2019 Holiday Exchange!
 
A New and Exciting Beginning
 
The End of an Era
  • posted a message on Best Commanders With the Worst Cards
    I have a Karador, Ghost Chieftain deck filled with shadowborn apostles. It always amused me how bloodbond march is the best card in the deck. remembrance also plays a solid role.
    Posted in: Commander (EDH)
  • posted a message on 2018 Cube Wishlist
    Given that my cube has a modal theme:
    - enemy-colored commands
    - white-ling and black-ling, to complete the cycle
    - shard-colored hybrid cards like the FRF legends and bombs
    - more escalate!
    Posted in: Cube Card and Archetype Discussion
  • posted a message on Atraxa, Praetors' Voice - Superfriends
    Quote from Dusk707 »
    What are people's thoughts on Deadeye Navigator, specifically to consistently blink Deepglow Skate for repeat counter doubling, but in general to get more value out of any etb trigger?


    Since this deck tends to be creature-light, it isn't great. You are only going to get both cards every so often, and deadeye alone doesn't do enough for you. You are better of comboing the skate with venser, the sojourner.
    Posted in: Multiplayer Commander Decklists
  • posted a message on [360][unpowered] Frasmage's Decision Cube

    Frasmage's Decision Cube

    After months of tinkering, I am finally ready to share my cube with the world. I am quite proud of it, as it creates some very unique draft and play environments.

    This cube is dedicated to cards that require decision making, and inspire complex plays and combat tricks. Almost every card can be utilized in a variety of ways. Every turn offers a world of options to each player, but choosing when to use each resource is always a challenge!

    Card themes include:
    • Modal Spells: charms, commands, confluences, etc.
    • Activated Abilities: morphling variants, figure of destiny, necrotic ooze, etc.
    • Dynamic Creatures: flip, evoke, bestow, dash, exploit, etc.
    • Combat Tricks: flash, prowess, morph, etc.
    • Synergies: spells-matter, tokens/anthems, discard/madness, ETB/blink and numerous others!
    Basic Info
    Standard or Themed Cube: Themed. Modal and dynamic cards.
    Cube Size: 360 cards
    Color Breakdown:
    • 40 of each color
    • 10 of each guild
    • 2 of each shard
    • 4 of each wedge
    • 29 colorless
    • 1 rainbow
    Card Selection
    Powered: No
    Portal: No
    "Un-" Cards: Yes, Blast From the Past and Who/What/When/Where/Why are both on theme and don't introduce any "meta" mechanics.
    Conspiracies: Yes, 9.
    Banned Cards: No

    Cube Design
    1v1 or Multiplayer: intended for 1v1, though multiplayer works very well.
    Even Color Balance: Yes
    Perfect Creature/Non-Creature Balance: Yes
    Gold Balance: Yes
    Hybrid/Split/Kicker as Gold: Yes
    Ability Costs as Gold: Yes
    Perfectly Balanced CMC: No
    Average CMC: 2.748 (excluding lands)
    View list on CubeTutor

    All critiques and suggestions welcome!
    Posted in: Cube Lists
  • posted a message on How to adjust to 20 life in duel commander..?
    earthquake and co can kill an opposing planeswalker by redirect the player damage. Though, I suppose you could always choose to redirect the damage to yourself to one of your walkers to soak the damage.
    Posted in: 1 vs 1 Commander
  • posted a message on Duel Commander July 2016 Banlist Update
    Quote from fsecco »
    I just think they should've announced a "preliminar banlist" now - even if it was not official and final. This creates a void of 2 months where you don't even know where to start brewing and you just can't keep playing the older decks anymore. This sounds unprepared and badly though out. The only obvious unban is Serra Ascendant. Dig Through Time and Treasure Cruise feel safer too. Sensei Top and Mystical may be need to come back to help control.


    My thoughts as well.

    TC and DTT would be far less oppressive with 33% less time to stabilize. Mystical is definitely a possibility, though the terminus and bonfire of the damned interactions probably had more to do with the ban.
    Posted in: 1 vs 1 Commander
  • posted a message on Duel Commander July 2016 Banlist Update
    I'm really curious what these 5+ unbannings are likely to be.
    Posted in: 1 vs 1 Commander
  • posted a message on Duel Commander July 2016 Banlist Update
    Side note: this discussion should really have its own thread. Putting the announcement on page 15 of the last announcement is not very good for visibility. Do the Mods want to correct this?
    Posted in: 1 vs 1 Commander
  • posted a message on Duel Commander July 2016 Banlist Update
    holy ****. Well that changes everything. Not even the suggested baby step of 25 life, a whole 10 life shift.

    Quote from fsecco »
    Yeah... "great". We can go ahead an throw this whole forum away now. Awesome.


    hyperbole aside, this really does completely reshape the format, so fsecco has a point.

    Control is going to take a pretty big hit. As a control player, this makes me sad. again.
    Posted in: 1 vs 1 Commander
  • posted a message on [[Duel Commander]] Keranos, God of Storms, Wildfires and other Natural Disasters
    I see her as being a second keranos or JTMS. They survive all of our wipes, help us rebuild and can slowly win the game. I think she is very versatile. The fact she has abilities that help you stabilize pre-wipe and win post-wipe is a big deal.

    If you can stick her and then wildfire/burning/jokulhaups/devastation/obliterate, you can slowly close the game on her first +1. I count 16 spells in my list that would not be castable off of this, which granted may not be ideal. Early game this could help dig for a wipe, after that you are more than happy to use the shock mode.

    Her second +1 makes it easier to cast the game winning spells, or keep up mana for counters (e.g. T4 chandra, T5 keranos with 2-mana backup). Post-wipe, it can help you get off a spell if short on lands.

    -3 is removal, which can help you stabilize.

    probably only getting to her ult once you stabilize post-wipe, but this should win the game faster than keranos can. The fact you can hit creatures is relevant if your opponent manages to recover board position.

    my 2c.
    Posted in: 1 vs 1 Commander
  • posted a message on [[Duel Commander]] Keranos, God of Storms, Wildfires and other Natural Disasters
    so chandra, torch of defiance is a card. Seems like it does a lot of things that this deck would be interested in. Question is what to take out for it?
    Posted in: 1 vs 1 Commander
  • posted a message on Subterranean Tremors
    That card is hilarious. Absolute flavour win. Potentially a lot more interesting than earthquake in a number of situations. Doesn't hit players, but has several rider effects.
    Posted in: The Rumor Mill
  • posted a message on Leovold, Emissary of Trest - Brewing
    FearDRepaer, I really like the look of your list. Seems like a nice mix of combo potential, control elements and pressure. That is the general direction I was going, I might tweak a few things myself, but that would be more personal preference than right/wrong cards.
    Posted in: 1 vs 1 Commander
  • posted a message on Leovold, Emissary of Trest - Brewing
    So reviewed the rulings on teferi's puzzle box, seems you do draw for the turn before the trigger, so this + leovold = opponents can never have a hand. That is much more brutal than I initially thought.
    Posted in: 1 vs 1 Commander
  • posted a message on Leovold, Emissary of Trest - Brewing
    Quote from Agent_0f_Cuba »
    I'd want to balance more permanent cards into the fold, to gain more advantage over the abilities setting up targettable threats seems best.


    You don't need to force the targeting thing for it to be valuable. You get the same amount of value from your opponent's lightning bolt regardless of what they target. Playing too many creatures makes you more vulnerable to a board wipe, which already gets around the ability. The only card I can think of to make this ability better is Kira, Great Glass-Spinner, which turns their spot removal into a 4-for-1 in your favor (takes two spells, you draw two cards). Might be overkill though.
    Posted in: 1 vs 1 Commander
  • To post a comment, please or register a new account.