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  • posted a message on [Deck] 54 land Azusa, Lost but Seeking (WE BACK BOYS!!!)

    WE BACK BOYS!!!

    So, I'll be completely honest, though I've been considering rebooting this deck for a while, the printing of The Great Aurora is what actually inspired me to get up and do it. The old list was showing its age with a lot of banned cards and other obsolete interactions, and now that I had a chance to look over the whole thing with an unbiased eye, the cuts were as automatic as the newly printed powerhouse inclusions were. There are a lot of changes that were made, and I will not go over all of them here so if you are curious take a look at the OP which has been updated with them all. Overall though, I can say the list feels a lot cleaner than it used to which is the biggest thing that people should take note of. No more clunk like Seer's Sundial, Duplicant, etc... clogging up your draws. Smoother and more reliable CA, along with changes like:
    - Increased 1cc ramp to increase the reliability of strong openenrs
    - Increased density of bomb Instants/Sorceries, which in turn warrants the inclusion of the powerhouse Boseiju, Who Shelters All
    - Increased utility of land suite, especially in its mana denial

    And so I've found that even though this current deck is down a bunch of banned cards that were core to the old list, it runs even better than it did before which is nice. There are still a bunch of things to be tested and if anyone has any questions about their own lists and would like them answered I would love to discuss them with everyone on here. So I'll just end on some of the topics I have been considering:

    - NO/GSZ are vestigial slots from the previous iterations of this deck which had Primeval Titan. I still have to test these slots further to see how worth it they are with the current suite of creatures.
    - The deck should be looking to include Primal Surge as that its exactly the type of game winning bomb we are looking to pump out, but I'm not sure how to do that really when so many of our essentials are non permanents. Will return to this
    - Is 54 the perfect count for lands? I'm not talking about 40 land builds, but am mostly referring to if this deck should be eaking towards a higher or lower count of 53/55 or beyond? Whats the optimal number to ensure making as many land drops as possible while not diluting the deck with too many irrelevant draws and leaving a higher density of power? 54 was the number I settled on way back when I first built this deck, but it is by no means a sacred cow.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Kruphix, God of No (True EDH DrawGo)
    Just put Seedborn Muse into this deck and initial testing is highly in favor of the cards strength in this deck. Though Memnarch is the card the deck actually wins the game with, it is pretty clear that Prophet of Kruphix is the decks condition for victory. We have a few ways to cast or tutor up prophet, but the deck seems narrow in the sense that if anything comes online to counter the effectiveness of prophet the deck stalls when it can be avoided. Adding a second card with this effect keeps the deck live against the worst of scenarios and increases the redundancy of finding this path to victory. Also added a few other cards including Ugin, the Spirit Dragon to increase the wipe density.

    Some great suggestions coming in from the thread and making a difference in the overall list!

    @Krosan Grip: Seems alright before you consider how narrow it is in the scheme of all the situations we would want a 1 for 1 spot removal to answer resolved threats. This is why Beast Within is in the deck; we need these effects to be virtual vindicates if they are ever to have a place in the deck.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Kruphix, God of No (True EDH DrawGo)
    Casting Kruphix is not a dreamland scenario, it just comes in after your gameplan has been established, not during like with most decks.

    I too agree with Sam/DrawCards; Urban evolution isnt quite the effect we want to be tapping out for. Compare it to Jace's Ingenuity and you have a prime example of why context is the most important factor in evaluating the strength of cards in this deck. In most EDH decks, the sheer tempo of Urban Evolution is so obviously stronger than having the choice of instant speed, and the reason that usually is is because each card in their gameplane is designed to put themselves farther and farther ahead on the board in relation to the rest of the table. Here, our cards value comes from how they match the card quality of the best of the best of everyone else. Urban evolution takes away our choice... our advantage of always having all possible information before making a decision, which is a terrible trade off as the extra land drop isnt accelerating you into your win conditions, because this deck only has one in the late, late game.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Kruphix, God of No (True EDH DrawGo)
    Made some quality of life changes removing some of the weaker cards, increasing permission density, and furthering the shift away from perm ramp to land tutor ramp. Lol @sam commenting on changes that havent been posted yet. Very meta.

    5/29/2015:
    Spawnsire of Ulamog - Memnarch
    Pulse of the Grid - Forbid
    Merchant Scroll - Plasm Capture
    Twincast - Dragonlord's Prerogative
    Explore - Three Visits
    Wild Growth - Into the North

    Memnarch is also officially in as the decks one card win condition. I will comment on some of the discussion in a longer post later on, but I'm seeing some good ideas that I like.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Kruphix, God of No (True EDH DrawGo)
    Quote from sH0opdAwoOp »

    I've long been considering trying to build a Damia, Sage of Stone list that does something similar to what this list seems to be trying to do. There, the idea would be to run the most efficient counters and removal and make up for the fact that you're 1-for-1'ing people a lot by the fact that Damia is refilling your entire hand every turn, as long as you can protect her.


    I disagree that Damia has synergy with this sort of deck. It has the word draw printed on it yes, but emptying your hand isn't something this deck ever really does, and tapping out for that effect seems like it would be bad. Damia is disincentivizing you to play your draw spells, and represents you as a systemic threat whereas we want to be primarily flying under the radar for as long as actually possible. This is also not to mention that it doesnt work when your hand is 7+ which is often come mid/late. I think black is strong yes, but the reason I'm not stumbling over myself to splash a third color is the same that I am only lightly splashing green in this deck: mono blue still has just about everything we want in this strategy; the second color was only brought in to shore up a few shortcomings blue still has.

    Made some other larger changes to the deck, including putting in Nevinyrral's Disk and Academy Ruins to add another much needed board wipe and extremely potent consequential engine. Very, very happy with this change so far in testing. Also added the reformatted decklist for better viewing as well today and as an update, Memnarch is emerging as the primary contender for the 1 card win slot.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Kruphix, God of No (True EDH DrawGo)
    @ZenN: Kruphix is never a priority to put online, and having it online only rarely happens. The indestructible blocker is nice but it also opens it up to a lot more removal, and part of Kruphix's strength comes from its resilience to removal.

    @SH0opdAwoOp: Glad to hear! I've seen that Azusa list copied and derived from lots and lots of different players and threads since I put it up way back when and its nice that people still remember it. I have a current list kicking around, maybe when I have some time I'll update my old threads. Those decks however were very much the end product of a lot of testing, whereas this thread was posted probably two or so days after its conception so it will take a little bit to get it to that point.

    To answer your question about exile, probably not as the bonus effects from 3+ counter feel like they need to be a bit more tangible than exile. Dream fracture is nice though. Regarding answers to permanents, you may be right but it certainly feels like this deck wants them to be X-1, not 1-1. A lot of the time this deck will just get into the mode of allowing cards it otherwise wouldn't to resolve only to wipe the board, and I very rarely find myself wanting something in between. More O-stone effects would be ideal yes, not sure where I would be getting them from atm though. Splashing black is something I was considering as black has so many powerhouse cards available to it, I just couldn't find a general that was significantly synergistic to my strategy in BUG. Its certainly something worth exploring though!

    I also updated the thread with a changelog, In/out watchlists, and a notes section providing some insight into the things I'm considering as I tweak this deck's direction including the ramp suite/Spawnsire's legality as a wincon/density of draw. ATM my primary goal is re hauling the ramp suite.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Kruphix, God of No (True EDH DrawGo)
    Quote from ZenN »
    Hmm... alright, that seems reasonable.

    Anyway, you should probably put your list in deck tags. Also, don't hide it away in a spoiler. Someone comes in, they want to see your list and have it be quickly and readily readable.


    Done and done.

    Anyways, in terms of overall gameplan a weakness that has come up in testing has been the draw in the deck petering out after a period when some of the bigger engines are not drawn. Overwhelming Intellect was an option I was considering which also increases the concentration of cspells.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Kruphix, God of No (True EDH DrawGo)
    Quote from ZenN »
    So, if Kruphix is the God of No, which one is the God of Why Not?


    Surely Xenagos.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Kruphix, God of No (True EDH DrawGo)

    KRUPHIX, GOD OF NO



    Quick Intro:
    Once upon a time I played EDH extensively and was very active in constructing tier 1/S competitive multiplayer decks in a mid size play group that built itself a slew of regional success in GP/SCG side events and larger mutliplayer and 1v1 events. Long story short most of us took a step back from magic 2 or so years ago until we started playing with a new playgroup just recently which rekindled a lot of the same deck building and theory crafting we were about back then and I got a chance to look back at all of it with a fresh eye.

    In traditional formats, decks fall under broad archetypes based on their general game plan and path to victory (Aggro, Combo, Control, Prison, Mid-Range to generalize). Upon viewing the metagame that developed in our playgroup, it was clear that overwhelmingly everything we had built or were currently building fell under the broader archetypes of Combo, Prison, and Midrange. Aggro doesn't really work all that well based on the deck building pressures that come along with success in a multiplayer format with 40 life, but control? True patient, reactive, inevitable, MUC/Legacy-Landstill-esque control? Sure prison is a form of control, but I saw a mode of control that wasn't based around locking the opponent out through proactive, tap-out on your turn global resource denial cards. However that truly reactive control I was familiar with in other formats spiritually did not exist in the metagame we had developed for ourselves.

    If you envision EDH as a 1v3 format, its clear that you will never have enough resources to out 1v1 the rest of the group; that's why EDH pressures deck design to favor generating card advantage by playing X-for-1's to keep you on track against the rest of the group, and 1v1's are for the most part reserved for answering the card quality of opponents. Prison works great for this, but permission as a gameplan is a bit more tricky; but having played this format for so long I knew the cards were their to support it. When this new group I played with had a Talrand deck control deck I found interesting, I decided to try my hand at a strategy I hadn't ever seriously attempted at the level necessary to compete with the best of the best in our group: Draw-GO.



    The first iterations of this list were mono blue, with Venser, Shaper Savant and Teferi, Mage of Zhalfir and Talrand, Sky Summoner for generals. Permutations of the 1v1 S tier, Vendillion Clique archetypal deck but tuned for multiplayer. This tuning involved a core ramp element in order to compensate for the resources needed to leave up answers to atleast 2 players, which would then be replenished by the increase draw power it enables. It became clear however that the card pool available in mono blue wasn't cutting it for the gameplan that I envisioned. Nin, the Pain Artist was a consideration for a splash, as nin as a general offers a great systemic draw option and many strong utility cards that cover up blues weaknesses, but ultimately the ramp the deck was proving to need in testing still lacked.

    Onto green, which offered all the ramp that could be asked for. In narrowing down a general, Kruphix, God of Horizons on the short-list of UG and UGX generals seemed to be at least be somewhat conducive to the Draw-GO strategy I was trying to put together. Most of the other option offered draw or some form of external control which was useful but pushed the deck construction in a direction I didn't care for. But combined with Kruphix's very own prophet who was among the first cards added upon switching to green, a synergy clicked and the rest of the construction sort of fell into place.

    Here is a control deck that wins through politics, that wins through stopping the player farthest ahead and thus enabling the other players time to catch up and directing them towards the primary threat all while keeping the entire table in check. A deck designed to keep everyone honest. A true, competitive multiplayer draw-go deck whose end game is more than just a consequence of failing to win in the early/mid game.




    Reformatted for viewing comprehension:
    Featuring the most condensed and ridiculous win condition in any deck that I have ever built:

    Swap Memnarch out when group allows it:


    And his merry band of apocalyptic monsters:



    And some gravy on top...



    Battle for Zendikar coming soon...

    Notes on the Deck:
    - It appears that the deck's initial ramp strategy was poorly structured. It involves many cards that enable ramp without providing ramp themselves (Burgeoning, Exploration, Skyshroud Ranger, Sakura Tribe Scout) and few that provide their mana unconditionally in that they require access to green, a color that I am only splashing for.

    - Spawnsire of Ulamog is spiritually the type of win condition this deck needs in that the card quality is so high that it beats an entire table with no other set up from other cards leaving me free to keep my deck full with other important archetypes of cards like ramp, permission, and draw. However, due to the official rules of edh not permitting sideboards this card technically does not function the way I need it. Yes there are alternate rules that permit sideboards and there is a provision in the rule set that allows this card to work based on prior agreement with the group, but I am not okay with having a win con that isn't 100% legitimate (IE I wouldnt be able to take it to a local or SCG/GP side). The compromise I am making is that I am going to continue playing with it in my group but will still be looking for alternate win cons that fit my need for slot density assurance of victory.

    - In testing, late game this deck occasionally runs out of draw engines and stalls. This should be a matter of increasing the density that draw slots fill in this deck.


    Change log:

    Watch for inclusion:

    Watch for Removal:

    This is still very much a Beta list. Overarchingly, there is still alot of optimization to do based on the concentration of counters/lands/draw/ramp spells and engines and I'm sure there are plenty of cards that warrant consideration that I have not looked at yet. I will be updating this list as I tweak the deck, and anyone interested in joining in on some of my playgroups Cockatrice testing sessions feel free to PM me.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Hip-hop
    Just saw Sage Francis in concert last friday promoting his new alum that dropped on the third, Copper Gone. Was a crazy show and the album is probably his best yet. Here is a stream:

    http://www.spin.com/articles/sage-francis-copper-gone-stream/?utm_source=spintwitter&utm_medium=social&utm_campaign=spintwitter
    Posted in: Music
  • posted a message on League of Legends Season III
    Hey everyone. I just started playing lol a week ago and am enjoying it pretty well so far. I've been playing ryze and warwick primarily so far, but overall i feel lost when it comes to the game and what I should be doing concerning items. Are the recommended item buys supposed to be strict guidelines, because i always find myself disagreeing with their recommendations.

    For ryze, i have been playing him primarily by making tear of the goddess my first priority, and to me i dont understand why you should really buy anything else before it. I generally then focus on cooldown reduction items and ability power.

    For warwick, i always buy the dagger first then focus on items that increase attack speed with the rationale that the more hits he gets in the more health he regens. Basically ive been buidling him focusing on attack speed, damae, life steal, and movement speed to close the gap with enemy heroes.

    I basically want to know if im doing these right, and/or what my item order should be like. I bought these two because they were cheap and i heard they were good. Im still learning the roles, and would like to get games in with other characters, but i dont want to waste cash or x games worth of ip only to find out i dont like the character. What characters would you guys recommend that are good for a newer player to pick up and are still good moving forward? I dont mind saving up for a 6300, but dont want to buy characters i wont use.
    Posted in: Video Games
  • posted a message on Hip-hop
    @Zelderex: Different people look for different things out hip hop I guess, or out music in general. To me and some others that I see pop up on this thread from time to time, lyrics (and content) are first priority, but I see looking at your post that production takes precedence for you (not to say that either isn't important). When I listen to Hemispheres or Li(f)e, I don't hear pretentious tryhard bull****, I hear inventive, poetic lyrics. I disagree with most of what you generally said (I don't even like Sadistik or Pip that much, only a select few songs, and B dolan needs to release more music because everything he has released has been really good) but this seems like the wrong place to try and turn heads. I'm of the opinion that the Sage Francis/Atmosphere school of hip hop as you've described it is the one most worth listening too, but it seems like this is a thread for the former. Maybe that type of music deserves a separate thread.

    Peace out, I'm gonna go see if Hokey Fright is a good collab.
    Posted in: Music
  • posted a message on Hip-hop


    Challenge accepted (RIP):

    http://www.youtube.com/watch?v=5pqiqrnZE44
    http://www.youtube.com/watch?v=coobKHMnTXk (Couldn't find the original :/ )

    Jesus that was hard. You sure picked a good one.

    I got one, what hip hop song that anyone here's heard has the best lyrics? I've often tried to pin it down, but have been split between these four:

    Secret Splendor
    Etherial Downtime
    Lot's Wife
    That Ol' Pagan ****
    Posted in: Music
  • posted a message on Hip-hop
    My god, I don't think I can really sit back while Astronautilus is done injustice lol. IMHO he's got to be at the very top of the genre along side guys like Aesop Rock and Sage Francis, and I don't really understand how being too indy could be a bad thing :/

    Mr. Blessington's Imperialist Plot
    Story Of My Life
    Gaston Ave
    The Wondersmith And His Sons

    I didn't really think This is Our Science was one of his best albums, but Pomegranate is a masterpiece. He's also great in a lot of features.
    Posted in: Music
  • posted a message on The Intellectual Argument for Austerity is No More
    I'm too busy with end of semester projects to hold up the mantle for Austrian Economic and do it proper justice this week, but I wanted to come in and point a quick thing out.

    Quote from _
    This is just one piece of research that has been discredited. Yes, it is a particularly well known and prominent piece of research but this will do nothing to dissuade Hayekians. A) it only proves the data is not as conclusive as they say it is. B) if the whole "never winning a nobel prize in economics" (other than the one Hayek won, that's it) thing isn't going to dissuade any neo-Austrians then simply proving one study flawed won't either.


    I guess Milton Friedman and James Buchanan never won? I'm sure there are others too, but after just simply skimming through the list of Nobel Lauretes on Wikipedia once these two names jumped out to me. For how large of a percent the Austrian school of economics represents the overall economic field/profession, I'd say this represents a fair distribution. And since when has the Nobel Prize committee ever been a completely objective and non-political entity? Since when has it ever represented unquestionable mastery in the field. Regardless of political orientation, does anyone honestly believe President Barack Obama deserves his Nobel Laurete status?

    (http://www.youtube.com/watch?feature=player_embedded&v=bVIOClT4Rws#at=1609, start this video at aroudn the 14 minute mark to see recent Nobel lauretes in action)

    Edit: On top of the other two I mentioned, the following also won the award (http://www.cato.org/people/nobel-index.html):
    Robert Mundell
    Edward C. Prescott
    Douglass C. North
    Vernon L. Smith
    Gary S. Becker
    Ronald Coase
    Thomas C. Schelling

    What were you trying to prove? It seems like you only went through the list and picked out the most famous name you could find, and missed the most famous one (Friedman) in the process. Honestly, the Austrian's school's performance in the nobel prize's category for economics is at worst an argument for the Austrian school of economics (although not a good one, nobel prize's credibility withstanding).

    I won't go into depth now, but I imagine that after compiling the data correctly there still was a negative correlation between debt and growth, even if it wasn't one as steep. Also, the Austrian's school's primary objection isn't with the debt itself per se (its certainly not a good thing and doesn't help, but debt alone can always be paid back), but with what is purchased with the debt and how social programs that the government puts us into debt for (such as Social Security, Welfare, Public Funding of Higher Education and to a lesser extent primary education, etc...) create sociological incentives and patterns that largely alter human action on the macro scale of an economy/society and almost universally achieves the opposite outcome of what is intended.

    I'll come back later with a sounder argument
    Posted in: Debate
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