Thursday, August 20, 2026

"The Language of Forever"

"The Language of Forever"

by:

Virgilio F. De leon Jr.MD


Jeong Mina knew exactly what V's handwriting looked like.


She had seen it on contracts, revisions, notes to editors, and the increasingly ridiculous manuscripts he insisted on submitting at the last possible moment.


So when a thick manuscript appeared on her desk, she immediately assumed it was Volume Three of History Was Never This Serious.


She smiled.


"Finally."


She opened the first page.


Then stopped.


There was no history.


No jokes.


No footnotes.


No sarcastic observations about kings.


Instead, there was a poem.


Mina turned the page.


Another.


Then another.


She slowly sat down.


"What have you done, V?"


The manuscript was enormous.


It was a collection of poetry unlike anything she had encountered in her decades in publishing.


The poems began in ancient forms.


Some used archaic language and structures that would have been familiar to scholars but nearly incomprehensible to younger readers.


Then, gradually, the language changed.


The imagery remained.


The story remained.


But the poetry became simpler.


More conversational.


More modern.


Until, toward the end, the poems read almost like the thoughts of someone sitting alone at three in the morning, trying to understand why loving someone could hurt so much.


Mina kept reading.


There was an immortal dragon.


There was a woman.


And there were countless lives.


The woman returned again and again.


Each time younger.


Each time with less time to live.


And each time, the dragon found her.


Loved her.


Lost her.


Waited.


Then found her again.


Until finally, the dragon made the decision that broke Mina's heart.


He would stop searching.


He would let her live.


Not because he loved her less.


Because he loved her enough to let her choose a life without him.


Mina put the manuscript down.


She wiped her eyes.


"You're an idiot."


She knew immediately that it had to be published.


The book was released quietly.


There was no elaborate campaign.


V didn't appear on television.


He refused a major launch event.


The title was simple:


The Language of Forever


The publisher expected respectable sales.


Perhaps a strong showing among older readers.


Maybe some university interest.


What happened instead stunned everyone.


The book became a cultural phenomenon.


Older scholars recognized the early poems immediately.


They began discussing the classical structures.


Young readers became fascinated by the later poems.


They highlighted passages.


Posted photographs.


Discussed meanings online.


And then something strange happened.


The generations began needing each other.


Young people went to language institutes where elderly scholars taught classical Korean.


Students arrived with copies of the book and asked questions.


"What does this expression mean?"


"Why is the poem structured like this?"


"Why does the language change here?"


The older scholars, in turn, encountered expressions from the final poems that they didn't understand.


They began asking younger people.


"What does this phrase mean?"


"Why would someone write it this way?"


The young explained.


The old listened.


And then the conversations continued.


Soon, university students were sitting in cafés with retired professors.


Grandparents were discussing poetry with teenagers.


Young people began taking an interest in old forms of Korean poetry.


Older readers began learning contemporary expressions.


The boundaries between generations softened.


One newspaper called it:


The Book That Made Korea Talk to Itself.


Another called it:


A Bridge Between Centuries.


Mina thought both descriptions were inadequate.


Because the strange thing about the book wasn't that it was old-fashioned or modern.


It was both.


It began in the distant past and slowly walked toward the present.


Just like its protagonist.


An immortal being watching the world change around him.


Learning new languages.


New customs.


New ways of expressing love.


But always carrying the same feeling.


Le-Ann read it alone.


She had hidden the copy beneath a pile of clothes in her room.


She didn't want the other members asking questions.


She didn't want Jiwoo looking over her shoulder.


She certainly didn't want anyone knowing how deeply the book affected her.


At first, she smiled.


The earliest poems were difficult.


She recognized the rhythm.


The imagery.


The ancient language.


Some of it felt strangely familiar.


Then she reached the middle.


The language became easier.


The poems began describing a woman returning to the world.


Again.


And again.


And again.


She knew.


She knew before she reached the end.


The dragon wasn't fictional.


Not really.


The woman wasn't fictional either.


It was them.


Their lives.


Their memories.


Their centuries together.


Their separations.


Their reunions.


Their ridiculous little moments.


The temple.


The mountains.


The gardens.


The food.


The laughter.


And finally, the decision.


The dragon would stop searching.


He would let her go.


Le-Ann's eyes blurred.


She turned the page.


Another poem.


The language was completely modern now.


No ancient metaphors.


No elaborate structures.


Just a person admitting that sometimes loving someone meant allowing them to walk away.


Le-Ann covered her mouth.


Tears fell onto the page.


"V..."


She kept reading.


The final poem was almost painfully simple.


The dragon didn't ask her to return.


He didn't ask her to remember.


He didn't ask her to love him.


He simply wished her a long life.


A happy life.


A life in which she could become whoever she wanted to be.


Even if he wasn't part of it.


Le-Ann closed the book.


She pressed it against her chest.


For a long time, she cried silently.


Not because she was unhappy.


Because she finally understood.


V had never truly stopped loving her.


He had simply changed what his love meant.


He had spent centuries searching for her.


And now he was asking for nothing.


Not even another lifetime.


Le-Ann looked down at the book.


"You're such an idiot."


She laughed through her tears.


Then she opened it again.


She read the first poem.


Then the last.


Then the ones in between.


And somewhere between the oldest words and the newest ones, Le-Ann realized what V had given her.


Not a farewell.


Not exactly.


A record.


Proof that they had existed.


That they had loved.


That their lives had mattered.


A bridge between everything they had been and everything she might become.


Outside her room, the other members were laughing.


Life continued.


Le-Ann wiped her eyes.


She knew she should put the book away.


Instead, she turned back to the beginning.


She wanted to read it again.


And for the first time, she wondered if perhaps V had misunderstood the final lesson of their story.


He had spent centuries finding her.


Perhaps this time, he needed to learn that she was capable of finding him too.


"Miss Highwater: Sign Here, Die Later"

 "Miss Highwater: Sign Here, Die Later"

by:

Virgilio F. De Leon Jr., MD


Black is getting some really great toys next year, and Miss Highwater will be among them.


She is a four-mana creature with a 5/3 body and Menace. But it's her text box that really caught my attention. At first glance, her ability seems fair. The more you think about it, though, the more you realize just how unfair it can become.


Miss Highwater is, appropriately enough, a Demon Lawyer/Advisor. And like any good lawyer, she gives your opponents something that looks attractive in the short term while quietly setting up the long game in your favor.


Here's how it works.


When Miss Highwater deals combat damage to a player who doesn't already have a contract counter, that player may discard their hand and draw seven cards. At face value, that sounds like a pretty good deal. You are essentially giving an opponent a fresh hand of seven cards.


Of course, there is a catch.


That player then gets a contract counter.


And that's when things get interesting.


The Contract gives you a very strong incentive to make sure that player eventually leaves the game. If a player with your contract loses the game, the artifacts and creatures they controlled are copied and end up under your control.


All their mana rocks?


Yours.


All their big, beefy creatures?


Yours.


All the other toys they spent the entire game building?


Congratulations. They're now part of your collection.


Meanwhile, your opponent is sitting there waiting for the next game while you continue playing with a significantly stronger board position.


And Miss Highwater has Menace.


That means she has a pretty good chance of connecting with multiple opponents throughout the game, potentially putting contracts all around the table.


Which brings us to the really fun—or really evil—part of the strategy.


You don't necessarily have to be the one who takes out the player with the contract.


You just have to convince everyone else that they should.


Politics suddenly becomes a very important part of the deck. Give someone seven fresh cards, put a contract on them, and then quietly encourage the rest of the table to deal with the problem you just created.


The trick, of course, is making sure that you aren't the problem they decide to deal with.


Miss Highwater isn't just offering contracts.


She's creating incentives.


And in Commander, there may be nothing more dangerous than an incentive that makes everyone else do the dirty work for you.


"My Daughter Loved Jollibee. Then I Found Out Why."

 "My Daughter Loved Jollibee. Then I Found Out Why."

by:

Virgilio F. De Leon Jr., MD


When my daughter Aven was three years old, we had a birthday party at Jollibee in West Avenue. During that party, I managed to take a snapshot of Aven hugging Jollibee.


The look on her face was pure love.


Her eyes were closed, and she was hugging him as tightly as she could.


I have often joked that Jollibee was Aven's first love.


I sometimes wondered if that was actually true because every time my daughter hugged me, I felt no less love from her than what I saw in that photograph—a little girl embracing the symbol of Pinoy food excellence with all her heart.


Recently, I shared that old photograph on my Facebook page. The following night, during dinner, I brought it up.


"Love na love mo si Jollibee, ano, anak?"


What our now 20-year-old daughter told us next shook me to the core.


"Daddy, didn't you know I hugged Jollibee like that because he reminded me of you?"


A teardrop was about to fall from my left eye.


I was genuinely touched.


And then, somewhere between the emotion and the realization, the tear decided to retreat.


Wait.


I looked like Jollibee?


Suddenly, an internal debate began.


Should I feel loved?


Or should I feel offended?


I looked at old photographs of myself from when Aven was three years old.


Unfortunately, the resemblance was uncanny.


There I was, staring back at myself, and I had to admit that my daughter had a point.


In the end, though, the sentiment of love won.


Because what she was really telling me was that even as a three-year-old, she associated that feeling of warmth and happiness with me. She saw something familiar in that big red-and-yellow mascot and hugged it the same way she hugged her father.


And honestly, there are worse things a daughter can compare her dad to.


A little part of me was still offended, though.


Just a really, really small part.

"Blor: You Can't Kill This Frog."

 "Blor: You Can't Kill This Frog."

by:

Virgilio F. De Leon Jr., MD


Blor is one of those funny cards because, well... he just is.


Imagine getting him onto the battlefield. Short of sacrifice effects, exile effects, mass bounce, or putting -1/-1 counters on him with something like Black Sun's Zenith, there really aren't many ways to get him off the field.


At five mana, he's fairly easy to cast in Green. Trample, Hexproof, and Indestructible. They were even a little shy about giving him Haste and making him unable to be countered, like some Hydras I know.


He really isn't that beefy at 3/3, but with Indestructible, he simply brushes off traditional creature removal.


Wrath of God?

Damnation?

Blasphemous Act?


He just puffs out his chest, shrugs them off, and keeps going.


The question of whether you can Doom Blade him is also moot. Hexproof takes care of that. Can you Boomerang him? Swords to Plowshares him?


Nope.


Your opponents can't target him, but you certainly can.


And that's where things get interesting.


Now imagine Blor wearing a Blanchwood Armor or an Alpha Status with a bunch of other Frogs in your deck. He can become massive enough to make full use of that Trample, and suddenly that seemingly unimpressive 3/3 doesn't look so small anymore.


And, as usual, my game plan involves making Blor a Phyrexian.


Just equip Grafted Exoskeleton to him.


Blanchwood Armor and Grafted Exoskeleton on a trampling, hexproof, indestructible creature?


I am absolutely in.


At that point, Blor isn't just a frog.


He's a problem.



"Ekthi, Contaminator Priest: Give Your Equipment a Life of Its Own."

by:

Virgilio F. De Leon Jr., MD


The Mystery Boosters Commander Edition doesn't just give us Planeswalker Commanders. It also introduces a whole lot of Legendary Creatures that can support some very interesting and specialized builds.


Someone in Wizards R&D must have taken a look at all the Equipment cards available to players and thought, "We have a lot of weapons. But what happens if the weapons could fight on their own?"


Because that's the thing about Equipment: if you don't have a creature to equip it to—to wield it, so to speak—it is basically just a very expensive piece of metal taking up space on the battlefield.


Since their introduction in the original Mirrodin block, Equipment has become a favorite tool for many Magic players. And then the Phyrexians came along and, naturally, decided that perfectly good artifacts weren't horrifying enough. They corrupted them, twisted them, and turned them into Living Weapons.


Living Weapons are essentially Equipment that come with their own creature to wield them.


They can be used for the glory of Phyrexia!!!


Sorry. My Phyrexian is showing.


Or, if you prefer, they can be used for your own personal glory.


Now, what if those Living Weapons had a Lord?


Enter Ekthi, Contaminator Priest.


Obviously, Ekthi appears to be aligned with Elesh Norn's faction, and she seems to believe that purification comes through the corruption of the vessel. Maybe that vessel is an Equipment. Maybe it's a person.


Potatoes, potahtoes.


This four-mana creature does what Lords have traditionally done best: she gives her chosen creature type a +1/+1 boost. And yes, Phyrexian is now a creature type, so there is plenty of room to build around that.


But Ekthi isn't just a Phyrexian Lord.


She is the Lord of Phyrexian Living Weapons.


And she creates those Living Weapons as they enter the battlefield under your control.


Think about all those Swords that already come with Protection and a variety of useful abilities. Now imagine them coming to life, ready and willing to serve. Swords, armor, cloaks, daggers, spears—pretty much anything you can imagine turning into a creature as soon as it enters the battlefield.


Imagine something like Blackblade Reforged becoming a Living Weapon.


Not only would you get its power and toughness based on the number of lands you control, but that creature would also receive an additional +1/+1 from Ekthi because it is now a Phyrexian Germ.


That opens up a lot of possibilities.


There are so many interesting pieces of metal sitting in my collection just waiting to be put to use.


With Ekthi around, they don't have to remain pieces of Equipment anymore.


They can become an army.


And I think this is going to be fun.


Saturday, August 15, 2026

"Garruk, Curse Breaker: Why Kill Them When Someone Else Can?"


"Garruk, Curse Breaker: Why Kill Them When Someone Else Can?"

by:

Virgilio F. De leon Jr.MD


Since I started writing again this month, I've gotten into the habit of analyzing the planeswalkers we're going to be getting in 2027.


I've deliberately avoided many of the current planeswalkers in circulation, mainly because I feel they have already been covered to death at this point. There are only so many ways you can analyze a planeswalker before you start repeating yourself.


Now that I've written about the nine planeswalkers coming in Mystery Booster Commander Edition, I'd like to turn my attention to the last in-universe set of the year, Reality Fracture.


The premise is certainly interesting.


Jace is essentially trying to pull a Hal Jordan—and if you don't know the reference, go read up on Green Lantern. He is attempting to alter reality so that all the terrible things that have happened up to this point simply never existed.


Joining him are planeswalkers who appear in colors opposite to their usual identities.


Opposites, yes.


But as we see later, these opposing colors aren't necessarily foreign to these planeswalkers. In fact, they may represent aspects of their personalities that were already there.


A good example is Garruk.


After being cursed by the Chain Veil, Garruk carried black mana within him. So in Reality Fracture, we get both a green and a black version of Garruk.


Today, I'll be focusing on Garruk, Curse Breaker, a five-mana planeswalker costing three generic mana and two green.


I have several Beast decks that are going to want this planeswalker as support, as well as a redundancy for an existing enchantment I already love: Garruk's Uprising.


Garruk, Curse Breaker's static ability is a significant improvement for this strategy. It simply checks whether a creature with power 4 or greater enters the battlefield under your control, and if it does, you draw a card.


That's a pretty good deal in a Beast deck.


Big creatures are already what you're planning to play, so getting a card every time one of them enters the battlefield can generate a considerable amount of value.


His +2 ability allows you to untap two lands.


That's great for Garruk, especially if those lands are capable of producing more than one mana. Imagine untapping something like Ancient Tomb or Gaea's Cradle.


Now you're not just building loyalty.


You're potentially setting yourself up for an even bigger play on your next turn.


His -3 ability is classic Garruk.


You create a 4/4 Beast token with trample.


A big body that can protect Garruk, attack your opponents, and, thanks to his static ability, immediately draws you a card when it enters the battlefield.


A 4/4 Beast, a card, and a planeswalker that can start generating more mana?


I'll take that.


But then we get to the -6 ability, and this is where Garruk gets a little political.


The ability lets you persuade another player to attack one of your other opponents. When they do, the creatures they control get +2/+2 and trample until end of turn.


You can activate it, point toward another player, and essentially say:


"You know that guy over there? I think you should attack him."


And suddenly their creatures become significantly more dangerous.


If they have a large army, you might even be able to convince them to put the final nail in another player's coffin.


Of course, you could do the deed yourself. Your own creatures can take advantage of the +2/+2 and trample as well.


But where's the fun in that?


I'd much rather have somebody else take out another player for me.


At least when I'm playing with Garruk, Curse Breaker on the battlefield.


I still prefer to bloody my opponents whenever I can.


I'm just perfectly happy to let someone else do it first.


And that's what I find particularly interesting about this version of Garruk. He's still doing the things you'd expect from him—making Beasts, generating mana, and encouraging creatures to smash into each other.


But now there's a little bit of politics involved.


And sometimes, the best way to win a Commander game isn't to kill everyone yourself.


Sometimes, you just need to point Garruk in the right direction and let everybody else do the work.


Friday, August 14, 2026

"Nephilim Epochal: The Lord They Always Wanted"

 "Nephilim Epochal: The Lord They Always Wanted"

by:

Virgilio F. De leon Jr.MD


The Nephilim were a cycle of five awesome creature cards that first appeared in Ravnica: Guildpact. They were the ancient gods of Ravnica, predating the Guildpact itself. Eventually, they were subdued and buried.


Then an excavation in the Utvara district awakened all five of them.


And, naturally, they went on a rampage.


All five Nephilim required four different colors of mana to cast and came with powerful abilities. Players have long wished that Wizards of the Coast had made them legendary creatures because they could have been fantastic commanders.


Well, it's far too late for that now.


So what did Wizards do?


They gave the Nephilim a Lord.


That way, you can finally put all of these ancient monstrosities into the same deck!


Enter Nephilim Epochal, a creature that can be cast using all five colors of mana thanks to its hybrid mana requirements.


So what makes it a Lord?


It gives benefits to the creature type it is associated with.


For starters, it can search your library for a Nephilim and put it directly into your hand. That's already a pretty useful ability when you're trying to assemble a very specific five-color tribe.


Then there's the stat boost.


Nephilim you control get +1/+1 for each other Nephilim you control, and they can't be blocked by monocolored creatures.


The monocolored restriction can be made particularly interesting with cards like Darkest Hour. In that case, all creatures become black, essentially making the entire battlefield monocolored.


That could make your Nephilim army very difficult to block.


So let's say you somehow manage to get all five original Nephilim onto the battlefield.


That's five Nephilim plus the Lord.


Each original Nephilim could potentially get a +5/+5 boost.


That's not bad at all.


And, of course, there's another possibility.


Changelings.


Because Changelings have every creature type, they can join the Nephilim party as well. Add some inexpensive Changelings to the deck and suddenly you have additional bodies contributing to that enormous stat boost.


Oh, and Nephilim Epochal can search for those Changelings too.


So now the deck isn't limited to simply finding the five original Nephilim. You can use your Lord to assemble an entire Eldritch-looking army.


And honestly?


That's exactly the kind of nonsense I enjoy in Commander.


The original Nephilim may never have become legendary creatures, but Wizards has given us another way to bring these ancient gods together.


Five colors.


Five ancient monsters.


One very helpful Lord.


Casting Eldritch monsters is my jam, after all.