• posted a message on GMAD #349 - Monored Mindmoil deck.
    I'll vote to cut one land. This deck has enough rituals that 22 should be fine. I've already voted on Mishra's Factory so I can't vote again but I'd like to Reiterate that I really don't think this deck needs manlands and it not making red might actually matter. I've also already voted to keep archive so I can't vote again but I don't think that us not having lifegain is relevant here. The fact is this card + Mindmoil is practically an autowin as it allows us to go through our entire deck pretty easily. I advise that we keep it. I'm going to vote to keep the manamorphose. This card is actually just perfect in this deck and I can't see any downside to having 2 in your opener. It cantrips on it's own and with a ruby medallion in play it actually makes us mana. I can't see any reason to cut it. We are nearly there. Just need people to vote in.


    Posted in: Casual & Related Formats
  • posted a message on GMAD #349 - Monored Mindmoil deck.
    I'll vote to cut the Chandra's as well. They are much to slow in my opinion. I'll also vote against the collective defiance. I think it's a fine card but the deck list is very tight and while defiance can kind of do everything the deck wants to do, it can't do any of those things very well. I'm voting to keep the Ruby Medallions. In my opinion it is far stronger than any ritual in this deck. Once Mindmoil is in place and you are wheeling through your deck, a single medallion could effectively generate us 3-8 mana, coupled with the fact that it requires no mana investment on the turns where you want to make use of it makes it much better than any of our rituals in my opinion.

    Mindmoil | 66 CardsMagic OnlineOCTGN2ApprenticeBuy These Cards
    Instants (15):
    3 Seething Song
    4 Manamorphose
    4 Magma Jet (1 @ -4)

    Sorceries (17):
    2 Reforge the Soul
    2 Past in flames
    2 Flame Jab
    4 Faithless Looting
    4 Collective Defiance (2 @ -4)
    4 Rite of Flame

    Creatures (6):
    4 Psychosis Crawler
    2 Magus of the Wheel

    Enchantments (4):
    4 Mindmoil

    Artifacts (4):
    1 Alhammarret's Archive (1 @ -1)
    3 Ruby Medallion

    Lands (23) (1 @ -1):
    16 Mountain
    3 Haunted Fengraf (1 @ -1)
    4 Mishra's Factory (2 @ -4)

    Posted in: Casual & Related Formats
  • posted a message on 9/30 Random Card of the Day: Decree of Justice
    I can confirm this to be true.

    Also this card is still a pretty sick EDH general. Grixis are like my favorite EDH colors.
    Posted in: Casual & Related Formats
  • posted a message on [[Official]] General Discussion of the Official Multiplayer Banlist
    It was their logic behind the Primeval Titan ban iirc. They said something along the lines of how even the fair decks were made much more powerful by the fact that Primetime could tutor for and play their Urborg/coffers combo while also sticking around to threaten even more value. Basically that it made decks too good all on it's own. I don't have any exact posts just lying around as this was literally 4 years but given how rare bans are in EDH it really stood out with me.

    The life loss isn't entirely irrelevant I'll admit but the fact of the matter is that there is literally zero opportunity cost to casting it. You don't even have to cast it on turn 1 all the time so you can slowroll it to prevent life loss. I have an untuned Brago deck, given brago's casting cost I can wait til turn 2 to play my mana crypt if I don't have any other mana rocks in hand on turn 1(unlikely). I find that even in more casual decks if I'm swinging with Brago on the same turn you just played your keyrune or cultivate then I'm just so far ahead the game in nigh unlosable at that point. Do I just not play mana rocks in my blink deck to avoid this happening?

    Also I'd say that Mana Crypt is at least as powerful as Sol Ring is. If you are just considering the ramp in 2 colorless mana then sure sol ring is the stronger card but Mana Crypt's zero cmc gives it other advantages sol ring doesn't have. For instance Mana Crypt is the better mana rock on turn 1 since it enables you to have 3 available mana on the first turn, which in turn lets you follow your mana crypt up with either a 3 mana ramp spell or possibly 2 cmc2 ramp spells. In terms of explosiveness, Mana Crypt wins. Also consider that mana crypt ramps you by 2 mana on the turn you play it at all stages of the game. Have you ever been 2 mana short from making a crazy play? You stop to think what will give you +2 mana when you reach for your deck to draw your card only to realize that even with a land or sol ring you wont be able to get that mana this turn. Sol Ring does net you +1 mana on the turn you play it but that's the same as playing a land, Mana Crypts ability to net you +2 mana the same turn you play it makes it a relevant top deck in the late game. Even if you don't need it you can just hold onto it until you do need that extra mana so you can avoid taking unnecessary damage. That 0 cmc means their is no penalization for not getting your mana rock into play on an earlier turn unlike every other mana rock in existence.

    I'm just saying Mana Crypt provides unreal acceleration and explosiveness at nearly no opportunity cost and very little life cost.
    Posted in: Commander Rules Discussion Forum
  • posted a message on 9/30 Random Card of the Day: Decree of Justice
    Man I didn't check this in awhile and I missed some good cards. As for Amoeboid Changeling my brother uses it in Sliver Overlord EDH. Turn something into a sliver and then steal it with Overlord's ability. This card was even in the sliver premium deck for that very interaction.
    Posted in: Casual & Related Formats
  • posted a message on [[Official]] General Discussion of the Official Multiplayer Banlist
    It's an average of 1.5 life per turn(about 1/27th of your starting life total), so only slightly more than something like Phyrexian Arena which is pretty common. I think another big factor that needs to be taken into account is that the fact that it costs zero means that the life loss can be circumvented in the early stages of the game by just not playing it. With all other ramp spells you have to play the spell on the turn before you want the mana from it. If I want 4 mana on turn 3 and I have a Rampant Growth I have to play that on turn 2 but if I want to hit 4 mana and I have a Mana Crypt I can wait until the same turn I need the mana so I don't have to risk taking damage and there wont be any tempo loss like there would be with other ramp spells.
    Posted in: Commander Rules Discussion Forum
  • posted a message on [[Official]] General Discussion of the Official Multiplayer Banlist
    Has there been any serious discussion into the banning of Mana Crypt? The RC generally co siders cards that push fair decks into the competitive range banworthy and I think Mana Crypt is a fine example of such a card. The drawback is largely negligible in a 40 life format and the acceleration is so powerful that even the fairest of decks can suddenly seem like cEDH decks just from landing an early mana crypt.
    Posted in: Commander Rules Discussion Forum
  • posted a message on GMAD #349 - Monored Mindmoil deck.
    I agree that Lightning Strike should go. It's just too weak of a card imo. I think cutting 2 Flame Jab is the right call, like Gumgod said we really only need 1 in the GY. I'm going to vote to keep Alhammarret's Archive, while it is risky the effect is just so explosive that I think it's worth risking that you might deck out with it. I'll vote to cut 1 Fengraf even though I added it because it does appear to be an effect that wont come up that often. I'm also going to vote against the 4 Mishra's factory because like Lightning Strike I just don't think it's very good, this deck is mana hungry so I highly doubt it will ever be becoming a creature. I'm voting to cut 2 lands leaving us with 22 because I think with the rituals and the deck filtering we wont have an issue actually finding the lands. I'm also going to vote to cut all the Magma Jets, we have better removal with Collective defiance and the scry effect is significantly weaker once the deck starts to "wheel" through it self.


    Mindmoil | 71 CardsMagic OnlineOCTGN2ApprenticeBuy These Cards
    Instants (15):
    3 Seething Song
    4 Manamorphose
    4 Magma Jet (1 @ -4)

    Sorceries (18):
    2 Reforge the Soul
    2 Past in flames
    4 Flame Jab (1 @ -1, 2 @ -2)
    4 Faithless Looting
    4 Collective Defiance
    4 Rite of Flame

    Creatures (6):
    4 Psychosis Crawler
    2 Magus of the Wheel

    Enchantments (4):
    4 Mindmoil

    Artifacts (4):
    1 Alhammarret's Archive (1 @ -1)
    3 Ruby Medallion

    Planeswalkers (2):
    2 Chandra Ablaze

    Lands (24) (1 @ -1)(1 @ -2):
    16 Mountain
    4 Haunted Fengraf (2 @ -1, 1 @ -2)
    4 Mishra's Factory (2 @ -4)

    Posted in: Casual & Related Formats
  • posted a message on GMAD #349 - Monored Mindmoil deck.
    Adding two Reforge the soul as a way to actually refill your hand. All the other cards are card parity at best, with Reforge hopefully we can top back up to mindmoil all over again. I believe we're at the point we start making cuts now?

    Posted in: Casual & Related Formats
  • posted a message on 9/30 Random Card of the Day: Decree of Justice
    Peasant cube staple in my opinion. It's one of the best blue control finishers in peasant cube.
    Posted in: Casual & Related Formats
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