True story: Grave Pact is awesome against players who think they can just ride off one big fattie and win, without much effort. Destroy the enchantment, or swarm the board. That's how you deal with it. Every color has a way to do either.
For the record Jar of Eyeballs is infinitely better and cooler than Consecrated Sphinx. For those of you who "get" this statement, kudos to you and you truly understand the spirit of EDH.
What an unbelievably douchey statement. Your opinion != fact, and it would be nice if you would try not to define an entire format for everyone else who plays, kthx.
The only wincons I don't like involve long, uninteractive combos and durdling. Anyone can win just about any way they want, but please let me also play a game with you.
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This is why I started playing magic in the first place. It wasn't PT aspirations just making noobs cry by doing things that are perfectly fair.
Honestly, I've never seen Warp World win games in EDH. In 60-card constructed formats, sure, but not in Commander. You really can't build your entire deck around a single, solitary card in a 99-card deck.
But, if anything, its inability to win games actually makes it more obnoxious. Every time I've seen Warp World played in Commander, the casting player had no idea whether it'd help or hinder him, and only played it because he thought it would be "fun". As such, all it ends up doing is rendering all the strategising up to that point practically moot, and delaying an already long game for twenty minutes. Because, inevitably, everyone will end up getting a dozen enters/leaves the battlefield triggers that they've gotta spend time figuring out how to stack properly in order to get the most out of them. And then you've got the one player at the table (bonus points if it's the same guy who played Warp World in the first place) who has some serious illusions about how the stack works. Illusions that only twenty minutes of arguing and a trip to the comprehensive rules will dispel. Sometimes Warp World gives someone a great board position, but that never allows him to win. It just allows him to get ganged up on by the entire rest of the table. Other times, a player is left with crap after Warp World resolves. But he never loses as a direct result of Warp World. Everyone just takes pity on him and leaves him alone until he topdecks a bomb and becomes a threat again. So yeah, don't be that guy who plays Warp World (or Scrambleverse, or Grip of Chaos, or similar cards) in EDH.
Anyhow, to answer the original question: any combo that uses Palinchron. The damn thing might as well be an "I win" button.
Gee, thanks for making the entire game up to this point entirely futile. See, I thought we were playing EDH. If I'd known we were playing the "durdle around until the blue player draws her Palinchron" game, I would've saproling-swarmed her out of the game as rapidly as humanly possible.
Honestly, I've never seen Warp World win games in EDH. In 60-card constructed formats, sure, but not in Commander. You really can't build your entire deck around a single, solitary card in a 99-card deck.
This is not true at all. I have come across 3 different Warpworld decks 2 where 5 color sliver queen and one was Jund. They both where build totally around tutoring up WW and casting it. With 95+ perms in the deck most of which made tokens. They even had riftsweeper and such cards to protect it.
Yeah I'm not sure why you would warp world unless you had more/most permanents or no outs. I don't think most people randomly run it just because. I had it in my kiki before I took it apart, and rarely did I come out ahead on numbers (when I cast it). Someone did recently scrambleverse randomly, thinking it would be fun. Tbh, it was kind've fun. It also screwed the caster over most. Scramble could be okay in a permanent less deck... (or in the Starke deck I've been considering- creature light and lots of global enchants like repercussion and burning sands, who cares if I don't get them). I don't really get annoyed by them, though I can see that they could bother someone. Thieves auction takes a long time to resolve, but is pretty good when it's down to 1v1 imo. Grip of chaos is harder to utilize effectively as well, but possible. Norin uses it to make sure he really can't die. I think that's probably one of the more annoying cards, because it is hard to blow up too.
This is not true at all. I have come across 3 different Warpworld decks 2 where 5 color sliver queen and one was Jund. They both where build totally around tutoring up WW and casting it. With 95+ perms in the deck most of which made tokens. They even had riftsweeper and such cards to protect it.
Yeah, relying on a single card seems like a bad idea in a format where Sadistic Sacrament and similar cards are popular. You'd WW successfully one game, and then every other game it'd get exiled right along with your Riftsweeper.
Then again, it might just be the playgroups I've been part of. But it seems that everyone who doesn't play combo will make it their mission to ruin the combo players' day.
Yeah I'm not sure why you would warp world unless you had more/most permanents or no outs. I don't think most people randomly run it just because. I had it in my kiki before I took it apart, and rarely did I come out ahead on numbers (when I cast it).
You'd be surprised. I've met tons of people who cast it just 'cause "it's fun" and EDH is all about having fun (and tons of blue players who didn't counter it for the same reason). Then, when it's finally finished resolving, and they realize that nobody, not even themselves, had fun, they vow to take it out once the game is over, and never cast it again. But then, an hour or two later, the game ends, and they've completely forgotten, and are back to thinking that Warp World is the funnest thing ever, and I'm crazy for trying to convince them otherwise.
It's odd, my friends are actually a really good playgroup normally. They're just weird about a few things, like Warp World. Specifically Warp World. They won't play Scrambleverse, Grip of Chaos, Thieves' Auction, Confusion in the Ranks, Omen Machine, or any of the other big silly spells. They just play Warp World. Like I said; weird.
Re: Warp World. Seems pretty useful in the right kind of deck, i.e. a token deck. The most effectively that I've seen it used is a Zedruu player who cast Storm Herd and then immediately cast WW. Unfortunately, it also gave me (playing Kemba, Kha Regent, and the player going next) Shimmer Myr in play, and I already had Scourglass in hand. End result ended up being pretty good for me, since I managed to keep most of my board, while blowing up most of everyone else's.
Still, I think Warp World has some merit with tokens - obviously it shouldn't be the only thing you rely on, since it'll get hated out thanks to cards like Sadistic Sacrament, but it's one of several potentially good plays, and it can turn around a game in some cases.
As for the OP: I can't say I strongly dislike any particular win conditions. I do, however, like being able to do something, and not waiting fifteen to twenty minutes to take my turn - which is why I'm not super fond of Time Stretch and it's ilk - though strangely, that card has rarely been an instantaneous win for its player in my play group. This would also be the reason I'd be hesitant to play Warp World, but that at least has all the players do something.
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CURRENT EDH DECKS: WUBRG - Scion of the Ur-Dragon W - Kemba, Kha Regent B - Sheoldred, Whispering One G - Kamahl, Fist of Krosa UR - Nin, the Pain Artist
Seriously I really hate Infect, I have like almost never lose a single EDH game unless there is somebody else that plays Infect, 10 Infect damage = dead, I can handle with 20 general, 40 life, but 10 infect damage is just unfair.
Maybe BECAUSE you "never loose" an edh game someone built an infect deck so they stopped loosing everytime they play you?
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The EDH stax primer When you absolutely, positively got to kill every permanent in the room, accept no substitutes.
Re: Warp World. Seems pretty useful in the right kind of deck, i.e. a token deck. The most effectively that I've seen it used is a Zedruu player who cast Storm Herd and then immediately cast WW. Unfortunately, it also gave me (playing Kemba, Kha Regent, and the player going next) Shimmer Myr in play, and I already had Scourglass in hand. End result ended up being pretty good for me, since I managed to keep most of my board, while blowing up most of everyone else's.
Still, I think Warp World has some merit with tokens - obviously it shouldn't be the only thing you rely on, since it'll get hated out thanks to cards like Sadistic Sacrament, but it's one of several potentially good plays, and it can turn around a game in some cases.
As for the OP: I can't say I strongly dislike any particular win conditions. I do, however, like being able to do something, and not waiting fifteen to twenty minutes to take my turn - which is why I'm not super fond of Time Stretch and it's ilk - though strangely, that card has rarely been an instantaneous win for its player in my play group. This would also be the reason I'd be hesitant to play Warp World, but that at least has all the players do something.
if time stretch isnt instant win, its because theyre not playing green with it.
"I will flay the skin from your flesh and the flesh from your bones and scrape your bones dry. And still you will not have suffered enough." -Greven il-Vec, to Gerrard
I stopped playing 'i win' combos due to cry fest all around. Ill combo out with Teysa and two guys frown, one guy says the interaction is kinda cool. After it's all said and done, I won. I don't care how, but I don't want to do it again too soon. Teysa got turned into Ghost Council packed with wrath effects and jank to go along side with it. Next project is Zirilan dragon deck, then an angel deck, then a demon deck then Kaalia. Thank you AVR for the support. I try to build new things and new wincons every time while not paying too much for cards I need with every deck.
im pretty sure "comboing out" isnt actually considered playing magic. when you ignore pretty much everything that has made magic, i dont see how youre playing magic.
i remember when i 1st played edh, before the new commander decks came out, i built a combo momir deck with the intention to win. i would win every since edh game except after people knew what i was and even then i'd occassionally when games when everybody teamed up on me. after a while and a few discussions with some magic players i respect, i came to the conclusion that not only is my deck the opposite of what edh is about(not that it matters) but im pretty much not even playing magic at this point. since then i stopped playing infinite combos, because to me, that is not playing the game of magic.
of course in my area we always get these new guys who think their combo decks are cool or whatever, and normally ill just do dick moves only on them with a fair deck(kill their land repeatedly and discard their whole hand in karador and see how fun they think that is) or ill play r/b/w with things like armageddon and such and see if they still think theyre having fun.
im pretty sure "comboing out" isnt actually considered playing magic. when you ignore pretty much everything that has made magic, i dont see how youre playing magic.
"Comboing out" has been around since the dawn of time.
Anyways, my vote for lamest win condition is Stasis. Never seen a 2-mana enchantment that so completely changes the game by removing the most important phase of it.
For all the people "bawww'ing" over combo, you do know that the big name combo decks are pretty destructible, right? Even by your own admission they are (eg. everydayishinesoclean.)
You all act like combo is some sort of unbeatable strategy meant to be a complete buzzkill when, for example, a well placed Tormod's Crypt or Identity Crisis just shuts down, say Sharuum?
Take my deck for example. A resolved Sadistic Sacrament? I'm done. Scoop.
That's like saying beatdown is unfair and ruins edh because the deck beats people in the face a lot...
"Comboing out" has been around since the dawn of time.
Anyways, my vote for lamest win condition is Stasis. Never seen a 2-mana enchantment that so completely changes the game by removing the most important phase of it.
Thanks Mikel, I was looking for this article. Indeed combo has been around since forever, no matter what someones DCI number says.
"Comboing out" has been around since the dawn of time.
Anyways, my vote for lamest win condition is Stasis. Never seen a 2-mana enchantment that so completely changes the game by removing the most important phase of it.
that was magic then, not magic now. apparently you must think cards like black lotus are perfectly fine too?
For all the people "bawww'ing" over combo, you do know that the big name combo decks are pretty destructible, right? Even by your own admission they are (eg. everydayishinesoclean.)
You all act like combo is some sort of unbeatable strategy meant to be a complete buzzkill when, for example, a well placed Tormod's Crypt or Identity Crisis just shuts down, say Sharuum?
Take my deck for example. A resolved Sadistic Sacrament? I'm done. Scoop.
That's like saying beatdown is unfair and ruins edh because the deck beats people in the face a lot...
it pretty much is a buzz kill, because you go from playing the game of magic, to just trying to prevent somebody from going off. youre not playing your deck, youre just trying to prevent somebody from going off. you act like every combo is the same and you dont have to have different ways to "interact" with different combo players. edh is the only format where you can easily just combo out if you want. not even in legacy or vintage do many decks just rely on comboing out.
i used to play combo decks for crying out loud(after my momir i made ghave combo) and no they are not "easy" or "destructible" to prevent. when nobody at the table was teaming up on me i got easy wins, when multiple people teamed up on me yes it was harder to win, but i still could combo off at times despite multiple players attempt to keep me off of it.
and its not like i refuse to play with combo players i will just do as many unfun things that i can to them.
if a card like "BB - combo out and win the game" was legal in edh, i think a question i have for a lot of you combo players is, would you run it?
Merged double post. Please in the future use the "EDIT" and "Multi-Quote" functionality instead of double posting. -ISB
It is kinda sad that people think channel/fireball was a legit top tier deck. It was a gimmick at best. Channel was restricted pretty early. Land destruction/discard/counter all where very common and wrecked it. As well as aggro or burn. It was just not very viable. It could randomly happen, but it was rare and certainly not consistent.
It is like the whole ripped up chaos orb story. Vastly over exaggerated, everyone knew someone or had a friend it happened too. You where much better off running dark rituals and Juzams or what not for consistency rather then a gimmick.
if a card like "BB - combo out and win the game" was legal in edh, i think a question i have for a lot of you combo players is, would you run it?
Of course they would. Some people need to win at all costs to feel good about themselves. Even in a social/casual format. But to be fair the try-hards need a place to go when they can't hack it in 60 card formats. Just play for 2nd place and let them have there fun and you can have yours too. It is Win-Win.
It is kinda sad that people think channel/fireball was a legit top tier deck. It was a gimmick at best. Channel was restricted pretty early. Land destruction/discard/counter all where very common and wrecked it. As well as aggro or burn. It was just not very viable. It could randomly happen, but it was rare and certainly not consistent.
It is like the whole ripped up chaos orb story. Vastly over exaggerated, everyone knew someone or had a friend it happened too. You where much better off running dark rituals and Juzams or what not for consistency rather then a gimmick.
Can't you just man up and say you were wrong ?
Of course they would. Some people need to win at all costs to feel good about themselves. Even in a social/casual format. But to be fair the try-hards need a place to go when they can't hack it in 60 card formats. Just play for 2nd place and let them have there fun and you can have yours too. It is Win-Win.
All you do is whine and cry about how people play EDH. If it's not complaining about tuck rules, its about social etiquette or try hards or whatever else. Is it that hard to just play magic without labeling people or advocating rule changes based off emotional responses to cards ?
Channel was one of the first cards outside of the power 9 to get banned/restricted from T1. It was already illegal before Ice Age. Yeah, even Fastbond had more longevity. Reason was that tournament people thought it should be impossible to win so quickly using so few cards.
Re: Warp World. Seldom fun, seldom game winning. On fun, usually someone gets a perm like disk that allows them to deal with all the others, and you really just got a sweeper that affected people's land count. On winning, Obliterate is better. Lets you keep one or two things that you win with. If you spend 8 mana on a red sorcery and didn't win with it, you're doing it wrong.
On Time Stretch: Blue Green infinite turns is super tired. Rikku, Momir, what have you. Oh you tutor for Eternal Witness? I wonder what you'll grab. Oh, how did that Genesis get into your graveyard? Ho, hum. Not at all impressed with that.
While combo has existed in some form or another since day one, the modern idea of a true "combo deck" really didn't exist until the rise of Prosperous Bloom in 1997.
Of course they would. Some people need to win at all costs to feel good about themselves. Even in a social/casual format. But to be fair the try-hards need a place to go when they can't hack it in 60 card formats. Just play for 2nd place and let them have there fun and you can have yours too. It is Win-Win.
This is not good advice at all. "Other people want to win, you should go ahead and be happy not winning." The advice should be, "Play the way you want, and try to do it the best you can."
Also, "try-hards?" Really? Is that what you call people with the desire to win? Or just what you call combo players? You seem biased against anyone who disagrees with your opinion, thus making it kind of pointless to debate the point with you.
Channel was restricted pretty early.
It was restricted because it wasn't a threat, according to your post...?
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UUU Talrand, Sky Summoner // (W/U)(W/U)(W/U) Grand Arbiter Augustin IV // RRR Kiki-Jiki, Mirror Breaker // (R/G)(R/G)(R/G) Wort, the Raidmother // URG Riku of Two Reflections // RWU Ruhan of the Fomori
Quote from Mark Rosewater »
In response to your Lightning Blast, I'll eat this burrito.
Quote from slipknot72102 »
This is why I started playing magic in the first place. It wasn't PT aspirations just making noobs cry by doing things that are perfectly fair.
it pretty much is a buzz kill, because you go from playing the game of magic, to just trying to prevent somebody from going off. youre not playing your deck, youre just trying to prevent somebody from going off. you act like every combo is the same and you dont have to have different ways to "interact" with different combo players. edh is the only format where you can easily just combo out if you want. not even in legacy or vintage do many decks just rely on comboing out.
Midrange in edh is pretty much a buzz kill, because you go from playing a game of magic, to just trying to stabilize after they Armageddon your lands. You're not playing your deck, you're just trying to drop lands and prevent combat damage.
if a card like "BB - combo out and win the game" was legal in edh, i think a question i have for a lot of you combo players is, would you run it?
That's kind of a straw man argument because
1.) Wizards wouldn't print something that retarded.
2.) Things of a similar power level are banned in edh.
3.) If such a card does exist, you are most likely exaggerating it's effectiveness.
Of course they would. Some people need to win at all costs to feel good about themselves. Even in a social/casual format. But to be fair the try-hards need a place to go when they can't hack it in 60 card formats. Just play for 2nd place and let them have there fun and you can have yours too. It is Win-Win.
Also, "try-hards?" Really? Is that what you call people with the desire to win? Or just what you call combo players? You seem biased against anyone who disagrees with your opinion, thus making it kind of pointless to debate the point with you.
I think you just don't have a good concept of what the term "try-hard" means in gaming terms. It is not a term applied to every that wants to win. It is a term that is applied to people that are playing in a league that is below them in skill/competitiveness and who also don't adjust their playstyle.
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What an unbelievably douchey statement. Your opinion != fact, and it would be nice if you would try not to define an entire format for everyone else who plays, kthx.
The only wincons I don't like involve long, uninteractive combos and durdling. Anyone can win just about any way they want, but please let me also play a game with you.
Honestly, I've never seen Warp World win games in EDH. In 60-card constructed formats, sure, but not in Commander. You really can't build your entire deck around a single, solitary card in a 99-card deck.
But, if anything, its inability to win games actually makes it more obnoxious. Every time I've seen Warp World played in Commander, the casting player had no idea whether it'd help or hinder him, and only played it because he thought it would be "fun". As such, all it ends up doing is rendering all the strategising up to that point practically moot, and delaying an already long game for twenty minutes. Because, inevitably, everyone will end up getting a dozen enters/leaves the battlefield triggers that they've gotta spend time figuring out how to stack properly in order to get the most out of them. And then you've got the one player at the table (bonus points if it's the same guy who played Warp World in the first place) who has some serious illusions about how the stack works. Illusions that only twenty minutes of arguing and a trip to the comprehensive rules will dispel. Sometimes Warp World gives someone a great board position, but that never allows him to win. It just allows him to get ganged up on by the entire rest of the table. Other times, a player is left with crap after Warp World resolves. But he never loses as a direct result of Warp World. Everyone just takes pity on him and leaves him alone until he topdecks a bomb and becomes a threat again. So yeah, don't be that guy who plays Warp World (or Scrambleverse, or Grip of Chaos, or similar cards) in EDH.
Anyhow, to answer the original question: any combo that uses Palinchron. The damn thing might as well be an "I win" button.
Gee, thanks for making the entire game up to this point entirely futile. See, I thought we were playing EDH. If I'd known we were playing the "durdle around until the blue player draws her Palinchron" game, I would've saproling-swarmed her out of the game as rapidly as humanly possible.
All my hatred for Palinchron
This is not true at all. I have come across 3 different Warpworld decks 2 where 5 color sliver queen and one was Jund. They both where build totally around tutoring up WW and casting it. With 95+ perms in the deck most of which made tokens. They even had riftsweeper and such cards to protect it.
Yeah, relying on a single card seems like a bad idea in a format where Sadistic Sacrament and similar cards are popular. You'd WW successfully one game, and then every other game it'd get exiled right along with your Riftsweeper.
Then again, it might just be the playgroups I've been part of. But it seems that everyone who doesn't play combo will make it their mission to ruin the combo players' day.
You'd be surprised. I've met tons of people who cast it just 'cause "it's fun" and EDH is all about having fun (and tons of blue players who didn't counter it for the same reason). Then, when it's finally finished resolving, and they realize that nobody, not even themselves, had fun, they vow to take it out once the game is over, and never cast it again. But then, an hour or two later, the game ends, and they've completely forgotten, and are back to thinking that Warp World is the funnest thing ever, and I'm crazy for trying to convince them otherwise.
It's odd, my friends are actually a really good playgroup normally. They're just weird about a few things, like Warp World. Specifically Warp World. They won't play Scrambleverse, Grip of Chaos, Thieves' Auction, Confusion in the Ranks, Omen Machine, or any of the other big silly spells. They just play Warp World. Like I said; weird.
Still, I think Warp World has some merit with tokens - obviously it shouldn't be the only thing you rely on, since it'll get hated out thanks to cards like Sadistic Sacrament, but it's one of several potentially good plays, and it can turn around a game in some cases.
As for the OP: I can't say I strongly dislike any particular win conditions. I do, however, like being able to do something, and not waiting fifteen to twenty minutes to take my turn - which is why I'm not super fond of Time Stretch and it's ilk - though strangely, that card has rarely been an instantaneous win for its player in my play group. This would also be the reason I'd be hesitant to play Warp World, but that at least has all the players do something.
WUBRG - Scion of the Ur-Dragon
W - Kemba, Kha Regent
B - Sheoldred, Whispering One
G - Kamahl, Fist of Krosa
UR - Nin, the Pain Artist
UNDER CONSTRUCTION:
R - Norin the Wary
CONSIDERING:
U - Mistform Ultimus
Maybe BECAUSE you "never loose" an edh game someone built an infect deck so they stopped loosing everytime they play you?
The EDH stax primer
When you absolutely, positively got to kill every permanent in the room, accept no substitutes.
if time stretch isnt instant win, its because theyre not playing green with it.
EDH
GUBVorosh, the HunterGUB
BRGKarrthus, Tyrant of JundBRG
GMolimo, Maro-SorcererG
UThada Adel, AcquisitorU list soon
BEndrek Sahr, Master BreederB
/insert.Condescending.Wonka
You must be new here.
I stopped playing 'i win' combos due to cry fest all around. Ill combo out with Teysa and two guys frown, one guy says the interaction is kinda cool. After it's all said and done, I won. I don't care how, but I don't want to do it again too soon. Teysa got turned into Ghost Council packed with wrath effects and jank to go along side with it. Next project is Zirilan dragon deck, then an angel deck, then a demon deck then Kaalia. Thank you AVR for the support. I try to build new things and new wincons every time while not paying too much for cards I need with every deck.
i remember when i 1st played edh, before the new commander decks came out, i built a combo momir deck with the intention to win. i would win every since edh game except after people knew what i was and even then i'd occassionally when games when everybody teamed up on me. after a while and a few discussions with some magic players i respect, i came to the conclusion that not only is my deck the opposite of what edh is about(not that it matters) but im pretty much not even playing magic at this point. since then i stopped playing infinite combos, because to me, that is not playing the game of magic.
of course in my area we always get these new guys who think their combo decks are cool or whatever, and normally ill just do dick moves only on them with a fair deck(kill their land repeatedly and discard their whole hand in karador and see how fun they think that is) or ill play r/b/w with things like armageddon and such and see if they still think theyre having fun.
I don't mean to crap on your point, but to crap on your point: here's a diary from the first world championships in 1994 where the eventual winner is talking about how scared he was of losing to Channel/Fireball against the eventual runner-up.
http://www.wizards.com/magic/magazine/Article.aspx?x=mtgcom/feature/226zakdiary
"Comboing out" has been around since the dawn of time.
Anyways, my vote for lamest win condition is Stasis. Never seen a 2-mana enchantment that so completely changes the game by removing the most important phase of it.
This.
For all the people "bawww'ing" over combo, you do know that the big name combo decks are pretty destructible, right? Even by your own admission they are (eg. everydayishinesoclean.)
You all act like combo is some sort of unbeatable strategy meant to be a complete buzzkill when, for example, a well placed Tormod's Crypt or Identity Crisis just shuts down, say Sharuum?
Take my deck for example. A resolved Sadistic Sacrament? I'm done. Scoop.
That's like saying beatdown is unfair and ruins edh because the deck beats people in the face a lot...
UAzami, Locus of All KnowledgeU
BMarrow-Gnawer, Crime Lord of ComboB
WBRTariel, Hellraiser StaxWBR
Annul is really good in EDH
Thanks Mikel, I was looking for this article. Indeed combo has been around since forever, no matter what someones DCI number says.
that was magic then, not magic now. apparently you must think cards like black lotus are perfectly fine too?
it pretty much is a buzz kill, because you go from playing the game of magic, to just trying to prevent somebody from going off. youre not playing your deck, youre just trying to prevent somebody from going off. you act like every combo is the same and you dont have to have different ways to "interact" with different combo players. edh is the only format where you can easily just combo out if you want. not even in legacy or vintage do many decks just rely on comboing out.
i used to play combo decks for crying out loud(after my momir i made ghave combo) and no they are not "easy" or "destructible" to prevent. when nobody at the table was teaming up on me i got easy wins, when multiple people teamed up on me yes it was harder to win, but i still could combo off at times despite multiple players attempt to keep me off of it.
and its not like i refuse to play with combo players i will just do as many unfun things that i can to them.
if a card like "BB - combo out and win the game" was legal in edh, i think a question i have for a lot of you combo players is, would you run it?
Merged double post. Please in the future use the "EDIT" and "Multi-Quote" functionality instead of double posting. -ISB
It is like the whole ripped up chaos orb story. Vastly over exaggerated, everyone knew someone or had a friend it happened too. You where much better off running dark rituals and Juzams or what not for consistency rather then a gimmick.
Of course they would. Some people need to win at all costs to feel good about themselves. Even in a social/casual format. But to be fair the try-hards need a place to go when they can't hack it in 60 card formats. Just play for 2nd place and let them have there fun and you can have yours too. It is Win-Win.
Can't you just man up and say you were wrong ?
All you do is whine and cry about how people play EDH. If it's not complaining about tuck rules, its about social etiquette or try hards or whatever else. Is it that hard to just play magic without labeling people or advocating rule changes based off emotional responses to cards ?
The fact that "try-hards" is used as a derogatory term here is absolutely hilarious to me.
Channel was one of the first cards outside of the power 9 to get banned/restricted from T1. It was already illegal before Ice Age. Yeah, even Fastbond had more longevity. Reason was that tournament people thought it should be impossible to win so quickly using so few cards.
Re: Warp World. Seldom fun, seldom game winning. On fun, usually someone gets a perm like disk that allows them to deal with all the others, and you really just got a sweeper that affected people's land count. On winning, Obliterate is better. Lets you keep one or two things that you win with. If you spend 8 mana on a red sorcery and didn't win with it, you're doing it wrong.
On Time Stretch: Blue Green infinite turns is super tired. Rikku, Momir, what have you. Oh you tutor for Eternal Witness? I wonder what you'll grab. Oh, how did that Genesis get into your graveyard? Ho, hum. Not at all impressed with that.
While combo has existed in some form or another since day one, the modern idea of a true "combo deck" really didn't exist until the rise of Prosperous Bloom in 1997.
Also: the worst parts of any combo deck are the people whining about the combo deck.
This is not good advice at all. "Other people want to win, you should go ahead and be happy not winning." The advice should be, "Play the way you want, and try to do it the best you can."
Also, "try-hards?" Really? Is that what you call people with the desire to win? Or just what you call combo players? You seem biased against anyone who disagrees with your opinion, thus making it kind of pointless to debate the point with you.
It was restricted because it wasn't a threat, according to your post...?
Midrange in edh is pretty much a buzz kill, because you go from playing a game of magic, to just trying to stabilize after they Armageddon your lands. You're not playing your deck, you're just trying to drop lands and prevent combat damage.
That's kind of a straw man argument because
1.) Wizards wouldn't print something that retarded.
2.) Things of a similar power level are banned in edh.
3.) If such a card does exist, you are most likely exaggerating it's effectiveness.
Great debating skills, bro.
UAzami, Locus of All KnowledgeU
BMarrow-Gnawer, Crime Lord of ComboB
WBRTariel, Hellraiser StaxWBR
Annul is really good in EDH
I think you just don't have a good concept of what the term "try-hard" means in gaming terms. It is not a term applied to every that wants to win. It is a term that is applied to people that are playing in a league that is below them in skill/competitiveness and who also don't adjust their playstyle.