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The Magic Market Index Amonkhet Set Review
 
The Magic Market Index for April 21, 2017
 
The Magic Market Index for April 14, 2017
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    posted a message on Amonkhet General Discussion
    Quote from Mercury01 »
    As for the person asking where the people come from, the people tend to group themselves in "Crops". Vegetables are "Crops" too. So even if it isn't for PW's Amonkhet is Bolas's farm for something. I'm not sure PW's are the thing though because with what we've seen so far in the stories is that first time sparks are usually caused by a traumatic event. From an initiate's point of view, finally receiving the divine blessing you fought so hard for is hardly a traumatic event. If any, it would be the most relaxed moment of the entire trial: finally no more competition, you have won.

    As for what it is for, could it be that Amonkhet is used by Bolas as some sort of source of lifeforce? Bolas used to be immortal as an oldwalker, now he is aging. Even if increasing his longevity is not achieved though this, I can totally see him trying to fight against the decay of aging by infusing himself with lifeforce from others. Of course, he only wants premium lifeforce, so only those that prove themselves "worthy" can be lifesnacks. It provides for a theory of why death is so abundant outside the Hekma (area fully drained) and allows for a good story hook where Nissa reimbues Amonkhet with life, maybe even with those seeds she got on zendikar for those trees specific for the tribe she comes from whom's name I can't remember right now.


    Nicol Bolas: Did you know that the first Amonkhet was designed to be a perfect human world? Where none suffered. Where everyone would be happy. It was a disaster. No one would accept the world. Entire crops were lost. Some believed I lacked the insight to describe your perfect world. But I believe that, as a species, human beings define their reality through misery and suffering. The perfect world was a dream that your primitive cerebrum kept trying to wake up from. Which is why Amonkhet was redesigned to this... the peak of your civilization. Now I say "your" civilization, because as soon as I started thinking for you, it really became my civilization, which is, of course, what this is all about.
    Another good reason why this world has matrix vibes all over it.

    Also about the comparison with Griselbrand, is it known info that Liliana is killing the demons in a weak to strong order? Also, power in story does not always translate to power in cardboard. Razaketh card could be weaker that Griselbrands while he is more powerfull storywise. I hope it is, because otherwise it will probably be banned very quickly as Griselbrand is too.
    Posted in: Magic Storyline
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    posted a message on Volcano Hellion and Nearheath Pilgrim
    Thanks everybody. Glad to see it's a safe play Smile
    Posted in: Magic Rulings
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    posted a message on Volcano Hellion and Nearheath Pilgrim
    Volcano Hellion
    Nearheath Pilgrim

    If I control Nearheath Pilgrim and play Volcano Hellion I can choose any number and set my life total to that number. But when do you have to choose the number: when the etb ability goes on the stack or when it resolves? In other words, If i play this and choose to deal 1 million damage, can my opponents kill me by killing the Pilgrim in response?
    Posted in: Magic Rulings
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    posted a message on Naya deck wins - Looking for suggestions
    Quote from Skios »
    I think you'll want plenty of recursion effects. Besides the obvious Green options in that department, white offers plenty of mass recursion. Replenish, Second Sunrise, Open the Vaults and Faith's Reward all have the potential to blow out a game by not only bringing back your win conditions but also, in some cases, circumvent targeted or mass destruction.
    I will definitly add Replenish and Open the Vaults, if only for the "O ***** now he has 3 win triggers in play, how do we stop them all" look on opponents faces.

    The last bit I need to start seriously brewing is infinite life combos for this deck. I know about Angelic Protector/Task Force with any any Kor creature and then sacrificing them to Worthy Cause/Miren, the Moaning Well, but what else?
    Posted in: Commander (EDH)
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    posted a message on What's Wrong With Today's Magic?
    I'm missing the novelty on new cards. It all feels like a different card to do the same thing you did last set with another card. I loved suspend for example, because it made the game actually play out different. I would have absolutely loved conspiracies for exmaple, if they were not only usable when drafted. Something like that. It's been a long while since we had that.

    I also feel a lot of the abilities are more railroaded, preventing advanced plays like how most sacrifice abilities now say: "sacrifice another" and most negative effects can only be used on your opponent's stuff and positive effects only affect your own stuff. Let's just say Magic is more "rubber tiled" than it used to be.

    Also, I realize not all legends are made for commander but I'm missing legends that have more build around me depth: commanders like Zedruu, Derevi, or Riku that allow for multiple and unique deck angles.
    Posted in: Magic General
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    posted a message on Crumble path
    I don't know if this is the right forum, if not I ask that the mods move the thread to the right place.

    Before the update to the website, the crumble path that shows which form and subforum you were in was displayed both a above and below the thread you were in. That way, if you finished reading a thread but did not want to reply you could immediately return to the subform you're reading with one click on the crumble path. In the new layout, the crumble path is only available at the top, so I have to scroll up every time I want to return to the subforum. Is it possible to have the crumble path displayed at the bottom of the thread as well?
    Posted in: Forum Software Feedback and Bug Reports
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    posted a message on [AKH] Who's more likely to be this set's native planeswalker?
    Quote from magac »
    This then inspires me to think up of a second speculation: Hazoret's spear is a special device to harvest sparks, meaning that any would-be planeswalkers who are killed with it will NEVER ascend, as their sparks are absorbed into the spear for Bolas' use later. How's that?
    That could also be the case yes. Makes more sense then seeing if killing people makes them spark. But then why the whole trials thing? People are born with a spark, it's not something you can cultivate.

    If we forget about the planeswalker farm theory, it could be just about genetically engineering a supersoldier army: use the trials to weed out the best specimens of their generation and put them on cold storage "in the afterlife". Every generation an Hour of Devastation (Sound like an epic metal song btw) and then breed a new crop of people using the previous generation's champions as source material. This can make sense with the Kaladesh story as Tezzeret is seeking planar portal technology so Bolas will eventually be able to actually use this army to invade other planes.
    Posted in: Magic Storyline
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    posted a message on Midrange Naya beaters

    Additionally, Waves of Aggression could be good in your deck. I'm also a fan of Hero's Blade for any deck that plans on attacking with the commander. Hellkite Tyrant, while cmc 6, is a decent beater with the additional benefit of stealing all your opponent's mana rocks that curves nicely after dropping Samut Smile
    Posted in: Commander (EDH)
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    posted a message on [AKH] Who's more likely to be this set's native planeswalker?
    Quote from magac »
    Given that being killed by Hazoret's spear technically is one easy way to ignite a spark, the Trials are thus a death race made by Bolas to search for candidates, and whoever 'survives' Hazoret's spear gets hired into Bolas' service. So Bolas will get himself minions who are single-minded (thanks to the Trials' teachings) in an easy way (them flinging themselves to their deaths).

    Sounds legit?

    Of course, then, question is, is Amonkhet the only such... uh, factory, or does he have more (theoretically should be the latter; he shouldn't be so reckless as to have so few resource farms)?
    This seems to be the leading theory for now, and it makes sense given what we know. Only question is: the first spark is random: how does Bolas know where they go? And even if they return to Amonkhet immediately they probably won't arrive within the Hekma, so how do they get back alive? Even the gatewhatch with a veiled-up Liliana needed help against some sandwurms and zombies.
    Posted in: Magic Storyline
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    posted a message on [AKH] Who's more likely to be this set's native planeswalker?
    Quote from magac »
    I'm voting Samut. After all, given how mindlessly devoted everyone in Amonkhet is to Bolas' plans, that Samut becomes a rebel means she has seen something important, whatever it is, which makes her transition to become a planeswalker all the more likely.
    Planeswalkers usually spark for the first time due to a traumatic event. If uncovering this whole trial thing is just one big shenanigan did not cause her to spark, then I don't know what will. Djeru seems much more devoted: Bolas arriving and shattering his world view makes more sense.
    Posted in: Magic Storyline
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    posted a message on Amonkhet General Discussion
    Quote from MinaHarcourt »
    What if the Gate to the Afterlife leads to a staging area of Bolas'? Maybe his Pools of Becoming?
    That would not make much sense, given that Rashmi inventing Planar Portals again for the first time post-mending was the big thing Tezzeret was looking for on Kaladesh. Since this Gate to the Afterlife must be at least 30 years old and the Gatewatch just stopped Tezzeret a few weeks ago tops, the timeline does not work out.

    It could very well be what Bolas planned to do with the technology, but it cannot be what the Gate is doing now.
    Posted in: Magic Storyline
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    posted a message on [Let's Brew!] How to use Rhonas the Indomitable? [Amonkhet]
    Remember that 4+ power is essentially the ferocious ability of the Temur clan. Look there for more inspiration.

    Also, since he is a reliable trample giver, creatures that can double their power like that artifact creature from Kaladesh or Chameleon Colossus seem really good.

    Also, this may be the first general to really put Arena to good use.
    Posted in: Commander (EDH)
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    posted a message on Commander 2017: 4 Tribal decks in AUgust 2017!
    I'm not immediately enthousiastic about the whole tribal angle, though it will heavily depend on the tribes used and how open ended the cards will be. If there are a lot of " Choose a creature type this applies to" cards then I'll probably pick a few up. Hell, if the tribes are interesting it might be a good way to start of a few tribal decks that don't have to be tier 1. However, I won't be buying into the same tribes we've seen over and over again: no elves, zombies, goblin, vampires, or humans for me.

    In short, I will reserve judgement on these until I see it, but i'm not preordering these.
    Posted in: Commander (EDH)
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    posted a message on Mana Rock Hate in Competitive Decks
    They certainly are speedbumps. However, i've begin to notice more and more cheap artifact destruction being played in my group where more and more mana rocks, especially the turn 1/2 Sol Ring/Mana Crypt is usually destroyed on sight. So yes, I do think they can help you deccelerate your opponents.
    Posted in: Commander (EDH)
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    posted a message on Amonkhet General Discussion
    As for the person asking where the people come from, the people tend to group themselves in "Crops". Vegetables are "Crops" too. So even if it isn't for PW's Amonkhet is Bolas's farm for something. I'm not sure PW's are the thing though because with what we've seen so far in the stories is that first time sparks are usually caused by a traumatic event. From an initiate's point of view, finally receiving the divine blessing you fought so hard for is hardly a traumatic event. If any, it would be the most relaxed moment of the entire trial: finally no more competition, you have won.

    As for what it is for, could it be that Amonkhet is used by Bolas as some sort of source of lifeforce? Bolas used to be immortal as an oldwalker, now he is aging. Even if increasing his longevity is not achieved though this, I can totally see him trying to fight against the decay of aging by infusing himself with lifeforce from others. Of course, he only wants premium lifeforce, so only those that prove themselves "worthy" can be lifesnacks. It provides for a theory of why death is so abundant outside the Hekma (area fully drained) and allows for a good story hook where Nissa reimbues Amonkhet with life, maybe even with those seeds she got on zendikar for those trees specific for the tribe she comes from whom's name I can't remember right now.

    As for the guy asking about the Cartouches and mummies mining: remember that it is very well possible for mummies to have earned one or more cartouches before dying.
    Posted in: Magic Storyline
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    posted a message on Higher power cards, low power deck: help!
    Thelon of Havenwood Fungus+Saproling tribal? I'd be amazed if you could get it over 60%

    Doran, The Sieger Tower Treefolk tribal can also be fun, that too would be a real feat to even get it to 75% Smile
    Posted in: Commander (EDH)
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    posted a message on Naya deck wins - Looking for suggestions
    Quote from SlaveToPhage »
    Definitly an enchantress style deck. Argothian Enchantress and friends. Idyllic Tutor even an Obliterate (because it doesn't hit enchantments, but only good with the 50 life one)
    Can do life gain, all your enchantment tutors, card draw, removal and protection.
    I understand your suggestion, but I already have an enchantment heavy deck, and I'm afraid this would play too much the same if I went that route. Also, Obliterate, being mass land destruction, is frowned upon in my group.

    Quote from Krimsonmask »
    Nemata Grove Guardian could make 20 creatures or a 20 power creature.
    Good catch, will definitly add that one. I just recently deconstructed an old Treefolk deck where it was in, so this and the Gaea's Crade that it's good with will slide perfectly into this new deck.

    Quote from LouCypher »
    There is also the Helix Pinnacle. Naya has a few infinite mana combos you could utilize to get the Pinnacle online, and not many decks run a LOT of effects that can deal with it. It'd also fit in the Enchantress style build SlaveToPhage suggested.
    Good call. I think I will add this one. Normally i feel kind of bad playing infinite combo, but this deck could be a good compromise. Being able to go infinite in mana and life but at the same time not winning immediately because you do feels like this could be a "fair" combo deck.

    This card being spoiled, along with the inkling of Mayael's Anima, is what made me decide to finally build it. So this is definitly going in. As is the new Gideon.

    Darksteel reactor seems bad unless you have a lot of counter-adding effects and i'd say there are enough alt wins (around 6 by my count) that you don't need it.
    Agreed. I can have a few that win off of life, Epic Struggle and the anima to win off of creatures and the Pinnacle to win with mana.

    Quote from Nemo1342 »
    There are so many great ones. Two of my personal favs are Near-death experience and Barren Glory because they reward you for doing specific things that you don't otherwise necessarily want to do. More in line with the other cards you've listed is Celestial ConvergenceNear-Death Experience is on my maybe list... it's nice with cards that allow me to pay life but it seems a bit counterintuitive in a deck that aims to gain infinite life. Barren Glory is too wacky for me. You aim to fullfill it's conditions only to have someone instant speed removal it and you've just locked yourself out of the game. Not my cup of tea. Celestial Convergence seems too slow... My aim would be too drop a alt win card, give everyone one turn to answer it, or it kicks in. This is too much signalling beforehand imo.

    [quote from="Hungerstriker »" url="http://www.mtgsalvation.com/forums/the-game/commander-edh/774705-naya-deck-wins-looking-for-suggestions?comment=9"]For a commander, I'd suggest Marath, Will of the Wild. His abilities help you win through either Epic Struggle or Mayael's Aria, or even burn yourself low enough to win through Near-Death Experience.
    Yeah he seems like a good commander, I was doubting between him or Rith, The Awakener. Marath is more swiss army knife, but Rith is a 5+ power creature for Mayael's Anima and makes tokens for Epic Struggle.

    Quote from Hungerstriker »
    This deck sounds sweet. I kinda want to build it now...
    If you do, please share your list. I will once I get a draft version up but giving my schedule, this may take another week or two.


    Thanks for all the suggestions, keep them coming!
    Posted in: Commander (EDH)
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    posted a message on Naya deck wins - Looking for suggestions
    So I want to build a Naya deck that wins through "I win" alternate win effects. Additionally on theme, I want to include a few you can't lose cards. However, i'm looking for ways to make the deck feel cohesive while also being able to fullfill the alternate win conditions:

    Test of Endurance - Epic Struggle - Mayael's Aria - Approach of the second sun - Darksteel Reactor - Felidar Sovereign.

    So obiously I need to gain lots of life, preferably infinite and need lots of creatures, so probably using tokens will be neccesary.

    Any suggestions on specific cards and/or angles to make the deck cohesive?
    Posted in: Commander (EDH)
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    posted a message on Help with my Mono-White "Alternate Win-Cons" Deck
    You could opt to put Crovax in the 99 and run Lin Sivvi, Defiant Hero as your commander. She can search for Task Force and Outrider en-kor. Outrider en-Kor targets Task Force with it's ability an arbitrarily large number of times, and then you sacrifice the Task Force to Worthy Cause, Diamond Valley, Miren, the Moaning Well or Animal Boneyard.

    You basically have an infinite life combo in your deck that you can always tutor for and Lin-Sivvi simply gets them back if it is disrupted (run Pull from Eternity if you want exile insurance).
    Posted in: Commander (EDH)
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    posted a message on What Is Your Least Favorite Card To Play Against?
    I hate Expropriate. The card takes ages to resolve as everyone starts discussing the options and by the time that's done the caster has to rethink his whole next X turns.

    All the while I'm sitting there like "Ok, it will be my turn again in about 15 minutes...".
    Posted in: Commander (EDH)
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    posted a message on Just for Fun: What are your "auto-includes?"
    Whenever I play a multicolor deck with green in it I always resort to Farseek, Nature's Lore and Three Visits as my ramp of choice because it is both ramp and mana fixing at once.

    Also, Jester's Cap. I don't like combo decks so this usually finds stuff like Laboratory Maniac, Enter the Infinite or whatever other infinite combo piece is in the deck.
    Posted in: Commander (EDH)
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    posted a message on Nettlevine Blight
    I can see that if a player has no way to remove it, it's hilarious. However, if the permanent it enchants leaves play for any other reason, Nettlevine Blight simply falls off. For a piece of removal, it is overcosted, too slow and too conditional.
    Posted in: Commander (EDH)
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    posted a message on Ranking the Amonkhet Gods on a scale from 0-5 in terms of playability?
    I don't like the gods at all, there's nothing godly about them. They are overcosted/understatted handicapped creatures, and only Kefnet and Rhonas are remotely playable in the 99. None of them is remotely playable as a Commander, except "for the challenge" if that's your thing. Not that every commander needs to be very powerfull, but this is ridiculous...
    Posted in: Commander (EDH)
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    posted a message on Powering Down
    I somewhat agree with OP in that we had reached to top of what is healthy as far as power level is concerned, maybe even being above it already. But they didn't have to power down so hard so fast! This feels like aMercadian Masques drama all over again.

    I am really into Amonkhet, the setting and I love reading the stories of the Gatewhatch. But, and this is through the lens of someone who exlusively plays commander, I have seen about 3-5 cards I possibly want. Everything else is overcosted or understatted. In particular the gods: the essence of a god, as splendidly executed in the Theros ones,is that it's only a creature wheb you fullfill a certain criteria. These gods are just creatures with a big drawback and not even good ones at that.

    So yeah, i'm probably spending about 20 euros on this set on the second hand market and will just enjoy the story until Hour of Devastation comes around.
    Posted in: New Card Discussion
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    posted a message on Amonkhet General Discussion
    Amonkhet being a planeswalker factory almost makes it like the matrix: an uninhabitle world with a small habitable pocket where the people live. Once every X years the safe haven is broken down, the people killed, and the cycle starts anew. Bolas is the architect, Oketra the Oracle? Liliana is agent Smith: working for Bolas still, because of her pact, but grown outside of his control because of the power the chan veil gives her. All we need is for Gideon to go Super Saiyan on Liliana for Bolas in exchange for him not destroying the Hekma at the end of the story, and the analogy is complete.

    Only remaining question is where is the white rabbit?
    Posted in: Magic Storyline
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    posted a message on Designing a Custom Commander
    Another suggestion, taking into account the other comments from the thread:

    Cardname BUG
    Legendary creature - Elemental Drake
    Flying.
    Landfall - When a land enter the battlefield under your control, create a 2/2/ blue Drake creature token.
    Players can't play lands. At the beginning of each players upkeep, that player puts one of his or her lands on the bottom of his or her library, chosen at random. Then that player reveals cards from the top of his or her library until he or she reveals two land cards and puts them onto the battlefield, then puts all other cards revealed this way into his or her graveyard.
    2/2

    I think it would be flavorful that this commander also has Drake stats, so keeping it at 2/2. This also allows the commander to decrease in casting cost. It will change the game it is in, essentially guaranteeing everyone his land drop for the turn but at random, so it kind of soft punishes multiple colors. I made the cards revealed go to the graveyard instead of the bottom of the library as this makes this commander more widely usable. You can use it as as a tribal drake commander, a reanimator/graveyard strategy commander and a mill commander. It already has a lot going for it this way, so I did not give it any inherent resilience, since cards that warp the game on this scale should be answerable by opponents that are really hindered by it imo.

    My only concern of this design is wether it is really black colorpie wise. I made it so because you obiously wanted a bug commander, but I think it would also be ok at just 1UG.
    Posted in: Commander (EDH)
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    posted a message on My First One Ever!! Atarka, the Beastly Dragon Call
    Mmmm... so, my deck should focus on commander damage, mostly? I guess I can try and search if I can get my cards into doing that.

    In other order of stuff, I made a photo proxy of Atarka at Commander size, just for ***** and giggles, but I haven't got the money to buy a properly sized sleeve...
    You don't necessarily need to focus on that, but a few cards in your deck to steal games that way won't hurt. In the same vein, Might of Oaks and/or Stonewood Invocation grow Atarka large enough to one hit kill as well.
    Posted in: Multiplayer Commander Decklists
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    posted a message on My First One Ever!! Atarka, the Beastly Dragon Call
    You're really only using the hammer for its haste. You definitely don't want to sac your lands without a good reason. So wouldn't worry too much about reclaim.

    In that case Fires of Yavimaya is better. With it, Atarka can deal 20 damage by itself the turn it enters the battlefield. If you can give it one more power one way or another, that's an instant knock out.


    Well, 16 damage by my count but that is still sizable. If you have Beastmaster Ascension or Door of Destinies in play already (both of which are feasible on Atarka's curve) it's a clean sweep. Lower cost, Inquisitor's Flail, Giant Growth, Fatal Frenzy, they'll all get you over the line.

    Yeah you're right, I was also thinking of Invigorate and probably calculating with that. Which would also be a good inclusion.
    Posted in: Multiplayer Commander Decklists
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    posted a message on My First One Ever!! Atarka, the Beastly Dragon Call
    You're really only using the hammer for its haste. You definitely don't want to sac your lands without a good reason. So wouldn't worry too much about reclaim.

    In that case Fires of Yavimaya is better. With it, Atarka can deal 20 damage by itself the turn it enters the battlefield. If you can give it one more power one way or another, that's an instant knock out.
    Posted in: Multiplayer Commander Decklists
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    posted a message on Xenagos, the God of Double Damage Beatdown
    This is an excellent primer and is written very well. I am generally a control player but I've been looking for something fresh and exciting for me and this list is very enticing.

    I haven't read this entire thread yet, but Why aren't you running more mana dorks (i.e Llanowar Elves, Elvish Mystic)? No Oracle of Mul Daya, Shaman of Forgotten Ways or Exploration?

    Is Rancor worthy of consideration? It offers trample to strong threats without it like Malignus and with Xenogos, it's essentially +4/0 for G.


    Long story short: everything is geared toward getting Xenagod out asap, followed by a quick beater, then draw some cards to refuel. Oracle and Shaman are to slow.

    I see why Rancor appears nice, but in my experience, you always need nearly all your mana for your creatures. If you don't play a creature then you have 5+ mana left and you can use Skarrg Rage Pits and/or Kessig Wolf Run. So Rancor is not in because you either can't cast it or it would be better if it was another card.

    I am going to test Invigorate though. On a double striker, it;s 16 extra damage for free and could save a creature for free. Testing ought to show if it is not too much of a burden if you do not have acces to double strike
    Posted in: Multiplayer Commander Decklists
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    posted a message on Mycosynth Lattice
    Personally I don't think Painters Servant should be banned, for the same reason.

    Iona I can imagine being banned, as the nature of the format makes color hosing more powerfull than normal.
    Posted in: Commander Rules Discussion Forum
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    posted a message on Mycosynth Lattice
    It's not just the player of a card, in thus case Mycosynrh Lattice, to keep the game fun. It's everyone's responsibility. In Sheldon's example, I feel the player Overloading Vandalblast while there is a Lattice on the table is making the degenerate play, since they know the effect playing it will have. I run Lattice in my Padeem deck (alonggside darksteel forge yes) but purposefully did not include March of the Machines or Hurkyl's Recall to keep it from being degenerate.

    It's self restraint that keeps it fun for everyone, not bankists.
    Posted in: Commander Rules Discussion Forum
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    posted a message on Veilstone Amulet
    Veilstone Amulet

    Does this effect when triggered only apply to creatures you already control, or also creatures you will control later in the turn? If I control this and play a creature, will the creature I play be protected for the entire turn or do I need to cast an additional spell?
    Posted in: Magic Rulings
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    posted a message on Help me decide Voltron Commander; Geist / Rafiq / Shu Yun
    Mystic Speculation and View From Above seem like auto includes, since they provide repeatable card selection and evasion and allow for Shu Yun's ability to trigger again and again. Also, i'd do a gatherer search on all cards with buyback, cipher and rebound in particular. There are also a few red cards, something devils and goblin dwellers and a few others that can repeatedly recur sorceries, those seem a good fit as well. Narset in both forms seems good as well.
    Posted in: Commander (EDH)
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    posted a message on Is a box of MM2017 a good investment?
    First off: let me state that i am not in magic for collection or finance purposes, I love to play it and i play exclusively EDH. During the last six months, I sold a lot of my collection or older cards that acquired dust and value in my binders. Even after getting a lot of commander staples I am left with quite some cash on my MCM account. Now I am planning to get the enememy fetches once MM17 hits the shelves to complete my wanted lands collection. A friend of mine recommended to me to instead buy a box of MM17, and sell the stuff I don't want. Big chance I already get one or more of the fetches I want. I wouldn't mind if I don't get ALL my invested cash out of it, since my collection will increase with some good cards but I don't want to spend 200 euro on a box and end up with only 100 euro in play value/cards and another 100 euro to gather dust in my binders again. So given all this, do you think a box of MM17 would be a good investment for me as a commander player or not?

    All advice is very appreciated Smile
    Posted in: Magic General
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    posted a message on What's next for Commander?
    I hope they revisit some of the old things they did:
    • Planeswalkers that can be your commander
    • Partners (Hopefully some with some build around depth)
    • Commanders that do something with/in the command zone.
    • Story specific cards (Cards of characters/events/locations etc. who did not get a card in their set)
    Personally, I would love to see a cycle of commanders that are interesting creatures but also have some sort of emblemesque effect while in the command zone so they kind of double as vanguard cards. For example:

    Example legend 2GGUU
    Legendary creature - Something
    Trample, Hexproof.
    You have no maximum hand size as long as Example legend is on the battlefield or in the command zone.
    At the beginning of your upkeep, if Example legend is in the command zone, draw a card.
    Example legend's power and toughness are equal to the number of cards in your hand.
    */*
    Posted in: Speculation
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    posted a message on Design a Commander!
    Two I designed some while ago at the card creation forum:

    Orim of the Cho-Arrim 1WR
    Legendary creature - Cleric Rebel
    Spells and noncreature permanents you control have lifelink.
    Prevent all damage dealt to creatures and planeswalkers you control by noncreature sources.
    1/3

    Din of Velis Vel 2RW
    Legendary creature - Shapeshifter
    Changeling.
    Other creatures you control have changeling.
    Whenever a creature enters the battlefield under an opponent's control, create a token that's a copy of that creature. It gains haste and "At the beginning of your end step, sacrifice this creature".
    3/3

    And another I made in that thread:

    Drainem, the Battle Lich 1WBR
    Legendary creature - Lich
    Your opponents can't gain life.
    At the beginning of your upkeep you lose half you life, rounded down, then exchange life totals with the opponent with the highest life total.
    As long as you have the highest life total, Drainem gains indestructable.
    4/4
    Posted in: Commander (EDH)
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    posted a message on Could Moag be Elspeth's home plane?
    Quote from Jay13x »
    I read the archive trap article today and learned of Moag. I'm no story guru but this is to my knowledge the only plane to have been invaded by Phyrexians "off screen". Could this be Elspeth's home plane then?
    I doubt it, Phyrexia had invaded a lot of places, but generally only to take resources. They didn't usually colonize, with the big exception being Dominaria, which they thought belonged to them.

    Elspeth's home plane is likely one of the ones Karn spread Phyrexian Oil to by accident.
    I did not know Phyrexians invaded for resources, I always figured them like the Borg from Star Trek. But in that case you're probably right, seeing as it will also allow more freedom for WotC to shape the plane to whatever the story needs.

    Compliments for the Archive Trap articles by the way. I'm sure a lot of work goes into them and they are always a good read. I suddenly realized a lot more story was depicted on Invasion and Saga block cards then I realized when I cracked those packs.
    Posted in: Magic Storyline
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    posted a message on Could Moag be Elspeth's home plane?
    I read the archive trap article today and learned of Moag. I'm no story guru but this is to my knowledge the only plane to have been invaded by Phyrexians "off screen". Could this be Elspeth's home plane then?
    Posted in: Magic Storyline
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    posted a message on no new "Weekly Story" For 3 weeks? am I missing something?
    Guess we have to wait even longer for a resolution on the story of Teysa and Tajic plot to end the ghost council...
    Posted in: Magic Storyline
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    posted a message on How to improve my Daretti deck?
    Quote from Krimsonmask »
    It costs next to nothing to make the switch, especially considering scrying sheets and Mouth of Ronom still tap for mana. Glacial Crevasses is very good but may be meta dependent, do people you play often try to win through combat damage? Skred isnt bad, but maybe there is something that would work better with the deck like artifact removal? Not a fan of Dark Depths, it costs you a land drop and 30 mana before it does anything.

    my two cents:
    snow mountains-yes
    scrying sheets-yes
    glacial Crevasses-yes
    skred-maybe
    dark depths-no

    also, I'd consider extraplanor lens

    I approve this message.
    Posted in: Commander (EDH)
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    posted a message on Tolarian Academy
    Quote from Muspellsheimr »
    Quote from VashBismark »

    I feel like... ...this thread.even
    No. What you... ...a turn 7.

    Posted in: Commander Rules Discussion Forum
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    posted a message on Karakas
    After 4+ pages of discussion, I would love to hear Sheldon's stance on this one?
    Posted in: Commander Rules Discussion Forum
  • 0

    posted a message on Ideas needed for a different take on Zur
    Thanks for all the suggestions everyone!
    Posted in: Commander (EDH)
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    posted a message on Karakas
    Quote from JWK »
    Please god no.

    This is a format that is defined by having access to your legendary creature. It encourages you to build a deck around it, because you are more or less guaranteed acces to it. In decks that can run it, Karakas would be an even bigger auto-include than Sol Ring and Mana Crypt together. In my meta, every multiplayergame at least one player plays a deck with white so it would be present in every single game. I know it can help some commanders to be more efficient, but it would basically invalidate any commander with CMC 5 or more without an ETB effect. At least that is what it would do in my meta, your meta may vary.

    Let wizards print a Ruins of Karakas card that can be used only on a creature you control. That would be a powerful but fine card to have. But Karakas? No. It's the biggest anti-spirit-of -EDH card I can think of.


    Ruins of Karakas would be pretty powerful as a way to protect your commander from shut-down effects and avoid commander tax, and it would obviously be pretty messed up with some generals with powerful ETB effects (Zegana? Maelstrom Wanderer??), but yeah, I'd much rather have that in the game than the actual Karakas.
    I'd actually prefer to have neither Wink
    Posted in: Commander Rules Discussion Forum
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    posted a message on Karakas
    Please god no.

    This is a format that is defined by having access to your legendary creature. It encourages you to build a deck around it, because you are more or less guaranteed acces to it. In decks that can run it, Karakas would be an even bigger auto-include than Sol Ring and Mana Crypt together. In my meta, every multiplayergame at least one player plays a deck with white so it would be present in every single game. I know it can help some commanders to be more efficient, but it would basically invalidate any commander with CMC 5 or more without an ETB effect. At least that is what it would do in my meta, your meta may vary.

    Let wizards print a Ruins of Karakas card that can be used only on a creature you control. That would be a powerful but fine card to have. But Karakas? No. It's the biggest anti-spirit-of -EDH card I can think of.
    Posted in: Commander Rules Discussion Forum
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    posted a message on Losing: Fun vs Not Fun
    Basicallly i just want to play games that allow each player to play the game (so no stax, mld) and I don't like games that end out of nowhere for the exact reason Acropalypse mentioned. Therefore I also don't like infinite combo except for two cases:
    • It is such an elaborate and hard to assemble combo that it earns style points
    • A combo between two cards that is not specifically tutored for, one of which makes perfect sense to play without the other in the deck. This makes the combo nothing more than a nuclear option to break through stalemates, which I feel is fair to include one or two in a deck.

    And last but not least: if it does end, make it fast! I hate decks that make the winning play, only to need 10 more turns to actually seal the deal.


    The ideal game of commander for me is a game where there is a lot of interaction, the pendulum of who appears to be winning swings back and forth, and ultimately someone wins through a clever play and proper threat assessment, preferably by taking some risk and seeing it pay off. If the game is like that, then I don't care if I win or lose.
    Posted in: Commander (EDH)
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    posted a message on How to improve my Daretti deck?
    I don't have much experience with this type of deck so I feel it's hard to judge. I think you got the snow tricks covered. You could play Sunstone instead of or in addition to Glacial Crevasses since artifacts are easier to recur for you. Speaking of recursion, Crystal Chimes can help you keep recurring Impending Disaster (and perhaps Crevasses) so you are never without MLD. And for the finishing touch you could add Trinisphere.

    You could cut Lightning Bolt and Red Elemental Blast. The bolt is no good in commander and the Elemental blast, unless it's a meta call, is too narrow. If you fear countermagic, run Defense Grid instead of the REB. I feel you could also cut Lonestone Myr and Wurmcoil Engine. While the wurm is a solid card, it does nothing specifically that furthers your game plan. The Myr is just meh.

    Some cards to consider:
    Boseiju, Who Shelters All What countermagic?
    Darksteel Garrison Not sure if it's too slow or if you really need it but if there is a deck where this is at home, this is it.
    Ulamog, The Ceaseless Hunger It's exile ability allows you to get rid of enchantments and indestructible stuff. Also, a solid beater as a finisher. Maybe as a replacement for Wurmcoil?
    Haunted Fengraf You run little creatures, so this will most often hit what you want. And it gives you another way to repeatedly recur creatures as you already run Crucible.
    Posted in: Commander (EDH)
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    posted a message on Ideas needed for a different take on Zur
    I've wanted to build a deck for while that can fully abuse cards like Trait Doctoring, Magical Hack, Mind Bend etc. I've thought about possible commanders for a while, and settled on Zur because I don't want to restrict myself to one color and Zur's ability can work quite well, finding the appropriate hate. So i am looking for good cards to that can be trait doctored in Zur's colors, preferably ones that Zur can fetch.

    This is still in a concept phase so if you have a suggestion for an alternate commander I'd like to hear that too but please elaborate why it would be better than Zur (And remember I need blue).
    Posted in: Commander (EDH)
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    posted a message on Tolarian Academy
    I honestly don't understand the ban either. As others have said, it requires other cards to be good and the horror scenario that is possible in 60 card 4 copies of each decks are simply not possible in commander.

    Is it a good card? Yes. So are a lot of other cards.
    Can it help a deck reach a critical mass of mana later in the game? Yes. So can Cradle, Cabal Coffers, Shrine to Nykthos, Doubling Cube etc.
    On average, would I prefer an Academy in my opening hand instead of Sol Ring / Mana Crypt? No.

    I think what most people are missing is that even if you would build your entire deck to abuse an early Academy, most of the cards you'll need to play to do this are not cards you would likely play in a commander deck. Yeah it can be powerfull if you can go T1 Tolarian Academy,Lotus Petal, Mana Crypt, Mox Diamond, Sol Ring, Time Spiral and go to value town but that's not realistically going to happen in more than1 every 1000 games and probably less (I suck at math, sorry).

    In most decks I have and I know, it will work as a slightly improved Temple of the False God in that it will be land that produces two, maybe three mana if playeed on turn 4, 5. Good enough to play, but nothing to be afraid of. Because most mana rocks cost 1 - 3 mana which need to be played first. And everyone (at least in my group) packs one or more of Strip Mine, Wasteland, Ghost Quarter[/card], Tectonic Edge, Encroaching Wastes etc.
    Posted in: Commander Rules Discussion Forum
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    posted a message on Queen of the Hill (Non-Pillowfort Queen Marchesa)
    Quote from Devi1sWings5 »
    what about wall of souls or harsh justice

    Not sure about Wall of Souls... while it fits the flavor it has no suprise value and only 4 toughness so it probably dies after blocking one time.
    I've never heard of Harsh Justice before and I definitly love it! If people know you play it they will fear it, like with Comeuppance and Angel of the Dire Hours.
    Posted in: Multiplayer Commander Decklists
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    posted a message on thought experiment : emblem edh
    I would really love such a variant, I'm always love it when players of a game do not all have the same options through unique, player specific effects. One could argue you deck already does this but I want moar!

    I think the old Vanguard cards are the most reasonable ones to use, though some of them can probably be OP too if you can build your entire deck around one.

    Whether it becomes Vanguard again, Conspiracies or something else, I hope one day they will print something like this that will just be legal to use so you don't require houserules. You could trade in starting life, starting cards in hand, maximum hand size in order to get something else in return.

    Starting & max hand size 4 instead of 7, but draw to cards in your drawstep instead of one.
    Lose your second main phase and get a second upkeep step instead.
    Be able to play nonland cards as an instant if you pay 2 more. Opponents pay 2 less when they play or activate stuff on your turn.

    I think there are enough possibilities to create a set of these kind of effects that are broadly applicable but not overpowered. Maybe even a few commander specific ones?

    Posted in: Commander (EDH)
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    posted a message on Atraxa, Praetors' Voice - Superfriends
    Quote from RhazeCain »
    So after more games I made some changes:
    - Contagion Engine, - Awakening Zone, - From Beyond
    + Inexorable Tide, + Cultivate, + Blatant Thievery

    I also realized that Ajani Unyielding is less powerful than I had thought, so it's still in, but on the chopping block if a better idea shows up.

    There's one or 2 slots though that I wanted to ask for ideas on: Sometimes you have a bunch of mana, draw a lot of cards, and you just want to win. So what in the 7-10 mana range, not red, is good for that? Right now I've got Blatant Thievery there, so it would replace either that or Ajani Unyielding. Some that might fit the bill:

    Thoughts?

    Expropriate is definitly powerfull, but frowned upon in my group as it usually gives at least two extra turns and takes a lot of time to resolve.

    Maybe Genesis Wave or Villainous Wealth? If you cast the wave for at least X = 6 you can probably dump every card on the table. Villainous Wealth is of course conditional on what your opponents are playing, but could give you some variance from game to game.
    Also, if you want to stick to what helps superfriends, try Blazing Archon.
    Posted in: Multiplayer Commander Decklists
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    posted a message on Atraxa, Praetors' Voice - Superfriends
    Quote from RhazeCain »
    One thing I did want to point out in Ertai's last post though:
    Venser is awesome too, can allow you to use a PW two times per turn


    I don't think that works. You activate the target planeswalker, then you activate Venser, the Sojourner to exile that planeswalker until end of beginning of the next end step, then it returns and you can't activate the planeswalker again because it is no longer your main phase. (Edit: Unless you have Teferi, Temporal Archmage emblem) Resetting Spike Weaver is nice, resetting the counters on a planeswalker that was lower than starting loyalty is nice, making Vraska tokens unblockable is a game win.. Just seems less impressive than other things I could be doing with the slot.

    You are absolutely right, my bad. I was thinking flicker effects in general. Having said that, he's still a very good walker imo. The ability to reset loyalty counters and the weaver are great and his emblem is gravy.
    Posted in: Multiplayer Commander Decklists
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    posted a message on Salty (holding a grudge)
    Quote from Gashnaw »
    Quote from Keramory »
    Although maybe not justified, I believe your methods of winning are getting you targeted more than the winning itself. Regardless of the deck if I play someone who has a recent history of shutting everyone down to the point where no one else is enjoying the game... I'm probably going to get rid of you before it happens again.

    Fair assumption but really Leovold and Arcum were my only "Shut down" decks (And arcum was usually "i shut you down and win")
    As for Nin and Azami... it was just comboing off.

    Point is, for all the decks you mention, at some point in the game, the game for me as your opponent is over. Whether I am locked out or you just win through combo, you end my game on the spot there and then. So as far as I can tell your opponents just made a proper threat assessment. This is what Keramory means. If you play lock or combo you force your opponents to kill you before you manage to achieve said lock/combo. That means you are always (one of the) biggest threat(s) regardless of your actual boardstate.
    Posted in: Commander (EDH)
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    posted a message on Increasing combat damage without increasing power
    Hatred can give you an instant kill option, which would be especially sweet on a creature with lifelink. Like Tymna herself. You wouldn't even have to pay all your life as 21 is enough.
    Mirror Entity can buff the entire team after blockers have been declared but before damage is dealt. Unlike Kamahl and Jazal though, it doesn't need to be in increments of 5 mana.
    If you're running a lot of small creatures, Shirei, Shizo's Caretaker might be good, depends on your final list.
    Meekstone is good card to negate the bigger creatures your opponents will probably play (Crackdown and Marble Titan for redundancy).
    Since you want to keep attacking with small creatures, Dolmen Gate and Reconnaissance seem like a must.
    Other special mentions: Dauthi Embrace, Dauthi Mindripper, Nether Traitor, Soltari Emissary, Soltari Visionary, Spirit en-Dal.

    Posted in: Commander (EDH)
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    posted a message on Need help picking a Commander
    An oppressive version of Leovold sounds like your cup of tea, check out this thread.

    Then again, if you want your playgroup to continue to play against your deck after you won a few times, Zedruu is a better choice. You don't have to build her group hug. You can stuff it full of nasty stuff like Illusions of Grandeur or Steel Golem (Slap it with Pacifism first!) to donate away and if you play enchantment based removal (Oblivion ring, Darksteel Mutation etc.) then those are perfect cards to give to your opponents so you can draw more once they're in place. Nothing group huggy about that.
    Posted in: Commander (EDH)
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    posted a message on Atraxa, Praetors' Voice - Superfriends
    Quote from RhazeCain »
    Yavimaya Hollow Atraxa blocks something big or there's a board wipe and this lets her live.

    Good idea, definitly worth testing.

    Quote from RhazeCain »
    Kor Haven Slightly worse Maze of Ith, but probably worth it.
    Agree, I run it myself as well. I see you don't run Silent Arbiter. I do, as redundancy for Dueling Grounds.

    Quote from RhazeCain »
    Rings of Brighthearth, Strionic Resonator, The Chain Veil Can be strong but they do nothing if you don't have relevant things to copy on the board. Also, you're paying mana so that's something in your hand not being cast.
    I don't run these myself either. This deck is very mana hungry as it is.

    Quote from RhazeCain »
    Inexorable Tide Haven't tested extensively, but on paper I'm not impressed: You need things with counters on board, and you need things in hand to cast. Could be good at times, just not always.
    I am running this and have been loving it every time. Especially when Atraxa becomes expensive to cast this gives a good backup plan for proliferation and the effect itself is free. I've never been disappointed with it.

    Quote from RhazeCain »
    Cards from mine that seem like an upgrade:
    Crop Rotation Extra copy of Maze of Ith. Respond to opponent's attempt reanimate a big dude or combo piece by Bojuka Bog exiling their graveyard.
    Awakening Zone, From Beyond Same line of thought as Bitterblossom, but these chump block, mana ramp and don't cost life. No flying is very relevant, but they seem good still.
    Luminarch Ascension Play it turn 2 if you don't mind being a target. Or wrath + ascension on same turn later. If they somehow give you 1-3 counters, then proliferate it up. Hope you have enough white mana once it's at 4 counters.
    Calciform Pools, Dreadship Reef, Saltcrusted Steppe Comes in as untapped colorless source initially and proliferate for more mana later.
    Ajani Unyielding Bonkers card. Average around 1.8 non-land cards off of the +2. Swords effect in a pinch. Only thing he doesn't do is win the game directly, but after a few +2 you'll find something that does.
    Sorin, Solemn Visitor This is mostly here for a "Cast, +1, Proliferate at end of turn, Emblem next turn" scenario. Can also gain you life or finish the game by buffing tokens
    Baral's Expertise, Mystic Confluence These are mostly for sitting back and bouncing whatever creatures try to attack your planeswalkers. Extra value too. Cryptic Command could go in this category as well, but the triple blue mana symbols kept me away from that.
    Black Sun's Zenith, Toxic Deluge Sometimes opponents play like Avacyn, Angel of Hope or Xenagos, God of Revels and Lightning Greaves it - you really need that gone. Also, just more board wipes generally.

    Love the Crop Rotation trick, I've never seen it used like that before. I'm just worried that putting in to many colorless lands makes playing 4 color difficult and since this does not do anything usefull after playing it, I'm not running it. But I will add it to my trick book for another deck in the future Smile Awakening Zone and especially From Beyond seem to expensive for my taste. What you should be doing with this deck, at least in my opinion, is trying to get a walker online so quickly that your opponent cannot answer it yet or has to spend his turns answering you instead of doing what he wants. These cards both do not fit that plan. I'm digging Luminarch Ascension though, might have to add that along with Bitterblossom. Baral's Expertise is on my wish list as well, as a matter of fact I already bought it, just need to add it. The tempo play is awesome, especially if you can drop a walker for free. Zenith is awesome in theory, but has the tendency to kill your token first. I ran it in the past and it didn't work for me. I also don't dig the Time Spiral lands: way too slow.

    Quote from RhazeCain »
    Cards in Meatwalker's deck that seem sub-par. None horribly bad, but some I tried and didn't seem good enough:
    Oath of Gideon, Kiora, Master of the Depths, Venser, the Sojourner, all of the Tri lands (you've got good enough mana without them)

    Oath of Gideon is actually a nice tempo card: drop it on turn 2 or 3 and you have chumps + saves you a turn to get to an ultimate with your first walker. Venser is awesome too, can allow you to use a PW two times per turn and replenishes the +1/+1 counters on Spike Weaver. Agree on the Tri lands.

    Quote from RhazeCain »
    On a strategy note, you'll notice that mine is huge on ramp (and a little lower on land). Also more board wipes. The ramp count could arguably go down a bit, but I think having lots of removal is super important. Things like Leyline of Sanctity, Cathars' Crusade, Inexorable Tide - they really don't do much on their own. So I'm happy to run less of that "support" kind of card.
    That is a difference of taste so if that works for you that's good. I just don't agree on Leyline of Sanctity. Without it, nearly all damage you are going to get is going to be redirected to your walkers.

    @Meatwalker: Have you tested your deck yet?

    I will post my decklist for critique later when I have the time to do so.
    Posted in: Multiplayer Commander Decklists
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    posted a message on Atraxa, Praetors' Voice - Superfriends
    This seems a lot better imo. With so little creaturs now, Cathar's Crusade seems subpar as does Uwezama's Jitte. I think those slots would be better spent on Spike Weaver and Academy Rector. The Weaver gives you many fogs from one card and the Rector will prevent anyone from attacking you with a non-flyer because you're sure to turn that Rector into Doubling Season.

    I see you run Bitterblossom. I actually don't have it in my list but I tink I will add it, it's quite good.

    You do not have Worldly Tutor in your list yet, I'd suggest you add it instead of either Holy Day / Darkness. It's an instant, so you can play it in your upkeep to put Skate on top then draw it and play it immediately.

    I'm currently pondering about Eldritch Evolution. I have not tested it yet, but the idea to turn Atraxa into Deepglow Skate and instantly collect one or more emblems from my PW's seems good.

    I also have Ichor Rats in my list as a backup plan for when the PW route does not work or someone gains infinite life. It will give a posion counter to anyone without targeting so it will always work.
    Posted in: Multiplayer Commander Decklists
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    posted a message on Atraxa, Praetors' Voice - Superfriends
    Quote from Meatwalker »
    Hey everyone! This seemed like a really fun deck idea. I took a pass at it and came up with the following list, if anyone has some critiques they could offer, let me know! Thanks


    Your angle appears to be using PW's more than once per turn through blinking them and winning with token creatures produced by your PW's. Given this interpretation, I wonder how you want to protect your PW's? you're not accelerating that fast and you run no mass removal. I don't know if you've tested this yet but it seems really easy to keep you from getting in the game with this deck. I think it needs either more acceleration to play a PW before opponents have a board presence that can attack into them or more ways to keep them on the table like mass removal, fogs or defensive creatures. I espeically love the original Kiora in that respect, since with sol ring / mana crypt she comes down on turn two. She's the PW who's emblem I get more often than any other. Having said that, here are some card by card things to think about:

    1. Shard convergence: you can't find a mountain in this deck so it will only get you three lands. I'd replace it with Skyshroud Claim. It might get you only two lands but puts them directly into play. Given your land base, this means instant mana fixing. It's the same reason I run Nature's Lore and Three Visits over cards like Commander's Sphere or Darksteel Ingot.
    2. Gavony Township: this seems to slow for what it does, it will only be win more. If you have enough tokens on the board for this to matter then you are able to protect your walkers and your walkers will get you there. It's a land that produces colorless in a 4 color deck. I would cut Arcane Lighthouse and Homeless Path for the same reason. You need the colored mana. And concering the latter, you don't run any creatures worth stealing anyway. Replace on of them with Alchemist's Refuge. Colorless I know, but being able to play your PW's at the end of the opponents turn gives you the ability to untap with them and protect them.
    3. PW package: The PW package depends on your personal preference, but I have found Kaya to be very underwhelming. Given what I've said above, I'd replace her with Kiora, The Crashing Wave.
    4. Deploy the Gatewatch: This rarely hits two PW's and for one it's not worth the risk of whiffing imo. Had it been an instant yes, but in practice you're usually just overpaying for one of your pw's for the small chance of getting two.
    5. The Oaths: Otah of Gideon is quite good, as I have found if Oath of Jace. The rest not so much. They do not impact the board enough to allow you to push through your gameplan. I'd replace them with mass removal instead.
    6. Heart of Kiran: On theme, yes, but what does it do for you that Atraxa is not already doing better? Unless you're already able to get a considerable token army you'll hardly ever crew this. I know this can play defense but eating up your loyalty counters this way is contradictory to what you want to be doing.
    7. Steady Progress&Fuel for the Cause&Kozilek, Butcher of Truth: I would replace these with Plasm Capture, Mana Drain and Scattering Stroke. All three are effectively removal and give you mana on your next turn so you're able to cast a walker AND do something to protect them.
    8. Gilder Package: While cute, this is really hard to assemble and each of these cards are not going to do much on their own. (Training Grounds does literally nothing for you). I'd replace them with Leyline of Sanctity (So your PW's cant be bolted to death), Leyline of Anticipation and Vedalken Orrery. The last two for the same reason Alchemist's Refuge is good.
    9. Brago and Felidar Guardian: These do nothing for you that furthers your gameplan without Deepglow Skate. I'd replace them with Worldy Tutor and Demonic Tutor to more reliably have the Skate whem you want it.

    I'm sorry if this list is so long it seems harsh, I mean well. In my experience with this deck, tempo is incredibly important. You need to create windows of opportunity to play your PW's AND be able to protect them. Flashing them in enables you to play them at opponent's EOT and in your turn, follow it up with Wrath of God or one of it's many variants. Or flashing in Doubling Season and follow up in your turn with a PW who instantly ultimates, or flash in a PW and follow up with Deepglow Skate etc. Getting a mana boost from one the mentioned counterspells allows you to do it in one turn. The key to getting this deck to work is to create such a window, get your first emblem and exploit the value it creates to work towards a second one etc.
    Posted in: Multiplayer Commander Decklists
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    posted a message on In your opinion, what aggro commanders would be the best if life totals were changed to 30? (18 for comander damage)
    Xenagod is already the best aggro commander and he would increase in power even more so if life totals where 30. Scourge of the Throne will kill a player in one turn. It would not be hard to adapt the deck a little with some Giant Growth style effects to make nearly every creature kill in one or two turns (Usually one with double strike and additional combat steps).
    Posted in: Commander (EDH)
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    posted a message on Xenagos, the God of Double Damage Beatdown
    Quote from Volango »
    Wouldn't Monstrous Onslaught be great in this deck?

    Why yes, yes it would Smile
    Posted in: Multiplayer Commander Decklists
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    posted a message on Xenagos, the God of Double Damage Beatdown
    How do you guys feel about Veilstone Amulet? Could this be used instead of / in addition to Dense Foilage? It forces us to pay something before combat, but it also forces the opponent who might want to react to combat to do so before combat actually starts (and so they cannot instant speed remove the creature that Xenagod buffs that turn.) and it does not protect opponent's creatures from each other Grin

    Also, I really want to add Rishkar's Expertise am considering cutting Garruk for it as it always instantly dies when you use it. Agree? Or do you think other cards should go instead?
    Posted in: Multiplayer Commander Decklists
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    posted a message on How much removal in super-proactive decks?
    I think it depends on your ability to run away with the game. I play a Xenagod deck (not entirely the same but based on plushpenguin's primer) that threatens such big amount of damage so quickly that it usually forces opponents to focus on preventing me doing my thing instead of doing their own thing. The same is true with my Atraxa superfriends deck: if left unchecked it usually gets it first emblem around turn 6. If your deck can manage to do that, than you can get away with running less removal. If notm or if your dech is reactive, then you need more.

    I do agree with the other posters though that some removal is always neccesary. Almost every deck has one or two cards that will simply stop it dead if unanswered (For Xenagod, this is Gravepact + instant speed sacrifice). It just sucks to have a lightning start, only to have someone drop a nuke on you so you are neutered but not defeated while the game lasts another hour.
    Posted in: Commander (EDH)
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    posted a message on Help inspire me on a new deck (#13)
    Always happy to help Smile
    Posted in: Commander (EDH)
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    posted a message on Help inspire me on a new deck (#13)
    • 5 Color Avatar tribal with Progenitus as commander. Think the Primordials, the 5 color hybrids from SHA/EVE, The Souls from M15, The avatars from Prophecy etc.
    • Mono-white equipment with Nahiri, the Lithomancer as commander.
    • Jund goblin Tribal with Shattergang Brothers as commander. Be sure to include Wort, Boggart Auntie and Wort, The Raidmother. Be sure to include cards that capitalize on the Shattergang Brother's theme so it's not your standard Goblin deck yet also not a standard "everyone sacrifices everything" deck. Adding a few instant red X spells with give it quite some reach with the Raidmother.

    This is my shortlist of thought experiments.
    Posted in: Commander (EDH)
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    posted a message on Ultra Pro 2016 Commander Sleeves
    I have them too, and they are exactly as you described.
    Posted in: Magic General
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    posted a message on Paradox Engine thoughts
    I think I will play it alongside Mystic Speculation. With Gilded Lotus alone it's already inifite scrying, work from there.
    Posted in: Commander (EDH)
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    posted a message on Infinite combos and strong synergies - now under new management
    I love to play Crucible of Worlds with Buried Ruin and Haunted Fengraf. Crucible can recur the two land, and the Ruin can recur the Crucible. The Fengraf gives you creature recursion. You can add additional utility lands as you see fit and it really only costs 1 slot in your deck - the Crucible. This is mostly for mono or 2 color decks though, if you play 3+ colors a lot of colorless lands becomes hard to support. I personally play this in blue alongside Archaeomancer so I have recursion for my instants and sorceries as well.
    Posted in: Commander (EDH)
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    posted a message on Cards that Help the Opponent
    @OP: Note that Trade Secrets is banned.
    Posted in: Commander (EDH)
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    posted a message on Goofy Cards You Love to Play
    I love Mirrorweave. The effect totally depends on what is on the board but i can usually be both strong and fun at the same time.
    @OP: Imagine turning everything into a Giant Adephage with Mirrorweave. Now you'll have to build a Bant deck just for that Cool
    Posted in: Commander (EDH)
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    posted a message on What is so busted about Derevi?
    Quote from Ryujin »
    Quote from Ryujin »
    Is something within the rules of the game degenerate though?
    I wouldn't sit down to a game of chess and complain about the queen being degenerate.

    The chess argument does not apply because in chess both players start with the exact same pieces unlike Magic, where each brings his own deck.


    Except you are able to play any card you want. Nothing is preventing you from using those cards as well.
    I think its a perfect example. Magic has different archetypes but in the end it is a game with rules, and everyone is allowed to use the same pieces.

    Except you assume everyone has equal acces to cards and equal deckbuilding skills which is simply not true. In chess, everyone has the same pieces in the exact same quantity.

    Quote from Ryujin »
    When playing with people outside your playgroup you should expect to run into anything that is not on the banlist. Therefor nothing can be unexpected and nothing can be degenerate.

    I agree that you should expect nothing and the banlist is indeed the only universal norm one can fall back on. However, what you are playing can still be degenerate if the people you end up with consider it so.

    Quote from Ryujin »
    At either rate, the animosity some people show people outside their groups for using different strategies seems completely unfounded, and it would be nice if we could all be a little more graceful in these situations.
    Amen brother, amen Smileup
    Posted in: Commander (EDH)
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    posted a message on What is so busted about Derevi?
    Quote from Ryujin »
    Is something within the rules of the game degenerate though?
    I wouldn't sit down to a game of chess and complain about the queen being degenerate.

    The chess argument does not apply because in chess both players start with the exact same pieces unllike Magic, where each brings his own deck.

    Degenerate means something like "below the accepted norm" and as such is subjective by default. If you do something the majority of the group you play with feels is degenerate, then yes what you do is degenerate even if it is within the rules of the game. If the majority feels it is acceptable, then it is not degerenate. Note that, because norms differ from group to group, so does degeneracy. What is considered acceptable in one group can be degenerate in another. That's the hard thing about it: you don't decide if your deck is degenerate, the people you play with do.

    Posted in: Commander (EDH)
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    posted a message on What is so busted about Derevi?
    So in conclusion it is as my sig says... Smile
    Posted in: Commander (EDH)
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    posted a message on What is so busted about Derevi?
    Quote from XeroxedFool »
    Ah it is funny looking back on it now. My deck wasn't perfect but for some reason a couple of users felt the need to tear it down. Kinda makes me want to revisit Derevi.

    By all means, I probably will too. I designed it back in the day to " cheat" on tapping costs or non-untapping clauses, not as a Stax type deck. I don't think she'll warp any metagame that way.
    Posted in: Commander (EDH)
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