Rule 0

The Gift Mechanic in EDH | ep. 34

Shawn Hudson Season 1 Episode 34

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This episode, Shawn breaks down the "give a gift" or "gift" mechanic for Commander/EDH. Is it good? Is it terrible? The community can't seem to make up their mind, but the truth is, it's BOTH! I'll break down and grade all 24 "Gift" cards and help you decide if you want to run them in your next game of Commander.

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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Hello there, Rule Zero listeners. It's me, Sean. Just getting all decked out for the festive season of Chrism Chrasm, also known as Christmas here in the States. Um, if you're inundated by it, tired of it, I apologize. This shaky can will end and it will have something to do with commander before long. Mm. Eggnog. Not really. It's actually just coffee to keep me awake. So what we're going to talk about is thematic to Christmas, which is why this weird opening is happening right now. Um, we're going to talk about a mechanic from Bloomboro. It had 14 cards total. 12 from the main set, two from the pre cons that I'm aware of. I'll research that and make sure that's absolutely correct. Um, we're going to talk about none other than gift. Gift a card, gift a fish token, gift an extra turn, all sorts of other weird things. And for these gifts, what do you get back? Well, these are regular old spells that have a little bit of a bonus or an addendum to them. If you're willing to give a card. To an opponent. In 1v1, not great. However, I would argue that in Commander, it's not so bad. It depends on whether or not you're a political player. And if you're not, may I suggest a video for you. I'll post it right up here somewhere in this corner by the Christmas tree or the little wooden soldier person. I don't know. Anyway. Um, so without further ado, let's go ahead check in with all 14 of these cards. We're going to tell you and rank them. Based on a metric I've come up with on my own of whether or not they should see more play or whether they're okay. Just living in the dustbin of forgotten presents that no one wants to get from aunt Martha. Sorry. To judge whether or not these cards are going to be good in a game of commander. We'll talk about casual commander. Mostly as that is what I'm most familiar with. Use this for anything from high power casual on down to pre con or below levels of gameplay. The first metric that we're going to talk about today is none other than, is this card good enough to run without giving a gift? Am I happy with the effect as it is on the card, sans gift giving just in that awful case that it's just me one V one with the opponent. And I don't necessarily want to give any gifts to that person. There isn't like a third or fourth person at the table who is sort of an ally. Two, am I afraid of the gift that much? Because I just said I don't want to give a gift to a 1v1 player. However, if the gift is a tapped fish and I'm going to kill the person with the card I'm using, I don't really care. If the gift is a card drawn, but they don't have any mana open, then I probably don't really care. I think there's a lot of circumstantial things in this element and you'll have to decide on your own as you see the cards. Is this gift something i'm really scared of? Because a tap fish can be a glorious gift to a person who doesn't have any blockers say but really wants one Now let's talk about the grades themselves. You will see these grades flash up on top of the cards as we're reviewing them Uh, they are going to go as follows You're probably familiar with some of this if you've watched any internet ranking videos at all just to make specifically clear about what we're doing Here we're going to go with the top tier s tier Is an absolute format all star in this grading is something like a two fairies protection. This card will see play across all styles of play Um anytime you can potentially run it because it's just that powerful the next tier down is going to be And in terms of gift cards, what we're looking at, this is great in most casual decks. So anything, if you use a number system, unfortunately it would be like four to seven or whatever, um, for your just lower power, casual decks, and who knows who plays a one, two or three. Um, also it is great political advantage possible. So the gift that you give is so strong in the right circumstances that it can be a game changing sort of effect. Uh, yeah. Then we're going to go down to B tier. This is a good effect in general. The card is decent without giving the gift and it's politically navigable. So if the gift is say a tapped fish and you have a deck full of flyers, well, you don't really care. Birds do not care about fish. That is proven in science. Well, I guess they eat them, but other than eating them, they don't care much about them. Now we have the lower level C. This is a highly specific theme driven sort of card. This is the only place you're going to want to run this type of card because it's not the greatest effect, but in the right theme deck or something like that, it could be useful. And the political advantage is negligible at best. Um, But those cards do exist in this list. So we're going to talk about them. And then finally, we're going to skip D and go straight to F F is absolute trash. There is no comprehensible reason that anyone would play this card, nor do I understand why it was even created as a card in the first place. And spoiler alert, there are some of those on this list as well. All right. Now we're going to talk about the common gift cards. First, there are five of them, one for each color. Um, we're going to hit the white one last on the screen right now. You can look at the left side and see long stock brawl for one green, a sorcery gift, a tapped fish. Now gift the way it works. We're going to go over it for the first time, but not any other, just to make sure you understand, because for some of these cards, it will be important in what order the gift happens. You may promise an opponent, a gift as you cast this spell. If you do, they create a tapped one, one blue fish creature before it's other effects, obviously replace fish creature with whatever the gift is. But the important part there is that the gift happens before the effects of the spell happen. And for some of these cards that will matter, but this is the last time we're going to talk about the mechanic and how it works. So long stock brawl, one green sorcery, choose target creature you control and target creature you don't control. Put a plus one, plus one counter on the creature you control. If the gift was promised, then those creatures fight each other. Long stock brawl is simply a fight card for one green at sorcery speed. There are many cards that are better than this in the format. However, if for some reason you have a rabbit or a badger or whatever these creatures are in your deck, and that's a theme for you, we're going to say that this is a C level card. You can play it in a thematic deck. It's fun to play. It works for that. Next, Mind Spiral. Four and a blue, a sorcery. Gift a tapped fish. Target player draws three cards. If the gift was promised, tap target creature and opponent controls and put a stun counter on it. So you can draw three cards for five mana. That's the baseline effect. That is sort of okay for draft. It's not great for commander. However, it does have a little mouse with a curlicue thing on it. So we're going to go ahead and give this a C. It's going to have to be really bad to be an F level card. So drawing three cards for five minutes, it's not horrendous. And being able to tap a creature in opponent controls to put a stun counter on it is perhaps OK in some circumstances where you might be about to die. Yeah, and gifting a tap fish is not a bad effect or a bad trade off for that. Nocturnal hunger, two in a black, instant gift of food, destroy target creature. If the gift wasn't promised, you lose two life. So what this is, is a black kill spell. Um, it's pretty art, not sure what the theme might be other than just sort of fairy creatures or something like that. It's an instant speed kill spell in black and you would lose to lose to life if you don't give the gift. So I think that's okay. Um, it's not going to blow anybody's mind. So we're going to give this a C as well. Again, these are common cards. So we'll get to the meat and fun stuff later. Sazicaps brew one and a red instant gift a tapped fish As an additional cost to cast this spell, discard a card, target player draws two cards. If the gift was promised, target creature you control gets plus two plus zero until end of turn. So what this spell is, is one in a red instant speed, discard a card to draw two cards, and then you can get a creature plus two plus zero. If for some reason you're using like a combat trick plus card draw, I think this is specifically for limited. I'm going to give this a fat. F. Um, there are many cards that are just as good as this, if not better in red. So the, the only giving one creature plus two plus zero is so weird and niche that I don't even think, uh, there's any. place in a game of commander where you would want to do that in 99 percent of games. The final gift card for common level is crumb and get it for one white and instant gift of food target creature you control gets plus two plus two until end of turn. If the gift was promised, that creature also gains indestructible until end of turn. The question here is, would you pay three life to make your creature plus two plus two and indestructible? Possibly so for that reason we're gonna give this card a C. It is not an F. It's not a fail It's certainly a limited card But I can at least understand where you might use this in a game of commander Specifically if say you had a Voltron commander or something like that and now on to the uncommons Okay, now here is where we hopefully start getting into some of the really B level or even A level cards. Let's check it out. First is Blooming Blast. For one and a red, an instant, gift a treasure. Blooming Blast deals two damage to target creature if the gift was promised. Blooming Blast also deals three damage to that creature's controller. So for the cost of a treasure, I can deal three damage to someone's face and two damage to target creature. In the specific deck, again, this is going to be a C because in a specific deck, anything that has damage doublers, triplers on the battlefield, and often in red, that's very common, you might be doing 6 damage to a creature and 9 damage to the creature's controller, and that is much, much better for 2 mana at instant speed, but in those specific decks only. Next, Consume by Greed. 1, 2 black, instant, gift a card. Target opponent sacrifices a creature with the greatest power among creatures they control. If the gift was promised, return target creature card from your graveyard to your hand. So, this is a three mana instant speed caused a particular player to sacrifice the highest, uh, power creature they can. Among all the things they control. I don't necessarily love power here. I prefer to have casting costs or converted mana cost or whatever they use now for the nomenclature for that, because sometimes I want to remove the scariest threat. And often that is dictated not by the power, but instead by like how much that card costs to put out. I'll let them skip by on this. It isn't uncommon. I think I want to give this one a B only because at instant speed, you get to have sort of a real flip of momentum and you're gifting a card to someone else. And politically that is an advantageous position to be in sometimes. And that's sort of what the B level political cards are, is like, I Sometimes I'm okay with this card just doing its thing. I can cause them to sacrifice for three mana, but I can really flip momentum here. If I gift a card to say like that person's enemy who is also my friend sort of thing, you know, a third party, um, that would be pretty sweet, but in a one V one situation, you may not want to give them that card at all. So we're just going to stick with a B level, but it's. B minus, you know, C plus range. Next, Dewdrop Cure. Two and a white. Sorcery. Gift a card. Return up to two target creature cards, each with mana value two or less, from your graveyard to the battlefield. And if the gift was promised, instead return up to three target creature cards, each with mana value two or less, from the graveyard to the battlefield. Sorcery speed really tanks this one for me. going to give this one a C. Thematic, it has a super cute, like rat drinking a dew drop off of a flower petal and for some reason it's wounded. I mean, it's hard to get sappier and more cute than that, but, uh, outside of the little tiny mouse decks, uh, where you were trying to pull things out of the yard. Getting two, two mana creatures out of a yard can be useful in something that runs things like soul ward and stuff like that. And this is the color of that. So maybe, maybe in sort of a life gain aristocrats deck, this is okay. Sorcery speed really kills it for me though. Lastly, into the flood maw one blue instant gift, a tapped fish return target creature and opponent controls to its owner's hand. And if the gift was promised instead, return target non land permanent and opponent controls to its owner's hand. hand. It's going to be tough to find space for this kind of effect in a deck. So basically it's an unsummon. It will unsummon a creature. Um, and actually not even an unsummon it's worse because it's only opponents things. Oftentimes these cards can be sort of useful or modal in that they could return an enemy creature or they could return your creature if it's being targeted. This one can't even do that. So I think what we're going to do is unfortunately, even though returning a impermanent is useful, we're going to give this blue instant. Hard to do on my part because I tend to like these type of tempo y plays. A fat F. And fat with a P H A T. Because, you know, it's like a F Do better next time. Okay, let's keep moving with these uncommons. We've got seven left total, so hopefully blue will do better in this round. Next up, Long River's Pull. For two blue and instant, gift a card. Counter target creature spell. If the gift was promise, instead counter target spell. Well, blue's not doing that well now. This is, in effect, so for two blue, you can counter a creature spell. That's an essence scatter, so it's already worse than an essence scatter because it caused two blue instead of blue and one. And, if you gift a card, it turns into a counterspell. So, if you need to run There's literally no reason to run this unless you have a frog deck and even then I'm just gonna give it F For frog because that's the only time you would ever run this card. I'm sorry blue. It is so bad parting gust two white instant gift attacked fish exile target non token creature If the gift wasn't promised return that creature to the battlefield under its owner's control with a plus one plus one counter on it At the beginning of the next instep so All this thing does is bounces a creature basically, unless you gift a tap fish and then it can exile a non token creature. I don't love that. White has enough instant speed, um, removal, that is exile removal, such as like source, the plow shares or path to exile or whatever. And granted this is better than a path to exile because you're not giving a basic land how, but a non token thing is weird. Stop doing that kind of clause on cards. I'm assuming this is limited fodder only F. That's right. F. F for frabbit. Peerless Recycling. One in a green instant. Gift a card. Return target permanent card from your graveyard to your hand if the gift was promised. Instead, return two target permanent cards from your graveyard to your hand. We're going to give this card a C. The deal is. Instant speed. That's pretty strong. I do love regrowth effects that are instant speed and there aren't that many of them. The problem I have with it is that it's permanent cards only. Green has more and more powerful spells these days. Let's say you wanted to. Go ahead and get your regrowth back to your hand and have some kind of crazy loop. Or you want it to get a beast within, or a Rishkar's Expertise. Uh, we can go on and on. Green has a lot of powerful spells these days because the color pie keeps shattering into a thousand billion pieces. And so they don't care as much about just permanence anymore. Now getting two permanents back at the price of a card, it's not unplayable. So we're going to give this one a C and has a raccoon, a pumpkin, a teapot. There's all kinds of just, it's randomly AI generated. As far as I can tell, not the art, but you know, just the idea. Finally, star forged sword for four colorless. Artifact equipment. I'm hopeful. It has a bird. I love birds. It's carrying a giant rocky looking sword in the art. If you're listening on the podcast version gift, a tapped fish, when star forged sword enters, if the gift was promised, attach star forged sword to target creature you control. So you don't have to pay the equip cost equip creature gets plus three plus three and loses flying equip for three. Normally Okay, so this is also unfortunately a fat F. Um, I'm basically playing a 3 3 bonus sword for four mana and the creature loses flying. It loses evasion. So it becomes slightly bigger for the cost of losing all evasion and seven mana or Four mana and gifting someone a creature that can potentially block it later. This is a horrific card. I'm sorry, birds. I would never run this in a bird tribal deck. Not even if it was my last possible slot and I had to replace a bird with a shapeshifter. That's how strongly I feel about this card being bad. And the last three uncommon cards are coming right up. So here we are the final hurrah for uncommon cards. Hopefully we'll get some good stuff here or if not, and I'm pretty certain we're going to get some good cards in the rare slot. There are eight of those. So, you know, if you're feeling underwhelmed, I understand, but we're going to get to the good stuff at the end as we should. Valley Rally. Two in a red instant gift of food. Creatures you control get plus two plus zero until end of turn. If the gift was promised, target creature you control gains first strike until end of turn. So this is sort of like a surprise anthem effect. So you can give everything plus two plus zero. That's mildly playable. It has a mouse with an insane red shard of glass or feather or something that's glowing. I'm not really sure what's happening. A bunch of other little creatures in the background cheering for it. Um, so it's, it's, it's rallying the troops Plus two plus zero. And the gift gifting of food is not a bad gift. I mean, like sure you can give somebody a little bit of extra life. Uh, but say you give this to the opponent that you're antheming out. That's not a bad effect. We're going to give this a C this is a playable card and a theme deck. Um, it may even be borderline C plus B minus, um, Because just it's a powerful effect and gifting a food to somebody doesn't really matter all that much. Wear down one and a green sorcery gift a card destroy target artifact or enchantment. If the gift was promised instead destroy two target artifacts. I love the art. It's got a beaver that's taking down someone's tree. Um, unfortunately it's taking down a bird tree, which is an absolute sin in the world of animal creatures, but the beaver going to beaver, it's going to do what it's going to do. And, uh, sorcery speed really kills this for me. So we're going to go ahead and give this one a fat. F. I think green has plenty of instant speed exile removal even these days, but also just destroy artifact and enchantment removal. Um, we don't need to gift an extra card to someone for this sort of limited impact effect. Lastly, wildfire how one and two red sorcery gift a card wildfire how deals two damage to each creature. If the gift was promised instead, wildfire how deals one damage to. Any target and two damage to each creature. So this is a horrifically bad card. Um, it's a wolf on fire, which is scary and I don't like it, but regardless of that, uh, for one and two red, it's not a splashable card and it's sorcery speed. It only does a pyroclasm effect, which I believe is one in a red for the same exact impact, um, the gifting, the card bonus is one damage to any target. That's it? Or is it that it's one damage to any target and then an additional two damage to each creature? So let me read this again. Wildfire Howl deals two damage to each creature if the gift was promised. Instead, Wildfire deals one damage to any target and two damage to each creature. So I'm pretty certain it's just two damage across the board, um, and then one damage that Ping somebody in the face and commander. That's a severely underwhelming. I don't even know if this is good and limited. I would be curious to see the win rate of this on 17 lands. com. You know, if you don't know what that is, then it's okay. You don't know it's limited. This is bad F let's get to these rares, please. Okay, maybe the rares in this set of gift cards will save us. I hope so. Coiling Rebirth for three and two black, a sorcery. Gift a card. Return target creature card from your graveyard to the battlefield. Then if the gift was promised and that creature isn't legendary, create a token that's a copy of that creature, except it's a 1 1. So for five black mana, you're gonna go ahead and pull a creature card out of the graveyard to the battlefield. Period. That's great. You can even pull a legend out. I mean, that's a fine rate. It's, it's not unusual. That starts the card out at like a B level. Let's see if it continues. Um, if the creature, so if you give a card and the creature isn't legendary, create a token, that's a copy of that creature, except it's a one, one. So you get this additional bonus impact if the creature is legendary. Is non legendary and has an ETB. Is that enough to bump it up to a level? I am not certain on that one. I think I'm just going to stick with B for this. It's playable. Gifting a card to an ally is not bad, um, because you're going to get two powerful ETB effects potentially if you're gifting that thing. Next, Cruel Claws Heist. For two black sorcery, gift a card. Target opponent reveals their hand. You choose a non land permanent from it. Exile that card. If the gift was promised, you may cast that card for as long as it remains exiled and may not have any type can be spent to cast it. So this is like a thought sees effect in that you get to take any card you want to. Not only that, not only is it not just discarded, it is put in an exile zone. And if you gift a card to someone, then You go ahead and are able to cast that. I think this is really important to pay attention to because this is where that gift layering happens and it matters. You're going to give the card to the opponent first. That's going to happen before the spell happens. So you're never going to be in danger. Even if you're one V one with an opponent of giving them something that's too powerful, because you're going to be able to take that exile it and then play it yourself afterwards. And that way it's almost a benefit. This is an. A straight up and a, I don't know if it's an S, but taking the person's best card out of their hand, and then you playing it, this may be close to the S tier for me. Um, I think this is playable in almost any black deck. Uh, it can really change momentum. I don't know what can necessarily make it better, honestly. So yeah, we're just going to go with S for cruel claws heist, not just a, I think this is an excellent. Next, Dawn's Truce, one and a white, instant gift a card, you and permanents you control gain hexproof until end of turn. If the gift was promised, permanents you control also gain indestructible until end of turn. So, this gives all of your permanents hexproof, they can't be targeted, you can surprise someone for one and a white. That is mildly powerful, it has a bird on it, bird is very powerful in itself. And if the gift was promised, then Permanency Control also gained Indestructible until end of turn. I'm going to go ahead and give this card a B. I would love to give it, well, maybe I'll give it an A. I'll give it an A. Bird Law. That's, that's all it is. Basically, Indestructible and Hexproof for just two mana. I gift a card to my ally. This is very political in nature, right? Even if I'm gifting a card to the person who's trying to destroy my whole board, I don't know if that's going to help them that much because I've already eliminated whatever this big catastrophic effect is. And I've made everything hex proof as well, which means that things can't be exiled in a pinch. So that's, I don't even need to gift a card for that Dawn's truce. A if you want to talk about it in the comments, let's go ahead and like hash it out and see what we, where we want to land. But right now, Off the cuff, I'm going to give this card an A. I do play this in my bird tribal deck because of the theme as well. So I think it's a flavor win too. Next, Kidnap. Two and two blue, enchantment aura, gift a card, enchant creature. When Kidnap enters, tap enchant a creature. If the gift wasn't promised, put three stun counters on it. You control enchant a creature. Rare for a, uh, a rare to have this grade. But we're going to give this one an F. Because Kidnap is control magic, but extremely worse. It's control magic that either forces you to give a card to somebody or puts three stun counters on the thing. If you don't gift that card, which means you can't use it. Even if you control it, it's stunned. Um, and it's tapped. This is a horrifically bad card. As we're seeing with these cards, there's a theme blue. Is terrible. And I think this was reflected in limited at the time. Like if people were drafting, I think blue is just really underplayed. Go ahead and leave a comment below. If you know that to be true, but these blue cards are so sad. I'm actually sad looking at them, but we've had a real mix of cards. Let's get to the last four and then do a little wrap up. Here it is, the final hurrah. This is the only place that we're going to see the Bloomboro commander cards. Cause there were two of those that added to the additional other 22 from the main set. First, this is a fascinating one. Octomancer three and a green and a blue creature frog, Druid, a three, three gift and octopus. So it's important to go through a little bit of the reminder text, because what is this octopus? It's not a one, one fish. No, it is an eight, eight blue octopus creature token. So you're giving someone else an eight, eight extreme. However, at the beginning of each end step, create a token. That's a copy of target creature token that entered the battlefield. this turn. So you play this on your turn. Octomancer gets to make an 8 8 as well. So you have a 3 3 and an 8 8 and you give a friend an 8 8 and then every other turn, if you know that a lot of people are playing creature decks around your token decks, then you can make copies of all of their tokens as well. This could potentially get out of hand because you can use it on your end step as well. So if you make extra tokens, you can make More extra. So that's not proper grammar, but you kind of see how this gets a little silly, a little out of hand. If people aren't playing removal. However, this creature has no protection whatsoever, and there's no guarantee this thing is going to get around the table, particularly if people see it as a threat to them making their own token armies. So I'm going to give Octomancer a C I think in a theme deck with the frog, it's kind of cool. Other than that, I just don't see it seeing that much play. However, Here is Perch Protection. This does see play in my bird tribal deck. Of course, it's four and two white instant. Gift an extra turn. Ridiculous, right? Why in the world would I want to do that? Let me make the case. Create 4 2 2 blue bird creature tokens with flying. That's it. So for 6 mana make 4 2 2 blue birds. Great. Then you exile purge protection at the end, just so I guess shenanigans can't happen with gifting extra turns. However, I'm If you do gift that extra turn, all permanents you control phase out until your next turn, your life total can't change and you gain protection from everything. You know when this card is great? This card is great when there's someone of equal power to you on the table that is about to go off and smash people. We're not talking combo win because if it's sort of a combo win where it says like literally they win the game, this card's not going to help you at all. But those are very rare. What we're talking about is like creature decks or some kind of deck. That's just going to do a ton of damage. You phase out, gain protection from everything and your life total can't change. What this does is not only does it equip you with a bunch of guys on your turn to start turn the tide, take advantage, take out the remaining player. You're gifting an extra turn to the. Second biggest threat on the table or the biggest threat perhaps on the table Knowing that they're going to take out the other two They're going to use that extra turn in the most devious catastrophic way take out those two And hopefully you have developed your hand to the point The only time you would use this extra turn thing is if you feel safe and they're like, I have counter spell backup. I have another thing like a Teferi's pro or something like that. But if I get that extra turn, he's going to take out two other players and I'm not going to have to worry about it. I think this is a fascinating card. I'm going to give this an A it's not S because yeah, S would be like any situation ever. But I think that this politically sounds scary, but think about the possibilities. Gifting somebody an extra turn to take out two of your opponents. I do that all day. Anyway, I try to turn people against each other constantly in EDH, so this is right up my alley. Next, Scrap Shooter. 1 and 2 green. Creature, Raccoon, Archer, 4 4 with Reach. Great rate for like a standard playable. It might even be playable in like a stompy green, uh, Commander deck. Gift a card. In it, when scrapshooter enters, if the gift was promised, destroy target artifact or enchantment and opponent controls. So a little bit of bonus in a stompy deck. We're going to say that this is a C level card. Um, you may not want to gift a card, uh, all the time to have this effect, but in a pinch, you can. If you have to do it, you have to do it. I think in a raccoon deck, obviously this goes in it's, it's good removal in that way, but see theme next and the final card we're going to talk about today. Starfall invocation three, two white sorcery, gift a card, destroy all creatures. If the gift was promised, return a creature card. Into your graveyard. Wait, return a creature card, put into your graveyard this way to the battlefield under your control. So if something dies to this, you get to return it from your graveyard to the battlefield. I think. Yeah, it's worded a little weirdly. It kind of threw me. Cause I was like, am I putting a creature card put into the graveyard from anywhere? No, it has to be from my graveyard under my control. It's very strange wording anyway. Um, I think this card is a solid B. Five mana for a white board wipe is a little over costed to be honest, when we have things like day of judgment and wrath of God. And, but it's put over the top a little bit by having this effect of like, Oh, I get to get one big thing back. Fine. Now let's talk about the wrap up. In conclusion, I'm really happy that they created this gift mechanic. I think it's a much better, more playable version of Tempt, Tempting Offer rather. Um, previously there were six, six cards, seven cards I believe that have Tempting Offer stemming back to the early days of Commander where you would Do an effect and then offer every other opponent to do that effect as well. Thus doubling, tripling, or quadrupling or whatever the amount that of benefit that you got. But the only card that ever worked in practice like that was temp with discovery for three and a green, a sorcery search your library for a land card, put it onto the battlefield. And each opponent may search the library for a land card, put it on the battlefield. And then for each one of those opponents who did that, you got to search for extra land. So you would come out often with like two, three, four lands, whereas everybody else would get. One, the reason this card was so great was because one, it searched for any kind of land. So it would search for really horrific lands and opponents could too. Two, it has leverage to it. So in commander, often people are running short on lands and they were unable to sort of like meet their land demands. So they would have to take your offer. The other tempting offers. Weren't really that, um, uh, heavy handed, you know, like give you a couple of creatures and you get double that amount. Nah, that's okay. I'm okay with you not doing that. Um, and not taking you up on that offer. So gift is a much more controllable thing. So I can like choose if I want to give the gift instead of having to depend on my opponents saying, yes, I will take you up on that. So you can use it in a much more managed sort of intentional way. And I really liked that. However, as we saw with the statistics and you can see on the screen right now, we had only one S level card to a level cards, three B level cards, 10 C level cards. And eight F level cards if you were using those grades to get out of high school, I'm sorry, you have failed. You are not out of high school. You are at best like barely eking through, depending on the, uh, you know, the generosity of your teachers to help. I feel that they really made this mechanic more for limited than anything else, or they made it for limited and were extra mindful that it might be busted in commander because The cards are kind of underpowered and Wizards is tending to do this now with new mechanics, trial runs, basically. They don't want to push things too, too hard for some reason, even though in like things like Modern Horizons 3, they push the mechanics to the absolute max and break every format there is. Uh, in your regular standard sets, I'm guessing that they're not trying to push things too, too much. Um, I don't think GIF sees really any play in standard, but in Commander, The ability to control it is useful. I do appreciate that they did it and I hope they come back with more gift cards rather than tempting offer cards. I think one is just superior to the other. I have a lot more fun when I know that I can control the parameters, make the deal how I want it to make and kind of build the allies I want to build instead of just depending on my opponents to say like, yeah, sure. I'll fall into this trap on my own. It's just not as good. Oftentimes, tempting offer cards ended with literally no one else taking the deal. And you're wondering why I even run this card in the first place. So, I hope that you enjoyed this episode as we deep dived into sort of a mechanic, um, that was new and sort of almost built for Commander, it seems. Um, I thoroughly enjoyed researching these cards and looking through them. And I feel now that hopefully you have a good grasp as well of what cards can be used politically or not in your own decks at home. If you want to find me, you can find me at rule zero podcast at gmail. com. That's the number zero. You can find me on X at rule zero podcast or on blue sky at rule zero podcast at B sky dot social dot whatever their system of things is. If you're searching, I think rule zero podcast. Comma magic will find me, um, talk to me there. I'm certainly there more than I am on X these days in part because it seems like a nicer environment so far. And so I'm happy to talk with you. However, wherever you are and remember in magic, there is no problem that a rule zero conversation cannot solve.

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