I built a mono green combo deck with Dosan as the general. Primal Surge and many other combos. It could combo off turn 2 sometimes, turn 3 with Dosan out.
Why did I build it? I really hated this one guy in our group so I built it to be a dick to him.
Most of the time, you want to play Survival of the Fittest in your Green based deck, I see no reason, nor argument for that matter, against that. Graveyard recursion, artifact / land / enchantment hate / token generation / ramp / card draw / mana doubling: There's nothing this color can't do with its absurd creatures and tons of acceleration, nothing! These are all effects attached to some of Greens best cards. Why would you not like to get them early on and start a simply engine of recursion powered by Genesis for instance? There's other was to do it as well, but all in all, this is a card that bypasses onе of the ideas behind the format, by making games identical. Sure, all tutors do that more or less, but non of those is an enchantment for 1G, that can be activated as much as you like for just one G and fetch you whatever stupid critter you need for the current board state. Over and over again.
When was the last time you were playing and someone casted survival before turn 4 and immediately won the game or locked everyone else out of the game?
Survival of the Fittest is a powerful, cheap, engine, and occasionally a reanimator combo enabler. If you or your playgroup are having trouble turning off someones engine then theres an easy fix:
Run responses
Its an enchantment FFS. Its not like you have to run blue or black to interact with it like with instants/sorceries. The fact that it is a permanent hurts it more than helps it. Every single color has an answer to this card. Even red. Chaos Warp.
To recap:
1. Survival is not as fast as many of the other tutors in the format.
2. It is easier to respond to compared to other tutors.
3. It requires the additional cost of discard, which excludes it from some tricolor or dual-color decks.
4. It does not win games as often as other tutors do.
Edit: Also, things green can't do...
Counter spells. Kill creatures outside of "fighting" them. Look at your hand. Make you discard your hand. Tutor for anything but creatures and lands. Steal other player's permanents.
It seems to me that it's vaguely comparable to Recurring Nightmare.
- a low cost enchantment
- with a very low activation cost
- which isn't even really much of a cost (black can love sac-cing creatures, and green can recover a lot of things from the grave, especially creatures)
- which usually guarantees some value before it dies (RN can be played and immediately used without a chance for reaction despite sorcery speed, Survival can be activated in response to something unless that something has split second)
- and enables rather silly plays (broken reanimation loops with ETB and/or death triggers, instant speed repeatable toolboxing with your entire creature base)
- considering the ETB trend of putting spells on legs that are easily flickered, reanimated, retrieved, copied, tutored for (hi Survival), and just generally abused, I can only assume Survival is going to be more and more of an offender as more copies of effects and as newer, different effects are printed
All of that basically to say that I would prefer it if the RC banned enablers and not creatures like Sly Prime and P. Titty, although I understand full well that P. Titty is himself an enabler for land shenanigans and a way to explosively accrue resources. And yes, I am a slightly bitter green mage lol.
Survival is good but with stuff like staff of domination unbanned I don't see an argument on this card being abusive.
On what exactly are you comparing both cards?
Survival of the Fittest is an auto-include card in every-single-green-deck, due to the fact that it allows them to bypass the normal adventurous feel of the format and just tutor for their broken cards and enablers starting turn 2 all game, every game. There's nothing balanced about this card and there's also no real way to answer it. People often don't bother and save cards to deal with what the player with it tutors for, which is also not a viable option because they end up tutoring for cards to bring back the ones they lost.
The card is very much broken and it will be banned, sooner or later. However, just like Primeval Titan before it, it's guarded by a huge amount of fanboys who protect it with their lives.
It is not an auto-include and if you played with the card rather than against it you'd realize it's not as good as you think. Sometimes its a dead card in your hand. It needs creature-heavy builds to run at top efficiency. And recursion. By itself it's just alright.
I wasn't comparing the two cards. I was saying by having staff unbanned they set a precedent of allowing degenerate cards to be unbanned, as long as they don't run rampant like sylvan primordial.
It seems to me that it's vaguely comparable to Recurring Nightmare.
- a low cost enchantment
- with a very low activation cost
- which isn't even really much of a cost (black can love sac-cing creatures, and green can recover a lot of things from the grave, especially creatures)
- which usually guarantees some value before it dies (RN can be played and immediately used without a chance for reaction despite sorcery speed, Survival can be activated in response to something unless that something has split second)
- and enables rather silly plays (broken reanimation loops with ETB and/or death triggers, instant speed repeatable toolboxing with your entire creature base)
- considering the ETB trend of putting spells on legs that are easily flickered, reanimated, retrieved, copied, tutored for (hi Survival), and just generally abused, I can only assume Survival is going to be more and more of an offender as more copies of effects and as newer, different effects are printed
All of that basically to say that I would prefer it if the RC banned enablers and not creatures like Sly Prime and P. Titty, although I understand full well that P. Titty is himself an enabler for land shenanigans and a way to explosively accrue resources. And yes, I am a slightly bitter green mage lol.
Survival is good but with stuff like staff of domination unbanned I don't see an argument on this card being abusive.
This page details the rules common to most play groups. Locally players often play with house rules, and are encouraged to, but this consensus version exists so that players know what to expect if they join a game outside their local play area.
Commander is designed to promote social games of magic.
It is played in a variety of ways, depending on player preference, but a common vision ties together the global community to help them enjoy a different kind of magic. That vision is predicated on a social contract: a gentleman's agreement which goes beyond these rules to includes a degree of interactivity between players. Players should aim to interact both during the game and before it begins, discussing with other players what they expect/want from the game.
House rules or "fair play" exceptions are always encouraged if they result in more fun for the local community.
Commander is designed first and foremost for social players. It cannot be all things to all people.
Nevertheless, many people like to play for prizes or other non-social incentives. Those incentives can help build communities and playgroups, but they can also undermine the social contract which keeps the format balanced.
When running a competitive commander event, the recommended list of cards to avoid (under the primary deckbuilding rules) is one place to start. It is not however, nor is it intended to be, comprehensive. There are a great many uninteresting uses for the cards not listed there, and additional structure is required to keep degeneracy 1 in check.To that end, a selection of optional rules are provided here for prospective TOs or players who find their playgroup can't find a balance.
Degenerate: adj Having fallen below a normal or desireable state, especially functionally, morally, or socially. Having atrophied or declined to a state of sameness.
Since one of the primary features of commander is the variety of games, and the variable nature of the problem each game presents, degenerate plays are those which take away from the variety and unpredictable nature of the games
I don't understand why a LGS is being criticized for adopting variant rules. The RC encourages you to make house rules as a way to keep games fun.
I'm shocked at how many posts in this thread advocate being as cutthroat and anti-social in your deckbuilding as possible without breaking the rules as a way to stick it to them. This is not an attitude that is going to earn you long term friends and skilled opponents, you're relying only on the store owner (or MTGO) putting you into paired games to find opponents and it's a terrible idea to intentionally provoke someone who can ask you to leave and not come back.
It's a problem. It kills two archetypes and makes turbo-ramp decks way more deadly.
I have owned a Crucible of Worlds for a year now. And its been in a deck with a wasteland AND a strip mine.
# of times I've seen both on turn 3 in a 1v1: 0
# of times I've actually used it to recur strip mine more than once before someone blew up Crucible: Probably count this on one hand.
Its a soft lock. You should be able to get around a soft lock like this.
Marath is the most flexible commander that you can do anything with. I built a Naya Superfriends deck with him that was very reasonable and fun to play. His 3 abilities are really great, although you don't use the +1/+1 counter one unless you are going infinite. His damage ability really stabs commands like Kaalia in the face.
Black and Red are supposed to have a hard time with enchantments that is part of their color pie. One color can't do it all. White sucks at drawing cards. Green is short on creature removal, and blue can't permanently destroy things.
I'd watch 120 minutes of Garruk inflicting whatever brutal punishments he can think of upon that witch. You don't just take a man's green mana. You just don't do that.
Why did I build it? I really hated this one guy in our group so I built it to be a dick to him.
Current
RGWMarath, Will of the WildRGW
GWUPheldagriff Group HugGWU
RGRRuric Thar, the UnbowedGRG
UXBOona ControlUXB
Retired
RGWMayael, the AnimaRGW
XGXGlissa Sunseeker ComboXGX
When was the last time you were playing and someone casted survival before turn 4 and immediately won the game or locked everyone else out of the game?
Tutors that do win you the Game before turn 4: Vampiric Tutor, Demonic Tutor, Mystical Tutor, Enlightened Tutor, Imperial Seal
Tutors that don't: Survival of the Fittest, Numerous others.
Survival of the Fittest is a powerful, cheap, engine, and occasionally a reanimator combo enabler. If you or your playgroup are having trouble turning off someones engine then theres an easy fix:
Run responses
Its an enchantment FFS. Its not like you have to run blue or black to interact with it like with instants/sorceries. The fact that it is a permanent hurts it more than helps it. Every single color has an answer to this card. Even red. Chaos Warp.
To recap:
1. Survival is not as fast as many of the other tutors in the format.
2. It is easier to respond to compared to other tutors.
3. It requires the additional cost of discard, which excludes it from some tricolor or dual-color decks.
4. It does not win games as often as other tutors do.
Edit: Also, things green can't do...
Counter spells. Kill creatures outside of "fighting" them. Look at your hand. Make you discard your hand. Tutor for anything but creatures and lands. Steal other player's permanents.
Etc.
Current
RGWMarath, Will of the WildRGW
GWUPheldagriff Group HugGWU
RGRRuric Thar, the UnbowedGRG
UXBOona ControlUXB
Retired
RGWMayael, the AnimaRGW
XGXGlissa Sunseeker ComboXGX
x2 Market Festival.
Current
RGWMarath, Will of the WildRGW
GWUPheldagriff Group HugGWU
RGRRuric Thar, the UnbowedGRG
UXBOona ControlUXB
Retired
RGWMayael, the AnimaRGW
XGXGlissa Sunseeker ComboXGX
It is not an auto-include and if you played with the card rather than against it you'd realize it's not as good as you think. Sometimes its a dead card in your hand. It needs creature-heavy builds to run at top efficiency. And recursion. By itself it's just alright.
I wasn't comparing the two cards. I was saying by having staff unbanned they set a precedent of allowing degenerate cards to be unbanned, as long as they don't run rampant like sylvan primordial.
Current
RGWMarath, Will of the WildRGW
GWUPheldagriff Group HugGWU
RGRRuric Thar, the UnbowedGRG
UXBOona ControlUXB
Retired
RGWMayael, the AnimaRGW
XGXGlissa Sunseeker ComboXGX
Making it happen.
Current
RGWMarath, Will of the WildRGW
GWUPheldagriff Group HugGWU
RGRRuric Thar, the UnbowedGRG
UXBOona ControlUXB
Retired
RGWMayael, the AnimaRGW
XGXGlissa Sunseeker ComboXGX
Survival is good but with stuff like staff of domination unbanned I don't see an argument on this card being abusive.
Current
RGWMarath, Will of the WildRGW
GWUPheldagriff Group HugGWU
RGRRuric Thar, the UnbowedGRG
UXBOona ControlUXB
Retired
RGWMayael, the AnimaRGW
XGXGlissa Sunseeker ComboXGX
So let me get this straight - they banned mass LD, Any prison/stax win cons, and infinite combos?
So... How many people are playing Mono Green?
It's a problem. It kills two archetypes and makes turbo-ramp decks way more deadly.
Current
RGWMarath, Will of the WildRGW
GWUPheldagriff Group HugGWU
RGRRuric Thar, the UnbowedGRG
UXBOona ControlUXB
Retired
RGWMayael, the AnimaRGW
XGXGlissa Sunseeker ComboXGX
Current
RGWMarath, Will of the WildRGW
GWUPheldagriff Group HugGWU
RGRRuric Thar, the UnbowedGRG
UXBOona ControlUXB
Retired
RGWMayael, the AnimaRGW
XGXGlissa Sunseeker ComboXGX
# of times I've seen both on turn 3 in a 1v1: 0
# of times I've actually used it to recur strip mine more than once before someone blew up Crucible: Probably count this on one hand.
Its a soft lock. You should be able to get around a soft lock like this.
Current
RGWMarath, Will of the WildRGW
GWUPheldagriff Group HugGWU
RGRRuric Thar, the UnbowedGRG
UXBOona ControlUXB
Retired
RGWMayael, the AnimaRGW
XGXGlissa Sunseeker ComboXGX
Think of the shenanigans.
Plus she should be a legend.
Current
RGWMarath, Will of the WildRGW
GWUPheldagriff Group HugGWU
RGRRuric Thar, the UnbowedGRG
UXBOona ControlUXB
Retired
RGWMayael, the AnimaRGW
XGXGlissa Sunseeker ComboXGX
There is no trailer. You are confused, Sir.
Current
RGWMarath, Will of the WildRGW
GWUPheldagriff Group HugGWU
RGRRuric Thar, the UnbowedGRG
UXBOona ControlUXB
Retired
RGWMayael, the AnimaRGW
XGXGlissa Sunseeker ComboXGX
Current
RGWMarath, Will of the WildRGW
GWUPheldagriff Group HugGWU
RGRRuric Thar, the UnbowedGRG
UXBOona ControlUXB
Retired
RGWMayael, the AnimaRGW
XGXGlissa Sunseeker ComboXGX
Current
RGWMarath, Will of the WildRGW
GWUPheldagriff Group HugGWU
RGRRuric Thar, the UnbowedGRG
UXBOona ControlUXB
Retired
RGWMayael, the AnimaRGW
XGXGlissa Sunseeker ComboXGX
We have had lots of Jaces but we haven't had a 6 drop Jace yet. I'm thinking he costs 6, and will have nasty effects like Elspeth 3.0
Current
RGWMarath, Will of the WildRGW
GWUPheldagriff Group HugGWU
RGRRuric Thar, the UnbowedGRG
UXBOona ControlUXB
Retired
RGWMayael, the AnimaRGW
XGXGlissa Sunseeker ComboXGX
I'd watch 120 minutes of Garruk inflicting whatever brutal punishments he can think of upon that witch. You don't just take a man's green mana. You just don't do that.
Current
RGWMarath, Will of the WildRGW
GWUPheldagriff Group HugGWU
RGRRuric Thar, the UnbowedGRG
UXBOona ControlUXB
Retired
RGWMayael, the AnimaRGW
XGXGlissa Sunseeker ComboXGX