Awesome. I'm glad you liked it. I do precon upgrade videos (usually within a set's theme) with each release. I did change the formula a little for Lost Caverns (didn't discuss removals), but I'm going back to the original formatting for MKM (removals are coming back). Also, welcome to the channel!
Weathered wayfarer is ridiculously good. As long as you’re not going first or have a green deck in the pod it’s always live, it can grab any land from your deck even things like cavern of souls. I agree with most of your cuts though. My personal top 5 first cuts were fealty to the realm, oath of eorl, dearly departed, humble defector, and gimli
I think it's all playgroup dependent. Green based decks are the most popular with the pods I play in, so that likely exaggerates the issues I see with Wayfarer and the like. Land Tax is really the only card I've tried where it doesn't feel like I'm play too slowing against them and it's a lot harder to remove and I get several lands thinned out before it gets blown up.
I feel like you don’t know what verge and weather wayfarer ability clause is if your concern is playing from behind. In a typical commander game, you’re more likely to start 2-4 than first. You’ll always be a land behind before you play yours for the turn. Wayfarer especially is a staple since you can search up 3 channel lands.
It may be from my own play experiences that I dislike these kind of cards. Every play group is different. Taking turns off to go fetch lands that don't come right into play in my group, and you are likely much further behind than you want to be. The only card like this that has ever netted positive for me in these scenarios is Land Tax since it doesn't cost anything but being down 1 land on everyone else and thins 3 lands out of the deck.
Bro with Weathered Wayfarer you can just pay one white to never miss a land drop if you aren't going first. Not to mention you can use it to hunt down lands like Rouges passage, command tower, temple of the false god, and in other decks Kessig Wolf Run. Since they are added to your hand you add em then drop a land, meaning when people start missing land drops because they used all their starting lands and are relying on top decks you still have all your starting lands. Plus if someone at the table is playing ramp? Then you never miss a land drop.
@@Xios_Angelis As I said before, all about the playgroup, and it's likely colored my view of the card (and cards like it). I have higher power players I go up against and they don't allow for the Wayfarers of the world. If you're running mostly on theme or straight precons, then I think you'll be able to have the time to use it.
I want to apologize. A viewer pointed out to me that Faramir, Field Commander isn't a great choice here due to a lack of "The Ring Tempts" cards in the deck, a fact that I overlooked in my excitement to get these videos rolling out. That's on me, my fault, and I'm owning up to it. In place of that card, I would suggest Siege Veteran from The Brothers' War. It's a second version of the recommended Luminarch Aspirant for one more mana, the name feels like it could be from this world. If you want a purely LOTR card, then I would recommend Horn of Gondor for more Human creature creation. I have also attached a new full decklist with changes made to the suggestions as when I started this, I didn't focus down as much as I should have an left MTG specific legends in the list. They are removed and more LOTR cards are in their place.
If you run Eowyn as your commander, I strongly suggest Outlaws Merriment as an addition. This always secures that her ability hits and will make your board go wide extremly fast.
@@twilightscallmtg absolutely. I also put in The Golden Throne because of the theme and how good it is. Sacrificing people to the benefit of the greater good seems like it's something Denethor would've done so I can see it :) Even though it might be a little reach 😁
Fair assessment. Thank you for pointing that out. I was going to flavor and minimal changes, but in my haste I didn't pay attention to that fact. We would have to work in some things to get Faramir decent, but that might not be possible as a lot of the "Ring Tempts You" stuff in the set is on limited power level cards that don't often see play in Commander and isn't worth messing around with if it's going to damage the rest of the deck's flow.
Verge rangers doesn't need you to be behind to use its effect unless you are going first which is unlikely in a 4 player pod. If you and your opponents are making land drops each turn verge rangers let's you hold the lands you have in your hand and instead play one from the top of library. It's a form of card advantage one a respectable body which is also a relevant creature type.
Copying this from another reply, but same thing as before: "It may be from my own play experiences that I dislike these kind of cards. Every play group is different. Taking turns off to go fetch lands that don't come right into play in my group, and you are likely much further behind than you want to be. The only card like this that has ever netted positive for me in these scenarios is Land Tax since it doesn't cost anything but being down 1 land on everyone else and thins 3 lands out of the deck."
I like the way you explain the cards and the reasons to take them out or add them. Subscribed 💯🙏🏻
Awesome. I'm glad you liked it. I do precon upgrade videos (usually within a set's theme) with each release. I did change the formula a little for Lost Caverns (didn't discuss removals), but I'm going back to the original formatting for MKM (removals are coming back).
Also, welcome to the channel!
I second this comment! this was so helpful and clear ✨🙌✨
I’d love if you did an Aragorn king of Gondor upgrade aswell. There’s no love for him from anyone so far.
Weathered wayfarer is ridiculously good. As long as you’re not going first or have a green deck in the pod it’s always live, it can grab any land from your deck even things like cavern of souls. I agree with most of your cuts though. My personal top 5 first cuts were fealty to the realm, oath of eorl, dearly departed, humble defector, and gimli
I think it's all playgroup dependent. Green based decks are the most popular with the pods I play in, so that likely exaggerates the issues I see with Wayfarer and the like. Land Tax is really the only card I've tried where it doesn't feel like I'm play too slowing against them and it's a lot harder to remove and I get several lands thinned out before it gets blown up.
I feel like you don’t know what verge and weather wayfarer ability clause is if your concern is playing from behind. In a typical commander game, you’re more likely to start 2-4 than first. You’ll always be a land behind before you play yours for the turn. Wayfarer especially is a staple since you can search up 3 channel lands.
It may be from my own play experiences that I dislike these kind of cards. Every play group is different. Taking turns off to go fetch lands that don't come right into play in my group, and you are likely much further behind than you want to be. The only card like this that has ever netted positive for me in these scenarios is Land Tax since it doesn't cost anything but being down 1 land on everyone else and thins 3 lands out of the deck.
Bro with Weathered Wayfarer you can just pay one white to never miss a land drop if you aren't going first. Not to mention you can use it to hunt down lands like Rouges passage, command tower, temple of the false god, and in other decks Kessig Wolf Run. Since they are added to your hand you add em then drop a land, meaning when people start missing land drops because they used all their starting lands and are relying on top decks you still have all your starting lands. Plus if someone at the table is playing ramp? Then you never miss a land drop.
@@Xios_Angelis As I said before, all about the playgroup, and it's likely colored my view of the card (and cards like it). I have higher power players I go up against and they don't allow for the Wayfarers of the world. If you're running mostly on theme or straight precons, then I think you'll be able to have the time to use it.
I want to apologize. A viewer pointed out to me that Faramir, Field Commander isn't a great choice here due to a lack of "The Ring Tempts" cards in the deck, a fact that I overlooked in my excitement to get these videos rolling out. That's on me, my fault, and I'm owning up to it.
In place of that card, I would suggest Siege Veteran from The Brothers' War. It's a second version of the recommended Luminarch Aspirant for one more mana, the name feels like it could be from this world. If you want a purely LOTR card, then I would recommend Horn of Gondor for more Human creature creation.
I have also attached a new full decklist with changes made to the suggestions as when I started this, I didn't focus down as much as I should have an left MTG specific legends in the list. They are removed and more LOTR cards are in their place.
Nice video! Could you do a deck built for Aragorn the Uniter?
I've thought about it. I may finally try to with the little longer stretch now until Murders at Karlov Manor and LCI content starts to slow a bit.
If you run Eowyn as your commander, I strongly suggest Outlaws Merriment as an addition. This always secures that her ability hits and will make your board go wide extremly fast.
Good suggestion and feels like it could have been something from this universe.
@@twilightscallmtg absolutely. I also put in The Golden Throne because of the theme and how good it is. Sacrificing people to the benefit of the greater good seems like it's something Denethor would've done so I can see it :) Even though it might be a little reach 😁
faramir field commander is objectively not good in this deck, there isn’t an ounce of tempt support in here that would make it worth running
Fair assessment. Thank you for pointing that out. I was going to flavor and minimal changes, but in my haste I didn't pay attention to that fact. We would have to work in some things to get Faramir decent, but that might not be possible as a lot of the "Ring Tempts You" stuff in the set is on limited power level cards that don't often see play in Commander and isn't worth messing around with if it's going to damage the rest of the deck's flow.
Verge rangers doesn't need you to be behind to use its effect unless you are going first which is unlikely in a 4 player pod.
If you and your opponents are making land drops each turn verge rangers let's you hold the lands you have in your hand and instead play one from the top of library. It's a form of card advantage one a respectable body which is also a relevant creature type.
Copying this from another reply, but same thing as before: "It may be from my own play experiences that I dislike these kind of cards. Every play group is different. Taking turns off to go fetch lands that don't come right into play in my group, and you are likely much further behind than you want to be. The only card like this that has ever netted positive for me in these scenarios is Land Tax since it doesn't cost anything but being down 1 land on everyone else and thins 3 lands out of the deck."