Podcast
Common Sense Sorcery Podcast
Zac and Phil explore Sorcery The Contested Realm in ways only they can.
- Episodes
- 130
- Releases
- Twice a week
- Typical length
- 33 min
- On air since
- 2025
- Latest episode
- 5 days ago
Episodes
130 episodes, newest first
-
17 min
SORCERY NEEDS A PRO TOUR
Show notes
What should competitive Sorcery: Contested Realm look like in 2027?
Sorcery has a passionate community and enormous competitive potential. But if we want the competitive scene to grow, we need more than a handful of major tournament weekends. We need a connected ecosystem of local events, independent organizers, regional competition, and major tournaments that give players something to work toward throughout the year.
In this episode, I'm laying out my vision for the future of competitive Sorcery—and the changes I'd love to see from Erik's Curiosa in 2027.
My seven proposals for competitive Sorcery:
•
More major events and independent organizers — Give experienced community organizers the tools, standards, and promotional support to run meaningful tournaments.
•
Better prizing — Make the rewards reflect the scale and ambition of an event, especially when players are traveling and competing at the highest level.
•
Quarterly cornerstone events — Give local game stores recurring competitive opportunities that help communities grow throughout the year.
•
A real competitive circuit — Connect local tournaments, regional events, and major competitions through a shared calendar, consistent standards, and published results.
•
The Solstice Series — Build a series of high-profile, Pro Tour-style events around Sorcery's unique release schedule, alongside Avatar of the Realm.
•
Support for organizers — Make it easier to run events through documentation, templates, promotional resources, and connections between tournament organizers.
•
Better competitive coverage — Publish more decklists, results, interviews, tournament reports, and event coverage so the whole community can follow the competitive scene.
If I had to prioritize just three things, I'd start with quarterly cornerstone events, stronger support for independent organizers and regional competition, and a series of major, well-supported tournaments throughout the year.
These are proposals, not announcements. Sorcery doesn't need to copy Magic's organized-play system. It needs a competitive structure that fits its own identity, community, and one-set-per-year cadence.
What would you like to see from competitive Sorcery in 2027? Should the game have a Solstice Series? More regional tournaments? Better prize pools? More support for local stores?
Let me know in the comments—and if you're a store owner or tournament organizer, I'd especially like to hear what would help you run more events.
Explore more Sorcery content and contribute an article at https://eternaldurdles.com/
#SorceryContestedRealm #SorceryTCG #CompetitiveSorcery
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39 min
Play Sorcery Online Is Changing How We Play Sorcery
Show notes
www.patreon.com/EternaldurdlesALKEM GEAR BAGS!https://www.alkemgear.com/?ref=qhbtohkfChannel Art Assets by: https://www.instagram.com/jonthetallone/ TCGPLAYER AFFILIATE LINK:https://partner.tcgplayer.com/OexAAnPlay Sorcery Online is quickly becoming a major hub for the Sorcery: Contested Realm community. But what makes it different from Tabletop Simulator, and why are so many players choosing it for their online games?In this episode of **Common Sense Sorcery**, I sit down with **Aadu, the creator of Play Sorcery Online**, for a guided tour of the platform. We explore the features that make it easier to play with friends, learn the game, review your matches, and understand the competitive metagame.We get hands-on with the interface, play a game, and explore some of the most exciting features—including game replays, card statistics, custom analytics, achievements, and Sorcerer Summit integration.### What we cover- How Play Sorcery Online started and why Aadu decided to build it- How it compares with Tabletop Simulator- Playing with friends, joining queues, and spectating live games- Replays that let you revisit decisions and explore alternative lines- Card data and win-rate analytics for understanding the metagame- Achievements, weekly bounties, and community-driven development- Why preserving the tabletop feel matters- What's next for online SorceryOne of the most exciting parts is the ability to revisit a game and examine individual decisions. For competitive players, that opens up new possibilities for testing decks, discussing difficult turns, and learning from matches.**Check out Play Sorcery Online and support Aadu's work:**- Play Sorcery Online: https://playsorceryonline.com/- Aadu's Ko-fi: https://ko-fi.com/playsorceryonline- PSO DISCORD: https://discord.gg/herpqN6njj- PSO YOUTUBE: https://www.youtube.com/@playsorceryonlineHave you tried Play Sorcery Online yet? Let us know what features you find most useful—and what you'd like to see added next!Subscribe to Common Sense Sorcery for more Sorcery: Contested Realm discussion, gameplay, deckbuilding, and community interviews.https://bit.ly/MoxfieldSorceryRiverside Partner Link: https://riverside.sjv.io/KB0E07
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39 min
Play Sorcery Online Is Changing How We Play Sorcery
Show notes
www.patreon.com/EternaldurdlesALKEM GEAR BAGS!https://www.alkemgear.com/?ref=qhbtohkfChannel Art Assets by: https://www.instagram.com/jonthetallone/ TCGPLAYER AFFILIATE LINK:https://partner.tcgplayer.com/OexAAnPlay Sorcery Online is quickly becoming a major hub for the Sorcery: Contested Realm community. But what makes it different from Tabletop Simulator, and why are so many players choosing it for their online games?In this episode of **Common Sense Sorcery**, I sit down with **Aadu, the creator of Play Sorcery Online**, for a guided tour of the platform. We explore the features that make it easier to play with friends, learn the game, review your matches, and understand the competitive metagame.We get hands-on with the interface, play a game, and explore some of the most exciting features—including game replays, card statistics, custom analytics, achievements, and Sorcerer Summit integration.### What we cover- How Play Sorcery Online started and why Aadu decided to build it- How it compares with Tabletop Simulator- Playing with friends, joining queues, and spectating live games- Replays that let you revisit decisions and explore alternative lines- Card data and win-rate analytics for understanding the metagame- Achievements, weekly bounties, and community-driven development- Why preserving the tabletop feel matters- What's next for online SorceryOne of the most exciting parts is the ability to revisit a game and examine individual decisions. For competitive players, that opens up new possibilities for testing decks, discussing difficult turns, and learning from matches.**Check out Play Sorcery Online and support Aadu's work:**- Play Sorcery Online: https://playsorceryonline.com/- Aadu's Ko-fi: https://ko-fi.com/playsorceryonline- PSO DISCORD: https://discord.gg/herpqN6njj- PSO YOUTUBE: https://www.youtube.com/@playsorceryonlineHave you tried Play Sorcery Online yet? Let us know what features you find most useful—and what you'd like to see added next!Subscribe to Common Sense Sorcery for more Sorcery: Contested Realm discussion, gameplay, deckbuilding, and community interviews.https://bit.ly/MoxfieldSorceryRiverside Partner Link: https://riverside.sjv.io/KB0E07
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43 min
I Stayed Up Until 1AM Brewing This Magician Deck
Show notes
Mock Court may have fundamentally changed how Sorcery: Contested Realm decks need to be built.
In this late-night brewing session, Force of Phil breaks down the evolution of his Immortal Throne Magician deck and explains why Mock Court represents a new kind of “universal guardrail” for deck construction.
The previous version of Magician leaned heavily on Frog synergies, Sunken Treasure, Deep Sea Mermaids, Plague of Frogs, 13 Treasures of Britain and other engines that could generate enormous amounts of card advantage.
But Mock Court changes the equation.
If a single turn-one card can make your ordinary minions effectively unplayable, Phil argues that the answer isn't necessarily finding a way to beat Mock Court — it's building your deck so that Mock Court doesn't punish you in the first place.
That leads to a completely different Magician build.
This version moves away from the Frog package and toward Fire/Earth, with a dense collection of card-draw engines, Cores, Wiccan Tools, Philosopher's Stone, Searing Truth, Morgana Le Fay, Demonic Contract, Blood Mana, Poison Nova and the Immortal Throne combo.
We also get deep into:
• Why Mock Court is a “universal guardrail”
• Why the Frog version of Magician struggles against it
• Searing Truth as the replacement for Sunken Treasure
• Wiccan Tools + Philosopher's Stone
• Demonic Contract and unique Demons
• Why Magician wants extremely dense card draw
• Managing the deck's inherent Site flood
• Immortal Throne scaling
• Kythera Mechanism + Chaos Wish
• How Fields of Kamlin and Mirage help against aggro
• Building the Collection for Demonic Contract
• Example opening hands and mulligan decisions
• Why adhering to Mock Court may actually make Magician a better deckThis is still an early version of the list, but Phil is already seeing a lot to like.
What do you think? Is Mock Court forcing Sorcery deckbuilding in a healthier direction, or is it simply shutting down too many strategies?
00:00 Mock Court Changes Magician
02:52 The Frog Magician Build
06:00 Why Mock Court Breaks the Old Deck
10:30 The New Immortal Throne List
16:00 Demonic Contract & Card Advantage
21:00 Searing Truth Replaces Sunken Treasure
25:00 Sites, Mirage & Fields of Kamlin
29:55 Building the Collection
36:50 Goldfishing & Mulligan Decisions
43:30 Final Thoughts on Universal Guardrails -
43 min
Can Magician Survive Mock Court? | Sorcery Deck Tech
Show notes
Mock Court may have fundamentally changed how Sorcery: Contested Realm decks need to be built.
In this late-night brewing session, Force of Phil breaks down the evolution of his Immortal Throne Magician deck and explains why Mock Court represents a new kind of “universal guardrail” for deck construction.
The previous version of Magician leaned heavily on Frog synergies, Sunken Treasure, Deep Sea Mermaids, Plague of Frogs, 13 Treasures of Britain and other engines that could generate enormous amounts of card advantage.
But Mock Court changes the equation.
If a single turn-one card can make your ordinary minions effectively unplayable, Phil argues that the answer isn't necessarily finding a way to beat Mock Court — it's building your deck so that Mock Court doesn't punish you in the first place.
That leads to a completely different Magician build.
This version moves away from the Frog package and toward Fire/Earth, with a dense collection of card-draw engines, Cores, Wiccan Tools, Philosopher's Stone, Searing Truth, Morgana Le Fay, Demonic Contract, Blood Mana, Poison Nova and the Immortal Throne combo.
We also get deep into:
• Why Mock Court is a “universal guardrail”
• Why the Frog version of Magician struggles against it
• Searing Truth as the replacement for Sunken Treasure
• Wiccan Tools + Philosopher's Stone
• Demonic Contract and unique Demons
• Why Magician wants extremely dense card draw
• Managing the deck's inherent Site flood
• Immortal Throne scaling
• Kythera Mechanism + Chaos Wish
• How Fields of Kamlin and Mirage help against aggro
• Building the Collection for Demonic Contract
• Example opening hands and mulligan decisions
• Why adhering to Mock Court may actually make Magician a better deckThis is still an early version of the list, but Phil is already seeing a lot to like.
What do you think? Is Mock Court forcing Sorcery deckbuilding in a healthier direction, or is it simply shutting down too many strategies?
00:00 Mock Court Changes Magician
02:52 The Frog Magician Build
06:00 Why Mock Court Breaks the Old Deck
10:30 The New Immortal Throne List
16:00 Demonic Contract & Card Advantage
21:00 Searing Truth Replaces Sunken Treasure
25:00 Sites, Mirage & Fields of Kamlin
29:55 Building the Collection
36:50 Goldfishing & Mulligan Decisions
43:30 Final Thoughts on Universal Guardrails -
32 min
Why Every Sorcery Deck Has to Respect Mock Court
Show notes
What exactly is a guardrail card, and what happens when one becomes universal?
In this Sorcery: Contested Realm theory episode, Zac and Phil break down the concept of guardrail cards and why they believe Mock Court may be the first true universal guardrail in Sorcery.
The distinction is important.
Cards like Garden of Eden and Mismanaged Mortuary act as specific guardrails. Garden of Eden forces Sorcerer players to account for its effect, while Mismanaged Mortuary can force Archimago and other graveyard-focused decks to adapt. But neither card affects the entire card pool.
Mock Court is different.
Because it costs zero mana and taxes ordinary minions, the argument is that every deck playing ordinary cards has to account for the possibility of an opponent opening on Mock Court. On the play, that can potentially disrupt the early turns where ordinary minions are designed to be deployed.
And that leads to the bigger deckbuilding question:
If a card exists that can punish an entire category of cards, should that category still be part of your deckbuilding equation?
We also get into:
• What makes a card a universal vs. specific guardrail
• Why Court of Equity doesn't necessarily invalidate Elites and Uniques
• The relationship between card rarity and power level
• Why Ordinary cards may be uniquely vulnerable to taxation
• Turn economy and why early-game disruption matters
• Why removing Mock Court from the metagame could eventually bring Ordinaries back
• The idea of an oscillating metagame
• Why Overflowing Court may not provide a complete answer
• How Mock Court compares to cards like Tax Collector and Witch
• Whether the existence of Mock Court actually means players should stop playing Ordinaries altogetherPhil's central argument is that Mock Court is fundamentally different from a card that simply answers a strategy: its existence potentially changes what is considered reasonable to put into every deck in the first place.
Is that a problem? Or is this exactly what a healthy metagame should look like?
Let us know what you think.
00:00 — What Is a Guardrail Card?
02:28 — Mock Court vs. Specific Guardrails
05:59 — Why Rarity Matters
08:18 — The Problem With Taxing Ordinary Minions
10:58 — Turn Economy & Mock Court
13:00 — Does Mock Court Make Ordinaries Unplayable?
16:18 — Should Everyone Just Play Mock Court?
19:06 — The Oscillating Metagame Problem
21:53 — Can You Actually Answer Mock Court?
25:56 — What Does This Mean for Sorcery Deckbuilding?⏱️ Chapters
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32 min
Why Every Sorcery Deck Has to Respect Mock Court
Show notes
What exactly is a guardrail card, and what happens when one becomes universal?
In this Sorcery: Contested Realm theory episode, Zac and Phil break down the concept of guardrail cards and why they believe Mock Court may be the first true universal guardrail in Sorcery.
The distinction is important.
Cards like Garden of Eden and Mismanaged Mortuary act as specific guardrails. Garden of Eden forces Sorcerer players to account for its effect, while Mismanaged Mortuary can force Archimago and other graveyard-focused decks to adapt. But neither card affects the entire card pool.
Mock Court is different.
Because it costs zero mana and taxes ordinary minions, the argument is that every deck playing ordinary cards has to account for the possibility of an opponent opening on Mock Court. On the play, that can potentially disrupt the early turns where ordinary minions are designed to be deployed.
And that leads to the bigger deckbuilding question:
If a card exists that can punish an entire category of cards, should that category still be part of your deckbuilding equation?
We also get into:
• What makes a card a universal vs. specific guardrail
• Why Court of Equity doesn't necessarily invalidate Elites and Uniques
• The relationship between card rarity and power level
• Why Ordinary cards may be uniquely vulnerable to taxation
• Turn economy and why early-game disruption matters
• Why removing Mock Court from the metagame could eventually bring Ordinaries back
• The idea of an oscillating metagame
• Why Overflowing Court may not provide a complete answer
• How Mock Court compares to cards like Tax Collector and Witch
• Whether the existence of Mock Court actually means players should stop playing Ordinaries altogetherPhil's central argument is that Mock Court is fundamentally different from a card that simply answers a strategy: its existence potentially changes what is considered reasonable to put into every deck in the first place.
Is that a problem? Or is this exactly what a healthy metagame should look like?
Let us know what you think.
00:00 — What Is a Guardrail Card?
02:28 — Mock Court vs. Specific Guardrails
05:59 — Why Rarity Matters
08:18 — The Problem With Taxing Ordinary Minions
10:58 — Turn Economy & Mock Court
13:00 — Does Mock Court Make Ordinaries Unplayable?
16:18 — Should Everyone Just Play Mock Court?
19:06 — The Oscillating Metagame Problem
21:53 — Can You Actually Answer Mock Court?
25:56 — What Does This Mean for Sorcery Deckbuilding?⏱️ Chapters
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23 min
I Went 5-2 at Grand Contest Baltimore With Enchantress
Show notes
I took Enchantress to Grand Contest Baltimore and finished 12th with a 5-2 record — and honestly, I think I left Top 8 on the table.
This is a full breakdown of my Enchantress list, my tournament run, the matchups I faced, and the two mistakes that ultimately cost me my final two losses.
This is the same “Dankest Enchantress” list that won the Cornerstone about a month earlier, built around a resilient midrange Enchantress shell with cards like Acid Rain, Black Plague, Thunderstorm, Wildfire, Poison Nova, Abaddon Succubus, Coinxie, Fate Changeling, Order of the Sacred Torque, and Abundance.
I'll walk through every round:
• Necromancer — surviving a blisteringly fast opening
• Wave Shaper — using Scatter and Riptide to fight the board
• Sorcerer — where one major board-state mistake cost me the game
• Imposter — another mistake involving Sphere of Animosity and Flame Collar
• Steam Sorcerer — a brutally close game where Garden of Eden saved me
• Flame Collar — another aggressive matchup that came down to the final turn
• Archimago — controlling the graveyard and eventually turning the cornerThe biggest lesson from the tournament wasn't that the deck needs a complete rebuild. It was that I need to play the deck better. I made two mistakes in my losses that I immediately knew I wanted to eliminate before Avatar of the Realm.
I also talk about why I'm so high on this version of Enchantress, what I'd change going forward, and why I think a Top 8 is eventually coming.
If you want to follow the Enchantress testing, theory, and tournament preparation, check out the Enchantress tier on Patreon.
Can Enchantress make Top 8 at Avatar of the Realm?
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25 min
I Went 5-2 at Grand Contest Baltimore With Enchantress
Show notes
I took Enchantress to Grand Contest Baltimore and finished 12th with a 5-2 record — and honestly, I think I left Top 8 on the table.
This is a full breakdown of my Enchantress list, my tournament run, the matchups I faced, and the two mistakes that ultimately cost me my final two losses.
This is the same “Dankest Enchantress” list that won the Cornerstone about a month earlier, built around a resilient midrange Enchantress shell with cards like Acid Rain, Black Plague, Thunderstorm, Wildfire, Poison Nova, Abaddon Succubus, Coinxie, Fate Changeling, Order of the Sacred Torque, and Abundance.
I'll walk through every round:
• Necromancer — surviving a blisteringly fast opening
• Wave Shaper — using Scatter and Riptide to fight the board
• Sorcerer — where one major board-state mistake cost me the game
• Imposter — another mistake involving Sphere of Animosity and Flame Collar
• Steam Sorcerer — a brutally close game where Garden of Eden saved me
• Flame Collar — another aggressive matchup that came down to the final turn
• Archimago — controlling the graveyard and eventually turning the cornerThe biggest lesson from the tournament wasn't that the deck needs a complete rebuild. It was that I need to play the deck better. I made two mistakes in my losses that I immediately knew I wanted to eliminate before Avatar of the Realm.
I also talk about why I'm so high on this version of Enchantress, what I'd change going forward, and why I think a Top 8 is eventually coming.
If you want to follow the Enchantress testing, theory, and tournament preparation, check out the Enchantress tier on Patreon.
Can Enchantress make Top 8 at Avatar of the Realm?
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25 min
Imposter Just Won Grand Contest Baltimore
Show notes
Grand Contest Baltimore delivered one of the most diverse Top 8s we've seen in Sorcery: Contested Realm — and Imposter finally took down a major tournament. Christian piloted Imposter to the championship after an incredible run through the Top 8, including a dramatic final against Gideon's Necromancer.
We break down every deck in the Top 8, including Imposter, Necromancer, Elementalist, Sorcerer, Pathfinder, and Geomancer, and talk about what the results tell us about the current Sorcery metagame. The Fire aggro package is showing up everywhere, Earth is becoming an important answer to aggressive decks, and Imposter continues to demonstrate just how much flexibility it has.
We also dive into our own Baltimore results. Zac finished 11th on Enchantress with 15 points, narrowly missing Top 8 on tiebreakers, while Phil finished as the highest-placing Magician at the event. Phil also came away with some important lessons about Cores, Dole Chance, frogs, Wiccan Tools, and playing around the surface/subsurface interaction.
Finally, we talk about the tournament itself — the 65-player field, the extra round, software problems, the tournament's growing pains, and why the community around Sorcery continues to be one of the best parts of the game.
Keep contesting the realm!
00:00 — Imposter Wins Grand Contest Baltimore
01:37 — Christian's Incredible Imposter Run
03:03 — The Top 8 Decks
06:24 — Sorcerer & the Fire Aggro Package
09:06 — Geomancer & the Enchantress Results
14:07 — How Imposter Plays Against Enchantress
15:20 — Phil's #1 Magician Finish
17:58 — Dole Chance, Frogs & Wiccan Tools
22:22 — How Diverse Was the Top 8?
23:28 — Tournament Logistics & Baltimore's Growing Pains⏱️ Chapters
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25 min
Imposter Just Won Grand Contest Baltimore
Show notes
Grand Contest Baltimore delivered one of the most diverse Top 8s we've seen in Sorcery: Contested Realm — and Imposter finally took down a major tournament. Christian piloted Imposter to the championship after an incredible run through the Top 8, including a dramatic final against Gideon's Necromancer.
We break down every deck in the Top 8, including Imposter, Necromancer, Elementalist, Sorcerer, Pathfinder, and Geomancer, and talk about what the results tell us about the current Sorcery metagame. The Fire aggro package is showing up everywhere, Earth is becoming an important answer to aggressive decks, and Imposter continues to demonstrate just how much flexibility it has.
We also dive into our own Baltimore results. Zac finished 11th on Enchantress with 15 points, narrowly missing Top 8 on tiebreakers, while Phil finished as the highest-placing Magician at the event. Phil also came away with some important lessons about Cores, Dole Chance, frogs, Wiccan Tools, and playing around the surface/subsurface interaction.
Finally, we talk about the tournament itself — the 65-player field, the extra round, software problems, the tournament's growing pains, and why the community around Sorcery continues to be one of the best parts of the game.
Keep contesting the realm!
00:00 — Imposter Wins Grand Contest Baltimore
01:37 — Christian's Incredible Imposter Run
03:03 — The Top 8 Decks
06:24 — Sorcerer & the Fire Aggro Package
09:06 — Geomancer & the Enchantress Results
14:07 — How Imposter Plays Against Enchantress
15:20 — Phil's #1 Magician Finish
17:58 — Dole Chance, Frogs & Wiccan Tools
22:22 — How Diverse Was the Top 8?
23:28 — Tournament Logistics & Baltimore's Growing Pains⏱️ Chapters
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30 min
Sorcery's Next Set Is PIRATES?! Here's What We Think
Show notes
Sorcery: Contested Realm's next set may be taking us on a very different kind of adventure.
Captain Baldasar has appeared again, and that has us asking a much bigger question: is Sorcery finally beginning to develop an ongoing narrative?
Zac and Phil break down the first hints about the next Sorcery set, including the possibility of a pirate-themed adventure, exploration, recurring characters, and what Captain Baldasar's return could mean for the future of the game.
We also look back at games like Legend of the Five Rings and how its evolving characters and tournament-driven story created an incredible level of player investment. Could Sorcery eventually capture some of that same magic?
Then we get into some of the characters we could potentially see return, including Veristus, Thyas, Young Master Damon, and Captain Baldasar, while debating how much named-character storytelling Sorcery actually needs.
And because this is Eternal Durdles, we couldn't possibly end the episode without getting distracted by Annual Fair, Deep Sea Mermaid, Return to Nature, mulligan rules, and some absolutely cursed rules-lawyering.
Finally, we talk about Baltimore, Avatar of the Realm, Enchantress, and what we're actually playing at the next big event.
What do YOU think the next Sorcery set is going to be? Pirates? Exploration? The Void? Something completely different?
Let us know in the comments!
00:00 Sorcery's Next Set Is Coming
02:25 Is It Actually a Pirate Set?
03:02 Captain Baldasar & Recurring Characters
06:00 Could Sorcery Build a Real Story?
09:40 Which Characters Could Return?
14:00 Our Predictions for Returning Characters
18:40 Could We Explore the Void?
21:30 Preparing for Baltimore
23:00 The Deep Sea Mermaid Rules Rabbit Hole
27:00 Enchantress & Final Baltimore Prep⏱️ Chapters
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30 min
Sorcery's Next Set Is PIRATES?! Here's What We Think
Show notes
Sorcery: Contested Realm's next set may be taking us on a very different kind of adventure.
Captain Baldasar has appeared again, and that has us asking a much bigger question: is Sorcery finally beginning to develop an ongoing narrative?
Zac and Phil break down the first hints about the next Sorcery set, including the possibility of a pirate-themed adventure, exploration, recurring characters, and what Captain Baldasar's return could mean for the future of the game.
We also look back at games like Legend of the Five Rings and how its evolving characters and tournament-driven story created an incredible level of player investment. Could Sorcery eventually capture some of that same magic?
Then we get into some of the characters we could potentially see return, including Veristus, Thyas, Young Master Damon, and Captain Baldasar, while debating how much named-character storytelling Sorcery actually needs.
And because this is Eternal Durdles, we couldn't possibly end the episode without getting distracted by Annual Fair, Deep Sea Mermaid, Return to Nature, mulligan rules, and some absolutely cursed rules-lawyering.
Finally, we talk about Baltimore, Avatar of the Realm, Enchantress, and what we're actually playing at the next big event.
What do YOU think the next Sorcery set is going to be? Pirates? Exploration? The Void? Something completely different?
Let us know in the comments!
00:00 Sorcery's Next Set Is Coming
02:25 Is It Actually a Pirate Set?
03:02 Captain Baldasar & Recurring Characters
06:00 Could Sorcery Build a Real Story?
09:40 Which Characters Could Return?
14:00 Our Predictions for Returning Characters
18:40 Could We Explore the Void?
21:30 Preparing for Baltimore
23:00 The Deep Sea Mermaid Rules Rabbit Hole
27:00 Enchantress & Final Baltimore Prep⏱️ Chapters
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31 min
The Hidden Cost of Playing Cores
Show notes
When should you actually play Cores in Sorcery: Contested Realm?
Cores give you a powerful mana advantage, but that acceleration comes with a cost: you're putting a card into your deck that becomes dramatically worse as the game goes long. So when is that trade actually worth making?
In this episode, Zac and Phil break down the deck-building theory behind Cores and identify the kinds of avatars and strategies that can actually take advantage of them.
We look at:
• Why Battle Mage, Blade Dancer, Sorcerer, Persecutor, Witch, Ralmeter, and Wave Shaper can benefit from Cores
• Mana-hungry avatars like Imposter, Dragon Lord, Savior, Templar, Lava Mancer, and Frostmage
• Why Templar and Elementalist approach the resource problem differently
• The relationship between mana advantage and threshold
• Why the new exceptional double-threshold sites could fundamentally change Core math
• How Towers can be an indication that your deck may also want Cores
• Why Cores become less attractive as deck size increases
• The difference between aggro, midrange, and control when evaluating Cores
• Why two-spelling is one of the biggest advantages Cores can provide
• The hidden cost of drawing a Core late in the game
• How card quality and card quantity should influence your deck constructionThe bigger lesson is that Cores aren't simply “good cards” that belong in every deck. You need to ask what your avatar and your strategy are actually trying to accomplish.
So: Do you play Cores? Or would you rather have another high-quality card in your Spellbook?
Let us know in the comments.
00:00 — When Should You Play Cores?
03:02 — Why Some Avatars Need Cores
07:50 — The Two Types of Core Decks
13:49 — Mana, Threshold & Deck Construction
18:38 — Will New Sites Change the Math?
21:37 — The Power of Threshold
24:10 — Why Early Cores Are So Powerful
26:30 — Aggro vs Midrange vs Control
29:38 — Towers, Cores & Getting Ahead of Curve
30:32 — Do You Actually Need Cores?Chapters
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31 min
The Hidden Cost of Playing Cores
Show notes
When should you actually play Cores in Sorcery: Contested Realm?
Cores give you a powerful mana advantage, but that acceleration comes with a cost: you're putting a card into your deck that becomes dramatically worse as the game goes long. So when is that trade actually worth making?
In this episode, Zac and Phil break down the deck-building theory behind Cores and identify the kinds of avatars and strategies that can actually take advantage of them.
We look at:
• Why Battle Mage, Blade Dancer, Sorcerer, Persecutor, Witch, Realmeater, and Wave Shaper can benefit from Cores
• Mana-hungry avatars like Imposter, Dragon Lord, Savior, Templar, Lava Mancer, and Frostmage
• Why Templar and Elementalist approach the resource problem differently
• The relationship between mana advantage and threshold
• Why the new exceptional double-threshold sites could fundamentally change Core math
• How Towers can be an indication that your deck may also want Cores
• Why Cores become less attractive as deck size increases
• The difference between aggro, midrange, and control when evaluating Cores
• Why two-spelling is one of the biggest advantages Cores can provide
• The hidden cost of drawing a Core late in the game
• How card quality and card quantity should influence your deck constructionThe bigger lesson is that Cores aren't simply “good cards” that belong in every deck. You need to ask what your avatar and your strategy are actually trying to accomplish.
So: Do you play Cores? Or would you rather have another high-quality card in your Spellbook?
Let us know in the comments.
00:00 — When Should You Play Cores?
03:02 — Why Some Avatars Need Cores
07:50 — The Two Types of Core Decks
13:49 — Mana, Threshold & Deck Construction
18:38 — Will New Sites Change the Math?
21:37 — The Power of Threshold
24:10 — Why Early Cores Are So Powerful
26:30 — Aggro vs Midrange vs Control
29:38 — Towers, Cores & Getting Ahead of Curve
30:32 — Do You Actually Need Cores?Chapters
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35 min
Persecutor Is Secretly a Monster
Show notes
The Persecutor might be one of the most underrated avatars from Gothic — and this budget build shows exactly why.
For around $100, this aggressive Persecutor deck turns one simple ability into an entire strategy: once per turn, Persecutor can step toward the closest enemy and brand them as evil. Suddenly, cards like Accusation, Be Gone, Holy Water, and Peacemaker Arbalist become dramatically more powerful and reliable.
The real engine is the Accusation + Be Gone package. Accusation gives you hand information while guaranteeing that the opponent is evil, while Be Gone becomes unconditional, anywhere-in-the-realm removal against an evil minion. Together, they keep your opponent off balance while giving you the information you need to navigate the board.
From there, the deck leans hard into aggressive movement and efficient threats. The Rack can turn a single hit into an escalating life-loss engine, while Devil's Egg, Sword and Shield, Majusa Freet, Lugbog Cat, Coralsome Kobolds, and Fire Breathing all help convert Persecutor's movement advantage into damage.
And when things get crowded, you've got some serious reach: Lava Flow can deal massive positional damage, while Poison Nova provides a way to clear the board and find those last points of damage.
Phil and Zac break down the entire budget list, the key synergies, the cards that could upgrade the deck, and why Persecutor's ability changes the way your opponent has to play.
What would YOU add to this deck first? Let us know in the comments!
00:00 — Why Persecutor Was Underestimated
01:39 — What Makes Persecutor So Powerful?
04:12 — Accusation + Be Gone: The Core Engine
10:17 — Turning Evil Into Removal
13:09 — The Rack Is Absolutely Ridiculous
18:00 — The Aggressive Minion Package
23:06 — Hyper Parasite, Lord of Lies & Swap
27:00 — Lava Flow and Massive Damage
30:00 — Sites, Upgrades & the Maybe Board
31:33 — Why Persecutor Keeps You Off Balance⏱️ Chapters
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35 min
Persecutor Is Secretly a Monster
Show notes
The Persecutor might be one of the most underrated avatars from Gothic — and this budget build shows exactly why.
For around $100, this aggressive Persecutor deck turns one simple ability into an entire strategy: once per turn, Persecutor can step toward the closest enemy and brand them as evil. Suddenly, cards like Accusation, Be Gone, Holy Water, and Peacemaker Arbalist become dramatically more powerful and reliable.
The real engine is the Accusation + Be Gone package. Accusation gives you hand information while guaranteeing that the opponent is evil, while Be Gone becomes unconditional, anywhere-in-the-realm removal against an evil minion. Together, they keep your opponent off balance while giving you the information you need to navigate the board.
From there, the deck leans hard into aggressive movement and efficient threats. The Rack can turn a single hit into an escalating life-loss engine, while Devil's Egg, Sword and Shield, Majusa Freet, Lugbog Cat, Coralsome Kobolds, and Fire Breathing all help convert Persecutor's movement advantage into damage.
And when things get crowded, you've got some serious reach: Lava Flow can deal massive positional damage, while Poison Nova provides a way to clear the board and find those last points of damage.
Phil and Zac break down the entire budget list, the key synergies, the cards that could upgrade the deck, and why Persecutor's ability changes the way your opponent has to play.
What would YOU add to this deck first? Let us know in the comments!
00:00 — Why Persecutor Was Underestimated
01:39 — What Makes Persecutor So Powerful?
04:12 — Accusation + Be Gone: The Core Engine
10:17 — Turning Evil Into Removal
13:09 — The Rack Is Absolutely Ridiculous
18:00 — The Aggressive Minion Package
23:06 — Hyper Parasite, Lord of Lies & Swap
27:00 — Lava Flow and Massive Damage
30:00 — Sites, Upgrades & the Maybe Board
31:33 — Why Persecutor Keeps You Off Balance⏱️ Chapters
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1 hr
The Problem With Earth Enchantress
Show notes
Is Earth Enchantress finally ready to make its move?
Zac sits down with Lauren to talk about one of Sorcery's strangest and most rewarding avatars: Enchantress.
We start by breaking down the Earth auras available to Enchantress—including Entangled Terrain, Homecoming, Mortal Soil, Rest in Peace, and Wall of Brambles—and quickly discover the fundamental problem: there just aren't enough good auras.
From there, the conversation gets much deeper.
What actually makes Enchantress work? Why is the deck more about card quality than card quantity? When should you animate an aura? And how do you squeeze multiple cards' worth of value out of every aura you put onto the board?
We also get into Zac's current “Dankist Enchantress” build, which takes a very different approach from traditional aura-heavy lists. Instead of relying entirely on enchantments, the deck plays a much larger minion package and uses cards like Wildfire, Thunderstorm, Sphere of Animosity and Black Plague to create a midrange strategy that can eventually turn the corner.
And yes, there are some absolutely disgusting Enchantress plays along the way.
Including the Lord of Lies sequence that left Lauren wondering how Zac could possibly be allowed to do that.
• Is Earth Enchantress actually playable?
• The seven Earth auras
• Why Entangled Terrain stands out
• The problem with Enchantress card advantage
• Why patience is so important
• When should you animate your auras?
• Zac's Dankist Enchantress deck
• Why Grandmaster Wizard is falling out of favor
• The case for Whirling Blades
• Garden of Eden and hate sites
• Playing against Ironclad
• The Enchantress mirror
• Why Enchantress rewards format knowledge
• And why we desperately need more playable aurasIf you've been thinking about picking up Enchantress, this is a great place to start.
00:00 — Who Is on the Mount Rushmore of Enchantress?
05:34 — The Problem With Earth Enchantress
08:09 — Can You Build an All-Aura Enchantress?
10:19 — Enchantress Is About Card Quality
14:25 — Why Zac Cut Grandmaster Wizard
15:25 — Garden of Eden Is a Nightmare
20:20 — The Secret Power of Enchantress
24:28 — When Should You Animate an Aura?
32:30 — Zac's “Dankist Enchantress” Deck
44:53 — The Enchantress MirrorIn this episode:Timestamps
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1 hr
The Problem With Earth Enchantress
Show notes
Is Earth Enchantress finally ready to make its move?
Zac sits down with Lauren to talk about one of Sorcery's strangest and most rewarding avatars: Enchantress.
We start by breaking down the Earth auras available to Enchantress—including Entangled Terrain, Homecoming, Mortal Soil, Rest in Peace, and Wall of Brambles—and quickly discover the fundamental problem: there just aren't enough good auras.
From there, the conversation gets much deeper.
What actually makes Enchantress work? Why is the deck more about card quality than card quantity? When should you animate an aura? And how do you squeeze multiple cards' worth of value out of every aura you put onto the board?
We also get into Zac's current “Dankist Enchantress” build, which takes a very different approach from traditional aura-heavy lists. Instead of relying entirely on enchantments, the deck plays a much larger minion package and uses cards like Wildfire, Thunderstorm, Sphere of Animosity and Black Plague to create a midrange strategy that can eventually turn the corner.
And yes, there are some absolutely disgusting Enchantress plays along the way.
Including the Lord of Lies sequence that left Lauren wondering how Zac could possibly be allowed to do that.
• Is Earth Enchantress actually playable?
• The seven Earth auras
• Why Entangled Terrain stands out
• The problem with Enchantress card advantage
• Why patience is so important
• When should you animate your auras?
• Zac's Dankist Enchantress deck
• Why Grandmaster Wizard is falling out of favor
• The case for Whirling Blades
• Garden of Eden and hate sites
• Playing against Ironclad
• The Enchantress mirror
• Why Enchantress rewards format knowledge
• And why we desperately need more playable aurasIf you've been thinking about picking up Enchantress, this is a great place to start.
00:00 — Who Is on the Mount Rushmore of Enchantress?
05:34 — The Problem With Earth Enchantress
08:09 — Can You Build an All-Aura Enchantress?
10:19 — Enchantress Is About Card Quality
14:25 — Why Zac Cut Grandmaster Wizard
15:25 — Garden of Eden Is a Nightmare
20:20 — The Secret Power of Enchantress
24:28 — When Should You Animate an Aura?
32:30 — Zac's “Dankist Enchantress” Deck
44:53 — The Enchantress MirrorIn this episode:Timestamps
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34 min
Sorcery's Next Set Is FINALLY Coming
Show notes
We finally have a window for Sorcery's next set.
The new Frostmage vs. Lavemancer announcement gives us our first real look at what's coming—and it gives us a LOT to speculate about.
Zac and Phil break down the new Frostmage and Lavemancer cards, including Frostmage, Shatter, Arya Wraith, White Death, and Lavemancer itself. We also look at the new packaging, the 60-card spellbooks, 30-card atlases, the number of new cards, and how the unique cards will be distributed.
Then things get speculative.
What do the other element combinations look like? Could we eventually see Steam, Smoke, Dust, or other dual-element avatars? What mechanics might those avatars care about? And could the new set actually breathe life into older cards by giving previously overlooked mechanics a new home?
Phil also makes a bold prediction for the next avatar, while Zac predicts that Steam will finally get its own Omphalos.
We also talk about:
• Frostmage's disabled mechanic
• Lavemancer and rubble
• Arya Wraith's artifact destruction
• White Death's insane range
• The future of dual-element avatars
• What the new set means for the metagame
• Why the delayed release might actually be good for Sorcery
• Distribution and Q4 shipping concerns
• Foils and the Dustial Wars program
• What cards we desperately want in the next setAnd most importantly:
Sorcery isn't going anywhere.
The new set has a release window, there's more information coming, and there's still a ton of room left to explore in the current card pool.
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