• 19 minutes 8 seconds
    You Don't Need to Quit Magic for Riftbound

    There has been a wave of videos telling Magic players why they should quit Magic and move to the next big CCG — most recently, discussions around Riftbound.

    But do you actually have to choose?

    Zac takes a step back from the “Magic is cooked, go play X instead” conversation and looks at the history of collectible card games, the idea of a Magic Golden Age, the explosion of products, the decline of competitive infrastructure, and the cycle that repeatedly plays out when new CCGs enter the market.

    The idea that everyone remembers a different “Golden Age” of Magic is more complicated than nostalgia. Zac argues that the best era of Magic is deeply personal, shaped by community, events, formats, and your own relationship with the game.

    We also dig into the CCG lifecycle: a new game arrives with huge prize support and hype, competitive players migrate, the company sees diminishing returns, hardcore fans remain, value-driven players move on, and eventually another game begins the cycle again. Zac argues that this pattern has happened repeatedly across the hobby.

    And then there's the idea of “sunk cost.”

    If you've spent years and thousands of dollars building a Magic collection, does that mean you're trapped? Absolutely not. You can play Magic. You can play Riftbound. You can play Sorcery. You can play Legacy, Premodern, Cube, Limited, or whatever else makes you happy.

    You don't have to quit one game to enjoy another.

    Magic itself is already dozens of different hobbies, and Zac argues that there's no reason your next CCG needs to replace the one you already love.

    So if you're thinking about trying Riftbound — go for it.

    Just don't sell your Magic cards first.

    00:00 — Do You Really Need to Quit Magic?
    02:18 — Was There Ever a Golden Age?
    10:34 — When Magic Became Too Much to Keep Up With
    15:31 — The Death of the Grand Prix System
    18:24 — The CCG Cycle
    22:14 — Is Your Magic Collection a Sunk Cost?
    24:07 — You Can Play Two Games
    26:37 — The Future of Riftbound & Other CCGs
    28:00 — You Don't Have to Quit Magic

    ⏱️ Chapters

    7 September 2026, 12:00 pm
  • 19 minutes 8 seconds
    You Don't Need to Quit Magic for Riftbound

    There has been a wave of videos telling Magic players why they should quit Magic and move to the next big CCG — most recently, discussions around Riftbound.

    But do you actually have to choose?

    Zac takes a step back from the “Magic is cooked, go play X instead” conversation and looks at the history of collectible card games, the idea of a Magic Golden Age, the explosion of products, the decline of competitive infrastructure, and the cycle that repeatedly plays out when new CCGs enter the market.

    The idea that everyone remembers a different “Golden Age” of Magic is more complicated than nostalgia. Zac argues that the best era of Magic is deeply personal, shaped by community, events, formats, and your own relationship with the game.

    We also dig into the CCG lifecycle: a new game arrives with huge prize support and hype, competitive players migrate, the company sees diminishing returns, hardcore fans remain, value-driven players move on, and eventually another game begins the cycle again. Zac argues that this pattern has happened repeatedly across the hobby.

    And then there's the idea of “sunk cost.”

    If you've spent years and thousands of dollars building a Magic collection, does that mean you're trapped? Absolutely not. You can play Magic. You can play Riftbound. You can play Sorcery. You can play Legacy, Premodern, Cube, Limited, or whatever else makes you happy.

    You don't have to quit one game to enjoy another.

    Magic itself is already dozens of different hobbies, and Zac argues that there's no reason your next CCG needs to replace the one you already love.

    So if you're thinking about trying Riftbound — go for it.

    Just don't sell your Magic cards first.

    00:00 — Do You Really Need to Quit Magic?
    02:18 — Was There Ever a Golden Age?
    10:34 — When Magic Became Too Much to Keep Up With
    15:31 — The Death of the Grand Prix System
    18:24 — The CCG Cycle
    22:14 — Is Your Magic Collection a Sunk Cost?
    24:07 — You Can Play Two Games
    26:37 — The Future of Riftbound & Other CCGs
    28:00 — You Don't Have to Quit Magic


    6 September 2026, 12:00 pm
  • 42 minutes 53 seconds
    The Death of Magic's Original Identity

    Who is responsible for protecting the identity of a game after its original creator is gone?

    In this episode of Eternal Durdles, Zac and Phil dive into the idea of creative paternalism — the responsibility, care, and judgment required to preserve what makes a creative work itself.

    Using Magic: The Gathering as the primary example, we explore what happens when the people who originally created and loved a game are replaced by layers of corporate stewardship.

    What exactly is the “ethos” of Magic?

    Who gets to decide what belongs?

    And when does expanding a game into new audiences, aesthetics, and experiences stop being evolution and start becoming something fundamentally different?

    The conversation touches on Universes Beyond, Commander, Secret Lair, Premodern, Classic Legacy, Peak Legacy, and the changing relationship between Magic's original audience and the people discovering the game today.

    We also explore:

    • What exactly creative paternalism means
    • Richard Garfield and the original vision of Magic
    • Why the original creators of a game matter
    • The difference between creating something new and simply repackaging an existing aesthetic
    • The “geeks, mops, sociopaths and leeches” framework
    • Why corporations can struggle to preserve the identity of a creative property
    • The tension between growth and creative integrity
    • Why “more people playing Magic” isn't necessarily a sufficient design goal
    • Universes Beyond and whether different Magic experiences should coexist separately
    • Whether older players and newer players actually need to be in the same “bucket”
    • How this problem appears in music, using bands as an analogy
    • Why Premodern and Classic Legacy can feel like preserved snapshots of the game
    • And ultimately: when did Wizards jump the shark?

    Phil argues that the real problem may not be the existence of different audiences — but the decision to force fundamentally different experiences to collide in the same space. Zac ultimately points toward formats like Premodern and Classic Legacy as places where players can still find glimmers of the game they originally fell in love with.

    What do you think?

    Has Magic lost something important, or is this simply what happens when a game grows for 30+ years?

    00:00 — What Is Creative Paternalism?
    02:15 — Who Is Responsible for Magic's Identity?
    06:00 — Geeks, Mops, Sociopaths & Leeches
    12:00 — When Corporations Sand Away the Rough Edges
    18:00 — Does Magic Actually Need More Players?
    21:00 — Universes Beyond & Conflicting Audiences
    32:30 — The Band Analogy: When Your Favorite Thing Changes
    38:15 — When Did Wizards Jump the Shark?
    40:00 — Finding the Spark in Premodern

    ⏱️ Chapters

    3 September 2026, 12:00 pm
  • 42 minutes 53 seconds
    The Death of Magic's Original Identity

    Who is responsible for protecting the identity of a game after its original creator is gone?

    In this episode of Eternal Durdles, Zac and Phil dive into the idea of creative paternalism — the responsibility, care, and judgment required to preserve what makes a creative work itself.

    Using Magic: The Gathering as the primary example, we explore what happens when the people who originally created and loved a game are replaced by layers of corporate stewardship.

    What exactly is the “ethos” of Magic?

    Who gets to decide what belongs?

    And when does expanding a game into new audiences, aesthetics, and experiences stop being evolution and start becoming something fundamentally different?

    The conversation touches on Universes Beyond, Commander, Secret Lair, Premodern, Classic Legacy, Peak Legacy, and the changing relationship between Magic's original audience and the people discovering the game today.

    We also explore:

    • What exactly creative paternalism means
    • Richard Garfield and the original vision of Magic
    • Why the original creators of a game matter
    • The difference between creating something new and simply repackaging an existing aesthetic
    • The “geeks, mops, sociopaths and leeches” framework
    • Why corporations can struggle to preserve the identity of a creative property
    • The tension between growth and creative integrity
    • Why “more people playing Magic” isn't necessarily a sufficient design goal
    • Universes Beyond and whether different Magic experiences should coexist separately
    • Whether older players and newer players actually need to be in the same “bucket”
    • How this problem appears in music, using bands as an analogy
    • Why Premodern and Classic Legacy can feel like preserved snapshots of the game
    • And ultimately: when did Wizards jump the shark?

    Phil argues that the real problem may not be the existence of different audiences — but the decision to force fundamentally different experiences to collide in the same space. Zac ultimately points toward formats like Premodern and Classic Legacy as places where players can still find glimmers of the game they originally fell in love with.

    What do you think?

    Has Magic lost something important, or is this simply what happens when a game grows for 30+ years?

    00:00 — What Is Creative Paternalism?
    02:15 — Who Is Responsible for Magic's Identity?
    06:00 — Geeks, Mops, Sociopaths & Leeches
    12:00 — When Corporations Sand Away the Rough Edges
    18:00 — Does Magic Actually Need More Players?
    21:00 — Universes Beyond & Conflicting Audiences
    32:30 — The Band Analogy: When Your Favorite Thing Changes
    38:15 — When Did Wizards Jump the Shark?
    40:00 — Finding the Spark in Premodern

    ⏱️ Chapters

    3 September 2026, 12:00 pm
  • 40 minutes 49 seconds
    The “Unfun” Cards Are Why We Love Premodern


    In this episode of Eternal Durdles, Zac and Phil dive into one of the strangest things about Premodern: some of the cards players love the most are exactly the cards that would be considered miserable in almost any other setting.

    Stasis. Winter Orb. Opposition. Deranged Hermit. Survival of the Fittest. Armageddon. Sphere of Resistance. Wildfire. Web of Inertia. Mana Web.

    These cards don't necessarily win because they're individually powerful. Instead, they fundamentally change the rules of engagement.

    And that's the key distinction.

    Phil argues that truly unfun cards are the ones that strip you of agency — situations where there's effectively nothing meaningful you can do. Zac explores the other side: cards that force you to change how you manage your resources can actually create some of the most interesting games of Magic.

    That's part of what makes Premodern so compelling. The format lets you play with cards and strategies that modern Magic design would almost certainly never create today.

    We talk about:

    • Why Stasis requires an entire deck to support it
    • Stasis vs. Winter Orb
    • What actually makes a card “unfun”
    • The difference between changing resource management and removing agency
    • Parallax Tide and why it crossed the line
    • Oath of Druids and playing around restrictive strategies
    • Opposition + Deranged Hermit
    • Why Survival of the Fittest still gives opponents ways to fight back
    • Armageddon and how to play around it
    • Sphere of Resistance and resource denial
    • The bizarre potential of Web of Inertia
    • Mana Web, Floodwater Dam, and other forgotten lock pieces
    • Why Wildfire deserves more attention
    • Tinker, Phyrexian Devourer, Draco and Phyrexian Processor
    • And ultimately, why the cards that look “unfun” from the outside are often what make Premodern so much fun

    Premodern doesn't need a Rule Zero conversation.

    The rules of engagement are simple:

    Kill your opponent before they kill you.

    00:00 — Why 1v1 Magic Needs No Rule Zero
    01:05 — What Makes a Card “Unfun”?
    03:04 — Stasis, Winter Orb & Resource Management
    08:32 — When a Card Actually Removes Your Agency
    18:00 — Opposition, Deranged Hermit & Survival
    25:57 — The Most Unfun Thing in Magic: Wasting Time
    28:00 — Armageddon, Sphere of Resistance & Playing Around Hate
    36:55 — Web of Inertia & Other Horrible Ideas
    40:07 — Mana Web, Floodwater Dam & Wildfire
    42:55 — Tinker, Phyrexian Processor & Premodern's Weirdest Cards

    ⏱️ Chapters

    2 September 2026, 12:00 pm
  • 40 minutes 49 seconds
    The “Unfun” Cards Are Why We Love Premodern

    What makes a Magic card actually unfun?

    In this episode of Eternal Durdles, Zac and Phil dive into one of the strangest things about Premodern: some of the cards players love the most are exactly the cards that would be considered miserable in almost any other setting.

    Stasis. Winter Orb. Opposition. Deranged Hermit. Survival of the Fittest. Armageddon. Sphere of Resistance. Wildfire. Web of Inertia. Mana Web.

    These cards don't necessarily win because they're individually powerful. Instead, they fundamentally change the rules of engagement.

    And that's the key distinction.

    Phil argues that truly unfun cards are the ones that strip you of agency — situations where there's effectively nothing meaningful you can do. Zac explores the other side: cards that force you to change how you manage your resources can actually create some of the most interesting games of Magic.

    That's part of what makes Premodern so compelling. The format lets you play with cards and strategies that modern Magic design would almost certainly never create today.

    We talk about:

    • Why Stasis requires an entire deck to support it
    • Stasis vs. Winter Orb
    • What actually makes a card “unfun”
    • The difference between changing resource management and removing agency
    • Parallax Tide and why it crossed the line
    • Oath of Druids and playing around restrictive strategies
    • Opposition + Deranged Hermit
    • Why Survival of the Fittest still gives opponents ways to fight back
    • Armageddon and how to play around it
    • Sphere of Resistance and resource denial
    • The bizarre potential of Web of Inertia
    • Mana Web, Floodwater Dam, and other forgotten lock pieces
    • Why Wildfire deserves more attention
    • Tinker, Phyrexian Devourer, Draco and Phyrexian Processor
    • And ultimately, why the cards that look “unfun” from the outside are often what make Premodern so much fun

    Premodern doesn't need a Rule Zero conversation.

    The rules of engagement are simple:

    Kill your opponent before they kill you.

    00:00 — Why 1v1 Magic Needs No Rule Zero
    01:05 — What Makes a Card “Unfun”?
    03:04 — Stasis, Winter Orb & Resource Management
    08:32 — When a Card Actually Removes Your Agency
    18:00 — Opposition, Deranged Hermit & Survival
    25:57 — The Most Unfun Thing in Magic: Wasting Time
    28:00 — Armageddon, Sphere of Resistance & Playing Around Hate
    36:55 — Web of Inertia & Other Horrible Ideas
    40:07 — Mana Web, Floodwater Dam & Wildfire
    42:55 — Tinker, Phyrexian Processor & Premodern's Weirdest Cards

    ⏱️ Chapters

    2 September 2026, 12:00 pm
  • 36 minutes 44 seconds
    How to Master Breakfast in Legacy

    https://tinyurl.com/BREAKFASTSept2026MASTERCLASS

    https://tinyurl.com/BREAKFAST-SEPT2026SBGUIDE

    Breakfast looks simple. It isn't.

    Johan Larson joins Zac for a complete Breakfast Masterclass, breaking down how the deck works, why its seemingly innocuous cards become a lethal combo, and what separates someone who can assemble the combo from someone who can actually pilot Breakfast well.

    At its core, Breakfast is an A+B combo deck: Shuko or Nomads en-Kor provides the targeting engine, while Cephalid Illusionist mills the library when targeted. From there, Narcomoebas, Dread Return, and Thassa's Oracle finish the game.

    But knowing the combo is only the beginning.

    Johan walks through:

    • How the Breakfast combo actually works
    • Shuko + Cephalid Illusionist
    • Nomads en-Kor + Cephalid Illusionist
    • Loki, God of Mischief
    • Why three Narcomoebas are necessary
    • Cabal Therapy and protecting the combo
    • The importance of fetchland sequencing
    • Urza's Saga as an alternate win condition
    • Relic of Progenitus + Loki
    • Karakas and the current metagame
    • Force of Will, Swords to Plowshares and Orim's Chant
    • When Prismatic Ending belongs in the deck
    • Pithing Needle as a flexible Saga target
    • Lavinia against combo
    • And how to approach the major Legacy matchups

    Then the Masterclass goes even deeper with 12 matchup-specific sideboarding discussions, including Lands, Beanstalk, Energy, the Breakfast mirror, Death & Taxes, Dimir Tempo, Doomsday, Reanimator, Sneak & Show, Tron, UR Delver and UW Tempo.

    The central lesson throughout the episode is that the cards you play matter, but knowing what your opponent is playing—and sequencing your resources correctly—matters just as much.

    Johan specifically emphasizes that even something as basic as the order in which you fetch your lands can determine whether you are able to execute your plan later in the game.

    00:00 — Introducing Johan Larson & Breakfast
    03:00 — Why Play Breakfast?
    04:45 — What's Changed Since Last Year?
    06:30 — Mana & Fetchland Sequencing
    07:30 — Loki, God of Mischief
    09:20 — Why Three Narcomoebas?
    11:35 — How Breakfast Actually Works
    13:00 — Urza's Saga as the Fair Plan
    15:00 — Relic of Progenitus + Loki
    19:30 — Karakas & the Mana Base
    21:00 — The Interaction Suite
    24:00 — Orim's Chant
    25:30 — Brainstorm & Ponder
    26:30 — The Sideboard
    29:50 — Pithing Needle
    30:50 — Lavinia


    1 September 2026, 12:00 pm
  • 36 minutes 44 seconds
    How to Master Breakfast in Legacy

    https://tinyurl.com/BREAKFASTSept2026MASTERCLASS

    https://tinyurl.com/BREAKFAST-SEPT2026SBGUIDE


    Breakfast looks simple. It isn't.

    Johan Larson joins Zac for a complete Breakfast Masterclass, breaking down how the deck works, why its seemingly innocuous cards become a lethal combo, and what separates someone who can assemble the combo from someone who can actually pilot Breakfast well.

    At its core, Breakfast is an A+B combo deck: Shuko or Nomads en-Kor provides the targeting engine, while Cephalid Illusionist mills the library when targeted. From there, Narcomoebas, Dread Return, and Thassa's Oracle finish the game.

    But knowing the combo is only the beginning.

    Johan walks through:

    • How the Breakfast combo actually works
    • Shuko + Cephalid Illusionist
    • Nomads en-Kor + Cephalid Illusionist
    • Loki, God of Mischief
    • Why three Narcomoebas are necessary
    • Cabal Therapy and protecting the combo
    • The importance of fetchland sequencing
    • Urza's Saga as an alternate win condition
    • Relic of Progenitus + Loki
    • Karakas and the current metagame
    • Force of Will, Swords to Plowshares and Orim's Chant
    • When Prismatic Ending belongs in the deck
    • Pithing Needle as a flexible Saga target
    • Lavinia against combo
    • And how to approach the major Legacy matchups

    Then the Masterclass goes even deeper with 12 matchup-specific sideboarding discussions, including Lands, Beanstalk, Energy, the Breakfast mirror, Death & Taxes, Dimir Tempo, Doomsday, Reanimator, Sneak & Show, Tron, UR Delver and UW Tempo.

    The central lesson throughout the episode is that the cards you play matter, but knowing what your opponent is playing—and sequencing your resources correctly—matters just as much.

    Johan specifically emphasizes that even something as basic as the order in which you fetch your lands can determine whether you are able to execute your plan later in the game.

    00:00 — Introducing Johan Larson & Breakfast
    03:00 — Why Play Breakfast?
    04:45 — What's Changed Since Last Year?
    06:30 — Mana & Fetchland Sequencing
    07:30 — Loki, God of Mischief
    09:20 — Why Three Narcomoebas?
    11:35 — How Breakfast Actually Works
    13:00 — Urza's Saga as the Fair Plan
    15:00 — Relic of Progenitus + Loki
    19:30 — Karakas & the Mana Base
    21:00 — The Interaction Suite
    24:00 — Orim's Chant
    25:30 — Brainstorm & Ponder
    26:30 — The Sideboard
    29:50 — Pithing Needle
    30:50 — Lavinia


    1 September 2026, 12:00 pm
  • 32 minutes
    Magic Needs More Events Like DuressFest

    Competitive Magic isn't dead. We just miss what it used to feel like.

    DuressFest is coming, and Zac and Phil are incredibly excited—not simply because it's another Magic tournament, but because it represents something that has been missing from competitive Magic:

    the experience.

    We used to have Grand Prix events with thousands of players. You'd travel with your friends, play the main event, fire off side events, buy and sell cards, meet other players, grab dinner afterward, and spend an entire weekend immersed in Magic.

    DuressFest feels like a return to that experience.

    The conversation starts with the size of modern competitive events versus the old Grand Prix era, but quickly becomes a much bigger discussion about why competitive play matters to Magic's ecosystem.

    We talk about:

    • Why competitive Magic isn't necessarily dead
    • Why Wizards hasn't cultivated the competitive-player experience
    • What the old Grand Prix ecosystem provided
    • Why vendors need major events
    • Why competitive play creates demand for real cards
    • Why Legacy, Premodern, Classic and Peak have their own ecosystems
    • Why Magic's original premise was that you were the wizard
    • How Universes Beyond changes that relationship
    • Why named characters can make the player feel like a spectator
    • The difference between Magic and games like D&D or Zelda
    • Why self-expression is so important to competitive play
    • Why 60-card 1v1 Magic feels like the purest version of the game
    • What DuressFest needs to become
    • Why a Friday/Saturday/Sunday Grand Prix-style event would be incredible
    • And why DuressFest could be a proof of concept for more community-run events

    The bigger idea is simple:

    People don't just want to play Magic. They want somewhere to go play Magic.

    And DuressFest may prove that there is still a huge audience for that experience.

    Keeping this to 10 chapters:

    00:00 — DuressFest Is Bringing Back Grand Prix Magic
    01:24 — Competitive Magic Isn't Dead
    03:04 — Why Competitive Events Matter
    05:19 — The Magic Card Ecosystem
    09:03 — Why Magic Has Lasted 30+ Years
    12:09 — Universes Beyond & Losing Immersion
    14:19 — Are We Still the Wizard?
    19:15 — What Does DuressFest Need to Be?
    24:04 — Why We Miss the Grand Prix Experience
    26:27 — Why 60-Card Magic Is the Purest Magic


    Timestamps

    27 August 2026, 12:00 pm
  • 32 minutes
    Magic Needs More Events Like DuressFest

    Competitive Magic isn't dead. We just miss what it used to feel like.

    DuressFest is coming, and Zac and Phil are incredibly excited—not simply because it's another Magic tournament, but because it represents something that has been missing from competitive Magic:

    the experience.

    We used to have Grand Prix events with thousands of players. You'd travel with your friends, play the main event, fire off side events, buy and sell cards, meet other players, grab dinner afterward, and spend an entire weekend immersed in Magic.

    DuressFest feels like a return to that experience.

    The conversation starts with the size of modern competitive events versus the old Grand Prix era, but quickly becomes a much bigger discussion about why competitive play matters to Magic's ecosystem.

    We talk about:

    • Why competitive Magic isn't necessarily dead
    • Why Wizards hasn't cultivated the competitive-player experience
    • What the old Grand Prix ecosystem provided
    • Why vendors need major events
    • Why competitive play creates demand for real cards
    • Why Legacy, Premodern, Classic and Peak have their own ecosystems
    • Why Magic's original premise was that you were the wizard
    • How Universes Beyond changes that relationship
    • Why named characters can make the player feel like a spectator
    • The difference between Magic and games like D&D or Zelda
    • Why self-expression is so important to competitive play
    • Why 60-card 1v1 Magic feels like the purest version of the game
    • What DuressFest needs to become
    • Why a Friday/Saturday/Sunday Grand Prix-style event would be incredible
    • And why DuressFest could be a proof of concept for more community-run events

    The bigger idea is simple:

    People don't just want to play Magic. They want somewhere to go play Magic.

    And DuressFest may prove that there is still a huge audience for that experience.

    Keeping this to 10 chapters:

    00:00 — DuressFest Is Bringing Back Grand Prix Magic
    01:24 — Competitive Magic Isn't Dead
    03:04 — Why Competitive Events Matter
    05:19 — The Magic Card Ecosystem
    09:03 — Why Magic Has Lasted 30+ Years
    12:09 — Universes Beyond & Losing Immersion
    14:19 — Are We Still the Wizard?
    19:15 — What Does DuressFest Need to Be?
    24:04 — Why We Miss the Grand Prix Experience
    26:27 — Why 60-Card Magic Is the Purest Magic


    Timestamps

    27 August 2026, 12:00 pm
  • 30 minutes 57 seconds
    The Eternal Weekend Meta Is Taking Shape

    Eternal Weekend is coming. So... what are you playing?

    Zac and Phil break down the latest Legacy results from Buffalo Chicken Dip, looking at the decklists and trying to figure out what the current metagame actually looks like heading into Eternal Weekend.

    On paper, the format looks pretty diverse.

    We've got:

    • Sneak & Show
    • Blue-Red Delver
    • Beanstalk
    • Black Saga Storm
    • Dimir
    • Doomsday

    But once you start looking at the actual cards being played, things get a lot more interesting.

    Tamiyo, Inquisitive Student is everywhere. Daze continues to show up across multiple shells. Flow State has become a major engine for tempo decks, while Stock Up fills a similar role in bigger-mana strategies. And Orcish Bowmasters continues to dictate the terms of interaction.

    Phil's argument is that the Legacy metagame may look like a collection of different archetypes while actually functioning around a surprisingly small collection of cards.

    We also talk about:

    • Sneak & Show's new Flashback technology
    • Whether Flashback belongs in Legacy
    • The eternal debate over Daze
    • The strange rise and fall of Bilbo
    • Blue-Red Delver
    • Prismari Command vs. Brazen Borrower
    • Beanstalk's incredibly low-risk engine
    • Black Saga Storm
    • Dimir
    • Doomsday
    • Why Orcish Bowmasters is still the best thing to be doing
    • The disappearance of Planar Nexus decks
    • Whether the previous ban actually solved the right problem
    • Why self-perpetuating engines are dangerous for format health
    • What your opponent's first land + Tamiyo tells you about their deck
    • How all of this should influence your Eternal Weekend sideboard
    • And Zac's upcoming Breakfast Masterclass with Larson

    The big question:

    What are YOU playing at Eternal Weekend?

    26 August 2026, 12:00 pm
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