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Lineage 2 Revolution DB
 
The Mysteries of Ixalan
 
Treasure Cruisin' with Miracle Grow
  • posted a message on The Grand Calcutron - RoboRosewater Twitter spoiler
    The evil part of me is cackling at the perspective of building a filthy deck around this fellow with aids such as Scroll Rack or Alms Collector. I somehow don't think that people will let me whip out a completely illegal un-legend (not even a creature!) if I promise them misery though, now will they...
    Posted in: The Rumor Mill
  • posted a message on Patron of the Orochi - The Cockroach Tron
    Yeah, the mana totals get crazy, quite often out of nowhere. It's not uncommon to end a turn with a Patron and eight lands with no other doubling/ramp, untap, do stuff, and slam down a 50+ Genesis Wave or something of the sort. Let alone the infinites.

    Yeah, I see your point with regards to both those options. You'd think flash would make a hell of a lot of difference, but somehow it did not. I ran an even stronger version of the effect in Vedalken Orrery, but it just ended up being rather do-nothing. It had a few games early on in the deck's life where it led to crazy ramp cascades and whatnot, which led to it being grandfathered in for a long time while it accomplished quite little. Maybe I should try it again now, given the shell has become quite a bit more draw-happy since 2015. Squirrel Nest is cute as hell with Earthcraft, yes, and makes chumps at any stage of the game to slightly stem the bleeding. I'd imagine it won't do too much, but as always, the only way to find out is to try.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Goodstuff = good fun, or fun-suck?
    The only problem with dedicated goodstuff is that the decks lend themselves to turning the game into the stereotypical do-nothing multi-hour slog that people associate with EDH. While each individual piece is strong, it typically does less to close the game out than what a deck building with that goal in mind would accomplish if given similar opportunities. Set a few of those down, nibble at others a little, board gets stereotypically wiped, rinse, repeat. Not the most exciting of scenarios. I tried my hand at a dedicated goodstuff build once, throwing together a Prime Speaker Zegana, and the deck very quickly warped into Palinchron.dec in the interest of the game ending, and that was that.

    That doesn't mean that goodstuff has no place in the snowflake decks that make EDH fun. Just about every single Rube Goldberg machine needs some removal, ramp and utility too. And those slots are typically well handled by established candidates. As brought up here a lot already, stuff like Cyclonic Rift, Sol Ring etc. slots in effortlessly and smoothens run experience. It's about serving a purpose. Whatever fringe card you just rescued from obscurity serves a purpose in your zany contraption, just like Swords to Plowshares serves a purpose when it comes to reliable removal.
    Posted in: Commander (EDH)
  • posted a message on Patron of the Orochi - The Cockroach Tron
    Quote from Artaud »
    Quote from Rumpy5897 »
    Are the old draw pieces, such as Book of Rass or Diviner's Wand in danger?

    Well, I still wonder why you play such lackluster pieces of draw. Wouldn't using Kozilek, Butcher of Truth or even Mind's Eye you've discarded earlier better? At least you can tutor for the first one (Time of Need) and the second is bonkers when facing decks with blue.

    How about Selvala's Stampede? Given your creature count is low it would work like one-sided Oath of Druids and the option to drop stuff from your hand is useful for expensive draw/tutor artifact things (Planar Portal/Bridge).


    The reason why I play suck lacklustre draw is because the deck tends to generate a downright stupid mana pool. Untap, 30 mana available, what do. Since green doesn't get to have nice things like Blue Sun's Zenith, this is the best way to get many cardboards. And the jank factor is also amplified by the fact I can do that in everybody else's turns too! Usually if I do get to do that and live to tell the tale, I tend to win post untap for some reason Wink

    Just in case, I yanked out Diviner's Wand for Kozilek, Butcher of Truth and got some dedicated playtesting in. The Kozilek just didn't feel right. He was essentially a ten mana Harmonize that baited out a boardwipe immediately thereafter, not unlike a drawback of Vorinclex, Voice of Hunger not stated in the thread. We're most likely to be able to play Kozilek with Patron out (in terms of a relevant turn space), and the soul-sucking annihilator body getting dealt with usually results in a feisty tempo slug not really worth the four cards. It's not that the board is actually made any more wipeable by the Kozilek being there, from the perspective of the deck's combo/swarm game plan, but people become far more willing to pull the trigger. Maybe I'm missing something, but he just doesn't play right.

    Selvala's Stampede is a hard pass. It is not uncommon for the deck to be down to a small trickle of cards in hand, or topdecking altogether, and with a healthy mix of utility and specific linchpin in the deck's 15 creatures the wild mode isn't that enticing either. Both this and the Kozilek feel like suggestions geared towards a more robust, redundant, dare I say goodstuffy green build, which this deck is not and likely never will be. It's its own weird thing, a slow motion combo deck that can untap and steal the game out of nowhere. Is it the best green deck possible? Hell no. But it's a kooky contraption, and each of the pieces (including Book of Rass and Diviner's Wand) fits within the mechanism. Mind's Eye is the closest of the suggestions, and I should probably give it a try. However, for some reason, drawing three off this versus a stock four player table compared against drawing upwards of thrice as much off the inferior options without any dependence on what the others are doing... yeah. Nevertheless, I'll probably try Mind's Eye again at some point.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Daxos the Returned - Enchantment Speed Bumps Galore
    Yep, that sounds pretty ridiculous. Machine gunning cheap enchants, be it either via Cloudstone Curio like you, or just bouncing Flickering Ward, gets insane with Skybind and can get downright mind-boggling if you have Serra's Sanctum. And yeah, that Sun Titan trick sounds juicy. More marginal benefits of the optimal mana base!

    I playtested Thaumatic Compass in a few games yesterday, and I'm not sold at all. Ramp is most appreciated early on, and this thing is like a weird late game Mind Stone of sorts. The " 3 mana : fetch land" ability got used all of once in a weird situation, and just wasn't that good either. The Maze of Ithness was okay, but I'm just not feeling it. Seems like there's many, many better options to choose from.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Patron of the Orochi - The Cockroach Tron
    Seeing how other list stirred something in how I think of the deck, it only makes sense to act on the impulse. Even if the impulse ends up manifesting in the form of a solitary swap.



    So yeah, draw is good. Rishkar's Expertise, Harmonize and Sylvan Library have all been tearing it up big time since being introduced, and that other list offers up some options for going down that road some more. The problem is that stuff like Greater Good requires you to kill off Patron for maximum benefit, which is pretty devastating given the scarcity of haste outlets. Garruk, Primal Hunter can come down early and gum up the board if there's nothing better to do, or can be a five mana draw seven later on. That sounds acceptable. Let's slot it in over Primal Command, the most expensive creature-only tutor in the shell. I'm going to miss all its tech options, being super ugly to people's lands like a junior Plow Under, but at this point the deck doesn't need a near infinite supply of creature tutors. It wants to be able to find whatever pieces it's missing, and a hefty burst of draw usually allows some game plan to be pieced together. Are the old draw pieces, such as Book of Rass or Diviner's Wand in danger? Not really. There isn't exactly a large orderly queue of draw spells waiting for slots in the 99, and it's quite fun to play jank like that and have it be effective.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Daxos, the Derp has Returned
    Hmm, that's an interesting observation. And if you draw it late game, you can just set it down and have it flip in your end step. I didn't even consider it, writing it off as a crappy Journeyer's Kite knockoff. Please, do report back how it fares, although I've got a gut feel it's gonna be a smidgen too slow.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Daxos the Returned - Enchantment Speed Bumps Galore
    Well, time for the obvious Ixalan update, along with some subtle changes that have been mulling over for a while.



    The discussion in the thread since the last update got me thinking quite heavily about the "appearing bad" aspect of the deck. True, something like Burnished Hart can reap good rewards if left unattended, especially if the right companion pieces come along, but it's the equivalent of laying down on the ground and exposing your stomach as a sign of surrender. Life is already hard enough being Daxos, and opening the deck up to being even further behind the game state by willingly ramming clumsy three-mana allotments down the drain with the realistic possibility of disruption is not exactly where you want to be. A lot of theoretical scenarios with hypothetical hand curves were considered, and the conclusion is that Solemn Simulacrum provides a surprisingly similar amount of benefit with way less tempo loss and risk. Skullclamp is getting the axe on slightly similar grounds - the situations where we're in control of actually reaping the rewards are surprisingly narrow, and more often than not the 'clamp is parked on a blocker in a "let's see what happens" sort of ordeal. Sound similar, maybe like a certain four-drop creature? It's cheaper and repeatable, and works like mad with one experience counter or disposable x/1's, so it slid under the radar of cuts a bit.

    The last deck that I built that I was excited about was a foray into Mardu with Bruse Tarl, Boorish Herder and Tymna the Weaver. While the list ended up scrapped for reasons I still don't fully understand, it taught me the importance of acquiring bonus cardboard and curving out properly. As such, I got a burst of motivation to try and sort out the game's early plays a little, with the motivation going up in flames with the realisation there really isn't much I can do I'm not already doing. Getting Daxos out early would involve some of the zero-mana rocks or Mana Vault, none of which we really want here. In the end, the Burnished Hart trail was followed, and plays were examined for their clumsiness with the commander and main game plan. Chromatic Lantern costing three was a major problem for the Mardu heap, and ended up canned very early in the deck's life. The problem was less glaring here, but there's no denying it spends a bit too many of the resources we'd like to allocate to furthering the game plan. Plus, it goes up in flames when artifacts get wiped and that's that. Mind Stone was considered as a replacement in the interest of having something to do turn two, but in the end it's Crucible of Worlds that gets the slot. The value this thing brings to the table is tremendous, in spite of sharing the CMC of the Lantern you don't feel obliged to chase it out early, setting it down whenever you feel is convenient and making land drops you'd otherwise miss, accruing a constant, harder to disrupt advantage. Plus, it acts as a shield of sorts for the big mana lands, allows Strip Mine shenanigans, and feeds off symmetric discard like nobody's business. And if you do end up setting it down early to make repeated use of that one fetch you drew, that's one mana screw you just dug yourself out of far better than you would have with a single extra mana. The marginal, marginal benefits of blowing all that money on the perfect mana base.

    Another efficiency-dictated swap is Erebos, God of the Dead for Arguel's Blood Fast. This surprises no-one and is the obvious Ixalan include most of us are going to make. Turns 4-5 are some of the most critical for the deck's well-being, and this is phenomenal in that window. Play it, maybe get a card, maybe make a Daxos man, the sky's the limit. True, both Greed and Erebos come down effortlessly turn four, but this not only comes down turn four, it also lets you immediately replace it if no other plays are available, accruing options for what to do after you untap. And later on in the game, the 1/2 mana cost divergence between this and Greed doesn't make a huge deal of difference anyway. Plus, if you're stunted after a greedy keep, as I've been known to do sometimes, this comes down super early and helps you find mana if you need. But wait, there's more! Well, in all honesty, not much more. The Diamond Valley flip is not something I imagine is going to happpen too often, but it's a nice perk to have and might help you get back on the horse a little.

    And, finally, there's the long-avoided inclusion of Cabal Coffers. Right on the first freaking page of this thread, Damnosus points out that it's fine to run it as long as you don't actually consider it a land, and that observation is surprisingly accurate. It's not your typical land, and you drop it either when you can support it or have ran out of other drops to make, which also happens sometimes with greedy keeps :p Given the deck's propensity for basic acquisition, as well as the fetches and fetchable duals, accruing the three swamps to make this be mana positive is perfectly doable, and has happened just about every single time this thing showed up, Urborg or not. The marginal benefits of the perfect mana base continue. And obviously it gets silly with Urborg, but that's EDH 101. Thanks to all of you who kept talking me into this over the years, and sorry for taking so long. As mentioned, seeing how this isn't a "normal" land drop, I've bumped the land count to account for it.

    The changes help move the deck in a direction I'd be happy for it to continue down - less reliance on artifacts and the mercy of my opponents, efficient early game and robust late-game value. Around the time the deck became playable, it was rammed full of rocks of all shapes and sizes, and a Vandalblast variant made it as miserable as wiping the enchantments, if not more. Now there are literally four conventional rocks left in the list, but there's still a heavy emphasis on acquiring lands, be they of the big mana variety or just a constant stream of land drops. If those engines blow up, all the work they did is still going to be on the table for the deck to reap the benefits of. I'm striving for this sort of approach for the 99 as a whole - even if someone Auster Commands my board, they can't eat the experience counters that are already on Daxos. If any of you have ideas how to emphasise this, please fire away.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Patron of the Orochi - The Cockroach Tron
    No Ixalan changes in danger of happening. The main purpose of this post is that I managed to stumble upon another guy's take on a comboriffic Patron of the Orochi over on TappedOut, all primered out and everything, and it feels like the sort of thing that should be documented in the thread.

    The main conceptual difference between the decks is that his lynchpins pretty damn hard on the Temur Sabertooth/Cloudstone Curio combos and runs draw about as heavy as green allows to try to get the pieces online. The list is also filled with more low to the ground stuff, with less crazy mana buildup and ridiculously expensive plays like Planar Portal et al. that I tend to sport. On the whole, I think I'm happier with the build I've got going here, as there is a ridiculous amount of combo potential and the swarm backup feels like it'd be better at closing out games than his take (he does have an Ant Queen as well, as who wouldn't really, but no way to make the swarm bigger than 1/1s). Nevertheless, it's nice to stumble upon someone else who independently did a similar thing. His heavy draw suite has me reconsidering those cards yet again, and I've given some fleeting thought to Haunted Cloak before as well. Gotta keep transitioning the deck from its swarm roots to the weird combo machine it has become, although it feels like it's in a pretty good spot right now for what it's worth.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Vona, Butcher of Magan
    They played it a little bit too safe with Vona, slap on flying or remove the your-turn limitation from the ability and you've got a perfectly serviceable cardboard. As is, she's mainly stuck in a support role as you all are saying, and isn't even particularly dazzling at it either.
    Posted in: Commander (EDH)
  • posted a message on Random Card of the Day - Zombify
    I remember this one time that a Selvala, Heart of the Wilds got it out against me turn three. It hurt. :p
    Posted in: Commander (EDH)
  • posted a message on Daxos the Returned - Enchantment Speed Bumps Galore
    I'm pretty sure that I could probably still be running the Rector, especially now that Big Ole Raz came home to roost. It just felt that I didn't really have much control over when she'd pop, while this is the sort of ability that's ideally utilised on your exact terms. Perfect enchantment slam windows presented themselves and went by as I didn't have Attrition (the only sac outlet during her life in the list). And then she'd eventually die as a chump or in a wrath or something. Well, what to get? Sheesh, I don't know. I'd often default to Debtors' Knell, another card with a tumultuous life in the 99, simply because it was the most value at the time, or no-brain windmill slams like Skybind or True Conviction. It felt good, but also felt like there was a wide margin for it to be even better which I couldn't properly utilise. Given the fact that the deck can spit out sac fodder for three mana a pop, there's always the potential to run some good outlets. I haven't spotted any that would be worth the deck's time though. Maybe I'm missing some obvious ones, feel free to chip in.

    The curses are weak for what the offer. Why bother with Curse of Exhaustion when you can just Rule of Law the table? I've always had a soft spot for making symmetric effects asymmetric via witty building, and Daxos is great at that sort of thing. Similarly, there was a guy who swore by Humility, and Overwhelming Splendor is a new-school spin on the idea which I hate. There's nothing wrong with single-target kneecapping, especially if it's a hell of a kneecapping. A well placed Nevermore, Darksteel Mutation, Consulate Crackdown etc. have been known to win games, and the whole joke is that they hinder the opponent enough that the target it painted on you doesn't hugely matter - they can't do much to you over it, and their fellow game participants are not likely to rush to their aid as it's not in their interest to undo the damage. Overwhelming Splendor would be a similar sort of single-target problem solution, but at eight mana it feels too expensive.

    With regards to the draw discussion earlier, Greed effects don't stack. I like diversifying my draw portfolio, as this way if I draw multiples I can actually make active use of them. What does a second Greed effect do? Give you an extra experience counter? Sit in your hand until the first one goes away? Slot in more draw, go ahead, but try to make it so you can actually use it if it comes in clumps.

    So yeah, as I mentioned, I've kind of been out of sync with the magical cardboards recently. I haven't fully clicked with the local meta, which led to me not having shown up there in ages. And there's only so much Hilarious and Original TM Cockatrice action I can handle, with Daxos not being a particularly good deck to venture there with either. If any of you feel that I'm missing some hella obvious cards in the 99, or am running some hella questionable cards in the 99, please say so. I have a long history of dubious includes and weird omissions, so go forth and say things if you see things to say.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Daxos the Returned - Enchantment Speed Bumps Galore
    Yeah, not a chance in hell for Legion's Landing here. Good call on the True Conviction comparison, this is making me less willing to try it out. Thanks!

    However, Arguel's Blood Fast got me thinking a little about the deck curving out in the early turns. Usually it's fine, but sometimes a mana or two slide by unused, and the deck's quite slow as is. Maybe it's time to swap out Burnished Hart for Depression Automaton? Probably just the pointless musings of a guy who hasn't really properly magicked in quite a while.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Xenagos, the God of Double Damage Beatdown
    Quote from Tev »
    You take that back! There was that 5/5 for 5 that had Haste! :p


    And trample! Wink
    Posted in: Multiplayer Commander Decklists
  • posted a message on Daxos the Returned - Enchantment Speed Bumps Galore
    Axis of Mortality - that's a cute piece of cardboard if ever I saw one. Some weird, idealistic part of me thinks it could potentially work here as another pillow fort'y thing of sorts, or political tool if not in immediate danger. However, I've been known to get hung on silly scenarios without much coverage in reality before, often leading to dead'ish slots in lists for years (Vedalken Orrery et al in Patron of the Orochi, although those were also a relict of the partial mulligan). What do you fellows think, can this funk?
    Posted in: Multiplayer Commander Decklists
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