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The World of Kamigawa
  • posted a message on Old Style Commander vs New Age Commander
    I understand what you mean. It seems that in the pre-commander releases era, if you wanted to build a good deck you'd have to include cards that added together, were more than the sum their parts. The key to making a good deck is getting these little synergies working together.

    Today there are a lot more cards that are "one-card combo's" so to speak, just add mana. I don't neccesarily feel that's for better or worse, but it is different.
    Posted in: Commander (EDH)
  • posted a message on Enablers for Win-Condition tribal?
    Quote from jsNZ »
    I am running Research // Development to add additional Hedron Archives and Biovisionaries to my deck.
    If your group allows for this you could run Spawnsire of Ulamog in order to fullfill Battle of Wits by instantly playing 200 Endless Ones, 1 Inverter of Truth and 1 Emrakul, The Promised End per opponent. The Endless Ones die first, then Inverter instantly stuffs them into your library. The Emmies prevent (most) disruption by opponents. At the beginning of your next turn, Battle wins you the game.

    If you use Trait Doctoring or a similar card to change Eldrazi to Human or Wizard you can immediately cast 4 (or more) Biovisinary's from outside the game.
    Posted in: Commander (EDH)
  • posted a message on Enablers for Win-Condition tribal?
    I'm personally pondering building a casual deck around Maze's End + Approach of the Second Sun as wincons. The rest is still wide open though, so i'm not much further than that at this point. I think it should be able to make this run consistent enough as you don't need to devote much slots to it. Probably Crucible of Worlds, Ramunap Excavator, Life From the Loam, Pull From Eternity and Rift Sweeper to prevent permanent disruption of the combo's.
    Posted in: Commander (EDH)
  • posted a message on Enablers for Win-Condition tribal?
    I tried building something like this just in Naya and it was a disaster. Each of these wincons want something competely different from your deck and there's just no building a halfway decent deck that can achieve even one of it's goals if you run all. You'll be better of selecting no more than 4 or 5 that can be achieved by one or two global stratgies for your deck and try to make those work.

    I tried building a Naya deck with doubling season and token doublers and played some token generators (to go wide for Epic Struggle) and thr Hydra's got big for Mayael's Anima. I played some lifelink giving stuff so the creatures could gain me a lot of life for Test of Endurance. Maybe you're a better deckbuilder than I am but I couldn't get that to run consistent.
    Posted in: Commander (EDH)
  • posted a message on Daretti and the Four Horsemen
    Pia's Revolution might be good. Then again it might not be if you intend on welding everything. I don't have enough experience with Daretti but it seems worth considering.

    Conqueror's Galleon is a card i'm warming up to more and more, a deck like this that's light on advantageous draw can use the options it provides, being able to return any card is just gravy.

    Given the amount of artifacts you run, Inspiring Statuary can be a real thing.

    Unstable Obelisk can also be a good inclusion. It's ability is expensive to use, but it gives you a way to deal with enchantments without having to blow up the entire board.

    Contagion Engine seems like a good inclusion too. It's a way to remove/weaken a lot of creatures and can quickly become a one-sided wrath, and on top of that it helps you get to Daretti's emblem faster which is something that seems nigh impossible otherwise given the amount of activations needed to ultimate.

    Posted in: Multiplayer Commander Decklists
  • posted a message on Boneyard Parley
    I still have to test it in practice but I already ordered one and will be running it in a deck themed around reanimating opponent's creatures. It may not be the best card printed to date for these effects but I think it's more powerfull then people give it credit for. It;s 3 mana cheaper than Rise of the Dark Realms and that's a lot even in Commander. I also love the fact that it's a card that will allow you to regain footing immediately in the late game if someone throws a board wipe. If you have 7 mana you will never be sorry to draw this and that makes it very playable in my book.
    Posted in: Commander (EDH)
  • posted a message on Mono White Ramp Ideas
    Worn Powerstone is also good, going from 3 mana on turn 3 to 6 on turn 4, which is usually enough to start dropping Angels.

    Though because of Emeria, I think Thaumatic Compass is the tech. (You can still run Journeyer's Kite for redundancy.)
    Posted in: Commander (EDH)
  • posted a message on Trostani, That's Not Supposed to be a Token!
    Quote from Tev »
    Hmm... Interesting idea. I am not too fond of any Rocks when I have access to Green because I can just ramp. I think I like the Ranger still due to being able to grab the appropriate color than hoping that a filter will do the job. I lose tempo but gain a more resilient mana base which I think is important for this midrange style of deck.
    Fair enough, but then if you have either of them I would play Evolution Charm, Fork in the Road or Gatecreeper Vine + Selesnya Guildgate, Sylvan Scrying or Three Visits over the Ranger. Guess I'm not a ranger fan Smile
    Posted in: Multiplayer Commander Decklists
  • posted a message on All decks must have a combo...?
    I'm personally coming around on this a little bit. I used to feel that infinite combo's had no place in a fun EDH game period.

    But lately I feel that it's ok to add one or two as a nuclear option to break through stalemates. Just something that you assemble eventually if the game goes long enough, which is often too long for some players involved and I feel it's ok at that point because people having fun is the most important.

    I still feel decks that actively tutor for a combo as their primary way to win (Kill me before turn 6 or you can try again next game) are unfun, period.
    Posted in: Commander (EDH)
  • posted a message on Unconventional Genius Way of Using Cards
    Quote from blkh »
    Do you have any ideas on how to use cards that is out of the box? For example, use Brion Stoutarm to fling Colossus of Akros.
    What makes flinging a big creature "out of the box"?

    One out of the box way of playing I saw a while ago was someone using Bazaar Trader to give creatures he stole temporarily through threaten effects to himself permanently.

    Posted in: Commander (EDH)
  • posted a message on Ixalan General Discussion
    Quote from Goryo »
    Question: How does the story work with the Ixalan map? Because the two don't seen to line up.

    First of all, looking at the map, I have no idea where the Great River with its nine tributaries is supposed to be.

    But another thing I can't figure out: Chapter 4 (The Shapers) took place at The Primal Wellspring. On the map, that's marked way to the south. Kumena and Tishana heard the enemy ships arriving to the east, and raced to the coast to intercept them. As such, we can gather that they wrecked The Belligerent either somewhere in Queen's Bay or just north of The Conqueror's foothold.

    So here's what I don't get. How did Jace and Vraska, sailing from The High and Dry way to the north, wind up that far south if their compass was pointing them toward Orazca?

    (I know Wizards likes to avoid making maps for precisely this reason, to avoid geographical inconsistencies in their storytelling. But seriously, since they went through all that trouble to make a map this time, you'd think the creative team would take a bit more care in making it work with the story?)
    Goig just with whay you said, couldn't ixalan be spherical like planet Earth? If you keep going north you will eventually end up on the south pole?
    Posted in: Magic Storyline
  • posted a message on How do you determine the skeleton of your deck?
    How do you determine the skeleton of your deck? Like, how many creatures, how many removal, how many support? These ratios will differ from deck type to deck type but do you guys have any method on establishing these given a certain deck?
    Posted in: Commander (EDH)
  • posted a message on Trostani, That's Not Supposed to be a Token!
    Wouldn't Selesnya Signet be better than the ranger? It gets you both colors instead of one AND potentially enables a turn 3 Trostani.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Ixalan General Discussion
    Quote from Jay13x »
    Y'all...

    Who do you think built the Temple of Aclazotz?

    It wasn't the vampires, pirates, or merfolk, and the dinosaurs don't have opposable thumbs.
    Given how the explroation will uncover ancient Sun Empire cities or temples )don't remember where I read that I though on the plane page but not sure) it's was probably a (secret?) Aclazotz cult within the Sun Empire long ago, or just an abandonded structure made into a temple to Aclazotz by earlier discoverers.

    Honestly, and this is just guesswork, I think it does not matter much for the story. Every worlds need something evil in it where the demons / bad come from and I think this is it for Ixalan. The card itself might be the only reference to it. Though, as I said, this is 100% speculation.
    Posted in: Magic Storyline
  • posted a message on Ban Stonehorn Dignitary?
    No I don't think you should ban it. He should run more removal. Balancing out your threats vs answer level in your deck is part of deckbuilding. I have about 7 active, widely different decks and none of them would have any insurmountable issues with the dignitary, if any at all.

    TL;DR: Tell him to git gud.
    Posted in: Commander Rules Discussion Forum
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