"😨 No...No! You're wrong! Y'all be tripping!" - 34:27 I've never, never seen Seth doing a face remotely close to this! I'm...I'm in the Underworld right now cuz that killed me instantly 🤣🤣🤣
Turn one win with One with Nothing: Swamp into Dark Ritual and cast Shallow Grave and hold priority and play One with Nothing. Then discard Necrotic Ooze, Kiki-Jiki, and Mogg Fanatic. Reanimate Necrotic Ooze with Shallow Grave and make a million copies of it self and get infinite damage. There's probably a more efficient way to win, but this is what I came up with.
This episode as Crim pointed out is Seth being like "Oh, you think jank is your ally. But you merely adopted the jank; I was born in it, moulded by it. I didn't see a bomb mythic until I was already a man, by then it was nothing to me but BLINDING!"
This was my favourite commander clash podcast thus far and I've pretty much enjoyed all of them. It was like a team against the odds episode where everyone's like "nah man nah" and then "hmm maybeeeee".
I played a commander game once where, no joke, opponent played the abyss, followed by humility, followed by that enchantment that limits everyone to one spell turn, into divine intervention. The game ended in a draw, and we had to wait ten minutes while the judge figured out who won. it was kinda glorious.
- Infinite mana - Hive Mind Yes either of these two can definitely make a worst card better or even playable, but like, that's not really a compliment or upside, right? 😂
Wood Elemental was so infamously bad in early magic that Weatherlight already had a "fixed" version in Fungus Elemental. Twice the counters, starts as a 3/3, and a cleaned-up template.
even after a year, I see no pinned post for the One with Nothing, here goes: You need Dread Return, Dark Ritual, Swamp and the reanimation target alongside your One with Nothing. All you need to add to it are 3 Madness creatures you can cast for almost free: Basking Rootwalla, Blazing Rootwalla and Kitchen Imp cost total 1 black to cast from madness. So you play swamp, Dark Ritual, One with nothing. Then u cast the 3 madness creatures for 0, 0 and 1 black mana. You sacrifice them to flashback Dread Return and voila, One with nothing combo:)
I've lost to sorrow's path before. Was a lands combo deck helmed by Yisan with Thespian Stage copying Rainbow Vale to get a delayed trigger to move the land around on a delayed trigger and... I can't remember what the other part was something to tap and untap a permanent repeatedly I can't remember the game was years ago. Edit: I think the untap source was Deserted Temple and the tap was Rishadan Port with some infinite mana and a Rings of Brighthearth.
I run Mardu Dungeons in Standard and Alchemy; it's built to synergize with Isshin and the three attacking venture creatures (Triumphant Adventurer/Nadaar/Barrowin). It even runs the 1 mana red venture spell that gives a creature haste and a counter and unbreakable by walls, and even in Alchemy I don't run the card. It's still just so slow, and only really works with Nadaar.
There's lots of lands that don't produce mana like Maze: The Tabernacle at Pendrell Vale, Bazzar of Bagdhad, Island of Wak-Wak, Diamond Valley, Oasis, the Legends 'banding' lands, Eye of Ugin, Ice Floe, Glacial Chasm, Dark Depths, etc... The 'set hate' cards only hate on cards originally printed in that set, so even if Homelands had basics, it wouldn't hit them.
@@FearOgre Unironically though. Strixhaven prerelease two of my MA cards were Divine Gambits. Yes, I was miffed lol. But it was also surprisingly solid in that specific environment. Placed 9th in a roughly 80-person prerelease. EDIT: Playing Lorehold/Boros.
I also feel like it's something you use after someone has already assembled something, so the risk is actually pretty low that whatever they put down is worse then the guaranteed to kill you thing they have when it gets back to their turn
Seth, I can't believe you didn't think of Aeon Hub with Reality Twist, seeing as you played the against the odds deck a couple times! I have a Aeon Hub deck based around cramming in effects that benefit from no upkeep and Reality Twist is in there.
I did exactly what Seth suggested with Sorrow’s Path; donating it to an opponent in Zedruu and twiddling with Ral Zarek, Rishadan Port, etc. The one time I pulled it off made the whole table laugh, and since my opponent was playing a go-wide token deck it did surprising work! Definitely not an efficient way of clearing a board, but probably the most memorable!
There's an Against the Odds episode featuring One with Nothing long ago. It's a dredge deck, and trust me Seth tried his best to make it good, but it just couldn't be. I believe this god-level meme card was designed for the upcoming hellbent mechanic, and it can work outside of it, but nowhere near decent, let alone good.
You guys should have a week on clash where you play decks built around these cards. Here's my basic thoughts + consolidation of what you guys said: Sorrow's Path: Play it in dinosaurs with enchant-aura-based ramp. Find it with Sylvan Scrying, then play Wild Growth to let it tap, play every dinosaur with enrage (and maybe Boros Reckoner), then run lots of effects like Heroic Intervention to let some of the smaller dinosaurs survive. Wood Elemental: Definitely needs to be Selesnya, and you're going to just have all the possible ways to make it work. Magus of the Balance and Cosmic Intervention with a lot of mana dorks seems okay. I don't know if it works on blink, but maybe you could loop Cosmic Interventions and make this a repeatable Scapeshift? Blessed Wind: Some sort of grouphug deck with effects like Angel of Destiny, but I favor a much jankier plan on the side. Add cards like Tainted Sigil, Tainted Remedy, Vito, etc, and have a deck that just cares about life totals changing (and probably accidentally goes infinite before you play Blessed Wind). You also could go for an Axis of Mortality and Platinum Angel/Gideon of the Trials strategy (Death's Shadow in commander???) and use Vito to deal a ton when you're in negative life. Regardless, Wound Reflection effects and Providence as a backup would need to be in the deck. Dungeon Descent: Uhhhh... this thing kinda sucks. Maybe with Magda or other things where you need a way to tap your creatures, but there are MUCH better ways to do that. My train of thought is, "Hmmm... is there a way to donate this and transform all of my opponent's lands into this?" and that is the sign that the card is useless. Security Detail: I agree that there are a lot of effects that are better versions of this, but I do think some janky plan where you have Illness in the Ranks and an aristocrat shell could make this okay. Not great, but okay. North Star: 5-color Blood Moon makes this a bad Chromatic Lantern backup. It can also be a backup for infinite colorless mana. The only thing that comes to mind is something like Void Mirror that cares about what kind of mana was spent to cast a spell. Void Mirror is a hate piece, but is there some sort of payoff along the same lines? Reality Twist: The color identity is WUBRG, so you have to be 5-color mono blue. Maybe play a mono-blue deck with Atogatog as the commander? You'd then need Chisei, maybe Urborg/Yavimaya/Blood Moon/Glaciers, and a bunch of other things to make this work, and it ends up probably being worse than just plain Blood Moon. Pale Moon: If there was a colorless payoff for North Star, play this as well. Pale Moon being an instant pretty much means it has to be with Isochron Scepter or some sort of Snapcaster plan. There might be a way to lock people out by making all of their lands non-basic, but I don't know if that's a thing (and then Blood Moon would be about as good and much easier). I honestly think the only way to use it is in memey Moon Tribal. Apocalypse Charm: Yeah, I can't come up with anything beyond an exchange-based deck where you play a bunch of crappy homelands cards, play The Trickster-God's Heist style cards, then apocalypse-charm them all out of existence. Maybe something like Mirrorweave could be sort of okay with that plan? Lotus Guardian: This card doesn't do anything unique, so it won't do anything that no other card can. Maybe in a mana-cost matters artifact reanimator deck it could fit in the 99. You could be doing Neohoof with Trash for Treasure, Refurbish, and the easier-to-play Myr Enforcer. Take advantage of the high mana cost. Aladin's Ring: For the meme, play this fairly in a hard-control deck. Divine Intervention: Okay, hear me out. Convince everyone that the card is going to go off, and have people who aren't going to win try to protect you. Convince everyone to make stupid plays, then use proliferate or enchantment removal to prevent the tie at instant speed and take advantage of everyone's blunders. This will be cEDH tech soon. I can already feel it. Also, I love the idea of having a super cEDH deck that pops off and then just slams this card: tappedout.net/mtg-decks/intervention-combo/ One With Nothing: Containment Construct/Bag of Holding + One With Nothing + Quintorius/Fuming Effigy. Sure, Change of Fortune would be better, but... Otherwise, what y'all said was good. Prosper, Hive Mind, Ensnaring Bridge... Divine Gambit: This is actually super good if you have thief effects. Remove something random, then just steal whatever they play. You also could run this in a discard deck. If your opponent has no hand, you get a free exile removal spell. A card you didn't discuss that I wanted to mention: Boldwyr Heavyweights: Mystic Reflection on this is a hilarious play. Run some sort of card to give everyone tokens (Forbidden Orchard?) and then get a free tutor from your own deck. You can also just play this and cast Mystic Reflection in response. The opponents either don't tutor, or you get to tutor, too. Stifle + Eater of Days would also probably go in the deck.
Hiveminds+divine gambit. The other players resolve first and if they target something of yours you can put somethin big in play, if they target something from an opponent you One with nothing so they can't put stuff into play. Double podcast card combo.
Reality Twist is the answer to "is there a downside for this triome/dual land to be fetchable?" Getting Devine Intervention to pop off is a moral victory imo.
please get Phil in on this podcast! I know for a fact y'all are smart enough and chill enough to incorporate a 5th voice without it being an issue, and Phil's awesome personality and insights would be a great addition.
Ehhh… 5 people is a lot for a podcast. I’d rather they cycle folks around than add more voices at once. 2-3 is the sweet spot with 4 stretching it as is.
Sorrow's Path would be dank tech in a Dinosaur deck. They love taking damage, they have big health so they can survive, and they struggle with deathtouchers and similar stuff. I see the Richard logic.
Donate Sorrow's Path. Use Awakening which untaps all lands of all players during each player's upkeep. Tap it with Rishadan port. That can get deadly quite quickly.
I have an en-kor deck, with the creatures that can redirect the damage they'll take to stuffy doll or something, that deck could use sorrow's path. Pyroclasming my own board is pretty good in that deck xD
Maybe it's because it was also printed as an uncommon in a set but in chronicles "Rakalite" was rare - I own a copy and it's the absolute worst card I have, it's certainly worse than some of the cards on this list. So Rakalite is a 6 mana artifact that you can pay 2 and if you do Rakalite prevents the next 1 damage that would be dealt to any target this turn and then it gets bounced back to your hand at end of turn. So you could for example pay 8 mana to prevent 1 damage!
Swamp, Dread Return, One with Nothing, Shield Sphere, Memnite, Ornithopter (or some other combination of three 0 mana creatures), reanimation target! Jin Gitax absolutely works here, but there are some other good options for breaking your opponents as well (anything with annihilator). There's your combo!
T1 kill with one with nothing: Opening hand is memnite, ornitopter, phyrexian walker, dread return, protean hulk, cabal therapy, one with nothing and a swamp Play all the 0 mana creatures and swamp -> Cast one with nothing to discard your hand -> Flashback dread return reanimating hulk -> Sacrifice hulk to the flashback of cabal therapy -> Hulk tutors you a disciple of the vault, lesser manticore, viscera seer and melira sylvok outcast for infinite damage from the disciple of the vault upon sacrificing masticore to viscera seer and melira preventing the -1-1 counter from going onto the lesser masticore And they say one with nothing is a bad card smh my dang head Edit: Play it in Meren of Clan Nel Toth and it's unironically pretty ok :D
I personly LOVE 'One with Nothing' in my Toshiro Umezawa-deck. Example: 1) a discard-outlet, such as either a Lion's Eye Diamond, One with Nothing or a Skirge Familiar. 2) a discard-collector, such as either a Shadow of the Grave, Bag of Holding or an Containment Construct on the board. P.S all of these ignore Necropotence's discard-drawback. 3) a discard-value engine, such as either a Bone Miser (rewarding you with mana, like Skirge Familiar, and draw - often resulting in a high stormcount for either an on-board Professor Onyx or an Tendrils of Agony.) - while it may sound mana-intense, being able to recast Dark Rituals/Cabal Rituals etc. through Toshiro's ability really helps! P.S Yes! discarding a land to a Mox Diamond with an Bone Miser on board is something you won't forget. 😇 1 last thing, While the former is a typical Christmas-scenario, an on-board Archfiend of Ifnir for constant 1-sided boardwipe control really gives the deck time to "set up". So while it may not be Cedh, its performance has been good at pods of 7 and 8s. But I wouldn't advice you to go out and buy cards like Bazaar of Baghdad (for the discard-synergy), or even Black staples! like Candelabras - just for a Toshiro-deck! - Let me be the fool! who wastes his money on a deck like this. 🤣 #StillSavingUp
Closest T1 Win with ONE WITH NOTHING going first Opening Hand Underground Sea Ornithopter Memnite Phyrexian Walker Dread Return Jin Gitaxius, Core Auger One With Nothing You play the 3 0 drops, land discard your hand. Flashback Dread Return for Jin. You draw 7 and your opponents need exactly 1 mana removal/Reliquary Tower or they end their turn 1 with 0 cards while you have 7
1:17:38 Your starting hand must be: One with Nothing, Jin-Gitaxias (or any other reanimation target), Dread Return, Basking Rootwalla, Blazing Rootwalla, Ornithopter, Swamp Play Swamp, play Ornithopter, play One with Nothing, cast the Rootwallas for {0} each, then Dread Return Jin-Gitaxias, sacrificing the Rootwallas and the Ornithopter. I don't know about any turn 1 wins though but I bet they involve Rograkh. Also this is nothing you can't already do better with other cards.
Back in the day, donating a Sorrow's Path and tapping with an Icy Manipulator was some sweet deck tech. But man, I didn't think about it with Enrage on Dinosaurs! I did think that Stuffy Doll, though.
One with nothing reanimation on turn 1: Land, dark ritual, reanimation target, shallow grave. Play land, cast dark ritual, cast shallow grave, hold priority and cast one with nothing, stack your graveyard so your best reanimation target is the top creature.
I think you'd be surprised by how often Divine Gambit "works", ie removes a problem permanent and replaced it with nothing or a non-problem permanent. You'll remember the times it fails more than the times it works though. And there are enough other options that it still shouldn't make the cut.
The funniest Sorrow's Path payoff i heard suggested back when it was first printed was to turn it into a creature with Living Plane, enchant it with Spirit Link, and attack to trigger the pyroclasm and gain a ton of life. Nevermind all your lands blew up, the lifegain seemed like a legitimate payoff. Also tried getting it to work with Fungusaur back then. Now that Fungusaur has been eratta'd to creature type Fungus Dinosaur, it means Seth's Dino enrage suggestion goes all the way back. Still probably the best use. Meanwhile, Aladdin's Ring is legitimately viable in old school tron, imo. Anything repeatable is great in that format, and taking out Serra Angels and Serendib Efreets is solid.
sorrow's path in a big creatures deck in commander would be pretty disgusting. you could force people to block in ways they don't want, plus there's absolutely shenanigan combos with it
*Sorrow's Path with Vigor. Vigor has instead of taking damage creatures get that many +1/+1 counters. So you're essentially pumping up the creatures by +2 each turn. Also in green there are so many ways of letting a land tap for mana. *Blessed Wind can bring someone down to 20 in mono-White but I think life point swap shenanigans is where it can do some work or maybe decks where you can cheat out the spells. I will say setting someone to 20 can be very effective in a lot of situations. *Dungeon's Descent was something they thought was going to be fantastic but the entire mechanic was overcosted for underwhelming effects and shouldn't have been in Standard. That mechanic should have been in a supplemental set like Battlebond or Conspiracy. Also I have used it in my Lonis Investigate/Venture deck and actually activated it. *North Star there are a lot of things that can reduce activated abilities so getting that down to nothing isn't an issue and at that point it's just color fixing. *One with Nothing is amazing in a Dimir control with Hive Mind. Basically lock up the board, clear the hands, and there is little options your opponents have. *Divine Gambit has some use but used best with another removal effect like a Path to Exile or Disenchant to get rid of the free permanent. I could also work with niche stealing stuff like Gather Specimens or non-cast effects like Containment Priest or Hallowed Moonlight if it was a creature. 4 mana to remove 2 threats (using Divine Gambit and Containment Priest) is totally worth it.
I like divine gambit but I wish it was tweaked a bit. Like opponent can put a permanent in play that shares a card type with the exiled card. Or a clause about if it's a permanent mv 4 or higher they can then cheat a card into play
Make it instant. Sorcery speed is it's biggest issue. If it is stopping you from losing the game, you can gamble on them getting something for free. As is you need to use this proactively.
Apocalypse Chime inspired: "Planechase Assassination - 1BB Sorcery - Change plane of target permanent card to Dominaria, Mirrodin, or Eldraine. Then destroy all creatures each opponent controls that are set on that plane." Then you could mechanically have Planeswakers actually planeswalking on the battlefield. Planecounters, which can't be any worse than ability counters.
@MTGGoldfish Commander I used to have 2 copies of Aladdin's Ring in the Sideboard of my Standard Elves deck. I specifically used it as removal. Green didn't have really any good way to pinpoint removal at the time.
Came here specifically for Pale Moon discussion and... Crim's excitement certainly left me a bit confused. In a time period where people could actually map booster boxes with ease, of course there were many a Pale Moon my brother and I have opened from Nemesis boosters.
Sorrows path is so awful in a lot of decks but it can actually be legit in irohas. The damage downside is negated from the damage prevention as long as all your stuff is swinging. Alternatively a rem karulus style deck would also protect your board as well. Alternatively dolmens gate will also protect the board if your stuff is attacking and if you have those effects up it makes blocking wider boards super difficult
Love the podcast, guys. Just wondering why there are two new episodes on UA-cam, while on Stitcher the latest episode is the Ban List one. Please update the audio feed when. You get a chance! Thank you!
Thanks for letting us know. We're not sure why the last two episodes haven't been uploaded on Stitcher; we've put in a support ticket. Hopefully it gets fixed soon!
@@MTGGoldfishCommander word! Thank you so much! I can't wait to listen to them. You guys are my absolute favorite MTG podcast. I have put Dousing Dagger in at least 4 decks since Christmas alone haha. Cheers.
Love the Commander Clash Podcast - I am not a fan of a "worst..." series though. While the talks about those cards can be somewhat entertaining, I prefer the debates from the crew about cards that actually matter.
Commander's apocalypse chime: 2,T,Sacrifice it: each player sacrifices each permanent they control of which their printing's set code starts with a C. This'll take care of those pesky precon cards, and maybe some other sets as well.
If you cast a massive recursion spell ( foretold haunting voyage in a tribal deck ) + hold priority and cast one with nothing to dump your hand into the grave, assuming you have a full grip of creatures.....they all etb.
It’s crazy how bad dungeon descent is😂😭. Like the hoops you go through to get a single step on a dungeon (which was an underpowered mechanic to begin with). I love that we live in an age where we can see it being pushed extremely by alchemy and see it’s still terrible. Really shows how weak this card is
I actually run One With Nothing in my Nethroi 0/0 tribal deck. The goal is to fill the graveyard with creatures with base power 0/0 (Modular, enters with +1/+1 counters types) then mutate nethroi to bring them all out at once, throw in a haste enabler and you're golden.
Could you play sorrow's path in Jared? Also listening to the last podcast, how everybody was thrashing crim about castle ardenvale, and this podcast Richard is talking Security detail up is telling about how bad these cards are. The funniest podcast ever :-)
If you are a combo deck and run mostly basics or don't need colored mana you can pale moon on your turn and it is essentially a 3 person silence for that turn apart from like opponents using free spells.
The card you're looking for to reanimate using one with nothing is shallow grave. It doesn't target, so you cast one with nothing with it on the stack, get back a creature for one turn.
One with Nothing can be busted. Imprint it into Isochron Scepter. Cast it with Hive Mind which copies it for each opponent. If you have ways to counter your own spells with cards like Disruptive Student you can make your opponents discard their hands over and over again.
You could probably use Apocalypse Chime in a landfall style deck with a card like Cosmic Intervention to have a build your own Scapeshift outside of green, assuming you run all the basics in Homelands.
Divine Intervention gets around shroud indestructible Platinum Angel! (As does cyclonic rift but that's no fun.) And I can't believe you guys didn't mention the lace cycle! Those are some _majorly_ niche cards.
WAY back in the day, Aladin's Ring was great in my original kitchen table multiplayer deck. 12 tron lands and a couple of Candelabras can power a few rings with no effort.
As far as one with nothing couldn't you 1. Swamp 2. Dark ritual 3. Reanimate 4. On the stack play one with nothing discard hand 5. Target jin gitaxias ..maybe?
Thing about lands like the painlands, city of brass, and sorrows path is that Darien, King of Kjeldor exists That deck does actually wants lands that actually _deals damage_ to you, rather than ask you to _pay life_ like the onslaught fetches and the shocklands
True about damage and Darien, but don't know if he wants to pyroclasm his tokens away. It is a hilarious combat trick with Vigor. Give all your creatures a permanent +2/+2 and switches two blockers.
@@timbombadil4046 yeah I give it kinda sucks to wipe your own board like that, but there's lots of ways to could work around that tkny issue Like vigor, or any lind of buffiing That one iconic anthem I forget the name of, e.g.
Late to the party, but I'll mention that Stinkweed Imp does all the combos they brainstormed about when discussing how to abuse One With Nothing, except it has none of the downside since you can keep everything you don't want to discard. I wish One with Nothing was good sometimes... lol
Divine Gambit was playable in Kaldheim draft. The only condition was that you couldn't cast it until the opponent was in top deck mode, you could also risk it with when the opponent had 1 or even 2 cards in hand, most of the time all they had were instants and sorceries or some 2-drop that they were gonna cast on their turn anyways. It's obviously not a good card, but it definitely has its moments.
I found a t1 reanimate combo which involves one with nothing If your opening hand is: chrome mox, ancient tomb, mana crypt, manamorphose, Jin getaxias, one with nothing, umberial rites. You use the manamorphose to filter into a white and a black so then you can cast one with nothing and flash back umburial rites. The only requirement is that you draw either a green or red card for turn to imprint under the chrome mox
"😨 No...No! You're wrong! Y'all be tripping!" - 34:27 I've never, never seen Seth doing a face remotely close to this! I'm...I'm in the Underworld right now cuz that killed me instantly 🤣🤣🤣
Seth's face during the whole exchange was priceless.
Seth saying "Y'all be tripping" is something I didn't know I needed in my life.
The people would like a “Richard Killed us with WHAT” episode. Sounds awesome.
I second this
I third this
Seth's reaction to the other guys' take on north star. Haven't laughed that hard in a while. Thanks so much
Still Missing Trap Digger
The troll being trolled! So good!
I'm still not sure if they were trolling me or not.
that bit got me good, might be the first time i actually cried from laughter
@@MTGGoldfish btw chromatic orrery is just a powercrept north star lol
I know this is a "worst cards" video, but I like how it doubles as a "how to try and break the worst cards" video lol
Turn one win with One with Nothing: Swamp into Dark Ritual and cast Shallow Grave and hold priority and play One with Nothing. Then discard Necrotic Ooze, Kiki-Jiki, and Mogg Fanatic. Reanimate Necrotic Ooze with Shallow Grave and make a million copies of it self and get infinite damage. There's probably a more efficient way to win, but this is what I came up with.
Doesn't have haste so there's a suspend 1 on that.
@@TabbyChocobo Damn you're right. I guess you would also need draw an Anger for turn for the ultra Christmas land combo
@@user-to3dl2hy5p Replace Exhume with Shallow Grave, easy.
@@SpawnofHastur that's a better solution, nice
@@user-to3dl2hy5p u also need a mountain for anger, so you gotta start with fetch/badlands/bloodcrypt
Crim's pure joy with reality twist was a delight
You could also blink the enchantment to reset the age counters.
Worst cards is really good. The discussion over a lot of these cards really cracked me up. Definitely would like more of this.
This episode as Crim pointed out is Seth being like "Oh, you think jank is your ally. But you merely adopted the jank; I was born in it, moulded by it. I didn't see a bomb mythic until I was already a man, by then it was nothing to me but BLINDING!"
This was my favourite commander clash podcast thus far and I've pretty much enjoyed all of them. It was like a team against the odds episode where everyone's like "nah man nah" and then "hmm maybeeeee".
I played a commander game once where, no joke, opponent played the abyss, followed by humility, followed by that enchantment that limits everyone to one spell turn, into divine intervention. The game ended in a draw, and we had to wait ten minutes while the judge figured out who won. it was kinda glorious.
- Infinite mana
- Hive Mind
Yes either of these two can definitely make a worst card better or even playable, but like, that's not really a compliment or upside, right? 😂
My friend, when asked about Divine Intervention: Only white could have an 8 Mana, do nothing, wait 2 turns, enchantment that says 'you lose'
AH the but trick is you don't lose.
Wood Elemental was so infamously bad in early magic that Weatherlight already had a "fixed" version in Fungus Elemental. Twice the counters, starts as a 3/3, and a cleaned-up template.
Sorrows Path could work in a Reflect damage boros deck. Brash taunter, Stuffy doll, etc.
Tomer laughing as he's trying to make a situation in which "Sorrow's Path" would be "good" had me dying.
This was by far my favorite video I’ve seen from this channel. So funny please do this again!
even after a year, I see no pinned post for the One with Nothing, here goes:
You need Dread Return, Dark Ritual, Swamp and the reanimation target alongside your One with Nothing. All you need to add to it are 3 Madness creatures you can cast for almost free: Basking Rootwalla, Blazing Rootwalla and Kitchen Imp cost total 1 black to cast from madness.
So you play swamp, Dark Ritual, One with nothing. Then u cast the 3 madness creatures for 0, 0 and 1 black mana. You sacrifice them to flashback Dread Return and voila, One with nothing combo:)
I've lost to sorrow's path before. Was a lands combo deck helmed by Yisan with Thespian Stage copying Rainbow Vale to get a delayed trigger to move the land around on a delayed trigger and... I can't remember what the other part was something to tap and untap a permanent repeatedly I can't remember the game was years ago.
Edit: I think the untap source was Deserted Temple and the tap was Rishadan Port with some infinite mana and a Rings of Brighthearth.
I've seen it in some decks that want to damage their own creatures
The thumbnail 🤧, Dungeon Descent is hard to beat. Tap 5 lands and your commander to make a goblin token or a treasure (venture into the dungeon).
I run Mardu Dungeons in Standard and Alchemy; it's built to synergize with Isshin and the three attacking venture creatures (Triumphant Adventurer/Nadaar/Barrowin). It even runs the 1 mana red venture spell that gives a creature haste and a counter and unbreakable by walls, and even in Alchemy I don't run the card. It's still just so slow, and only really works with Nadaar.
I’ve binged watched every episode y’all have done and now a new episode? What luck! Absolutely love this podcast thanks for making it!
I love this podcast. I love when y’all find janky random cards and then talk about all the terrible possibilities with it. Appeals to the chaos in me.
There's lots of lands that don't produce mana like Maze: The Tabernacle at Pendrell Vale, Bazzar of Bagdhad, Island of Wak-Wak, Diamond Valley, Oasis, the Legends 'banding' lands, Eye of Ugin, Ice Floe, Glacial Chasm, Dark Depths, etc...
The 'set hate' cards only hate on cards originally printed in that set, so even if Homelands had basics, it wouldn't hit them.
FWIW: Divine Gambit is just an uncommon, so it's "punching up" if it's compared to the rare bombs that are featured in this video :P
It's also pretty solid removal in draft.
@@JustAnotherPest lol
@@FearOgre Unironically though. Strixhaven prerelease two of my MA cards were Divine Gambits. Yes, I was miffed lol. But it was also surprisingly solid in that specific environment. Placed 9th in a roughly 80-person prerelease. EDIT: Playing Lorehold/Boros.
It’s also a great group hug card
I also feel like it's something you use after someone has already assembled something, so the risk is actually pretty low that whatever they put down is worse then the guaranteed to kill you thing they have when it gets back to their turn
Seth losing his will to live over the North Star discussion is giving me life.
Zedruu + Ring of Brighthearth + Basalt Monolith + Voltaic Key + Icy Manipulator + Sorrow’s Path = Richard wincon
Seth, I can't believe you didn't think of Aeon Hub with Reality Twist, seeing as you played the against the odds deck a couple times! I have a Aeon Hub deck based around cramming in effects that benefit from no upkeep and Reality Twist is in there.
*Eon Hub
Yeah this card is a straight busted card enabler without thinking lol
Imagine getting your wood elemental blinked
I can see divine gambit being a decent removal spell in a deck that runs telepathy type things where you have 100% knowledge of opponents hands.
Hands down BEST EPISODE yet. Great work!
my favorite episode by far! I loved all the Jank Ideas being thrown around it was really fun.
I did exactly what Seth suggested with Sorrow’s Path; donating it to an opponent in Zedruu and twiddling with Ral Zarek, Rishadan Port, etc.
The one time I pulled it off made the whole table laugh, and since my opponent was playing a go-wide token deck it did surprising work! Definitely not an efficient way of clearing a board, but probably the most memorable!
There's an Against the Odds episode featuring One with Nothing long ago. It's a dredge deck, and trust me Seth tried his best to make it good, but it just couldn't be. I believe this god-level meme card was designed for the upcoming hellbent mechanic, and it can work outside of it, but nowhere near decent, let alone good.
You guys should have a week on clash where you play decks built around these cards. Here's my basic thoughts + consolidation of what you guys said:
Sorrow's Path: Play it in dinosaurs with enchant-aura-based ramp. Find it with Sylvan Scrying, then play Wild Growth to let it tap, play every dinosaur with enrage (and maybe Boros Reckoner), then run lots of effects like Heroic Intervention to let some of the smaller dinosaurs survive.
Wood Elemental: Definitely needs to be Selesnya, and you're going to just have all the possible ways to make it work. Magus of the Balance and Cosmic Intervention with a lot of mana dorks seems okay. I don't know if it works on blink, but maybe you could loop Cosmic Interventions and make this a repeatable Scapeshift?
Blessed Wind: Some sort of grouphug deck with effects like Angel of Destiny, but I favor a much jankier plan on the side. Add cards like Tainted Sigil, Tainted Remedy, Vito, etc, and have a deck that just cares about life totals changing (and probably accidentally goes infinite before you play Blessed Wind). You also could go for an Axis of Mortality and Platinum Angel/Gideon of the Trials strategy (Death's Shadow in commander???) and use Vito to deal a ton when you're in negative life. Regardless, Wound Reflection effects and Providence as a backup would need to be in the deck.
Dungeon Descent: Uhhhh... this thing kinda sucks. Maybe with Magda or other things where you need a way to tap your creatures, but there are MUCH better ways to do that. My train of thought is, "Hmmm... is there a way to donate this and transform all of my opponent's lands into this?" and that is the sign that the card is useless.
Security Detail: I agree that there are a lot of effects that are better versions of this, but I do think some janky plan where you have Illness in the Ranks and an aristocrat shell could make this okay. Not great, but okay.
North Star: 5-color Blood Moon makes this a bad Chromatic Lantern backup. It can also be a backup for infinite colorless mana. The only thing that comes to mind is something like Void Mirror that cares about what kind of mana was spent to cast a spell. Void Mirror is a hate piece, but is there some sort of payoff along the same lines?
Reality Twist: The color identity is WUBRG, so you have to be 5-color mono blue. Maybe play a mono-blue deck with Atogatog as the commander? You'd then need Chisei, maybe Urborg/Yavimaya/Blood Moon/Glaciers, and a bunch of other things to make this work, and it ends up probably being worse than just plain Blood Moon.
Pale Moon: If there was a colorless payoff for North Star, play this as well. Pale Moon being an instant pretty much means it has to be with Isochron Scepter or some sort of Snapcaster plan. There might be a way to lock people out by making all of their lands non-basic, but I don't know if that's a thing (and then Blood Moon would be about as good and much easier). I honestly think the only way to use it is in memey Moon Tribal.
Apocalypse Charm: Yeah, I can't come up with anything beyond an exchange-based deck where you play a bunch of crappy homelands cards, play The Trickster-God's Heist style cards, then apocalypse-charm them all out of existence. Maybe something like Mirrorweave could be sort of okay with that plan?
Lotus Guardian: This card doesn't do anything unique, so it won't do anything that no other card can. Maybe in a mana-cost matters artifact reanimator deck it could fit in the 99. You could be doing Neohoof with Trash for Treasure, Refurbish, and the easier-to-play Myr Enforcer. Take advantage of the high mana cost.
Aladin's Ring: For the meme, play this fairly in a hard-control deck.
Divine Intervention: Okay, hear me out. Convince everyone that the card is going to go off, and have people who aren't going to win try to protect you. Convince everyone to make stupid plays, then use proliferate or enchantment removal to prevent the tie at instant speed and take advantage of everyone's blunders. This will be cEDH tech soon. I can already feel it. Also, I love the idea of having a super cEDH deck that pops off and then just slams this card: tappedout.net/mtg-decks/intervention-combo/
One With Nothing: Containment Construct/Bag of Holding + One With Nothing + Quintorius/Fuming Effigy. Sure, Change of Fortune would be better, but... Otherwise, what y'all said was good. Prosper, Hive Mind, Ensnaring Bridge...
Divine Gambit: This is actually super good if you have thief effects. Remove something random, then just steal whatever they play. You also could run this in a discard deck. If your opponent has no hand, you get a free exile removal spell.
A card you didn't discuss that I wanted to mention:
Boldwyr Heavyweights: Mystic Reflection on this is a hilarious play. Run some sort of card to give everyone tokens (Forbidden Orchard?) and then get a free tutor from your own deck. You can also just play this and cast Mystic Reflection in response. The opponents either don't tutor, or you get to tutor, too. Stifle + Eater of Days would also probably go in the deck.
Hear me out, divine intervention and reality twist in a solemnity combo deck
Seth reactions to the crew defending north star were hilarious
Hiveminds+divine gambit.
The other players resolve first and if they target something of yours you can put somethin big in play, if they target something from an opponent you One with nothing so they can't put stuff into play.
Double podcast card combo.
Reality Twist is the answer to "is there a downside for this triome/dual land to be fetchable?"
Getting Devine Intervention to pop off is a moral victory imo.
please get Phil in on this podcast! I know for a fact y'all are smart enough and chill enough to incorporate a 5th voice without it being an issue, and Phil's awesome personality and insights would be a great addition.
Ehhh… 5 people is a lot for a podcast. I’d rather they cycle folks around than add more voices at once. 2-3 is the sweet spot with 4 stretching it as is.
@@ms.sysbit5511 this
This was a truly great topic!! Thanks CC crew!
Sorrow's Path would be dank tech in a Dinosaur deck. They love taking damage, they have big health so they can survive, and they struggle with deathtouchers and similar stuff. I see the Richard logic.
I love this kind of episode because everyone explores their Timmy side of how they play edh. 😆😊
Donate Sorrow's Path. Use Awakening which untaps all lands of all players during each player's upkeep. Tap it with Rishadan port. That can get deadly quite quickly.
I love the cards that give an example of how they work.
Ruby Leech is awesome. A red bear, that makes your spells even more expensive! Wow! XD
There's one of those for each color ^^
Ok, hear me out; Pale Moon + Sorrows Path in Non-Black Dinos
I have an en-kor deck, with the creatures that can redirect the damage they'll take to stuffy doll or something, that deck could use sorrow's path. Pyroclasming my own board is pretty good in that deck xD
I found a combo between your cards!
If you run a 5 color deck and you play "Reality Twist", you can then use "North Star" to still have all colors!
25:20 - "It's still terrible."
Looks like you jumped the gun, it just won an Arena tournament, lol
T1 Swamp -> Dark Ritual -> Exhume -> One with Nothing with Exhume on the stack -> Pitch Sire of Insanity -> Profit!
I cannot believe there were arguments for any of these cards, puts the other podcast episodes into perspective 😂
Thanks for the laughs boys! I friggin' cracked up at practically every single card!!! Easily a topic capable of another episode :D
Maybe it's because it was also printed as an uncommon in a set but in chronicles "Rakalite" was rare - I own a copy and it's the absolute worst card I have, it's certainly worse than some of the cards on this list.
So Rakalite is a 6 mana artifact that you can pay 2 and if you do Rakalite prevents the next 1 damage that would be dealt to any target this turn and then it gets bounced back to your hand at end of turn.
So you could for example pay 8 mana to prevent 1 damage!
Great video! I think Richard needs to start an against the odds commander series, where he builds around each of these cards.
Swamp, Dread Return, One with Nothing, Shield Sphere, Memnite, Ornithopter (or some other combination of three 0 mana creatures), reanimation target! Jin Gitax absolutely works here, but there are some other good options for breaking your opponents as well (anything with annihilator). There's your combo!
T1 kill with one with nothing:
Opening hand is memnite, ornitopter, phyrexian walker, dread return, protean hulk, cabal therapy, one with nothing and a swamp
Play all the 0 mana creatures and swamp -> Cast one with nothing to discard your hand -> Flashback dread return reanimating hulk -> Sacrifice hulk to the flashback of cabal therapy -> Hulk tutors you a disciple of the vault, lesser manticore, viscera seer and melira sylvok outcast for infinite damage from the disciple of the vault upon sacrificing masticore to viscera seer and melira preventing the -1-1 counter from going onto the lesser masticore
And they say one with nothing is a bad card smh my dang head
Edit: Play it in Meren of Clan Nel Toth and it's unironically pretty ok :D
I personly LOVE 'One with Nothing' in my Toshiro Umezawa-deck.
Example:
1) a discard-outlet, such as either a
Lion's Eye Diamond, One with Nothing or a Skirge Familiar.
2) a discard-collector, such as either a
Shadow of the Grave, Bag of Holding or an Containment Construct on the board.
P.S all of these ignore Necropotence's discard-drawback.
3) a discard-value engine, such as either a Bone Miser (rewarding you with mana, like Skirge Familiar, and draw - often resulting in a high stormcount for either an on-board Professor Onyx or an Tendrils of Agony.)
- while it may sound mana-intense, being able to recast Dark Rituals/Cabal Rituals etc. through Toshiro's ability really helps!
P.S Yes! discarding a land to a Mox Diamond with an Bone Miser on board is something you won't forget. 😇
1 last thing,
While the former is a typical Christmas-scenario, an on-board Archfiend of Ifnir for constant 1-sided boardwipe control really gives the deck time to "set up".
So while it may not be Cedh, its performance has been good at pods of 7 and 8s.
But I wouldn't advice you to go out and buy cards like Bazaar of Baghdad (for the discard-synergy), or even Black staples! like Candelabras - just for a Toshiro-deck!
- Let me be the fool! who wastes his money on a deck like this. 🤣 #StillSavingUp
Closest T1 Win with ONE WITH NOTHING going first
Opening Hand
Underground Sea
Ornithopter
Memnite
Phyrexian Walker
Dread Return
Jin Gitaxius, Core Auger
One With Nothing
You play the 3 0 drops, land discard your hand. Flashback Dread Return for Jin. You draw 7 and your opponents need exactly 1 mana removal/Reliquary Tower or they end their turn 1 with 0 cards while you have 7
1:17:38
Your starting hand must be:
One with Nothing, Jin-Gitaxias (or any other reanimation target), Dread Return, Basking Rootwalla, Blazing Rootwalla, Ornithopter, Swamp
Play Swamp, play Ornithopter, play One with Nothing, cast the Rootwallas for {0} each, then Dread Return Jin-Gitaxias, sacrificing the Rootwallas and the Ornithopter.
I don't know about any turn 1 wins though but I bet they involve Rograkh. Also this is nothing you can't already do better with other cards.
Back in the day, donating a Sorrow's Path and tapping with an Icy Manipulator was some sweet deck tech. But man, I didn't think about it with Enrage on Dinosaurs! I did think that Stuffy Doll, though.
In this episode, Seth greatly underestimates North Star.
Also, Blood Moon+North Star+Naked Singularity would be a hilariously bad lock.
north star was the funniest clip ive seen from u guys LMAOOO
I love that they clearly decided as a trio before the cast to troll Seth over North Star
A friend of mine as a Sorrow's Path deck, but it's build around the pyroclasm effect, not the weird switching.
🤣😂 Seth's face at 18:42 in response to "Is this that bad?"
One with nothing reanimation on turn 1:
Land, dark ritual, reanimation target, shallow grave.
Play land, cast dark ritual, cast shallow grave, hold priority and cast one with nothing, stack your graveyard so your best reanimation target is the top creature.
"When I'm on Arena and it's such an unwinnable match, I play to my outs.. And my out is that they have Spectrum ISP"
🤣🤣
I think you'd be surprised by how often Divine Gambit "works", ie removes a problem permanent and replaced it with nothing or a non-problem permanent.
You'll remember the times it fails more than the times it works though. And there are enough other options that it still shouldn't make the cut.
The funniest Sorrow's Path payoff i heard suggested back when it was first printed was to turn it into a creature with Living Plane, enchant it with Spirit Link, and attack to trigger the pyroclasm and gain a ton of life. Nevermind all your lands blew up, the lifegain seemed like a legitimate payoff.
Also tried getting it to work with Fungusaur back then. Now that Fungusaur has been eratta'd to creature type Fungus Dinosaur, it means Seth's Dino enrage suggestion goes all the way back. Still probably the best use.
Meanwhile, Aladdin's Ring is legitimately viable in old school tron, imo. Anything repeatable is great in that format, and taking out Serra Angels and Serendib Efreets is solid.
sorrow's path in a big creatures deck in commander would be pretty disgusting. you could force people to block in ways they don't want, plus there's absolutely shenanigan combos with it
*Sorrow's Path with Vigor. Vigor has instead of taking damage creatures get that many +1/+1 counters. So you're essentially pumping up the creatures by +2 each turn. Also in green there are so many ways of letting a land tap for mana.
*Blessed Wind can bring someone down to 20 in mono-White but I think life point swap shenanigans is where it can do some work or maybe decks where you can cheat out the spells. I will say setting someone to 20 can be very effective in a lot of situations.
*Dungeon's Descent was something they thought was going to be fantastic but the entire mechanic was overcosted for underwhelming effects and shouldn't have been in Standard. That mechanic should have been in a supplemental set like Battlebond or Conspiracy. Also I have used it in my Lonis Investigate/Venture deck and actually activated it.
*North Star there are a lot of things that can reduce activated abilities so getting that down to nothing isn't an issue and at that point it's just color fixing.
*One with Nothing is amazing in a Dimir control with Hive Mind. Basically lock up the board, clear the hands, and there is little options your opponents have.
*Divine Gambit has some use but used best with another removal effect like a Path to Exile or Disenchant to get rid of the free permanent. I could also work with niche stealing stuff like Gather Specimens or non-cast effects like Containment Priest or Hallowed Moonlight if it was a creature. 4 mana to remove 2 threats (using Divine Gambit and Containment Priest) is totally worth it.
I like divine gambit but I wish it was tweaked a bit. Like opponent can put a permanent in play that shares a card type with the exiled card. Or a clause about if it's a permanent mv 4 or higher they can then cheat a card into play
Make it instant. Sorcery speed is it's biggest issue. If it is stopping you from losing the game, you can gamble on them getting something for free. As is you need to use this proactively.
Sorrows Path +Vigor essentially reads " Tap, pay 2 life, put 2 +1+1 counters on each creature you control"
You’d still need some way to tap the land
Apocalypse Chime inspired: "Planechase Assassination - 1BB Sorcery - Change plane of target permanent card to Dominaria, Mirrodin, or Eldraine. Then destroy all creatures each opponent controls that are set on that plane." Then you could mechanically have Planeswakers actually planeswalking on the battlefield. Planecounters, which can't be any worse than ability counters.
@MTGGoldfish Commander I used to have 2 copies of Aladdin's Ring in the Sideboard of my Standard Elves deck. I specifically used it as removal. Green didn't have really any good way to pinpoint removal at the time.
Came here specifically for Pale Moon discussion and... Crim's excitement certainly left me a bit confused. In a time period where people could actually map booster boxes with ease, of course there were many a Pale Moon my brother and I have opened from Nemesis boosters.
Sorrows path is so awful in a lot of decks but it can actually be legit in irohas. The damage downside is negated from the damage prevention as long as all your stuff is swinging. Alternatively a rem karulus style deck would also protect your board as well. Alternatively dolmens gate will also protect the board if your stuff is attacking and if you have those effects up it makes blocking wider boards super difficult
Love the podcast, guys. Just wondering why there are two new episodes on UA-cam, while on Stitcher the latest episode is the Ban List one. Please update the audio feed when. You get a chance! Thank you!
Thanks for letting us know. We're not sure why the last two episodes haven't been uploaded on Stitcher; we've put in a support ticket. Hopefully it gets fixed soon!
@@MTGGoldfishCommander word! Thank you so much! I can't wait to listen to them. You guys are my absolute favorite MTG podcast. I have put Dousing Dagger in at least 4 decks since Christmas alone haha. Cheers.
Love the Commander Clash Podcast - I am not a fan of a "worst..." series though. While the talks about those cards can be somewhat entertaining, I prefer the debates from the crew about cards that actually matter.
You know it's a bad card when you can't read the whole text without laughing
Commander's apocalypse chime: 2,T,Sacrifice it: each player sacrifices each permanent they control of which their printing's set code starts with a C.
This'll take care of those pesky precon cards, and maybe some other sets as well.
If you cast a massive recursion spell ( foretold haunting voyage in a tribal deck ) + hold priority and cast one with nothing to dump your hand into the grave, assuming you have a full grip of creatures.....they all etb.
It’s crazy how bad dungeon descent is😂😭. Like the hoops you go through to get a single step on a dungeon (which was an underpowered mechanic to begin with).
I love that we live in an age where we can see it being pushed extremely by alchemy and see it’s still terrible. Really shows how weak this card is
They actually are very conservative in how they buff/nerf in Alchemy.
Ashaya could make it a win con. I'm not playing it in Ashaya because it is terrible, but it could.
the one with nothing reanimate combo is:
Swamp, dark ritual, exhume, hold priority and cast one with nothing.
I actually run One With Nothing in my Nethroi 0/0 tribal deck. The goal is to fill the graveyard with creatures with base power 0/0 (Modular, enters with +1/+1 counters types) then mutate nethroi to bring them all out at once, throw in a haste enabler and you're golden.
Could you play sorrow's path in Jared?
Also listening to the last podcast, how everybody was thrashing crim about castle ardenvale, and this podcast Richard is talking Security detail up is telling about how bad these cards are. The funniest podcast ever :-)
Oh God Tomer's face as Seth was reading North Star. Lol
If you are a combo deck and run mostly basics or don't need colored mana you can pale moon on your turn and it is essentially a 3 person silence for that turn apart from like opponents using free spells.
This entire podcast is why I love bad Rares and Mythics because it makes you think about weird janky ways to use them.
The card you're looking for to reanimate using one with nothing is shallow grave. It doesn't target, so you cast one with nothing with it on the stack, get back a creature for one turn.
One with Nothing can be busted. Imprint it into Isochron Scepter. Cast it with Hive Mind which copies it for each opponent. If you have ways to counter your own spells with cards like Disruptive Student you can make your opponents discard their hands over and over again.
You could probably use Apocalypse Chime in a landfall style deck with a card like Cosmic Intervention to have a build your own Scapeshift outside of green, assuming you run all the basics in Homelands.
Reality Twist in Urza is fantastic. Also, plenty of artifacts/artifact creatures can remove counters if Urza hasn't popped off yet.
Divine Intervention gets around shroud indestructible Platinum Angel! (As does cyclonic rift but that's no fun.) And I can't believe you guys didn't mention the lace cycle! Those are some _majorly_ niche cards.
Swamp >
Dark ritual > sol ring >
Containment construct > one with nothing>
Reanimate (exiled) >
Ulamog (discarded) or whatever you want to Reanimate.
WAY back in the day, Aladin's Ring was great in my original kitchen table multiplayer deck. 12 tron lands and a couple of Candelabras can power a few rings with no effort.
As far as one with nothing couldn't you
1. Swamp
2. Dark ritual
3. Reanimate
4. On the stack play one with nothing discard hand
5. Target jin gitaxias
..maybe?
Thing about lands like the painlands, city of brass, and sorrows path is that Darien, King of Kjeldor exists
That deck does actually wants lands that actually _deals damage_ to you, rather than ask you to _pay life_ like the onslaught fetches and the shocklands
True about damage and Darien, but don't know if he wants to pyroclasm his tokens away.
It is a hilarious combat trick with Vigor. Give all your creatures a permanent +2/+2 and switches two blockers.
@@timbombadil4046 yeah I give it kinda sucks to wipe your own board like that, but there's lots of ways to could work around that tkny issue
Like vigor, or any lind of buffiing
That one iconic anthem I forget the name of, e.g.
Late to the party, but I'll mention that Stinkweed Imp does all the combos they brainstormed about when discussing how to abuse One With Nothing, except it has none of the downside since you can keep everything you don't want to discard. I wish One with Nothing was good sometimes... lol
Divine Gambit was playable in Kaldheim draft. The only condition was that you couldn't cast it until the opponent was in top deck mode, you could also risk it with when the opponent had 1 or even 2 cards in hand, most of the time all they had were instants and sorceries or some 2-drop that they were gonna cast on their turn anyways. It's obviously not a good card, but it definitely has its moments.
I found a t1 reanimate combo which involves one with nothing
If your opening hand is: chrome mox, ancient tomb, mana crypt, manamorphose, Jin getaxias, one with nothing, umberial rites.
You use the manamorphose to filter into a white and a black so then you can cast one with nothing and flash back umburial rites.
The only requirement is that you draw either a green or red card for turn to imprint under the chrome mox
man I would LOVE angelic intervention for a group hug deck.