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  • posted a message on Edgar Allan Poe presents: THE RAVEN (Sen Triplets LOCKDOWN)
    Final Judgment > Descend Upon the Sinful seems like an obvious upgrade, as you're not always going to have Rest in Peace.

    Thoughts on preemptive tappers?
    Posted in: Multiplayer Commander Decklists
  • posted a message on Playing Commander to Win
    Quote from VashBismark »
    I am curious how playing to win can not be applied to a majority of deck lists out there.


    My personal opinion is that the majority of currently existent EDH deck lists are terrible, because the majority of EDH players don't play to win. But assuming that EDH is a broad enough format that a win-focused Spike can massage just about any vague strategic concept into a high-powered deck, then it becomes a matter of testing those decks against each other to determine if one will always be a few percentage points lower than another one, in which case the weaker one should be discarded (even if it is good enough to regularly pubstomp the majority of decks).

    Sure, a carebare/joke deck that is made to be fun is not going to play to win, but let us use a generic example: Rhys the Redeemed Tokens, which is clearly not a tier-1 deck. By making specific card choices and optimizations during deck construction, this deck can very easily be competitive and win fairly often.


    How do you define a "tier-1 deck," if not "a deck that can be competitive and win often"?

    Quote from Jusstice »
    However, I also think that preempting the field is a skill in the repertoire of someone playing to win. Believe it or not, I'm not entirely convinced that the current field that I perceive is truly optimized. There is a strong leaning toward non-interaction, supported still by a gamut of games where a player or two at a table are totally unprepared. Win conditions in a lot of decks are still not compact enough, and a lot of decks don't do enough when they're on a bad draw. Point being, pre-empting even this field of non-optimized decks will have rewards. If you show up expecting it, maybe altering a dozen or so of your deck choices, you'll be rewarded for it.


    This is the kind of discussion I think this thread needs more of. What weaknesses do you perceive as attackable in the currently perceived "top tier"? "Getting bad draws", for example, is probably something that can't be helped considering the structure of the format - even some Vintage decks frequently get bad opening draws.
    Posted in: Commander (EDH)
  • posted a message on Playing Commander to Win
    Quote from VashBismark »
    Quote from razzliox »
    I don't think this is quite the same. I'm going to assume that your meta is relatively low-powered, and that your decks are relatively low-powered, but are still better than your average meta. (These assumptions may be false - correct me if I am wrong.) You (likely) mean to say that your Aurelia and Daretti lists do well where you play. This is not the same thing as being competitive - being competitive would mean that you play these decks instead of more traditionally-considered-good lists because they have favorable matchups against your opponents. But more realistically, it's probably that you play those decks because your competition isn't totally cutthroat and you can win with them anyway. You still get wins without playing "best decks." This is not "playing to win," even if the end-result is still generally positive. This is "playing with what you can get away with."
    Weebo kind of already hit this, but the concept of "Playing to Win"/Cut-throat is not deck dependent and it is not only dependent on playing tier-1 decks, you can play to win with any Timmy deck, it is about making correct choices and calculated moves, not building around single set strategies.
    [...]
    Not to really nit-pick more, but my issue with your description of the cEDH seems to hinge entirely on online play, where you are right to say it is foolish to build against specific decks because there is so many. But in communities where you play with 15-30 people, if you are not taking stock of the situation around you and noticing trends, than you truly are not a player who is "Playing to Win", which I thought was the original purpose of this post - to discuss how to "Play to Win".


    Here is where the disconnect lies and why the assumptions Sirlin makes about games like Street Fighter and League of Legends, for example, fall apart when applied to CEDH. Online play against a global pool of randomly matchmade opponents who are all playing to win is the gold standard for competitive multiplayer these days. In the current state of CEDH, you are limited by a) how many players are primarily motivated by winning, b) which players you have access to geographically, c) which cards you can afford to buy, and d) how much you can learn about the testing results of the CEDH community at large, since there are no CEDH tournaments and AFAIK no well-known strategy forums people can use to discuss and debate CEDH strategy.

    Heck, regular Magic is limited in a)-c), and it's still vastly ahead of CEDH in d). If I want to find out what the best Standard strategy is without doing any of the testing myself, I can watch tournament streams, compile tournament results, read articles, listen to podcasts, and start debate threads on Internet forums. If I want to find out what the best CEDH deck is... I can look at "tier lists".

    I disagree that you can "play to win" using any random deck. Deck select is part of strategy, as much as I personally may not like it. If you play Homarid tribal in Vintage, regardless of how well you may try to pilot that particular deck, you are not "playing to win" because there are non-Homarid-tribal decks that are strictly better in terms of win percentage. Now, maybe CEDH is diverse and balanced enough that there are so many different decks at the top level of strategies that it's pointless to try to keep track of all of them. I would certainly be surprised if that were the case, but I've seen the claim made for other eternal formats like Legacy, that a couple strategies are top tier but several dozen other ones are a not-wholly-embarrassing-choice in the right field, or if you have a disproportionate amount of familiarity with the deck's strengths. That's still different from saying "local metagame, therefore the concept of 'good deck' vs 'bad deck' doesn't mean anything."

    Regarding playgroups, inbreeding, and "honing suboptimal tactics," I think it's good to recognize (and Sirlin does acknowledge) that it's good to play decks that would be suboptimal in the "global metagame" to exploit known local metagame weaknesses, but you should also know that it is a weakness you are exploiting and not assume that your deck is the "best deck" in any other scenarios. "Honing suboptimal tactics" specifically means only playing one strategy and assuming it will be good forever. E.g. a player who pubstomps casual decks with Hermit Druid, then decides that they will only ever play Hermit Druid, even when confronted with decks that beat HD or the possible existence of a storm deck that goes off faster and more consistently than HD. If the player is destined to only ever play against those casual decks, it is absolutely "playing to win" to play HD and nothing but HD. Given that in the Internet age the player should be aware of other potential opponents and other strategies, they should branch out and learn new strategies to beat the best strategies those other opponents are able to present.

    (Actually, that may be a point to add to the article - you shouldn't just stop at your local playgroup, even if they're a very good one, if you want to seriously "be good at" CEDH. e.g. the reddit forum is a potential resource for non-local playtest partners.)
    Posted in: Commander (EDH)
  • posted a message on A Very, Very Mad(vacyn) World: Archangel Avacyn / Avacyn, the Purifier
    Quote from 4Lark »
    Quote from Jenesis »
    Mostly I just want to see this deck do something different from ye generic "wipe the lands and swing."
    THANK YOU FOR GETTING IT!!! Some folks over on Reddit's competitive forum didn't seem to even fathom why I'm running the five colored runes of protection. I had (at least) two thoughts:
    1. Had they even looked at the deck?
    2. Don't they get tired of playing/building the same pile repeatedly?
    Obviously, one of Boros 's many strengths is mass permanent removal and not playing it at all is akin to not running ramp in G or countermagic in U, i.e. not unheard of , but still atypical.


    I mean, I play a mono-red control deck that tries to ramp/draw cards/recur ETB value dudes and usually ends up with more of its own lands blown up than the opponents', so you'll get no argument from me on that point. (It's not a very good deck, but it's different enough that it stays interesting.)

    The Runes honestly seemed quite self-explanatory. Cast the ones in the main color(s) of your opponents' beatdown decks and cycle off the rest.
    Posted in: Multiplayer Commander Decklists
  • posted a message on A Very, Very Mad(vacyn) World: Archangel Avacyn / Avacyn, the Purifier
    Mostly I just want to see this deck do something different from ye generic "wipe the lands and swing."

    Is 20 enchantments too few for Serra's Sanctum?

    For some more creatures that like being blinked at instant speed, you could consider:
    Angel of Serenity
    Fiend Hunter
    Leonin Relic-Warder
    Petravark
    (in combination with the above) Reveillark
    Posted in: Multiplayer Commander Decklists
  • posted a message on Playing Commander to Win
    Quote from tstorm823 »
    Quote from Jenesis »


    Can you give an example? It seems that all CEDH decks, just like Vintage decks (that don't rely on extensive amounts of 4-of creatures) are capable of winning by either combo or lockdown, so against an opponent with no disruption and a slow clock it should be easy to just tutor for the relevant pieces. Particularly in casual multiplayer, during those instances you happen to be playing against opponents who suck at threat assessment, which happens more often at casual tables than CEDH tables because players who choose to play CEDH tend to care more about being "good at Magic".


    Personally, I think tutors are overly pervasive in EDH. Partially, because casual tables shouldn't be aiming for consistency like that. But if competitive edh really establishes itself and defined decks emerge, I think more decks will appear that choose not to just tutor for relevant pieces because tutors are inherent resource inefficiency. Tutoring for something requires an investment of cards, mana, or both for the sake of card selection, and if you're not going all in on combo, it's often more efficient to run redundancy over tutors. Vampiric tutor into hermit druid or entombing a reanimate target are bomby plays when they work, but if you run into a deck with Faerie Macabre in hand, you get two-for-one'd cause the tutor was a blown card, and you get screwed because you presented your win condition to be removed. Casual decks aren't running Faerie Macabre, but a competitive black deck might be, and that's a big difference.

    Also, I think it's silly to suggest that someone playing casual multiplayer is automatically bad at threat assessment.


    Better? Rolleyes

    And I still have yet to see an example of this mythical EDH deck that somehow is good enough to battle at competitive tables but loses to combat-oriented decks with inefficient curves and little disruption. You'll note that every deck in the OP, even the ones that aren't labeled as "combo", has some way of tutoring to combo out. Oftentimes it's built right into the commander.
    Posted in: Commander (EDH)
  • posted a message on Playing Commander to Win
    Quote from tstorm823 »
    For example, a mono-blue control deck with a low, efficient curve and a critical mass of counters will probably steamroll a hermit druid deck more times than not, but then that same blue deck is probably going to lose a game every now and then to a timmy green deck swinging with Gaea's Revenge so it will never reach Hermit Druid levels of infamy.


    Can you give an example? It seems that all CEDH decks, just like Vintage decks (that don't rely on extensive amounts of 4-of creatures) are capable of winning by either combo or lockdown, so against an opponent with no disruption and a slow clock it should be easy to just tutor for the relevant pieces. Particularly in casual multiplayer against opponents who suck at threat assessment.
    Posted in: Commander (EDH)
  • posted a message on Playing Commander to Win
    Quote from razzliox »
    Well put, I agree with all of this. In EDH the Pillar Archetypes are UBx Storm, GBx Reanimator, UGx creatures/prison, and Artifacts. There are of course a number of lots of good decks that don't exist in those archetypes, but about half of the competitive meta is part of that.


    If 50% of the CEDH meta doesn't fall within the Pillar Archetypes, doesn't that make it a bad comparison? What "Pillar" would you put Yisan into, for instance? Maybe 1% of the competitive Vintage metagame falls outside the categories of Bazaar/Shops/Storm/Ux "Control"/Ux "Aggro". (Granted, the last two categories are not terribly well-defined, but it's generally accepted that the same kind of sideboard hate works against all decks in that category, similar to Bazaar and Shops.)

    Rereading the Archetypes section of the primer again, it seems that the rock-paper-scissors triangle is thus:
    * Fast Combo decks are usually B, are good against Value Grind, and are bad against Heavy Disruption
    * Value Grind decks are usually BG, are good against Heavy Disruption, and are bad against Fast Combo
    * Heavy Disruption decks are usually U, are good against Fast Combo, and are bad against Value Grind

    (In the Vintage metagame, Storm plays the role of Fast Combo, Ux "Aggro" plays the role of Value Grind, and Shops plays the role of Heavy Disruption. "Control" can either beat or lose to Storm or Shops depending on how it prioritizes its hate. Dredge isn't a Magic deck.)
    Posted in: Commander (EDH)
  • posted a message on I think what we need most from the new commander set is a powerful Boros general.
    Quote from Jusstice »
    Like I said, creatures are combat oriented. Saying Anya, Iroas, and Tajic are combat oriented, over their indestructibility, is like saying Ophidian is combat oriented because it draws on attacking.


    Weren't you the one who was complaining a couple pages ago about how Izzet doesn't have any combat oriented generals? It seems like you know perfectly well the difference between combat oriented and not, you're just being deliberately obtuse because you don't like the prevailing opinion about Boros. It would help if you stopped honing in on the strawman of "hurr durr Boros players just want card draw" and actually read some of the things that have been suggested, i.e. a general themed around equipment, a hatebears general, a burn/lifegain general, none of which necessarily involves giving Boros recursion or card draw.

    Azami, Lady of Scrolls, for example, is in no way a "combat oriented" card. You could make her an enchantment and she'd retain 99.99% of her functionality. "Indestructible" is not a trait that orients a card toward any particular strategy. I mean, all the Theros god cards are indestructible, but that doesn't mean that Ephara, Phenax, Mogis, Karametra, Athreos, Keranos, and Kruphix are necessarily going to play anything alike, because their abilities other than "indestructible" all do different things and synergize with different types of cards. (I also wouldn't call any of them "combat oriented" either - you can certainly plan around keeping them as enchantments!) Anya, Iroas, and Tajic (and many others), on the other hand, all have abilities that only matter in combat. Indestructible is useful at keeping them alive, but there's only a benefit to keeping them alive if you care about attacking and blocking with creatures.
    Posted in: Commander (EDH)
  • posted a message on A Very, Very Mad(vacyn) World: Archangel Avacyn / Avacyn, the Purifier
    Quote from cyberium_neo »
    I am wondering: while Astral Slide is a great card, cycling cards in general are weaker than other cards of the same cost. Would it be better if you focus on Skybind and add Heliod, God of the Sun (and other enchantment-creature producer) to start the engine? I haven't play tested your deck so I'm only guessing.


    Could also consider Purphoros, God of the Forge to combo with all of the blinking and go in a more burn-y direction.
    Posted in: Multiplayer Commander Decklists
  • posted a message on I think what we need most from the new commander set is a powerful Boros general.
    Quote from Xoth »
    Quote from Jusstice »
    Ok as an exercise, let's list all of the guilds and shards that have no card draw or recursion in the command zone. I'll bet a majority of the non-blue color combinations don't, and even a few Blue ones probably don't.

    GW: Saffi Eriksdotter
    WBG: Karador, Ghost Chieftan
    W: Reya Dawnbringer
    G: Hua Tuo, Honored Physician
    B: Chainer, Master of Dementia, Sheoldred, Whispering One, etc.
    BW: Athreos, God of Passage
    GB: Meren of Clan Nel Toth
    GBR: Adun Oakenshield
    BRW: Tariel, Reckoner of Souls


    Just a couple off the top of my head that offer recursion from the command zone that aren't in blue.


    Technically, Alesha, Who Smiles at Death is a recursion general in Boros, Orzhov, and Mardu.

    Granted she still requires getting into the red zone in order to do anything, but...progress?
    Posted in: Commander (EDH)
  • posted a message on A Very, Very Mad(vacyn) World: Archangel Avacyn / Avacyn, the Purifier
    A RWx enchantment theme deck with blinking and board wipes sounds sweet. I'm not convinced that Avacyn (or any existing commander, really) is a great fit for that deck, though.

    What does Avacyn do? She protects your creatures from (some) Wraths...but so do Astral Slide, Skybind, and the random one-of blink cards. She can wipe (small) creatures off the board...but so can all your other board wipes. She can beat for damage...but so does your suite of other Angels. In fact, barring lifegain, a non-Commander Gisela will kill an opponent in the same number of swings as a flipped Avacyn, and Gisela doesn't require you to first get into play then sac off one of your fifteen non-Angel creatures.

    I suppose she can do a mediocre impression of all three things, and that might be enough to justify her slot in the deck, but it doesn't make her feel like the star of the show.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Daretti, Scrap Savant - Artifact Shenanigans
    I'm willing to give it a shot. Card draw is card draw, and we even have ways to make use of the Clues other than drawing off them.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Non-Competitive - Playing Commander to Have Fun
    Quote from Taleran »
    If anything I would put this thread more into the anything goes because the other thread is more typically about optimization.


    What do you mean by that?

    By "anything goes" I mean that the social contract does not soft-ban any disliked tactics. You're allowed to use suboptimal tactics, but the only incentive for you to stop using them is that you eventually get frustrated with losing all the time. Likewise, if you find an optimal tactic that makes the game degenerate because it results in you winning all the time, the only incentive for you to stop doing it is when the group develops a counter-tactic, or you decide to move off it for the purposes of experimenting with different tactics.
    Posted in: Commander (EDH)
  • posted a message on Non-Competitive - Playing Commander to Have Fun
    Quote from Taleran »
    I guess that is what I find weird people have blown up completely valid subjective differences into what on the face looks like attempting to craft different ways to play the same game.

    Satisfying, Fun, Enjoyable are all things that happen to everyone who plays Commander regardless of level (I assume, Winning is those 3 things in and of itself and if I wasn't getting any of those 3 out of it I would have stopped long ago.)


    The way I see it, there are two ways to play the game: "Anything goes" and "not". The P2W thread is for the "anything goes" players who also care about optimizing their win percentage. This thread is for the "not" players to share why they enjoy the "not" category more. (I suppose there could be "anything goes" players who don't actually care about optimizing their win percentage, but I'd imagine that to be such a tiny fraction of an already small percentage of players that the odds of them making a thread would be nearly zero.)

    Also, it's certainly possible to win a lot without finding it satisfying, enjoyable, or fun. See: Every broken format ever.
    Posted in: Commander (EDH)
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