The first deck my gf built for herself and bought via singles is a BG fungus deck. Still her favorite deck to this day. My sister's only deck to date is RG Innistrad flip werewolves, we usually play multiplayer games so she tends to get a ton of value from her Huntmasters of the fells. My favorite deck of my own making is WR samurai from original Kamigawa. The mechanics might've failed to last for one reason or another, but they bring enduring joy to our kitchen table low power games.
I play fungus in mod to mod hi power but it doesn't revolve around the original fungus design space but I can end the game for any number of players if I can get to ghave.
I have a ghave deck with almost all the thallids in it, i really hope wizards is able to bring back the spore counters in one way or another. Perhaps giving thallids an artifact like Ozilith but specific to spore counters?
You know what would have been fun? If you could spend Poison Counters for effects, like with energy. But the obvious risk was poisoning yourself to death.
I have a cycle of 'alternate lose condition' custom cards, the Green one replaces damage taken as Poison Counters, but once-per-turn you can remove a poison counter to buff a creature. I don't think there is nearly enough design space nor will to make Poison a resource outside of niche cards.
@@bosslca9630 IMO, the most fun ways to play are the methods where you're tampering with things that would normally be considered bad. Discarding madness cards, or milling into flashback, unearth, descend, threshold, and undergrowth cards. etc etc So I think there may actually be a ton of design space for cards that treat your poison counters as a resource.
the issue is that unless your opponent is specifically on infect or has proliferate in their deck ir the cards naturally place counters on you there is no actual risk. its like why no one minds oaying 3 life for an untapped land or paying pyrexian mana but even more extreme.
@@blackmage471 The main issue is against anything but a poison or proliferate deck the poison counters don't hurt you until you have 10 of them. So, they'll either need to not be much stronger (in which case why play them?) Or you'll need to limit how many of the pushed cards you use (and become weaker to infect specifically). I think if you're going to do that you might as well just print "once per duel" or "exile all copies of this card from your deck, the stack, and grave" call it "legendary sourceries" (I know we already have those but still).
Werewolves are such a fascinating mechanic, and from my experience have a lot of cool cards to run but have always been most fun in casual 60 card decks I run with a friend who plays mono green werewolf stompy that mostly runs werewolves from the new day/night cycle of innistrad while I run gruul burn/midrange stomp and It revolves around both of us wanting to be in the wolf side but also being a race for the gruul deck to kill before the mono green can get strong cards like Avabruck Caretaker out :)
They could have easily just kept the mechanic, and update card types if they ever got reprinted. But they didn't, cause WOtC is a toy company first and game company second, and doing something that takes effort beyond what's established is anathema to them. The designers in reality had no say in if Tribal remained in the game. Aaron and the team are great at pr though, and I don't blame them for covering marketing choices as game decisions.
Small correction... Hexproof not having a downside was not at fault. Tons of keywords have zero downsides. Vigilance, Haste, Deathtouch, Lifelink, First/Double Strike, etc. The problem is, those all just make the creature behave slightly differently in combat, and is usually associated with some cost premium added to the card. Hexproof just turned off a massive amount of opponents interaction, and usually came at no cost premium. If Hexproof creatures had been costed appropriately, it never would have been an issue. A 1/1 with Hexproof for 1 is absurd in the Uncommon slot.
I have a Fungus commander deck with a mix of older spore and newer cards. IMHO; the problem with getting something every 3 turns via the spore counters can be easily solved, but WotC won't create it for some reason: a purpose-built fungus commander that reads something like 'Whenever you add a spore counter to a Fungus, add 2 instead.' Not sure why this doesnt exist already. That leaves us with something like proliferate and one of the best commanders for a spore deck would be Atraxa, Praetor's Voice for the free proliferates every turn. But...that also would requires splashing blue and a weird theme of a Phyrexian Angel leading an army of fungus that are nowhere near it in terms of raw power.
Atraxa is trying to run from the responsibility of parenthood, as mycosynth are considered mushrooms, of you're looking for a flavor idea, but yeah, it's weird to think that fungus has to be lead by a phyrexian to be somewhat competent
Xavier Sal, Infested Captain might work. It‘s also in blue and not in white, but both abilities work really well with Spore counters and he‘s totally on theme
@@CandelaNudel Great call! I didnt know about this guy TBH. I think the 'secret sauce' would be setting up a way to untap him to double his abilities every turn (probably via Blue). Once you get a saporling token in play, its game on for populate and sacrifice. With black, could setup some nasty sacrifice triggers too. Would love to get Chronozoa back in the game too. Thanks for the info!
@@mbarker_lng I plan on building a superfriends deck with him and he goes infinite so easily. For a thallid deck I would suggest Saproling Burst and Intruder Alarm for infinite proliferate
@@mbarker_lng I plan on building a superfriends deck with him and oh boy he goes infinite so easily. I would suggest Saproling Burst and Intruder Alarm for infinite proliferate
The problem with epic is that the spell has to say win the game when x in some form which means they must mill, do damage, make creatures or allow you to play spells. All of which were done in the first cycle so they already have nothing more to do with
1. Very sad that Tribal never got support cards that boost Tribal cards or reduce their costs, and that wizards just gave up on them rather then trying to take them in any serious direction. 2. My brother runs an Atraxa Fungus commander deck and compensates for the slow spore speed with proliferate effects, it works pretty well. 3. I love energy, sad that they don't make any more cards with it. Aether Whale so fun. It being "Parasitic" is a cop-out for it being removed when Poison Counters got multiple sets of support and is not only nearly impossible to do anything about(Aether Snap, and Solemnity is all I can think of) but it also ends games faster with a new loss condition. Also bounce and flicker mechanics work incredibly with energy cards as the reset ETB effects. Countering energy cards is not so difficult with cards that prevent activated abilities which is an effect most commonly on colorless artifacts, as well as the aforementioned Aether snap, damage deflection or denial cards, etc. 4. Charge needed cards like Ozilith or a mechanic like arcbound to pass them on. 5. Affinity needed more specific targets like a subtype to be more balanced, like Constructs or Equipment instead of Artifacts. Like the other example Plains is a subtype making it more balanced then just saying Lands.
I played 2 mana werewolves and counterspells in Shadows Over Innistrad back in the days, alongside with several flash creatures. It was a tempo deck with the main goal to put 2 mana creature that would be better than anything opponent put for 2 mana, and control late game threats for long enough to push damage in. It was a very cheap deck that worked. But not only they did change werevolves when they returned to them now, they did those stupid eldrazi werewolves, which were unsynergetic to the normal ones. Also trying to fit werewolves solely into GR doesn't go them any favors.
I think a great thalid support commander would be one that has some kid of text on it like: if a Fungus you control would get a spore counter on it at the beginning of you upkeep it now gets a spore counter on it at the beginning of any players upkeep. Plus something else like remove X spore counters from creatures you control to do X
25:40 Energy isn’t a failed mechanic. It dominated its standard. That’s successful. I hated it because you couldn’t interact with it. And now they have brought it back in some newer sets. So it had tournament success, and wizards brought it back. To them it was successful, as they keep making it.
Modern wasn't even a thing when Bitterblossom rotated and it was banned in modern when the format was created. By the time it was unbanned BW tokens wasn't a real deck anymore and BB wasn't enough to bring it back. Extended, the format that modern replaced, was a 7 year format when BB was printed and it saw very little play as the best fae decks were mono blue. It did see play in extended after it rotated when extended was changed to a 4 year format, but that format was not at all the same as modern.
I do like Tribal, but I agree, it was a failure. The cards are generally playable even without having much tribal interaction, and sometimes it can be a bonus if you put it in its “Kindred” deck.
Day and Nightbound could have been good for werewolves if the play pattern was to aggressively empty your hand in the early game with efficient creatures and then once you run out of cards they’d flip into extremely good creatures, but instead they just gave us bad creatures that flipped into alright ones, and the best werewolf from that set’s main gimmick was to draw you cards
@TheManaLogs You meant Angelic Observer, not Angelic Overseer. Wrong card displayed. Man blue white was soooo broken in new capenna limited. I loved it thematically, but seriously, how did they decide how much spells cost in that set?
What about abilities that only appear breifly in universes beyond, like more that meets the eye, tempted by the ring, id like to see a list of these one off abilities
I wonder if, for thallids, having cards put spore counters on enemy creatures, and have cards proc on enemy spore counters could be a cool direction. Something like taking control of an enemy creature with X spore counter on it, give -X/-X for spore counters on enemy creatures, etc. Fits the flavor of the tribe quite well I feel, but i might be akward in thallid mirrors. Worth messing around with I feel tho!
I saw a commander deck a week or two ago with a pirate fungus command (i forget the name) he had the abilities of saccing a creature for proliferate or saccing a counter to populate. Worked great with Thalids, but was only bg and didn't have white. deck worked decently but still didn't see success at an fnm evnet
Tribal isn't a failed mechanic, it still exists and was renamed "Kindred". For example, All Is Dust went from "Tribal Sorcery - Eldrazi" to "Kindred Sorcery - Eldrazi" in Modern Horizons 3 Commander and was used as recently as Duskmourn and Bloomburrow
It's been a long time since i've heard Hirumaredx's delightful voice. I actually felt I was going insane for a moment, thinking I had turned on some old WoW content. Great to see you on the MTG side of things!
100% agree, i'd love to mess around with a deck that is like 70% lands/utility lands, 29% ramp/tutors and just one epic you cast early. If only i had the money 😂😅😢
Should’ve titled this video “2 hours of occasionally and intentionally mispronounced names”. I get that you’re likely doing it in every video to boost comment engagement (and I’m fully aware I’m playing right into it by commenting) but come on.
They dont play magic. Other people prepare this video. In addition the quality of the videos in terms of viewability/ spelling errors etc is a massive downgrade in comparison to the ygo videos (they play ygo)
Best fix for Thallids might ba a 0 colorless mana card which says that for the rest of the current game, all permanents with Spore Counters gain Hexproof and Indestructible but Hexproof permanents you control can be targeted for counter removal. Would boost the utility of 2 underused mechanics at the same time!
Wait, so Krinko, that legendary gob that makes goblins equal to the number of goblins you control, if you tapped it with Tarfire on the stack, WOULD TARFIRE COUNTS AS A GOBLIN YOU CONTROL AND THEREFORE MAKE A GOBLIN?!
I think Ward is a failed mechanic too. If your opponent tries to play a spell to kill your hexproof or shroud creature with a spell, you inform them it is an illegal target, and they can take it back. You now know they have it, but they didn’t lose the card. On the other hand, if you try to Terror a Ward creature and have no mana left, you get informed that your spell is countered because you couldn’t pay the ward. So you feel bad your spell got countered, it was not an illegal target. If Shroud and Hexproof are Feel Bads, then Ward can often be a Feels Worse.
@@JimXUltima I believe the reason tribal is a card type, is because only card types can have subtypes. There are no subtypes to legendary or snow, but tribal cards have creature subtypes. It's just a card type that always has another card type too.
I'm a yugi-boomer. At the end can you give any info about if these cards are in duel links or master Duel. I'd like to try the cards. But have no idea how.
I'm starting to think this channel intentionally adds mistakes to each of its videos to increase comment engagement. It just seems highly unlikely that 10 videos in a row would have script or visual mistakes otherwise...
It literally took you less than 10 seconds to drop an incorrect piece of information. The term tribal has been used since the dawn of MTG. Future sight named the cards "tribal" because everyone called tribal decks tribal.
The first deck my gf built for herself and bought via singles is a BG fungus deck. Still her favorite deck to this day. My sister's only deck to date is RG Innistrad flip werewolves, we usually play multiplayer games so she tends to get a ton of value from her Huntmasters of the fells. My favorite deck of my own making is WR samurai from original Kamigawa.
The mechanics might've failed to last for one reason or another, but they bring enduring joy to our kitchen table low power games.
I play fungus in mod to mod hi power but it doesn't revolve around the original fungus design space but I can end the game for any number of players if I can get to ghave.
I have a ghave deck with almost all the thallids in it, i really hope wizards is able to bring back the spore counters in one way or another. Perhaps giving thallids an artifact like Ozilith but specific to spore counters?
You know what would have been fun?
If you could spend Poison Counters for effects, like with energy. But the obvious risk was poisoning yourself to death.
I have a cycle of 'alternate lose condition' custom cards, the Green one replaces damage taken as Poison Counters, but once-per-turn you can remove a poison counter to buff a creature. I don't think there is nearly enough design space nor will to make Poison a resource outside of niche cards.
@@bosslca9630 IMO, the most fun ways to play are the methods where you're tampering with things that would normally be considered bad. Discarding madness cards, or milling into flashback, unearth, descend, threshold, and undergrowth cards. etc etc
So I think there may actually be a ton of design space for cards that treat your poison counters as a resource.
the issue is that unless your opponent is specifically on infect or has proliferate in their deck ir the cards naturally place counters on you there is no actual risk.
its like why no one minds oaying 3 life for an untapped land or paying pyrexian mana but even more extreme.
@@blackmage471
The main issue is against anything but a poison or proliferate deck the poison counters don't hurt you until you have 10 of them. So, they'll either need to not be much stronger (in which case why play them?) Or you'll need to limit how many of the pushed cards you use (and become weaker to infect specifically). I think if you're going to do that you might as well just print "once per duel" or "exile all copies of this card from your deck, the stack, and grave" call it "legendary sourceries" (I know we already have those but still).
Werewolves are such a fascinating mechanic, and from my experience have a lot of cool cards to run but have always been most fun in casual 60 card decks I run with a friend who plays mono green werewolf stompy that mostly runs werewolves from the new day/night cycle of innistrad while I run gruul burn/midrange stomp and It revolves around both of us wanting to be in the wolf side but also being a race for the gruul deck to kill before the mono green can get strong cards like Avabruck Caretaker out :)
Very real in Limited every time they print them.
Wotc blames themes for failing but it’s them who failed to support it
Retiring Tribal as a type entirely was a mistake. Rise of the Eldrazi not being a tribal sorcery is a huge flavor fail.
Echoes of Eternity, we're so fucking back.
They could have easily just kept the mechanic, and update card types if they ever got reprinted. But they didn't, cause WOtC is a toy company first and game company second, and doing something that takes effort beyond what's established is anathema to them.
The designers in reality had no say in if Tribal remained in the game. Aaron and the team are great at pr though, and I don't blame them for covering marketing choices as game decisions.
@@clayxros576 Now that they've brought it back we know it was just empty virtue signaling all along, who would have seen this coming??
good ol' tough-cast
Don't forget goblin muh-TROON and YOU-HURR goyf.
Dumineeria
Ah, yes. Just came back from a late shift. It's 3 a.m and I'm not working tomorrow. Hello, sweet dreams!
Small correction... Hexproof not having a downside was not at fault. Tons of keywords have zero downsides. Vigilance, Haste, Deathtouch, Lifelink, First/Double Strike, etc. The problem is, those all just make the creature behave slightly differently in combat, and is usually associated with some cost premium added to the card. Hexproof just turned off a massive amount of opponents interaction, and usually came at no cost premium. If Hexproof creatures had been costed appropriately, it never would have been an issue. A 1/1 with Hexproof for 1 is absurd in the Uncommon slot.
so recently i actually just finish my thalid commander deck under Xavier Sal Infested captain
that is not how you pronounce matron
it's goblin tequila!
Correctly pronouncing every word in such a long video is thought.
I see what you did there
SuPROling
He does this on purpose to drive up engagement from the reddit word police
these videos are the equivalent of your parents watching cable tv to sleep for our generation
WARD WAS ONLY INTRODUCED IN STRIXHAVEN? TIME FLIES
I have a Fungus commander deck with a mix of older spore and newer cards. IMHO; the problem with getting something every 3 turns via the spore counters can be easily solved, but WotC won't create it for some reason: a purpose-built fungus commander that reads something like 'Whenever you add a spore counter to a Fungus, add 2 instead.' Not sure why this doesnt exist already. That leaves us with something like proliferate and one of the best commanders for a spore deck would be Atraxa, Praetor's Voice for the free proliferates every turn. But...that also would requires splashing blue and a weird theme of a Phyrexian Angel leading an army of fungus that are nowhere near it in terms of raw power.
Atraxa is trying to run from the responsibility of parenthood, as mycosynth are considered mushrooms, of you're looking for a flavor idea, but yeah, it's weird to think that fungus has to be lead by a phyrexian to be somewhat competent
Xavier Sal, Infested Captain might work. It‘s also in blue and not in white, but both abilities work really well with Spore counters and he‘s totally on theme
@@CandelaNudel Great call! I didnt know about this guy TBH. I think the 'secret sauce' would be setting up a way to untap him to double his abilities every turn (probably via Blue). Once you get a saporling token in play, its game on for populate and sacrifice. With black, could setup some nasty sacrifice triggers too. Would love to get Chronozoa back in the game too. Thanks for the info!
@@mbarker_lng I plan on building a superfriends deck with him and he goes infinite so easily. For a thallid deck I would suggest Saproling Burst and Intruder Alarm for infinite proliferate
@@mbarker_lng I plan on building a superfriends deck with him and oh boy he goes infinite so easily. I would suggest Saproling Burst and Intruder Alarm for infinite proliferate
Just at the energy part, i kind feel like treasure tokens are new version of it.
Indestructible never had any impact because Swords to Plowshares.
In Standard, Affinity.
The problem with epic is that the spell has to say win the game when x in some form which means they must mill, do damage, make creatures or allow you to play spells. All of which were done in the first cycle so they already have nothing more to do with
Bless you, Mana Logs, for this Christmas gift
Epic spells should prolly be stronger and only prevent other sorcery spells. So you can still use creatures and artifacts
1. Very sad that Tribal never got support cards that boost Tribal cards or reduce their costs, and that wizards just gave up on them rather then trying to take them in any serious direction.
2. My brother runs an Atraxa Fungus commander deck and compensates for the slow spore speed with proliferate effects, it works pretty well.
3. I love energy, sad that they don't make any more cards with it. Aether Whale so fun. It being "Parasitic" is a cop-out for it being removed when Poison Counters got multiple sets of support and is not only nearly impossible to do anything about(Aether Snap, and Solemnity is all I can think of) but it also ends games faster with a new loss condition. Also bounce and flicker mechanics work incredibly with energy cards as the reset ETB effects. Countering energy cards is not so difficult with cards that prevent activated abilities which is an effect most commonly on colorless artifacts, as well as the aforementioned Aether snap, damage deflection or denial cards, etc.
4. Charge needed cards like Ozilith or a mechanic like arcbound to pass them on.
5. Affinity needed more specific targets like a subtype to be more balanced, like Constructs or Equipment instead of Artifacts. Like the other example Plains is a subtype making it more balanced then just saying Lands.
We're getting an energy precon with the fallout set.
Amazing! Merry Christmas everyone and thanks for another great year of awesome video!
I played 2 mana werewolves and counterspells in Shadows Over Innistrad back in the days, alongside with several flash creatures. It was a tempo deck with the main goal to put 2 mana creature that would be better than anything opponent put for 2 mana, and control late game threats for long enough to push damage in. It was a very cheap deck that worked.
But not only they did change werevolves when they returned to them now, they did those stupid eldrazi werewolves, which were unsynergetic to the normal ones.
Also trying to fit werewolves solely into GR doesn't go them any favors.
merry christmas to me! it's 3am as well so this is perfect
I think a great thalid support commander would be one that has some kid of text on it like: if a Fungus you control would get a spore counter on it at the beginning of you upkeep it now gets a spore counter on it at the beginning of any players upkeep.
Plus something else like remove X spore counters from creatures you control to do X
25:40 Energy isn’t a failed mechanic. It dominated its standard. That’s successful. I hated it because you couldn’t interact with it. And now they have brought it back in some newer sets. So it had tournament success, and wizards brought it back. To them it was successful, as they keep making it.
Modern wasn't even a thing when Bitterblossom rotated and it was banned in modern when the format was created. By the time it was unbanned BW tokens wasn't a real deck anymore and BB wasn't enough to bring it back. Extended, the format that modern replaced, was a 7 year format when BB was printed and it saw very little play as the best fae decks were mono blue. It did see play in extended after it rotated when extended was changed to a 4 year format, but that format was not at all the same as modern.
I love tribal cards. Because I can abuse them relentlessly with any variant of reflections of littjara
Goblin grenade wasn’t tribal because it was a reprint from Fallen Empires.
i really appreciate this series. thanks man.
Forgot my beloved spore flower😢
I do like Tribal, but I agree, it was a failure. The cards are generally playable even without having much tribal interaction, and sometimes it can be a bonus if you put it in its “Kindred” deck.
Would hexproof have been balanced if it only was active when the creature was untapped?
Probably
We definitely called Legions the "tribal" set years before Time Spiral block.
verdant force(bulky casting cost) creates a 1/1 saproling token during each upkeep
Tribal is still around, it's just called Kindred now, and they are printing more Kindred type cards.
Love the effort and time put into these video, awesome keep it up
Day and Nightbound could have been good for werewolves if the play pattern was to aggressively empty your hand in the early game with efficient creatures and then once you run out of cards they’d flip into extremely good creatures, but instead they just gave us bad creatures that flipped into alright ones, and the best werewolf from that set’s main gimmick was to draw you cards
@TheManaLogs You meant Angelic Observer, not Angelic Overseer. Wrong card displayed. Man blue white was soooo broken in new capenna limited. I loved it thematically, but seriously, how did they decide how much spells cost in that set?
oh sorry 53:55 if that helps.
What about abilities that only appear breifly in universes beyond, like more that meets the eye, tempted by the ring, id like to see a list of these one off abilities
I wonder if, for thallids, having cards put spore counters on enemy creatures, and have cards proc on enemy spore counters could be a cool direction. Something like taking control of an enemy creature with X spore counter on it, give -X/-X for spore counters on enemy creatures, etc. Fits the flavor of the tribe quite well I feel, but i might be akward in thallid mirrors. Worth messing around with I feel tho!
I saw a commander deck a week or two ago with a pirate fungus command (i forget the name) he had the abilities of saccing a creature for proliferate or saccing a counter to populate. Worked great with Thalids, but was only bg and didn't have white. deck worked decently but still didn't see success at an fnm evnet
would you be able to add timestamps to the different mechanics that you talk about? Would be greatly appreciated.
I dont know the base rules of this game, but it worked
i do the same but with the yugioh videos lol
Tribal isn't a failed mechanic, it still exists and was renamed "Kindred". For example, All Is Dust went from "Tribal Sorcery - Eldrazi" to "Kindred Sorcery - Eldrazi" in Modern Horizons 3 Commander and was used as recently as Duskmourn and Bloomburrow
If thallids got a spore counter every turn, and created a saproling for every counter on them, then they'd actually be good in casual.
It's been a long time since i've heard Hirumaredx's delightful voice. I actually felt I was going insane for a moment, thinking I had turned on some old WoW content. Great to see you on the MTG side of things!
i still think epic has a lot of potential
100% agree, i'd love to mess around with a deck that is like 70% lands/utility lands, 29% ramp/tutors and just one epic you cast early.
If only i had the money 😂😅😢
The fact they didnt erata the old werewolves to work on the day night cycle is peak idiocy
Should’ve titled this video “2 hours of occasionally and intentionally mispronounced names”. I get that you’re likely doing it in every video to boost comment engagement (and I’m fully aware I’m playing right into it by commenting) but come on.
True
This is the most magic thing I have ever read
And spelling errors.
They dont play magic. Other people prepare this video. In addition the quality of the videos in terms of viewability/ spelling errors etc is a massive downgrade in comparison to the ygo videos (they play ygo)
Jeez, chill out
I don't recognize your voice without a piano track
Idk why you're trashing on my thalids. Sure they don't see play in most formats, but have you ever seen them in trigger-based Judge's Tower?
MH3 bringing back Tribal as a card type:
Nothing will ever beat All Is Dust being AIDs 🎉😂
Atraxa is the Best commander for thallids change my mind
Atraxa is the best commander for almost everything
I actually fell asleep to this. 💀
I pronounce it Necro-Potence... now I feel ive been saying it wrong for years
Necro-Potence is correct, this guy just pronounces a lot of cards weirdly.
Best fix for Thallids might ba a 0 colorless mana card which says that for the rest of the current game, all permanents with Spore Counters gain Hexproof and Indestructible but Hexproof permanents you control can be targeted for counter removal. Would boost the utility of 2 underused mechanics at the same time!
Wut
goblin matrone jfc
Dumineeria
Wait, so Krinko, that legendary gob that makes goblins equal to the number of goblins you control, if you tapped it with Tarfire on the stack, WOULD TARFIRE COUNTS AS A GOBLIN YOU CONTROL AND THEREFORE MAKE A GOBLIN?!
Honestly I have no idea.
no, for the same reason it wouldnt work if you tapped it with a goblin creature spell on the stack
Idk white will never be weak to me as long as sunfall exists
I've never heard someone pronounce Matron that way.
I have a bad addiction and I may need help.
I watch these videos and wonder, is english this dude's second language?
I think Ward is a failed mechanic too. If your opponent tries to play a spell to kill your hexproof or shroud creature with a spell, you inform them it is an illegal target, and they can take it back. You now know they have it, but they didn’t lose the card. On the other hand, if you try to Terror a Ward creature and have no mana left, you get informed that your spell is countered because you couldn’t pay the ward. So you feel bad your spell got countered, it was not an illegal target. If Shroud and Hexproof are Feel Bads, then Ward can often be a Feels Worse.
Lol, I fell asleep an autotplay lead me here
*laughs in Mycotyrant*
epic, with channel??
Im surprised you never pronounced it "TREE-Boughl"
Uncle Istvan!
Tribal isn't a card type... It's a super type
No, it's a card type. Supertypes are Legendary and Snow
@@SkullFlight if tribal is a card type how come there aren't any strictly tribal cards? There aren't any just legendary cards or only snow
From mtg comprehensice rules: 300.1. The card types are artifact, battle, conspiracy, creature, dungeon, enchantment, instant, land,
phenomenon, plane, planeswalker, scheme, sorcery, tribal, and vanguard
That didn't answer my question. What is a tribal? There are legendary creatures and snow lands but no legendary. It doesn't make sense
@@JimXUltima I believe the reason tribal is a card type, is because only card types can have subtypes. There are no subtypes to legendary or snow, but tribal cards have creature subtypes. It's just a card type that always has another card type too.
How did you know 🤣
LOL Goblin Matrón
I'm a yugi-boomer. At the end can you give any info about if these cards are in duel links or master Duel. I'd like to try the cards. But have no idea how.
“Not fun” aka losing, mtg players are always crying
Didnt they remove tribal because its "racist"?
I love u
I'm starting to think this channel intentionally adds mistakes to each of its videos to increase comment engagement. It just seems highly unlikely that 10 videos in a row would have script or visual mistakes otherwise...
It literally took you less than 10 seconds to drop an incorrect piece of information.
The term tribal has been used since the dawn of MTG. Future sight named the cards "tribal" because everyone called tribal decks tribal.
horngus borngus :l
Good after a few months I've almost listened to all of the modern cards so this is great 🩵