Sounds like a plan, just be aware that one of the most commonly frowned upon things is when an opponent locks people out but doesn't win within a couple of turns. Having a clear path to victory, even if it's just through general damage, is really important. Based on the enchantment theme maybe include helm of the gods as an alternate and easy to use win con? Being killed by a 2/2 is pretty humiliating anyway
For eight years now, I have seen/heard that card be referred to (in the context of Commander) as Hitler, both locally and in online discussions, and have never been given a real explanation as to why, so when he comes up, I tend to take the opportunity to again ask why, though I admit to not hearing him referred to as such as often anymore.
I'm guessing it's a casual association based on the card's perceived harshness. Hitler was an authoritarian; Grand Arbiter Augustin IV makes it hard to cast spells. It's like the Seinfeld soup nazi thing. Both "nazi" and "Hitler" can refer to anything strict ("grammar nazi," etc.).
Invoke Prejudice, while being a joke given the cards nickname, happens to also be a strong card for the type of deck being discussed.
This one goes deeper. Harold McNeil apparently holds at least sympathy to neo-Nazi views and displays fascination with Nazi symbols in some of his art. In what I hope is merely an incredibly unfortunate coincidence, Invoke Prejudice's multiverse id on Gatherer is 1488, a neo-Nazi slogan.
Now, whether an artist's political views matter for us as Magic players remains an open question.
There is also value in forcing a group to play against strategies they normally try to avoid.
While some of the people in my area are just bad, and others were good enough that it did not matter, I feel confidant saying there are people I play with that have become better players, because they had to learn how to deal with my fondness for Desolation Angel.
I can agree with this. I've learned a few things from playing against your stax pieces and so on. I enjoy a mix of games with major mana-denial elements and games without them, of games with instant-win combos and games without them, etc.
Speaking of mana denial, a certain Riku of Two Reflections player got a touch salty at me for destroying lands with Ruination and Wake of Destruction the other night. I ended up losing the ensuing duel after the Riku player scooped, so I may have made the wrong play there. But I stand by land destruction as valid against combo-happy opponents.
Play Talrand, Sky Summoner - he's great for control builds because you can just do your counters and your combos and then your win con just sorta shows up while you're doing it - my set up runs two creatures (Sphinx of the Final World and Stormtide Leviathan so I can be a degenerate with Polymorph effects) and never has a hard time closing out games because evasive little tokens chip damage in just fine, especially if you're not letting them play cards
It's a mistake to assume EDH is "Magic Lite" and I sense you're going to get thoroughly thrashed for the majority of your first few games if you go in thinking you're just too street for Commander.
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I'm guessing it's a casual association based on the card's perceived harshness. Hitler was an authoritarian; Grand Arbiter Augustin IV makes it hard to cast spells. It's like the Seinfeld soup nazi thing. Both "nazi" and "Hitler" can refer to anything strict ("grammar nazi," etc.).
This one goes deeper. Harold McNeil apparently holds at least sympathy to neo-Nazi views and displays fascination with Nazi symbols in some of his art. In what I hope is merely an incredibly unfortunate coincidence, Invoke Prejudice's multiverse id on Gatherer is 1488, a neo-Nazi slogan.
Now, whether an artist's political views matter for us as Magic players remains an open question.
I can agree with this. I've learned a few things from playing against your stax pieces and so on. I enjoy a mix of games with major mana-denial elements and games without them, of games with instant-win combos and games without them, etc.
Speaking of mana denial, a certain Riku of Two Reflections player got a touch salty at me for destroying lands with Ruination and Wake of Destruction the other night. I ended up losing the ensuing duel after the Riku player scooped, so I may have made the wrong play there. But I stand by land destruction as valid against combo-happy opponents.
It's a mistake to assume EDH is "Magic Lite" and I sense you're going to get thoroughly thrashed for the majority of your first few games if you go in thinking you're just too street for Commander.