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  • posted a message on Worst EDH card?
    Quote from Dark_drac0
    dichotamancy
    costs more and still cannot do anything.


    You can make that work in a very narrow sense with control effects or some of red's random ownership stuff. I'm pretty sure someone brought this up earlier in the thread.

    Sidenote: I have never even heard of Juju Bubble before. I really want one of those now, for no good reason.
    Posted in: Commander (EDH)
  • posted a message on Progenitus Good Stuff
    Quote from Alanexry
    Ok, what do you think of this edit:

    + Cruel Ultimatum
    + Niv Mizzet, the Firemind

    - Concentrate
    - Harmonize

    Also, what should I use for haste? I have Sarkhan ATM, but may want Madruah Cyclops which can be Tooth and Nail/Defense of the Geart.


    My current favorite haste card is Hall of the Bandit Lord. Takes a land slot, any kind of land tutor can grab it, and the drawback is negligible in EDH.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Thraximundar [EDH]
    Quote from gingerbeard
    This deck is focused on sacrifice. Thraximundar is the general, but Prince of Thralls is the king.

    Here's the deck list. Any advice is greatly appreciated.

    *Deck*

    I need more land, and I'm not sure what to take out. This is also my first EDH deck, so any help is great.

    Some of the stuff I'm trying to get:



    Is it even worth trying to nab these things?

    Thanks for the help!

    Also, I'm on a budget... so... no 50 dollar cards :p


    First off, welcome to EDH! Now, onto the deck.

    Of the cards you're looking to get, Demon's Herald doesn't seem worth it, mostly because all of the red creatures you run seem much more useful on the field than being sacced to find Prince. Rockslide Elemental probably won't get big enough fast enough, but it could be great. Butcher, Grave Pact, and Dominus are all pretty great, and the rest fall somewhere in the middle (though I have no experience with Din of the Fireherd).

    These all seem kind of underwhelming:


    I realize that's kind of a long list, but it's mostly small effects or one shot effects. You want most of the cards in your deck to be swinging the game. Big, flashy effects are more important than efficiency (not to say that you should ignore mana cost entirely, it's just less important here than in other formats). There are a few others that I would cut eventually, but this should be more than enough to start.

    I'd try and get some artifact mana in here. Good stuff to have, and I prefer it to adding too many lands. All of these are fairly inexpensive and decent sources:


    If you get a chance to pick up a Sol Ring or a Gilded Lotus, those are both worth playing but a little more expensive (moneywise).

    Aside from mana, you may want to upgrade your counterspells a bit. EDH is a great format for expensive counters with weird effects that don't see play anywhere else. Here are a couple:



    You might also take a look at the Top 50 cards List for ideas about generally good stuff in your colors. A lot of it is fairly cheap, and you should be able to find quite a bit that fits your theme.

    The thing to remember overall is that this is your deck. Half the fun of this format is tweaking your deck and finding hidden gems that fit perfectly, so have fun with it. Good luck!
    Posted in: Multiplayer Commander Decklists
  • posted a message on First EDH Deck: Chainer, Dementia Master
    Another thing to keep in mind is that the format is geared towards multiplayer, so small one shot effects and spot removal are significantly less powerful. Things like Dark Ritual, Doom Blade, and Assassinate generally don't make much of a difference at a multiplayer table. You want more impressively large or versatile spot removal and more permanent acceleration.

    Also, you've got coffers in there. There are quite a few cards that support it well in mono-b:
    Posted in: Multiplayer Commander Decklists
  • posted a message on [EDH] Wrexial, the Risen Deep
    Quote from mmmetaphor
    You're still running Cancel? Swap it out for Dissipate, Faerie Trickery or Forbid. They're all strictly better.

    How has Steel Hellkite been?


    There are definitely times in Wrexial where you don't want spells exiled. Can't steal them then. That said, Forbid is in fact strictly better than Cancel and pretty inexpensive.

    Tolaria West ends up in any deck I make that has both blue and at least one utility land. You might consider it.
    Posted in: Multiplayer Commander Decklists
  • posted a message on [EDH] Heartless Hidetsugu
    Quote from Zeek
    I understand exactly what happens....but wouldn't everyone die of general damage at the same time?


    General damage is only combat damage, so no.

    EDIT: Aaaaaaaand nath'd
    Posted in: Multiplayer Commander Decklists
  • posted a message on Granting haste
    Hall of the Bandit Lord is a solid one.
    Posted in: Commander (EDH)
  • posted a message on Land, Mana Curve, Accelerants, Please Help!
    Quote from Alanexry
    I did read the entire post, the point that I was making was that in my experience never works. You gotta start high then cut down.


    Well, we can agree to disagree. I don't run into issues with my manabase, so my method obviously works for me.
    Posted in: Commander (EDH)
  • posted a message on Land, Mana Curve, Accelerants, Please Help!
    Quote from Alanexry
    No, no, never do this. You will get manascrewed. My method is to run 38-45 lands depending on the curve, and then add 10-15 accelerants. May be overkill, but that's a good thing.


    This is why it's important to read the entire post. The only reason the first part comes in is to give me a very rough idea of how much business I have space for, before I can figure out what works and what doesn't. That does not mean the ratio of land:accelerants:everything else stays like that, because that rarely works.
    Posted in: Commander (EDH)
  • posted a message on Land, Mana Curve, Accelerants, Please Help!
    I generally start with about 40, then go by the rule of thumb that 2 ramp (in whatever form) cards means 1 less land.

    Then I try actually playing the deck and ignore all of that and just play what seems right. There are too many variables to account for everything with a simple model, so it's easier to just figure it out for each deck through trial and error.
    Posted in: Commander (EDH)
  • posted a message on Share Your Hidden Gems [First post contains a master list of all Hidden Gem suggestions.]
    Quote from Kuro42
    The printing of Lullmage Mentor and Reassembling Skeleton really made him go nuts.


    I may need to make an Ertai deck now. I was just thinking about a creature-based counter-heavy deck the other day.
    Posted in: Commander (EDH)
  • posted a message on Wish It Was Legendary
    Master Transmuter. Lots of potential for interesting stuff to happen.
    Posted in: Commander (EDH)
  • posted a message on Necrotic Ooze EDH Deck [First Deck]
    27 lands is not going to cut it. Most EDH decks run close to 40, unless they've got a ton of ramp. Even in that case, they don't really drop velow the mid to low 30s. You've got Progenitus listed, which you can't do unless you're five color.

    I'm going to agree with darcangel here. I think you're probably better off with a 60 card deck here. Also, just an FYI: Avatar of Woe was in one of the Archenemy decks, so there's a new framed version.
    Posted in: Commander (EDH)
  • posted a message on U/x Architect Beatdown
    Quote from warfh
    nobody plays triskelion + blade of the bloodchief/basilic collar package ??? (tutorable w trinket mage)


    I tried it. Trike is ok on it's own, but not great. Blade is pretty terrible most of the time. Collar was the only consistently good part, so that's all I kept. The issue is that you have a three card combo that gets disrupted by creature or artifact hate. While Trinket Mage fetches out the equips, you still need to see a trike and 2 mages/1 mage and 1 equip/both equips to do anything meaningful.

    It was fun when I got it going though.
    Posted in: Standard Archives
  • posted a message on [Official] RDW Archive
    Quote from Stacks
    You're posting in the wrong thread. This thread is "Arid Mesa/Scalding Tarn - Do they belong in a mono-Red deck?" You just agreed with me that if you have landfall triggers you should play fetchlands. If you're in the RDW forums I can only assume that you're playing RDW. If you built your deck right you should be playing landfall triggers (fetchlands), in which case you should go beat this argument about loss of life to death somewhere else.



    What RDW deck are you playing, that has none of these? You know you're in the RDW Forums? What is this I don't even...


    When half of the thread has been about fetches thinning your deck, it's a valid point to discuss. My build has nothing to do with it. I do run a full 8 fetches because of landfall triggers. That doesn't change the math, and people should be aware of all the information.

    Quote from gnome
    If you're playing Koth in a turbo-aggro deck you're just doing it wrong.

    All the math you're posting shows me only one thing: it does make an improvement. That's what it shows. It's not a debate. That's 100% what it shows.

    Your argument is that losing a few points of life isn't worth that improvement. I'm saying it is. If you don't want to run fetches, more power to you, but the idiots who post things like "O NOES I ALREADY SAID FETCHZ R DUM END O STORY NO MORE DISCUSSIN CUZ I SAYS SO" can go to Hell. If you're going to act like an ass at least try to be right about it.

    And there are plenty of examples of decks which have used lands solely for thinning and performed well.
    http://www.wizards.com/magic/samplehand.asp?x=mtg/daily/td/115&decknum=6 is just one tiny example I read today.


    You're right about fetches being used solely for thinning in that deck. I maintain that it isn't nearly as common as not having them, but you're right. I haven't been arguing that there is no improvement, because there obviously is. I've been arguing that the improvement is so marginal that it isn't worth the cost.

    At the end of the day, it's up to you whether or not the marginal increase is worth a couple points of life.
    Posted in: Standard Archives
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