Rule 0

Derevi, Master of Birds | ep. 27

Shawn Hudson Season 1 Episode 27

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Shawn fights through sickness to bring you a deck that is indeed "sick" in early 2000s parlance. Derevi, Master Tactician recently received a reprint in Bloomburrow as a "Special Guest," and as this deck tech will show you, bird typal is not only possible but actively GOOD with a ton of new cards from recent sets.  This is a TEMPO-style deck, and if you're unfamiliar with the term, we go over some of the basics in the video. 

Rule 0 is a Magic: the Gathering podcast hosted by old man/EDH player Shawn with guests from around the Magic Community, centered on his hometown of Asheville, NC. Focused on Commander, the game’s most popular format, the show is about creating EDH decks, playgroups, and the best experiences the game can offer.

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What's up, Wizards? It's time for Rule Zero, the show that helps you prepare for the best game of Commander. It is our hope that through our combined decades of experience playing EDH and cultivating a great playgroup, Tons of great decks and also trying a lot of outside the box variants and homebrew rules that we can pass that golden knowledge on to you. This week on the podcast, we're talking about the evolution of birds and magic and why a commander that often sees CEDH play is actually the perfect commander for a high powered casual avian extravaganza. But wait! Before you click away and say, But Sean, what in the world would I want to run birds for? I'm not a featherhead, a birdbrain, a corvid groupie. Not yet, my friend. Not yet. Hold your judgment until you watch this short video of my Derevi deck terrorizing the EDH table. Enjoy. And here they come! AHHHHHHHHHHHHHHHHHHHHHHHHH Hopefully that video explained perfectly to you why you should be playing a Derevi Bird Tribal Deck. In case it did not have enough specific information and you came to this video looking for some of that instead of just random clips of terrible films that don't really tell you anything at all. I guess I can go ahead and give that other piece of the puzzle as well. So strap in folks, because this deck is dynamite. It is so much fun to play. And I know I say that about a lot of decks, but that's because I picked the decks that I think are actually dynamite to play. And this one is no different. The amount of control you feel while playing Derevi Bird Tribal is Off of the charts, you will not feel as if you do not have answers to almost any situation in the game that you can't control the battlefield as you wish. And then, on top of it all, attack with a gigantic bird army and no code hangar wielding opponent will be able to stop you. What you can expect from this video is as follows. 1. The best birds. 2. Synergy pieces that go super well with Derevi. 3. Using Derevi as a traffic controller in all kinds of awesome and bizarre cool ways. And then finally, the Avian Assault, which is the end goal of the deck. So let's talk about the five best birds in the deck, and we would be remiss not to talk about the commander itself. Derevi Imperial Tactician, a 2 3 bird wizard legendary creature for a green, a white, and a blue. It has flying. It says whenever Derevi Imperial Tactician enters the battlefield or a creature you control deals combat damage to a player, you may tap or untap target permanent. And then special ability, which is the bane of like a lot of players existences, one green, white, blue colon, put the Revy onto the battlefield from the command zone. And if you haven't played with the Revy or seen it played yet, what that means is that this comes out of the command zone without paying any commander tax and at instant speed, which allows for all All kinds of shenanigans, which we will get into in part three, but as of now, just know that the Revy is key to this deck happening. And now that you can't tuck the Revy, well, that means that you're always going to have access to the Revy out of the command zone for four mana. And it's never going to go up unless they have some kind of tax effect that I am unaware of either way. This is an incredible commander and it makes the deck home. Next up, number two, obviously we couldn't go without talking about one of the other banes of people's existences, Nadu Winged Wisdom. For one, a green and a blue, a legendary creature bird wizard for a 3 4 flyer. Creatures you control have, whenever this creature becomes the target of a spell or ability, reveal the top card of your library. If it's a land card, put it onto the battlefield. Otherwise, put it into your hand. This ability triggers only twice each turn. We do not run the infinite combo shenanigans that Nadu decks can run. And so I make sure to let people know that loud and clear as part of the rule zero conversation. This may not, may not, actually soothe their thoughts on the matter. However, it does mean that you're not going to be taking 10 minute turns with Nadu, but you will be able to trigger Nadu incidentally. And it just so happens that if you look at Derevi's ability to tap and untap Target permanent? That means when Nadu attacks with a host of other birds, guess what they all get to do as they deal combat damage to another player? They get to untap themselves, giving themselves pseudo vigilance, but also triggering Nadu for every single time that they untap. And that is a lot of ramp and card draw that you get incidentally from this wonderfully insane bird. Number three. Here's another monstrous bird that has a little bit of feel bad attached to it. You may notice a pattern. Birds tend to Seem nice, but they are not very nice. And we are talking right now about even mind sensor or two in a white, a creature bird wizard, a two one with flash flying. And if an opponent would search a library that player searches the top four cards of that library instead. Yeah, you read it, right? That means Anytime they search for a tutor of any kind, whether or not it's searching for basic lichens or using their misty rainforest to go get a tropical island or using demonic tutor to go get an answer. They're only going to be able to look at the top four cards of their deck and you get to flash this in at instant speed in order to make sure that that is the case. Surprising them at least once and then kind of holding them hostage until they get rid of Avon Mindcensor after that. Number four, a new addition from Bloomboro, Mockingbird. For one blue and X you get a creature Bird Bard, a 1 1 flyer. You may have Mockingbird enter as a copy of any creature on the battlefield with mana value less than or equal to the amount of mana spent to cast Mockingbird, except it's a bird in addition to its other types. And it has flying. So whatever the best creature is on the board, you get to have a copy of it. As long as you can pay its exact mana cost. A lot of people were confused by this thinking that X needed to be the mana cost of the creature. And then you pay an additional blue. Incorrect. So if you're targeting and you're not even targeting with this, it just enters as a copy of, which is important for things like shroud or something like that, if you were trying to copy, say a six man, a creature on the other side of the battlefield, just say a sun Titan to make it simple. All you need to pay to have a flying bird. Sun Titan is five X and one blue. Equaling a total of six. And now you can go to town, bringing back all of your judges, familiars, and cartographers, Hawks and river hoopoos, and all kinds of other birds that we won't get a chance to talk about in this section of the video. Have fun. Number five, Skyway Robber. For three and a blue, you get a creature, bird, rogue. It has flying. It has, it's a 3 3 by the way, it has escape. Pay three in blue, exile five other cards from your graveyard. You may cast this card from your graveyard for its escape cost. So the flavor of this is a bird breaks into a building or breaks into the abyss and then it gets to escape and take something with it, which comes from the next ability. Skyway robber escapes with quote, whenever Skyway robber deals combat damage to a player, you may cast an artifact instant or sorcery spell from among cards exiled with Skyway robber without paying the mana costs. So Skyway robber needs to make contact with another player. And then it gets, gets to cast the thing for free that it stole out of the graveyard. It's kind of a neat flavor card in the art. If you're listening to the podcast, you can see it blowing up out of a building with shattered glass all over the place and some kind of magical artifact in its claw. So love this card. And for an honorable mention, one of the game changing cards that comes back from way back in the past of magic, but it's still great today is particularly in bird decks. Kanji airy keeper to a white and a blue for a bird. Legend. And I don't know if it's a bird wizard, um, but the old card doesn't show the errata. So regardless, you have a two, two bird for four. Doesn't sound great. It has kicker two X. So with kicker two X, what happens is this flying bird Kanji comes into play. If you paid that kicker, you put X feather counters on it. And for every single feather counter on Kanji, all birds Get plus one plus one. This is your crater hoof behemoth. You don't need necessarily to give everything trample because when you are flying in the air, as we've learned in many episodes of this show, and also just playing magic in general, very few people have a lot of flying blockers. All of your little bird tokens will now become as big as much mana as you have. I know I worded that weirdly, but as much mana as you can pump into Kanji, that's how big those things will be. And hopefully Kanji is the one that comes down and is one of the ways that you can end the game. But it is not the only way. Next up, let's talk about some outside the box synergies and strategies that Derevi presents. The thing that makes this deck hum is honestly the ability to tap or untap any permanent on the battlefield and at instant speed. It opens up so many interesting lines and the fact that you have access to Derevi for 4 mana from the command zone at instant speed at any point allows for all sorts of different takes. Number one, defense. In a pinch, Derevi can tap down the biggest attacker on the battlefield at instant speed if you choose to flash Derevi in before they go to combat. Or you could flash into Rebi during the opponent's upkeep, tap down to their biggest mana producing artifact or scariest land like a Gaia's Cradle so that they can't use it during the main phase. They won't be able to float that mana into the next phase because it is during the upkeep and they will lose it. This puts opponents in a difficult situation, and Derevi is capable of these kind of little strange little lines of play that don't always come up, but when they do, it can mean the difference between winning and losing. One more turn in this game is maybe all you need to be able to stomp on that opponent. Next, offense. What if you needed to clear an insane flying blocker? So Revy comes in and taps that person down. Simple, right? Now, let's look at some really interesting synergies within the deck itself, not just playing off of opponent's creatures that you can use these tap and untap abilities on. We already mentioned Nadu. Nadu is a great addition to this deck because being able to tap and untap your own birds to give them pseudo vigilance will also trigger Nadu, which will get you a farcical amount of card advantage. Next, you can also use that tap and untap ability on your own permanents. And we intentionally run a lot of permanents that can benefit from this sort of strategy. First up, let's look at some of these enchantments. Instead of ramping in the traditional way, although we do have I think some farseeks and into the north and other spells that for two mana can get a land, we also run enchantment ramp, such as Utopia Sprawl for one green and enchantment aura to Enchant forest utopia sprawl enters the battlefield choose a color whenever enchanted forest is tapped for mana Its controller adds an additional one mana of the chosen color So this land is now going to tap for two of two different colors typically But maybe just two green if you really need that and we also run Wild growth. Very similarly, one green enchant land, whenever enchanted land is tapped for mana, it's controller adds an additional green, more flexible in what you can enchant as you do not need to cast it on a forest. However, it only makes an additional green and not necessarily fixing you for blue or white or something else. These lands will make double now, and that's awesome. We also run in that vein, a lot of non basic lands that will tap to add more than one mana. One of those is awesome in this deck. It's called a Lotus field. It has hex proof. When Lotus field enters the battlefield, tapped, sacrifice two lands. heavy cost. However, you can tap it to add three mana of any one color. And so with Derevi or any kind of bird that hit somebody with Derevi out, you get to now untap that land at least once per turn. So that's six mana with just one land. We also run all of the bounce lands. So Celesnia Sanctuary, Simic Growth Chamber, and also Azorius Chancery. These lands bounce a land back to your hand, but they tap for double, either white or blue, green and blue, or white and green. It's almost like you have a sort of feast and famine, if you're familiar with that card, where it allows you to untap all of your lands when you deal combat damage to a player. That is Derevi. with birds. And it's amazing because you just get to constantly spend twice as much mana as everyone on the table. So long as you have your hand full of cards, which we'll get to in a moment, but here's some other lands that you may want to untap or other permanents. You may want to untap as well. Gabbany Township. It is a land. It adds colorless or for to a green and a white. You tap it to put a plus one plus one counter on each creature you control. This is a way that you can make all your birds a lot bigger. And now you can do that twice in a turn or potentially more so. Next up, another land that we want to look at isn't initially a land at first. And in fact, we have three of these cards. They all came from Ixalan. Thank you, Ixalan. First search for Azcanta. For one in a blue at the beginning of your upkeep, look at the top card of your library. It's an enchantment. You may put it into your graveyard. Then if you have seven or more cards in your graveyard, you may transform search for Azcanta into Ascanta the Sunken Ruin. It's a legendary land. It taps for a blue mana. Or, you can pay two and a blue, tap, look at the top four cards of your library, you may reveal a non creature, non land card from among them, put it into your hand, then put the rest on the bottom of your library in any order. This allows you to dig through your deck for those answers that you're going to run. Board wipes. Or bounce effects. Or maybe even an extra turn spell that happens to make birds. Who knew? Now, next up we want to talk about Growing Rites of Itlamach. Another very powerful land or enchantment land in the deck. Starts as two and a green legendary enchantment. Growing Rites of Itlamach enters the battlefield. Look at the top four cards of your library. You may reveal a creature card from among them and put it into your hand. Put the rest on the bottom in any order. At the beginning of your instep, if you control four or more creatures, which in a bird deck that makes a lot of tokens, it's possible. You get to flip it into it. Lamarck cradle of the sun for tap at a green or tap, add a green to your manipool for each creature you control. This is a guy is cradle. In effect. It takes a lot of work to flip it, but if you don't have 500, 600 extra dollars laying around, this will do in a pinch. So, finally, this is one of my favorites. This one is so ridiculous and I never see anyone play it unless they're playing Derevi. Dowsing Dagger. Two colorless for an artifact equipment. When Dowsing Dagger enters the battlefield, target opponent creates two 0 2 green plant creature tokens with Defender. Equipped creature gets plus two plus one. You pay two to equip it. Whenever a quick creature deals combat damage to a player, you get to transform dowsing dagger. So basically you're going to cast this. It's going to give somebody to plant tokens, which don't matter because those things don't fly. You will equip this to one of your birds. You want to do this basically all in the same turn that you cast it. So as to catch somebody off guard. And as soon as you hit somebody with a bird, which is very easy to do because no one runs flying blockers, you get to flip this thing into lost. Veil, a land that taps to add three mana of any one color to your mana pool. And you have that for the rest of the game. So long as they're not running things like strip mine and stuff, and they really try to get you. The thing is they're going to need to run a lot of strip mines because there's a lot of lands or a lot of things that flip into lands in this deck that are all pretty scary, including things like ancient tomb and stuff like that. So who knows what they'll hit, but for the time being, you're going to have a Blast. You're going to be able to make so much manna with the Revy. And that goes into a pool of things that you can spend on stuff like that, Gabbany Township activation. So there are a lot of ways in this deck to also spend that manna as well. So the next two portions of the video, we're going to talk about our card draw. And then finally, how do we win the game? How do we wrap it up, take the trophy home, et cetera. Let's talk about some of the spells that are very flavorful and or very powerful in this deck. Now with birds, you get to run some pretty sweet spells that you don't get to run anywhere else, including this oldie but goodie, Airborne Aid. For three and a blue, a sorcery, Draw a card for each bird in play. You're going to have plenty of birds on the table that this four minute draw spell is going to draw you at least three or four and potentially five or six or seven. Next up, we have winged words or winged words. This spell costs one less to cast if you control a creature with flying. So instead of two in a blue, it will cost you one in a blue. And it simply says, draw two cards. Next we have distant melody for three and a blue sorcery. Choose a creature type, draw a card for each permanent. You control of that type. Obviously the creature type is going to be. Birds, right? There we go. And yet again, like I said, there's so many card draw spells for birds that it makes it so that with all that mana you produce by Derevi, you can constantly refill your hand. It's not a problem. And so for this spell, which appears to be very expensive, it actually is not hard to cast in this deck. It is a fuse card, Beck and Call. Beck is a green and a blue sorcery whenever a creature Enters the battlefield this turn, you may draw a card and then call is a sorcery spell for four, a white and a blue put four one, one white bird creature tokens with flying onto the battlefield. So the idea is you want to fuse this. You want to cast this for eight. That sounds. A little over the top, but in Derevi, it's not hard. And so what will happen is you'll create four bird tokens, and then you'll draw a card for each bird to enter the battlefield. So for eight mana, you get four, one, one flyers and four cards, and that's at minimum, that doesn't include. Include any birds that may enter the battlefield. Um, in addition to this, so, cause this says whenever a creature enters the battlefield, this turn, you may draw a card. I'm assuming that some kind of like static effect that lasts over the, the. The span of the turn. Somebody checked that in the rules for me, regardless, you're going to draw for at very least. So awesome. Then we've got even more and we've got some new spells from more recent sets. So this one's great too. Winged portent for one and two blue instant speed. It has a cleave cost for four, a green and a blue. We'll explain what that means in a second, but the card says dry for each creature you control. That would be the fuse costs for each creature you control. But if you pay for just the minimal spell costs, the one and two blue, instead of the four and a green and a blue, what happens is you get to draw a card for each creature with flying that you control. So one part of the spell is much better. However, in a bird deck, what this means is that for three mana at instant speed, because all of your stuff already flies and you do not need to cleave cost this, you get to draw a card for every bird you control. Also another flavor when coming up in this one, only because there's a big set of wings on this thing. Sphinx's revelation, oldie, but goodie instant speed X white, blue, blue, you gain X life and draw X cards. And we love X spells because I, as I talked about before with the Revy, you could potentially with the untapped effects on the stack, tap all your lands. Have the untapped targets from the Revy's attacks and all the other birds that have hit at the same time go off, untapped those lands, tapped them all again, and cast a huge instant speed Sphinx's Revelation to like, not only refill your hand, but to literally have so many cards in your hand that you're just going to have to discard potentially. So another card draw spell. Yes, that's correct. There's even more. We have behold the multiverse instant speed three and a blue scribe to draw two cards. It has foretell for one in a blue, which allows you to put it face down in a foretell zone and then to cast it for only two minutes. After that at instant speed at any point in the game. Um, the reason this is in the deck is because for tell the symbol itself is a bird. And so I feel very happy to put this in the deck. Um, I feel like it fits flavor wise as well, because if you know anything about Norse mythology, Ravens play a huge part in that. And we have even more card draw because We're going to have a bunch of little birds that can't be blocked, and you know what they like? To attack. Here we go. Bident of Thassa. Two and two blue legendary enchantment artifact. Whenever a creature you control deals combat damage to a player, you may draw a card. Then, For one, a blue tap creatures, your opponent's control attack. This turn, if able. Now, if you happen to have a fog effect or something like that, and you want people to attack you. Sure. Use this ability, not a problem, but we also have two more of these style effects. Let's keep going. Ren is reconnaissance mission, not Renaissance mission. That would be a much funnier mission. Reconnaissance mission. Two and two blue enchantment. Whenever a creature you control deals combat damage to a player, you may draw a card. You can also cycle this card away for two colorless, um, in a pinch. If for whatever reason, you're just digging for answers and you're not trying to set things up. Finally, Kindred Discovery and the art from the Forgotten Realms, um, set has A family of crows, there's some chickens and there's all kinds of birds on this thing. So this is the perfect art, um, for this deck. And if you don't run this art, you have to, at least into Revi. Like you have to trade it out at some point, whatever the other art with a merfolk on it is and get the bird art. You got to get the bird art, put a bird on it. So anyways, Kindred Discovery 3, 2 blue enchantment. When Kindred Discovery enters the battlefield, choose a creature type. Whenever a creature you control of the chosen type enters the battlefield or attacks, draw a card that includes things like blink effects. Um, so not only is this like a card, cast and make the creature come into play, but you could blink the creature into play somehow. And that will allow you to get more card draw. Like this thing will draw out your entire deck because it is not a may. So you kind of have to be wary of that at some points. Um, Yeah. So just be mindful that you're not going to draw out your entire deck if you have a huge bird army. And we have more, I'm telling you, there's so much card draw on this deck. You will never feel like I don't have things to do because this deck is full of card draw. Let's look at the lands. We have Minas Tirith and the full, um, stretched out art has these wonderful birds flying around this wonderful fortress. It is a legendary land. enters the battlefield tapped unless you control a legendary creature pay you can tap it to add one white or you can pay one colorless and a white tap it draw card activate only if you attack with two or more creatures this turn not hard and bird tribal not only do we have that but we have this you We're going to end on this awesome, incredibly old, wonderful card that you get to play only in bird tribal seaside Haven, a land tap, add one colorless to your mana pool or pay a white and a blue tap, sacrifice a bird. Draw a card. I don't love bird sacrifice. Obviously that goes against the ethos of the deck a little bit. However, in a pinch, you gotta do what you gotta do. And that means avian murder, I guess, as long as you can draw that extra card, I'll forgive it. Okay. So you ask, how do I actually win the game? I guess you've told me how to draw cards. You've told me how that I can create all this manna and maybe I can do things like Gaviny Township to slowly build up my bird army, but is there anything more explosive than that? And I will say yes and no. Like a lot of this deck is incremental advantage. Bird packs add up. So if you're dealing four or five damage in the air, every turn, eventually you will kill people, of course. However, if you want to have those bigger wins, you'll go for something like Kanji airy keeper kicked in order to make all those birds gigantic. And by all those birds, yes, you only have 21 birds officially in the deck. You do however. Have backup. And the way that you have backup was with cards like battle screech battle screech is two and two white create two one, one white bird creature tokens with flying. Then it has this really cool flashback ability flashback. Tap three untapped white creatures you control. So flashback is just a mechanic that lets you cast the spell out of the graveyard again, but this one doesn't require any mana. So let's say you have Derevi on the battlefield. You cast battle screech. Now, All you need to do to cast this with flashback is to tap the Revy and the two whitebirds that you just made, and you'll make two more whitebirds. So right there with just four mana and a turns worth of time, you've made a small bird army that you can start attacking with. And then the shenanigans just go off from there. Another spell that we have is migratory route three, a white and a blue sorcery, create four one, one white bird creature tokens. with flying. Great. We have that other card draw spell we talked about before back in call that allows you to make four birds. We have, and I mentioned this one earlier, I'll runs epiphany for five and two blue, a sorcery. You create two one, one blue bird creature tokens with flying. Then you take an extra turn after this one and exile. I'll runs epiphany. This has a Fortel cost. So it's another Fortel card. Um, they can't always tell what the card will be with Fortel. Cause another good Fortel card is doom scar. It's a board wipe. So it's not entirely predictable what those face down cards may be. Um, And so when you do that, you create these two bird tokens and then you get an extra turn to take advantage of the bird tokens themselves. It's pretty amazing. It doesn't end there. We have more bird production. This is a really fun one from Alara Block. Flurry of Wings. Green, white, blue, and green. Instant, very important. You put X one, one white bird soldier, creature tokens with flying into play where X is the number of attacking creatures. This operates in two ways, and I love the flexibility of everything in this deck. It's one of the things that brings me a lot of joy and There's a lot of decisions in this game, so it's not the easiest deck to play, but when you know how to make those decisions, right? Oh, it's so satisfying. This can be played as a fog effect. I have a bunch of things attacking me. There's a scoot swarm army. Guess what? I'm going to bird them out. And by bird them out, I'm just going to make as many birds as they have creatures. And we're going to block and hopefully trade everything. Or, and this is a really tricky one, but funny one to do is I am attacking them with my bird army. And now there are a couple birds that care about how many birds you have. One of those is Sky Cat Sovereign. White and a blue, a 1 1 flyer. Sky Cat Sovereign gets plus one, plus one for each other creature you control with flying. It can also make cat birds, which are the most adorable tokens ever. Now, where this comes into play is I'm going to attack with my Sky Cat Sovereign and maybe If someone doesn't block and they don't have flurry of wings on their radar, what you can do is you can cast flurry of wings after blockers have been declared or not declared, and then create a ton more birds to hit the battlefield, which will send sky sky cat sovereign's power through the roof. That is a potentially game ending play seriously. So how do we protect a lot of these shenanigans? Well, we run plenty of counter spells. We've got mana drain and Dovin's veto and arcane denial, but you know what else we've got in birds that fits the theme. We have the brand new Strix serenade for a one blue, two blue. Instant counter target, artifact, creature, or planeswalker spell. It's controller makes a bird token, or we have swan song, instant speed, one blue counter target, enchantment, instant, or sorcery spell. It's controller puts a two, two blue bird token onto the battlefield with flying. Or, if we need to protect our army, we can do Dawn's Truce, which in this deck replaces Teferi's Protection, just because I wanted to run more boar, bird, theme y things. Instant Speed, one and a white. Gift a card, you may promise an opponent a gift as you cast a spell. If you do draw a card before its other effects, they draw a card. You and permanents you control gain Hexproof until end of turn. If the gift was promised, and I would suggest just giving that gift to a friendly ally at the table, not the person that you've drawn the most ire from, um, it's great political tool. So if the gift was promised permanence, you control also gain indestructible until end of turn. Here's another sort of creation token creation thing. And then protection spell it's new from the commander decks perch protection for four and two white. Very expensive instant speed. You can gift an extra turn. Let's talk about that in a minute. You create four two, two blue bird creature tokens with flying. And if the gift was promised all permanence, you control phase out. And until your next turn, your life total can't change and you gain protection from. Everything. This is deceptively powerful because in commander, the gift mechanic is fantastic, and I will go down swinging to anybody who says it's not. You can gift an extra turn to a person who's your friend, and hopefully they get a little benefit too, because they're getting a whole extra turn. And all they have to do in exchange for that. Is to kind of swing in the direction you would like them to swing, or perhaps use that extra turn to take out some of the threats that have been stopping your bird army from hitting another person. I use psychology all the time and commander, perhaps being a counselor. I don't know what it's from. This is a often overlooked aspect of commander, and we'll have a whole episode perhaps on how to use politics and psychology to your advantage at the table, because commander. It's that kind of game. So if you're not using those things, then can't be mad. Like this is a tool on the table that you should be using in your game. Finally, let's talk about another couple of sweet win cons in the deck. Broker's Ascendancy. Green, white, blue, enchantment at the beginning of your end step. Put a plus one plus one counter on each creature you control and a loyalty counter on each planeswalker you control. That can get your birds pretty big over time. Next, Murmuration. Four and a white for an enchantment. Birds you control get plus one plus one and have vigilance at the beginning of your end step. For each spell you've cast this turn create a one two blue bird creature token with flying named, drum roll please, Stormcrow. We finally got Stormcrow in the deck. You gotta have a Stormcrow, right? And then finally an oldie, but goodie. And one that's strictly like, it's so powerful. Um, Soulcatcher's Airy. For a white and a colorless enchantment. Whenever a bird is put into your graveyard from play, put a feather counter on Soulcatcher's Airy. All birds get plus one, plus one for each feather counter on soul catchers. Airy. The only time this could potentially backfire is if you fired off your swan song or strict serenade and given somebody else a bird because their bird will get humongous as well. But them's the games that we play, right? I know that I should use different counter spells besides swan song and strict serenade. Um, there's two reasons. One, I don't love giving them tokens to those tokens do block my own birds, but I have overridden that logic with flavor. Sometimes you just got to do what you got to do because it looks cool and it is very thematic to your deck. So there you have it to Revy bird tribal. I hope that I've won you over into wanting to look at birds a little more closely for the longest time in EDH birds were super underpowered and I played them regardless, but we've gotten so much ammunition, so many cool flavorful cards, many of which I can't even go over here like the alternate art nature's lore from a secret layer that has a cool owl on it. You know, there's just little touches and tweaks that if you really like birds a lot, You could certainly take the time and spend the money to make the deck look beautiful. So there you have it, folks. That is the Revy bird tribal. One of my absolute favorite decks I've been playing in paper for years and more recently because arena brought, uh, to Revy to the brawl format through bloom burrow. I've been able to play it there. And it's a blast in there as well. If you would like to find a list for this deck, and I suggest that you do, cause there's so many cool little flavorful things, for instance, like the swords to plow share and the path to exile that are almost obligatory and the EDH deck, both having bird theme to them, there's a lot of ways to customize and tweak decks. What can I say? If you want to check that list out, um, it is awesome. In the description below. And you can kind of follow us on moxfield for more great deck ideas as well. You can email us with your own deck ideas, your own thoughts on the Revy bird tribal or any other kind of bird at rule zero podcast at gmail. com. That's the number zero. You can find us on Twitter and share a more direct quick line with us at rule zero podcast. That's again, the number zero or like, share, subscribe, comment on this YouTube below, because you know what? The more comments that we get, the more five star reviews in the podcast world that we get, the further our reach becomes, the broader our community becomes and the more decks. That are like this, that we can talk about where the more joyous box openings or the more weirder, strange topics. Um, next week, I think we're even doing a topic that may be about like comedy and magic. Who knows where that's going to go, but we're going to talk to a person who's pretty dang funny on their own, a creative writer with a bent for lots of punnage. So look forward to that as well. And the more that you guys share and listen, the more inspired I am to do these kinds of things. Here's the part where I would typically let you know that in magic, there's no problem that a rule zero conversation cannot solve. And I do believe in that, but for the purposes of worshiping birds and adhering to the ethos of domination that birds bring to the table, I'm going to give you a pump up video from the depths of the history of the internet. It is absolutely stunning, and if you don't enjoy it, Let your voice be heard in the comments below. I'm not sure many will agree with you because this video is fantastic. Go forth my avian friends and destroy.

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