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DeinoStinkus says... #1

Hey man, it's cool that you have a YouTube channel! I'll have to sub when I can! In the meantime, my channel is DeinoStinkus Studios. Do you want to enable chat?

August 5, 2020 9:21 a.m.

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casual_competitive I honestly didn't want to fork out the money for a copy but it would be better.

August 11, 2020 3:10 p.m.

DeinoStinkus I'm trying to make this deck more superfriends and counter based. I really want to use Lethal Vapors, Spreading Plague, and Tainted AEther to control the field.

August 5, 2020 12:36 p.m.

Also EleshNornsFs I too am exclusively a Commander player. I keep a Modern deck just in case (and an Oathbreaker one too) but mostly I play either Commander or Draft sometimes, so that's what I keep in mind when I design.

August 5, 2020 9:13 a.m.

Ah, so the Disdain cycle is kind of like guild or clan charms, as in tri-color modal spells? I wanted to do a cycle of syndicate charms anyway so this is great.

August 5, 2020 8:37 a.m.

On Fiora, we've only seen Elves, Goblins, Humans, and Giants up to now as far as I'm aware. Doesn't mean there can't be more. I always suspected the unexplored Wilds had more races in them. Maybe Merfolk could make an appearance?

August 3, 2020 3:50 p.m.

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Fine by me. I like that we can re-use some of the cool old Fioran characters who might get out of the city (or have gotten expelled). I've already got a sweet idea for "Muzzio's Vengeance."

August 3, 2020 11:46 a.m.

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DeinoStinkus oh was that something we decided? Haha it's fine by me though. Normally I try not to interweave anything I design with actual MTG because then it might not be considered "canon" but I don't have a preference really.

Actually, maybe this plane could be Tolvada? Where Kaya's from?

August 3, 2020 11:40 a.m.

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Another interesting concept. I haven't historically liked those kind of mechanics because you have to be losing for them to do anything, but it's a possibility!

Sounds like a plan to me! I've got Mardu and Jeskai.

August 3, 2020 11:38 a.m.

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My vision for Temur (Artello is the name I gave them) is that they're a band of social outcasts and anarchists living on the verge of society. They'd also be the only syndicate not ruled by a single person, but by a democratic (sort of) council. To them, crime is simply a means of survival and getting by day to day. They'd have a chaotic-type feel meant to mess with the other syndicates' rather orderly approach to crime.

August 3, 2020 11:17 a.m.

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EleshNornsFs ooh I like your idea! Maybe we're overthinking this and the spell mechanic could be very simple. Instead of Profit as a mechanic on permanents, maybe it's a mechanic on spells? Something like "When you cast X, if you control a permanent with X converted mana cost or you have X treasures or something, draw a card or get an extra ability"? Maybe it only works if you have more treasures or a higher-costing permanent?

Also, I toyed with syndicate-specific mechanics but found it was too similar to Khans or Guilds and made the set too complex.

August 3, 2020 11:15 a.m.

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DeinoStinkus hmm interesting thought. I like the overload mechanic and there is precedent with it being in other colors now. Not married to it though. I also like your idea for Barter, but again, I'm unsure as of yet. Let's marinate for a little while on the spell mechanic and come back to it later. I'm cool with Syndicates as the title.

Also, the Jeskai and Mardu syndicates are the closest to my heart, so I'd take those. That leaves Temur (the anarchists and outcasts) and Abzan (crime family) to design. Ironically you and EleshNornsFs took the ones I struggled with in my own work, so that works out nicely.

August 3, 2020 11:01 a.m.

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DeinoStinkus that's still kind of a creature mechanic though, isn't it? Also I'm biased because I never liked heroic. Haha. Since treasure is kind of the returning mechanic here, I figured we'd need something new.

Also, Syndicates of Fiora? Or is that too on the nose?

August 3, 2020 10:52 a.m.

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EleshNornsFs sounds like a plan to me! We'll also have to find another mechanic, probably one for spells. Bounty is a creature-focused mechanic. Treasure is pretty open-ended and mana-focused. I feel like we need something instant or sorcery-related to balance things out.

August 3, 2020 10:33 a.m.

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DeinoStinkus EleshNornsFs perhaps we should start a new thread for this? And btw anyone else who wants to jump on board is still welcome. Loving the ideas so far! I think some might need a bit of refinement but that's what set design is all about. Should we divide up the tasks and such and do some more brainstorming?

August 3, 2020 9:55 a.m.

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EleshNornsFs I really do!!! This is exactly the kind of card and abilities I've been thinking of. Only thing is I'd put this card in the Jeskai syndicate over the Abzan one. The Jeskai syndicate (in my head at least) is about using creatures with bounty counters for value and stalling them instead of outright killing them. The Abzan syndicate, on the other hand, is the one I see leaning most into the bounty ability itself and getting the death triggers by killing creatures.

ADDITION: Oooh treasure lands? Could potentially be overpowered but I really do like it. Seems like just a strictly better tri-land though. Maybe they only give two colors but also a treasure? That could be more balanced.

August 3, 2020 8:33 a.m. Edited.

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That's why I was thinking Fiora as the setting. We've seen the High City of Paliano in the Conspiracy sets, but we haven't seen the Lowlands outside the city and the vast unexplored Wilds, as well as the city of Trest nearby, which could loop into this. And that way we could bring back some of the characters from Conspiracy like Leovold or Muzzio or Daretti, etc. I like the Renaissance Italian feel of the plane for the syndicates theme.

August 2, 2020 5:15 p.m.

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Great! Also, love the name you came up with: Drezznor sounds awesome. Here are the names I actually had down originally for the other syndicates:

Jeskai: Bedrossa

Mardu: Roche

Temur: Artello

Abzan: Corrini

Of course I'm not married to any of these.

August 2, 2020 2:10 p.m. Edited.

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DeinoStinkus yes, exactly like that! I only had the bounty mechanic as working on creatures though, I feel like it doesn't make a ton of sense on non-creature permanents. But I love this clone one you made!

Here's now I was seeing the breakdown of the syndicates (and I was actually incorporating the whole "law and order" side into one of them for a totally corrupt system because it's more dark and fun that way). Also, each of them would use the bounty mechanic in slightly different ways, and of course each syndicate has a legendary "capo" creature who's the head of the syndicate and embodies what they're all about.

Jeskai: The syndicate of law and order, forming the upper tier of society and consisting of corrupt politicians and police. They ostensibly keep the peace while extorting others for their own gain. While they use the actual bounty mechanic the least, they use bounties for other means, like pacifying opposing creatures, gaining life, drawing cards, etc.

Sultai: Middle-ground of bounties. The shadowy underbelly black marketeers, smugglers, and spies. They copy, kill, and steal resources with their bounty abilities.

Temur: Second-least bounty focused, a group of rebels and renegades who reject civilized society entirely (unlike the other syndicates who at least pretend to play real roles) and live outside the city in camps. They're basically anarchists and freedom-fighters and have a very chaos-type play feel. They also don't have a single leader, as they're ruled by a council (unlike any of the other groups).

Mardu: The second-most bounty-focused syndicate, a loose association of street gangs, urchins, and back-alley thugs. These are the people who will stick up unsuspecting people in a dark alley or commit acts of random vandalism or arson, for example. They're also the kind other syndicates hire to do their dirty work because they're the obvious fall guys.

Abzan: The most syndicate-y of the syndicates, an ancient family with a hidden web of connections all over the place. They use bounties to weaken and destroy opposing threats and have the most instances of the mechanic overall.

August 2, 2020 1:23 p.m.

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DeinoStinkus I really like the bounty idea, and I love the earlier idea of the partner "hunted by" creatures. Another custom set I started but never finished was based on Fiora, as a partner to the Conspiracy sets. It focused on crime syndicates (five of them, wedge-colored) and each had a little different strategy to win. Treasures were a big theme, as were bounties or bounty counters. The idea was there would be a mechanic called "bounty" where whenever a creature with bounties on it died, something happened (a death trigger mechanic like morbid). It's really open-ended that way!

August 1, 2020 9:52 a.m.

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King_marchesa I actually don't mind the idea of a return to Kamigawa at all. I had an idea for a mechanic called "spiritcraft" which paired with the old Soulshift mechanic (though it wouldn't make a reappearance) to put creatures that were returned to your hand from your graveyard directly into play. I also love the idea of demigods, as the kami spirits could be combining with humans and other mortals to create half-gods.

August 1, 2020 7:53 a.m.


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Finished Decks 101
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Joined 5 years