Barrinalo was born in the Kjeldor kingdom during the Ice Age, at his birth he was prophesied to become the most powerful magician in all Dominaria. Barrinalo adopted the name "Barrin" after running out of ink when signing his name, causing him to omit the last three letters. Indeed, among the magicians who were not planeswalkers Barrin became the most powerful. Later, planeswalker Urza sought him out and asked him to become director of the wizard’s academy he would soon find. The academy's real purpose was to provide a defense for Dominaria during the next Phyrexian invasion. Thus, the two most powerful magicians in the world founded the Tolarian Academy. [image](https://cdn.cardsrealm.com/images/cartas/en/m21-core-set-2021/barrin-tolarian-archmage-45-med.webp?9597) Barrin was a strict director and teacher, but even he could not stop the machinations of Teferi, his most talented and rebellious student. The teacher did not understand why he spent so much time and talent creating things like a machine that imitates a "fart" sound. . . Barrin also liked to conduct outdoor classes, mainly in his Lotus plantation, teaching his students about the importance of mana and where it comes from. However, what Barrin most did was to study Urza's projects, since he believed that the planeswalker was Dominaria's only hope against the Phyrexians. Barrin and Urza worked on a time machine to prevent the Thran from becoming Phyrexians. They created a silver golem that would serve as a probe. It would later be called Karn, which means "strength" in the Thran language. Karn was an attempt to make a time traveler, since according to Urza's experiments only silver could cross the temporal energies. Meanwhile, Jhoira approached a man who was shipwrecked in Tolaria, who introduced himself as K'rrik and the two became friends. Unaware that K'rrik was a Phyrexian agent, she ended up revealing the Academy's time machine designs to the agent, which lead to K'rrik attacking Tolaria and destroying much of the project team including Barrin and Jhoira. To save the two who would still be useful in their plans, Urza sent Karn back in time a few days. Karn succeeded in stopping K'rrik, but the enormous temporal energies caused a rift that destroyed the Academy, resulting in the death of hundreds of students and teachers, which forced Urza to leave the Academy. A few years later, Urza, Barrin and Karn returned to the island of Tolaria and reestablished the Academy with the help of Jhoira who had been trapped on the island for all these years. Urza incorporated the island's unique temporal structure into his research on possible defenses against the Phyrexian invasion. Unfortunately, K'rrik also survived the disaster and built a Phyrexian base in a quick-time bubble, where one day meant years and that gave him time to build his personal army. At the same place, Barrin (who was already old at that time) used the waters of the slow-time bubble to be able to live and help Urza in the war to come. [image](https://cdn.cardsrealm.com/images/cartas/en/c19-commander-2019/krrik-son-of-yawgmoth-18-med.webp?3805) Five years after reestablishing the Academy, Urza left Tolaria and went to Yavimaya, in order to convince Multani to join him in the defense of Dominaria. During that time, K'rrik found a way to reach Tolaria and, with his army, attacked the academy. Barrin summoned all of Tolaria's defenses, but it was not enough and many students died during the battle. He activated the Academy's emergency beacon, a magic that only he could use, to call the planeswalker wherever he was. Urza brought with him the dragons of Shiv who attacked and destroyed K'rrik , saving the Academy from being destroyed again. Over the years, the Tolarian Academy's focus shifted to the production of the Legacy Weapon, and ensuring the success of the Bloodline Project, which formed couples with the best warriors and wizards in Dominaria to produce perfect children. During this period, the Archmage fell in love with a magician named Rayne, who later became Chancellor of the Academy. Barrin and Rayne were married and the archmage realized that Rayne was chosen by Urza to be his mate, and that the couple's to-be-born daughter was part of the Bloodline Project. Still, Barrin enjoyed his life with his wife. Upon completion of the Bloodline Project, Barrin helped Urza spread the Legacy artifacts across Dominaria and later the planeswalker took some of them to other planes in an effort to avoid the Phyrexian's attention. Although Barrin expected his daughter Hanna to follow his path and become a magician, she chose to be a craftsman, a path that Barrin began to fear because of some of Urza's actions. He forbade Hanna to study the artifacts, resulting in a severe fight between father and daughter and Hanna's eventual move to New Argive, where she joined the Weatherlight Crew and became their navigator. [image](https://cdn.cardsrealm.com/images/cartas/en/inv-invasion/hanna-ships-navigator-249-med.webp?795) A few months before the Phyrexian invasion began, Barrin and Rayne helped their fellow student Teferi in defending Jamuraa against an invasion by Keld. In the final battle of the raid, Rayne was killed by Greel, a Keldonian mutant, and in a moment of anger and sadness, Barrin defeated much of Keld's army, killing Greel and his leader Lattulla. When the Phyrexian invasion began, Barrin used more water from the slow-time bubble, in combination with some powerful magic. This time, the water not only delayed his aging, but reversed it, making the Archmage young again and at the prime of his power. Barrin knew that, in the battle to come, he would have to give his best or it would be the end of Hanna, his only memory of Rayne. Barrin and Urza initially defended Benalia during the early days of the Phyrexian invasion. After Urza's departure, Barrin was eventually forced to retreat from the nation after the Phyrexian troops destroyed the nation. The Archmage then led a defense in Keld, until he was taken by Urza to the Phyrexian front line in Urborg. Barrin was forced to retreat once more and Urza convoked him to Koilos, the location of the biggest phyrexian portal. Barrin's life changed when he found that his daughter Hanna had been infected with the Phyrexian plague during a battle and that ended up killing her. Urza did not bother to inform him, the planeswalker argued that he wanted him focused on the war, it was not the time to mourn the dead. Barrin waited for the nausea to pass or for Urza to say something else. He waited in vain. Feeling betrayed by the one he considered a friend, Barrin abandoned the war in deep pain. While exhuming his daughter's body, Barrin finally realized the price he paid for his faith in Urza. Barrin returned to Tolaria with the intention of burying his daughter beside his mother. Upon returning to his home on the island, the Archmage discovered that the Phyrexians had discovered the location of Urza's laboratory. To prevent them from accessing the experiments and weapons created by Urza and with nothing else to protect or fight for in this war, Barrin prepared a spell that he swore he would never use. With all his power and the life he had left, Barrin obliterates Tolaria, the Phyrexians, the academy and himself. [image](https://cdn.cardsrealm.com/images/cartas/en/inv-invasion/obliterate-156-med.webp?2842) "For his family, Barrin made a funeral pyre of Tolaria."
Hello my friends! How are you? My name is Fogaça and I'm here to talk about Commander. Some time ago, we had the much-cited article about the Hatebears archetype, which showed us the importance that disrupting the opponents’' strategies with creatures have in the format. My initial idea was to comment on decks like Blood Pod and use that as a lead to the Opus Thief build in a following article, but at that moment I felt that something was missing. On that occasion, I said that we would deal with Tymna & Tana's forms of victory at another time. Thinking about it, today will be the day to discuss the lines of [[Birthing Pod]] and we will take the opportunity to compare them with the possibilities that [[Primespeaker Vannifar]] brings us. [cardinfo](birthing pod) * THE COMBO * I thought a lot about how to explain the central idea of our lines here, and came to the conclusion the best way is referring to two extinct classics of Modern: the UR Twin and the Toolbox Birthing Pod. Those who were players at that time must remember that the consistency of a two-piece combo caused problems for the health of the format, as well as the possibilities that a permanent tutor brings us allow us not only to follow linear strategies, but also to use it as a tool in favor of the deck, allowing a much more practical than conventional problem solving. What I mean here is that when we combine this type of combo with a consistent way of looking for it, we have something good, but when that way comes from a card that can serve as a tool in favor of the deck, it becomes powerful enough to build an entire archetype around it (which can be applied both in the case of [[Birthing Pod]] and in the case of [[Demonic Consultation]]). Now, specifically talking about the Commander, we can debate about three main lines of play that became popular for the Pod Lines strategies because they occupy few slots and allow the cards characterized by tutoring our combo pieces to be used to solve eventual problems (even if the rest of the deck also works to stabilize the board, it is interesting to have options). Each line was based on the options that a specific tutor gives us. So, in order to have pieces in common, the best way I found to demonstrate them was through topics. • LINE 1: [[BIRTHING POD]] We have several options for the lines based on the New Phyrexia artifact, but the most popular one integrates the already known Blood Pod deck, allowing us to use [[Tymna the Weaver]] as the starting spark for our combo. The sequence of this is given by: 1. Activate [[Birthing Pod]] by sacrificing Tymna to seek [[Felidar Guardian]]; 2. Exile [[Birthing Pod]] with Felidar's ability to return the artifact to the battlefield untapped; 3. Sacrifice [[Felidar Guardian]] with the Pod to bring [[Karmic Guide]]; 4. Use the [[Karmic Guide]] effect to bring Felidar from the graveyard to the battlefield and again blink [[Birthing Pod]]; 5. Sacrifice Felidar again, and then bring [[Kiki-Jiki, Mirror Breaker]] to the game; 6. From the Kiki-Jiki ability, return [[Felidar Guardian]] to the battlefield by creating a copy of [[Karmic Guide]]; 7. Use the proposed loop between [[Kiki-Jiki, Mirror Breaker]], and [[Felidar Guardian]] to end the game. [cardinfo](PRIMESPEAKER VANNIFAR) • LINE 2: [[PRIMESPEAKER VANNIFAR]] In the case of [[Primespeaker Vannifar]], her use can go up to a high curve to bring in some key creature to combo or to impose board presence lock on the opponents. The most popular line of play that we find here is the one used on the Blue Pod deck, given by the following line: 1. With the ability of [[Primespeaker Vannifar]], sacrifice [[Thrasios, Triton Hero]], to bring [[Pestermite]], [[Deceiver Exarch]] or [[Bounding Krasis]] to the game; 2. Use the previously chosen card's ability to untap Vannifar; 3. Use the Vannifar ability to sacrifice the chosen card and bring [[Breaching Hippocamp]] to the battlefield, untapping her again; 4. Sacrifice the Hippocampus to bring [[Karmic Guide]] guide to the battlefield, with the Hippocamp itself as the target of Karmic's ability; 5. Again, untap Vannifar to sacrifice the Hippocampus, but this time, fetching [[Kiki-Jiki, Mirror Breaker]]; 6. Activate the Kiki-Jiki ability to copy [[Karmic Guide]], thus bringing [[Breaching Hippocamp]] back to the battlefield once again; 7. Use the loop between [[Breaching Hippocamp]] and [[Kiki-Jiki, Mirror Breaker]] to end the game. [cardinfo](YISAN, THE WANDERER BARD) • LINE 3: [[YISAN, THE WANDERER BARD]] Even though [[Yisan, the Wanderer Bard]] has another role as a commander, when he is included on the 99 (or 98, depending on the case), he represents a redundancy for the effects presented here, and, with the help of [[Quirion Ranger]] and [[Scryb Ranger]] to start the line of sequencing from turn 3, we can take advantage of their potential to give us other options for play. His main line also integrates the possibilities of both Blood Pod and Blue Pod, being derived from the following sequencing: 1. After using the Rangers to enable three counters on Yisan, search for [[Village Bell-Ringer]] in order to untap him again, as well as all your mana dorks; 2. Activate Yisan again, this time for four, in order to bring [[Felidar Guardian]] to the battlefield; 3. Blink Bell-Ringer with Felidar's ability, making another untap to Yisan and your mana dorks; 4. After the new untap, activate Yisan to five, bringing [[Kiki-Jiki, Mirror Breaker]] to the battlefield; 5. Use the loop between Kiki-Jiki and Felidar or between Kiki-Jiki and Bell-Ringer to end the game. * COMMANDERS * Basically, my idea for today was to bring the lines of sequence to you and reach a somewhat controversial conclusion, so that we will not have variations, honorable mentions or budget alternatives. However, since I mentioned two specific decks, I will use this session to differentiate them, in order to show the different nuances that derive from the strategy of these Birthing Pod Lines. [image](https://cdn.cardsrealm.com/images/cartas/en/c16-commander-2016/tymna-the-weaver-48.jpeg?3136) [image](https://cdn.cardsrealm.com/images/cartas/en/c16-commander-2016/tana-the-bloodsower-45.jpeg?9457) Following the order of citations, let's start with the already known Blood Pod. The build based on Hatebears compensates for the lack of blue in order to be a true toolbox, having a creature for every situation that we may have in the game. In this way, [[Birthing Pod]] ends up being a unique piece of interaction, which can save us from a lock, bring a new lock to the game or allow us to reach win conditions, thus being a means for a disruptive deck to have an accelerator for when there is a need to explode and a brake to regulate the speed of the battlefield. [image](https://cdn.cardsrealm.com/images/cartas/en/c16-commander-2016/thrasios-triton-hero-46.jpeg?9510) [image](https://cdn.cardsrealm.com/images/cartas/en/c16-commander-2016/bruse-tarl-boorish-herder-30.jpeg?5562) Moving on to our other quote, we have our dear Blue Pod, newcomer here in our articles. The deck was designed to adapt the disruptive Blood Pod to a more midrange strategy, adding the blue to have more answers and not be so dependent on Hatebears. The result is an interactive deck that protects itself with magic while using [[Birthing Pod]] and [[Primespeaker Vannifar]] as ways to generate a strong board state, always moving forward and compensating for the lack of black tutors in this build. *CONCLUSION* I will confess that it is increasingly difficult to write these articles. The main concepts were already covered in the first publications, so I end up having difficulty to avoid being repetitive and explain new ideas and applications for the cards on our tables. This fact leads me to be a little strange during this conclusion, since what I want to demonstrate here is contrary to some ideas that I proposed earlier: as we have seen, the less slots a combo occupies, the better its acceptance, especially if it can add for other instances of gameplay (as already explained during our [[Demonic Consultation]] talk), but there are times when a specific engine for our interaction serves so well to generate value in the build that the lost slots are compensated by the versatility that kind of interaction gives. That's it for today. I ask you to leave your feedback so that we can always improve. The series aims to address only part of an entire sphere that covers an extremely diverse format, so I invite you to subscribe to my [link](https://www.youtube.com/channel/UCyqfJp8MNsmyE89F2ALRYrg)( channel on YouTube), where I talk about Commander, not only competitive, but also in other varieties, as well as about other formats. Until next time, my friends!