He’s just played Yugioh for 20 years. That’s the pattern of the game. Card is printed. Top players find interaction that R&D missed because they’re smarter than R&D. Lather, rinse, repeat.
Funny story about Shuko. Many years before nadu was printed, was when I first saw Shuko, when I was building an equipment deck. I saw 0 to equip and my first thought was, "I'm going to get this now because 0 to equip has incredible potential to be busted in the future." I had no idea how right I was.
Shuko, the en-Kor creatures (Nomads/Shaman/Outriders), and many other engines are lying under piles of dust waiting for some new payoff to make us all go back into our bulk boxes a-huntin' lol
It sees play in legacy with a card called Cephallid illusionist in legacy which self-mills three whenever it is targeted, until you get narcomoebas which you can use to dread return thassa's oracle and win. It has been broken for a while, it just needed the right card in modern to combo with.
Now I kinda feel sorry for you because you went easy on CGB in the ygo video. But hey, ygo is a hard game to understand and maybe that's the way to go.
That was seriously impressive work to begin with, especially from someone less familiar with Magic! To be fair, literally *everyone* missed that Fable of the Mirror-Breaker was going to be the Standard-warping multi-format all star it became. I hope you stick with Magic because this was a blast!
Fun fact! For all that text, Questing Beast is the 23rd most powerful card in that set. The better cards are: Bonecrusher Giant Brazen Borrower Castle Garenbrig Cauldron Familiar Dwarven Mine Edgewall Innkeeper Embercleave Emry, Lurker of the Loch Escape to the Wilds Fabled Passage Fires of Invention Gilded Goose Lovestruck Beast Lucky Clover Mystical Dispute Mystic Sanctuary Oko, Thief of Crowns Once Upon a Time Torbran, Thane of Red Fell Wicked Wolf Wishclaw Talisman Witch's Oven All of those cards either got banned in at least one format (which Questing Beast never did), saw more play in that standard format, or continue to see play in formats that Questing Beast sees either no or extremely fringe play in. This doesn't even include the Commander-only printings of Arcane Signet (Throne of Eldraine was the first printing of that card now ubiquitous in Commander decks), Tome of Legends, Kenrith, the Returned King, or Korvold, Fae-Cursed King. If you look at a card and it has the Throne of Eldraine set symbol on it, you know it's a good card.
@@TocaPlaysRori I think you should watch it, story is worth it Video is "Can A HS Player Guess If A Magic Card Saw Competitive Play?" at the 46:25 minute mark
But it is also not wrong to say "basically no" because this one takes a single mana to activate to stop that combo and it takes several turns to come out to make it unreliable. It is funny how right he was but also far off.
With regards to Emrakul, there's also a Legacy deck called Cloudpost that plays a bunch of colorless lands that make extra mana for each one you have in play. The deck can pretty reliably generate 15 mana (or 13 with Eye of Ugin) by turn 5, and its entire win con is infinitely casting Emrakul using Karakas to return it to hand after attacking and taking infinite turns
Again though, it's not Emrakul that is degenerate here, it's the lands that are busted. Whenever Emrakul is good it's always a symptom of another busted card(s) that without Emrakul would still be able to cheat in something 98% as good. It's just the best/most flashy finisher for degenerate combos.
@@jamesmorseman3180 it is, AND it's completely unplayable without a degenerate combo that is completely broken agnostic of Emrakul being legal or not. If there's a combo in the format to consistently get 15 mana or cheat in an arbitrary permanent, there are basically infinite game winning things you can do with that other than Emrakul, she's just the cleanest and biggest. You would have to be a total fool to not find a way to win when you have 15 mana or any spell in the game reliably on turn 3. The actual culprits are Show and Tell, Sneak Attack, and Omniscience, absolutely degenerate cards that enable any number of degenerate things.
@@soasertsusyou forgot shallow grave and goryo's vengeance. Don't forget that the original eldrazi titan's shuffle into deck ability triggers upon hitting the graveyard, so it can be responded to with instant speed effects.
It is funny that Cimo immediately compared the mechanics of a Saga to those of a planeswalker. The original design of the Planeswalker card type was actually almost identical to how Sagas work today. They changed the mechanics for Planeswalkers because just auto triggering some abilities turn after turn didn't feel like an allie with agency. But gameplaywise the concept of different abilities triggering turn after turn was still fun. So they recycled that idea with Sagas and it was an absolute hit. So good intuition from Cimo here.
@@lostalone9320 Fable isn't broken by any stretch, just really good. It's a very fair card that gives a lot of value for the mana you put in. That's why it doesn't see almost any play in vintage.
It took a Yu-Gi-Oh player reading Nadu 10 minutes to figure out that the card is busted. And yet the people designing Magic cards are so overworked that they missed it when it's literally their job.
@@croak8575 I'd say it was more because they committed the cardinal sin of development, which is a last second change then sent to the printers. Things like skullclamp and Nadu both share that trait of a last second change. They went over that in an article about Nadu showing it before the change to it's current broken iteration.
To be fair, it's not technically "giving" you an extra turn, so much as it's "taking away" an opponent's turn. Though the end result is pretty much the same. Tomato, tomahto I guess.
@@Z-one1000 Trivia of the day, Time Walk's in-development text was "target player loses next turn" or "opponent loses next turn" or something like that, so the same idea as World. It was changed to be a more clear "take an extra turn" because some playtesters interpreted it as "opponent loses the game after their next turn".
@@xolotltolox7626 In Magic it would be different because there are formats with more than two players. I don't know enough about YuGiOh to understand why it couldn't be played with more than two people, but it seems it's just never done.
57:39 what an incredible first reading of a Saga - just accepted that he didnt know what the card was, but just read it and parsed it all very well. I feel like most people who sea these for the first time just panic 😅
It's basically a charm but with each effect applying over multiple turns, I immediately understood them despite being a Yu-Gi-Oh player, adventures on the other hand...
Not to be overwhelmed by a wall of text is kinda a requirement for a YGO player. Every single detail of words, sentences, paragraphs and even punctuations matters a lot in this game. For example, there is a difference between "if" and "when" in this game, as it dictates the order of effect activation (called Chain) and whether its activation is valid during an effect resolution sequence or not (like stacks in MTG but you cannot interact with a Chain when it resolves).
I was like "Is he really ignoring the effect who gives all your creatures the same effect?" and then "what if every creature has their own usage counter"?
The "Turn three Emrakul, the Aeons Torn" is apparently done via Show and Tell. The strategies were more around cheating it into play with these kinds of cards as opposed to using a ramp strategy.
@@cardshark38in commander you could do it turn 1, with island and manacrypt into show-telling omniscience Turn 0 with an impossible hand of : blue leyline, crypt, petal, show and tell, omniscience, emrakul
While not as soon as turn 3, you can also realiably get 15 mana in an elf tribal pretty soon (or at least 7 or 9 mana for a tooth and nail) The easiest i can think and can be done turn 4 (3 if we strech with a dark ritual in hand) would probably be Warren Soultrader+Pitless Plunderer+Gravecrawler, but honestly at that point you have infinite mana, i would prefer having an Exsanguinate than Emrakul in hand
Even more context with Nadu: what people would do is when they were about to hit the twice limit, they’d bounce Nadu back to their hand because that’s a thing blue does, (also getting the last trigger because it would target) then recast it, therefore resetting the count for everything because that’s how MtG static effects work, and restart the process again.
Cgb, cimo, and rarran need to do a tournament where they each make decks for each other in their respective games and play against each other for the title King of games!
Or maybe build decks for each other and see if they can string together specific outs or strategies to beat the decks they have in each game. All these guys seems like they understand card format and mechanics really quick
Yes we are, but that has no relevance as to how broken Nadu is because while being babies, we're also very pedantic and Nadu is formatted in a way to absolutely break the game.
Rarran isn't really that strong of a player and he didn't have any experience in other games before he started his crossover videos and trying other CCGs out series. While Cimo isn't a highly accomplished pro he certainly has more credentials than him. Also Hearthstone is a far simpler game than any paper TCG.
@@xolotltolox7626Yugioh just has its costs hidden (deck space and will I actually have time to do this) and the format is eternal. Magic has this too, but it spells it out for the player with Mana and puts a numerical value to it. I guess it’s chess, but you have to kill all pieces, you determine your starting pieces and there locations in your two rows. Like if you want to play 10 queens you can.
@@memegohere_brrTo be extra fair, he also went into it knowing that the entire MtG community was talking about it, so he was extra predisposed to think something must be broken about it.
@@memegohere_brr Also to be fair you would expect experienced game designers to know thats a bad idea. There is no way Gavin Verhey let this through without a significant amount of corporate interference.
10:21 (Asmora) The wording actually does matter. If the target creature has lifelink, the controller gains 6 life, or if the creature has a triggered ability from dealing noncombat damage, the trigger will go on the stack.
@@iamnotcameronNow I am a Yu-Gi-Oh player so I don't know this for certain, but making the card text reference the name again seems exactly like something WotC would do
What he didn't see about the fable of the mirror breaker, is that no matter the opponent has the answer for it, he is already behind in resources anyway. THAT is the true strenght of this card.
And about Nadu, the cream of the top is that, essentially, it has "ward: your opponent draws a card/plays a land". So if you interact with it (and you have to, in order to not lose the game) you are also making your opponent get ahead of you.
59:34 fun fact the saga design (or at least an slightly different version) is the original design for planeswalkers and got scrabes because having a planeswalker, who are these multiversal godlike mages, show up cast 3 spells without any freedom to chose and than leave didn't feel right.
My favorite Emrakul story. I was playing against my LGS owner in legacy. He played a turn three show and tell and he chose to put Emrakul into play, but fortunately for me I was playing mono red prison and simply put an ensnaring bridge into play and he scooped on the spot
My friend had an emrakul played against him in modern. He was on burn. The opponent casts Emmy, moves to extra turn, goes to combat, yells “YOURE DEAD” (he was like 13) and my friend says “no u” and casts deflecting palm. The look at that kids face was fucking priceless
There's a meme Emrakul deck I've seen where you run 48 lands (particularly pay 1 life lands like Bloodstained Mire and Arid Mesa), 4 Savage Summoning, 4 Tibalt's Trickery, and 4 Emrakul. 1. Play pay 1 life land first turn, drop second land. 2. Turn 2, play second pay 1 life land, drop fourth land. 3. Savage Summoning into Tibalt's and countering your own uncounterable spell so you still get the effect of Tibalt's. 4. Now, you have like a 60% chance or something to hit Emrakul on the first Tibalt's. If not, the only other card you can hit is Tibalt's. So cast it again and try again (70%ish chance on second cast). 5. If things went according to plan, Emrakul can now be played at Flash speed (before the end of your turn) on turn 3 with no mana cost. 6. Repeat with extra turns and remaining Tibalt's, until you have as many Emrakul on the field as you can get.
1:09:39 @Cimoooooooo Part of the problem is that it takes TWO cards to deal with in most cases. One to destroy the goblin shaman, one to destroy the enchantment/reflection.
Anyone who actually played when Royal Assassin was in its heyday knows what a nightmare that thing can be because of his little buddy, Nettling Imp. Icy Manipulator was also a heavily played card back then, and being black it blanked one of the most heavily played removal spells: Terror.
Yep. Royal Assassin used to be good. That was before the truly busted things got figured out. I still think the effect is good. A card like that printed in Standard could see play.
@@MrMarnel Type 2 in 2007 was one of the more powerful Standard formats. In a slower Standard format, a card like Royal Assassin could see play. That said, current Standard is 3 years, so that kind of format isn’t likely to rotate back in until they put back 2 year rotations and scale back the power creep a bit.
This might be a stupid question but I dont play magic and was curious about something regarding this card. The creatures have to tap to attack right? So theoretically can this assasin tap itself in response to kill that attacking creature mid attack at instant speed? Or can you only use effects like these on your own turn? Like I know you can use some creature effects during opponent's turn if you have the untapped lands to generate mana for it but do tap abilities also work like that or no?? Sorry if thats a silly question 😅
@@sammydray5919 not a silly question at all, and yes Royal Assassin was very hard to attack into for that very reason. It also shut down mana dorks (creatures that tap to produce mana), which were the only reliable way to ramp in the earliest days of MtG, as spells that searched up and put lands into play hadn't been printed yet. Removal-on-a-stick like Royal Assassin had to be answered quickly, or you were losing multiple creatures (and whatever removal spell you cast to kill it) to get rid of one card. The biggest drawback to this card today is the massive list of removal spells available now. If they printed this effect at 4 mana (let alone 3) in an artifact today, it would be played, probably extensively. I actively disagree with the notion put forth by the host that this is a bad card even in the modern day.
The cook, I‘m nor witing out her name, has a really interesting design history. She was first mentioned in the flavour text of granite gargoyle in the first set of mtg, giving advice on how to cook it. We later learned that she was a chef enslaved to a demon named Vincent and no I‘m not joking with the name, who she summoned and tried to control originally, who forced her to be his cook for seven years and seven days, always cooking something different, or be eaten herself. As you realized, the self damaging effect is from eating the poisonous food, but here’s the kicker, Vincent is cannonically a creature called a lord of the pit, a 7/7 so he would survive whatever she cooked for him. By the way, the story has a hilarious ending, Asmo ended up enyojing her job as a chef so much that she became Vincent’s permanent chef without the death threats.
Also the reason it's the "creature deals 6 damage to itself" is actually because formatting being what it is, the alternative was "Asmowhatevermagaldicar deals six damage to target creature", which was too long! (Though the fact it's a flavor win did help)
The long pause when Cimo reread Nadu and realized that every part of Nadus text except the first line was copied was beautiful. The quiet “oh” when he figured out the twice per turn was per creature on the field was beautiful.
Also as a side note, I'm loving the crossover and game comparisons and the friendly competitive banter of all videos like this. TCG's are such an interesting hobby space cause it can feel like ostracized sometimes like playing a variety of games is like 'weird' but nah, why? Its fun to compare and contrast and experience a variety.
I just love how Questing Beast just takes a dump all over The One Ring. You think you're invisible? Naaaah, it sees you, and it's coming for you (along with friends). 😂
WITH A SWORD (Embercleave) IN IT'S MOUTHS TOO!!! My current Gruul Aggro deck has this and I love laughing all the way to the bank against one ring or fogs.
@@chuckwagon3718 Magic and Yugioh are much closer than other card games, the video was also about banned cards which is much easier to judge since they are outliers compared to e.g: some random cards that were good in some past meta
I would argue that yugioh and mtg seems to be very different compared to other card games since yugioh is one of the few card games that didn't took a ressource system magic style. Hiwever i don't know much about magic, i'm just curious
@@prophetedubaroque5136 The similarity is in how the types of things that exsist in one game exsist in the other. The idea of combos and utility cards are nigh universal, the card types are similar, and aside from the idea of mana, nothing in magic wouldn't make sense in Yu-Gi-Oh! (With some permanent types being the exception).
In Standard, Emrakul was in the Eldrazi Green deck. It was a ramp deck that leveraged mana dorks, ramp spells and Eye of Ugin and Eldrazi Temple to cast spells like Summoning Trap or hard cast an Emrakul the Aeons Torn with the amount of mana it could generate. Sadly it was in the same format as decks like RG Valakut and Cawblade, the two most powerful and oppressive strategies in the format at the time
@@ddillonhr hell yeah it was sweet! Buddy of mine was playing it against his opponent who was on Esper Cawblade. Buddy is on the play, goes Forest and then casts a Joraga Treespeaker. Oppo responds with Mental Mistep, Buddy proceeds to put Treespeaker in his yard, oppo is feeling smug that he’s stunted Buddy’s mana development. Buddy casts Summoning Trap for free, flips over an Emrakul turn 1. Opponent scoops
The reason that Fable of the Mirror Breaker is so good is that it gets you 2 bodies for 3 mana, and both bodies are relevant threats that need to be addressed quickly lest they get out of hand. The fact that the card goes 2-for-1 on top of all the benefits of the three chapters is why it is so good.
Bingo. Cimo was evaluating it from the idea of being the person playing Fable, not from playing against it, where you have to spend multiple cards to deal with it immediately, thus being down on card advantage AND tempo, or otherwise your opponent gets multiple turns of ramp, gets card selection and a really powerful utility creature.
just for the fun of it and because you asked, Imma describe how Emrakul could be theoretically played unreasonably fast and with a low budget in commander: Commander: Saheeli, the Gifted Turn 1, blue artifact land into Sol Ring into Arcane Signet Turn 2, red artifact land, tap both lands and Sol Ring to play Saheeli, use second ability to make the next spell cost 4 less, tap arcane signet cast Blinkmoth Urn Turn 3, gain 5 mana from Blinkmoth Urn, play the 3rd land, use Saheeli ability to make spell cost 5 less, cast Emrakul and have 1 mana to spare. Sure, this is slower without the correct artifact lands, but I didn't even include Mana Vault or Mana Crypt to make it budget.
IN a more powerful Kinnan deck turn 1 Emrakul can happen. Artifact land, mox opal, mana crypt, play kinnan off opal and land, tap crpyt for 3 play basalt monolith, make 15 mana cast Emrakul.
As a yugioh player I feel especially proud that my analysis of Questing Beast was spot on (which was "this seems like it's an answer to something and that's the reason you play it")
It was printed as an answer to stuff. But that stuff was no longer in the format once it got released. It was a very good card with just with the first couple lines of text. I top 8ed multiple pptqs (preliminary pro tour qualifiers) with questing beast in my deck and almost rarely ever killed a planes walker with itn my opinion it was the best green creature at the time and maybe the best green card alltogether and the main reason to play green
@@laserred87 Because Green gets so much nothing otherwise. Frankly, I think hexproof and regenerate should start getting added at like...three times the current rate.
I was still playing a variant of turbo fog when this was printed, and although it didn't always come up, when it did I would usually just lose on the spot. I started to put more and more counters in my deck Until I just dropped the fogs and moved the concept to more normal control. All this to say that questing beast may have been a little late, but it was sure capable of doing it's job.
@@wallywinker2438 fog was still a deck but it wasn't nearly as oppressive as before. Wilderness reclamation was still legal when questing beast was printed. But it got banned like 4 or 5 months afterwards I believe which completely took a majority of the decks out of the format anyways. It was a great card with the first few lines of text. If the bottom 2 abilities ever came up it was just a bonus
Emrakul curve: Turn 1 play a land and a 1 or cheaper mana rock (sol ring, mana crypt, mana vault) or an ancient tomb, crystal vein, anything that makes 2 mana. Turn 2 play metalworker. Turn 3, tap metalworker, reveal at least 2 artifacts and cast voltaic construct. Use mana to untap metalworker using voltaic constructs ability. If you have 2 artifacts in hand still, you have infinite mana and can cast emrakul turn 3.
28:29 there is one, Arcana Force 21- The world. During your end phase you can sac 2 monsters to skip your opponents next turn. A card so begging for being abused, it is held back by the fact that it is reliant on a coin flip to get turn skip effect, otherwise I‘m sure it would have found its way into some meta decks, since there are no Restrictions on what you can sacrifice or how it has to be summoned.
so the combo doesnt use arcana force alone, it also sets up the field spell so theres no rng and you can simply choose to turn skip, 2 problems, consistenly searching for it and the field spell is super difficult, the only deck thats been able to fairly consistently arcana combo is drytron, but again, why arcana combo using 2 ish cards and running bricks, when u can play 1 card combo decks that win just as fast and make unkillable boards with more interaction and running 20ish handtraps
@@cashcloakburmyAnd nobody ever remembers because summoning Azathot on the opposing turn with Ptolemaeus often achieves roughly the same thing at a way lower cost... what a world we live in.
I remember hearing a story from back when the French commander (1v1 competitive) format existed, he said he had an Azuza deck and managed to get like a turn 2 hard cast of emricule. I didn't remember fully what happened but I do remember his using manabond.
I think part of Fable being so good, is that it puts two must deal with cards on the table at the same time. If you don't kill the shaman, or put a blocker down for it, it just ramps every turn, and if you don't kill the enchantment, it just creates a lot of value over time. But there is no clean answer to both at once.
One piece of important context about Fable of the Mirror Breaker is to remember it wasn't banned for power reasons, but rather because it stagnated the format. If you weren't playing Fable, you REALLY felt the drag, especially if your opponent was.
There is a spell card that gives you an extra turn in yugioh if you control 6 "six samurai" monster. And arcan force the world skips your opponent's turn, which is the exact same thing
In regards to Arcana Force - The World, in a YGO setting true they would function exactly the same, however to a Magic player where 4 player commander games exist. One of these effects is so much better.
Wow, and you draw that consistently in your opening hand in commander for Emrakul to be a problem?! Well, your opponents should be checking the way you shuffle your library.
@@amonprassodia1428 Enough colorless ramp in a deck and ya, it's pretty consistent to get Emrakul out by turn 3-4. Having that drop at that point in time is a miserable experience for the table. An Eldrazi commander deck has enough fatties and colorless ramp in it that makes the deck consistent, especially after MH 3 dropped.
@@amonprassodia1428 As a virtue of being a colorless deck, you do not need to worry about color requirements as a perquisite for casting your spells, meaning your deck can greed by just putting tons and tons of artifact ramp and never having to worry about not having the colors to cast your spells, and untapping allows you to vomit more and more of your hand onto the board. There are more than enough fast mana sources in the game, including bad ones that you have virtually zero downside for putting into your deck, since your commander is the inherent pay off for doing so. I can think of a dozen or so pieces of good artifact ramp not mentioned that would absolutely see play in a potential Emrakul piloted deck (Grim and basalt monolith, thran dynamo, hedron archive ect.) , and 2-3 times that number of cards most decks would never be caught dead running bc they are just, bad draws outside of the early game, or just greedy and come out too late (Forsaken monument, ever flowing chalice, Astral Cornucopia). Also since your deck has such a high density of fast mana, you can skimp on lands cramming even more fast mana in, meaning the only lands you bother running are lands that help you go even faster, be they ancient tomb, eye of ugin, eldrazi temple, or city of traitors. And even if you open a bad hand that can't drop emerakul at lightning place, or that has no source of mana, you can just mulligan. Cedh decks routinely mulligan 3+ times due to the sheer speed of the format and how much they skimp on lands for cheap sources of fast mana. Its not about a specific combination of 7 that can get you there fast, but rather the ways in which you can accelerate your self using your fast mana to pay for the next one, and the ways in which all these sources of mana allow you to cut lands from your deck, meaning that every card you draw is even more likely to be able to accelerate you even further by skipping the 1 land per turn rule. Your reward is a card that is backbreaking at so many points. It can't be countered, easily outed or blocked reliably. Annihilator 6 early in the game often puts a player so far behind, and is often direct at the player who is in the best position to out either Emrakul or the player piloting it. The protection condition is often very very hard to get around either because you can't target it, or the Emrakul made you sac all your lands and now you cant out an indestructible, untargatable creature on 1-2 mana sources. Legacy, a format with access to more powerful options has to deal with Emrakul thanks to Omnitell using it as its primary threat, and that deck shows that a turn three or sometimes even 2 emrakul is virtually impossible to deal with. Often the way you win is killing the omniscience while they try to dig for their emrakrul, because once that spell hits the table there are very few outs in the first place, and most games of commander dont have access to those outs, either because tabernacle at pendrell vale commands a price tag in the thousands of dollars, or are banned, see Karakas. Also those silver bullets only really work in legacy where wastelands are at 4 and you can choke the omnitell player off of the mana to pay for tabernacle, or bounce it to hand with karakas and blow up the omniscience before they can cast it again, which even if Karakas was legal, wouldn't be a solution cause they can just cast it again with all their artifact mana. For a version of the Emrakrul deck that isnt banned, look at Kozilek the Great distortion, a deck on average runs 30+ ramp artifacts according to edhrec. Having played against that deck, its not uncommon to see the big guy on turns 3-5, and while their is a big leap from 10 to 15 mana, that deck also has to play far more interaction and threats than emrakrul, both because Kozilek lacks the blanket protections provided to Emrakul, but also because he isnt able to take out a 1/3 of the tables potential answers the turn he comes down the way Emrakul is. Its still a powerhouse deck, that is able to counter multiple threatening spells a turn cycle, but gives players much more time to fight back, and most importantly one that I dont think causes problems in the format. Also none of this accounts for the fact that there are in fact ways to give Emrakrul haste, meaning that before you even get a chance to cast colorless outs to her, the person piloting the deck could have completely eliminated one player, or more likely, taken out 2/3s of their opponents resources. Its banned and probably can never be unbanned, because while i doubt it would be fighting at Cedh tables, it would make any commander table that plays versus it into a lopsided game of archenemy, where the only way to beat it is to play decks that are even faster, aka, cedh decks
@@Robofan998 Wow, you seen to know a lot. Let's do this, give any deck list that can do just what you said. I'll put it on a simulator, and run 10 games, and then I'll see if it's really able to cast Emrakul consistently in turn 3 like CGB mocked about, or if even with a bunch of the strongest ramp cards, the sheer fact that you can only have 1 of each, basically destroys the consistency.
@@amonprassodia1428 At the bottom of this comment will be a decklist, but i wanted to respond to your comment about only having 1 of each destroying the consistency first. Yes, Edh is a singleton format, and you are only able to run 1 of each powerful card, but there are two things you didn't consider. 1: The decks game plan is 1 dimensional, generate enough mana for emrakrul, and cast her, which makes alot of your cards relatively inter changeable. Not totally interchangeable, sol ring and mana crypt are leaps and bounds better than eye of the ur golem for instance, but the game-plan of "cast emrakrul as fast as possible" means that for the most part, all you need to do is hit a critical mass of rocks that you can cast, rather than any specifically powerful card. 2: Magic, whether it be a game of commander or standard is really determined by who can reach their win condition first. Most decks run interaction and removal, not because it wins them the game, but because often times it slows the opponent down more than it slows you down. However, while this deck is vulnerable to removal of its ramp, once it reaches its end goal its virtually impossible to stop, which means that the goal of the deck and player is to fight through answers and still try to go as fast as possible, banking on the fact that your deck has far more cards that can ramp you, than your opponents have answers for your ramp. This is exasperated by the fact that edh as a format has gotten so dominated by decks that swarm the board or hit a critical mass of problematic permanents, that players have begun prioritizing mass removal over single target removal, but that comes at the expense of often costing alot more mana than its single target counterparts, and what single target removal is run is often flexible removal at the cost of again, being more expensive to cast, which makes it harder to cast and slows down your opponent alot more. An opponent spending 3 mana to destroy one of your cards is often rough, but it means that they say, didnt play their commander that turn, buying more time to ramp even more. Anyways the list: In my play testing most hands i kept were able to jam Emrakrul on turn 4 as opposed to 3, only able to hit 3 when drawing super well. While mulliganing down cards after your first free one is rough, its often better than a slow hand that leaves you stranded. I think the slowest hand I played was a turn 6, but im pretty sure if i had sequenced better i would have been able to play on turn 5. You are looking for hands that allow you to play out a critical mass of manarocks, and there were even times where i was able to get to your commander on 1-2 lands, even one hand where i had no lands after using crystal vein for 2 mana. For the record this is not how i would build most EDH decks, i think its far far to greedy and runs far to many bad cards for my tastes, but my point is that such a commander allows you to make these kinds of decisions because rather than be a risk, they become a consistency boost, to the point of it being format warping and bad for players. The list: 1 Ancient Tomb 1 Arch of Orazca 1 Astral Cornucopia 1 Basalt Monolith 1 Blinkmoth Urn 1 Buried Ruin 1 Chimil, the Inner Sun 1 Chromatic Orrery 1 City of Traitors 1 Clock of Omens 1 Cloud Key 1 Conduit Pylons 1 Crystal Vein 1 Decanter of Endless Water 1 Doubling Cube 1 Dreamstone Hedron 1 Ebony Fly 1 Eldrazi Temple 1 Empowered Autogenerator 1 Emrakul, the Aeons Torn 1 Everflowing Chalice 1 Expedition Map 1 Eye of Ugin 1 Fellwar Stone 1 Firemind Vessel 1 Fomori Vault 1 Forsaken Monument 1 Gemstone Caverns 1 Geode Golem 1 Gilded Lotus 1 Glaring Fleshraker 1 Grim Monolith 1 Guardian Idol 1 Guildless Commons 1 Hall of Tagsin 1 Hedron Archive 1 Hedron Crawler 1 Helm of Awakening 1 Horizon Stone 1 Howling Mine 1 Idol of False Gods 1 Inventors' Fair 1 Jeweled Lotus 1 Kozilek's Channeler 1 Lion's Eye Diamond 1 Liquimetal Torque 1 Lotus Bloom 1 Lotus Petal 1 Mage-Ring Network 1 Mana Crypt 1 Mana Vault 1 Manakin 1 Manifold Key 1 Metalworker 1 Mind Stone 1 Mind's Eye 1 Moonsilver Key 1 Mox Diamond 1 Mox Opal 1 Ornithopter of Paradise 1 Palladium Myr 1 Planar Bridge 1 Planar Nexus 1 Prismatic Lens 1 Pristine Talisman 1 Replicating Ring 1 Rings of Brighthearth 1 Scroll Rack 1 Sculpting Steel 1 Sisay's Ring 1 Skyclave Relic 1 Sol Ring 1 Sol Talisman 1 Sonic Screwdriver 1 Staff of Domination 1 Stonespeaker Crystal 1 The Immortal Sun 1 The Irencrag 1 The Mycosynth Gardens 1 The One Ring 1 Thespian's Stage 1 Thought Vessel 1 Thran Dynamo 1 Ugin's Labyrinth 1 Ugin, the Ineffable 1 Unstable Obelisk 1 Unwinding Clock 1 Ur-Golem's Eye 1 Urza's Cave 1 Urza's Mine 1 Urza's Saga 1 Urza's Tower 1 Urza's Workshop 1 Vesuva 1 Voltaic Construct 1 Voltaic Key 1 War Room 2 Wastes 1 Worn Powerstone
I love the editing detail where there's a little flip sound effect every time a card moves on or off screen. It's subtle but appreciated, especially when they kept flipping back and forth to show both sides of the saga card.
The big thing about the fable of the mirror breaker is that interaction in mtg is quite strong, and the fable is nigh impossible to interact with favorably. It puts multiple bodies on board so targetted removal trades down, it hand sculpts/generates treasure so it leaves you ahead vs board wipes, and if they try to outvalue you still get worse graceful charity and can copy the best creature you play later. While in older faster formats the delayed value is just to slow to keep up, standard is slow enough you reliably get all 3 effects, and the things already above curve for standard at just stage two.
It's played in legacy and modern. Some even discussed getting a ban from legacy. It's not slow when you can t2 play this and in many cases t1 play it also 2 of them with enough mana is game
In standard, it's also one of very few cards that matched up favorably against another exceptional card, Invoke Despair. Three mana to blank a creature plus enchantment sac after you've made a treasure, and turn it into a turn five shock face cantrip.
Would love to see you do an episode of the Worst Possible Command show and have everyone use banned commanders just so you can try out Emrakul. Would be a 10/10 episode
For people wondering, yu-gi-oh has 4 turn skips but they are either hard to get to work or are just based on coinflips with a very bad downside. They are: Arcana Force XXI The World, Tellarknight Ptolemaeus, Mischief of the Time Goddess and The Six Shinobi.
@@CatManThree yeah, that's what i'm saying. Although pointless isn't exactly true. Having these stupid minigames that you ca play within the game is very fun for some players. I'm not one of them but i'm fine with the fact that these people do have access to some hard to pull off shenanigans
New member on the magic avengers, awesome MBT and Cimoo are both so good and funny, I watch them now and then even though I have no idea what they're talking about, when they do these team ups I watch instantly.
He's a really good Yu-Gi-Oh player, and Yu-Gi-Oh actual card game not Duel links combos can get pretty complicated and you must read as a mf.if you don't read Yu-Gi-Oh cards and their full effects you are stuck as a mediocre player at best
It's mostly due to MTG and YGO have a lot of strong similarities as a game. It's like comparing Super Smash Bros with Multiversus. Functionally the same but have a few small difference with one big difference being resource system. The game speed is different because of that big change but other than that, the mechanic is pretty familiar. Examples: Piercing / trample, hexproof / protection from card destruction, deathtouch/ target and destroy, exile/banish, graveyard, mill strategy, burn strategy, graveyard strategy, revival strategies, discard cost. Very similar stuff.
@@FIRE-LOTUSAnd the reason the games are so similar is very funny: When Kazuki Takahashi wrote the original Yugioh Manga, the card game chapters were originally about a just barely legally distinct Magic the Gathering! One of the characters even explained the game the way Magic explained itself in the game manual (You are a mage dueling another mage with monsters and magic, etc. etc.) Yugioh only became its own distinct game because the Manga's editors saw a merchandising opportunity!
This was such an awesome video! I like this guy Yu-Gi-Oh was my first card game I got to know it well, but my heart is with magic and seeing him react to some of these was golden. The Reflections of Kiki Jiki was too funny lol thank you for explaining the double flip combo too him, ahh I miss this card
I don't have a commander pile, but this is something my friend and I came up with during Rise of Eldrazi standard: Opening hand: Forest, Llanowar Elves (M10), Llanowar Elves, Lotus Cobra (ZEN), Lotus Cobra, Misty Rainforest (ZEN), Misty Rainforest. T1, on the play: Play Forest, Tap Forest (G). Cast Llanowar elves. Hand: Llanowar Elves, Lotus Cobra, Lotus Cobra, Misty Rainforest, Misty Rainforest. T2, draw Harrow (ZEN): Tap Forest, Tap Llanowar elves (GG), cast Lotus Cobra. Play Misty Rainforest (Cobra: G). Crack Misty Rainforest for Forest (Cobra: GG). Cast Lotus Cobra. Tap Forest (G), cast Llanowar Elves. Hand: Misty Rainforest, Harrow Now for the fun turn: T3: draw Mind Spring (M10). Hand: Misty Rainforest, Harrow, Mind Spring. Board: 2x forest, 2x Llanowar Elves, 2x Lotus Cobra Tap Forests and Elves (GGGG). Play Misty Rainforest (Cobras: UU, total GGGGUU). Fetch for Forest (Cobras: GG, total GGGGG G UU). Tap Forest (GGGGG GG UU). Hand: Harrow, Mind Spring. Cast Harrow (GGGG UU). Fetch two untapped forests (Cobras: GGGG, total: GGG GGGGG UU). Tap 2 forests (GGGGG GGGGG UU) Hand: Mind Spring. Cast Mind Spring with X=4 (GGGGG G). Oh look what we drew. Hand: Harrow, Harrow, Harrow, Emrakul the Aeons Torn. Cast Harrow (GGG). Fetch two untapped forests (Cobras: GGGG, total: GGGGG GG). Tap 2 forests (GGGGG GGGG). Hand: Harrow, Harrow, Emrakul. Cast Harrow (GGGGG G). Fetch two untapped forests (Cobras: GGGG, total: GGGGG GGGGG). Tap 2 forests (GGGGG GGGGG GG). Hand: Harrow, Emrakul. Cast Harrow (GGGGG GGGG). Fetch two untapped forests (Cobras: GGGG, total: GGGGG GGGGG GGG). Tap 2 forests (GGGGG GGGGG GGGGG). Hand: Emrakul, the Aeon's Torn. Oh what's that in our mana pool, 15 G? Hard cast Emrakul, The Aeon's Torn, turn 3 on the play, in Standard. NBD.
5:26 Probably because every Magic player can just say Asmoranomardicadaistinaculdacar? I don't see what the problem is. Also at 28:06, they have a single extra turn card: Arcana Force XXI - The World, which requires 2 tributes, then you need to win a coin flip, then you need to tribute 2 more monsters. Oh, and your opponent gets the top card of their GY back if you lose the coin flip
There are other turn skip cards in YuGiOh as well, but they just aren't phrased as "take an extra turn after this one" so it might've not registered as being the same thing in Cimo's mind lol
CGB! THe point that we were making was not that 15 mana is easy to get to, but rather that no one ever actually pays 15 mana for emrakul, you cheat it into play with show and tell or sneak attack or some other effect.
01:03:15 Regarding Fable of the Mirror Breaker/Reflections of Kiki Jiki, there definitely are infinite combos, like with a mana elf + Fable + Village Bell-Ringer to make infinite Village Bell-Ringers with haste. Or just something like 2x Enduring Scalelord. Niche combos that you didn't see in Standard and which aren't competitively viable in older formats.
What Cimo is missing about Fable is that there is no way to interact with it without losing tempo. If you deal with the token, that's 1 card out of your hand. If you deal with the enchantment before they get the looting effect, they still have a 2/2 that makes treasures. If you try to deal with the Reflection, you just let your opponent get lots of mana and card filtering. Unless you're playing a deck that ignores your opponent entirely, Fable is so efficient that it's usually the best thing to be doing.
as someone who plays yugioh too much, there arent really full turnskips in the game, we have the much worse option of not letting your opponent play on their turn at all
The world, the sixth Shinobi, that tellarknight xyz that was in the ban list, does Mischief of the time goddess counts? Also there is the trap card "gamble" which skips your own turn
Good memories seeing Jace, Vryn’s Prodigy. I remember the first draft that I played when I came back from summer break I pulled a foil version and ended up having a friend buy it off me for 110 and a Windswept Heath. For living the life of a broke college student, that money felt pretty nice. It ended up jumping up another 60 before eventually coming down, but I was happy. To CGB: As a request, I’d love if you show Emrakul, The Promised End in a future video. It was banned in Standard when I played Aetherworks Marvel and was the first Standard card banned since Jace The Mind Sculptor! Love the content!
Plenty of ways to cheat it in, not cast it, but if you want to hard cast it turn 2-4 in commander, you can play Selvala, Explorer Returned with a deck full of 1-2 mana 'untap target creature' cards. You can draw most of your deck AND generate more than enough mana at the same time. Consistently wins turn 4.
Cimoooooooo talking up how good a Merfolk Looter effect would be is so funny. His reasoning makes sense, but he has no idea how common that kind of effect really is.
The ways to ramp into Emrakul by turn 3 would need to be very specific infinite mana combos. But it is possible to curve into Emrakul with specific decks that turbo out lands, like landfall decks. Without that, you're looking at something you'd might expect from green/elf Commander: Turn 1: Land + Sol Ring. Turn 2: Land + Three Visits + Lanowar Elves Turn 3: Land + Krosan grip + Elvish Mystic Turn 4: Land + Realmwalker + Eldrazi Monument Turn 5: Land + Emrakul
I would like to introduce you to artifact ramp, especially Metalworker. Turn 1: Wastes, Sol Ring Turn 2: Ancient Tomb (or other multi-mana generating land), Metalworker Turn 3: Tap Metalworker revealing five artifact cards (six cards in hand left in a multiplayer game) for 10 mana, tap Sol Ring for 2 mana, tap both lands for 3 mana, cast Emrakul. There are other combinations that don't involve Metalworker, but they usually require more specific pieces, such as both Monoliths and a Key or two.
@@connorhamilton5707 Yeah, that's fair. To be honest, I kinda just put artifact ramp into the infinite mana ramp category, just because it is constantly causing infinite mana combos. But I understand that artfact ramp might be not be infinite...sometimes.
2:51 You're joking right? Standard was nearly dead and the extension of the rotation period is WotC's attempt at life support. Modern and Pioneer are the leading formats for competitive constructed play for anything not directly organized by WotC, and now WotC is starting to force standard on other organizers.
He only plays arena, and if you count arena he MIGHT be technically right idk, but Modern is the most popular competitive format in the pro tours, irl, and on MTGI for sure and my favorite too
Watching him evaluate Nadu at the very end was delightful 😂 You can see the very moment where it clicked, then perfectly described exactly the card that combis with it without realizing it
I'd say yugioh's "rotation" is not only achieved by the banlist but also power creep. Almost every ban list they'll take something back off that's no longer good enough to be banned
The way to explain Fable to a Yu-Gi-Oh player is that it's effectively 2.5 cards. The first chapter and last chapter are both a card worth of value and the selection of chapter 2 is not that far off. It's slow by YGO standards, but it's basically Pot of Greed. Even if they use enchantment removal on it before you get all the way through or kill the token, that's just a 2-for-1.
Missed opportunity for the rating. Should have used: "Crap, Good, Busted" - the CGB rating for short
That would be epic lol
That is really smart, hope he listens
Alternatively: Miss, Fine, Goated. - The MFG rating for short or The Mesa Falcon Guy rating.
I prefer the good the bad and the busted
@@MC-ep8cuthats because you have no Humor.
Holy crap watching Cimo theorize the existence of shuko without knowing it exists off of seeing Nadu... that was incredible!
He’s just played Yugioh for 20 years. That’s the pattern of the game. Card is printed. Top players find interaction that R&D missed because they’re smarter than R&D. Lather, rinse, repeat.
Funny story about Shuko. Many years before nadu was printed, was when I first saw Shuko, when I was building an equipment deck. I saw 0 to equip and my first thought was, "I'm going to get this now because 0 to equip has incredible potential to be busted in the future." I had no idea how right I was.
Shuko, the en-Kor creatures (Nomads/Shaman/Outriders), and many other engines are lying under piles of dust waiting for some new payoff to make us all go back into our bulk boxes a-huntin' lol
@@firedrake110 Absolutely! That was another group of cards I had my eye on for the same reason.
@@firedrake110 i mean.... shuko has seen legacy play with the nomads and cephalid illusinist breakfast for years...
It sees play in legacy with a card called Cephallid illusionist in legacy which self-mills three whenever it is targeted, until you get narcomoebas which you can use to dread return thassa's oracle and win. It has been broken for a while, it just needed the right card in modern to combo with.
0 is just a very special number.
This was an awesome video. It’s crazy that:
A) a yugioh player could so masterfully describe exactly what happened with Nadu and
B) Nadu was printed
I knew this was going to be in the thumbnail 😂😂😂
I hope you guys do more videos! These are my favorite type of videos!
Now I kinda feel sorry for you because you went easy on CGB in the ygo video. But hey, ygo is a hard game to understand and maybe that's the way to go.
That was seriously impressive work to begin with, especially from someone less familiar with Magic! To be fair, literally *everyone* missed that Fable of the Mirror-Breaker was going to be the Standard-warping multi-format all star it became. I hope you stick with Magic because this was a blast!
Fantastic analysis of the cards my man.
There's no extra turn card in Ygo... but you forgot about the All-Powerful "Skip your opponent's turn", Arcana Force XXI - ZA WARUDO!
"Green" "Lots of Text"
10 out of 10 people knew what card was about to be shown.
I'm not to that part of the video yet but I'm assuming Questing Beast. The card that gains a new line of text every time you read it.
I'm here from cimo's channel with maybe 2 games of magic played. I have no clue what it could be.
@@seangoldman6833must be just me cause ive remembered the text since the first day I sat down at FNM and slapped the Teferi control deck ❤
Fun fact! For all that text, Questing Beast is the 23rd most powerful card in that set. The better cards are:
Bonecrusher Giant
Brazen Borrower
Castle Garenbrig
Cauldron Familiar
Dwarven Mine
Edgewall Innkeeper
Embercleave
Emry, Lurker of the Loch
Escape to the Wilds
Fabled Passage
Fires of Invention
Gilded Goose
Lovestruck Beast
Lucky Clover
Mystical Dispute
Mystic Sanctuary
Oko, Thief of Crowns
Once Upon a Time
Torbran, Thane of Red Fell
Wicked Wolf
Wishclaw Talisman
Witch's Oven
All of those cards either got banned in at least one format (which Questing Beast never did), saw more play in that standard format, or continue to see play in formats that Questing Beast sees either no or extremely fringe play in. This doesn't even include the Commander-only printings of Arcane Signet (Throne of Eldraine was the first printing of that card now ubiquitous in Commander decks), Tome of Legends, Kenrith, the Returned King, or Korvold, Fae-Cursed King.
If you look at a card and it has the Throne of Eldraine set symbol on it, you know it's a good card.
I assume Questing beast
I gotta say, the fact that "mesa falcons" stuck is just chef's kiss
What’s the origin on this, I missed the video(s) where this became a thing
@@TocaPlaysRori I think you should watch it, story is worth it
Video is "Can A HS Player Guess If A Magic Card Saw Competitive Play?" at the 46:25 minute mark
@@TocaPlaysRori it's also revisited in this video
"Why are you showing me this"
"Do you think having two of something will just win you the game?" Thats just cruel. I love how he sensed original Kiki/Twin combo though
But it is also not wrong to say "basically no" because this one takes a single mana to activate to stop that combo and it takes several turns to come out to make it unreliable. It is funny how right he was but also far off.
With regards to Emrakul, there's also a Legacy deck called Cloudpost that plays a bunch of colorless lands that make extra mana for each one you have in play. The deck can pretty reliably generate 15 mana (or 13 with Eye of Ugin) by turn 5, and its entire win con is infinitely casting Emrakul using Karakas to return it to hand after attacking and taking infinite turns
There it is.
Again though, it's not Emrakul that is degenerate here, it's the lands that are busted. Whenever Emrakul is good it's always a symptom of another busted card(s) that without Emrakul would still be able to cheat in something 98% as good. It's just the best/most flashy finisher for degenerate combos.
@@soasertsusbecause it’s the best creature in the game
@@jamesmorseman3180 it is, AND it's completely unplayable without a degenerate combo that is completely broken agnostic of Emrakul being legal or not. If there's a combo in the format to consistently get 15 mana or cheat in an arbitrary permanent, there are basically infinite game winning things you can do with that other than Emrakul, she's just the cleanest and biggest. You would have to be a total fool to not find a way to win when you have 15 mana or any spell in the game reliably on turn 3.
The actual culprits are Show and Tell, Sneak Attack, and Omniscience, absolutely degenerate cards that enable any number of degenerate things.
@@soasertsusyou forgot shallow grave and goryo's vengeance. Don't forget that the original eldrazi titan's shuffle into deck ability triggers upon hitting the graveyard, so it can be responded to with instant speed effects.
It is funny that Cimo immediately compared the mechanics of a Saga to those of a planeswalker. The original design of the Planeswalker card type was actually almost identical to how Sagas work today. They changed the mechanics for Planeswalkers because just auto triggering some abilities turn after turn didn't feel like an allie with agency. But gameplaywise the concept of different abilities triggering turn after turn was still fun. So they recycled that idea with Sagas and it was an absolute hit.
So good intuition from Cimo here.
If by "hit" you mean they designed some broken cards, sure, they did that.
@@lostalone9320 The concept is fun, that doesnt mean the execution was good 😜
@@lostalone9320 Fable isn't broken by any stretch, just really good. It's a very fair card that gives a lot of value for the mana you put in. That's why it doesn't see almost any play in vintage.
It's not about 15 mana, it's about "show and tell" and "sneak attack"
Sneak attack is ban in commander, he is not talking about legacy. But yes there is at 12 way to cheat it in play fast and easy
@@denistalbot1829 Sneak attack is in fact not banned in commander.
@@denistalbot1829 Sneak Attack is not banned in Commander.
Shit ! I was sure it was. I've never questioned it and asume it was
@@denistalbot1829 RC moment lmao
It took a Yu-Gi-Oh player reading Nadu 10 minutes to figure out that the card is busted. And yet the people designing Magic cards are so overworked that they missed it when it's literally their job.
Wow, Cimo is like, 100% on the point on what happened with Nadu without even knowing about the game lol.
Clearly wotc needs to hire some Yu-Gi-Oh players for playtesting.
@@chubzoidSo does Konami
Impressive that a player with zero experience caught this while Wizard's ENTIRE QA DEPARTMENT did not.
Which makes WotC's obvious mistake that much more embarrassing.
@@croak8575 I'd say it was more because they committed the cardinal sin of development, which is a last second change then sent to the printers. Things like skullclamp and Nadu both share that trait of a last second change. They went over that in an article about Nadu showing it before the change to it's current broken iteration.
59:36 the fact that Cimo actually picked up on Sagas and Planeswalkers being similar is awesome as they both actually have the same design origin!
Cimo: I don't think there is a card in Yugioh that lets you take an extra turn.
Me instantly: Arcana Force XX! The World.
To be fair, it's not technically "giving" you an extra turn, so much as it's "taking away" an opponent's turn. Though the end result is pretty much the same. Tomato, tomahto I guess.
@@Z-one1000 Trivia of the day, Time Walk's in-development text was "target player loses next turn" or "opponent loses next turn" or something like that, so the same idea as World. It was changed to be a more clear "take an extra turn" because some playtesters interpreted it as "opponent loses the game after their next turn".
@@MrMarneli mean, that's a distinction without a difference
Theres a combo with amorphage ritual that's works as well skips both mainphases
@@xolotltolox7626 In Magic it would be different because there are formats with more than two players. I don't know enough about YuGiOh to understand why it couldn't be played with more than two people, but it seems it's just never done.
Its so funny how he rederives Shuko from first principles just knowing that Nadu is busted so what would the thing that breaks it look like.
57:39 what an incredible first reading of a Saga - just accepted that he didnt know what the card was, but just read it and parsed it all very well. I feel like most people who sea these for the first time just panic 😅
It's basically a charm but with each effect applying over multiple turns, I immediately understood them despite being a Yu-Gi-Oh player, adventures on the other hand...
Not to be overwhelmed by a wall of text is kinda a requirement for a YGO player.
Every single detail of words, sentences, paragraphs and even punctuations matters a lot in this game.
For example, there is a difference between "if" and "when" in this game, as it dictates the order of effect activation (called Chain) and whether its activation is valid during an effect resolution sequence or not (like stacks in MTG but you cannot interact with a Chain when it resolves).
I was laughing the whole time Cimo was describing the exact way Nadu is busted. Hope he comes back for more
I was like "Is he really ignoring the effect who gives all your creatures the same effect?" and then "what if every creature has their own usage counter"?
The "Turn three Emrakul, the Aeons Torn" is apparently done via Show and Tell. The strategies were more around cheating it into play with these kinds of cards as opposed to using a ramp strategy.
Turn 2 is even possible with city of traitors
@@cardshark38in commander you could do it turn 1, with island and manacrypt into show-telling omniscience
Turn 0 with an impossible hand of : blue leyline, crypt, petal, show and tell, omniscience, emrakul
While not as soon as turn 3, you can also realiably get 15 mana in an elf tribal pretty soon (or at least 7 or 9 mana for a tooth and nail)
The easiest i can think and can be done turn 4 (3 if we strech with a dark ritual in hand) would probably be Warren Soultrader+Pitless Plunderer+Gravecrawler, but honestly at that point you have infinite mana, i would prefer having an Exsanguinate than Emrakul in hand
@@Russian_engineer_bmstuyou can even drop a one ring to continue pumping and drawing
@@pedroajax1 you can cast some kind of wheel next, it gets you more cards immediately and ruins other's mulligans.
Even more context with Nadu: what people would do is when they were about to hit the twice limit, they’d bounce Nadu back to their hand because that’s a thing blue does, (also getting the last trigger because it would target) then recast it, therefore resetting the count for everything because that’s how MtG static effects work, and restart the process again.
Starting with Asmo is diabolical.
Cgb, cimo, and rarran need to do a tournament where they each make decks for each other in their respective games and play against each other for the title King of games!
Or maybe build decks for each other and see if they can string together specific outs or strategies to beat the decks they have in each game. All these guys seems like they understand card format and mechanics really quick
"Are Magic players a bunch of babies?" As someone who's been playing MtG pretty consistently for the last 14 years: Yes, 100%
😂
Yes we are, but that has no relevance as to how broken Nadu is because while being babies, we're also very pedantic and Nadu is formatted in a way to absolutely break the game.
@leadpaintchips9461 Oh, I totally agree Nadu was a mistake and needed to eat a ban. Doesn't change the fact parts of our community, well, suck.
@@Akiram1445 TBH every community that I've been a part of has had that part, where the fun gets sucked out because of reasons.
I love how he 100% figured out what happened to Nadu. I underestimated Yu-Gi-Oh players. He's doing better that rarran
Rarran isn't really that strong of a player and he didn't have any experience in other games before he started his crossover videos and trying other CCGs out series. While Cimo isn't a highly accomplished pro he certainly has more credentials than him. Also Hearthstone is a far simpler game than any paper TCG.
@@MrMarnelbest analogy in that regard is that hearthstone is checkers, Magic is chess and yugioh is Marvel vs Capcom 3
@@xolotltolox7626I love how its just universally accepted that Yugioh is the fighting game equivalent of card games lmao
@@xolotltolox7626Yugioh just has its costs hidden (deck space and will I actually have time to do this) and the format is eternal. Magic has this too, but it spells it out for the player with Mana and puts a numerical value to it.
I guess it’s chess, but you have to kill all pieces, you determine your starting pieces and there locations in your two rows. Like if you want to play 10 queens you can.
@@MeanderingSlacker I think you're focusing on the wrong part 😅
Holy cow he figured out Nadu faster and better than the entire Design team.
In yugioh terms, it's not a HOPT 😅
@@Hanmacx
To quote a glasses wearing ginger "Does it say you can't" 😜
To be fair, Wotc said it was a last minute change, so he may have put more thought into it during this video than they did.
@@memegohere_brrTo be extra fair, he also went into it knowing that the entire MtG community was talking about it, so he was extra predisposed to think something must be broken about it.
@@memegohere_brr Also to be fair you would expect experienced game designers to know thats a bad idea. There is no way Gavin Verhey let this through without a significant amount of corporate interference.
10:21 (Asmora) The wording actually does matter. If the target creature has lifelink, the controller gains 6 life, or if the creature has a triggered ability from dealing noncombat damage, the trigger will go on the stack.
I heard that the reason creatures do damage to themselves is because they didn't want to make Amsmo's ability reference the name again
@@iamnotcameronNow I am a Yu-Gi-Oh player so I don't know this for certain, but making the card text reference the name again seems exactly like something WotC would do
1:23:32 if you showed mesa falcon to hundred fans of cgb we would say it wiuld be banned. Because we know its true potential... 🦅🦅🦅
Mesa Falcon used with high alert
What he didn't see about the fable of the mirror breaker, is that no matter the opponent has the answer for it, he is already behind in resources anyway. THAT is the true strenght of this card.
And about Nadu, the cream of the top is that, essentially, it has "ward: your opponent draws a card/plays a land". So if you interact with it (and you have to, in order to not lose the game) you are also making your opponent get ahead of you.
Love seeing these collabs with other tcg content creators!! Looking forward to more in the future!!
59:34 fun fact the saga design (or at least an slightly different version) is the original design for planeswalkers and got scrabes because having a planeswalker, who are these multiversal godlike mages, show up cast 3 spells without any freedom to chose and than leave didn't feel right.
I was looking to see if anyone made this comment!
My favorite Emrakul story. I was playing against my LGS owner in legacy. He played a turn three show and tell and he chose to put Emrakul into play, but fortunately for me I was playing mono red prison and simply put an ensnaring bridge into play and he scooped on the spot
My friend had an emrakul played against him in modern. He was on burn. The opponent casts Emmy, moves to extra turn, goes to combat, yells “YOURE DEAD” (he was like 13) and my friend says “no u” and casts deflecting palm. The look at that kids face was fucking priceless
There's a meme Emrakul deck I've seen where you run 48 lands (particularly pay 1 life lands like Bloodstained Mire and Arid Mesa), 4 Savage Summoning, 4 Tibalt's Trickery, and 4 Emrakul.
1. Play pay 1 life land first turn, drop second land.
2. Turn 2, play second pay 1 life land, drop fourth land.
3. Savage Summoning into Tibalt's and countering your own uncounterable spell so you still get the effect of Tibalt's.
4. Now, you have like a 60% chance or something to hit Emrakul on the first Tibalt's. If not, the only other card you can hit is Tibalt's. So cast it again and try again (70%ish chance on second cast).
5. If things went according to plan, Emrakul can now be played at Flash speed (before the end of your turn) on turn 3 with no mana cost.
6. Repeat with extra turns and remaining Tibalt's, until you have as many Emrakul on the field as you can get.
Which is 1 emrakul
@@sapphiredraggytheflygon8521 Oh duh. You're right. I was about to go to bed when I typed this up lmao
Thanks to MTG Remy for teaching me how to say Asmoranomardicadaistinaculdacar.
It's the best card ever
You should search for it with Ponder!
I can't say her name if I'm not signing it. Thx remmy.
It's pretty managable to learn if you break it piece meal.
Asmorano // mardica // daistina // culdacar.
The name is far to long there’s no room to put a cost
Just pay 1 and discard? It's right there in the box
@@garash2000 I say Asmora first. It flows much better for me. Asmora nomardica daistina culdacar.
@1:33:30 that moment when someone who has played only 2 games of commander already understands magic better than the person who designed Nadu
1:09:39 @Cimoooooooo Part of the problem is that it takes TWO cards to deal with in most cases. One to destroy the goblin shaman, one to destroy the enchantment/reflection.
Anyone who actually played when Royal Assassin was in its heyday knows what a nightmare that thing can be because of his little buddy, Nettling Imp. Icy Manipulator was also a heavily played card back then, and being black it blanked one of the most heavily played removal spells: Terror.
Yep. Royal Assassin used to be good. That was before the truly busted things got figured out. I still think the effect is good. A card like that printed in Standard could see play.
@@Roxlimn Royal Assassin was in standard from 10th Edition to M12 and was entirely unplayable. Soft bomb in draft though.
@@MrMarnel Type 2 in 2007 was one of the more powerful Standard formats. In a slower Standard format, a card like Royal Assassin could see play. That said, current Standard is 3 years, so that kind of format isn’t likely to rotate back in until they put back 2 year rotations and scale back the power creep a bit.
This might be a stupid question but I dont play magic and was curious about something regarding this card. The creatures have to tap to attack right? So theoretically can this assasin tap itself in response to kill that attacking creature mid attack at instant speed? Or can you only use effects like these on your own turn? Like I know you can use some creature effects during opponent's turn if you have the untapped lands to generate mana for it but do tap abilities also work like that or no??
Sorry if thats a silly question 😅
@@sammydray5919 not a silly question at all, and yes Royal Assassin was very hard to attack into for that very reason. It also shut down mana dorks (creatures that tap to produce mana), which were the only reliable way to ramp in the earliest days of MtG, as spells that searched up and put lands into play hadn't been printed yet. Removal-on-a-stick like Royal Assassin had to be answered quickly, or you were losing multiple creatures (and whatever removal spell you cast to kill it) to get rid of one card. The biggest drawback to this card today is the massive list of removal spells available now. If they printed this effect at 4 mana (let alone 3) in an artifact today, it would be played, probably extensively. I actively disagree with the notion put forth by the host that this is a bad card even in the modern day.
The cook, I‘m nor witing out her name, has a really interesting design history. She was first mentioned in the flavour text of granite gargoyle in the first set of mtg, giving advice on how to cook it. We later learned that she was a chef enslaved to a demon named Vincent and no I‘m not joking with the name, who she summoned and tried to control originally, who forced her to be his cook for seven years and seven days, always cooking something different, or be eaten herself. As you realized, the self damaging effect is from eating the poisonous food, but here’s the kicker, Vincent is cannonically a creature called a lord of the pit, a 7/7 so he would survive whatever she cooked for him. By the way, the story has a hilarious ending, Asmo ended up enyojing her job as a chef so much that she became Vincent’s permanent chef without the death threats.
She's on the flavour text of Lightning Axe too!
Oh, the flavour *chef's kiss*
@@ThymeTwister She's also in the flavor text for Marble Gargoyle (MH2), Thrill of Possibility (DMU), and Sauté (UNH)
The reason she makes the creature deal damage is to itself is so they didn't have to write her name again on the card.
Also the reason it's the "creature deals 6 damage to itself" is actually because formatting being what it is, the alternative was "Asmowhatevermagaldicar deals six damage to target creature", which was too long! (Though the fact it's a flavor win did help)
The long pause when Cimo reread Nadu and realized that every part of Nadus text except the first line was copied was beautiful. The quiet “oh” when he figured out the twice per turn was per creature on the field was beautiful.
The old unplayed bulk card callout was incredible
Also as a side note, I'm loving the crossover and game comparisons and the friendly competitive banter of all videos like this. TCG's are such an interesting hobby space cause it can feel like ostracized sometimes like playing a variety of games is like 'weird' but nah, why? Its fun to compare and contrast and experience a variety.
I just love how Questing Beast just takes a dump all over The One Ring. You think you're invisible? Naaaah, it sees you, and it's coming for you (along with friends). 😂
WITH A SWORD (Embercleave) IN IT'S MOUTHS TOO!!! My current Gruul Aggro deck has this and I love laughing all the way to the bank against one ring or fogs.
Lmao, LOTR would have been so much shorter if they just hired questing beast
This is why my mono-green deck has Questing Beast as its commander now. There will be no Teferi's Protections or One Rings here
The fact that each creature becomes a draw 2 with Nadu is INSANE levels of paraphernalia consumption.
I love how cimo claims to know nothing about magic but always nails his explanations of the game to a tee like hes been playing forever
🤔
@@chuckwagon3718 Magic and Yugioh are much closer than other card games, the video was also about banned cards which is much easier to judge since they are outliers compared to e.g: some random cards that were good in some past meta
Playing one card game gives you a very good general intuition
I would argue that yugioh and mtg seems to be very different compared to other card games since yugioh is one of the few card games that didn't took a ressource system magic style. Hiwever i don't know much about magic, i'm just curious
@@prophetedubaroque5136 The similarity is in how the types of things that exsist in one game exsist in the other. The idea of combos and utility cards are nigh universal, the card types are similar, and aside from the idea of mana, nothing in magic wouldn't make sense in Yu-Gi-Oh! (With some permanent types being the exception).
Seeing CGB face on the entire Nadu explanation of why is busted and holding the laughter, was peak.
Showing Shuko on his screen was honestly hilarious
Wow, Cimo predict the existence of shuko, pretty impressive!
"Reliably getting 15 mana on turn three is impossible!"
Scapeshift cloudpost: "You sure about that?"
In Standard, Emrakul was in the Eldrazi Green deck. It was a ramp deck that leveraged mana dorks, ramp spells and Eye of Ugin and Eldrazi Temple to cast spells like Summoning Trap or hard cast an Emrakul the Aeons Torn with the amount of mana it could generate.
Sadly it was in the same format as decks like RG Valakut and Cawblade, the two most powerful and oppressive strategies in the format at the time
THIS...and it was GLORIOUS, one of the most fun decks ive ever played
@@ddillonhr hell yeah it was sweet! Buddy of mine was playing it against his opponent who was on Esper Cawblade. Buddy is on the play, goes Forest and then casts a Joraga Treespeaker. Oppo responds with Mental Mistep, Buddy proceeds to put Treespeaker in his yard, oppo is feeling smug that he’s stunted Buddy’s mana development. Buddy casts Summoning Trap for free, flips over an Emrakul turn 1. Opponent scoops
The reason that Fable of the Mirror Breaker is so good is that it gets you 2 bodies for 3 mana, and both bodies are relevant threats that need to be addressed quickly lest they get out of hand. The fact that the card goes 2-for-1 on top of all the benefits of the three chapters is why it is so good.
Bingo. Cimo was evaluating it from the idea of being the person playing Fable, not from playing against it, where you have to spend multiple cards to deal with it immediately, thus being down on card advantage AND tempo, or otherwise your opponent gets multiple turns of ramp, gets card selection and a really powerful utility creature.
just for the fun of it and because you asked, Imma describe how Emrakul could be theoretically played unreasonably fast and with a low budget in commander:
Commander: Saheeli, the Gifted
Turn 1, blue artifact land into Sol Ring into Arcane Signet
Turn 2, red artifact land, tap both lands and Sol Ring to play Saheeli, use second ability to make the next spell cost 4 less, tap arcane signet cast Blinkmoth Urn
Turn 3, gain 5 mana from Blinkmoth Urn, play the 3rd land, use Saheeli ability to make spell cost 5 less, cast Emrakul and have 1 mana to spare.
Sure, this is slower without the correct artifact lands, but I didn't even include Mana Vault or Mana Crypt to make it budget.
IN a more powerful Kinnan deck turn 1 Emrakul can happen. Artifact land, mox opal, mana crypt, play kinnan off opal and land, tap crpyt for 3 play basalt monolith, make 15 mana cast Emrakul.
You still have space for a blue card and force of will for the perfect hand :)
Gets way easier by turn 3 haha
@@zacharyjledford I said budget! xD
@@Gravewhisper ya I wasn’t trying to contradict you, I was trying to add on how fast it would be in a stronger deck.
Cimo did an incredible job evaluating the cards! Love these videos and hope you have a great rest of your day :)
As a yugioh player I feel especially proud that my analysis of Questing Beast was spot on (which was "this seems like it's an answer to something and that's the reason you play it")
It was printed as an answer to stuff. But that stuff was no longer in the format once it got released. It was a very good card with just with the first couple lines of text. I top 8ed multiple pptqs (preliminary pro tour qualifiers) with questing beast in my deck and almost rarely ever killed a planes walker with itn my opinion it was the best green creature at the time and maybe the best green card alltogether and the main reason to play green
@@laserred87 Because Green gets so much nothing otherwise. Frankly, I think hexproof and regenerate should start getting added at like...three times the current rate.
I was still playing a variant of turbo fog when this was printed, and although it didn't always come up, when it did I would usually just lose on the spot. I started to put more and more counters in my deck Until I just dropped the fogs and moved the concept to more normal control. All this to say that questing beast may have been a little late, but it was sure capable of doing it's job.
@@wallywinker2438 fog was still a deck but it wasn't nearly as oppressive as before. Wilderness reclamation was still legal when questing beast was printed. But it got banned like 4 or 5 months afterwards I believe which completely took a majority of the decks out of the format anyways. It was a great card with the first few lines of text. If the bottom 2 abilities ever came up it was just a bonus
Emrakul curve:
Turn 1 play a land and a 1 or cheaper mana rock (sol ring, mana crypt, mana vault) or an ancient tomb, crystal vein, anything that makes 2 mana. Turn 2 play metalworker. Turn 3, tap metalworker, reveal at least 2 artifacts and cast voltaic construct. Use mana to untap metalworker using voltaic constructs ability. If you have 2 artifacts in hand still, you have infinite mana and can cast emrakul turn 3.
28:29 there is one, Arcana Force 21- The world. During your end phase you can sac 2 monsters to skip your opponents next turn. A card so begging for being abused, it is held back by the fact that it is reliant on a coin flip to get turn skip effect, otherwise I‘m sure it would have found its way into some meta decks, since there are no Restrictions on what you can sacrifice or how it has to be summoned.
Also the Six Shinobi trap card
so the combo doesnt use arcana force alone, it also sets up the field spell so theres no rng and you can simply choose to turn skip, 2 problems, consistenly searching for it and the field spell is super difficult, the only deck thats been able to fairly consistently arcana combo is drytron, but again, why arcana combo using 2 ish cards and running bricks, when u can play 1 card combo decks that win just as fast and make unkillable boards with more interaction and running 20ish handtraps
You can't sac tokens, unfortunately. I don't know how much this would change in modern yugioh, but in speed duel it would be busted if it could
Tellarknight Ptolemaeus can do it too!
@@cashcloakburmyAnd nobody ever remembers because summoning Azathot on the opposing turn with Ptolemaeus often achieves roughly the same thing at a way lower cost... what a world we live in.
I remember hearing a story from back when the French commander (1v1 competitive) format existed, he said he had an Azuza deck and managed to get like a turn 2 hard cast of emricule. I didn't remember fully what happened but I do remember his using manabond.
We must standardize the BGB (Bad-Good-Busted) scale for use in the MFG channel
It just do that Crap Good Busted (CGB)
I think part of Fable being so good, is that it puts two must deal with cards on the table at the same time. If you don't kill the shaman, or put a blocker down for it, it just ramps every turn, and if you don't kill the enchantment, it just creates a lot of value over time. But there is no clean answer to both at once.
One piece of important context about Fable of the Mirror Breaker is to remember it wasn't banned for power reasons, but rather because it stagnated the format. If you weren't playing Fable, you REALLY felt the drag, especially if your opponent was.
The amount of money I would pay to see Cimo react to Nadu cannot be overstated
There is a spell card that gives you an extra turn in yugioh if you control 6 "six samurai" monster. And arcan force the world skips your opponent's turn, which is the exact same thing
In regards to Arcana Force - The World, in a YGO setting true they would function exactly the same, however to a Magic player where 4 player commander games exist. One of these effects is so much better.
cant wait for cimo to give him the longest card names in yugioh
Here's my curve: Ancient Tomb (2), Mana Crypt(4), Sol Ring(3), Worn Power stone(0), Turn 1, you have 8. Turn 2, Darksteel Monlith, Noodle profit.
Wow, and you draw that consistently in your opening hand in commander for Emrakul to be a problem?! Well, your opponents should be checking the way you shuffle your library.
@@amonprassodia1428 Enough colorless ramp in a deck and ya, it's pretty consistent to get Emrakul out by turn 3-4. Having that drop at that point in time is a miserable experience for the table.
An Eldrazi commander deck has enough fatties and colorless ramp in it that makes the deck consistent, especially after MH 3 dropped.
@@amonprassodia1428 As a virtue of being a colorless deck, you do not need to worry about color requirements as a perquisite for casting your spells, meaning your deck can greed by just putting tons and tons of artifact ramp and never having to worry about not having the colors to cast your spells, and untapping allows you to vomit more and more of your hand onto the board. There are more than enough fast mana sources in the game, including bad ones that you have virtually zero downside for putting into your deck, since your commander is the inherent pay off for doing so. I can think of a dozen or so pieces of good artifact ramp not mentioned that would absolutely see play in a potential Emrakul piloted deck (Grim and basalt monolith, thran dynamo, hedron archive ect.) , and 2-3 times that number of cards most decks would never be caught dead running bc they are just, bad draws outside of the early game, or just greedy and come out too late (Forsaken monument, ever flowing chalice, Astral Cornucopia). Also since your deck has such a high density of fast mana, you can skimp on lands cramming even more fast mana in, meaning the only lands you bother running are lands that help you go even faster, be they ancient tomb, eye of ugin, eldrazi temple, or city of traitors. And even if you open a bad hand that can't drop emerakul at lightning place, or that has no source of mana, you can just mulligan. Cedh decks routinely mulligan 3+ times due to the sheer speed of the format and how much they skimp on lands for cheap sources of fast mana. Its not about a specific combination of 7 that can get you there fast, but rather the ways in which you can accelerate your self using your fast mana to pay for the next one, and the ways in which all these sources of mana allow you to cut lands from your deck, meaning that every card you draw is even more likely to be able to accelerate you even further by skipping the 1 land per turn rule.
Your reward is a card that is backbreaking at so many points. It can't be countered, easily outed or blocked reliably. Annihilator 6 early in the game often puts a player so far behind, and is often direct at the player who is in the best position to out either Emrakul or the player piloting it. The protection condition is often very very hard to get around either because you can't target it, or the Emrakul made you sac all your lands and now you cant out an indestructible, untargatable creature on 1-2 mana sources. Legacy, a format with access to more powerful options has to deal with Emrakul thanks to Omnitell using it as its primary threat, and that deck shows that a turn three or sometimes even 2 emrakul is virtually impossible to deal with. Often the way you win is killing the omniscience while they try to dig for their emrakrul, because once that spell hits the table there are very few outs in the first place, and most games of commander dont have access to those outs, either because tabernacle at pendrell vale commands a price tag in the thousands of dollars, or are banned, see Karakas. Also those silver bullets only really work in legacy where wastelands are at 4 and you can choke the omnitell player off of the mana to pay for tabernacle, or bounce it to hand with karakas and blow up the omniscience before they can cast it again, which even if Karakas was legal, wouldn't be a solution cause they can just cast it again with all their artifact mana.
For a version of the Emrakrul deck that isnt banned, look at Kozilek the Great distortion, a deck on average runs 30+ ramp artifacts according to edhrec. Having played against that deck, its not uncommon to see the big guy on turns 3-5, and while their is a big leap from 10 to 15 mana, that deck also has to play far more interaction and threats than emrakrul, both because Kozilek lacks the blanket protections provided to Emrakul, but also because he isnt able to take out a 1/3 of the tables potential answers the turn he comes down the way Emrakul is. Its still a powerhouse deck, that is able to counter multiple threatening spells a turn cycle, but gives players much more time to fight back, and most importantly one that I dont think causes problems in the format.
Also none of this accounts for the fact that there are in fact ways to give Emrakrul haste, meaning that before you even get a chance to cast colorless outs to her, the person piloting the deck could have completely eliminated one player, or more likely, taken out 2/3s of their opponents resources. Its banned and probably can never be unbanned, because while i doubt it would be fighting at Cedh tables, it would make any commander table that plays versus it into a lopsided game of archenemy, where the only way to beat it is to play decks that are even faster, aka, cedh decks
@@Robofan998 Wow, you seen to know a lot. Let's do this, give any deck list that can do just what you said. I'll put it on a simulator, and run 10 games, and then I'll see if it's really able to cast Emrakul consistently in turn 3 like CGB mocked about, or if even with a bunch of the strongest ramp cards, the sheer fact that you can only have 1 of each, basically destroys the consistency.
@@amonprassodia1428 At the bottom of this comment will be a decklist, but i wanted to respond to your comment about only having 1 of each destroying the consistency first. Yes, Edh is a singleton format, and you are only able to run 1 of each powerful card, but there are two things you didn't consider. 1: The decks game plan is 1 dimensional, generate enough mana for emrakrul, and cast her, which makes alot of your cards relatively inter changeable. Not totally interchangeable, sol ring and mana crypt are leaps and bounds better than eye of the ur golem for instance, but the game-plan of "cast emrakrul as fast as possible" means that for the most part, all you need to do is hit a critical mass of rocks that you can cast, rather than any specifically powerful card.
2: Magic, whether it be a game of commander or standard is really determined by who can reach their win condition first. Most decks run interaction and removal, not because it wins them the game, but because often times it slows the opponent down more than it slows you down. However, while this deck is vulnerable to removal of its ramp, once it reaches its end goal its virtually impossible to stop, which means that the goal of the deck and player is to fight through answers and still try to go as fast as possible, banking on the fact that your deck has far more cards that can ramp you, than your opponents have answers for your ramp. This is exasperated by the fact that edh as a format has gotten so dominated by decks that swarm the board or hit a critical mass of problematic permanents, that players have begun prioritizing mass removal over single target removal, but that comes at the expense of often costing alot more mana than its single target counterparts, and what single target removal is run is often flexible removal at the cost of again, being more expensive to cast, which makes it harder to cast and slows down your opponent alot more. An opponent spending 3 mana to destroy one of your cards is often rough, but it means that they say, didnt play their commander that turn, buying more time to ramp even more.
Anyways the list: In my play testing most hands i kept were able to jam Emrakrul on turn 4 as opposed to 3, only able to hit 3 when drawing super well. While mulliganing down cards after your first free one is rough, its often better than a slow hand that leaves you stranded. I think the slowest hand I played was a turn 6, but im pretty sure if i had sequenced better i would have been able to play on turn 5. You are looking for hands that allow you to play out a critical mass of manarocks, and there were even times where i was able to get to your commander on 1-2 lands, even one hand where i had no lands after using crystal vein for 2 mana. For the record this is not how i would build most EDH decks, i think its far far to greedy and runs far to many bad cards for my tastes, but my point is that such a commander allows you to make these kinds of decisions because rather than be a risk, they become a consistency boost, to the point of it being format warping and bad for players.
The list:
1 Ancient Tomb
1 Arch of Orazca
1 Astral Cornucopia
1 Basalt Monolith
1 Blinkmoth Urn
1 Buried Ruin
1 Chimil, the Inner Sun
1 Chromatic Orrery
1 City of Traitors
1 Clock of Omens
1 Cloud Key
1 Conduit Pylons
1 Crystal Vein
1 Decanter of Endless Water
1 Doubling Cube
1 Dreamstone Hedron
1 Ebony Fly
1 Eldrazi Temple
1 Empowered Autogenerator
1 Emrakul, the Aeons Torn
1 Everflowing Chalice
1 Expedition Map
1 Eye of Ugin
1 Fellwar Stone
1 Firemind Vessel
1 Fomori Vault
1 Forsaken Monument
1 Gemstone Caverns
1 Geode Golem
1 Gilded Lotus
1 Glaring Fleshraker
1 Grim Monolith
1 Guardian Idol
1 Guildless Commons
1 Hall of Tagsin
1 Hedron Archive
1 Hedron Crawler
1 Helm of Awakening
1 Horizon Stone
1 Howling Mine
1 Idol of False Gods
1 Inventors' Fair
1 Jeweled Lotus
1 Kozilek's Channeler
1 Lion's Eye Diamond
1 Liquimetal Torque
1 Lotus Bloom
1 Lotus Petal
1 Mage-Ring Network
1 Mana Crypt
1 Mana Vault
1 Manakin
1 Manifold Key
1 Metalworker
1 Mind Stone
1 Mind's Eye
1 Moonsilver Key
1 Mox Diamond
1 Mox Opal
1 Ornithopter of Paradise
1 Palladium Myr
1 Planar Bridge
1 Planar Nexus
1 Prismatic Lens
1 Pristine Talisman
1 Replicating Ring
1 Rings of Brighthearth
1 Scroll Rack
1 Sculpting Steel
1 Sisay's Ring
1 Skyclave Relic
1 Sol Ring
1 Sol Talisman
1 Sonic Screwdriver
1 Staff of Domination
1 Stonespeaker Crystal
1 The Immortal Sun
1 The Irencrag
1 The Mycosynth Gardens
1 The One Ring
1 Thespian's Stage
1 Thought Vessel
1 Thran Dynamo
1 Ugin's Labyrinth
1 Ugin, the Ineffable
1 Unstable Obelisk
1 Unwinding Clock
1 Ur-Golem's Eye
1 Urza's Cave
1 Urza's Mine
1 Urza's Saga
1 Urza's Tower
1 Urza's Workshop
1 Vesuva
1 Voltaic Construct
1 Voltaic Key
1 War Room
2 Wastes
1 Worn Powerstone
Cimo forgetting about Arcana Force The World and The Six Shinobi extra turns is sad
Legacy Omnitell:
Turn 1 Island -> ponder/brainstorm/etc
Turn 2 Sol Land -> Show and tell -> put omniscience into play -> cast Emrakul for Zero mana
I love the editing detail where there's a little flip sound effect every time a card moves on or off screen. It's subtle but appreciated, especially when they kept flipping back and forth to show both sides of the saga card.
1:11:00 I heard “green card with plenty of text” and said aloud “Questing Beast”
Everytime i read Questing beast i swear more text is added to it
I love how much you guys have been working together on these videos across communities.
I have trauma from Royal Assassin. Back in ‘94, I was learning to play Magic. My friend played a royal assassin, and absolutely wrecked me.
The big thing about the fable of the mirror breaker is that interaction in mtg is quite strong, and the fable is nigh impossible to interact with favorably. It puts multiple bodies on board so targetted removal trades down, it hand sculpts/generates treasure so it leaves you ahead vs board wipes, and if they try to outvalue you still get worse graceful charity and can copy the best creature you play later.
While in older faster formats the delayed value is just to slow to keep up, standard is slow enough you reliably get all 3 effects, and the things already above curve for standard at just stage two.
It's played in legacy and modern. Some even discussed getting a ban from legacy. It's not slow when you can t2 play this and in many cases t1 play it also 2 of them with enough mana is game
In standard, it's also one of very few cards that matched up favorably against another exceptional card, Invoke Despair. Three mana to blank a creature plus enchantment sac after you've made a treasure, and turn it into a turn five shock face cantrip.
@@cuttlefish6839 Did not know it saw legacy play, good to know apologies for still managing to underrate the card
Would love to see you do an episode of the Worst Possible Command show and have everyone use banned commanders just so you can try out Emrakul. Would be a 10/10 episode
I think it would be a 15/15 experience
Mtg goldfish did that, it was pretty silly and stupid.
Also Emrakul is not that good of an Eldrazi Commander, the Kozilek's are far better. Thats not even counting Ulalek.
For people wondering, yu-gi-oh has 4 turn skips but they are either hard to get to work or are just based on coinflips with a very bad downside. They are: Arcana Force XXI The World, Tellarknight Ptolemaeus, Mischief of the Time Goddess and The Six Shinobi.
Theyre also bad and pointless.
@@CatManThree yeah, that's what i'm saying. Although pointless isn't exactly true. Having these stupid minigames that you ca play within the game is very fun for some players. I'm not one of them but i'm fine with the fact that these people do have access to some hard to pull off shenanigans
New member on the magic avengers, awesome
MBT and Cimoo are both so good and funny, I watch them now and then even though I have no idea what they're talking about, when they do these team ups I watch instantly.
This guy is an incredible card evaluator. He's reading lines of play after two Commander games worth of experience. I'm extremely impressed.
He's a really good Yu-Gi-Oh player, and Yu-Gi-Oh actual card game not Duel links combos can get pretty complicated and you must read as a mf.if you don't read Yu-Gi-Oh cards and their full effects you are stuck as a mediocre player at best
It's mostly due to MTG and YGO have a lot of strong similarities as a game. It's like comparing Super Smash Bros with Multiversus. Functionally the same but have a few small difference with one big difference being resource system. The game speed is different because of that big change but other than that, the mechanic is pretty familiar. Examples: Piercing / trample, hexproof / protection from card destruction, deathtouch/ target and destroy, exile/banish, graveyard, mill strategy, burn strategy, graveyard strategy, revival strategies, discard cost. Very similar stuff.
@@FIRE-LOTUSAnd the reason the games are so similar is very funny: When Kazuki Takahashi wrote the original Yugioh Manga, the card game chapters were originally about a just barely legally distinct Magic the Gathering! One of the characters even explained the game the way Magic explained itself in the game manual (You are a mage dueling another mage with monsters and magic, etc. etc.)
Yugioh only became its own distinct game because the Manga's editors saw a merchandising opportunity!
1:10:50 the second he mentioned a green card with a lot of text I knew it would be questing beast :P
This was such an awesome video! I like this guy Yu-Gi-Oh was my first card game I got to know it well, but my heart is with magic and seeing him react to some of these was golden. The Reflections of Kiki Jiki was too funny lol thank you for explaining the double flip combo too him, ahh I miss this card
I don't have a commander pile, but this is something my friend and I came up with during Rise of Eldrazi standard:
Opening hand: Forest, Llanowar Elves (M10), Llanowar Elves, Lotus Cobra (ZEN), Lotus Cobra, Misty Rainforest (ZEN), Misty Rainforest.
T1, on the play:
Play Forest,
Tap Forest (G). Cast Llanowar elves. Hand: Llanowar Elves, Lotus Cobra, Lotus Cobra, Misty Rainforest, Misty Rainforest.
T2, draw Harrow (ZEN):
Tap Forest, Tap Llanowar elves (GG), cast Lotus Cobra.
Play Misty Rainforest (Cobra: G). Crack Misty Rainforest for Forest (Cobra: GG). Cast Lotus Cobra.
Tap Forest (G), cast Llanowar Elves. Hand: Misty Rainforest, Harrow
Now for the fun turn:
T3: draw Mind Spring (M10). Hand: Misty Rainforest, Harrow, Mind Spring. Board: 2x forest, 2x Llanowar Elves, 2x Lotus Cobra
Tap Forests and Elves (GGGG).
Play Misty Rainforest (Cobras: UU, total GGGGUU). Fetch for Forest (Cobras: GG, total GGGGG G UU).
Tap Forest (GGGGG GG UU). Hand: Harrow, Mind Spring.
Cast Harrow (GGGG UU). Fetch two untapped forests (Cobras: GGGG, total: GGG GGGGG UU). Tap 2 forests (GGGGG GGGGG UU) Hand: Mind Spring.
Cast Mind Spring with X=4 (GGGGG G). Oh look what we drew. Hand: Harrow, Harrow, Harrow, Emrakul the Aeons Torn.
Cast Harrow (GGG). Fetch two untapped forests (Cobras: GGGG, total: GGGGG GG). Tap 2 forests (GGGGG GGGG). Hand: Harrow, Harrow, Emrakul.
Cast Harrow (GGGGG G). Fetch two untapped forests (Cobras: GGGG, total: GGGGG GGGGG). Tap 2 forests (GGGGG GGGGG GG). Hand: Harrow, Emrakul.
Cast Harrow (GGGGG GGGG). Fetch two untapped forests (Cobras: GGGG, total: GGGGG GGGGG GGG). Tap 2 forests (GGGGG GGGGG GGGGG). Hand: Emrakul, the Aeon's Torn.
Oh what's that in our mana pool, 15 G?
Hard cast Emrakul, The Aeon's Torn, turn 3 on the play, in Standard. NBD.
"you believe that making a token copy of something wins the game?"
Yes. And with Reflection of Kiki-Jiki, pretty much with a lot of things.
45:10 lmao what an eloquent description of blue control decks, you'd think he's been playing magic his whole life.
as someone who's played yugioh off and on for years and am just kinda dipping my toes into MTG these are really fun videos.
and a great duo too
5:26 Probably because every Magic player can just say Asmoranomardicadaistinaculdacar? I don't see what the problem is.
Also at 28:06, they have a single extra turn card: Arcana Force XXI - The World, which requires 2 tributes, then you need to win a coin flip, then you need to tribute 2 more monsters. Oh, and your opponent gets the top card of their GY back if you lose the coin flip
There are other turn skip cards in YuGiOh as well, but they just aren't phrased as "take an extra turn after this one" so it might've not registered as being the same thing in Cimo's mind lol
Neko Mane King ?
Multiple competitive tops!
phyrexian obliterator dealing damage to itself is nasty
CGB! THe point that we were making was not that 15 mana is easy to get to, but rather that no one ever actually pays 15 mana for emrakul, you cheat it into play with show and tell or sneak attack or some other effect.
We are Magic players, tax fraud is our bread and butter!
01:03:15 Regarding Fable of the Mirror Breaker/Reflections of Kiki Jiki, there definitely are infinite combos, like with a mana elf + Fable + Village Bell-Ringer to make infinite Village Bell-Ringers with haste. Or just something like 2x Enduring Scalelord. Niche combos that you didn't see in Standard and which aren't competitively viable in older formats.
1:31:42 😂😂😂 The sudden realization! Even non MTG players can see the issue WotC.
It was funny to see Cimoo unknowingly roasting CGB over Mesa Falcon
Let's fucking gooooooooooooo
EDIT: Arcana Force - The World gives you an extra turn in YGO
What Cimo is missing about Fable is that there is no way to interact with it without losing tempo. If you deal with the token, that's 1 card out of your hand. If you deal with the enchantment before they get the looting effect, they still have a 2/2 that makes treasures. If you try to deal with the Reflection, you just let your opponent get lots of mana and card filtering.
Unless you're playing a deck that ignores your opponent entirely, Fable is so efficient that it's usually the best thing to be doing.
as someone who plays yugioh too much, there arent really full turnskips in the game, we have the much worse option of not letting your opponent play on their turn at all
The world, the sixth Shinobi, that tellarknight xyz that was in the ban list, does Mischief of the time goddess counts?
Also there is the trap card "gamble" which skips your own turn
Good memories seeing Jace, Vryn’s Prodigy. I remember the first draft that I played when I came back from summer break I pulled a foil version and ended up having a friend buy it off me for 110 and a Windswept Heath. For living the life of a broke college student, that money felt pretty nice. It ended up jumping up another 60 before eventually coming down, but I was happy.
To CGB: As a request, I’d love if you show Emrakul, The Promised End in a future video. It was banned in Standard when I played Aetherworks Marvel and was the first Standard card banned since Jace The Mind Sculptor! Love the content!
Plenty of ways to cheat it in, not cast it, but if you want to hard cast it turn 2-4 in commander, you can play Selvala, Explorer Returned with a deck full of 1-2 mana 'untap target creature' cards. You can draw most of your deck AND generate more than enough mana at the same time. Consistently wins turn 4.
how not to love a collaboration.
Good job guys you both did really good.
Hoop to see more.
Cimoooooooo talking up how good a Merfolk Looter effect would be is so funny. His reasoning makes sense, but he has no idea how common that kind of effect really is.
Busted in yugioh
It being a common effect doesn't make it less good though. It's a strong effect.
please give us more of this particular duo of creators - you guys have great chemistry! :D
The ways to ramp into Emrakul by turn 3 would need to be very specific infinite mana combos.
But it is possible to curve into Emrakul with specific decks that turbo out lands, like landfall decks.
Without that, you're looking at something you'd might expect from green/elf Commander:
Turn 1: Land + Sol Ring.
Turn 2: Land + Three Visits + Lanowar Elves
Turn 3: Land + Krosan grip + Elvish Mystic
Turn 4: Land + Realmwalker + Eldrazi Monument
Turn 5: Land + Emrakul
I would like to introduce you to artifact ramp, especially Metalworker.
Turn 1: Wastes, Sol Ring
Turn 2: Ancient Tomb (or other multi-mana generating land), Metalworker
Turn 3: Tap Metalworker revealing five artifact cards (six cards in hand left in a multiplayer game) for 10 mana, tap Sol Ring for 2 mana, tap both lands for 3 mana, cast Emrakul.
There are other combinations that don't involve Metalworker, but they usually require more specific pieces, such as both Monoliths and a Key or two.
@@connorhamilton5707 Yeah, that's fair.
To be honest, I kinda just put artifact ramp into the infinite mana ramp category, just because it is constantly causing infinite mana combos. But I understand that artfact ramp might be not be infinite...sometimes.
2:51 You're joking right? Standard was nearly dead and the extension of the rotation period is WotC's attempt at life support. Modern and Pioneer are the leading formats for competitive constructed play for anything not directly organized by WotC, and now WotC is starting to force standard on other organizers.
He only plays arena, and if you count arena he MIGHT be technically right idk, but Modern is the most popular competitive format in the pro tours, irl, and on MTGI for sure and my favorite too
If Raran is the Nick Fury of the TCGYU, does that make CGB The (mesa) Falcon?
Watching him evaluate Nadu at the very end was delightful 😂 You can see the very moment where it clicked, then perfectly described exactly the card that combis with it without realizing it
12:06 yes you can kill your opponent with Asmoranomardicadaistinaculdacar & Brash taunter ;)
I'd say yugioh's "rotation" is not only achieved by the banlist but also power creep. Almost every ban list they'll take something back off that's no longer good enough to be banned
The way to explain Fable to a Yu-Gi-Oh player is that it's effectively 2.5 cards. The first chapter and last chapter are both a card worth of value and the selection of chapter 2 is not that far off. It's slow by YGO standards, but it's basically Pot of Greed. Even if they use enchantment removal on it before you get all the way through or kill the token, that's just a 2-for-1.
Jace 100% defined that Standard format in CoCo. Flip, recast CoCo was maaaassive.