
On this episode, the dorks are taking a look at Exodus, the last set in the Tempest block! We’re putting it through the Mythic Conscription, picking out the rares that would have been mythics if that was a thing back then. After we’re done with Exodus, we pull up the rares and mythics from Tempest Remastered to see how we did over our last three Conscriptions. Spoiler alert: not bad, not bad at all.
Then it’s time for a good old Magic Mad Lib! Brian cooked up a nice long one, and after all the old-school card discussion we were suitably silly. Shenanigans, shenanigans everywhere! And our final thoughts this week were pretty long, with Brian going over three different ones himself and Chewie telling a story about almost dying! We hope you all enjoy!
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5 Comments
Thought experiment!
How much damage would Oath of Mages have to do to make it Mythic?
In my mind, the problem with Oath of Mages isn’t the amount of damage, it’s that it isn’t a good Red card, period. When you think about the others they all fit in with a core strategy of the color: Lieges goes in a weenie deck that skimps on lands, Scholars lets you refresh your hand when it gets too low or can trick your opponent into milling himself, Ghouls goes in a deck that just puts the creatures back into the graveyard for some benefit, and Druids powers a deck that only needs a few powerful creatures out at a time. The only thing Red about Mages is the word “damage”, but it doesn’t play into any Red strategy. To be honest, I think it would make for a perfectly decent Black uncommon, but definitely not a Red rare or mythic. That’s part of what I meant when I said it needed a redesign, but I didn’t expand on my thought at the time.
“Shenanig” and thus, “Shenaniging” does have an entry on Urban Dictionary, so, it must be legit.
That mad lib was a thing of beauty. you guys must release an episode which is only mad libs from the past. then do another which has a redo of all the mad libs, with new responses.
I agree with Oath of Mages not feeling like a red card – it’s very much a black suicide effect; if you’re playing burn, you really don’t want to be the player with the lowest life. I’m not sure how it could have been fixed; if it instead said more, that would feel Orzov to me. Maybe if instead had a condition based on whether or not the target player had taken damage the previous turn? Like an inverted luminarch ascension?