@@KBergs Colossal dreadmaw is a perfect example of just how bad powercreep has gotten. I mean an on-rate creature with UPSIDE? absolutely insane, I don't know why it hasn't been banned it
Demo, you and richard are who i trust most when it comes to edh and deck choices as well as threat assessment and gameplay. You guys like casual and incrementally getting value and not playing high end busted cards that pubstompers call “staples”. Thanks for your hard work
I still think it’s the best 2 drop, even at lower power tables, because of signets and talismans and Sol Ring. It’ll almost always get you _something._ It’s way better at high-powered tables, but it’s still pretty good at lower ones.
@@Kryptnyt Yeah, but Seth would have a good reason to run it and would play it as fair as possible. Crim's the kind of person who would just run Thoracle/Consultation in every deck
@@adamfiliatreault3393 No he wouldn't. That goes against Crim's whole philosophy. Crim plays miserable cards but not win conditions. If anything, Tomer would be the Consultation+Oracle player
Seth: Wheel is the best 3 drop because it draws 7 cards Tomer: Rhystic Studies is the best 3 drop because it draws 9-12 cards Necropotence drawing half your library: Am I a joke to you ?
The only downside from Necropotence is the mana cost restricts it basically to mono black or two-color with black. Rhystic Study is at least easier to slot into different decks. Don't get me wrong though, I love Necropotence and wish I still had one.
@@alwaysplaythegame That's incorrect. On turn 6 most of the players will be able to interact meaningfully AND one of them will typically be pulling ahead. Turn 3 Rhystic is a lot more meaningful.
@@thengine7 But turn 3 Necro still draws you at least 10 cards and late game Necro is much better than late game Rhystic. And you can draw answers far more efficiently than Rhystic without your opponents input
Necropotence and Rhystic are two of the best cards to play at almost any point in a game of commander. I believe turn 3 Necro > turn 3 Rhystic and turn 6 Necro > turn 6 Rhystic. If you disagree you probably haven't played with or against Necro before. You could argue Rhystic can fit into more decks which is true, but I think any deck that can play either or both would be stronger doing so.
A little disappointed that Jeska's Will didn't come up for the three drop section. I'd put it ahead of eternal witness and wheel of fortune, and maybe comes close to rhystic study.
the other day I watched a Commander Clash episode from around the time when Jeska's Will first came out. Seth played it (no commander on board) and then was surprised that he "only" got mana equal to cards in hand of one player. they then kinda said that it's not that good and that they thought it would do more. made me chuckle a bit.
3drops: I think they value teferi's impact too high. Having rhystic study in your deck wins you more games but you remember when teferis wins you a game. It's like in Poker: I'd rather have pocket Jacks, than KQ suited.
That is a great point. Having a teferi's protection to save you one turn isn't always going to help unless you're in a great state. Rhystic and cards like it will help you GET there.
@@patrickschmidt6140 I just always remember the times where someone gets a teferi's protection, but then gets locked out of the game by stasis, Yosei, and friends.
Maybe it's just my playstyle or lack of times being blown out by teferis protection but Yawgmoths Will or Necropotence feel way stronger at 3 cost than teferis protection.
Maybe not Yawgmoth’s Will over teferi’s but yea the fact that necropotence didn’t even get brought up is kinda shocking. Toxic Deluge and Jeska’s will also
@@ConstanceMists yawgs will played the right way is a teferis prot if you want it to be. I can see what you're saying, imo just feels similar to Necropotence in that it just creates so many more options for you. Edit: yeah Jeskas will is another one
I’ve been really impressed with hullbreaker horror at the 7 drop. Most threats at that level are looking for ways to control or close out the game, and hullbreaker can’t be countered, and then counters threats very well with cantrips. At 7 power he’s also putting pressure on opponents life totals.
Just because I haven't seen any comments on this yet I am surprised nobody mentioned ad nauseam as at least a contender for the most broken 5 drop - usually when ad naus resolves it means the person who resolved it wins the game.
Necropotence straight up wins games when it resolves at the 3 drop spot (if you know how to play it...the card does have a bit of a learning curve). Feel like it at least deserved a mention at the 3cmc spot
It seems like they rate the cards more from how many decks they would put them in, rather than how high their ceiling is. Necro is insane, but definitely not an auto-include
Wheel let's you royally screw your opponents out of anything they were planning. Unless your opponents are constantly cycling or trying to draw cards, (and thus obviously have a crap hand), you're messing with several turns worth of planning.
@@baconsir1159 doesn't save you from any of the "you win the game effects" so yes, its a trap. It also doesn't save you from any instant speed combo like being able to mill your opponent in their upkeep after they phase back in before the draw step.
Im suprised no one mentioned protean hulk for the 7 drop. Its very easy to build your deck in a way that lets you just win when it dies, and otherwise its board wipe insurance and just provides tons of value.
My thought exactly. if Craterhoof is the best 8 drop there is no way TnN isn't the best 7 AND 9 drop, it battlefield tutors for Craterhoof AND another creature which could be any kind of ridiculousness, like why not a diluvian primordial?
Shocked that there was no living death in the 5 drop catagory. That card is insane, and wins the game wayyy more reliably than doubling season if you’ve played the game right up to that point
Vampiric tutor is what I would argue for 1 mana. While all tutors are technically "Any card in the deck" at 1 mana it consistent can represent any card being played same turn.
Same goes for Demonic Tutor at 2. Or Demonic Consultation at 1 with Thassa's Oracle at 2. And Ad Nauseum at 5. They either missed these (ha) or ignored them (ha!). Smh And you can't argue "they don't play those" because they nominated Crypt at 0 and Ring at 1. If you are willing to talk about Crypt and Ring thar are house banned you can't in good faith ignore all the cards that surround it.
Best 7 drop is tooth and nail, the spells you talked about do a lot but tooth and nail does just win the game, plus it doesn’t suffer from the problem other cards do where they don’t work if your pieces aren’t in the right place.
Yeah it literally tutors for craterhoof which is apparently the best 8 drop AND something else, like the best 7 drop in Diluvian Primordial for example.
0: Mana Crypt 1: Sol Ring 2: Dockside Extortionist 3: Necropotence 4: Smothering Tithe 5: Seedborn Muse or Cathar's Crusade 6: Bolas's Citadel 7: Tooth and Nail (Actually Cyclonic Rift :P) 8: Craterhoof 9: Expropriate (Actually Tooth and Nail :P) 10+: Torment of Hailfire :P
I feel one of the biggest problems with this list is that you have to be in those colors to run the "best card". I think a better way for you guys to do this list is the best CMC for the color it's in
Cyclonic Rift is good, but you can’t really look at it as a two-drop, because you never want to have to play it as a two-drop. If you do, it’s an act of desperation, and not a particularly good one either. So you kind of have to consider it in the context of a seven-drop, because that’s what everyone does with it.
I commented on another person's and it depends on the play group. My group plays mid to high tier power and Rift falls into three categories primarily, a win more, a set back, or a countered card. I have seen it win more games in my group cast for 2 then I have when it's been overloaded. Maybe it's because my group really likes counters or we play cards that close out games before you can gather 7 mana to overload it.
Lol Expropriate is a bit too much for me. I try to avoid extra turn spells in general. The stealing part is cool, but Blatant Thievery is evil enough 🤣
Wheel of Fortune is actually super powerful in Cedh formats. It's not only a new hand after you drop your rocks out, but if you pull off an early game wheel, and no one had a free counter, you tend to mess up other peoples starting hands. Also combos very powerfully with underworld breach, which is also in red. But best 3 drop? I think Necropotence is probably a tad better. But my MVP would be Opposition Agent. Thief Effects are just really strong in a fetch land meta.
Their assessment of "it nets your opponents 21 cards" is also wrong. You use Wheel when your hand is dead to refill it while your opponents are discarding 5-6 cards, many of which they probably wanted, and have an equal chance of refilling with garbage as they do drawing the nuts. I've ruined plenty of player's game plan while Wheeling with a land stuck in my hand. Is it the best 3 drop? I have no idea, as a lot of these are situation. Rhystic Study gets out of hand in metas that don't play enough enchantment removal, hopefully the new Boseiju remedies that some.
That's the issue with this group in general. They've got a unique meta that doesn't come close to reflecting edh in general. Wheel is absurd, necro is broken, no mention of Thassa's Oracle, like come on.
@@pumkinswift8263 when you're talking about "the best" how many people play with it is irrelevant, right? They might not want to play the best card, which is fine and encouraged, but that doesn't make it bad. Evolving Wilds is absurdly common and still a bad land.
I love it for burning the opponents hand as much as the drawing. I'd rather you have 7 random cards than 4 cards you've been saving up and possibly searched for
On the topic of omniscience, they printed a "fair" version in fires of invention and it was still absurd. Like seth said, magic is built around the mana system and one of the best ways to break the game is to find ways to get around it. That's why cost reducers are as strong as mana dorks in the right deck, as they can generate more mana advantage if allowed to stick around.
How are we not mentioning Nexus of Fate at the 7 drop? A repeatable Extra Turn is one of the most powerful things you can do in Commander, I get that extra turns aren't really a thing for mid power but still.
One thing that the crew didn't mention about Insurrection that goes against the anticlimactic perception, is the CC moment where Crim is dead on board and has exactly one out to not die and top decks Insurrection and won. That was marvelous.
I really want an intern to go back and look at the win percentage of each mentioned card in games it is cast over the last two seasons. Then we can test out if dowsing dagger wins more games when cast (or possibly even drawn).
I didn't understand Tomer's explanation of Kodama. If you play a land, wouldn't you only get to play ONE more as the second was "out onto the battlefield with this ability"?
Wait did Tomer just always play against cheating Kodama players? Its ability does not go infinite with a bounce land at all. You can't just dump all your lands either as the ability states "if it wasn't put onto the battlefield with this ability". So I think the evaluation is a bit off there.
Yea, it doesnt go infinite by itself. It can, however, go infinite if you have a landfall ability that makes tokens, or a sakashima copy on kodama. I think Tomer just forgot to elaborate on it.
I think you missed an important part where he mentioned the infinite landfall with his example of tireless Provisioner. For that example, you put in the land, the Provisioner triggers and the land triggers. Your resolve the bounce effect, then the treasure token etbs which triggers kodama, put in the bounce land on the kodama trigger, bounce it to hand, make a treasure, repeat infinitely.
I feel like Kiki-Jiki deserves at least a mention at 5. Even outside of the two card combos it's just such a powerful source of value for almost any deck that can cast it. Also Krark-Clan Ironworks and Ashnod's Altar feel like just about the same amount of mana as Smothering Tithe sometimes.
My personal faves: 0- Gaea’s Cradle 1- Sol Ring 2- Demonic Tutor 3- Nectopotence 4- Smothering Tithe 5- Kiki-Jiki 6- Bolas’s Citadel 7- Elesh Norn 8- Craterhoof 9- Expropriate 10-Apex Devastator 11- Ulamog 12- Blightsteel Most prob won’t agree with all of em but I dig these
Should have done the drops per color. Makes for more colorful discussion. Best cards seem to revolve around mana ramp and card draw. Mystic remora at one might also be a contender. Demonic Tutor fetches your best card, so the argument there is it isn’t the best card. Same can be said about Eternal Witness.
mysytic Remora is strong in CEDH and high tier casual but as the format becomes more for timmy's it becomes a worse card. the game becomes so much creature based. If I see it as a casual tier lies it is Burgeoning. Even over sol Ring. The safe land ramp and color fix and idditional mana t2 makes it so good. Then you just draw a lot with your 4/5 mana t2.
Was Richard's pick really delivuan primordial. I had it in a roon blink deck and it was very mid. People don't always have stuff in their graveyard to target. The ceiling is super high, but the floor is very very low.
i feel like the best 3 drop is definitely rhystic study. teferis protection keeps you alive so you can win, but rhystic actually puts you in a position TO win
My top 4 for the 2 drop slot goes: 1. Sylvan library 2. Cyc rift 3. Dockside extortionist (isn’t 1/2 because it scales) 4. Demonic tutor These are the auto includes in any deck of their color
Time Warp/Temporal Manipulation deserved consideration at mv 5. An extra turn for 5 mana is solid and both of these stay in the graveyard to be recurred and re-abused later.
*Another note* Richard, to me, is right when it comes to Hour of R. VS Farewell. Think of the table you see each card... Lower-Powered Tables = Hour = Conditional Counter Spells Mid/High-Powered Tables = Farewell = Absolute/Free Counter Spells (which also exiles) At the tables you see each card Hour proves more resilient
There are sooooo many cards out there but for me one that was missed here that I would have securely put as my number 1 for its casting cost: Bolas’s Citadel for 6 drop. Everytime I untap at least once with this card I’ve managed to win the game. Every single time. It’s value, ramp, and anything else you could want it to be coupled with also having a ridiculous finisher line of text that I have admittedly almost never used.
Oh man, UGIN the Spirit Dragon!! That Raymond Swanland art from Fate Reforged is what first made me look twice at those little packets of crack on the pegboards of my local shop!
I have to wonder what kind of games these four play in where Rhystic Study actually draws cards. Hell, I've drawn more cards off of _Insight_ than Rhystic, and Insight is plain jank.
Teferi's Protection doesn't stop your opponents from winning when their card just says 'You win the game.' But you know what does say that? Angel's Grace, which is a Fog if you need it, it stops Thoracle combos, it always buys you an extra turn. It's a personal pet favorite card of mine, and I'd put it in a deck over Sol Ring
This should have been 'the best mana value per color'. You could throw in some colorless and multicolored options when their numbers came up, but focus on one per color. This would have easily fixed the 3 mana debate.
Surprised Bolas' citadel wasn't mentioned for 6. Any top deck manipulation to avoid land hosing and you're playing your entire deck the turn you play the card. It *will* win a game, and even has a win condition built into it. Just think compared to the cards talked about it is pretty close to it.
I agree mostly with the argument richard was putting forth with dowsing dagger, except the missing factor is that lower power tables have a higher tendency to actually run creatures you can chump block with
I’m with Richard on this one. Dowsing dagger scales better. Unless you are playing against a treasure or urza deck. I’ve tried to use dockside and it never really plays well. Not to mention it’s easier and more common to destroy artifacts (treasures) than to destroy the land (once it’s a land). I have dowsing in pretty much all of my decks unless I’m using a very low cost commander. A turn one birds of paradise or sol ring/mana crypt into an ornathopter of paradise easily combos into a turn 2 hit with either of those flying creatures. Now on turn 2 you have played a mana dork a sol ring AND 3 lands (including the dowsing dagger which constitutes an extra land played and taps for 3) if nothing gets taken out of the picture you can now use the free 3 mana (of ANY color mind you; so another creature or enchantment, or counter magic is back up for protection) on turn 2 and on turn 3 you can tap dork/sol ring/3 reg lands/and dowsing dagger for a combined 9 mana on turn 3. And that doesn’t include if you happened to get both mana crypt and sol ring turn one because then you can tap for 11 beginning turn 3 and it only scales up. A turn 3 omnipotence is just mean. And pray that I don’t play overburden/mana breach/desolation because PAIN. I used to run all of these in my Zur and had to retire him for the mental health of my play group 😅. I do recognize this would require perfect hand draw but I’ve pulled it off more times than dockside has ever helped me. Also cyclonic has also won me more games than dockside but I don’t think it’s fair to call it a 2 drop since I’ve never not paid overload cost. Good video y’all.
7:50 good arguement that dockside is not as busted on "medium-power-tables". I have the same with mystic remora. On my table a first turn remora might very well just draw 1 card within 2 turn cycles since "land go" is still a thing on that powerlevel. I often keep it in the hand and play it like turn 4-5 wich doesnt even compare to the potential of a remora on a high power table with all the free artifacts. Smothering tithe to me is the exact opposite. On high power tables, decks have a TON of interaction. You are pulling a 4-drop that is clearly a priority target for removal that can be as cheap as 1 mana. Also on high power tables the turn 4 mana base is much stronger and the avarage cmc is much lower, so people are more likely to afford to pay. On low power table however people may not be running that much removal, because due to lack of low cmc tutors, fast mana and free counters, they have to run more cards to make up for that and make their own deck run smoothly in the first place and also need to spend more ressources on that. So on low power a smothering tithe is insane, because its more likely to stay around longer and less likely to get paid. Also very few commanders themselves mentioned. Like thrassios with partner is very strong, brings a wincon integrated and allows for another commander and gives access to simic. Stuff like that.
My powerful pet picks: 0: Island, LED 1: Deathrite Shaman, Swan Song 2: Expressive Iteration, Bitterblossom 3: Retreat to Coralhelm, Mirror Entity 4: Beast Whisperer, Panharmonicon 5: Seedborn Muse, Mirari's Wake 6: Rishkar's Expertise, Wurmcoil Engine 7+: These cards should all just win you the game
Best cards are always card advantage, mana advantage and tutors. You see it on best commanders and cedh decks, where best and effizient cards are always the Same. Because they are so efficiant in what they do.
I think the strenght with cards like Expropriate also lie in deck construction. If someone builds a deck that wants to play expropriate, they also will build their deck in a way to follow it up, so once they resolve it and guarantee an extra turn, they will put those resources to good use.
This podcast repeatedly overvalues ramp over card draw. Yes, ramp is very very strong, but I'd argue card draw is stronger. Because of the nature of removal being so low mana compared to the threats they remove, you NEED the card draw to dig through your decks for more threats, or just play multiple lower mana cards that will equate to equal value to a high mana card over time, but are harder to remove since the problem is split into multiple pieces of cardboard. The nature of commander means ONE player of the 4 is bound to have removal, that's a collective 21 card hand your opponents have. And id argue the fact that 3 opponents means 3x the game ending threats that need to be removed overshadows the card advantage argument of removal somehow being "bad" in commander. Ive played so many games where someone's had a ridiculous amount of mana, like hundreds of mana, but didn't have the card draw to win the game. Unless you have an exsanguinate and no one else has a counterspell at that point, you'll still win very slowly because most topend threats are big creatures that can only take one person out of the game at a time, meanwhile everyone else can draw through their decks for removal, while you wait FOUR turns to close things out. Therefore, id rather have a quick study than a cultivate. I also think this podcast overrates greens card draw. The problem with greens card draw is; even though you draw a lot of cards from it, it's almost always "win more" card draw. You need to already have a large creature on the board to make it worth it. And you can't always garuntee that because of the removal argument, and creatures are the easiest to get rid of.
urza's saga is a tough one for me because on one hand it gains a lot of power through its versatility but on the other hand its only so powerful BECAUSE mana crypt, sol ring, and skullclamp are busted
How is Colossal Dreadmaw not the best 6-MV card. It’s a 6/6 which by itself makes it most likely to be the largest creature on the board. Commander is about dorky creatures with good effects and Dreadmaw will always protect you. And when you want to attack an opponent, it has trample to push through the damage! They won’t be able to block profitably. Last but not least, it has pseudo hexproof because I’ve never seen someone go out of their way to kill a Dreadmaw.
The hate for Wheel (and wheels in general) is crazy to me. Does no one else value the hand disruption it causes opponents? Sure you gave them collectively 21 cards but depending on cards in hand they might only be netting 1 or 2 extra cards and now all the cards they had based their entire previous play patterns around are no longer in hand. There's a reason why people ask a lot of times "how does everyone feel about a wheel now" because losing your hand can be a huge setback even if you get new cards to replace them.
For me: Best Generic Card // Honourable Mentions Ocmc: Mana Crypt // Jeweled Lotus (Moxes, Petal, LED and lots of lands in the next tier of power) 1cmc: Sol Ring // Mystic Remora, Carpet of Flowers 2cmc: Dockside Extortionist // Mana Drain, Underworld Breach 3cmc: Jeska's Will // Rhystic Study, Deflecting Swat, Mnemonic Betrayal (Necropotence, Intuition, Doomsday are super niche but generally win the game when they resolve) 4cmc: Winota, Joiner of Forces // Culling Ritual (Maybe I'm weird but I feel Smothering Tithe is just a 4cmc Enchantment that does nothing on the turn it comes down) 5cmc: Ad Nauseum // Force of Will 6cmc+ > Basically anything that wins you the game when it resolves is the same.
@@Y0utube5ucks can I ask why? Genuine question because I know everyone has their own tastes. To me, he seems like the kind of commander that would get boring to play or play against very quickly, but I'm the type of player who will take apart a deck if it's too consistent.
@@shadowpsyke I love mono red and goblins. Krenko is the go to of course but he is super weak to a board wipe, Purphoros can stick around and still be a treat even after that. And he is a legitimately threatening commander that can hold his own as an arch enemy even in mono red if it comes to it. TLDR. I like gobos, and he go boom fast.
Richard I put dowsing dagger in my Aegar, the Freezing Flame edh deck and it’s a gross amount of value. Also how can he argue doubling season and not rhystic study
absolutely insane that seth gets called crazy for valuing wheel, your opponents are drawing seven but they're also losing their entire existing hand and often have to replan everything they're doing while you're obviously prepared for it
“Cyclonic rift doesnt win the game” Ever tried removing all the blockers on attack? Removing all your opponents artifacts and enchantments while your remain intact? Forcing a response before your turn and untapping on a wiped board to win the game? Not sure where the cyclonic rift cant win the game became a thing tbh :p
I think this is an issue of poor phrasing. Cyclonic rift “on its own” does not win the game. BUT if you are in a strong position, rift before your turn basically guarantees victory. The thing to keep in mind is that when you cast dockside in a higher power level, you are actively winning in that instant. Cyclonic rift you gotta cast before your turn, you gotta have a pre-existing board state that can win, and in response to a rift someone could deal with your board/most important piece. There are so many instances where casting a rift in a strong board won’t lead to a win because someone responds. But dockside, especially with how cheap it is, both can lead into the win and leave you with the resources to protect that win even before the dockside trigger resolves
@@aegisgolem6817 Dockside on its own doesnt win the game either...It takes other things to win with it, which is no different than rift being able to close out a game...By your same argument someone can just counter the dockside...I dont really see anything in your argument that proves your point. Both cards can be used as a way to help close out games.
Feel like this episode touched on a deeper set of debates. Best mv per color and or deck colors. As the debates on many cards centered around "if I'm not playing x this card is better"
this video redpilled me on dowsing dagger I put ONE copy into my monoblue spirit tempo explorer list on mtga and started running people over with it, getting access to 3 extra mana every turn with an extremely reactive deck is insanely strong, basically lets me always have a counter or other answer available while aggressively drawing cards with spectral sailor or activating faceless haven for free
Dowsing Dagger is one of my favourite cards, and it certainly helps that it's colorless ramp that can fit into every deck. Also once you add Vesuva or Thespian's Stage (Thespians I put in 99% of decks) then Dowsing Dagger performs much better.
The best 3 drop is 110% necropotence. It lets you draw like half your deck the turn it comes down.
If you draw half your deck the turn it comes out have fun being both arch enemy and on low life
Its still broken though. So many cards and answers.
For sure. Thing is busted beyond belief.
@@kyotocrossley8103 Doesn't matter if you just win. Which is what should happen after you play necro
Also gets around any sort of card draw hate since it puts them in your hands.
I'm surprised colossal dreadmaw didn't get a mention. Its so good it had to be reprinted like 10 times to keep the prices low.
WOTC needs to ban it imo, a 6/6 for 6 mana... plus trample?! I usually scoop if I see one resolve.
@@KBergs Colossal dreadmaw is a perfect example of just how bad powercreep has gotten. I mean an on-rate creature with UPSIDE? absolutely insane, I don't know why it hasn't been banned it
richard's voice is so needed here. i love it. completely agree on dockside.
Thats what I really like about this channel. A lot of different opinions.
Edit: didn't realize it was you. Huge fan
Demo, you and richard are who i trust most when it comes to edh and deck choices as well as threat assessment and gameplay. You guys like casual and incrementally getting value and not playing high end busted cards that pubstompers call “staples”. Thanks for your hard work
wouldnt ashnods alter be better than dagger on a lower power table
I still think it’s the best 2 drop, even at lower power tables, because of signets and talismans and Sol Ring. It’ll almost always get you _something._ It’s way better at high-powered tables, but it’s still pretty good at lower ones.
I would argue Arcane Signet is stronger than dock at low power. Played on curve dockside is one or 2 extra mana.
I'm surprised Thassa's Oracle wasn't in the running as a 2 drop.
it more like a 3 mana card since you need Demonic Consultation and outside of being a degenerate you not really jam both of thos in a deck
@@delathenleso5793 I'm pretty sure they soft-banned it because Crim is the cEDH spike in the group that would 100% play it in every one of his decks
@@adamfiliatreault3393 I think Seth was the one playing it a couple months ago in Grolnok if I'm not mistaken
@@Kryptnyt Yeah, but Seth would have a good reason to run it and would play it as fair as possible. Crim's the kind of person who would just run Thoracle/Consultation in every deck
@@adamfiliatreault3393 No he wouldn't. That goes against Crim's whole philosophy. Crim plays miserable cards but not win conditions. If anything, Tomer would be the Consultation+Oracle player
Seth: Wheel is the best 3 drop because it draws 7 cards
Tomer: Rhystic Studies is the best 3 drop because it draws 9-12 cards
Necropotence drawing half your library: Am I a joke to you ?
The only downside from Necropotence is the mana cost restricts it basically to mono black or two-color with black. Rhystic Study is at least easier to slot into different decks. Don't get me wrong though, I love Necropotence and wish I still had one.
Necropotence is #1. It doesn't matter if you can't play it until turn 6 or whatever - it's busted.
@@alwaysplaythegame That's incorrect. On turn 6 most of the players will be able to interact meaningfully AND one of them will typically be pulling ahead. Turn 3 Rhystic is a lot more meaningful.
@@thengine7 But turn 3 Necro still draws you at least 10 cards and late game Necro is much better than late game Rhystic. And you can draw answers far more efficiently than Rhystic without your opponents input
Necropotence and Rhystic are two of the best cards to play at almost any point in a game of commander. I believe turn 3 Necro > turn 3 Rhystic and turn 6 Necro > turn 6 Rhystic. If you disagree you probably haven't played with or against Necro before. You could argue Rhystic can fit into more decks which is true, but I think any deck that can play either or both would be stronger doing so.
A little disappointed that Jeska's Will didn't come up for the three drop section. I'd put it ahead of eternal witness and wheel of fortune, and maybe comes close to rhystic study.
the other day I watched a Commander Clash episode from around the time when Jeska's Will first came out. Seth played it (no commander on board) and then was surprised that he "only" got mana equal to cards in hand of one player. they then kinda said that it's not that good and that they thought it would do more. made me chuckle a bit.
I thought this and toxic deluge both should’ve been mentioned. But that’s a really competitive slot with loads of good cards!
3drops: I think they value teferi's impact too high. Having rhystic study in your deck wins you more games but you remember when teferis wins you a game.
It's like in Poker: I'd rather have pocket Jacks, than KQ suited.
That is a great point. Having a teferi's protection to save you one turn isn't always going to help unless you're in a great state. Rhystic and cards like it will help you GET there.
@@patrickschmidt6140 I just always remember the times where someone gets a teferi's protection, but then gets locked out of the game by stasis, Yosei, and friends.
The rhystic player will just counter your Teferi's protection with all the counterspells they drew :(
Maybe it's just my playstyle or lack of times being blown out by teferis protection but Yawgmoths Will or Necropotence feel way stronger at 3 cost than teferis protection.
100%
Maybe not Yawgmoth’s Will over teferi’s but yea the fact that necropotence didn’t even get brought up is kinda shocking. Toxic Deluge and Jeska’s will also
@@ConstanceMists yawgs will played the right way is a teferis prot if you want it to be. I can see what you're saying, imo just feels similar to Necropotence in that it just creates so many more options for you.
Edit: yeah Jeskas will is another one
A better yawgs is betrayal and grasp beats both out
The zof consumption flicker before consecrated sphinx had me dead.
I’ve been really impressed with hullbreaker horror at the 7 drop. Most threats at that level are looking for ways to control or close out the game, and hullbreaker can’t be countered, and then counters threats very well with cantrips. At 7 power he’s also putting pressure on opponents life totals.
I’m surprised that at 6 cmc Bolas’ Citadel wasn’t mentioned
Yes me too. Bolas citadel is probably better then any of the six mana spells they mentioned outside of Kodoma.
I never lose the game if I can resolve bolas citadel. Period. The thing is insanity.
Don't you have to build around it somewhat?
@@BobardeZanzibar not really, just make sure you're not playing six drop tribal.
Just because I haven't seen any comments on this yet I am surprised nobody mentioned ad nauseam as at least a contender for the most broken 5 drop - usually when ad naus resolves it means the person who resolved it wins the game.
Yep, was one of the ones that came to mind right away for 5
This
Necropotence straight up wins games when it resolves at the 3 drop spot (if you know how to play it...the card does have a bit of a learning curve). Feel like it at least deserved a mention at the 3cmc spot
It seems like they rate the cards more from how many decks they would put them in, rather than how high their ceiling is. Necro is insane, but definitely not an auto-include
@@leonjakobsen272 But by that logic, arcane signet is a better 2 drop than dockside cause it goes in every deck.
that some solid stand up comedy for the 3 drop discussion Seth 😂
Dear Richard,
Your boat joke was comedy gold and the rest of the crew should have laughed.
i think demonic tutor has a chance in the 2 cmc slot.
Yeah. It finds any card in your deck, including dockside. Demonic tutor is insanely busted.
By far and away the best 2 drop
Necropotence, Rhystic Study and Wheel of Fortune are amazing. I don't think Teferi's Protection is close to as good as those. Necro is #1.
Wheel let's you royally screw your opponents out of anything they were planning. Unless your opponents are constantly cycling or trying to draw cards, (and thus obviously have a crap hand), you're messing with several turns worth of planning.
The fact that none of them even mentioned Necro is so deeply offensive to me
Necro is good but not great. Protection is a trap card and not good at all. Wheel is just a meh version of twister.
@@mosselliadelt Teferi's a trap?! Say sike rn. It's like the one protection card that's actually worth it, great card
@@baconsir1159 doesn't save you from any of the "you win the game effects" so yes, its a trap. It also doesn't save you from any instant speed combo like being able to mill your opponent in their upkeep after they phase back in before the draw step.
Im suprised no one mentioned protean hulk for the 7 drop. Its very easy to build your deck in a way that lets you just win when it dies, and otherwise its board wipe insurance and just provides tons of value.
The best 7 drop is 100% Tooth and Nail. Entwined it just says win the game.
Yeah I was thinking tooth and nail, zendikar resurgence, or protean hulk was better then all of their picks for 7 lol
My thought exactly. if Craterhoof is the best 8 drop there is no way TnN isn't the best 7 AND 9 drop, it battlefield tutors for Craterhoof AND another creature which could be any kind of ridiculousness, like why not a diluvian primordial?
That 1 second flash of Zof Consumption at 45:14 when they started discussing 6 drops made me laugh
Shocked that there was no living death in the 5 drop catagory. That card is insane, and wins the game wayyy more reliably than doubling season if you’ve played the game right up to that point
I think there's an argument for Ad Nauseam on 5 drop and Peer into the Abyss on 7
neither are anywhere near
Vampiric tutor is what I would argue for 1 mana. While all tutors are technically "Any card in the deck" at 1 mana it consistent can represent any card being played same turn.
Gotta play on upkeep or have a draw to play on the same turn
Same goes for Demonic Tutor at 2.
Or Demonic Consultation at 1 with Thassa's Oracle at 2.
And Ad Nauseum at 5.
They either missed these (ha) or ignored them (ha!).
Smh
And you can't argue "they don't play those" because they nominated Crypt at 0 and Ring at 1. If you are willing to talk about Crypt and Ring thar are house banned you can't in good faith ignore all the cards that surround it.
Odd omissions:
1. Vampiric Tutor and Reanimate;
2. Sylvan Library and Underworld Breach;
3. Necropotence and Yawgmoth's Will;
4. Culling Ritual;
5. Ad Nauseam.
Sylvan Library is no longer a good rate for green and it has become for the most part an additional copy of Top. Digging deep isn't has necessary now.
This seems more like the cedh list
But vamp tutor over sol Ring is hard to justify
@@DrFrogman at 1 not including remora is crazy. Even just dropping one turn 2 or 3 is crazy strong
That Zof Consumption flash at 45:14 haha!
I wish you did best minus colorless. So many good 1 drops and best lands in each colour. I would care more to hear about that.
Best 7 drop is tooth and nail, the spells you talked about do a lot but tooth and nail does just win the game, plus it doesn’t suffer from the problem other cards do where they don’t work if your pieces aren’t in the right place.
Yep, was like "how is T&N not even mentioned"
Yeah it literally tutors for craterhoof which is apparently the best 8 drop AND something else, like the best 7 drop in Diluvian Primordial for example.
0: Mana Crypt
1: Sol Ring
2: Dockside Extortionist
3: Necropotence
4: Smothering Tithe
5: Seedborn Muse or Cathar's Crusade
6: Bolas's Citadel
7: Tooth and Nail (Actually Cyclonic Rift :P)
8: Craterhoof
9: Expropriate (Actually Tooth and Nail :P)
10+: Torment of Hailfire :P
Thanks for putting timestamps, I try to watch what I can to support y'all but some days I just don't have the time for a whole video. Love y'all ❤️
I feel one of the biggest problems with this list is that you have to be in those colors to run the "best card". I think a better way for you guys to do this list is the best CMC for the color it's in
That decision is probably easier for each color and would lead to less discussion overall.
Cyclonic Rift is good, but you can’t really look at it as a two-drop, because you never want to have to play it as a two-drop. If you do, it’s an act of desperation, and not a particularly good one either. So you kind of have to consider it in the context of a seven-drop, because that’s what everyone does with it.
I commented on another person's and it depends on the play group. My group plays mid to high tier power and Rift falls into three categories primarily, a win more, a set back, or a countered card. I have seen it win more games in my group cast for 2 then I have when it's been overloaded. Maybe it's because my group really likes counters or we play cards that close out games before you can gather 7 mana to overload it.
Tomer be like "Don't tell that to Phil, or else we'll have to kill him first and make him watch us play another two hours while we durdle."
Lol Expropriate is a bit too much for me. I try to avoid extra turn spells in general. The stealing part is cool, but Blatant Thievery is evil enough 🤣
Wheel of Fortune is actually super powerful in Cedh formats. It's not only a new hand after you drop your rocks out, but if you pull off an early game wheel, and no one had a free counter, you tend to mess up other peoples starting hands. Also combos very powerfully with underworld breach, which is also in red. But best 3 drop? I think Necropotence is probably a tad better. But my MVP would be Opposition Agent. Thief Effects are just really strong in a fetch land meta.
Their assessment of "it nets your opponents 21 cards" is also wrong. You use Wheel when your hand is dead to refill it while your opponents are discarding 5-6 cards, many of which they probably wanted, and have an equal chance of refilling with garbage as they do drawing the nuts. I've ruined plenty of player's game plan while Wheeling with a land stuck in my hand. Is it the best 3 drop? I have no idea, as a lot of these are situation. Rhystic Study gets out of hand in metas that don't play enough enchantment removal, hopefully the new Boseiju remedies that some.
Bottle gnomes hands down
@@iNCoMpeTeNtplAyS lmao
I think Tomer’s take on wheel of fortune is straight up wrong. It can be VERY good. In lots of decks where you empty your hand fast it’s amazing.
That's the issue with this group in general. They've got a unique meta that doesn't come close to reflecting edh in general. Wheel is absurd, necro is broken, no mention of Thassa's Oracle, like come on.
There's a reason why it's heavily played in Cedh
@@HypnoticGG I mean, do most groups play Oracle? I feel like most low power playgroups avoid the card. I haven't seen anyone play it irl, or on Mtgo
@@pumkinswift8263 when you're talking about "the best" how many people play with it is irrelevant, right? They might not want to play the best card, which is fine and encouraged, but that doesn't make it bad. Evolving Wilds is absurdly common and still a bad land.
I love it for burning the opponents hand as much as the drawing. I'd rather you have 7 random cards than 4 cards you've been saving up and possibly searched for
On the topic of omniscience, they printed a "fair" version in fires of invention and it was still absurd. Like seth said, magic is built around the mana system and one of the best ways to break the game is to find ways to get around it. That's why cost reducers are as strong as mana dorks in the right deck, as they can generate more mana advantage if allowed to stick around.
I'm finding it interesting looking at the timestamps for each MV to see how long they argue for
How are we not mentioning Nexus of Fate at the 7 drop? A repeatable Extra Turn is one of the most powerful things you can do in Commander, I get that extra turns aren't really a thing for mid power but still.
One thing that the crew didn't mention about Insurrection that goes against the anticlimactic perception, is the CC moment where Crim is dead on board and has exactly one out to not die and top decks Insurrection and won. That was marvelous.
I really want an intern to go back and look at the win percentage of each mentioned card in games it is cast over the last two seasons. Then we can test out if dowsing dagger wins more games when cast (or possibly even drawn).
I didn't understand Tomer's explanation of Kodama. If you play a land, wouldn't you only get to play ONE more as the second was "out onto the battlefield with this ability"?
Wait did Tomer just always play against cheating Kodama players? Its ability does not go infinite with a bounce land at all. You can't just dump all your lands either as the ability states "if it wasn't put onto the battlefield with this ability". So I think the evaluation is a bit off there.
Yea, it doesnt go infinite by itself. It can, however, go infinite if you have a landfall ability that makes tokens, or a sakashima copy on kodama. I think Tomer just forgot to elaborate on it.
I think you missed an important part where he mentioned the infinite landfall with his example of tireless Provisioner. For that example, you put in the land, the Provisioner triggers and the land triggers. Your resolve the bounce effect, then the treasure token etbs which triggers kodama, put in the bounce land on the kodama trigger, bounce it to hand, make a treasure, repeat infinitely.
I feel like Kiki-Jiki deserves at least a mention at 5. Even outside of the two card combos it's just such a powerful source of value for almost any deck that can cast it.
Also Krark-Clan Ironworks and Ashnod's Altar feel like just about the same amount of mana as Smothering Tithe sometimes.
My personal faves:
0- Gaea’s Cradle
1- Sol Ring
2- Demonic Tutor
3- Nectopotence
4- Smothering Tithe
5- Kiki-Jiki
6- Bolas’s Citadel
7- Elesh Norn
8- Craterhoof
9- Expropriate
10-Apex Devastator
11- Ulamog
12- Blightsteel
Most prob won’t agree with all of em but I dig these
Honestly feel like the list is better than the one the video has. I feel like Demonic Tutor and Necro deserve the love.
Kiki at 5 and Elesh Norn at 7 are not even contenders
@@FearOgre ok
Rise of the Dark Realms is worth considering for 9 mana. Reanimating ALL graveyards is so powerful
Should have done the drops per color. Makes for more colorful discussion. Best cards seem to revolve around mana ramp and card draw.
Mystic remora at one might also be a contender. Demonic Tutor fetches your best card, so the argument there is it isn’t the best card. Same can be said about Eternal Witness.
mysytic Remora is strong in CEDH and high tier casual but as the format becomes more for timmy's it becomes a worse card. the game becomes so much creature based. If I see it as a casual tier lies it is Burgeoning. Even over sol Ring. The safe land ramp and color fix and idditional mana t2 makes it so good. Then you just draw a lot with your 4/5 mana t2.
Tomer getting PTSD from Hedron Archive will always be adorable.
Missed discussion of Esper Sentinel, Land tax, Survival of the Fittest, Necro, Toxic Deluge, Jeska's Will, Natural Order.
This actually. survival is better then dockside most of the time
@@discoviolenza1984 lol
Counter argument for the teferi’s protection argument. Heroic Intervention is another card which replicates much of what it offers.
Was Richard's pick really delivuan primordial. I had it in a roon blink deck and it was very mid. People don't always have stuff in their graveyard to target. The ceiling is super high, but the floor is very very low.
Yeah it underperformed every time in my mill deck and I ended up cutting it.
Same for me here. He seems to advocate putting it in any deck but I don't think that's correct at all.
i feel like the best 3 drop is definitely rhystic study. teferis protection keeps you alive so you can win, but rhystic actually puts you in a position TO win
My top 4 for the 2 drop slot goes:
1. Sylvan library
2. Cyc rift
3. Dockside extortionist (isn’t 1/2 because it scales)
4. Demonic tutor
These are the auto includes in any deck of their color
Honorable mention to lightning greaves
Time Warp/Temporal Manipulation deserved consideration at mv 5. An extra turn for 5 mana is solid and both of these stay in the graveyard to be recurred and re-abused later.
Personally I think for 5 drops, if you’re talking about broken proactive stuff, ad nauseam has gotta be higher than doubling season.
And I’m surprised bolas’ citadel didn’t come up for 6-drops
I would like to mention drannith magistrate as one of the most effective across the board disruption spells at 3 mana
The fact it is actually two mana and competes with dockside is what keeps it off this list
@@keagancollins3243 True, disruptive cards at 3 mana Blood Moon or Static/Winter Orb probably deserve mention.
*Another note*
Richard, to me, is right when it comes to Hour of R. VS Farewell.
Think of the table you see each card...
Lower-Powered Tables = Hour = Conditional Counter Spells
Mid/High-Powered Tables = Farewell = Absolute/Free Counter Spells (which also exiles)
At the tables you see each card Hour proves more resilient
I think Jeweled Lotus is in the running for best 0 drop.
There are sooooo many cards out there but for me one that was missed here that I would have securely put as my number 1 for its casting cost: Bolas’s Citadel for 6 drop. Everytime I untap at least once with this card I’ve managed to win the game. Every single time. It’s value, ramp, and anything else you could want it to be coupled with also having a ridiculous finisher line of text that I have admittedly almost never used.
Yeah that was a big miss. Way better than Kodama
Oh man, UGIN the Spirit Dragon!! That Raymond Swanland art from Fate Reforged is what first made me look twice at those little packets of crack on the pegboards of my local shop!
I have to wonder what kind of games these four play in where Rhystic Study actually draws cards. Hell, I've drawn more cards off of _Insight_ than Rhystic, and Insight is plain jank.
Teferi's Protection doesn't stop your opponents from winning when their card just says 'You win the game.' But you know what does say that? Angel's Grace, which is a Fog if you need it, it stops Thoracle combos, it always buys you an extra turn. It's a personal pet favorite card of mine, and I'd put it in a deck over Sol Ring
I have not known this card thks abd its cheap
This should have been 'the best mana value per color'.
You could throw in some colorless and multicolored options when their numbers came up, but focus on one per color.
This would have easily fixed the 3 mana debate.
Yeah, turn this nearly 2 hour video into a 8-10 hour video please.
@@MooFishies
Multiple episodes.
Surprised Bolas' citadel wasn't mentioned for 6. Any top deck manipulation to avoid land hosing and you're playing your entire deck the turn you play the card. It *will* win a game, and even has a win condition built into it.
Just think compared to the cards talked about it is pretty close to it.
0: Fast Mana
1: Fast Mana
2: Fast Mana
Sounds about right
omniscience is awesome.
tips: mizzix's mastery -> emergent ultimatum -> omniscience + one with the multiverse + idyllic tutor -> basically turn 4 win
I agree mostly with the argument richard was putting forth with dowsing dagger, except the missing factor is that lower power tables have a higher tendency to actually run creatures you can chump block with
I’m with Richard on this one. Dowsing dagger scales better. Unless you are playing against a treasure or urza deck. I’ve tried to use dockside and it never really plays well. Not to mention it’s easier and more common to destroy artifacts (treasures) than to destroy the land (once it’s a land). I have dowsing in pretty much all of my decks unless I’m using a very low cost commander. A turn one birds of paradise or sol ring/mana crypt into an ornathopter of paradise easily combos into a turn 2 hit with either of those flying creatures. Now on turn 2 you have played a mana dork a sol ring AND 3 lands (including the dowsing dagger which constitutes an extra land played and taps for 3) if nothing gets taken out of the picture you can now use the free 3 mana (of ANY color mind you; so another creature or enchantment, or counter magic is back up for protection) on turn 2 and on turn 3 you can tap dork/sol ring/3 reg lands/and dowsing dagger for a combined 9 mana on turn 3. And that doesn’t include if you happened to get both mana crypt and sol ring turn one because then you can tap for 11 beginning turn 3 and it only scales up. A turn 3 omnipotence is just mean. And pray that I don’t play overburden/mana breach/desolation because PAIN. I used to run all of these in my Zur and had to retire him for the mental health of my play group 😅. I do recognize this would require perfect hand draw but I’ve pulled it off more times than dockside has ever helped me. Also cyclonic has also won me more games than dockside but I don’t think it’s fair to call it a 2 drop since I’ve never not paid overload cost. Good video y’all.
7:50 good arguement that dockside is not as busted on "medium-power-tables". I have the same with mystic remora. On my table a first turn remora might very well just draw 1 card within 2 turn cycles since "land go" is still a thing on that powerlevel. I often keep it in the hand and play it like turn 4-5 wich doesnt even compare to the potential of a remora on a high power table with all the free artifacts.
Smothering tithe to me is the exact opposite.
On high power tables, decks have a TON of interaction. You are pulling a 4-drop that is clearly a priority target for removal that can be as cheap as 1 mana. Also on high power tables the turn 4 mana base is much stronger and the avarage cmc is much lower, so people are more likely to afford to pay. On low power table however people may not be running that much removal, because due to lack of low cmc tutors, fast mana and free counters, they have to run more cards to make up for that and make their own deck run smoothly in the first place and also need to spend more ressources on that. So on low power a smothering tithe is insane, because its more likely to stay around longer and less likely to get paid.
Also very few commanders themselves mentioned. Like thrassios with partner is very strong, brings a wincon integrated and allows for another commander and gives access to simic. Stuff like that.
Aladdin's Lamp not up for the 10 drop spot?! 🤣🤣🤣
My powerful pet picks:
0: Island, LED
1: Deathrite Shaman, Swan Song
2: Expressive Iteration, Bitterblossom
3: Retreat to Coralhelm, Mirror Entity
4: Beast Whisperer, Panharmonicon
5: Seedborn Muse, Mirari's Wake
6: Rishkar's Expertise, Wurmcoil Engine
7+: These cards should all just win you the game
Seth I own so many eternal witness because if I am playing green it going in along with the ramp spells.
Survival of the fittest at two drop. I don't think I have ever lost a game after casting it.
Watching the start of this video post bans puts things in perspective
You guys should do the best commander at each mana value next
I’m shocked to not see Tooth and Nail at 7
Best cards are always card advantage, mana advantage and tutors. You see it on best commanders and cedh decks, where best and effizient cards are always the Same. Because they are so efficiant in what they do.
I think the strenght with cards like Expropriate also lie in deck construction.
If someone builds a deck that wants to play expropriate, they also will build their deck in a way to follow it up, so once they resolve it and guarantee an extra turn, they will put those resources to good use.
I never played dockside on 2 I usually wait till there at least 5 or more artifact on the board that usually turn 4. But dagger will play on turn 2
Very strong arguments from Seth with cyclonic rift and mana drain
This podcast repeatedly overvalues ramp over card draw. Yes, ramp is very very strong, but I'd argue card draw is stronger. Because of the nature of removal being so low mana compared to the threats they remove, you NEED the card draw to dig through your decks for more threats, or just play multiple lower mana cards that will equate to equal value to a high mana card over time, but are harder to remove since the problem is split into multiple pieces of cardboard.
The nature of commander means ONE player of the 4 is bound to have removal, that's a collective 21 card hand your opponents have. And id argue the fact that 3 opponents means 3x the game ending threats that need to be removed overshadows the card advantage argument of removal somehow being "bad" in commander.
Ive played so many games where someone's had a ridiculous amount of mana, like hundreds of mana, but didn't have the card draw to win the game. Unless you have an exsanguinate and no one else has a counterspell at that point, you'll still win very slowly because most topend threats are big creatures that can only take one person out of the game at a time, meanwhile everyone else can draw through their decks for removal, while you wait FOUR turns to close things out.
Therefore, id rather have a quick study than a cultivate.
I also think this podcast overrates greens card draw. The problem with greens card draw is; even though you draw a lot of cards from it, it's almost always "win more" card draw. You need to already have a large creature on the board to make it worth it. And you can't always garuntee that because of the removal argument, and creatures are the easiest to get rid of.
Welcome back, Richard!!!
Definitely think there's a case to be made for Urza's Saga at 0 and Skullclamp at 1.
urza's saga is a tough one for me because on one hand it gains a lot of power through its versatility but on the other hand its only so powerful BECAUSE mana crypt, sol ring, and skullclamp are busted
How is Colossal Dreadmaw not the best 6-MV card. It’s a 6/6 which by itself makes it most likely to be the largest creature on the board. Commander is about dorky creatures with good effects and Dreadmaw will always protect you. And when you want to attack an opponent, it has trample to push through the damage! They won’t be able to block profitably. Last but not least, it has pseudo hexproof because I’ve never seen someone go out of their way to kill a Dreadmaw.
Are you memeing? 🤔 Because the 6 drop spot has some insane cards that aren’t just 6/6 with trample 😅
I think they forgot about it because it's shadow banned. People just don't run it anymore, not even in cEDH.
The one ring is definitely better than smothering tithe.
So at ten mana how did primal surge not get talked about? Like there's a deck building restriction but it wins when it resolves
LOL The instant Seth started talking after Tomer at 4cmc, I felt the troll energy
The hate for Wheel (and wheels in general) is crazy to me. Does no one else value the hand disruption it causes opponents? Sure you gave them collectively 21 cards but depending on cards in hand they might only be netting 1 or 2 extra cards and now all the cards they had based their entire previous play patterns around are no longer in hand. There's a reason why people ask a lot of times "how does everyone feel about a wheel now" because losing your hand can be a huge setback even if you get new cards to replace them.
For me: Best Generic Card // Honourable Mentions
Ocmc: Mana Crypt // Jeweled Lotus (Moxes, Petal, LED and lots of lands in the next tier of power)
1cmc: Sol Ring // Mystic Remora, Carpet of Flowers
2cmc: Dockside Extortionist // Mana Drain, Underworld Breach
3cmc: Jeska's Will // Rhystic Study, Deflecting Swat, Mnemonic Betrayal (Necropotence, Intuition, Doomsday are super niche but generally win the game when they resolve)
4cmc: Winota, Joiner of Forces // Culling Ritual (Maybe I'm weird but I feel Smothering Tithe is just a 4cmc Enchantment that does nothing on the turn it comes down)
5cmc: Ad Nauseum // Force of Will
6cmc+ > Basically anything that wins you the game when it resolves is the same.
I could see an argument for Carpet of Flowers, Top, and Serra Ascendent for 1 drops, and Slyvan Library as a 2 drop.
That's true I think survival of the fittest should be in the running for best 2 drop too.
Demonic tutor is another copy of dockside extortionist and is also a copy of every other card in your deck at the same time.
Honestly when I think about four drops that are the most frightening, I would say Purphorous. He's kind of like the early game craterhoof
And my favorite commander. :)
@@Y0utube5ucks can I ask why? Genuine question because I know everyone has their own tastes.
To me, he seems like the kind of commander that would get boring to play or play against very quickly, but I'm the type of player who will take apart a deck if it's too consistent.
@@shadowpsyke I love mono red and goblins. Krenko is the go to of course but he is super weak to a board wipe, Purphoros can stick around and still be a treat even after that. And he is a legitimately threatening commander that can hold his own as an arch enemy even in mono red if it comes to it.
TLDR. I like gobos, and he go boom fast.
Yup, or Tendrils to win.
I'm surprised eldalken Orrery wasn't considered Ed for 4 CMC. Any chance we get a video on best cards with X in their mana cost?
As a black player, I am saddened that you could not find cards in that color.
Necropotence for one
@@HypnoticGG that's a three though.
This is a sarcastic comment. A joke.
Richard I put dowsing dagger in my Aegar, the Freezing Flame edh deck and it’s a gross amount of value. Also how can he argue doubling season and not rhystic study
absolutely insane that seth gets called crazy for valuing wheel, your opponents are drawing seven but they're also losing their entire existing hand and often have to replan everything they're doing while you're obviously prepared for it
“Cyclonic rift doesnt win the game”
Ever tried removing all the blockers on attack? Removing all your opponents artifacts and enchantments while your remain intact? Forcing a response before your turn and untapping on a wiped board to win the game?
Not sure where the cyclonic rift cant win the game became a thing tbh :p
I’ve seen people still lose the game after playing rift but that is not the typical thing to happen for sure.
I think this is an issue of poor phrasing. Cyclonic rift “on its own” does not win the game. BUT if you are in a strong position, rift before your turn basically guarantees victory.
The thing to keep in mind is that when you cast dockside in a higher power level, you are actively winning in that instant. Cyclonic rift you gotta cast before your turn, you gotta have a pre-existing board state that can win, and in response to a rift someone could deal with your board/most important piece. There are so many instances where casting a rift in a strong board won’t lead to a win because someone responds. But dockside, especially with how cheap it is, both can lead into the win and leave you with the resources to protect that win even before the dockside trigger resolves
@@aegisgolem6817 Dockside on its own doesnt win the game either...It takes other things to win with it, which is no different than rift being able to close out a game...By your same argument someone can just counter the dockside...I dont really see anything in your argument that proves your point. Both cards can be used as a way to help close out games.
What about demonic or any other turors?
Feel like this episode touched on a deeper set of debates. Best mv per color and or deck colors. As the debates on many cards centered around "if I'm not playing x this card is better"
this video redpilled me on dowsing dagger
I put ONE copy into my monoblue spirit tempo explorer list on mtga and started running people over with it, getting access to 3 extra mana every turn with an extremely reactive deck is insanely strong, basically lets me always have a counter or other answer available while aggressively drawing cards with spectral sailor or activating faceless haven for free
Dowsing Dagger is one of my favourite cards, and it certainly helps that it's colorless ramp that can fit into every deck. Also once you add Vesuva or Thespian's Stage (Thespians I put in 99% of decks) then Dowsing Dagger performs much better.
did you forget about Bolas's Citadel or dont you think it shouldn't be even mentioned?