- Kajarak32
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Member for 10 years, 2 months, and 20 days
Last active Wed, Apr, 24 2019 16:37:59
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Apr 11, 2017Kajarak32 posted a message on MTG Salvation Deck Builder Coming SoonThis is AWESOME! I know it says that suggestions should be made later, but I would like to advise taking notes from this site as far as general functions/filters etc. As far as deckbuilding sites go, I think it is the most functional as a card search engine and deckbuilder together (the way it should and needs to be, instead of having them seperate)... Please check it out! - https://hex.tcgbrowser.com/#!/cardsPosted in: Articles
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Feb 4, 2014Kajarak32 posted a message on Launch Giveaway!First off, congratulations on the new site! It looks great. I am new to MTG and this site has been great for giving me tips, so thank you. And, even though I'm new, I do have a favorite card and I unfortunately have yet to put it into a deck. Enter the Infinite is my favorite card; who doesn't dream of having their library as their hand? So unique and brilliant.Posted in: Announcements
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I never suggested that running 100% combo pieces and tutors was the best way to create a degenerate combo deck. Resiliency and speed are two of the most major factors of a correctly built combo deck. (Decks built with many cheap, interchangeable pieces to do the same thing and then many other cards to help find those pieces easily (tutors and the like) and the rest can easily be filled with counters spells and other cheap protective cards.)
Also, if you are not being interested with for 6 consecutive turns and still takes you until turn six to "go off" then this deck you've built would be on the slowest end of degenerate combo decks. (Though it may be resilient, I'm not sure.)
I agree wholeheartedly that chosen combo pieces should also be relevant cards outside of the combo, and I think that two things help this happen: 1. The trusting honor system helps this to a point. 2. When your deck is built with only one combo, and not designed around that combo (per the 3 proposed rules), people are much less likely to insert any useless cards just to combo with another card. (And even if they did decide to, it may hinder their deck more than help it due to the restrictions.)
On your point about extra turns, I must admit that my playgroup has two decks in it that take advantage of this "loophole" in nearly this exact manner. One person has a Melek deck designed to take multiple extra turns, and I built a similar Narset deck. Because these decks don't see regular play, people don't seem to mind them too much, especially since they know what they do, and they don't technically break the rules. Granted neither of those decks play to infinite combo, they just do their best to get "enough" of those effects. Melek plays zero flicker/bounce and Narset is semi-easily disrupted if you know what to expect and relies on deck percentages of effects and luck. All in all, this type of deck has only not ruined our playgroups games because of kind players. Though, if they ever did become an issue, we would add a fourth rule, perhaps, targeted at this type of game style.
In this scenario, you are breaking rule number one. More than one infinite combo in a deck is another problem, which you have just given a great example for. I agree wholly that those card don't belong in a deck with those cards in it if Rings of Brighthearth is, also.
I respect this stance, and this is a good answer to my post because it gives a reason for why people may not like including infinite combos into decks, at all. All playgroups are different, but I still believe that many playgroups who have taken this stance for this reason could apply these three rules, and see no shortage of longevity in their games. I could be wrong, though, of course.
Here, you seem to imply that just have one infinite combo in your deck increases consistency too much, but I would like to argue that. Just by having one infinite combo in your deck, won't increase your chances of winning very much. As I have said above, I believe that the problem is in deckbuilding, when someone creates a deck specifically designed to assemble an infinite combo. The rules I listed, I believe, help give people guidelines to easily avoid that type of deckbuilding, while still allowing people to play those combos in their decks.
You are correct, though, there probably is not truly "right" answer, and it does depend on your playgroup. I just think that by adding these rues to some casual playgroups, they may see that infinite combos aren't so bad when the decks that include them aren't focused around them.
These rules are great, and are perfect in a dream scenario where people understand what this means and everyone agrees on every aspect of the same game. Because that doesn't happen, the rules I listed have helped people in my group understand how to do those two things by giving them visible deckbuilding limits. (At least when it comes to the interactions between tutors and infinite combos in this eternal, singleton format.)
All three of these rules are deckbuilding rules, so there is nothing stopping you from doing that. Infinite combos end long games, and that is one reason that my playgroup enjoys having them around; the problem with infinite combos only arise if you don't follow these rules. (To a point, anyway.) The only way to truly exploit a combo is to design and build a deck completely focusing on doing that combo. Otherwise, it can be a random, chance win out of nowhere. (Much more fun.)
1. Don't insert more than one infinite combo in a deck.
2. Don't insert cards that combo (by themselves) with your commander. (e.g. Food Chain in Prossh)
3. Don't insert tutors for into a deck for the purpose of finding combo pieces. (This last one can be hard to monitor, so we are more lenient about it.)
These rules have become a large part of what has made our playgroup so fun and successful, though they probably look very boring to competitive players. I, myself, also choose not to play any tutors in any deck that I have a combo in, and I have other decks that play a good amount tutors in them without any combos. It just keeps e from accidentally being degenerate. My hope with this thread is to get some feedback about why many of you are so much against either infinite combos and/or tutoring, and to also hopefully shed some light on how to do these things responsibly and in a fun way.
that is exactly my point, actually. (I apologize if it was unclear.) Your original given reason for why hermit druid isn't banned while griselbrand/yawgmoth's bargain are was because they don't require you to build around them to become broken. In the middle of the game, even in a non-optimized list, those cards can lop side the game toward them too much out of sheer card immediate advantage. (We all know this, and this is why I agree.) But the other cards that I listed, I believe, also require some build around (maybe less than hermit druid, I'll admit). But they can indeed be used in a fun, fair way as long as the player doesn't attempt to build their deck around that certain card. (I believe.) And I also believe that none of the cards I listed truly create unstoppable, unquestionable, immediate, lopsided card advantage as griselbrand/yawgmoth's bargain do. I hope that I made myself clearer here and that I didn't accidentally misunderstand anything you've said, either.
The reason that this reason doesn't make sense, completely, is because of some cards that are currently on the banned list that fit this same description. (Albeit possibly to a lesser extent: Gifts Ungiven, Painter's Servant, Protean Hulk, and Recurring Nightmare are some cards I think may fall into this category)
Saying that competitive edh is equal to pulling a name from a hat is hyperbole. There are many people who have created lists that they deem "competitive", and I believe that it is mainly this group of people that might have a problem with the statement given by Sheldon on the last page. I feel that Sheldon (and maybe the RC in general, and probably you), feel as though "competitive edh" is the "wrong way to play". Many people, however, enjoy the idea of this type of formatted edh, instead, and probably disagree, more than most, about the ban list and the RC's decisions on that matter.
All I am saying is that, in order to better tend to that genre of player (which is an increasing population), perhaps a "competitive edh ban list" should be forged. It could alleviate the differences in the 2 groups and perhaps even keep the format in general (edh) healthier for it by separating the 2 groups that seem to "not play well together"
To me, this post makes me see a split in EDH players. Competitive and Casual. Me all know of these 2 halves, but we share a ban list. This is where it becomes an issue, mainly. Perhaps another group needs to step up to create a na list for the competitive players. The only issue I see here would be "which ban list do you use?" type scenarios popping up, but I also see this sort of thing being ok because most competitive players have non-competitive deck lists. (The opposite of that will be much less true, though.) Another possible issue may pop up in groups like mine (and many other similar groups) where we sort of teeter on the line between competitive and casual. Which side should we gravitate toward? How do we come to an agreement? Etc. This may be a necessary evil, though, in order to better "appease the majority" as some have put it.
Just to clarify my views, I am on board with the vision the RC has for the format, and my playgroup generally feels the same way. This does not, however, mean that we agree 100% with every decision that they make (or have made) and a lot of points that I have seen on here about the current ban list cause me to question their decisions, sometimes. They have a criteria for banning, but it seems very loose when you look at the cards that are (and are not) on the list. I'd at least like to see a reiteration (and a strong re-looking-at) of the cards that are currently on the list and apply the newer-formed card-banning criteria to those cards; even of for no other reason than to "clear the air" about why those cards remain on the list and should.