While Ascendant gets turned on immediately in EDH, it's still less of a threat than in 1v1 formats. Your opponents have more life, making a t1 6/6 less threatening, especially in a multiplayer format. Still a great card either way.
@@komradekontroll Yeah def agree. It's not "ban-worthy" like some others may suggest. It's still just a big beater at the end of the day, vulnerable to all kinds of removal.
@@mentaloasis It's definitely a threat, and in a competitive 1v1 edh setting I think it's probably one of the best, but those multiplayer games, you just get a target put on you if it's out before like t3.
I think Mother of runes should be get honorable mention. I find quite concerning that out of 10 cards, 4 were released in modern horizons. It says something about powerlevel(and probably powercreep).
This effect is often overlooked but ragavan being able to also exile the top of your opponents library with them never being able to get it back can hose combo decks that rely on certain pieces. Any combo deck that needs 2 or so cards to work in a format like modern getting 1 of those cards exiled hurts the deck so much that you either rely on drawing multiple copies of the combo piece or just die. It also can screw your opponent with their draws if they are mana screwed and then you exile their land from the top and they draw into a non land or whatever. As someone who tried to play calibrated blast in modern which essentially revolves around playing the namesake card and hitting a card with 12-15 cmc which deals damage to your opponent equal to the cmc of the card (12 on average but sometimes 15 if you hit autochthon wurm) the deck revolved around drawing blast or getting it with Throes of chaos which is a 4 mana sorcery with cascade retrace. Ragavan being slammed down on turn 1 was scary enough but when it hit either blast or throes of chaos I basically had lost unless I somehow had drawn multiples which is statistically rare by turn 2. Anyways yeah ragavan as existience is killing so many decks like that from being in the meta due to the exile effect (plus ragavan ramping regardless and being 1 mana for a 2/1 and everything yeah it’s busted
Honorable mention should go to Disciple of the Vault, part of what made Flash Hulk decks so dangerously insane in Legacy and Vintage. Yes, I know there are various versions of FH, but my favorite saw Disciple of the Vault pair with X cost artifact creatures like Phyrexian Marauder and Shifting Wall to deal over 30 points of damage ASAP
Ahhh Magic power creep, I remember in 2004 when Champions of Kamigawa came out and one of the best cards in the set was Isamaru, Hound of Konda. Like he was a big deal card because he was a 2/2 for one white....that's it. No abilities just a 2/2 on turn 1 and that was a big deal. Now if any creature has no abilities it is basically considered garbage no matter the mana cost.
Last one, "Goblin Welder" is another 1 drop in red that can be pretty good! As long as u have a way to put things into your graveyard like surveil or "Entomb" you can easily swap a 0 mana cost artifact for a "Wurmcoil Engine" or another high costing artifact.
Whenever you CAST a spell, the word cast is that apply only when it's your turn or if you play an instant during someone else's turn will that be considered casting it as well?
@@carter3329 Felidar perfectly legal in EDH and the strategy you describe isn't that easy to pull off. You need to get the Felidar out AND it needs to survive until YOUR next upkeep AND you need to still be above the 40 life at that moment. So that's a lot of ways to disrupt its game winning effect: counter it, remove it at instant speed, remove it at sorcery speed, damage you ... I'm not saying it can't be cheated in early and protected for a turn, but to get that consistenly in commander is a tough ask
Im loving this channel cause i find MTG much easier to understand and keep up although i don't play Yu-Gi-Oh neither MTG, idk why but im addicted to those top 10
A minor disagreement; Goblin Guide has no downside. The alleged downside is actually an advantage about 60% of the time, as it allows you to see what card your opponent will next draw.
I don't think knowing an opponents next draw in a deck that mostly follows the same play pattern, regardless of said card, comes even close to outweighing the drawback on straight up giving them an additional draw. I see your point about the 60/40, but for that to work out in your favor, the value gained by the 60 option also has to be about as good for you as the 40 option is bad for you, or just a little less so. Ask yourself this, if you had the option of replacing your basic lands with lands that had an ETB goblin guide trigger, but where otherwise identical, would you replace your lands? If not, the ability is a drawback.
Goblin guide has upside and downside. Knowing what card they are drawing if it's a nonland is not meaningless information. Take gitaxian probe, it is banned in everything because it's free information. The downside of goblin guide is if it draws them a land, it can get them closer to relevant cards for the matchup. You also said 'mostly follows the same play pattern.' You make on the fly adjustments in games of magic quite regularly even if your deck appears to be dome them for 20 points of damage asap with burn spells like lava spike, fireblast, and bolt because of how many different interactions are possible depending on what your opponent is playing. People thought goblin guide on release wasn't that incredible of a card, but they all ate crow when they were dead on turn 4 because of the card dealing them 4+ damage easily for 1 mana and showing them what their opponent was playing.
An honorable mention (I'd assume) would be fervent champion. Another very pushed card, on its own a 1/1 with first strike and haste is already very strong, and throw the ability to pump other knights AND a much cheaper equip cost make for a very scary one drop (imo anyways). Whether or not it actually sees use tho idk
We often played a red burn deck with Quirion Dryad splashed in and then a ton of cheap red spells. That worked really well, because the +1/+1 counters on the Dryad are permanent. Odd thing that never got much of a trend, It was really quick in Legacy combined with Fireblast, Grim Lavamancer and Blistering Firecat. It was homebrew, but it would consistenly beat Tier 1 Legacy decks.
Something else to consider about elvish reclaimer is it kinda “protects” your lands. If your opponent targets one with wasteland, field of ruin, ghost quarter, or any sort of land destruction, you can sacrifice it to the reclaimer’s ability, fizzle the LD and possibly even get the exact same land Also, shadow has had 4 and 5 color variants that use traverse the ulvenwald, legacy was primarily UB, and grixis was played not for kroxa (you could play this in jund too… also, grixis saw most of its play before kroxa's release), but for card selection cantrips and stuff like stubborn denial I think it’s somewhat undeniable that channeler is better than delver, as when ragavan was legal in legacy, delver was being cut to make room for channeler and ragavan.
I like that this video already has the usual pace of TDL voice. The other ones were like at 120% speed hehe. I think the interesting difference between these videos and Nizzahon is that the latter is more focused on metric-based lists. TDL lists can differentiate by adding depth instead of basing it on # of Top placements in tournaments, and have a little more controversy/discussion with it.
Loving the magic content but one ask, could you plz say what set the card is from hell I been playing since invasion an can’t recognize half the new emblems let alone old ones lmao
While all the life loss from fetchlands, shocklands, and Thoughtseize might seem like a lot, even decks that weren't playing death's shadow did all that on the regular anyway. So essentially death's shadow was buffed by playing the game normally. Add in Mutagenic Growth which was a free +4/+4 until end of turn instant and that's a lot of damage.
Surprised Will of the Wisp a 0/1 black flyer that regenerates for 1 black, healing hawk a 1/1 flyer with lifelink, Moss Viper or any other 1/1 with deathtouch in either black or green, Knight of the Ebon Rose, for 2 colorless and one black it gains +3/+3 and deathtouch & if a player lost 4 or more life it gets a +1/+1 counter. Fervent Champion 1 red first strike, haste & whenever he attacks another attacking knight gets +1/+0 until end of turn also equip abilities that target Fervent champion costs 3 less. Lastly Gingerbrute. (Edited to correct toughness of Will of the Wisp)
Good video, but I need to correct you with Flying. Any with that can be blocked by Creatures with the keyword ability *Reach* as well. Reach doesn't give evasion offensively. It's more of a defensive kind of ability.
I think he has done it this way because the original description of Flying is that the creature can't be block except by creatures with flying. Reach was introduced later as "This creature can block as it it had Flying" so it was more of "an exception to the rule". I think only /recently/ has the reminder text of Flying got to include that it can be blocked by Reach. I think that's what has happened.
Probably just because of how creature centric the game is that a 1 mana 1/1 doesn't cut it anymore when it needs to connect. If it was something like whenever it attacked or beginning of your upkeep, put a goblin into play it would still be the best probably, but connecting is so difficult.
5:25 - 5:25 Once did this in a Commander game with some friends turn 3, with an opponent playing the Dark Depths I copied. My friends hated me for that. 😂
About the Counterspell and Natural order thingie. In magic, cards don't have "costs" aside from mana to play the spell and activated abilities. Cards only have "effects", which entail the whole card, as per rule "701.5. Counter 701.5a To counter a spell or ability means to cancel it, removing it from the stack. It doesn’t resolve and none of its effects occur. A countered spell is put into its owner’s graveyard." Note, there is something about cost not being refunded, in rule "701.5b The player who cast a countered spell or activated a countered ability doesn’t get a “refund” of any costs that were paid." But this only affects the person who counter spelled, not the person who got countered.
There are actually non mana costs, they're just not very common. Force of will Needs you to discard for a cost for example, and there's no way to respond to this with another counterspell or something. Similarly you can't use deflecting swat on ashnod's alter, because the sacrifice is a cost.
@@josephwodarczyk977 oh yes! About this. Some cards include "as an additional cost" or something along those lines. In that case, if the spell is countered, then yes, you do lose that. But otherwise, you only lose mana.
I played standard when 'Delver of Secrets' had just come out in original Innistrad & he was prob in at least 1/3 of the decks at my LGS. I played B/R Zombies which to this day is one of my favorite decks. Standard during that time was soooo fun. Haven't felt the same for standard ever since.
I started in Rise or M10, can't remember. I got to experience the most oppressive standard format with jace and stoneforge, only for it to be followed up with one of the best formats in standard. No standard format since has really been as enjoyable.
@@komradekontroll yup i know how you feel. I wasn't playing during the Jace & Stoneforge take over. But i remember one of the decks was called something crow?
Thespian Stage doesn't remove counters from the original Dark Depths. It just becomes a copy, and it never gains those counters for itself because it's not entering the battlefield. If a permanent becomes a clone while it's already on the field, it doesn't get etb stuff.
Lah-je is how you pronounce it! Great list. Felt mother of runes also deserved to be on here, but can’t argue with what’s on here. I do not think reclaimer was deserving a spot over Elf boy, however
When many years ago I still used to play Magic, I saw 1 mana creatures like birds of paradise, savannah lions, or even mogg fanatic in goblin decks, and I already tought they were overpowered. The insane level of power creep that MTG has reached nowadays is frankly ridiculous. Mythic Rares are also stupidly exaggerated: a lure to make people spend even more money. Cards like Baneslayer Angel are those I hate the most, because they rendered almost useless some classic and beloved cards like Serra Angel. Nonetheless, I'm happy to notice that some of my old decks still beat many new ones.
So I feel like you missed out on the utility know as blood artist and equally carrion feeder. Staples in my nethroi cdh list and all around just good staples
Allosaurus Shepherd doesn't "Turn your elves into dinosaurs", he makes them both Elf and Dinosaurs. Why? Because he's giving them Dinos to ride! It took me like a year to figure this out 😂😂
Your animations, backgrounds and general style are outstanding. Instantly made me sub. What program do you use to create your videos, if you’re open to share that information?
It's like you said about the number 1 card, but also in reverse. Stronger formats make him stronger. I only play standard or draft. I never used him. He was fine, but there was always something better I would want to fuel my deck.
Goblin Lackey, Disciple of the Vault, and even Cauldron Familiar were/are banned. Surely this gives them more street cred than Elvish Reclaimer or Esper Sentinel! Think about how many creatures have seen long term tournament play...Soul Sisters, Mom, Glistener Elf, Slippery Bogle, Burrenton Forge-Tender, Champion of the Parish, Goblin Welder, Quirion Ranger, Wirewood Symbiote, Gorilla Shaman, Cursecatcher, Skirk Prospector, Stitcher's Supplier, Sylvan Safekeeper, Veteran Explorer...there are so many cheap creatures with either unique effects or the most efficient version of an effect that you can get "on a stick". They have made decks work where otherwise they wouldn't or acted as pivotal sideboard cards to swing a matchup. Even Wild Nacatl caught a ban, and Nimble Mongoose was a preeminent threat! I think you needed ten more cards to cover all of the niches that one drops have filled and continue to fill. My two cents.
Knight of the Ebon Legion is probably a card i'd've put in the top 10 for 1 drops, that card was pretty powerful in standard, when it was in standard. B 1/2, with the effects, pay 2&B it gets +3/+3 and deathtouch until end of turn and, at the beginning of your end step, if a player took 4 or more damage this turn, KotEL gets a +1/+1 counter on it. Though im not too sure on how often it sees play in other formats these days.
I would say Reinforced Ronin is a very good card that is incredibly undervalued. 1 red for a 2/2 with haste that returns to your hand and has channel for 1 red and a colorless is quite powerful
My favorite one mana creature is rhys, the redeemed. The ability to double up your tokens for six mana is really good in token decks, especially if you combine it with other token generators. Another amazing mention (/s) is Norin the Wary. It dodges removal, has an amazing statline, and has several synergies within its own color identity. Overall 10/10.
Going into the video, I was thinking on monke being #1. Good to say that I forgot the strongest 1 mana planeswalker to ever exist is, in fact, a creature.
Deathrite Shaman is good but it was a time before the crazy shit arrived like the Monkey and Urza's saga. I don't know if Deathrite would still be dominating these days.
Not so much dominating. I believe a big part of what made it dominate was that there were a lot of decks at the time reliant on the graveyard for various strategies, and Deathrite did double duty both generating value for the controller while also eating resources from the opponent. Much more present and efficient graveyard interaction combined with the rise of less graveyard reliant strategies has moved decks away from that somewhat. I mean, it'd still make it pretty tough for a Murktide deck to deploy Murktide if you can just consistently start eating spells out of their deck by turn 1, but that's a niche case against a fairly removal heavy deck. Still, Deathrite is quite the value engine that's easy to cast, has more targets to hit than ever, and a pretty solid stat line to boot. I think it could easily hold its own as still a must kill creature even among Ragavan and Saga running rampant. Ragavan itself is a bit overrated. Swinging out early with Ragavan generates some insane value and dash makes it pretty hard to hit with removal, but there's a lot of games where the board just stabilizes and Ragavan sits there doing nothing or quickly gets traded off for something. While Deathrite isn't nearly as good early as Ragavan is, one of Deathrite's strengths is that its still just as good once the board stabilizes, if not better. Especially with the current meta propagated by the fetching into triomes, Deathrite would be right at home in 4 color piles, looking to just outvalue alternatives. Honestly, if it was unbanned in modern, it could serve as a pillar to support 4c decks other than WURG Omnath piles.
One of the main things that made Deathrite a busted card is that there's very little downside to playing it. Ragavan is an example of a card whose power level is dependent on its context, as we can see from the fact that it's banned in legacy, while it remains legal in modern despite modern supposedly being a lower power format: Ragavan is one of the best cards on turn 1, and great on an empty board, but it becomes a dead card when your opponent has a bunch of creatures to gum up the ground, which is often the case in modern where games can go longer and creature combat is more relevant. Compare that to Deathrite Shaman: Deathrite is, like Ragavan, an amazing turn 1 play, as it's a 1-mana spell that ramps your mana. However, unlike Ragavan, Deathrite is basically never a dead draw. Even if you play it late in the game onto a full board, the fact that it can ignore blockers and nug you for 2 points of damage every turn makes it a lethal wincon that you *have* to spend a card to deal with. There's also the fact that gaining 2 life per turn is huge against aggro decks, *and* it also can also deprive the opponent of the ability to use their graveyard as a resource: even if you're not playing against a reanimator deck, you're still taking away fuel that they could have used for delve spells, and you get to "stifle" effects like Snapcaster Mage. On the subject of what it means for a card to "dominate," there are lots of "powerful" cards like Dark Ritual that allow you to do more busted things than play a turn 1 mana dork that is also a slow wincon, and these are allowed to exist in Legacy because they have relevant downside -- Deathrite is good not because it's the best at doing any particular thing, but because it's good at doing *so many* different things and lacks any real downside because it's almost always a relevant card.
@@kuiperkineticliterature7586 Couldn't agree more. To add to it, it's casting cost shouldn't be overlooked. Every deck besides maybe RDW and white weenie would splash green or black just for a chance of playing DRS, and it would do so with ease, because a single B/G hybrid might as well be 1 colorless in decks that run it.
My fave way to use deaths shadow is to make a varolz deck, throw shadow in the grave, then scavenge 13 counters onto a critter with trample like lotleth troll. If I have something like doubling season...lol
You should do a video series explaining the banned cards probably starting with the Power 9. They are the 3 blue spells and the 6 artifacts that make mana for 0 mana
I like how you undermine how powerful Ragavan is. It would be true, if you didn't forget to mention the Dash mechanic. Having the ability to bounce Ragavan back to your hand makes it extremely hard to answer it. It literally pays for itself because of this. If it didn't have Dash, it wouldn't have been meta defining or banned
Video Series Idea: Top 10 Commander (x) Cards. X = card types: Creatures of power/mana cost/utility/ability, Land, Sorcery, Instant, Artifact, Commander(s).
Deaths Shadow, in a deck where you cant lose from loss of life. if he gets -X/-X, where X is your life total...woudl this not mean, if your life total was -10, he would actually get +10/+10?
Actually, no. Magic doesn't use negative numbers for calculations. If any value for X would be negative, it will use 0 instead. So Death's Shadow can at max be a 13/13.
You can tell how busted fetch lands are by how many times they get mentioned in a list that isn't even about land cards specifically. Magic is one of those games where every little thing a card can do is probably relevant to some strategy, and getting to choose a color option as needed, self burn, and send a card to grave all at once is a lot of little things.
Yeah fetchlands are the best manafixing and utility lands simultaneously. Brainstorm in legacy, deathrite, delve, and all sorts of uses it's just insane. Like if fetchlands didn't exist, deathrite shaman is never banned anywhere.
Don't forget the double landfall
Maybe they could print fixed fetch lands someday? Perhaps ones that make you lose 1 life for each copy in your graveyard as part of the ability instead of the cost, so you can't just throw 16 in a deck with two mountains and call it burn (oversimplification for a deck I love, sorry burn!)
J8
@@dark_rit jkj
Another subtle aspect of Noble Heirarch compared to other common mana dorks is that it's a human, not an elf. At the time they designed the card, this was probably considered a downside -- there are way more elf synergies than human synergies, especially in green. (And the decision was probably made for lore reasons -- Noble Heirarch lives in the Bant shard of Alara, and all of the Alara elves we see are located in Naya, not Bant.) However, Noble Heirarch played a pivotal role in the 5-color humans deck that was tearing up Modern a few years ago -- not only is a mana dork that creates white and blue mana exactly what that deck wanted (when it's trying to cast cards like Reflector Mage and Mantis Rider), but the human creature type ends up being a huge upside in a deck that plays human synergies like Champion of the Parish and Thalia's Lieutenant.
i think a big part of the way noble hierarch worked at the time was heavily thematic. not viewed as a downside but as an underline of the theme aspects of each shard
When i saw ragavan in second place i was so confused but after seeing deathrite I suddenly remembered that its actually a creature
I’m so happy you do MTG in your normal format. So much more digestible than other creators. You made my yugioh decks better by expanding my knowledge on the overall meta
He's bad at MTG though.
@@a_fuckin_spacemarine7514 Oh that’s why his MTG content is all broken, he’s a Yu Gi Oh guy.
I think one of the most important aspects of Allosaurus Shepherd in Legacy Elves is getting around Chalice of the Void, a card that was basically an FTK against elves before Shepherd’s printing.
Definately a huge upside to the card. Caverns already helped out a lot, though mostly to power out a progenitus or something or slow roll 1 elf per turn. Shepherd let you actually attempt to play your deck as intended.
Elves in legacy can get ruined by EE
@@badvoodoo2097 A lot of times, Elves can kill you before you can blow it. At least recover the cards back
Laughs in Proliferate
I'd suggest making a series about the guilds, shards and wedges of MTG so there is in expiation on the channel for what Izzet and Esper is.
it would have been great fun to see
As a kind of joke he could make it "Top 10 Guilds of Ravnica Guilds"
@@Folfire sorting out 2-9 would be tricky. Golgari won in Ravnica, and Dimir lost in Gatecrash. Transmute has slightly more potential, but you're not really going to use it unless you build a deck around it. Although, Tolaria West could be useful in other decks...
What esper does ? Esper players love control decks ..especially the kind of decks and pilots that forget to put WinCons in the deck...so they just win by destroying and countering everything you do for 60+ turns untill you deck yourself.....
So, at one time. Elixer of immortality , no joke ... Was the WinCon for the deck... Ran one or two in case one got exiled....
Seeing how good they are in Yugioh which I first found the DLogs doing videos on, I'd like to see a top 10 dinosaurs list.
My personal picks for what could be the top 3.
Ghalta, rampaging ferrocidon, polyraptor/marauding raptor.
@@asta5907 Friend, you are clearly misspelling Colossal Dreadmaw
I'm getting Deathmist Raptor flashbacks here.
@@Folfire You mean Gruul Dreadmaw. Or possibly Oko, Crowned Dreadmaw. Perhaps Colossal Dreadmaw Hammer if we're talking equip spells. But we all know the best one is Colossal, Lord High Dreadmaw.
@@Folfire i run him as a finisher in my pauper bant control deck
One thing I want to point out is that if you buff Esper Sentinel’s power in any way, your opponent will have to pay even more mana to prevent you from drawing a card
And if you decrease it to 0, he does nothing
It's past its prime, but Phyrexian Dreadnought is a pretty iconic 1 drop creature. For 1 mana, you get a 12/12 creature, but you need to sacrifice 12 power worth of creatures or sacrifice itself when it enters. There was an entire deck built around it called Stifle-nought who's entire gameplan was use stifle effects or cards like Illusionary Mask to get the dreadnought into play without paying its cost.
Also Thraben Inspector. It's never been a very flashy card, but its consistently been an include in winning white decks. A single white mana for a 1/2 that makes a clue when it enters, and the clue is a token that you can pay 2 and sacrifice to draw a card. 2w for a 1/2 that draws a card would be alright, but probably not enough to see significant play in constructed formats. However, splitting that cost up ends up making the card so much better. You can play the inspector turn 1, then crack the clue turn 2 if you really need an extra draw, which just helps smooth out a lot of extra hands. On top of that, there's a million ways just having a random artifact sitting around can be useful, so you can usually find some value if the draw isn't immediately important. Overall, the card is still probably worse than anything on this list, but it's a lot closer than it might look at first look, probably sitting somewhere in the top 15 one drop creatures.
I was partial to phasing out Phyrexian Dreadnought myself using Vision Charm. Yeah, I went -1, but a lot of people couldn't deal with it easily.
@@vxicepickxv I mean, tempoing yourself into oblivion doesn't matter if you win.
Or play it when you control two Eldrazi Mimics and attack with two 12/12s
1) Mother of Runes
Hedron Crab, Stitcher Supplier, Phyrexian Dreadnought are also very good one drops.
I am so glad you have a MTG channel! for years i have been watching your wow channel!
Another 1 drop i like is 'Goblin Lackey.' It's one of those cards that can only get better as time goes on. As Magic prints more & more goblins he gets better & better. And he can cheat out 'Muxus' turn 2!
That's a decent list. Other inclusions could be Mother of Runes, Phyrexian Dreadnought, Goblin Welder, Goblin Lackey.
Yeah when welder was released it was the undisputed best 1 drop in vintage IIRC. Has so many combo's with it. Mother of runes is amazing in matchups where you need to protect your stuff. Dreadnought is so nostalgic, but I love it. Pretty easy to kill sadly now.
@@dark_rit Yeah, Welder was good in Vintage back in the day and then Mirrodin block was released it was totally nuts. Mom is great and DN is sweet but pretty vulnerable these days too but a solid combo card.
I bought a box of 10,000 commons and in commons in 2010 from sets 2002-2008 or so.... tons of copies of deaths shadow and it was 0.12c at the time. Lots of cards had value and lots went up from that collection but the 12 deaths shadow was always fun to talk about especially when it peaked at 20$
I love how much detail you go into for each card, providing much needed context. Subscribed!
not sure about in modern/legacy, but gravecrawler is a staple in every zombie deck ever
That may be true, however this list seems to be geared more towards 60 card constructed formats in general and not specific decks.
Serra Ascendant is a good 1 drop in Commander since you meet its requirements immediately and can have a 6/6 flier with lifelink on turn one.
if we're talking commander:
Soul Warden/Essence Warden
Haywire Mite
Gorilla Shaman (also good in other fast mana formats)
Hmm my personal favorite one drop will always be Mother of Runes. Ive had games in tournaments where my opponents would concede out of frustration vs a 3 MoM board thats just defending untill I hit a decent creature for my swords.
Serra Ascendant is a one mana 6/6 flying & lifelink, so long as you have 30+ life. Might be a bit hard in Modern, but Commander starting at 40 life makes it absolutely nuts.
While Ascendant gets turned on immediately in EDH, it's still less of a threat than in 1v1 formats. Your opponents have more life, making a t1 6/6 less threatening, especially in a multiplayer format. Still a great card either way.
@@komradekontroll Yeah def agree. It's not "ban-worthy" like some others may suggest. It's still just a big beater at the end of the day, vulnerable to all kinds of removal.
@@mentaloasis It's definitely a threat, and in a competitive 1v1 edh setting I think it's probably one of the best, but those multiplayer games, you just get a target put on you if it's out before like t3.
Commander is a singleton format, so it's very inconsistent if you get it early enough to make a big difference.
I love your format and explanation of cards
I think Mother of runes should be get honorable mention.
I find quite concerning that out of 10 cards, 4 were released in modern horizons. It says something about powerlevel(and probably powercreep).
This effect is often overlooked but ragavan being able to also exile the top of your opponents library with them never being able to get it back can hose combo decks that rely on certain pieces. Any combo deck that needs 2 or so cards to work in a format like modern getting 1 of those cards exiled hurts the deck so much that you either rely on drawing multiple copies of the combo piece or just die. It also can screw your opponent with their draws if they are mana screwed and then you exile their land from the top and they draw into a non land or whatever. As someone who tried to play calibrated blast in modern which essentially revolves around playing the namesake card and hitting a card with 12-15 cmc which deals damage to your opponent equal to the cmc of the card (12 on average but sometimes 15 if you hit autochthon wurm) the deck revolved around drawing blast or getting it with Throes of chaos which is a 4 mana sorcery with cascade retrace. Ragavan being slammed down on turn 1 was scary enough but when it hit either blast or throes of chaos I basically had lost unless I somehow had drawn multiples which is statistically rare by turn 2. Anyways yeah ragavan as existience is killing so many decks like that from being in the meta due to the exile effect (plus ragavan ramping regardless and being 1 mana for a 2/1 and everything yeah it’s busted
Honorable mention should go to Disciple of the Vault, part of what made Flash Hulk decks so dangerously insane in Legacy and Vintage.
Yes, I know there are various versions of FH, but my favorite saw Disciple of the Vault pair with X cost artifact creatures like Phyrexian Marauder and Shifting Wall to deal over 30 points of damage ASAP
Ahh... Mirrodin block
Actually, Allosaurus Shepherd is also legal in Historic as well because Jumpstart was also a Historic supplement set in Arena
Ahhh Magic power creep, I remember in 2004 when Champions of Kamigawa came out and one of the best cards in the set was Isamaru, Hound of Konda. Like he was a big deal card because he was a 2/2 for one white....that's it. No abilities just a 2/2 on turn 1 and that was a big deal. Now if any creature has no abilities it is basically considered garbage no matter the mana cost.
deathrite sharman does damage to each opponent not target opponent makes it so much better in commander
Last one, "Goblin Welder" is another 1 drop in red that can be pretty good! As long as u have a way to put things into your graveyard like surveil or "Entomb" you can easily swap a 0 mana cost artifact for a "Wurmcoil Engine" or another high costing artifact.
Mindslaver 👻
@@badvoodoo2097 I was thinking of that card when i posted but couldnt remember the name! Yes i agree
If Allosaurus was in Modern...
BOY DO I HAVE NEWS FOR YOU!
Deathrite Shaman, is easily #1 one drop, mana production, graveyard control, life gain, life loss and ok blocker, all for 1 mana. It wins games.
Whenever you CAST a spell, the word cast is that apply only when it's your turn or if you play an instant during someone else's turn will that be considered casting it as well?
If you play an instant on someone else's turn it does indeed count as a cast.
One of the best 1 drops IMO (and only really for Commander) is 'Serra Ascendant.' You can't beat a 6/6 flying lifelinker for one white mana!
Downside is you instantly become the archenemy. So, better come prepared
@@todddalton4579 true true, BUT if u can get out Felidar u win b4 anyone gets a chance! if its a legal card???
@@carter3329 Felidar perfectly legal in EDH and the strategy you describe isn't that easy to pull off.
You need to get the Felidar out AND it needs to survive until YOUR next upkeep AND you need to still be above the 40 life at that moment.
So that's a lot of ways to disrupt its game winning effect: counter it, remove it at instant speed, remove it at sorcery speed, damage you ...
I'm not saying it can't be cheated in early and protected for a turn, but to get that consistenly in commander is a tough ask
@@tomcads1604 Yea it's def a hard way to win & a very un-fun way too!
Ah yes, Deathrite shaman, best planeswalker in magic.
Im loving this channel cause i find MTG much easier to understand and keep up although i don't play Yu-Gi-Oh neither MTG, idk why but im addicted to those top 10
A minor disagreement; Goblin Guide has no downside. The alleged downside is actually an advantage about 60% of the time, as it allows you to see what card your opponent will next draw.
I don't think knowing an opponents next draw in a deck that mostly follows the same play pattern, regardless of said card, comes even close to outweighing the drawback on straight up giving them an additional draw.
I see your point about the 60/40, but for that to work out in your favor, the value gained by the 60 option also has to be about as good for you as the 40 option is bad for you, or just a little less so.
Ask yourself this, if you had the option of replacing your basic lands with lands that had an ETB goblin guide trigger, but where otherwise identical, would you replace your lands? If not, the ability is a drawback.
Goblin guide has upside and downside. Knowing what card they are drawing if it's a nonland is not meaningless information. Take gitaxian probe, it is banned in everything because it's free information. The downside of goblin guide is if it draws them a land, it can get them closer to relevant cards for the matchup. You also said 'mostly follows the same play pattern.' You make on the fly adjustments in games of magic quite regularly even if your deck appears to be dome them for 20 points of damage asap with burn spells like lava spike, fireblast, and bolt because of how many different interactions are possible depending on what your opponent is playing. People thought goblin guide on release wasn't that incredible of a card, but they all ate crow when they were dead on turn 4 because of the card dealing them 4+ damage easily for 1 mana and showing them what their opponent was playing.
@@dark_rit So, for the upside and downside balance, would you play basic lands with goblin guide triggers over regular basics?
Goblin Welder and Goblin Lackey... should be here!
An honorable mention (I'd assume) would be fervent champion. Another very pushed card, on its own a 1/1 with first strike and haste is already very strong, and throw the ability to pump other knights AND a much cheaper equip cost make for a very scary one drop (imo anyways). Whether or not it actually sees use tho idk
Nice video. Disciple of the Vault is also pretty good.
We often played a red burn deck with Quirion Dryad splashed in and then a ton of cheap red spells. That worked really well, because the +1/+1 counters on the Dryad are permanent. Odd thing that never got much of a trend, It was really quick in Legacy combined with Fireblast, Grim Lavamancer and Blistering Firecat. It was homebrew, but it would consistenly beat Tier 1 Legacy decks.
Something else to consider about elvish reclaimer is it kinda “protects” your lands. If your opponent targets one with wasteland, field of ruin, ghost quarter, or any sort of land destruction, you can sacrifice it to the reclaimer’s ability, fizzle the LD and possibly even get the exact same land
Also, shadow has had 4 and 5 color variants that use traverse the ulvenwald, legacy was primarily UB, and grixis was played not for kroxa (you could play this in jund too… also, grixis saw most of its play before kroxa's release), but for card selection cantrips and stuff like stubborn denial
I think it’s somewhat undeniable that channeler is better than delver, as when ragavan was legal in legacy, delver was being cut to make room for channeler and ragavan.
I like that this video already has the usual pace of TDL voice. The other ones were like at 120% speed hehe. I think the interesting difference between these videos and Nizzahon is that the latter is more focused on metric-based lists. TDL lists can differentiate by adding depth instead of basing it on # of Top placements in tournaments, and have a little more controversy/discussion with it.
THIS CHANNEL IS AMAZING
Just discovered your channel and I totally dig it. Keep it up, man.
Beat a death shadow deck with deflecting palm with a spell pierce ready and a stubborn denial waiting just in case there was counter magic
Just came here to ensure the 1-mana Planeswaker was #1. I was not disappointed.
Goblin Balloon Brigade. It isn't the *best* per se, but dammit if they don't make me chuckle every time I draw them.
Quick! Inflate the toad!
ideas for future videos
top 10 best dragon in magic
top 10 card with haste in magic
top 10 destruction effect in magic
top 10 exile card in magic
Clearly number one should be Norin, the Wary
Loving the magic content but one ask, could you plz say what set the card is from hell I been playing since invasion an can’t recognize half the new emblems let alone old ones lmao
While all the life loss from fetchlands, shocklands, and Thoughtseize might seem like a lot, even decks that weren't playing death's shadow did all that on the regular anyway. So essentially death's shadow was buffed by playing the game normally. Add in Mutagenic Growth which was a free +4/+4 until end of turn instant and that's a lot of damage.
how about the first incredibly stated one mana creature savannah lions. the backbone 1-drop to the first white weenie decks
Surprised Will of the Wisp a 0/1 black flyer that regenerates for 1 black, healing hawk a 1/1 flyer with lifelink, Moss Viper or any other 1/1 with deathtouch in either black or green, Knight of the Ebon Rose, for 2 colorless and one black it gains +3/+3 and deathtouch & if a player lost 4 or more life it gets a +1/+1 counter. Fervent Champion 1 red first strike, haste & whenever he attacks another attacking knight gets +1/+0 until end of turn also equip abilities that target Fervent champion costs 3 less. Lastly Gingerbrute. (Edited to correct toughness of Will of the Wisp)
Esper Sentinel is also a commander staple.
You can make a top 10 for the best Magic cards of each 2 color combinations.
My favorite combinations are Green/Blue and Green/Black 😉
Good video, but I need to correct you with Flying. Any with that can be blocked by Creatures with the keyword ability *Reach* as well. Reach doesn't give evasion offensively. It's more of a defensive kind of ability.
I think he has done it this way because the original description of Flying is that the creature can't be block except by creatures with flying. Reach was introduced later as "This creature can block as it it had Flying" so it was more of "an exception to the rule". I think only /recently/ has the reminder text of Flying got to include that it can be blocked by Reach. I think that's what has happened.
I don't disagree, but it is wild to me that Goblin Lackey doesn't crack the top 10 anymore.
Probably just because of how creature centric the game is that a 1 mana 1/1 doesn't cut it anymore when it needs to connect. If it was something like whenever it attacked or beginning of your upkeep, put a goblin into play it would still be the best probably, but connecting is so difficult.
Top 10 Slivers
Top 10 cards that mess with the exiled zone
for Death's Shadow, are there any ways to turn off his card abilities? Maybe pull a combo of Patriar's Humiliation, then swing for 13 round 2?
Aaah, Thoughtseize for round 4, or Gut Strike's and Shock lands to get a round 1 Death's shadow out, then Patriar's turns it from a 1/1 into a 13/13
5:25 - 5:25 Once did this in a Commander game with some friends turn 3, with an opponent playing the Dark Depths I copied. My friends hated me for that. 😂
Haha Allosaurus Shepard just got a reprint in what I assume will be a modern legal set.
About the Counterspell and Natural order thingie. In magic, cards don't have "costs" aside from mana to play the spell and activated abilities. Cards only have "effects", which entail the whole card, as per rule "701.5. Counter
701.5a To counter a spell or ability means to cancel it, removing it from the stack. It doesn’t resolve and none of its effects occur. A countered spell is put into its owner’s graveyard."
Note, there is something about cost not being refunded, in rule "701.5b The player who cast a countered spell or activated a countered ability doesn’t get a “refund” of any costs that were paid." But this only affects the person who counter spelled, not the person who got countered.
There are actually non mana costs, they're just not very common. Force of will Needs you to discard for a cost for example, and there's no way to respond to this with another counterspell or something. Similarly you can't use deflecting swat on ashnod's alter, because the sacrifice is a cost.
@@josephwodarczyk977 oh yes! About this.
Some cards include "as an additional cost" or something along those lines. In that case, if the spell is countered, then yes, you do lose that. But otherwise, you only lose mana.
The entire point about that bit is that Natural Order does in fact have that additional cost, so it does happen even if countered.
Can add Ocelot Pride to this list.
I played standard when 'Delver of Secrets' had just come out in original Innistrad & he was prob in at least 1/3 of the decks at my LGS. I played B/R Zombies which to this day is one of my favorite decks. Standard during that time was soooo fun. Haven't felt the same for standard ever since.
INS-RTR-THS standard is considered the GOAT standard format for many people. So many different viable decks, lots of interaction and fun cards
I started in Rise or M10, can't remember. I got to experience the most oppressive standard format with jace and stoneforge, only for it to be followed up with one of the best formats in standard. No standard format since has really been as enjoyable.
@@komradekontroll yup i know how you feel. I wasn't playing during the Jace & Stoneforge take over. But i remember one of the decks was called something crow?
@@carter3329 Caw blade
7:17 Maxx "S"
How did you not add invisible stalker? Unlockable shrouded? It's godly in an exalted deck.
I'm really old. I was expecting Birds of Paradise, Savannah Lions and Mogg Fanatic here.
Me too. I was thinking of Kird Ape, Rogue Elephant, and Ghazban Ogre too.
@@GMontag Gotta love a first turn Kird Ape played with a Taiga.
Actually bird for me is better than the hierarchs.
Why? Ask Voltron strategies how many games a flying 20/21 bird has won them a game.
Can someone explain how copying dark depths with thespians stage makes it have no counters? I’m not sure I understand?
Dark depths enters with counters and when you copy it it technically never entered the battlefield so it never gets those counters
Thespian Stage doesn't remove counters from the original Dark Depths. It just becomes a copy, and it never gains those counters for itself because it's not entering the battlefield. If a permanent becomes a clone while it's already on the field, it doesn't get etb stuff.
Lah-je is how you pronounce it!
Great list. Felt mother of runes also deserved to be on here, but can’t argue with what’s on here.
I do not think reclaimer was deserving a spot over Elf boy, however
I didn't even know you did Magic. Welp, another sub.
Remember when Savanah Lions were considered too dangerous?
Pepperidge Farm remembers
When many years ago I still used to play Magic, I saw 1 mana creatures like birds of paradise, savannah lions, or even mogg fanatic in goblin decks, and I already tought they were overpowered.
The insane level of power creep that MTG has reached nowadays is frankly ridiculous.
Mythic Rares are also stupidly exaggerated: a lure to make people spend even more money.
Cards like Baneslayer Angel are those I hate the most, because they rendered almost useless some classic and beloved cards like Serra Angel.
Nonetheless, I'm happy to notice that some of my old decks still beat many new ones.
Really glad the duel logs made a branch channel for magic
So I feel like you missed out on the utility know as blood artist and equally carrion feeder. Staples in my nethroi cdh list and all around just good staples
Blood artist is a two drop
@@rowanespeverda4120 I was thinking of carrion feeder my bad
@@aws08barbatos gotcha
Allosaurus Shepherd doesn't "Turn your elves into dinosaurs", he makes them both Elf and Dinosaurs. Why? Because he's giving them Dinos to ride!
It took me like a year to figure this out 😂😂
Vexing devil which forces your opponent to choose a one time payment of 4 life or let it be and have to deal with a 4/3 on turn 1.
There are typos @4:23 and 8:00, but I'm no curmudgeon. Still like the content you're producing, and hope you keep up the good work!
Your animations, backgrounds and general style are outstanding. Instantly made me sub. What program do you use to create your videos, if you’re open to share that information?
It's like you said about the number 1 card, but also in reverse. Stronger formats make him stronger. I only play standard or draft. I never used him. He was fine, but there was always something better I would want to fuel my deck.
I think Allosaurus Shepard is modern legal now because of double masters. Or am I wrong?
Goblin Lackey, Disciple of the Vault, and even Cauldron Familiar were/are banned. Surely this gives them more street cred than Elvish Reclaimer or Esper Sentinel!
Think about how many creatures have seen long term tournament play...Soul Sisters, Mom, Glistener Elf, Slippery Bogle, Burrenton Forge-Tender, Champion of the Parish, Goblin Welder, Quirion Ranger, Wirewood Symbiote, Gorilla Shaman, Cursecatcher, Skirk Prospector, Stitcher's Supplier, Sylvan Safekeeper, Veteran Explorer...there are so many cheap creatures with either unique effects or the most efficient version of an effect that you can get "on a stick". They have made decks work where otherwise they wouldn't or acted as pivotal sideboard cards to swing a matchup. Even Wild Nacatl caught a ban, and Nimble Mongoose was a preeminent threat! I think you needed ten more cards to cover all of the niches that one drops have filled and continue to fill. My two cents.
This so much. The fact that he put Guide in HM it hurts.
Knight of the Ebon Legion is probably a card i'd've put in the top 10 for 1 drops, that card was pretty powerful in standard, when it was in standard. B 1/2, with the effects, pay 2&B it gets +3/+3 and deathtouch until end of turn and, at the beginning of your end step, if a player took 4 or more damage this turn, KotEL gets a +1/+1 counter on it.
Though im not too sure on how often it sees play in other formats these days.
I would say Reinforced Ronin is a very good card that is incredibly undervalued. 1 red for a 2/2 with haste that returns to your hand and has channel for 1 red and a colorless is quite powerful
True, Reinforced Ronin is a good way to get lots of damage in early. It’s very versatile.
No honorable mentions for Kird Ape, Savanna Lions or Benalish Hero?
Maybe not top 10, but an honorable mention to scute mob. A one drop that can pretty quickly turn into a 5/5 is pretty good
My favorite one mana creature is rhys, the redeemed. The ability to double up your tokens for six mana is really good in token decks, especially if you combine it with other token generators.
Another amazing mention (/s) is Norin the Wary. It dodges removal, has an amazing statline, and has several synergies within its own color identity. Overall 10/10.
Going into the video, I was thinking on monke being #1.
Good to say that I forgot the strongest 1 mana planeswalker to ever exist is, in fact, a creature.
Deathrite Shaman is good but it was a time before the crazy shit arrived like the Monkey and Urza's saga. I don't know if Deathrite would still be dominating these days.
It’s still a historically insane card - and those are very very recent additions to magic
Not so much dominating. I believe a big part of what made it dominate was that there were a lot of decks at the time reliant on the graveyard for various strategies, and Deathrite did double duty both generating value for the controller while also eating resources from the opponent. Much more present and efficient graveyard interaction combined with the rise of less graveyard reliant strategies has moved decks away from that somewhat. I mean, it'd still make it pretty tough for a Murktide deck to deploy Murktide if you can just consistently start eating spells out of their deck by turn 1, but that's a niche case against a fairly removal heavy deck.
Still, Deathrite is quite the value engine that's easy to cast, has more targets to hit than ever, and a pretty solid stat line to boot. I think it could easily hold its own as still a must kill creature even among Ragavan and Saga running rampant. Ragavan itself is a bit overrated. Swinging out early with Ragavan generates some insane value and dash makes it pretty hard to hit with removal, but there's a lot of games where the board just stabilizes and Ragavan sits there doing nothing or quickly gets traded off for something. While Deathrite isn't nearly as good early as Ragavan is, one of Deathrite's strengths is that its still just as good once the board stabilizes, if not better.
Especially with the current meta propagated by the fetching into triomes, Deathrite would be right at home in 4 color piles, looking to just outvalue alternatives. Honestly, if it was unbanned in modern, it could serve as a pillar to support 4c decks other than WURG Omnath piles.
One of the main things that made Deathrite a busted card is that there's very little downside to playing it. Ragavan is an example of a card whose power level is dependent on its context, as we can see from the fact that it's banned in legacy, while it remains legal in modern despite modern supposedly being a lower power format: Ragavan is one of the best cards on turn 1, and great on an empty board, but it becomes a dead card when your opponent has a bunch of creatures to gum up the ground, which is often the case in modern where games can go longer and creature combat is more relevant.
Compare that to Deathrite Shaman: Deathrite is, like Ragavan, an amazing turn 1 play, as it's a 1-mana spell that ramps your mana. However, unlike Ragavan, Deathrite is basically never a dead draw. Even if you play it late in the game onto a full board, the fact that it can ignore blockers and nug you for 2 points of damage every turn makes it a lethal wincon that you *have* to spend a card to deal with. There's also the fact that gaining 2 life per turn is huge against aggro decks, *and* it also can also deprive the opponent of the ability to use their graveyard as a resource: even if you're not playing against a reanimator deck, you're still taking away fuel that they could have used for delve spells, and you get to "stifle" effects like Snapcaster Mage.
On the subject of what it means for a card to "dominate," there are lots of "powerful" cards like Dark Ritual that allow you to do more busted things than play a turn 1 mana dork that is also a slow wincon, and these are allowed to exist in Legacy because they have relevant downside -- Deathrite is good not because it's the best at doing any particular thing, but because it's good at doing *so many* different things and lacks any real downside because it's almost always a relevant card.
@@kuiperkineticliterature7586 Couldn't agree more. To add to it, it's casting cost shouldn't be overlooked. Every deck besides maybe RDW and white weenie would splash green or black just for a chance of playing DRS, and it would do so with ease, because a single B/G hybrid might as well be 1 colorless in decks that run it.
If your life is negative, dose deaths shadow get a buff? Like if you have a gid out and your neg 10?
Yes
Edit: Sorry. Turns out I was wrong. It can't go above 13/13 naturally.
My fave way to use deaths shadow is to make a varolz deck, throw shadow in the grave, then scavenge 13 counters onto a critter with trample like lotleth troll. If I have something like doubling season...lol
"Kayterhoof Behemoth" ☠️
The white 2/2 legendary 1drp is great with new mox amber btw
You should do a video series explaining the banned cards probably starting with the Power 9. They are the 3 blue spells and the 6 artifacts that make mana for 0 mana
I like how you undermine how powerful Ragavan is. It would be true, if you didn't forget to mention the Dash mechanic. Having the ability to bounce Ragavan back to your hand makes it extremely hard to answer it. It literally pays for itself because of this. If it didn't have Dash, it wouldn't have been meta defining or banned
4:23 *paying 8:00 *boardstate
Serra Ascendant in commander is insane as you start with 40 life. So it’s a 1 mana 5/5 flying creature with lifelink.
Can you do a series on the banned cards in magic?
are there decks that play delver and channeler together?
nvm lol
Video Series Idea: Top 10 Commander (x) Cards. X = card types: Creatures of power/mana cost/utility/ability, Land, Sorcery, Instant, Artifact, Commander(s).
Deaths Shadow, in a deck where you cant lose from loss of life.
if he gets -X/-X, where X is your life total...woudl this not mean, if your life total was -10, he would actually get +10/+10?
Actually, no. Magic doesn't use negative numbers for calculations. If any value for X would be negative, it will use 0 instead. So Death's Shadow can at max be a 13/13.
Wait, you have a MTG channel now? Crazy.