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  • posted a message on Help me pick a commander?
    Play Sydri then, there's constantly new and stupid artifact synergies to mess around with, many probably not even explored yet. I mean, you can Booby Trap someone then spam them with a 6/6 lifelink, deathtouch next turn or turn your Erratic Portal into a creature and bounce it back to your hand, how cool is that.
    Posted in: Commander (EDH)
  • posted a message on [Official] Custom Art Playmats
    Thing From The Deep
    Posted in: Artwork
  • posted a message on Bearametra, God of Harvests: GW Bear Stax Control
    Thanks for the edits.

    I'm going to try to dig up Idyllic Tutor if I can save up enough aluminum cans and pennies to get one soon. I agree 'cause Plea sat in my hand almost all game when I tried it, you'd think 6 mana should be cake but it pretty much takes up most my turn. I feel like I can never seem to play fast enough even with all the lands.

    YES, Bear Umbra NEEDS a spot! Actually remember considering that a while back and totally forgot about that, I'm thinking of throwing in Woodland Guidance in for the exact kind of reason, I think the untap ability is just so powerful, especially if I can keep Garruk out a couple turns. Like I said, always so much to play so little time XD

    Oh yeah, the other 2 lands I'd really love to fit in are Emeria & Sejeri Steppes (good with Crop Rotation)... I'm not sure what to cut or where, but I'll give it some thought. I might just play with 102 cards at this point, I literally don't care lol I'm loving the deck so far, the more the merrier.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Bearametra, God of Harvests: GW Bear Stax Control
    Bearametra, God of Harvests
    GW
    "Hibernation has ended, this time it's personal..."



    Introduction

    It's been many years since "Legacy Bears" took the world by storm, swept into the Legacy format and turned the world upside down with over 10,000+ top 8 finishes. (note: has not been proven)
    However, with the rise of Commander many have wondered if BEARS can really hold its weight in such a powercreep driven format? Short answer, yes it most certainly can. Due to its history and Memes, many player have mistaken BEARS as some kind of joke deck... well, jokes on all of you: Bears are not born with any known sense of humor, it's about to get real.

    Ever since Karametra, God of Harvests was released, "G/W Bears" have been popping up all over the country with impressive showings at local tournaments. Considering my background and expertise piloting G/W Bears over the last decade, Sheldon contacted me to write a Primer for "G/W Bearametra" (note: may or may not have ever happened).
    My first response was a bold "No, sry" and I hung up in his face... but after considering the impact this deck will have in Commander I reconsidered. And now I present to you, G/W Bearametra...


    DeckMagic OnlineOCTGN2ApprenticeBuy These Cards
    Creatures (22)
    1 Karametra, God of Harvests
    1 Werebear
    1 Spectral Bears
    1 Pale Bear
    1 Caller of the Claw
    1 Mirror Entity
    1 Chameleon Colossus
    1 Striped Bear
    1 Razorclaw Bear
    1 Changeling Titan
    1 Ursine Fylgja
    1 Mother of Runes
    1 Argothian Enchantress
    1 Fierce Empath
    1 Eternal Witness
    1 Reclamation Sage
    1 Fleetfoot Panther
    1 Academy Rector
    1 Angel of Flight Alabaster
    1 Genesis
    1 Sun Titan
    1 Woodland Bellower

    Planeswalkers (2)
    1 Garruk Wildspeaker
    1 Ajani Unyielding

    Sorceries/Instants (22)
    1 Insist
    1 Swords to Plowshares
    1 Crib Swap
    1 Crop Rotation
    1 Enlightened Tutor
    1 Plea for Guidance
    1 Heroic Intervention
    1 Krosan Reclamation
    1 Life from the Loam
    1 Kodama's Reach
    1 Skyshroud Claim
    1 Argivian Find
    1 Regrowth
    1 Replenish
    1 Harmonize
    1 Rending Vines
    1 Krosan Grip
    1 Sylvan Reclamation
    1 Grizzly Fate
    1 Overrun
    1 Wrath of God
    1 Fumigate

    Enchantments (16)
    1 Rancor
    1 Drop of Honey
    1 Porphyry Nodes
    1 Inheritance
    1 Evolutionary Leap
    1 Survival of the Fittest
    1 Sylvan Library
    1 Words of Wilding
    1 Steely Resolve
    1 Hibernation's End
    1 Ghostly Prison
    1 Aura of Silence
    1 Nature's Wrath
    1 Ritual of Subdual
    1 Primeval Bounty
    1 Zendikar Resurgent

    Artifacts (5)
    1 Tormod's Crypt
    1 Sensei's Divining Top
    1 Lifecrafter's Bestiary
    1 Smokestack
    1 Door of Destinies

    Lands (34)
    1 Safe Haven
    1 Cavern of Souls
    1 Winding Canyon
    1 Strip Mine
    1 Wasteland
    1 Kor Haven
    1 Krosan Verge
    1 Blighted Woodland
    1 Windswept Heath
    1 Wooded Foothills
    1 Savannah
    1 Horizon Canopy
    1 Serra's Sanctum
    1 Mutavault
    1 Stirring Wildwood
    1 Treetop Village
    1 Flagstones of Trokair
    1 Mistveil Plains
    9 Forest
    7 Plains




    Gameplay & Synergies

    All right, so how the deck plays out is Early-Mid Game you basically just want to turtle and play defensive. The ideal start would be keeping a slightly mana heavy hand and/or hand with Sylvan Library, or some ramp with Kodama's Reach, Krosan Verge, or Skyshroud Claim. Your goal is to try establish any helpful Enchantments/Artifacts like Lifecrafter's Bestiary or Survival then get to 5 mana to get Karametra out ASAP. Then you can start dropping some creatures to proliferate your land drops.

    Outside the "bear" creatures and a few utility creatures you probably notice there are not a lot of creatures in the deck. This is intentional, because then we get to the main synergy of the deck which is Drop of Honey/Porphyry Nodes + Karametra. These enchantments along with Smokestack's intention are to keep the board clear, along with Wrath of God and Fumigate. As long as Karametra's devotion is 7, which isn't too difficult with the number enchantments we run, she's indestructible which allows us to sit under Drop of Honey effect for as long as it can be maintained. Note: Drop and Porphyry Nodes affects destroy and do not target, which works to our benefit.

    The deck doesn't need a ton of card draw, outside Harmonize since it has so much build in CA from cantrip spells, cantrip bears, and a mini-Enchantress package that I couldn't pass up. Argothian Enchantress is friend of all bears despite not being a bear-- her and Witness are good candidates to get with Woodland Bellower early on if you need some card draw, we play 16 Enchantments and you can get a lot of potential value with her and cards like Rancor. Speaking of which, Razorclaw Bear + Rancor has excellent synergy as well, especially later on when you can get some ticks on Door of Destinies, it can take something seemingly harmless into something players just don't want to block (ie. Lets say a 8/6 Razorclaw that's been overrun by Garruk attacks a player with 10x 1/1 Soldier tokens, if that player blocks with all of them, BAM, it's become a massive 28/26 beast of a Bear and tramples over the top of his soldiers crushing his hopes and dreams. Yeah, I know).

    Angel of Flight Alabaster seems like an odd choice in a Bear deck, but her ability is very useful, she works as another Genesis in this deck. Along with the 3 changeling creatures in the deck that act as Spirits as well as Bears, there's also Crib Swap as removal to recur, and Spectral Bear/Ursine Fylgia that act as 'Bear Spirits'... yeah, I know.


    Late Game Finishers

    The game plan is pretty straightforward, no surprise, trample over and kill your opponent. This requires generating Bears, Beasts, etc and pumping them up. This can be accomplished in several ways:

    Sylvan Library + Words of Wilding is one way to generate cheap numbers once you have enough card advantage. Grizzly Fate is probably my favorite, 'cause it can generate up to 8 Bears very quick after a board sweep late game with its Flashback ability. Hybernation's End works as a steady birthing pod that can let you get out your MOM, Enchantress and some of the utility stuff to setup your combos. Primeval Bounty is an amazing enchantment and pumping out beasts, that and Zendikar Resurgence together are like the "swiss army knife" for your deck, you get card advantage, creatures, life, lands, etc. it's an amazing feeling. Once you have a good 8+ Bears on board then cards like Overrun, Garruk, and Mirror Entity can come down as finishers, especially if you can flash in Mirror Entity in at the end of someone's turn to alpha strike players with a bunch of 15/15 bears out of nowhere.

    One of my favorite changelings and bears of all time is Chameleon Colossus, as a finisher. I love him because with enough lands he turns into an absolute monster: Throw down Rancor on him and he's a seemingly innocent 6/4 trampler-- till you have 16 mana free and he quickly becomes a 96/94 trampler!! DAAAMN SON.

    The other way of finishing the game comes from just locking down the board. Ritual of Subdual is one of those diamonds in the ruff, most players aren't going to see a card like this coming, especially in a deck like this. It works a lot like a "Contamination" lockdown, if you get a large enough amount of lands and can create a strong board state, catch everyone off guard with this card and it essentially will lock many decks out playing buying you a few turns to end it. If they have answers it can backfire, but it works strong under your stacks affects too, allowing them to work the board for a bit.


    Anyways, that's it for the guide. Let me know what you think about the build, and give some feedback if you have any other cool synergies or finishers I'm missing that'd work well with this style of G/W control deck.
    Of course, none of this could've happened if it weren't for the help of a lot of individuals who helped me through the years, so I'd like to thank the following below:


    Thanks,
    JARY
    Posted in: Multiplayer Commander Decklists
  • posted a message on Losing: Fun vs Not Fun
    The only pet peeve I have are players that clearly have an agenda to just go after one player in particular for whatever reason. I think in EDH everyone's time is valuable, you gotta' think most ppl probably only play 1-2 times a week, so I like to see players who can win while maintaining a good experience for everyone at the table, I respect ppl most who can do that.

    I've never had an issue with taking an L, I usually don't expect to win; I have very little expectations outside being able to play my deck out and have a good experience. However the one thing I have almost no tolerance toward now are the bad apples that simply can't take any personal accountability to the things that happen in game, it's the ridiculous people who blame you for them not winning based on something you destroyed like 8 turns ago. Constructive criticism and some mild guidance if someone didn't think something through is always welcome, but players way too often overstep when their egos make them take offense to every single play they don't approve (which is 99% anything done to them).
    Posted in: Commander (EDH)
  • posted a message on The Search for the Omni-Deck
    Green, Black, Blue.

    Ramp, tutor, time walk. Win.

    I hate it but it's the truth, otherwise you have Tooth Nail, Bribery, Spelljack, Rise Dark Rhealms and stuff like that that can just win on own.
    Posted in: Commander (EDH)
  • posted a message on MTG: RPG Game in the future?
    I've wondered this for a while, but with the Magic the Gathering Lore and vast characters pre-mending and post-mending available, it seems like there'd be so much potential for Wizards to create some kind of RPG or action-RPG open world game. Has Wizards ever discussed or considered going this direction in the future with its storyline? I think players would love to choose a green, blue, red, etc. Mage and run around being able to see their spells come to life, like you could on Battlegrounds Cool
    Posted in: Third Party Products
  • posted a message on What are your opinions on group hug?
    I feel like people's responses are gonna' be subjective based on the style of decks they play. I play a lot of "Mid range" EDH decks, ie. Flametongue Kavu creatures and such, and I absolutely frickin hate Group Hug because it throws off my tempo advantage. The problem is that if you're playing more of a mid range aggro deck then tempo and hitting your creatures on curve is very important, Group Hug really screws you over bad because it accelerates everyone to the late game which always throws the game to the Control player/s. Lets say someone New Frontiers us all on Turn 4 to 8 mana, I'm stuck with 3-5 cmc cards in hand playing tempo and my opponents have 6-8 cmc cards in hand... hmm.. wonder who's gonna win this one? I simply don't believe in making decks that do anything but precisely for the benefit of my deck alone, I don't like the "lets just accelerate everything and see what happens" philosophy-- oh yeah, and Group Hug players always get so sore if you attack them, I've played many different players over the years and they always get pissed and play it off like they're doing me a favor.
    Posted in: Commander (EDH)
  • posted a message on Which do you dislike less?
    I hate non-interactive wincons, so both infinite combo as well as total lockdown are unfun to me.

    What I want from a commander game is my deck doing it's thing and my opponent's deck doing their thing and whoever is able to do their thing the best despites the opponent's interference wins.

    ^
    agreed

    1) People's time is important, you might only have time for 2-3 games. I'd prefer games not drawn out by winter orb, stasis, etc. especially when its almost universal nobody thinks they're fun to play against.

    2) As far as combo, I'd just want someone to be upfront if they're combo so I can play a different deck or ask them to switch. EDH is more about the experience for me, there's a million ways to win if you're just gunning for the W, so I'd rather have everyone playing combatible. If someone wants to play combo, cool, I'll grab my tryhard deck. If 3 people are playing creature decks I don't want someone to cheese us with a combo win on turn 10 when everyone has creatures out battling and having fun. Bringing a tryhard combo deck to a casual creature-deck playgroup is like mixing business & pleasure, don't f over everyone else's experience just to win.
    Posted in: Commander (EDH)
  • posted a message on Gideon, Ally of Zendikar TRIGGERED!
    Quote from MRdown2urth »
    "Hey, I'm going to remove Hazezon after all the tokens come into play."
    "Oh, well...I still have my Oracle of Mul Daya."
    "Yeah, not for much longer."

    Hazezon is one of the easiest token generators to disrupt (sure, you can build the deck to mess around with bounce shenanigans as "protection," but I always thought that that whole package just ate up space--someone at the table will find a way to excise Hazezon).

    Look, the eternal pump is nice. I do not think it's he best move at that four cmc spot in the deck, but I understand its merit.


    Well that's unfortunate, went through all that work to rip on me and completely misses the point entirely how Haz decks function. You wasted 2 paragraphs explaining something that will never happen, grats.

    While I do think a permanent Anthem is powerful it was more of a side note, the issue is Wizards pushing permanent effects now for free that cannot be answered, it's not just the power level it's bad game design.
    Posted in: Commander (EDH)
  • posted a message on Gideon, Ally of Zendikar TRIGGERED!
    Yeah, the problem with it isn't just the power level, but that you have no way of interacting with the emblem. Same issue with exp counters. An Indestructible "anthem"... sure, it's at least there and you can bounce it, Return to Dust, or Chaos Warp it away. Things that lack an ability to counter are bad game design how I see it.

    I think you guys are also underestimating the impact. If someone emblems in a Hazezon deck, that's doubling the total power of sand tokens every time they recast and it will never go away. i.e. It's a diff of 14/14 vs 28/28 power. Same with Trostani and token decks, 8 1/1's is pretty harmless but 8 2/2's are a threat. Again, the main issue is no counter play.
    Posted in: Commander (EDH)
  • posted a message on Gideon, Ally of Zendikar TRIGGERED!
    Now I know this guy just came out, but before he could even hit the countertop on Commander... something about him immediately triggered me, and although I don't know what the future is going to be for this guy something just seems inherently wrong having him in a format like EDH.

    FYI
    Planeswalker Gideon
    +1: zzz
    0: zzz
    -4: You get an emblem with "Creatures you control get +1/+1.


    So basically he hits the table, for the rest of the game your creatures (not even just "white" creatures) get a permanent +1/+1. Now there's a lot of anthems in the game, so you're probably thinking whats the big deal (?), the problem I have is that just about any deck that splashes white is almost guaranteed to run this guy now till the end of time. And with decks with green that run regrowth/witness I could see them getting him back and replaying him even once or twice.

    I really don't like the direction that this game is going with emblems and permanent experience counters, especially if they're pushing Commander as a big thing, if they plan on pushing more cards like these. I'm an oldschool fan of Enchantments and the risk/reward of trying to sneak in a Crusade/Glorious Anthem/Mirari's Wake to see if they stick... there's no risk in playing a card that you just cast and permanently bolster your guys the rest of the game, it's completely stupid and bad game design IMO.

    Let me know what you think. btw I'm not so much bothered of those cards in the other faster formats, but I dont think they belong in big team multiplayer format.
    Posted in: Commander (EDH)
  • posted a message on Share Your Hidden Gems [First post contains a master list of all Hidden Gem suggestions.]
    I'll put Peek & Clairvoyance down for my favorite pet cards.

    For Instants that cost only U and replace themselves I'm surprised more decks don't use them. Peek is generally better early on if you need to throw it away to find a land, but I actually like holding onto Clair later in case someone Wheels or Time Spirals so I get +1 card next upkeep. The advantage of knowing someones hand is really strong, and I like the dynamic that it can sometimes bring, if they have a god hand everyone at the table might immediately prepare to deal with his broken cards, otherwise if they know their hand is harmless sometimes the player will just go "sure, here's my hand" and show everyone.
    Posted in: Commander (EDH)
  • posted a message on Random Card of the Day - HIATUS
    The reusable clash gives you a Precognition on your opponent. Could me valuable in a Nebuchadnezzar "spy" EDH deck where you want to know ppls draw.

    Someone said clamp but it's also not bad in a voltron aggro with Swords, I could see this guy being really pesky if he keeps coming back and equipping. It's good nonblack recursion, but the evasion makes it strong compared to another zombie...
    Posted in: Commander (EDH)
  • posted a message on The Void
    The Void
    BWU pseudo "deadguy-control"



    I was a big fan of "Deadguy Ale" decks in Legacy when I started getting into it a good 7-8 years ago, so recently transferring over to Modern now I was happy to get the opportunity to play one of my favorite pet cards again, Tidehollow Sculler. However while considering Sculler and piecing together my deck, two newly spoiled cards jumped out at me: The Eldrazi Processor's Wasteland Strangler and Ulamog's Nullifier. The synergy between Path to Exile/Sculler/O.Ring + Strangler/Nullifier seemed like extremely powerful potential... as someone who played with cards like Gatekeeper of Malakir, I know the potential power of 2-for-1 removal too. Now normally this would be a bit of a reach, the drawback could be seen as "way too situational, etc" but then I considered this...

    Why not just say screw it to all graveyard, and play that to my strength? Cards like Oblivion Ring, Path to Exile, Rest in Peace, and even Dryad Militant for insult to injury. Not ONLY are they great cards on their own but they also shut down: Lingering Souls, Snapcaster, Goyfs, KoTR, and a ton of other strategies that might not revolve COMPLETELY around it, but still get tripped up pretty good. So how do I turn this into a full advantage then? Just play Bitterblossom's instead of Lingering Souls, Sword of Fire & Ice instead of Light and Shadows, etc. and basically play only cards that are great on their own. Once exiled I'll be able to utilize the Processor's to get big CA on the opponent and carry that to victory, or at least that's the idea.

    Here's my concept list so far!



    I threw in Unsummon 'cause I like the idea of being able to 1) bounce their creatures as a tempo killer, and 2) bounce my Scullers back to my hand just to make their stuff fizzle, then replay again, but I'm not completely sure. I'm a little worried about the life loss from pain lands, bob and Blossom, I threw in Sorin as a good finisher 'cause he kind of offsets some of the life loss while working as a finisher too so I'ma try him out; this isn't exactly goblin rushdown however my plan is definitely to win fast before I lose, the word late-game doesn't really exist.
    I'd also like some help with a sideboard, so far all I've got is a few Disenchants, Runed Halo, and a couple Kor Firewalkers but I'm not sure how helpful it is. What decks should I fear most that I can't handle MB?

    Let me know what you think, this is still a blue print and I'd appreciate help from people, I'm still new to this format so let me know if you have any good ideas.


    Thanks,
    JARY
    Posted in: Deck Creation (Modern)
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