I already see where we are going with this discussion with you at the end suggesting to remove every morph in my deck and changing my general Ixidor for Clique or Talrand. This is exactly what I hate about EDH. I hate that mentality. But that just shows me that Forcefield is actually quite good for my playstyle.
Huh? I wouldn't suggest you drop morph creatures in a deck that is built around using morph creatures. That's stupid. And if you think that my advice is to drop thematic cards for spike cards you don't know me at all - I am always looking for the best card within the parameters of the deck. That's it.
I didn't know you were aiming for a French Legal list so obviously Mana Drain is out, but I still stand by Command just looking at what you have in the deck. For me Command usually goes "Counter. Draw." But when you have that many morph creatures and you are looking for defensive spells, that card looks like Counter/tap and bounce all day long. Resetting your own Morph, removing a voltronned out general, or whatever is going to be good. It was not a generic goodstuff.dec recommendation at all... it was very much based on the idea that you have one of those weird blue decks that actually wants to bounce your own creatures a lot.
Just because you think I build generic goodstuff decks doesn't actually make Forcefield good. Based on your decks it looks like we have a pretty similar approach to the game, but really the issues with Forcefield are always the same - it's conditional, it doesn't stop token threats, it doesn't turn off swords of X & Y, and it forces you to pay 3 up front and then hold mana open throughout the game. And when someone finally wipes the board its a useless card until something big enough to matter comes at you - and when you play mono blue that should not happen all that much.
Ok for Cryptic, but then Counterspell goes out. Still need something instead of the underwhelming Maze of Ith. I've already cycles through every morph so I'm mostly down to artifacts right now.
My own rules when building a Commander deck:
1) Underrated general that I can build around but the deck must work without him/her too.
2) Every card must be legal in both banlists.
3) No infinite combo that could win (and ruin) instantly a multiplayer game.
4) Synergy at all costs; stay on theme, avoid goodstuff.
Ok for Cryptic, but then Counterspell goes out. Still need something instead of the underwhelming Maze of Ith. I've already cycles through every morph so I'm mostly down to artifacts right now.
In the end if you want to try out Forcefield I suggest you do if you have one or are allowed to proxy. Don't go out and buy one though - most people I know who proxy it decide they don't like it. But, if you have a meta game full of "GO GO GO PROGENITUS!!!" decks that can't answer a Forcefield and rely on 1 big creature to win, then go nuts. It might be perfect for you. I just know that years of getting beat down with 1/1 Flying Faerie tokens, Goblins, Plants, and combo-locks BS, it sits in my Cube and usually gets cut even there.
Ok for Cryptic, but then Counterspell goes out. Still need something instead of the underwhelming Maze of Ith. I've already cycles through every morph so I'm mostly down to artifacts right now.
There are quite a few artifacts that are strong creature hosers. A morph centric deck may love stuff like Meekstone or Ensnaring Bridge. There are also cards that limit the number of attackers, like Silent Arbiter and Crawlspace. Portcullis can stop creatures, but if you're playing many of your own it tend to stop you from playing creatures as well.
Meekstone is an interesting alternative, it works with Trinket Mage too. It's different, I still get attacked at least once. Ensnaring Bridge only works if my hand is empty. Both these cards won't make my opponents attack each others though.
My own rules when building a Commander deck:
1) Underrated general that I can build around but the deck must work without him/her too.
2) Every card must be legal in both banlists.
3) No infinite combo that could win (and ruin) instantly a multiplayer game.
4) Synergy at all costs; stay on theme, avoid goodstuff.
I love playing with mine and put it in most decks that want to be a bit defensive. It's a decent card, but Hell, I play it for nostalgia as much as anything and love the way that it's just about as good in casual multiplayer as it was at my kitchen table back in '94. It sucks against tokens, is great against big scary critters and I find that, surprisingly, it sticks around for quite a while in many games. The best thing I find about it is the same thing you get out of Propaganda or Ghostly Prison. It essentially incentivizes opponents to attack one another rather than you. I know it may seem pricey, but you can find one for about 1/2 the price of a Tarmagoyf (prior to MM2) and it's probably never going to see a reprint. Get one and play with it, I'm pretty sure that you'll enjoy it.
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I didn't know you were aiming for a French Legal list so obviously Mana Drain is out, but I still stand by Command just looking at what you have in the deck. For me Command usually goes "Counter. Draw." But when you have that many morph creatures and you are looking for defensive spells, that card looks like Counter/tap and bounce all day long. Resetting your own Morph, removing a voltronned out general, or whatever is going to be good. It was not a generic goodstuff.dec recommendation at all... it was very much based on the idea that you have one of those weird blue decks that actually wants to bounce your own creatures a lot.
Just because you think I build generic goodstuff decks doesn't actually make Forcefield good. Based on your decks it looks like we have a pretty similar approach to the game, but really the issues with Forcefield are always the same - it's conditional, it doesn't stop token threats, it doesn't turn off swords of X & Y, and it forces you to pay 3 up front and then hold mana open throughout the game. And when someone finally wipes the board its a useless card until something big enough to matter comes at you - and when you play mono blue that should not happen all that much.
WUBRGPauper Battle BoxWUBRG ... and why I am not a fan of Wayne Reynolds' Illustrations.
Rules Advisor
Pauper decks: Weenie Tokens — Zombies
My own rules when building a Commander deck:
1) Underrated general that I can build around but the deck must work without him/her too.
2) Every card must be legal in both banlists.
3) No infinite combo that could win (and ruin) instantly a multiplayer game.
4) Synergy at all costs; stay on theme, avoid goodstuff.
WUBRGPauper Battle BoxWUBRG ... and why I am not a fan of Wayne Reynolds' Illustrations.
There are quite a few artifacts that are strong creature hosers. A morph centric deck may love stuff like Meekstone or Ensnaring Bridge. There are also cards that limit the number of attackers, like Silent Arbiter and Crawlspace. Portcullis can stop creatures, but if you're playing many of your own it tend to stop you from playing creatures as well.
Rules Advisor
Pauper decks: Weenie Tokens — Zombies
My own rules when building a Commander deck:
1) Underrated general that I can build around but the deck must work without him/her too.
2) Every card must be legal in both banlists.
3) No infinite combo that could win (and ruin) instantly a multiplayer game.
4) Synergy at all costs; stay on theme, avoid goodstuff.