At 12:15 the trick to the first palantir trigger is that if you want at least one of the cards, you top both cards. In that case, you'll be either made to draw or mill the automaton, and your draw step will always be the city of traitors.
This deck actually seems like it should be running Urza's Workshop as a 3rd Sol Land. I've been relatively impressed with it as a whole but it only fits into a very narrow deck
He cast karn to stop his opponent from storming off, killing canoneer doesn't stop them from doing that unfortunately. Probably was in an unwinnable situation
@@twodo how does playing Karn stop them when a single artifact allows Kappa to kill Karn and go beyond Dismember's range? He said he couldn't dismember due to Ward 4, I think he miscounted the mana
Mutavault should be musheas factory, extra artifact for urza token and can be 3/3 4/4 during blocks since you have 2, Mutavault contributes nothing unless im mussing something?
Cards like Trinisphere & Tangle Wire synergize strongly with Stax, but are not themselves Stax. There is npt a single Stax card in this deck. Stax is persistent, recursive removal - see Smokestack for the iconic example.
What was the last time you played with Palanthir? Please link the game or tell me which deck it was at least so I can watch it, when you reference yourself. I am watching your entire list anyways, but my brain doesn't brain well :3 EDIT: Found it! The problem you referenced was the end-of-turn draw making it so 1 power creatures slipped through ensnaring bridge, essentially playing a nonbo.
Im still not convinced Palantir is a playable card. Would any of the decks that throw it in run Phyrexian Arena? Its slightly better because its end of turn, but it also takes ~2 turns before you get to draw a card, which makes it worse. I feel like any equity it has is from people playing against it poorly.
A colorless Phyrexian Arena that doesn't cost life and gives you an extra scry 2 every turn sounds pretty darn good tbh. Not as completely insane as The One Ring, but few cards are. (Btw, did you see how many players registered actual honest-to-goodness original Phyrexian Arena in their Standard decks at Worlds this weekend? I saw one game on the stream that had Phyrexian Arena, Liliana of the Veil, and Obstinate Baloth all on the field. Holy old school, Batman.)
It's a shame you didn't draw tangle wire at all in the league, in my testing it performs very well against troublesome efficient creature decks (like round 3 and 5) in keeping your beaters attacking and time walking your opponent a few times. ALSO a shame you had so many city-of-traitors-only hand, I increased the land count to 25 specifically to avoid situations where my opponent can freely wasteland me out of the game, but that usually relies on dropping an ancient tomb or 2 non-disappearing lands to stabilize(I usually mulligan for mana stability above most other things with this build). The final version of the deck will likely be on Urza's Workshop as a "sol land" and some number of The One Ring instead of Thought-Knot Seer if the testing goes well. Hope you had fun with the deck!
Wrenn & Six is banned in Legacy (for its interaction with Wasteland, to a significant extent), so it would have to be in Vintage where it probably isn't powerful enough in most contexts.
At 12:15 the trick to the first palantir trigger is that if you want at least one of the cards, you top both cards. In that case, you'll be either made to draw or mill the automaton, and your draw step will always be the city of traitors.
we got a true wizard over here, he knows the power of pondering
Phil, please buddy, as a concerned citizen I gotta ask that you stop looking into dark orbs that talk to you for your wins.
"Magic ball, tell me, am I the beatdown?"
Pondering the orb
First colorless deck in a while! Hope it plays out well today 🤞
Turn 1 T ball deserves an instant like, delightfully evil stuff
hearing Phil say "Karn with the steel chair!" made my day
It was nice to see you at magic con! I played Zurzoth! It was wild to just see you walk up and join the game ahaha.
That deck was sick! GG!
5:34 my absolute favorite moment :D the pure, unfiltered joy of Phil's inner bully coming to the surface is fantastic
12:15 if you think opponent is going to mill, would city of traitors be better second from top?
This deck actually seems like it should be running Urza's Workshop as a 3rd Sol Land. I've been relatively impressed with it as a whole but it only fits into a very narrow deck
15:10 for the world's longest yes. very nice meeting you in vegas phil. 👍
20:15 you could've used Dismember on the Kappa, you had 5 mana!
Kappa has ward
@@Zauzzie kappa only has ward 4, so 1 for the dismember plus 4 for the ward equals the 5 mana that he had.
@@antonnielsen286 ah thought meant to cast Karn and the dismember
He cast karn to stop his opponent from storming off, killing canoneer doesn't stop them from doing that unfortunately. Probably was in an unwinnable situation
@@twodo how does playing Karn stop them when a single artifact allows Kappa to kill Karn and go beyond Dismember's range?
He said he couldn't dismember due to Ward 4, I think he miscounted the mana
deck seems okay...Idk I wanna see more of that void mirror + moat deck with humility.
That deck was so damn fun to watch!
10:35 How did he know I immediately started singing One Direction? What witchcraft is this?!?
Why not afew eldrazi temples for the why nots?
Mutavault should be musheas factory, extra artifact for urza token and can be 3/3 4/4 during blocks since you have 2, Mutavault contributes nothing unless im mussing something?
I don’t know if it’s editing or not, but I find it impressive how fast you recognize good and bad hands
I mean, there's some editing out of the dead time, but most of my mulligan decisions happen in seconds.
Cards like Trinisphere & Tangle Wire synergize strongly with Stax, but are not themselves Stax. There is npt a single Stax card in this deck.
Stax is persistent, recursive removal - see Smokestack for the iconic example.
Language changes over time. You may need to update your 20 year old definition of what you think that word means.
I love prison decks
Obligatory algorithmic contribution
What was the last time you played with Palanthir? Please link the game or tell me which deck it was at least so I can watch it, when you reference yourself.
I am watching your entire list anyways, but my brain doesn't brain well :3
EDIT: Found it! The problem you referenced was the end-of-turn draw making it so 1 power creatures slipped through ensnaring bridge, essentially playing a nonbo.
was that round 3 opponent a simic delver deck?
I literally just passed off on brittle i have one and literally just went
"This is shit"
XD
Im still not convinced Palantir is a playable card. Would any of the decks that throw it in run Phyrexian Arena? Its slightly better because its end of turn, but it also takes ~2 turns before you get to draw a card, which makes it worse. I feel like any equity it has is from people playing against it poorly.
Mind games + burn = big ouchies for opp 😢
A colorless Phyrexian Arena that doesn't cost life and gives you an extra scry 2 every turn sounds pretty darn good tbh. Not as completely insane as The One Ring, but few cards are.
(Btw, did you see how many players registered actual honest-to-goodness original Phyrexian Arena in their Standard decks at Worlds this weekend? I saw one game on the stream that had Phyrexian Arena, Liliana of the Veil, and Obstinate Baloth all on the field. Holy old school, Batman.)
Seeing similar in Vintage right now where Prison and Aggro MUD are getting more and more mixed together. Browntown 4 Eva
Out of curiosity, Phil, what are your thoughts on playing Questing Druid/Seek the Beast in Applejacks?
MUUUUUD
It's a shame you didn't draw tangle wire at all in the league, in my testing it performs very well against troublesome efficient creature decks (like round 3 and 5) in keeping your beaters attacking and time walking your opponent a few times.
ALSO a shame you had so many city-of-traitors-only hand, I increased the land count to 25 specifically to avoid situations where my opponent can freely wasteland me out of the game, but that usually relies on dropping an ancient tomb or 2 non-disappearing lands to stabilize(I usually mulligan for mana stability above most other things with this build). The final version of the deck will likely be on Urza's Workshop as a "sol land" and some number of The One Ring instead of Thought-Knot Seer if the testing goes well.
Hope you had fun with the deck!
Hello, Phill. I enjoy so much watch your new buildings each day. Why don't you build something around wrenn and six with waste land? It seems nice.
You could always cough up some green if you reeeaaalllyyy wanna see that
I'd prefer he builds tinker time vault combo
Wrenn & Six is banned in Legacy (for its interaction with Wasteland, to a significant extent), so it would have to be in Vintage where it probably isn't powerful enough in most contexts.
Would you be able to name the time stamps of your videos after the decks you're facing? I noticed other channels like Ammio do that.
I did it for a little while and got a bunch of negative feedback for doing so.
41:28 Is this a "Pin with a steel chair" reference or am I consuming too much Isaac meme content?
Wrestling reference, WWE/WWF had some funny moments with steel chairs.
i realy feel like palantir could have been a great card but the ring simply out performs it