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  • posted a message on Selvala, Explorer Returned - For when elves just aren't resilient enough.
    Quote from LouCypher »
    I do have two of the three of Petal/Guide/Caverns but I usually find myself strapped for spots for those. I'm really not sure what to remove and I feel like my land count is already on the bare minimum.
    Crop Rotation is a consideration but oddly enough, getting Cradle/Nykthos online generally isn't as vital as one'd think. Sure, they help, but I tend to get my wins without them anyway.
    The untap rituals I should look at. The question again becomes what to remove though, that's always a big issue.
    I've found Orrery to already be on the very slow side. Canyons and Yeva might very well have that issue as well. It's hard to gauge their effectiveness without Seedborn and I'm not a fan of including cards just cause they work well with one card in the deck.
    Funny thing about Mirror Entity; that was literally the last card I cut. I had it in for much the same reasons.
    Greaves probably should go in. I do have 2 copies laying about so...at least thats no issue.

    Harrow and Farseek...well Harrow's a no as that one sits in the 3 mana slot and if it gets countered...eesh. Farseek/Nature's Lore have both been in the deck and got cut for 'too slow', funny enough...
    Sure, you don't need Cradle to win, but it certainly helps. Wish I had one Smile

    I do not play the mana doublers or Harvest Season, so these are the slots that I use for the untap effects. It is really a tradeoff for speed at the cost of resiliency -- Wraths are a bit more effective against a Mobilize build, but you get some disgustingly explosive plays (occasional turn-2 and turn-3 kills if you draw into Paradox Engine). Your OP makes it sound like you want the deck to be faster, but still maintain the various angles of attack, so that is how I am gearing my feedback.

    If you are looking for things to cut, these are my suggestions:

    Oracle of Mul Daya -- Solid card, and I note the subtle synergy with your commander, but there is also some tension here because your commander prefers a low land count. To me, this is an easy cut for Crop Rotation, which gains more value based on my next suggestion:

    Blighted Woodland -- A five-mana Explosive Vegetation is a slow value play, not really what this deck wants. The appeal of this card is the low opportunity cost since it only takes a land slot, but then you could say the same of Winding Canyons, which has a much higher ceiling. It doesn't look like you have many ways to spend your Seedborn Muse mana, so a second Orrery effect could effectively mean double-digits of mana every round. Canyons also gives you another worthwhile Crop Rotation target, and is fine on its own as for your dudes if you need to play around removal.

    Gavony Township -- really only a backup plan, and pretty slow one at that. Where is your Wirewood Lodge?

    Thalia's Lancers -- is pretty demanding for a narrow tutor effect. The major upside over something like Survival of the Fittest or Fauna Shaman is that it can grab Cradle... but then, you're also adding Crop Rotation, right? Wink

    Elvish Harbinger -- I recently cut this from my list. The card is fine, but never really superb. In the majority of cases, I was better served by Summoner's Pact, Congregation at Dawn, or one of the aforementioned tutors.

    Planar Bridge -- This finds Paradox Engine, but man, that's a huge investment. I'd rather one of the aforementioned tutor effects, or if you need Paradox Engine #2, Enlightened Tutor (which I probably need to add to my deck...)

    Hope you find this useful!
    Posted in: Multiplayer Commander Decklists
  • posted a message on Mairsil + Quicksilver Elemental
    Thank you all for your input. It seems to be a point of contention as to why Mairsil should be interpreted as Eli indicates.

    Hopefully WotC will provide some clarification soon.
    Posted in: Magic Rulings
  • posted a message on Selvala, Explorer Returned - For when elves just aren't resilient enough.
    Elvish Spirit Guide, Lotus Petal, and Gemstone Caverns are easy includes that improve your chances of turn-1 or turn-2 Selvala. When piloting Selvala, I find that my hand tends to fill up with land after repeated Parley activations, so Spirit Guide and Lotus Petal maintain their value even in the late game.

    Since you have a Gaea's Cradle, Crop Rotation is an easy add that fuels further degeneracy, and otherwise will help shore up hands that are lacking white mana.

    In the same vein as Benefactor's Draught, Mobilize, Vitalize, and To Arms! are typically green Dark Rituals that cantrip. Pretty nuts, and help you power out Seedborn Muse or activate Quest for Renewal a lot earlier.

    Speaking of which, Winding Canyons and/or Yeva, Nature's Herald let you make the most of your active Seedborn Muse effects. Your board state can go from zero to lethal in one trip around the table.

    I would strongly consider Mirror Entity: It let's you go beatdown a la Craterhoof Behemoth, counts as an elf, and also provides another means of going infinite with Wirewood Symbiote + Selvala/Archdruid/Priest/Acolyte.

    Finally, Lightning Greaves gives you another haste enabler. It usually pays for itself when you cast Selvala.

    I like the idea of Karametra's Acolyte; I may have to steal that for my Selvala deck!
    Posted in: Multiplayer Commander Decklists
  • posted a message on Mairsil, the Pretender (Let's Brew!)
    Quote from Jusstice »
    I am actually more pleased by this ruling than disappointed. I would have played this general even if it had been just a Morphling in Grixis, and didn’t need all the extra hate from being labeled a “combo” general. Besides, doing the combo enough times gets tired, and then dialing back from there never seems like something I want to do.

    Heck, it might get boring just tutoring for Aetherling every game, but at least there is more to it after that.
    I also agree. As a deck builder, I prefer to start with something that is clearly less than optimal, but then try to push it as hard as it will go. It would be a shame if Mairsil ended up with the "top tier" stigma. XD

    All that said, the ruling as it stands is still anything but clear to me.

    I would also love to do something energy-themed, but as is the case with most block-specific mechanics, there just aren't enough options that synergies with Mairsil over Marchesa.
    Posted in: Commander (EDH)
  • posted a message on Mairsil, the Pretender (Let's Brew!)
    Can you provide a source for the Kraj+Elemental ruling, please? I didn't know this counted as a copy effect.

    This interaction is very weird so I am trying to learn something from it.
    Posted in: Commander (EDH)
  • posted a message on Mairsil, the Pretender (Let's Brew!)
    Quote from .H. »
    Quote from atomskprime »
    Apparently, according to the rules manager of MTG, Quicksilver doesn't work the way we want it to.

    It provides a new set of abilities, but those abilities still have the once per turn clause.

    In order to get multiple activations, we'd need to blue Mana to refresh each ability


    Yeah, this sucks, card would have been great without that.

    The claim is that "The restrictions are part of the abilities that are gained. The static ability makes that so." Which doesn't actually make sense in the rules as written (or the card's wording), but I guess that is what was "intended."
    So it pretty much is a subtle case of Marath, Will of the Wild. That's fine, I'm still building the deck, but here's a piece of apparent cognitive dissonance that is going to bother me, lol.

    For what it is worth, this interaction is generating some interesting discussion in the rules forum, and it seems the M:tG rules manager is getting just a little pushback on Twitter.
    Posted in: Commander (EDH)
  • posted a message on Mairsil + Quicksilver Elemental
    Mairsil, the Pretender
    Quicksilver Elemental

    Can someone please explain this ruling to me please, in terms of the Comp Rules?

    Thanks in advance!
    Posted in: Magic Rulings
  • posted a message on Mairsil, the Pretender (Let's Brew!)
    Quote from Weebo »
    According to Eli Shiffrin (rules manager), the Quicksilver Elemental trick doesn't work. I'd like to know the reasoning behind the ruling because it doesn't seem like the way that interaction should work, but he's the final word on the matter.

    You can still go infinite because activating the Elemental's ability gives you another use of the ability, but you need a way to produce an additional U with each loop. It cuts down on the possible mana abilities drastically.
    Can someone point to the part of the Comp Rules that makes this clear? Or is this another case of "Oh wait, Marath's X can't be zero!" syndrome?
    Posted in: Commander (EDH)
  • posted a message on Teferi's Protection
    Quote from Lithl »
    Actually, Endless Whispers grants the ability to all creatures, so it's the protection from Phage that matters, rather than the protection from Endless Whispers. Same result, of course. Smile
    You are 100% correct!

    On-topic, I expect Teferi's Protection to have a decent impact on the format. Now whenever someone would joke "LOL maybe he has Angel's Grace!", it will instead be Teferi's Protection, and they might not be joking.
    Posted in: Commander (EDH)
  • posted a message on Teferi's Protection
    Quote from Cakeifier »
    Teferi's Protection still doesn't dodge me donating Phage the Untouchable to you by saccing her with Endless Whispers on the field. I foresee Teferi's pee break will be an "extended pee and go get Taco Bell" while you wait for the rest of the players in the game to finish.
    Giving the caster pro-everything prevents you from giving them Phage.


    No it doesn't. Protection from everything doesn't prevent you from losing the game, protection only means you as the player means the following: you can't be enchanted, you can't be the target of spells or abilities, and all damage that would be dealt to you is prevented. Phage is a triggered ability that goes on the stack under the protection from everything player's control, then Phage's ability resolves and since it doesn't target, you lose the game.
    The Endless Whispers trigger targets the player; since the player has protection from Endless Whispers, they are not a legal target for the ability.
    Posted in: Commander (EDH)
  • posted a message on Mairsil, the Pretender (Let's Brew!)
    So far, no one has mentioned the best power-toughness swapping ability: Aquamoeba.
    Quote from NguyenTranLoc »
    Nice! So these are some feasable haste enablers he can cage I found so far:

    Blighted Bat
    Jawbone Skulkin
    Marchesa's Smuggler
    Rage Weaver
    Skithiryx, the Blight Dragon
    Skyship Stalker
    Whip Sergeant

    And if you have access to snow mana:
    Goblin Rimerunner
    Thermopod

    I think we have to pick and choose what is useful utility for mairsil to have. We get one caged card per etb. Without a blink/clone enabler we each additional caged card will cost us a Mairsil replay which gets expensive real fast.

    I think caging a card just to get an ability which gives us haste is not valuable enough. We're in red, there's lots of global haste enablers like Anger or fervor. Or lands like Hall of the bandit Lord or flamekin village. Or equipment will run anyway like greaves and boots.

    Point is i think if we want to get marsail to toolkit state every card we cage has to add to the toolkit. Haste is something he needs only the turn he is played. And abilities that grant haste are only useful if we also happen to have extra Mana on the turn he is played. Just think those will be dead in your hand a lot.
    I completely agree. If we need a card dedicated to giving haste, I think Anger is the best bet, since a) it gives haste without spending a cage trigger, and b) it is a great target for the Entomb/Buried Alive/Intuition stuff that will fuel the deck.

    Personally, I plan to go the Voltron route. I've been needing a good beatdown deck, and Mairsil has enough moving pieces to keep me entertained. I see it eventually drawing a lot of hate, though... Buried Alive for Aetherling + Quicksilver Elemental + Phyrexian Devourer is pretty frightening.
    Posted in: Commander (EDH)
  • posted a message on [[Primer]] [PAUPER] Crushing Dreams on a Budget - Child of Alara (UPDATE 07-2018!)
    Quote from alexandre »
    Path of Ancestry. I liked it.
    Yes, undeniably good.
    Posted in: Variant Commander
  • posted a message on Not Dead Squig (Squee, Goblin Nabob)
    Mixed feelings about Hour of Devastation.

    The namesake card, Hour of Devastation, is exactly what we want to be doing, but it does not answer either of the biggest indestructible threats in the format: Avacyn, Angel of Hope and Ulamog the Infinite Gyre.

    Mirage Mirror is kind of tech I suppose. It could serve as a mana doubler if you can copy someone else's (there is really no need to have multiples in play on our side).

    Scavenger Grounds is fantastic, but I will not include it here for the same reason I cut Relic of Progenitus a long time ago -- I probably value my graveyard more than anyone else at the table.

    All in all, no changes for this set.
    Posted in: Multiplayer Commander Decklists
  • posted a message on How long have your decks existed?
    Squee has been around since early 2010. It is my fourth and most beloved EDH deck, and the oldest one I still have together.

    Child of Alara Dreamcrusher is from later in 2010. Ironically, even though it is all commons, it is my most expensive deck since it is all foiled out. I honestly don't play it much anymore, but it still crushes dreams on occasion!

    Selvala 1.0 was built in 2014 as soon as it was released. The deck is dumb, and I only bring it out for competitive or show-off games.

    Sasaya (flippy green Kamigawa snake) was just built a few months ago. I like it enough that it will probably be together for a long time.
    Posted in: Commander (EDH)
  • posted a message on What are the best cards for Commander from Hour of Devastation?
    Lots of goodies in this set, but Scavenger Grounds is the overall biggest EDH hit.

    I think Sunset Pyramid is being undervalued. The card is solid.
    Posted in: Commander (EDH)
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