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  • posted a message on Arcane Lighthouse
    Finally a playable card to stop all those degenerate hexproof commanders out there.

    Card is fine, and i think it will result in more balanced decks on all sides of the table. It doesn't even feel broken (LD is still a thing), but very solid and a likely inclusion in most decks.
    Posted in: The Rumor Mill
  • posted a message on [Primer] The New W/x Heroics Primer!
    Quote from ZooGambler »

    Daxos of Meletis: The equivalent of Fabled Hero, Anax and Cymede and Agent of the Fates for blue/white. Sure, he doesn't have heroic, but he doesn't mind. In a metagame full of scry, he just messes up with the opponent's arranged draws, and it also has the chance to give you free lands! Useful against control decks

    I would like to point out that you can't play lands off Daxos. There are also a few RTR cards in the list, such as Massive Raid and Sphere of Safety.

    Other than that, what are your thoughts on Ephara? It has some sweet synergy with Brimaz, and makes all your guys into cantrips.
    Posted in: Standard Archives
  • posted a message on Pro Tour Khans of Tarkir: Standard Portion
    Quote from Sheepz »
    I'm glad they're not releasing the name so that we don't get a witch hunt going here. He's already been dq'd, no need to go further and drag his name through the mud. Let's just enjoy the pro tour and ignore this drama.

    The name of the player? It's right at the top of the article:
    During Round 7 of Pro Tour Khans of Tarkir, competitor Lee Joong-Won was disqualified from the tournament.

    Regardless, there's no reason for a witch hunt. He may have thought you can do that or not, it was against the rules and has been dealt with.

    Edit: To add futher discussion away from this, I'm really interested how well those RWx control decks are faring. Anger of the Gods and End Hostilities feels like a pretty solid combination to deal with creature decks.
    Posted in: Standard Archives
  • posted a message on Your most hated card
    I have a simple answer: Any card that tutors nonlands. Tutors make EDH games play the same way, every time, which makes for very boring games. It also makes the games not progress for a long while, and makes it impossible to let other people play your decks. This is especially bad if the tutor is the commander, like Sisay or Slivers.
    Posted in: Commander (EDH)
  • posted a message on Helpful Cards for Opponents?
    Quote from Underhill83 »
    Quote from DaRancor »


    I play an EDH variant that's like secret alliances called 'Sheriff'.
    In the game you can be assigned 1 of 4 different roles: A sheriff, a deputy, an outlaw, or a renegade.
    The win conditions for each roles are listed below:
    • The Sheriff/Deputy wins if: All outlaws are dead
    • The Outlaws win if: All Sheriff, and deputies are dead
    • The Renegade wins if: One of either of the two teams above win, and if one member of that team lost.
    After many exciting games, I like it when everyone can have fun. To do that I made a pile of cards that can help level the playing field. When people are in a pinch I can help aid them when the time is right. There is also the added benefit they will be less likely to attack me, which is always good.

    Due to the highly political nature of the game, I decided to make a deck that can represent the theme of helping another player.
    If anyone has some interesting input on how to play with that idea, please leave a suggestion!


    I try to understand this 'Sheriff' variant. So, if
    - the Outlaw dies first --> Sheriff and Deputy win
    - both Sheriff and Deputy die --> Outlaw wins
    - Sheriff or Deputy die first and Outlaw dies second --> Sheriff/Deputy and Renegade win (??)

    This seems to be like a bad matchup for the Outlaw and the Renegade, right?
    It will basically be a 2vs2 until the first policeman is gone.
    After that the Renegade has to change sides, so both Renegade and Outlaw have to prepare for that.

    Is this variant really working for EDH? Are the roles assigned at random?


    They are basically playing EDH with Bang! rules. I can say that the rules work really well, we have also done it with my playgroup, and it makes for some really interesting games. And yes, the roles are random, and everyone else is hidden except the Sheriff.

    Bang! wikipedia page: Bang!
    Posted in: Commander (EDH)
  • posted a message on Mothership Previews (9/8): Refuge lands and 4 new cards!
    If you ignore all the other text in the Ashcloud Phoenix, it is a 4/1 flier which leaves a 2/2 behind when it dies. That's not a terrible deal for a 4-mana card.
    Posted in: The Rumor Mill
  • posted a message on Suspention Field
    To actually discuss this card, does anyone have a compelling reason to play this in future standard? A few things I keep thinking about:

    The color which will probably have big stuff I care about: Green
    The card green will be 100% playing: Reclamation Sage
    Another card which I feel is superior in removing big green things: Reprisal
    Posted in: The Rumor Mill
  • posted a message on Welcome to the HORDE!!!
    I really hope there will be a new Doom Blade, because I would like to turn this deck into a more controlling version with lots of walkers and a few End Hostilities. Sorin, Solemn Visitor ultimate seems really really powerful for the strategy. Unfortunately there are no good 2 or 3-drop defensive creatures besides Brimaz, King of Oreskos, which suffers from legendarism. Battlesheep seems like it could work with all the pumping and counters going around with Sorin and Ajani.

    From the current standard I've found Chandra to be a reasonable card advantage engine. I hope Sarkhan, the Dragonspeaker turns out to be just as good.
    Posted in: Standard Archives
  • posted a message on Mothership Previews (9/3): Morph cycle and Rakshasa Vizier
    Draft challenge 1: I'm going to reveal one Horse to another and sing Amazing Horse all the way.
    Posted in: The Rumor Mill
  • posted a message on Crackling Doom?
    Please stop comparing Crackling Doom and Devour Flesh like Doom was just a more expensive version of Devour. They might act similar in some cases but are very different cards. Devour kills opponents worst creature. Doom kills their best.
    Posted in: Standard Archives
  • posted a message on Magic Show white mythic at 12:00 EDT (Wingmate Roc)
    At first glance it seems terribad. Feels like a Supply-Line Cranes+. But the more I look at it, the better it feels. Have a defensible 3 or 4drop on the table, like Brimaz, get two birds. And the fact that they evade Elspeth -3 next turn seems relevant. I might run one or two of them.
    Posted in: The Rumor Mill
  • posted a message on Crackling Doom?
    So far it's a 100% sideboard card. The colors make it really hard to consistently cast on t3, and it's just a less versatile Hero's Downfall: it kills the biggest thing on board.

    I might put one in the sideboard of my Mardu Control deck to fight Hexproof Titan.
    Posted in: Standard Archives
  • posted a message on What do you think the wedge charms will look like?
    Just like the Sultai charm has a mode that directly helps it's clan mechanic, I would expect each charm to have a similar mode.

    For example, Mardu charm could have Trumpet Blast.
    Temur charm - Either Giant Growth or token production for a 4/4 creature.
    Abzan charm - Something untapping possibly, like Ready
    Jeskai charm - Well it already does that, so It would be something like Seismic Stomp
    Posted in: Baseless Speculation
  • posted a message on Reddit Preview - Sagu Mauler
    Ugh... I wish Wizards would stop with the Hexproof. It's such a degenerate mechanic. Shroud at least was fair on both sides.

    There's no doubt I will take a lot of damage from this guy.
    Posted in: The Rumor Mill
  • posted a message on Gruul Ramp (aka RAMP! SMASH!)
    Ruric Thar won't be standard legal anymore.
    Posted in: Standard Archives
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