Monday, August 10, 2026

"Spider-Man: Brand New Day — 3 Reasons Why It Worked for Me"

"Spider-Man: Brand New Day — 3 Reasons Why It Worked for Me"

by:

Virgilio F. De leon Jr.MD


“Superhero fatigue” has been thrown around as a term ever since the Marvel Cinematic Universe decided, perhaps in all its hubris, to expand far beyond the basics of simply entertaining people.


You could say they started taking things too seriously and simply lost the plot.


You could also say they managed to lose it on multiple levels.


So I went into Spider-Man: Brand New Day with an open mind.


I honestly enjoyed No Way Home, especially seeing three different Spider-Men interact with each other, but I also knew going into this movie that there were probably going to be some sad parts.


So why did it work?


Why did I leave the theater feeling entertained?


I think there are three reasons.


1. You Didn't Need to Do Your Homework


Aside from perhaps watching No Way Home as a refresher, there was no need to finish an entire assignment just to understand what was happening in this movie.


They carried forward the consequences of the previous film and made sure there were enough callbacks to remind you where Peter's story had been.


Even something as simple as the coffee cup from the donut shop works because it connects back to Peter's last encounter with MJ.


You don't need to remember every single MCU project that has come before this one.


You just need to remember Peter Parker.


And honestly, that's refreshing.


2. They Kept It About Spider-Man


Unlike Doctor Strange in the Multiverse of Madness, Ant-Man and the Wasp: Quantumania, or even Black Panther: Wakanda Forever, where the titular character sometimes feels like they are sharing the spotlight with a much larger story, Brand New Day feels like it is actually about Peter Parker.


The movie focuses on how Peter has been coping with everything that happened in the previous film and how difficult it has been for him to move on.


You feel his loneliness.


And that's particularly interesting because Peter is still surrounded by people who care about him. But the people who loved him most—MJ, Ned, and even Aunt May—are no longer able to be part of his life in the same way.


That's a very different kind of superhero problem.


Peter isn't trying to save the multiverse.


He's trying to figure out how to live with what he's lost.


And sometimes, keeping things personal makes a superhero story much more effective.


3. There Were Funny Moments—But Man, the Action Was There!


There were definitely funny moments, but what really stood out to me was the action.


This has some of the best Spider-Man action sequences I've seen in quite a while.


That sequence involving The Hand was particularly cool, and the movie really takes advantage of just how dynamic Spider-Man can be when he fights.


Web-slinging.


Wall-crawling.


Flipping around.


Using the environment.


Moving in ways that a normal human being simply couldn't.


They really went all-in on what makes Spider-Man's fighting style so much fun to watch.


And then there's the fact that we watched it at the Uptown Tempur Cinema in BGC.


Thanks to my wife for arranging all of that!


My back was relaxed, I had all the snacks I wanted, and I was there with my family.


So maybe I'm giving the movie a little extra credit because the entire experience was great.


But that's also part of going to the movies.


You don't just watch the film.


You experience it.


And for me, Spider-Man: Brand New Day was a great experience.


The movie entertained me, gave me a Spider-Man story that actually felt like a Spider-Man story, and reminded me why I still enjoy sitting in a theater and watching someone swing across New York.


For all the talk about superhero fatigue...


Maybe sometimes we just need to let Spider-Man be Spider-Man.

"Worzel, the Protector: Ten Fairies and a Whole Lot of Loyalty"

"Worzel, the Protector: Ten Fairies and a Whole Lot of Loyalty"

by:

Virgilio F. De leon Jr.MD


Worzel, the Protector is a mono-white Commander-eligible planeswalker who makes her appearance in Mystery Booster Commander Edition.


She is the sixth planeswalker I've talked about so far, and I think she can be effective even as part of the 99 rather than necessarily being the commander of the deck.


At four mana, with a cost of 1 colorless and 3 white mana, there is certainly a heavy commitment to white. You're probably going to want to play her in a deck that is heavily invested in white, if not outright mono-white.


Whew. That was a lot of white!


Fortunately, that's not really a problem.


White has no shortage of planeswalkers, so there are plenty of options for building a deck around her.


And at only four mana, Worzel is considerably easier to get onto the battlefield than some of the more expensive planeswalkers I've looked at so far.


Now, on to her abilities.


Her first ability is a 0 ability that creates a 1/1 Cat token. But this isn't just another disposable creature token. The Cat can eventually tap to put a loyalty counter on each planeswalker you control.


Well, well.


A creature worth having around!


Not only does it give you another body on the battlefield, but it can also help get Worzel closer to her ultimate while simultaneously helping every other planeswalker you happen to have in play.


That's a pretty useful little Cat.


Her second ability is a -1 that lets you look at the top six cards of your library and dig for either a planeswalker or a basic Plains.


What you choose depends on what you need at the moment.


Are you behind on lands? Grab the Plains.


Are you setting up your next big play? Find the planeswalker you need.


Everything else goes to the bottom of your library in a random order. It's a simple ability, but being able to look six cards deep for exactly one of two things you are likely to want is pretty useful.


Let there be Plains or planeswalkers!


And then we get to her ultimate: -8 to create ten Scryb Spirit tokens.


Ten 1/1 flying Faeries that are, rather oddly, green.


Yes, you read that correctly.


Green.


Which makes me think that Worzel might have a home beyond mono-white planeswalker decks. She could potentially fit into one of those Trostani/Selesnya token decks as well.


Ten flying creatures represent a potential ten points of damage coming from the air, and suddenly that doesn't look so insignificant.


Especially when you remember what token decks tend to do.


Doubling Season.


Second Harvest.


These decks are already perfectly capable of turning a modest army into an absurdly large one. Add ten flying tokens to the equation and things could get very interesting very quickly.


And because Worzel only costs four mana, getting her onto the battlefield and working toward that ultimate isn't quite the investment it would be with a more expensive planeswalker.


I think Worzel is worth considering for mono-white planeswalker-centered decks, but I also wouldn't be surprised to see her find a home in Selesnya token decks.


A Cat that helps your planeswalkers gain loyalty, a little library digging, and an ultimate that gives you ten flying tokens?


That's a lot of loyalty for one protector.


Saturday, August 8, 2026

"Dyfed: The Original Phyrexian Tour Guide"

 "Dyfed: The Original Phyrexian Tour Guide"

by:

Virgilio F. De leon Jr.MD


Before the Brothers' War, Dyfed had a chance encounter with Yawgmoth, who at the time was still a Thran physician. Yawgmoth claimed that he wanted to find a paradise for the Thran, and it was Dyfed who ultimately led him to Phyrexia.


Not Mirrodin after it had been converted into a Phyrexian world, but the original Phyrexia—the plane that would eventually become the foundation of Yawgmoth's greatest ambitions.


Dyfed was also instrumental in opening a permanent portal to Phyrexia, allowing Yawgmoth to enter the plane and eventually fuse with its core.


Thanks, Dyfed!


You probably don't really want to know what happened to her afterward. Just know that her fate was about as Phyrexian as you could possibly imagine.


So, on to the card!


Dyfed, the Guiding Hand is another five-mana planeswalker commander, this time in the mono-blue variety.


And this is one I am actually excited about adding to my Atraxa Superfriends EDH deck.


Her +1 ability creates two tapped Powerstone tokens. That's pretty useful for powering out even bigger things, particularly artifacts. More mana is always welcome, especially when your deck is already planning to cast some very expensive toys.


Her second ability is a -X that untaps X target artifacts.


Now this is where things start getting interesting.


Imagine a whole collection of mana rocks waiting to be untapped. Or perhaps an Isochron Scepter with Dramatic Reversal imprinted on it.


There are plenty of possibilities here, and suddenly Dyfed starts looking less like a simple value planeswalker and more like someone who can enable some very explosive turns.


And then we get to the wonderful -6 ultimate.


You get to search your library for an artifact card, put it directly onto the battlefield, and then shuffle your library.


That is a very open-ended ability.


Portal to Phyrexia seems particularly fitting, considering Dyfed's history, but the best choice really depends on what you need at the time.


Mindslaver would certainly be high on the list.


A Blightsteel Colossus is another possibility.


Even something like Planar Bridge could be an interesting choice if you're looking toward the long game.


That's what makes this ultimate particularly appealing. You're not locked into one particular artifact. You get to find the tool that best fits the situation—and you get to put it directly onto the battlefield.


Dyfed is pretty high on my list.


Sorry about what Yawgmoth eventually did to Phyrexia.


But hey...


Thanks for showing him the way!


"Venser, Visionary Traveler: Wait... Isn’t Venser Dead?"

"Venser, Visionary Traveler: Wait... Isn’t Venser Dead?"

by:

Virgilio F. De leon Jr.MD


Any Phyrexian worth his salt knows that Venser is dead.


He sacrificed his spark—his very life—to free Karn from the Phyrexians. And one can only imagine what might have happened if Karn had remained the Father of Machines. Would we have lost the war? Would Wizards of the Coast have ever explained why Phyrexian oil could be incredibly deadly one moment and seemingly ineffective the next?


But I digress.


Knowing that Venser is dead merely means that Venser, Visionary Traveler might be a younger version of him—or perhaps an entirely different version from another timeline.


And why does he look so much like Hugh Jackman?


Are they trying to get him to play Venser in some unnamed Planeswalker project?


Again, I am getting distracted.


I checked my collection binder, and there have actually been quite a few planeswalker versions of Venser over the years. The last one we saw was essentially a corrupted version of his own corpse. So perhaps the fact that Venser keeps showing up in different forms shouldn't surprise me anymore.


Still, here we are.


This five-mana planeswalker in Azorius colors looks like a mid-to-late-game advantage engine. However, if you've ever played with these particular colors, you know that Azorius isn't exactly known for attacking with hordes of creatures. They would much rather lock everything down until you eventually rage-quit.


So the static ability on this Venser is particularly interesting because it seems to encourage you to play with creatures that have been Suspended, are sitting in Exile, or have somehow made their way into your graveyard. Foretell also fits the bill.


Non-token creatures entering the battlefield with two additional +1/+1 counters is certainly useful.


But creatures coming out of Exile or Suspension bigger than when they went in?


That doesn't exactly scream Azorius to me.


His first ability, a +1, allows you to bounce a target permanent you control and return it at the beginning of the next end step under its owner's control.


Now this sounds like Azorius.


You can temporarily remove one of your own permanents and then take advantage of either its leave-the-battlefield or enter-the-battlefield ability when it returns. There are plenty of ways to turn what looks like a simple defensive trick into additional value.


And then there's the -2 ability, which lets you return up to one target nonland permanent that a player controls to its owner's hand.


That's a pretty useful bit of disruption when an opponent is pulling ahead with powerful permanents. Of course, there's always the downside that you're potentially helping them reuse something with a particularly nasty enters-the-battlefield ability.


Still, that's the sort of interaction you expect from an Azorius planeswalker.


At five mana, though, Venser feels a little underwhelming.


Nothing here immediately makes me think, "I absolutely need this card." The abilities are useful, the synergies are there, and there are definitely decks that can take advantage of what he offers.


But perhaps that's the point.


Having Venser as a commander might be exactly what some Azorius player is looking for right now—a planeswalker who rewards patience, careful sequencing, and making the most out of creatures that keep leaving and returning to the battlefield.


And considering how many times Venser has already shown up after supposedly being gone for good...


Maybe we should just stop asking whether he's dead.


He'll probably be back anyway.


Thursday, August 6, 2026

"Arzakon: Chaos, Black Lotus, and Big Questions"

 "Arzakon: Chaos, Black Lotus, and Big Questions"

by: 

Virgilio F. De Leon Jr.MD


Arzakon was a powerful planeswalker from an unknown plane who once sought to conquer Shandalar, only to be defeated before disappearing into Magic's history.


As the main villain of an old MicroProse game, I had absolutely no idea who he was. After finally seeing his card, though, I can't help but feel a little underwhelmed. Between the demanding WUBRG mana cost and what he actually brings to the table, he seems... kind of tame.


To be fair, any deck capable of casting Arzakon probably has plenty of powerful things it can already be doing before he ever enters the battlefield. You'll need serious mana ramp just to get him into play, so that part is practically mandatory.


His first ability, a +2, lets you throw what is essentially a Lightning Bolt at any target. Sometimes that's enough to kill a creature, sometimes it just chips away at an opponent's life total. More often than not, though, it's simply an invitation for someone across the table to decide that you are now the biggest threat. It's a perfectly serviceable ability, but not exactly the kind of effect that makes you excited to spend five different colors of mana.


Then there's the controversial -3 ability, which creates a Black Lotus token.


There has already been plenty of discussion about Wizards of the Coast tiptoeing around the Reserved List, and this feels like another example of them finding a creative way to reference one of Magic's most iconic cards without actually reprinting it.


After all the work it takes to cast Arzakon, your reward is a one-shot three-mana boost. It's undeniably powerful, but I also couldn't help wondering how Arzakon himself managed to get hold of a Black Lotus in the first place. Then again, suspending disbelief is part of being a Magic player.


So... yay. Black Lotus token.


Finally, we get to his -7 ultimate.


Each player shuffles their hand and graveyard into their library and then draws seven cards.


Personally, this feels far too chaotic for my tastes. Imagine you've carefully built an advantage, your opponents are running low on resources, and you decide to fire off the ultimate. Congratulations—you've just handed everyone else seven fresh cards that could easily include the answers they need to destroy your planeswalker, dismantle your board, or simply win the game outright.


Sure, you also get seven new cards, but there's no guarantee they'll be any better than what your opponents draw. Sometimes you'll hit the jackpot. Other times you'll wonder why you helped everyone else refill their hands.


In the end, I think Arzakon is a commander looking for a very specific kind of player—the one who embraces unpredictability, thrives on chaos, and enjoys letting the game go completely off the rails.


If that's you, then congratulations.


You've found your planeswalker.


Good luck.


"The Unluckiest Planeswalker: If Life Gives You Curses... Build Around Them."

"The Unluckiest Planeswalker: If Life Gives You Curses... Build Around Them."

by:

Virgilio F. De Leon Jr., MD


The Unluckiest Planeswalker has become something of an inside joke among Magic players. Over the years, he has been the subject of multiple cards—most notably a series of Aura cards in the form of Curses that seem to follow him no matter which plane he visits.


The running joke is that he somehow crossed the warlock Lynde, and that's where all of his misfortunes began. I mean, it probably says something when someone keeps a doll made in your likeness within arm's reach at all times.


Well, the poor guy is finally getting his own planeswalker card, and unsurprisingly, it continues the Aura theme.


First, he comes with the new Rule Breaker mechanic, allowing you to include Aura cards of any color identity in your deck, along with basic lands of any type.


That immediately points toward a five-color Aura deck, which sounds like a blast to build. At just three mana, the Unluckiest Planeswalker can even come down as early as turn two.


He starts providing value immediately with his first ability. His +1 adds one mana of any color, and if that mana is spent to cast an Aura spell, you create a 1/1 red Gremlin creature token.


That opens up some fun lines of play. You can cast a Curse or other negative Aura on an opposing creature—or even directly on an opponent—and still end up with a Gremlin on your side of the battlefield. Then you can suit up that Gremlin with a beneficial Aura that grants abilities or simply makes it bigger. Negative Auras for your opponents, positive Auras for your own creatures. I have to admit—that sounds like a lot of fun. Not bad at all for a +1 ability.


His second ability, a -3, is even more interesting. You discard your hand, then draw cards equal to twice the number of Auras you control. In a dedicated Aura or Curse deck, that number can get ridiculously high. It's an excellent way to refill your hand or dig for exactly what you need. Better yet, several cards can return Auras from your graveyard back to the battlefield, making the discard less of a drawback and more of an opportunity.


One interaction I found particularly amusing is that if you've somehow managed to "curse" yourself, you can later transfer those Curses to an opponent. That sounds both hilarious and incredibly satisfying.


Overall, I think this is a very interesting commander. It finally gives me a reason to dust off the pile of Aura cards I've accumulated over the years and see if they can all work together in one deck.


Now the only question is...


Can I actually pull it off?

Wednesday, August 5, 2026

"Greensleeves: Badgers, Mana Dorks, and Big Expectations"

 "Greensleeves: Badgers, Mana Dorks, and Big Expectations"

by:

Virgilio F. De Leon Jr., MD


The Mystery Booster: Commander Edition features nine new planeswalkers that can serve as your commander, and almost all of them are callbacks to Magic's rich history.


One of those is Greensleeves, a character whose story dates back to the Brothers' War. Now she finally gets her own planeswalker card.


At six mana, she immediately reminded me of Garruk. Then again, Garruk himself can't officially be your commander unless you're playing with Rulebreaker rules, so perhaps this was Wizards' way of giving players a similar experience without actually making Garruk legal in the command zone.


Her first ability is a +2 that creates a 2/2 Giant Badger token. For a six-mana planeswalker, that's not the most impressive plus ability, especially when compared to Garruk's ability to create a 4/4 Beast. Still, the extra loyalty from a +2 is always welcome.


Her second ability is a -3 that mills three cards, then lets you put all permanents milled this way into your hand. It's essentially conditional card draw for green. If your deck is packed with lands and creatures—as most mono-green decks naturally are—you could easily "draw" three cards and refill your hand.


Finally, her -8 ultimate turns all of your creatures into 8/8 tramplers until end of turn. Since green decks are full of mana dorks that can help power out this commander early, this has the potential to be a devastating finisher.


Assuming, of course, that you still have those mana dorks—and perhaps a couple of Giant Badgers—you've been creating over the last few turns. Suddenly, those humble utility creatures become legitimate game-ending threats.


Overall, I get the feeling that Wizards simply didn't want to make another Garruk, nor did they want Garruk himself to become a commander. Greensleeves certainly captures some of his flavor while carving out her own identity.


Will she dominate the format? Probably not. I suspect a mono-green planeswalker commander like this could easily be outclassed by more explosive options.


That said... it doesn't mean I won't build her anyway.


After all, sometimes creating an army of Giant Badgers and turning them into 8/8 tramplers is reason enough to sleeve up a deck.


And honestly? That sounds like a lot of fun. Hahaha.