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    posted a message on Paradox Engine
    Quote from Carthage »


    We must remember that there is more than just selvala in the deck. Mana elves, mana rocks, and draw spells that can help fill in the gaps.


    Yes but in each case you have to be net generating mana for this to continue. So even if you draw into draw, you have to have the average mana probably at or under 2 to make this work right reliably. Once you roll up a lot of extra mana / draw it becomes more likely to go on without pause but the first bunch of activations are far more questionable.

    This "could" go off, I am just saying its not a guarentee and its still very dependnat on building arround a lot of specific things. When you look at a Mind over Matter combo there is a lot less maybes in it and that is not banned.

    EDIT: also, keep in mind that we are talking about a GW combo involving a not very popular commander. I can guarantee that Captain Sisay / Saffi Eriksdotter are more compatative that whan we have been describing not to mention just moving to blue or blue black instead. White Green has what, like one on color tutor for non equipment artifacts. For something to be ban worthy it cant be super niche deck combo.
    Posted in: Commander Rules Discussion Forum
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    posted a message on Tolarian Academy
    Quote from LouCypher »
    Comparing TA to Sol Ring misses one vital point; that it doesn't take a "god draw" to get 2 mana out of TA on turn 2, and it also certainly doesn't require on to produce 7 mana on turn 6. Sol Ring, however, never produces more than 2 mana. TA scales up throughout the game. A turn 7 Sol Ring effectively means +1 mana on that turn, +2 on following turns. Turn 7 TA can easily be 7 mana right there, which when combined with blue's suite of draw is pretty scary.


    Most of the horror stories of TA come from 60 card constructed formats. When you start relying on Sol Ring / Mana Crypt starts and then having another specific card in your opener I feel like what you are worried about really is not that other card.

    TA is a good card. But I dont feel like the consistency of this format is really that which it would be reliably a problem. Sol Ring / Mana Crypt are cards that on their own make great starts. TA on the other hand.... takes a very specific deck with a specific setup and it needs to happen essentially immediately (to be a problem).
    Posted in: Commander Rules Discussion Forum
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    posted a message on Karakas
    Quote from Sheldon »


    Standard disclaimers.


    Understood. I am a big advocate for playing white though so assuming it would ever be unbanned.... I would probably need like 3-4 of them. I also own a few other banned cards with a "just in case" standing on them.
    Posted in: Commander Rules Discussion Forum
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    posted a message on Karakas
    Quote from Sheldon »
    Good discussion on this so far. If unbanned, I suspect that it would be ubiquitous, which isn't enough of a factor on its own. I don't know how oppressive it would be, since as many folks have mentioned, it's only good for once per turn cycle without additional shenanigans. The secondary market impact is not a factor for us. I actually think its most broken use might be in comboing with one's own commander for excessive EtB tomfoolery. I might make it our thought exercise for the next meeting, which might happen ahead of schedule, since Scott will be here at the house on Thursday and Toby arrives Friday. We'll have a quorum every time we eat Smile


    It looks like I am $80.00 invested into currently banned cards for the day (yes I ordered two just in case lol).
    Posted in: Commander Rules Discussion Forum
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    posted a message on Tolarian Academy
    Quote from VashBismark »
    My counter-point is still the same - to get 2 or 3 U mana on T2 from TA, you literally need an effective 'god draw' have netting roughly 4/9 (7 from opener + 2 draws) pretty specific cards, not including you have to start with TA in your hand or draw luckily into this. With Partial Paris gone now, hand sculpting is not nearly as possible so the abusiveness of running into this is even more rare. And, if you were building your deck to consistently get 2 to 3 mana on T2, you are jamming your deck with a bunch of low cost rocks, especially all you listed (which are not all playable in every deck), with probably a significantly lower threat density.

    In a majority of cases, I expect TA to net the same amount of mana as Cradle and Sanctum (in heavy enchantment decks) by T4, which is probably 3 at best case scenario for all three cards. I agree that TA would be more numerous/applicable in more decks, but ubiquity is not a reason to keep a card banned as we've discussed throughout this sub-forum, and the abusive decks that would take advantage of it are artifact heavy decks, which have inherent weaknesses of their own that we all already know of.


    ^ this is exactly where I am at. It takes such a specific hand for Academy to work early. Even if you are running an artifact heavy blue deck, getting early artifacts + Academy + something to try to dump it into seems really really specific and narrow. Most of the arguments seem to be talking about god hand openings. Most of these are already looking at like what if you have sol ring + mana crypt + academy start which is really silly because even without academy thats already a ridiculously good hand.

    I stand by the fact that Refellos in the 99 is probably stronger than Academy in this format. A god hand could happen, but 99% of the time it wont.

    Quote from JWK »
    Personally, I think unbanning Metalworker was a mistake, and I am not surprised to see that unfortunate decision leading to questions of whether Academy is too broken (it is, in my opinion).


    I have been playing with it since it got unbanned and I think that I have seen something like 2 times that it was ever like.... really good.
    Posted in: Commander Rules Discussion Forum
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    posted a message on Paradox Engine
    Quote from MikePemulis »
    Seemed awful busted in Selvala, Explorer Returned on Sunday. Went through about 25 parleys before we scooped. He had an Akroma's Memorial somewhere in the deck and he was going to find it and cast it eventually. I just let to a 15 minute turn that probably would've taken an hour to actually play out. It was among the most bored I've ever been playing Magic. Stax, MLD, infinite combo, all of that's fine if the turns don't slow to a crawl.


    Keep in mind even with this, Selvala, Explorer Returned only generates mana based on the number of non lands so you would have to design with a very low curve to keep this going. You also need to cast another spell every time you want to untap so if you were to hit a land it means that your hand quickly becomes more land heavy and you CANNOT go infinite with this because lands would accumulate in your hand and you only get to untap for every cast. It also draws opponents cards which means that anyone who runs answers will be drawing them so suddenly counterspells / spot removal can happen.

    This corner case is not even good as it does not go infinite unless you are running a landless deck. It could also at any point not generate any mana and fall flat on its face.
    Posted in: Commander Rules Discussion Forum
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    posted a message on [[Primer]] Toshiro Umezawa
    Quote from OceansXXIII »
    Hello!

    Newer to EDH and this guy looks awesome.
    Is your deck still pretty up to date? I'd hate to outright net deck (and I don't have the money to) but, this seems to be the most up to date primer. Is there anything more recent you'd add?


    I probably would have gotten Succumb to Temptation into the list. I did a review for it but never got it into the OP it looks like. Other than that there hasnt been much for newer than that that I really would have considered. Its possible to consider some of the eldrazi that came out in the recent blocks too if thats your thing. The new eldrazi have the advantage of not shuffling away your graveyard so they work a little better with this strategy than the original ones who mostly shuffled your bin away.
    Posted in: Multiplayer Commander Decklists
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    posted a message on Tolarian Academy
    Quote from LouCypher »


    Hahahaha nope. You don't have to do a lot of work to break this. Just build an artifact-centric deck, whether it's Sen Triplets, something Izzety, anything at all, and you'll be able to easily break this thing. I've had a casual Izzet Artifacts deck for a long while, if that would've had access to Academy...hoo lawdy.

    See, the thing that keeps this well above and beyond Gaea's Cradle (And Serra's Sanctum isn't even a fair comparison) is twofold; artifacts tend to be cheaper in general, they fuel one another (Sol Ring into Signet, Thran Dynamo into Commander's Sphere, you name it) and they tend to be wiped much less often. Even if you don't build to abuse it, it's trivially easy to get this to tap for 3-5 mana on turn 3/4.
    You may point at Metalworker at this point, but Metalworker has summoning sickness, produces colorless mana and is dependant on you revealing info of your hand. It's not even remotely compareable.
    TL;DR: NO, PLEASE NO!


    Artifacts are more plentiful but its not as if it goes in every deck. While it could be fast, I feel like its probably slower than Refelos as a singleton most of the time. I never had an issue with Refelos as a singleton so I still stand by my feeling for this one.
    Posted in: Commander Rules Discussion Forum
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    posted a message on Erayo, Soratami Ascendant
    Quote from VashBismark »
    I haven't ever checked the major poll list that cryo does - did it have any different results than this thread?


    Erayo had right at about the 50% on the dream banned list. It is worth saying it is a yes or no when it comes to that poll where as we have a little over 50% for unbanning with a good portion who voted indifferent. Its also possible that drilling into specific card discussions might have thrown the results off and or possibly the discussion that was had in this thread swayed some votes to be different.
    Posted in: Commander Rules Discussion Forum
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    posted a message on Tolarian Academy
    Honestly, I dont much care. The level you have to build to for it to be broken is not the level that the banned list tries to subscribe to. I am indifferent either way. I dont think its an auto ban but I dont necessarily believe it needs to be off the list.
    Posted in: Commander Rules Discussion Forum
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    posted a message on Paradox Engine
    I have a colorless eldrazi deck who uses TONS of ramp and I am not running it either. It requires too much setup and is too winmore. Its like a bad combo card in that you need a bunch of specific cards to go with it. It takes too many specific setups to go infinite and most of them are slow to assemble with this card. Its own casting cost of 5 mana is really a big part of what holds it back.
    Posted in: Commander Rules Discussion Forum
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    posted a message on Erayo, Soratami Ascendant
    Its interesting to see the poll numbers after some bit of time has elapsed. The discussion for this topic was fun to go back and review as it has been about half a year now since most of it was posted. I recognize that poll data for a forum discussion like this can be a little awkward considering the target audience of those who will read and post but still, I feel like the poll data is quite interesting for a card currently on the banned list.
    Posted in: Commander Rules Discussion Forum
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    posted a message on Karakas
    Overall my reasons against its unbanning:
    • It primarily benefits commanders who are not cast or their value is on their cast or ETB.
    • If it hurts anyone, it hurts casual players the most. The banned list does tend to be designed for casual - middle ground play after all.
    • It has no downsides (enters untapped, provides colored mana)
    • It creates undesirable gamestates. Keep in mind that Vesuva + Thespian's Stage are also lands in the meta and nothing that Karakas does requires white mana so literally any and everyone could get in on this especially given it seems like a tutor target. I understand that Karakas is legendary but you could copy someone else's for an undesirable gamestate.
    • MLD is frowned for most metas.
    I might be making assumptions but, I feel like you are at the point of playing stax / stasis / combo / MLD tactics if you feel that this card should be unbanned. I think its fine if you want to play competitive and cutthroat magic but I feel like this card is right up with Limited Resources and Balance in my own desire to play against.
    Posted in: Commander Rules Discussion Forum
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    posted a message on Karakas
    Karakas makes me think of a few things. It reminds me sort of tuck in that the design of your deck as well as what your commander does will heavily dictate how impactful it is with or against you. In the rings of competitive commander, I dont think this would be a problem card at all but when approaching more of the casual to battlecruser commander I can see this card being a very taxing painful card to play against. Depending on who you play against this might be more annoying than Limited Resources.

    I think of how much I would love to play it, and then I think about how annoying it would be to encounter and my immediate feeling is that its too dangerous. Sure there are answers but it reminds me a little of Primeval Titan in that I feel like a lot of games would be fought over getting and keeping it in play. I dont feel it would "break" the game so much as create highly undesirable game states for those who dont build and play to a higher level. I feel it would tax the more casual players in a way I dont feel is all that healthy.

    The biggest problem in my mind is the lack of opportunity cost to it. Its a land that comes in untapped and it taps for colored mana. There is no downsize in running it is the problem I have. I am someone who owns a Tabernacle and it is a land that does not produce mana as well as hating on niche strategies instead of the format as a whole. The amount of hate and lack of opportunity cost that comes with Karakas are what concern me.
    Posted in: Commander Rules Discussion Forum
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    posted a message on "Draw-Go doesn't work in multiplayer EDH..." Why?
    If you get everyone worked up and aggravated at what you "might" have in hand, it does not work. Its a strategy that can be good against combo and haymaker but can suffer when playing attrition and or active value generation strategies. The more "fair" decks you are up against, probably the worse it will perform but when people start playing more haymaker and combo it tends to play better.

    Its kind hard to say as its a little bit up to what is being played in the meta as well as how people will play around you as a draw go player. I have in the last few years been saying that the correct way to play draw go is to combine known defenses with unknown defenses. If you rely too much on the unknown factor of mana up cards in hand or defenses in play it can be disastrous so its a little about maintaining a state where its awkward to come at you through both tactics.

    Remember with draw go that you will need to do some things at sorcery speed. Keep those things cheap so you can keep mana up and don't forget to have plenty of draw to offset how awkward tricks can be for a long drawn out game.
    Posted in: Commander (EDH)
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    posted a message on [[Official]] The Top 50 List (Week 2 - Multicolor Creatures)
    Quote from EviI_Sheep »
    Out of curiosity, how would Leovold be good as a Commander but not as part of the 99?


    Its entirely in the ease of access as well as the reliability in having him. If you run him in the 99 you have to tutor for him and if he dies / gets exiled its harder to set back up. In a lot of cases, as a commander you are going to give him more cards that have dedicated interaction with him because of the reliability in having him. If he is not your commander, its a lot harder to commit as much focus to the interactions that work with him.

    This is what JKW was menioning about some of these legends that were nominated. I think so long as a legend is a generic good value card its fine to be on this list but there are definitely some legends that have entirely different power level when looking at them as a singleton vs as a commander. The more generic value a legend is the more likely that it would be fine for this list and the more niche build around it is the less it would be useful for this list.

    Just as an example of what I am talking about. Look at Uril the Miststalker for example. If he is your commander its likely that you have a bunch of auras in your deck to play with him and you are pushing for commander damage. As a singleton though, you dont have commander damage and his synergy is with something niche. You might see him if you are playing a naya aura deck but how often is that what you are building and with him not at the helm of the deck. My point is sort of along those lines with Leovold, Emissary of Trest. How often are you really considering being in Simic colors and playing heavy wheel effects with him NOT as the commander. There is something to be said about how niche a card is and we want broad purpose cards which usually means cards that are good value on their own or that slot into a lot of other decks mostly on their own merits.
    Posted in: Commander (EDH)
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    posted a message on [[Official]] The Top 50 List (Week 2 - Multicolor Creatures)
    Quote from Donald »
    The "it's bad because it's good" argument? Doesn't seem like the right place for this.


    I think there is room for some questioning if its a valid consideration in the 99. In the case of Leovold, Emissary of Trest, if you are already in those super specific colors running a lot of wheels with him not as your commander..... sure thats good but there is a bigger question how frequently you are overlapping his strategy in his colors with him not as your commander.

    As a commander, I cant argue anything against him. I just feel like I have to really question how often he will work in the 99. I could be wrong but I always assumed this list was looking entirely at cards in the 99.
    Posted in: Commander (EDH)
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    posted a message on Karmic Justice vs All is Dust
    If I have Karmic Justice in play and someone else plays All is Dust, Does it trigger Karmic Justice for me to destroy things?

    I honestly dont really know as sacrifice is so odd especially given the wording of Karmic Justice.
    Posted in: Magic Rulings
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    posted a message on [[Official]] The Top 50 List (Week 2 - Multicolor Creatures)
    Quote from EviI_Sheep »

    Well I haven't got a response to my question yet, does Tasigur count as a gold creature or black for these purposes? My guess is gold seeing this is a commander poll.


    Yes given its color identity it would be considered a multicolored card.
    Posted in: Commander (EDH)
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    posted a message on Sram - Buff Brigade
    Quote from Burntgerbil »
    Awesome!

    I always wanted to play mono white, but the lack of critical mass of card advantage kept me off of it.
    I've had Sram together for two weeks now - and it seems like a good choice for four or fewer platers.

    My list below list is slightly outdated
    http://tappedout.net/mtg-decks/sram-goodstuff/

    I have the predictable sram voltron win condition as well as Heliod+Skybind+Serra's Sanctum lockout as well as infinite mana with Nykthos/Sanctum +Shackles/Flickering Ward and Paradox engine/Nacre Talisman (with Walking Ballista added as a finisher for that)


    Its interesting to see a drastically different approach. My own meta does not allow infinites as well as several other things like MLD / Stasis and such. It seems challanging to go at infinite from the standpoint of mono white as well given the limitations of tutoring and lack of counter magic.

    Your list has 103 cards BTW. I assume thats part of being outdated though. Its interesting to see so much tempo ramp as well. I haven't gotten to play him yet so I dont know exactly what my card draw is going to look like. Since we dont allow combo in my meta there is a lot more just general control decks which is part of why I am hesitant to play voltron with Sram. I was going for some amount of just general beaters and other creatures I could equip up and aura up to try to lessen how much he is specifically sought out with removal.

    Skybind + Serra's Sanctum - I actually was not thinking about this when I cut Skybind from my list. I actually was not sure if I was going to include the Sanctum until sort of the last minute. My problem here is that I felt like I dont have enough instant speed enchantment production to really have Skybind function how I normally want it to. I played Daxos the Returned at one point which I did like Skybind for considering I had an instant speed enchantment maker as a commander. I will consider it still because I do have a decent bit of ETB creatures in here but I was concerned about what value I was going to get from this offhand.

    I need to find room for Recruiter of the Guard also. I realized I was missing the room for it yesterday when I was pushing my list together.
    Posted in: Multiplayer Commander Decklists
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    posted a message on [[Official]] The Top 50 List (Week 2 - Multicolor Creatures)
    Quote from cryogen »
    Hey everyone, sorry. Airi has been abducted by aliens is busy with work. I didn't make any changes to last week's poll since the top two votes are already on the list, and there's a three-way tie for third with two of the three already on the list. Feel free to yell at me and tell me that I'm wrong and I'll probably agree with you.


    You forgot to update the thread title :p
    Posted in: Commander (EDH)
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    posted a message on Anyone have experience with Commander events at GPs?
    I remember also playing a game just randomly with some players. One of the random guys was playing mono blue and it had combo stuff in it but I think it was mostly kind of fair. Two others sat down with us and they were playing like collusion control where they literally just throw ***** at the two of us all game. I remember giving the other mono blue player a 5 and 0 Fact or Fiction just to middle finger the other two because it was just feaking dumb. In the end the mono blue player pulled it off somehow as he spun up something like x3 mana with capsize and a fully leveled lighthouse chronologist.

    That was like my one negative. People coming in to play competitive commander + colluding. That is one reason I would be against paying for pods regardless because getting placed with your friend is dumb.
    Posted in: Commander (EDH)
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    posted a message on Sram - Buff Brigade
    Yes, this is my third mono white deck lol. I just really like playing white for whatever reason. Sram does offer some interesting card advantage that is hard to come by otherwise.

    You will notice I ended up with more of an enchantment theme than I did for equipment. Overall I felt my equipment was a little more limited. I liked a little more of the support enchantments had given some of the good tricks like Replenish and Retether. I also run a good bit of answer auras which I felt was good utility I couldn't get out of equipment (mostly). Auras are more fragile but at the same time in a lot of cases they come down faster with their effects. Drawing cards for each cast meant to me that I wanted a more diverse pool between buffs, protection and answers but I wanted as much as I could to draw cards while doing other things.

    In the end, I felt like my equipment package was a little light to run a lot of equipment enabling cards like say Puresteel Paladin. I still run equipment tutoring cards but I felt that I didnt have the support in my list to defend inclusions that got better for casting lots of equipment. In the end, this is a theory build right now so some of my numbers and what I am running may be off because this is such a different kind of design that its a little tricker to weigh some things.

    DeckMagic OnlineOCTGN2ApprenticeBuy These Cards
    COMMANDER (1)
    1 Sram, Senior Edificer

    CREATURES (21)
    1 Weathered Wayfarer
    1 Grand Abolisher
    1 Kor Spiritdancer
    1 Stoneforge Mystic
    1 Eldrazi Displacer
    1 Heliod's Pilgrim
    1 Ironclad Slayer
    1 Mesa Enchantress
    1 Heliod, God of the Sun
    1 Magus of the Tabernacle
    1 Windborn Muse
    1 Stonehewer Giant
    1 Sunscorch Regent
    1 Thalia's Lancers
    1 Auratouched Mage
    1 Crovax, Ascendant Hero
    1 Sun Titan
    1 Boonweaver Giant
    1 Elesh Norn, Grand Cenobite
    1 Emeria Shepherd
    1 Avacyn, Angel of Hope

    ARTIFACT (9)
    1 Sol Ring
    1 Mind Stone
    1 Swiftfoot Boots
    1 Sword of the Animist
    1 Darksteel Plate
    1 Loxodon Warhammer
    1 Sword of Fire and Ice
    1 Sword of Light and Shadow
    1 Batterskull

    ENCHANTMENT (22)
    1 Flickering Ward
    1 Land Tax
    1 Angelic Gift
    1 Cho-Manno's Blessing
    1 Chosen by Heliod
    1 Soul Tithe
    1 Temporal Isolation
    1 Ward of Lights
    1 Arrest
    1 Aura of Silence
    1 Ghostly Prison
    1 Karmic Justice
    1 Prison Term
    1 Shielded by Faith
    1 Unquestioned Authority
    1 Angelic Destiny
    1 Armored Ascension
    1 Faith's Fetters
    1 Serra's Embrace
    1 Suppression Bonds
    1 Sigil of the Empty Throne
    1 Eldrazi Conscription

    INSTANT (3)
    1 Enlightened Tutor
    1 Tithe
    1 Comeuppance

    SORCERY (7)
    1 Steelshaper's Gift
    1 Open the Armory
    1 Idyllic Tutor
    1 Replenish
    1 Retether
    1 Rout
    1 Winds of Rath

    LAND (37)
    1 Arcane Lighthouse
    1 Buried Ruin
    1 Dust Bowl
    1 Eiganjo Castle
    1 Emeria, the Sky Ruin
    1 High Market
    1 Homeward Path
    1 Kor Haven
    1 Myriad Landscape
    1 Mystifying Maze
    20 Plains
    1 Serra's Sanctum
    1 Strip Mine
    1 Tectonic Edge
    1 Temple of the False God
    1 Thespian's Stage
    1 Tower of the Magistrate
    1 Wasteland



    Considerations:
    Recruiter of the Guard - I have a good little toolbox of options now for it.
    Humility - since my deck is a bunch of buffs, it could be interesting to just even the playing field and work off of my buffs. It has its downsides given that my commander + battlecries get disabled.
    Sphere of Safety - it fits the theme of what I am doing. I like Ghostly Prison still because its cheaper to cast as well as easier to recover but Sphere is really great defense too.


    EDIT: Auriok Survivors -> Ironclad Slayer just playing with my recursion a little. I think Auriok Survivors is a cool on theme card but so is Ironclad Slayer. Ironclad has the upside of the versatility in targets as well as recasting the effect will give me another draw. I think both of them will be a bit dead in the early game but having better targeting options might make the Slayer a little more useful and versatile. Auriok Survivors has good stats and efficiency when it picks up and equips an equipment but I think I care more about my targeting versatility here than I do stat efficiency right now.
    Posted in: Multiplayer Commander Decklists
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    posted a message on Anyone have experience with Commander events at GPs?
    I went to a GP once just to play commander. I paid to get into a single commander event at which point I asked if everyone was ok just keeping their own packs and playing for fun rather than for a prize which we all agreed to do.

    After that I was able to find the guys who just wanted to play commander and I played a bunch of fun games and a few unpleasant ones (those were few and far between). I think in general its better to go with fun decks and pick up fun games than it is to go super competative (unless thats your norm I guess).

    The one thing I did notice was that it was very hard to get any pickup games of commander until day two sadly. Friday was all events and nobody was doing anything casual yet and the day of the event I also had a hard time finding games. Later the day of the event and in day two was really where I could find games of commander.
    Posted in: Commander (EDH)
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    posted a message on Kozilek, the Great Distortion
    I run Great Distortion myself. One of the biggest things I have come across is that with Great Distortion its a lot more important to purge your entire hand. Butcher might be more consistant at the draw 4 but it means that Great Distrotion draws more if you can play more of a tempo approach. My own list I run less other big mana stuff because I want to get my hand into play. I dont mind activated abilities once in play but reducing the big mana to cast effects and getting your hand into play means a bigger quantity of draw off of Kozilek.

    As assinine as it might be to say, I think you need more ramp. I also think you should scale back on your 6+ mana stuff in list as it will help move your hand better which will make you draw stronger off of your commander. I think some of your wraths that hit artifacts might also be a little counter productive. Run faster and make your opponents worry about what you are doing rather than worrying about what your opponents are playing as much.


    DeckMagic OnlineOCTGN2ApprenticeBuy These Cards
    COMMANDER (1)
    1 Kozilek, the Great Distortion

    CREATURES (12)
    1 Hangarback Walker
    1 Walking Ballista
    1 Walking Atlas
    1 Burnished Hart
    1 Metalworker
    1 Palladium Myr
    1 Silent Arbiter
    1 Solemn Simulacrum
    1 Endbringer
    1 Oblivion Sower
    1 Ulamog, the Ceaseless Hunger
    1 Ulamog, the Infinite Gyre

    ARTIFACT (46)
    1 Everflowing Chalice
    1 Lion's Eye Diamond
    1 Lotus Petal
    1 Mana Crypt
    1 Mox Diamond
    1 Avarice Totem
    1 Brittle Effigy
    1 Expedition Map
    1 Mana Vault
    1 Phyrexian Furnace
    1 Relic of Progenitus
    1 Scrabbling Claws
    1 Sensei's Divining Top
    1 Sol Ring
    1 Triangle of War
    1 Universal Solvent
    1 Voltaic Key
    1 Wayfarer's Bauble
    1 Grim Monolith
    1 Lightning Greaves
    1 Mind Stone
    1 Ratchet Bomb
    1 Scroll Rack
    1 Basalt Monolith
    1 Inspiring Statuary
    1 Loxodon Warhammer
    1 Rings of Brighthearth
    1 Sculpting Steel
    1 Tangle Wire
    1 Unstable Obelisk
    1 Worn Powerstone
    1 Clock of Omens
    1 Hedron Archive
    1 Icy Manipulator
    1 Thran Dynamo
    1 Unwinding Clock
    1 Ur-Golem's Eye
    1 Vedalken Orrery
    1 Gilded Lotus
    1 Memory Jar
    1 Mind's Eye
    1 Dreamstone Hedron
    1 Planar Bridge
    1 Staff of Nin
    1 Akroma's Memorial
    1 Spine of Ish Sah

    INSTANT (2)
    1 Warping Wail
    1 Scour from Existence

    SORCERY (1)
    1 All Is Dust

    PLANESWALKER (2)
    1 Karn Liberated
    1 Ugin, the Spirit Dragon

    LAND (36)
    1 Ancient Tomb
    1 Arcane Lighthouse
    1 Bazaar of Baghdad
    1 Buried Ruin
    1 Cavern of Souls
    1 Cloudpost
    1 Dust Bowl
    1 Eldrazi Temple
    1 Eye of Ugin
    1 Gemstone Caverns
    1 Glimmerpost
    1 High Market
    1 Homeward Path
    1 Miren, the Moaning Well
    1 Myriad Landscape
    1 Mystifying Maze
    1 Petrified Field
    1 Rogue's Passage
    1 Sanctum of Ugin
    1 Shrine of the Forsaken Gods
    1 Strip Mine
    1 Tectonic Edge
    1 Temple of the False God
    1 The Tabernacle at Pendrell Vale
    1 Thespian's Stage
    1 Urborg, Tomb of Yawgmoth
    1 Vesuva
    8 Wastes
    1 Winding Canyons

    Posted in: Multiplayer Commander Decklists
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    posted a message on Can somebody explain group hug to me?
    I have always had an issue with Hug decks in that they require people to not want to murder you to some degree. I sat down with an opposing hug deck a week ago and the person to my left was just screaming for him to be 3v1ed the whole game.

    Hug in my mind just requires you to sort of be some sort of unknown deck or to be doing things people just dont care about. In my mind its a strategy that only seems to work if you are some unknown player playing bad cards or something.

    I just have not ever seen hug really work outside of newer players with odd jank cards at which point its more of like unknown player playing budget stuff surprise than Hug actually working.
    Posted in: Commander (EDH)
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    posted a message on [[Official]] The Top 50 List (Week 2 - Multicolor Creatures)
    So, when it comes to tempo styles of ramp such as Azusa / Exploration / Burgeoning, these type of ramp need one of two things

    1. You plan for the game to end before the loss of card advantage matters aka probably fast combo or you plan to do something important enough that the loss of card advantage is not important.
    2. You have card advantage / draw as a big part of your gameplan and so the tempo you gain allows you to play into your card draw game sooner which offsets for the use of the tempo.

    Normally speaking more competitive players tend to fall more into the first one which is that the speed gain more than offsets for them. Casual or average players tend to play longer games in which often you need the second one to be true more frequently to justify these tactics. Cultivate and Kodama's Reach are ramp and card advantage which play better into a long drawn out game of attrition. Because most competitive games do not go to attrition based tactics and tend to end sooner these effects are not considered very good to them.

    I can understand both sides of the argument. I personally think its better to hold this list to the standpoint of beginner to average player experience rather than try to tune the list to a high competitive meta. Either way though, its supposed to be the community who decides what is on this list so whatever we vote on it being is what it is.
    Posted in: Commander (EDH)
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    posted a message on Tymna & Ikra Shidiqi - Abzan, the Beats
    Quote from SlaveToPhage »
    Seems like you have alot of synergy to look at adding The Hypnofrog
    My choice of cut would be Kalemne's Captain
    Dont see you having 7 mana to dump into its ability, as good as its effect would be.


    The Gitrog Monster I like the extra land drops a turn and the potential to draw but I often dont have enough lands to really be dropping them or I will just kind of maintain my land count. I feel like I would want Crucible of Worlds / Life from the Loam in here before I would really justify it for myself. Its possible that I should be running Crucible considering how many "extra" land drops a turn I do run but I feel like Gitrog is still a ways out. I also have some issue with the fact that he lacks any evasion (I guess deathtouch...)

    Kalemne's Captain - its ok. I used the monstrosity once already and it was alright. I think the more likely thing is I should probably cut it for Survival of the Fittest which still preserves it somewhat in Bane of Progress being in my list. I feel like there are a few toolbox cards that I probably should have though too with Survival.

    I will have to mull a few things over. I think Gitrog could fit but I feel like I would want to be seeing more draw or more land recursion effects before I went there. There is definitely a lot of synergy for him in here but I also am concered about my overall land count as in a lot of cases I struggle to maintain enough draw to really output a lot of lands a turn on a normal basis. Some of it is also that I need to test more and see what is and is not working. I only have 3 games of testing in so far.
    Posted in: Multiplayer Commander Decklists
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    posted a message on Have you ever downplayed a threat before?
    I am usually the first one to eat removal, a haymaker, an attack on all even ground so I honestly cant downplay my things. Instead I will sometimes play with subtle commanders where they just provide utility. Its a little tricky to downplay something that is super centric and or that will kill all of my opponents if left unchecked because my meta's natural response is already to kill my *****.
    Posted in: Commander (EDH)
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    posted a message on Tymna & Ikra Shidiqi - Abzan, the Beats
    I played this deck again last night. The game went well. It was a 4 player FFA game. I ended up with a Burgeoning + Chrome Mox + Skyshroud Claim start but I only had 2 lands sadly. I still managed to stumble my way into the game a little ahead of schedule but I never drew enough lands for Burgeoning to do all that much. I used Tymna to draw me a handful of cards to help smooth out my early game and I got a Kalonian Hydra into play. After the Kalonian I dropped some other creatures and swing to put it at an 8/8. One of the hug / fort decks played a Tragic Arrogance as a Jund player was going after him aggressively. For whatever reason because I didn't care what he was doing he left my Kalonian alone which I graced him with one turn of not attacking him and rolling random to see where it went other than his way. The hug player also leaves the mono red Kumano, Master Yamabushi deck with a gauntlet of power + Gratuitious Violence. I end up casting Fracturing Gust which also takes down a lot of the hug deck's defenses. (yes the hug deck did leave Kumano and I set up fairly well as the Jund player was specifically trying to kill him).

    The Jund deck tutored Pernicious Deed and kept 5 mana up for it. I ended up swinging my creatures other than Kalonian at him because the mono red deck had a Mystifying Maze in play that I intended to deal with the next turn. The jund player popped the deed for 5 and I Heroic Interventioned through it. The jund player and mono red player scoop here. It is down to me and the hug player. I play a Knight of the Reliquery and am sitting on like 80 life.

    The hug deck plays a Glacial Chasm + Island Sanctuary. I use Knight to fetch Strip Mine into play and take out the Chasm. I then Bane of Progress to clear the Sanctuary and swing for lethal regardless.




    Overall, it was a fast game where it ended probably somewhere around turn 8 or 9 in about a half hour. The deck is doing well. I might consider a second Strip Mine effect and or possibly something like Acidic Slime where I can tutor up a target land removal if and when I want. Mystifying Maze against Kalonian Hydra is kind of rough but again, most of my deck does not get caught by things like that so I might just worry less about it. I did have a brief thought of adding Wolfir Silverheart as an option for some defense for Tymna as later in the game I had some concerns about the low toughness on her. It might also just be me over thinking things though so for now I just wont worry about it until I can get more testing in.
    Posted in: Multiplayer Commander Decklists
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    posted a message on The Best & Most Fun Commanders, v. 2.0
    Quote from sH0opdAwoOp »

    Re: your particular vote for fun, I feel like I've seen a lot of talk that running a colorless deck with an Eldrazi at the helm is pretty fun. Might be something I have to try out someday.


    A lot of it really comes down to the fact that they play sooo differently. Its also sort of fun having the mortality of relying on a bunch of fragile artifacts as you mash the turbo ramp button harder than most. The two variants of Kozilek act as control, draw, and wincon in most cases so its sort of fun to see people squirm as you rush towards your goal. For me, average games seem to be something like a turn 5 eldrazi with fast games being as quick as turns 2-3 and slow games sometimes being literally when I hit 10 lands in play. Its fun though in that you have to sort of embrace what you can and cannot do and just see if anyone can stop you.
    Posted in: Commander (EDH)
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    posted a message on The Best & Most Fun Commanders, v. 2.0
    Well...

    #1-3 imply that we have consistent tournament results which we mostly do not for a national meta for this format so I am not under the impression that it can ever be answered with any sort of certainty.

    4) Eye of the beholder but.... I guess I will go with anything that is whackey and or out of the norm. For me currently, I guess I will go with Kozilek, the Great Distortion right now just because there is some bit of rush just mashing the ramp button into an enormous end bringing eldrazi. Any and every answer will vary and my answer based on my mood and what decks I have together will change.

    5) again eye of the beholder, I guess I would answer with some sort of interesting synergistic build that is not hug, fort, planeswalker, stax, stasis, combo, or MLD. In short, a fair deck that does something proactively rather than sitting back or reducing interaction.

    #6-10) No idea I dont play.
    Posted in: Commander (EDH)
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    posted a message on Suggestions for 4x starter decks for Commander. Introducing format to new players.
    I would approach it from a standpoint of what would actually be cheap to build. When going down this avenue I usually go for what costs less to ideally build which usually means 1-2 colors as adding more colors often involves adding more staples and a better landbase. Find some decks instead where the ideal build is a lower end so usually I would say look to a few strong mono colored commanders who have strong impact over subtle abilities so it will be more obvious as to how to play those decks for the newer players.
    Posted in: Commander (EDH)
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    posted a message on Best Big Smashy Monsters?
    I have a deck that fits what you are looking for. I play Tymna the Weaver and Ikra Shidiqi, the Usurper as the commanders. The commanders give me draw and lifegain which really helps be more aggressive in the plays. I play a lot of just generic beatdown with it. The draw that Tymna gives me lets me keep going and offset the fact that I am not running ETB value in a lot of ways.

    List can be found here or in my sig. I have been having a lot of success with it so far.
    Posted in: Commander (EDH)
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    posted a message on Tymna & Ikra Shidiqi - Abzan, the Beats
    Just a few quick deck changes from some things I have been thinking about of late. I am hoping to get more testing in with this deck as last week I was out sick and the week before I was playing other decks.

    DECK CHANGE:

    Cultivate -> Bloom Tender I had issues in that Cultivate felt like they landed at a little bit of an awkward mana cost for this deck. I often found myself being too busy for a 3 mana ramp. Its possible I move to more of the 2 mana ramp especially the ones that bring in lands untapped. Bloom Tender gives me a really sick curve with Tymna as it gives me essentially a free commander into play.

    Kodama's Reach -> Knight of the Reliquary same issues with cultivate, I just felt too action packed starting at 3 mana to be casting ramp. Knight gives me a lot of utility options as well as some ramp options. I have a lot of landfall triggers in this deck as well which Knight goes well with.

    1 Forest -> Yavimaya Hollow I realized my digital list didn't have the Hollow but my physical list did. It isn't something I feel I need too often but it does give me some utility options. I used it once to protect Tymna from a Shard Pheonix as well which is great. Overall I dont know entirely how I stand with it but as of right now I am ok with it. Knight of the Reliquary may increase my interest in my utility lands as well so I will keep an eye on it and see how it performs for me.



    With these changes, I also considered removing Skyshroud Claim but I felt I was more ok with it considering its negative mana loss the turn it dropped was lower than Cultivate and Kodama's Reach because the lands come in untapped and it gives me more positive tempo for future turns rather than just a balance of ramp and card advantage. Cutting Cultivate and Kodama's Reach also reduces my dependency on basic lands a little which is good. I did consider some 2 mana options especially something like Nature's Lore where the land comes in untapped. Deathrite Shaman was also something I considered as a replacement here but Bloom Tender won out here given how much more of a power ramp it gave in comparison. I am a little less certain on the Knight of the Reliquery but I like that its got good stats as well gives me utility and ramp options.
    Posted in: Multiplayer Commander Decklists
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    posted a message on Tymna & Ikra Shidiqi - Abzan, the Beats


    I won't deny it, power creep hit spiritmonger hard, but he's hardly "Unimpressive". He dodges protections, refuses to die, and grows progressively, whether chump blocked or otherwise. I guess my meta just runs more swords than yours, hence why the green ability tends to be more useful than not.

    And for the record, I'm not expecting opponents to just throw their titans under the MongerBus, but merely a statement of his size and potential. He's still a very playable card and I imagine you'd get more mileage out of him than Kothophed.


    Kothophed might not be a widely played card in the format however it is still a 6/6 flyer for 6 who has card draw on it. If I eat a wrath with Kothoped in play I am probably drawing cards. If I play Kothoped and attack into chump blockers I am also probably drawing cards. So, its a card draw driven evasive threat that is efficient stats for the mana with evasion. That sounds sort of exactly what I am looking for in a deck like this.

    Spiritmonger's ability to regen is also something that taxes its cost. Either you play around the option of regenerating and you turn him into a 6/6 for 6 as well as keep that one mana up every turn (kind of like an upkeep in some ways). If I were to encounter a wrath effect, first of all the wraths depend entirely on what they do and if you can regenerate at all anyways not to mention that you are looking at keeping one creature of many which means you will be rebuilding anyways or I could potentially draw a new fistful of cards with Kothoped. I don't really see any logic that makes me think that Spiritmonger makes sense over Kothoped at this time.

    Quote from Gamazson »
    I picked up a copy of Spiritmonger and gave him a test drive. I have to side with ISBpathfinder. The monger has it's strengths, but the regenerate function was less helpful than I imagined. Although he was trading with creatures each combat and coming out victorious, he was not taking life away from my opponent, thus I was getting no triggers on Irka or Tymna. I replaced him with Verdurous Gearhulk. The double green is more difficult to cast with my mana base, but the fact he can enter as an 8/8 and has trample means I still trade with the same creatures, but now I can get my trigger. Also I can drop the counters on Irka or Tymna, improving my chances of winning with general damage. I imagine this is how Kalonian Hydra is being used in Pathfinder's build. My K-Hydra is serving in another deck, but if Ezuri is ever retired I would put it in here as well.

    Another good card to look into is Phantom Nishoba. What a great threat! Trample, pusedo lifelink, and it resists death in combat. In my build it is pretty easy to add new counters. That would be a weakness in yours, but you might still like it because you can search it out with Recruiter of the Guard, and it would fit into Avenger of Zendikar's slot.


    Verdurous Gearhulk - I did consider this creature for a bit. In the end, I think its probably a fine beater and I like the ability to shift counters as needed but I also felt like since I did not yet have a copy, its long term price tag probably wont hold up much so I might look into it a bit deeper before I bother picking one up myself. Kalonian Hydra is probably stronger in sheer force but the ability to move counters as you want could also be useful especially if you ever like Chord of Calling for it mid combat as a trick. Its a long shot but who knows lol.

    Phantom Nishoba - I like the card, I used to play against a friend of mine casually who played the hell out of it. Overall though its a little expensive for what you get. It brings me back like spiritmonger, but again.... scope creep of creatures has probably made this a little obsolete. The fact that I also have life gain built in with Ikra makes me even more against it as any sort of argument of the lifegain becomes less relevant here.
    Posted in: Multiplayer Commander Decklists
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    posted a message on Tymna & Ikra Shidiqi - Abzan, the Beats


    I thoroughly disagree. Don't underestimate the 'Monger; He can fight every titan and win.


    It depends a little on priorities I guess. For the most part I am not worried about trading with a titan because I have more of them than my opponents. Most titans in this format are designed to be value over time cards as well so if they are blocking with a titan to defend themselves, I dont really care if I trade with it as most of them need to stay in play and attack to really gain their value.

    I wont deny that there are upsides to the monger but he also has a lot of downsides which are primarily that creatures have scope creeped since his time. A 6/6 for 5 mana isn't really that impressive anymore. It has no evasion either so rather than beating titans, my concern is that he just runs into tokens or ETB creatures and accomplishes very little.

    Keep in mind that your opponents chose how to block and thats the problem he has. If your opponents have titan sized creatures then they will use them to block whatever they can trade with anyways so its not like they would use a titan to block a spiritmonger anyways.
    Posted in: Multiplayer Commander Decklists
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    posted a message on Gisela, the Broken Blade (MWC)
    I played another interesting game of Gisela last night and since I was asked for updates recently I will give a game report on it. We ended up with 6 players last night and we opted to play some 3 team 2 headed giant games. Its kind of a thing we made up in our meta but its kind of interesting as it moves the games along a little faster by sharing the turns but it keeps the idea of free for all commander still in that there are three teams and a free for all mentality to it still.

    Game Report:

    As I mentioned, it was a six player, three team, team Two Headed Giant game. My own team was myself playing Gisela, the Broken Blade and my partner playing Breya, Etherium Shaper. Kalemne, Disciple of Iroas and Iroas, God of Victory as a team, and the final team was Kynaios and Tiro of Meletis and Zedruu the Greathearted.

    My opener was comprised of lands, mind stone, and a stoneforge mystic primarily. Based on the roll we were the last team to go.

    I opened with a turn 2 Mind Stone. Kynaios managed to ramp his commander into play on turn 3 thanks to a signet or something of the sort which I played an extra land off of. I got a turn 3 Sol Ring draw so I played it as well as my commander + stoneforge mystic (got a Sword of Fire and Ice given all the red decks).

    The hug decks start putting up Propaganda effects to which I pay for a time or two but struggle to do things and attack them so some of my attacks end up against the boros team. The boros decks have some trouble even with a Serra Ascendant that Kalemne tutored for with a recruiter given I was attacking for 6+ with first strike.

    The hug decks eventually get Righteous Aura into play which I try to Disenchant soon after but I eat a counterspell. The boros decks and I trade some hits as we are both having a hard time with the hug decks but cant really direct things at them. My partner and Zedruu both ended up somewhat land deprived in the early games which leads to a little less activity from them.

    After trading some blows, my partner Vampiric Tutors for an Oblivion Stone. The hug decks are onto us though and they try to chaos warp him before he can draw. Luckily he has a Sensei's Divining Top which I point out and he taps it to draw his card. We reset the board and I recast my commander.

    There is more back and forth and I eat an Inferno Titan on my Gisela once or twice. I end up finally getting Bruna in play and combine them with having rezed a Magus of the Moat off of Bruna (I tutored her a little earlier with Thalia's Lancers).

    The hug decks clone Brisela, Voice of Nightmares with a Phyrexian Metamorph and then exile mine with Ulamog, the Ceaseless Hunger. Luckily both come in tapped due to an Urabrask that was played by Kalemne the turn before. The hug decks also drop a Perplexing Chimera which cuts me off from most of my plays.

    The boros decks sort of surge up. The hug decks are mostly tapped down with few blockers. Kalemne plays a Thunder Dragon which is traded for with the Perplexing Chimera but it comes in tapped and kills the Chimera. The boros decks move to attack the 20 life hug decks and a trade is made beforehand with a Djinn of Infinite Deceits to try to get a Serra Ascendant from the boros players (it was still alive thanks to a darksteel plate it wore all game). I hit my Homeward Path to ensure the boros players could kill them this turn.

    From here, my partner cleaned up all of the creatures with an Austere Command and we were back to setting back up. I dropped an Unexpectedly Absent on the Darksteel Plate before it went through to catch the Serra Ascendant too. I set up an Akroma's Memorial to try to ready a few eldrazi I had in hand.

    Kalemne hit me back with an Austere Command for artifacts. And then it happened, Iroas played a Crovax, Ascendant Hero. It came back to our turn and I calmly played my Emrakul, the Promised End targeting the Iroas player. They dont see what I see and so they end up Swords to Plowshare a creature my ally has given the protection from instants that Emrakul has. I take control of his turn and I mass purge their life total to bounce Crovax, Ascendant Hero back to their hand.




    That ends my game report for now. I felt a little cheap ending the game in such a way. Technically speaking they were at an odd life total so I believe they remained at one life. They did however concede though when I started doing things.

    Overall, it was a very grindy game that took over 2 hours so I am sorry if some of my recap was a little vague. It was a lot of defenses to overcome and a very drawn out conclusion. When I hit my opponents with the Emrakul FTW they still had like 70+ life given the life they had gained but I suppose they did also have 15 commander damage from me. I guess I do have one change to mention but it wasnt really in response to this so much as something I finally pulled the trigger on.

    DECK CHANGE:

    1 Plains -> Wasteland it became obvious I might need to step up a little on hate for mazes and such. It shouldn't be a big change but I ordered one recently since it dropped in price so much so I added it in here.
    Posted in: Multiplayer Commander Decklists
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    posted a message on Gonti's World of Luxury
    Quote from NedB37 »
    So, built a version trying to ram as much synergy in as i can and over a couple of revisions, cut down on the creatures and bumped the spells.

    https://deckstats.net/decks/53380/643406-gonti-lord-of-luxury/en

    Having fun with it and it's definitely seen as 75% but can suddenly go off. The look on people's faces when i play their stuff is hilarious. I had Crypt Ghast out, with Gauntlet of Power and then played someone else's Zendikar Resurgent. Quickly got killed after but, fun. Also, Panharmonicon with a Blade of Selves strapped to a stolen Sun Titan. Brilliant.

    It's hit and miss but, when it hits it's so much fun. I use a dice to decide who to take things from and can politik my way round things because of that and 'it's not my card' etc..

    Anyway, all thoughts welcomed. Issues so far are sometimes being flooded (could cut land?) and being a bit weak to being hated on early. Could definiutely be improved on but, trying not to take it 'too far'.


    It looks like your list is similar in nature to my own. You might consider a little more draw in your deck though as it can smooth out land drops. Its something I need to work on a little myself as well.

    Reassembling Skeleton looks a little odd in the list. If you are using it for defense you might try something else like say Stinkweed Imp or Bitterblossom. Reassembling Skeleton is something I tend to use more as an engine for a Grave Pact deck sac outlet value stuff. You have Skullclamp in deck for it but I think its a little too narrow for something I would give room to. Ivory Tower is also kind of odd given that I dont see much draw in your list. I just dont know how much life its really going to give you. Lord of the Void while being a cool and somewhat on theme card might be better off as like a Rune-Scarred Demon (something with a strong ETB that recurs nicely rather than a value over time bruiser)
    Posted in: Multiplayer Commander Decklists
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    posted a message on Sram, Senior Edificer
    I was excited when he was spoiled. I think its a good effect but I probably wouldn't play him myself because I feel like its a commander who builds its own deck. I dont like it when it feels like a large portion of a deck builds itself as it feels like there is less room for actual deckbuilding and customization.

    Overall I think its a great effect and an interesting commander. But when it comes to the equipment, vehicles, and auras it felt too much like there would be a set list that you would see ported over to most every deck which is why I avoided playing him myself.
    Posted in: Commander (EDH)
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    posted a message on Sanctum Prelate
    To be honest, I feel like its really not very playable unless you are playing in a fast combo style of meta and even then, it seems questionable. Its just too fragile and does too little if you ask me. It seems like... you would have to find the right situations for it to actually work. I am not saying it cant, but it feels more likely to not work than for it to work.
    Posted in: Commander (EDH)
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    posted a message on Tymna & Ikra Shidiqi - Abzan, the Beats
    I ordered a bunch of cards to fill in the list last week (most of which got in yesterday). I am really enjoying this deck concept so far. I have a few adjustments I wanted to make before tomorrow and I am working on examining a few more options on cards yet too.

    DECK CHANGES:

    • Athreos, God of Passage -> Recruiter of the Guard unfortunately Athreos is not really reliably animating here and his recovery tool is accepting that I get wrathed. I think its alright but its not as explosive out of the gates as I want it to be. Recruiter of the Guard can be treated as if it were a white Abyssal Persecutor in that it can 2WW give me a Serra Ascendant into play plus itself. I think it has other great utility as well such as retrieving Selfless Spirit or Gaddock Teeg as well which seem good. It can also get me Azusa or Oracle of Mul Daya so it has ramp, protection, beaters all as options here. I like as well that the Recruiter is more of a 4-6 mana play than something I feel I need to do on turn 3 as well which is nice for an on curve Tymna if it makes sense to drop her.
    • Anafenza, the Foremost -> Scavenging Ooze I like the natural size of Anafenza but I noticed that she was awkward when not played on curve not to mention that if the game gets slowed down by blockers she has problems. She also seems less good when drawn later so with all of these complications I have chosen to move to Scavenging Ooze which I like that it curves a little better with Tymna as far as the mana costs. Scavenging is just more solid more often. I did end up depriving a Sidisi, Brood Tyrant player his zombies last week with Anafenza but outside of niche cases I feel like having Kalitas, Traitor of Ghet in the deck still gives me that option. I felt like there were more situations where Ooze made more sense than Anafenza is all I guess.
    • Armada Wurm -> Avenger of Zendikar they are similar in what they do but I just keep getting this feeling that Avenger is just the better card of the two. I know that Avenger fits this sort of deck well I just have a dislike for him I guess. Still, considering the similar mana it makes sense to make this move to something that just gives a stronger wincondition. I like the wurm as I think its a really cool card but for now, I think it needs to go.

    Strong Considerations: a few cards I still want to squeeze in but havent figured out how yet.

    • Knight of the Reliquary - I like the idea of a beater that gives me ramp and utility lands. I might have to assess what utility lands I run if I do include Knight. I like that I can use it to go get Bojuka Bog at instant speed as well.
    • Umezawa's Jitte - remove chump blockers primarily. Its nice that it can be split up and saved as needed.
    Posted in: Multiplayer Commander Decklists
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    posted a message on What cards are you tired of seeing in Commander?
    I am going to go more with an overarching staples / generic wincons.

    I get kind of bored of seeing big generic haymaker kills that dont really have any identity to them and or are used across a lot of decks. I dont mind at all being killed by something unique and or flavorful but I am getting really tired of seeing an enormous token wave be flashed in and then move at everyone being super pumped.
    Posted in: Commander (EDH)
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    posted a message on Gisela, the Broken Blade (MWC)
    Any updates made recently I would love to know


    There hasnt been too much new for this deck for now. I made a few more decks so I still try to get games in with this one when I can. I played a game a few weeks back where I ran into a Mystifying Maze + Tower of the Magistrate from one player and I seemed to not be able to dig Strip Mine effects that game. Other than that though I cant recall much for new things. I will try to get some more games here in the near future just so I can see if I have any other changes.

    It might be worth my time to pick up a wasteland for this deck as a random side note.
    Posted in: Multiplayer Commander Decklists
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    posted a message on Tymna & Ikra Shidiqi - Abzan, the Beats
    Ok, first of all, its taken me a bit to organize myself with this one so I appologize for the unanswered posts. I ended up pushing this together super fast at the last second and making a few last second swaps as well as bringing the list down to 100 cards kind of on the fly so I had some adjustments before I played the game last night which I played this deck in two games (I won both). So before I get into things I will try to straighten out a few things in my list.

    DECK CHANGES:

    cuts:
    • Well of Lost Dreams - it seemed too clunky given that I need to drop it with Ikra Shidiqi in play, then drop this and spend most of a turn trying to draw. Given all of the draw in the deck this just felt less fluid I guess. It takes a lot of mana and setup to really get it working. Overall when I was trying to build this I was trying for a lot of cards that work well on their own that get better with my commanders in play and this one just felt a little heavy in its setup for all the tools I have access to in Abzan.
    • Nihil Spellbomb - I ended up adding Kalitas, Traitor of Ghet to my list because he is good against sweepers and hates on graves. Given the addition of him I felt I was running a bit high on my grave hate with Anafenza, the Foremost and Bojuka Bog in the list too.
    • Polukranos, World Eater - he is good in size and I think his fight is decent. The problem I had is that he lacks evasion and I should be drawing enough cards that spending the mana on his fight should be something that I dont want to do.
    • Molder Slug - it felt like it didnt pack enough punch. There are decks I would love to have this for but it didnt seem like it would always be good enough.
    • Grave Titan - Honestly, I just had a lot of 6 drops. I came down to wanting / needing to cut either this or Armada Wurm. In the end I kept the Wurm for now because it gives two big bodies with evasion where as I felt like it was easier to chump the titan. They both technically come with the same power and the titan is better if you need to chump block but given I am trying to be attacking out and I have value generation on hitting players I wanted the evasion of the wurm over the easier chump of the titan. It was a tough call as the titan gives its own value over time but in the end I went for the one I felt would get in for damage to players better.
    • Demon of Wailing Agonies - it seems alright and I might consider it in the future. The trigger off of this guy is good but most of my stuff is just damage so I worry that its not enough damage on this guy and that it might just eat a maze and not be good enough based on that.
    • True Conviction - I love true conviction but I felt like it was a little more winmore here. Sure its a burst of damage but it doesn't give any evasion to my creatures so from that perspective its just like a consistant damage boost. The lifegain plus damage boost is what normally sells me on this card but here I have lifegain in one of my commanders so I felt like it was a little too dependent on me having a decent setup already. In the end I am cutting it for now because I felt like some sort of big overrun like Overwhelming Stampede might just be more in line with this deck but I wanted to just see how mashing dudes goes for now.
    • Necromancy - I love this card. I just needed to cut somewhere and most of the creatures I run in this deck are about equivalent so I didn't see how a situational creature is better than just having another creature. I am not really ETB or death based value so I felt like it might be a situation I could do without it for now.
    • Ghostway - I have a lot of anti wrathing and in the end I felt like it might be better to swap this out for Chord of Calling which I didn't have in here given that Chord can still for 5 mana give me a mass indestructible effect but is also less redundant than getting multiple of the anit wrath effects.
    • Siege Rhino - I used it last night.... it was ok... Overall its ok stats for the mana. It just didnt really feel like it was anything super special to me I guess. It was just ok and I needed to trim something.

    adds:
    • Emeria Angel - 3/3 for 4 flying isnt so great but it generates really good value over time. It gives chump blockers or evasive tokens that can get in and draw cards for me. Overall I think this is a good for the mana evasive beater who gives me some good versatility. Given that I have some tempo ramp as well as actual ramp cards it gives some good options. I used this last night and then with Azusa I dropped 2 extra fetchlands.
    • Chrome Mox - I wanted to try a little more tempo ramp. Getting a faster start can get me an edge. Its also useful if I am drawing several cards off of Tymna as I can use things I would otherwise possibly need to throw away to ramp and play more things with.
    • Mox Diamond - same as above. More tempo plz.
    • Glare of Subdual - I have a few utility / token creatures here. I can always use my commander and drop opponents defenses. This offers both offense and defense options. I can also use creatures I am playing this turn to get my existing creatures though making it yet further to block me.
    • Chord of Calling - versatile card. Given the little bit of mass artifact / enchantment hate I run as well as the anti wraths I felt like this would be a useful card for the deck.

    I ended up adding my lands as well. I ran on a very hodge podged together landbase last night but I intend to fine tune it. I might make some tweaks to it yet as I work on it IRL too but I at least got a relatively normal landbase up there.

    Quote from Kryptnyt »
    Whoa. What's up with the Brooding Saurian? Is it a meta choice? Or a trick I'm not seeing?


    Normally when I build decks I build decks up over 100 cards. It ended up in my list given it was a decent started minion with a positive effect that could be fetched if needed. In the end its not quite stat efficient enough for me to justify running so I did cut it but if it had been like a 5/5 for 4 it might have gotten to stay. When it comes to green creatures, picking up unique effects can be strong as it opens some tutoring options. I have always felt it is an interesting card but it would depend a little on the meta and what is being run too. Currently my meta is running a lot of Homeward Path for some reason so it has been pushing people away from creature theft a little more which is a bit ironic in that theft really had not been a problem.

    Criminal lack of Spiritmonger. Luckily, it doesn't have to be terminal.


    I love Spiritmonger. I started playing FNM magic just after it had rotated and I bought a playset which I used quite a bit casually with my friends. That all said, things that I am fond of from back in the day are one thing but I feel like a slightly above statted 5 drop is a little lacking. It does not have any evasion or value over time so its just a beater who can regenerate which I have a hard time justifying in a 5 mana beater.

    Its a cool idea but I think its a little lacking when compared to modern day creatures.

    Quote from Gamazson »
    I run Irka and Tymna as well. It is a very powerful combination.

    In my build, I run Silent Arbiter as a way of making Irka unblock-able. I will be adding Dueling Grounds soon as well.

    Alhammarret's Archive would also serve you well since it compliments both generals.

    You can check out my evolving list here



    I hadn't thought about Spiritmonger. I am slowly trying to incorporate as many +1 / +1 counter growth effects in my deck as I can, so I think this guys might be a good contender.



    Silent Arbiter / Dueling Grounds - these are interesting tactics if you are considering doing voltron tactics and such. I run Silent Arbiter in my Kozilek deck which I really like it there but I feel like Ikra Shidiqi is just a little small to really worry about sending her in unblocked. I am also going for more of a swarm with solid mass approach rather than sending in one or two attackers approach.

    Alhammarret's Archive - its not a bad idea but I have been trying to keep things simple. Both of my commanders are already situational on doing something to get their value so I wanted to stay away from cards that rely on my commanders doing their normal thing to be good. Its a little winmore in that if I have my commanders out and they are doing their thing I dont really need to make that better but if I am not out and doing my thing then this does nothing.

    I might steal Noxious Gearhulk as an idea from your list. I played with the idea of Shadowborn Demon and or Duplicant but both felt a little clunky. Getting menace and a removal might be worth considering though.
    Posted in: Multiplayer Commander Decklists
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    posted a message on Ulamog 1.0 vs. 2.0
    In my own experience it comes down to what your expectations are of them being removed. I think they are both a fairly similar in people's wanting to not be attacked by them with 1.0 obviously being worse. If you can consistently attack even once I would say that 1.0 is better. If you are not getting an attack in then 2.0 is by far superior. The exile removal of 2.0 can be relevant as well but its a bit of a meta call as well as the deck its being used in as to how relevant that is.

    How relevant the spot removal is can also weigh in as to which to use. If you are including them as spot removal as their main goal then 2.0. If you are looking for an end game beater then back to 1.0.
    Posted in: Commander (EDH)
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    posted a message on Tymna & Ikra Shidiqi - Abzan, the Beats
    I had been playing Ikra Shidiqi, the Usurper in another deck when I asked myself how a deck would look that just ran efficient beaters with commanders who benefit from hitting players. Using efficient and evasive beaters I generate value off of both of my commanders drawing cards and gaining life. Normally speaking, efficient beaters have a problem that they do not generate value and so you normally run out of steam with using these sort of strategies but Tymna acts as a super Phyrexian Arena allowing us to refill what we use up. Ikra makes it harder to haymaker us and or trade hits as well.

    I also run a good bit of anti sweep cards. Things like Selfless Spirit, Dauntless Escort, Golgari Charm, Heroic Intervention, and Eerie Interlude can all take a blow out wrath and turn it into dropping opponents defenses for my beatings to continue.

    So, essentially drop stat efficient creatures, tempo ramp, draw, and protect is my concept. I also tried making it a little creature heavy with more non-creature sweeps.

    DeckMagic OnlineOCTGN2ApprenticeBuy These Cards
    COMMANDER (2)
    1 Tymna the Weaver
    1 Ikra Shidiqi, the Usurper

    CREATURES (30)
    1 Serra Ascendant
    1 Bloom Tender
    1 Gaddock Teeg
    1 Sakura-Tribe Elder
    1 Scavenging Ooze
    1 Selfless Spirit
    1 Azusa, Lost but Seeking
    1 Dauntless Escort
    1 Doran, the Siege Tower
    1 Knight of the Reliquary
    1 Recruiter of the Guard
    1 Thalia, Heretic Cathar
    1 Abyssal Persecutor
    1 Emeria Angel
    1 Kalitas, Traitor of Ghet
    1 Nylea, God of the Hunt
    1 Oracle of Mul Daya
    1 Surrak, the Hunt Caller
    1 Bloodgift Demon
    1 Kalemne's Captain
    1 Kalonian Hydra
    1 Sunscorch Regent
    1 Titania, Protector of Argoth
    1 Bane of Progress
    1 Kothophed, Soul Hoarder
    1 Mikaeus, the Unhallowed
    1 Rampaging Baloths
    1 Sun Titan
    1 Avenger of Zendikar
    1 Elesh Norn, Grand Cenobite

    ARTIFACT (5)
    1 Mana Crypt
    1 Mox Diamond
    1 Chrome Mox
    1 Sol Ring
    1 Sword of Feast and Famine

    ENCHANTMENT (8)
    1 Exploration
    1 Burgeoning
    1 Sylvan Library
    1 Necropotence
    1 Phyrexian Arena
    1 Glare of Subdual
    1 Greater Good
    1 Lurking Predators

    INSTANT (9)
    1 Vampiric Tutor
    1 Eladamri's Call
    1 Golgari Charm
    1 Heroic Intervention
    1 Anguished Unmaking
    1 Beast Within
    1 Chord of Calling
    1 Eerie Interlude
    1 Fracturing Gust

    SORCERY (8)
    1 Green Sun's Zenith
    1 Demonic Tutor
    1 Explore
    1 Toxic Deluge
    1 Skyshroud Claim
    1 Austere Command
    1 Rishkar's Expertise
    1 Ezuri's Predation

    PLANESWALKER (1)
    1 Garruk, Primal Hunter

    LAND (37)
    1 Arid Mesa
    1 Bayou
    1 Bloodstained Mire
    1 Bojuka Bog
    1 Command Tower
    1 Fetid Heath
    1 Flooded Strand
    3 Forest
    1 Gemstone Caverns
    1 Godless Shrine
    1 Homeward Path
    1 Isolated Chapel
    1 Kor Haven
    1 Marsh Flats
    1 Misty Rainforest
    1 Murmuring Bosk
    1 Overgrown Tomb
    3 Plains
    1 Polluted Delta
    1 Savannah
    1 Scrubland
    1 Strip Mine
    1 Sunpetal Grove
    2 Swamp
    1 Temple Garden
    1 Twilight Mire
    1 Urborg, Tomb of Yawgmoth
    1 Verdant Catacombs
    1 Windswept Heath
    1 Wooded Foothills
    1 Woodland Cemetery
    1 Yavimaya Hollow



    CONSIDERATIONS:
    Survival of the Fittest - I guess its always an option to have 1GGW Serra Ascendant with this. Its sort of like a Chord of Calling for Ascendant in a lot of ways. The question is how much I need the toolboxing of creatures here since most are just beaters.
    Overwhelming Stampede - I dont really like mashing haymaker overruns but it seems like good burst damage.
    Bitterblossom - attackers and or defenders. It would trigger both of my commanders nicely and the small life loss is even less noticeable given the lifegain of Ikra.
    Deathrite Shaman - efficient mana dork with good versatility.
    Archangel of Tithes - this is normally something I dont much care for but it is a source of evasion here which is interesting. It makes it a lot harder to chump block and it itself has evasion which would help it live and connect. It also provides some options of defensive measures against tokens.
    Angelic Field Marshal - its got solid stats for the mana and mass vigilance isn't a bad thing.
    Umezawa's Jitte - the ability to spot remove blockers paves the way for more beat downs.
    Posted in: Multiplayer Commander Decklists
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    posted a message on [[Primer]] Lin Sivvi, The Rebel Scum
    Quote from JamesBrine »
    never saw restoration specialist. I'll give this card a try in my deck. I tend to run a lot of artifacts and enchantments.


    There is still an issue with narrow recovery cards in that you need to have drawn important recover cards and have them die / be discarded before picking them back up is really viable. Its possible that there is more value with this card if you run more cycling cards like Mask of Memory / Smuggler's Copter / Bazaar of Baghdad. I guess what I am saying is that recovery tools are usually blanks for the first several turns of most games and given our poor draw in mono white they can be blank for even longer.

    In general you want recovery tools to be broader in use (example: Eternal Witness / Regrowth can get any cards and Necromancy can recover from any graveyard). There are other things to factor in as well such as size and re-usability such as Sun Titan and Emeria Shepherd which provide value later in the game in that they give decent stated minions with strong reusable recursion.

    When it comes to recursion you want broad use and or re-usability has been what I have experienced in general.

    Posted in: Multiplayer Commander Decklists
  • 1

    posted a message on [[Official]] The Top 50 List (Week 2 - Multicolor Creatures)
    Quote from Ryujin »
    I don't think I could take these lists seriously anymore if Vorinclex gets removed.
    The title needs to be changed to "Top 50 most fun cards in Commander," and all the lists need to be redone if we're going to start doing this imo.


    1) keep in mind that the people who vote to remove a card only get it into the next week. Next week all who support it can vote on it so its not just those who do not like a card that make a card get to week number 2.
    2) we intentionally put all of the decisions on a voting so that there was no one person making calls for the list. Its possible we could do a top 50 list based on what we feel the best cards are and just have one person manage it but then there is no reason for voting. The point of this system is so that the community can take part in what this list looks like and we always let the community speak for what the list will be.

    So, I guess I wouldn't get too worried about it yet. People disliking a card does not get a card removed from the list. That is why we have a vote for cards following the vote against cards. Its interesting because the results from week one can look nothing like the results from week two. Don't let week 1 results throw you off of the end result.
    Posted in: Commander (EDH)
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    posted a message on [[Primer]] Lin Sivvi, The Rebel Scum
    Quote from JamesBrine »
    I'm not seeing alot from AEther Revolt. The main card is consulate crackdown. It would work nice as an academy rector target. Otherwise call for unity might be ok in a token build. What are other's thoughts around this set for the good o'l rebels


    Nothing really stands out for me but I should do a review anyways. Here goes.

    Aether Revolt Review:

    Call for Unity - this seems like a decent budget anthem. I think it really falls off for those looking to fine tune a deck but from the perspective of it doing things it seems to add up nicely and it should be cheap to obtain / its a new card so sometimes budget players just have new stuff on hand.

    Consulate Crackdown - its an interesting tempo deprival card. I dont much care for Oblivion Ring effects but its at least somewhat interesting in that it can catch a whole mess of things and avoid your own cards. I still wouldn't run it but its interesting.

    Exquisite Archangel - its an interesting card but unfortunately it requires itself to hit play and stay in play for its effect. Its an interesting design that resembles Platnum Angel in some ways but its not an effect that really works well. Unlike Platinum angel it cant stop infinite combos and its a preemptive effect that needs to be in play before you would die.

    Restoration Specialist - its not a bad effect I guess. Its still narrow enough in what it can do though that you really need artifacts & enchantments to be a core part of your deck for me to really like it.

    Sram, Senior Edificer - its a cool legend, if you want to build heavy on equipment I guess he can be considered but I like him more in a deck dedicated to that stuff and I think thats mostly looking at him as a commander or a few other mono white / boros legends.

    Heart of Kiran so, a 4/4 vigilance vehicle is not bad stats for a vehicle especially given its low mana cost to drop. Its downside is that a 3 powered rebel isnt super common. If this is something you want to try to pull off Blade of the Sixth Pride could help do it somewhat efficiently and combining it with Reveille Squad could be amusing as well. This goes fairly deep into things I dont normally run though so I think its a little questionable considering a 4/4 flying vigilant thing that takes specific rebels to activate sounds like a pain as well.

    Mobile Garrison this amuses me to some degree from the standpoint of using a rebel and then untapping or using whipchorder to open up an attack option with this and then untapping whipchorder. Its kind of amusing but to be honest its stats are not that exceptional and I am often not trying to tap down my creatures and mana on my turn if I can help it.

    Paradox Engine its interesting from the standpoint that you could generate excess mana and or rebel tutors with it but I dont really have excessive draw that I could just burn this. If you have a heavier cheap instant count you could possibly set something up but playing on our turn and pushing a bunch of things doesn't sound so great. This card seems better designed for a card with better draw and or a deck that doesn't mind doing a bunch of things on its own turn as much.

    Planar Bridge so, its super expensive to use but if you go into the big mana token builds I think this "could" be viable. Its so expensive to use that you really need to be using some big impact permanents. I dont think I would dismiss it but most of what is in here doesn't seem like big expensive permanents to me which is more of where I get the impression that this might work.

    Universal Solvent its ok removal but there is just better out there. Scour from Existence should be in a deck before this is ever considered and even then that is not that amazing of a card for white.

    Untethered Express I find this a little amusing because it grows as it attacks and its easy to pilot. It has some problems though if drawn later in a game.




    Overall, there is nothing I am really overly excited about for rebels here. Its not surprising as its actually uncommon for something big to really pop up for rebels. As a somewhat related / unrelated note; Smuggler's Copter was banned with the Aether Revolt banlist update for standard (the only format that was actively using it). I for one look forward to being able to pick up a copy on the cheap. I had held off because I felt its price was being temporarily increased by standard but without standard its price has really plummeted.
    Posted in: Multiplayer Commander Decklists
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    posted a message on [[Official]] The Top 50 List (Week 2 - Multicolor Creatures)

    "Stax reanimator" - I think you may have answered your own question...


    Its not like we have removed all of the land destruction from the list just because that is frowned upon. I can think of many games that were won off the back of an on curve Natural Order finding Vorinclex. Because it is not a tactic that is beloved does not mean it does not belong on the list. I dont mind if he goes down because people think him to not be worth the slot but I can vouch for it not being a bad card.
    Posted in: Commander (EDH)
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    posted a message on Favorite combat efficient creatures
    I was looking to maybe make a deck and fill it with combat efficient creatures like say Serra Ascendant and Abyssal Persecutor and I got to thinking if anyone else had done this and or had a few creatures that come to mind that they like for just turning sideways. I figured it could be interesting enough to discuss what other creatures people like turning sideways.
    Posted in: Commander (EDH)
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    posted a message on Kozilek, the Great Distortion
    I forgot that you played Kozilek. Its interesting to see how different our approaches are. I find myself running less and less expensive to cast cards all the time as I make more changes with mine.
    Posted in: Multiplayer Commander Decklists
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    posted a message on Jori En - Izzet Spellslinger Tokens
    Quote from Schutzwald »
    Tower of the Magistrate? That's a neat one. Are artifacts a big problem in your meta?

    What about Desolate Lighthouse? Seems like it would be pretty solid here.
    Goblin Electromancer is absent, just feel like it wasn't pulling its weight? Also Jace's Sanctum
    And Time Spiral could be sweet, I know you're trying to keep the curve extra low but that card is gas in U/R Anything. On that note, how about Bedlam Reveler

    [/horrible run-on post]


    Tower of the Magistrate - I wouldn't say its overly a problem but Sword of Fire and Ice / Darksteel Plate see some play and what I like about the tower is its a land that comes in untapped and still produces mana if its not a problem. I would say that on average a good portion of the decks in my meta do run 2 - 3 equipment so its not super relevant but its also not using up a ton of space. Its easy to use and keep up and sometimes its very important and a strong deprive occasionally. For me tower comes down to how much space is it taking up (a colorless mana land slot) vs the occasional need so I do like making room for it when I can. Forcing a creature to drop their equipment is a very strong tool.

    Desolate Lighthouse - I considered it but considering how draw focused the deck is I just felt I wasn't going to want to spend 4 mana on its ability. I will think about it a bit more but when it comes to utility land I generally try to weigh how frequent I plan to use them as well as how relevant the abilities of the utility lands are and I just felt that it was more mana than I wanted to spend for its ability. It would come down to running out of gas and not having things to do before I would resort to this and I feel like if that happens, I need be considering how to add more draw instead of adding the lighthouse. I think that its probably fine for some izzet builds but considering I am going with a draw focused build I am hoping that I never have to resort to such tactics as paying 4 mana to loot 1.

    Goblin Electromancer / Jace's Sanctum - I considered the Sanctum back when I was at 140 cards. I ended up cutting a LOT of cards to get down to 100 and in the end I felt that it was better to design arround a low curve at which point these cards are a little hit and miss. I tend to have a hard time with them in decks unless I am playing a lot of buyback cards or if my commander is giving me this effect (my GAAIV deck). When it comes to cost reduction its hard to build around that concept unless you are including a lot of buyback cards. Buyback cards tend to get better as your ability to actually draw new cards gets worse or if you go about cost reducing them. Since I felt that my draw capabilities were better and I didn't have any natural synergy with cost reduction other than having the ability to cast more than one spell in a turn I felt that it wasnt worth trying to find space for these effects.

    Time Spiral - I could in fact try to play a tempo build with more bounce effects and situational sweeping with wheels. Its not the build I was going for but generally wheel based decks want to be moving real fast with lots of fast mana and bounce effects. The new Baral's Expertise could for instance allow you to cast a Windfall afterwards which would be a great tempo wheel effect. Its not the direction I was going to be honest. When it comes to blue I tend to avoid playing wheels unless you are moving very very quickly and trying to tempo play your opponents. I have never had much luck with tempo wheel strategies but I also have a harder time justifying them when playing blue as it really involves having a very good start and disrupting your opponents. I think personally its a strategy that works better with a commander who can serve as a threat themselves such as possibly Shu Yun, the Silent Tempest.

    Bedlam Reveler - the only reason I refrained on this card is because it requires you to discard your hand and draw to three. It really depends a little on how well I can chain draw I guess but its possible. It does have good synergy with spellslinging but its also a card where you want to burn your hand out and then play after you have an empty hand. I will try to assess it a little more perhaps after I get a chance to playtest this as if you have a full hand its bad but if you have an empty hand its great. If I find myself constantly at a low hand count it should be a great card so I guess I will think about it for now.
    Posted in: Multiplayer Commander Decklists
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    posted a message on Jori En - Izzet Spellslinger Tokens
    I have been toying with the idea of Jori En for a while. When she was first spoiled I was very interested in her but I shyed away because Izzet usually needs to do spellslinger to work. I more recently put together a Grand Arbiter Augustin IV deck and while I really love how it plays I have gotten a LOT of complaints about the commander. Given how many times I have stumbled over the hatred for the commander and the out of nowhere removal for him I felt like I wanted to try another option for spellslinger and I like how Jori En feels a little less threatening and a little more finesse based in that her abilities are more subtle and less aggravating for opponents.

    So I guess this is me trying to come up with an alternative for GAAIV. I am not going to decomission that right now but I want to see how this plays in comparison. With my GAAIV deck I focus a lot on doing 2-4 mana things because the 2 mana is the most bang for the buck when you cost reduce and cut something's cost in half. Moving to this list I went with a little lower costs and I am going for a little more draw from my commander instead of the cost reduction.

    Here is my first draft of Jori En which I hope to test soon. When I first built the list I ended up with 140 cards and I had to cut a LOT of goodstuff to get it to where it is now. There are so many things I could consider like Cleaver Impersonator, Gilded Drake, and so many others but I really wanted to focus a little more on cheap spellcasting and things that would improve their performance. I went with spellslinger in part because that is some of the stronger elements that Izzet has access to and I really really love some of the newer spellslinger tools that have come out in more recent sets so it really made me want to toy deeper with what there is out there for spellslinger. You will notice that I have a distinct lack of dedicated wincons. This is a bit of my own style when building a deck as I tend to worry more about if it runs well than if it can close out games. When a deck runs well it generally finds opportunities to close out games. I think some of the token generation + extra turns could be enough so for now I want to keep the list more to functioning well than clogging it up with "wincons".

    DeckMagic OnlineOCTGN2ApprenticeBuy These Cards
    COMMANDER (1)
    1 Jori En, Ruin Diver

    CREATURES (15)
    1 Snapcaster Mage
    1 Thing in the Ice
    1 Young Pyromancer
    1 Guttersnipe
    1 Trinket Mage
    1 Niblis of Frost
    1 Phyrexian Metamorph
    1 Talrand, Sky Summoner
    1 Disciple of the Ring
    1 Docent of Perfection
    1 Goblin Dark-Dwellers
    1 Keranos, God of Storms
    1 Melek, Izzet Paragon
    1 Torrential Gearhulk
    1 Djinn Illuminatus

    ARTIFACT (7)
    1 Chrome Mox
    1 Mox Diamond
    1 Tormod's Crypt
    1 Sensei's Divining Top
    1 Sol Ring
    1 Isochron Scepter
    1 Sword of the Animist

    ENCHANTMENT (4)
    1 Mystic Remora
    1 Future Sight
    1 Metallurgic Summonings
    1 Treachery

    INSTANT (21)
    1 Brainstorm
    1 Mystical Tutor
    1 Pongify
    1 Thought Scour
    1 Visions of Beyond
    1 Anticipate
    1 Arcane Denial
    1 Cyclonic Rift
    1 Impulse
    1 Izzet Charm
    1 Mana Drain
    1 Reality Shift
    1 Shattering Pulse
    1 Starstorm
    1 Think Twice
    1 Chaos Warp
    1 Cryptic Command
    1 Fact or Fiction
    1 Force of Will
    1 Mystic Confluence
    1 Dig Through Time

    SORCERY (14)
    1 Faithless Looting
    1 Ponder
    1 Preordain
    1 Serum Visions
    1 Shattering Spree
    1 Curse of the Swine
    1 Merchant Scroll
    1 Mizzium Mortars
    1 Fiery Confluence
    1 Mizzix's Mastery
    1 Past in Flames
    1 Capture of Jingzhou
    1 Temporal Manipulation
    1 Time Warp

    PLANESWALKER (2)
    1 Dack Fayden
    1 Tezzeret the Seeker

    LAND (36)
    1 Academy Ruins
    1 Arid Mesa
    1 Bloodstained Mire
    1 Cascade Bluffs
    1 Command Tower
    1 Flooded Strand
    1 Gemstone Caverns
    1 High Market
    7 Island
    1 Kher Keep
    1 Misty Rainforest
    6 Mountain
    1 Myriad Landscape
    1 Mystifying Maze
    1 Polluted Delta
    1 Reliquary Tower
    1 Scalding Tarn
    1 Steam Vents
    1 Strip Mine
    1 Sulfur Falls
    1 Tectonic Edge
    1 Tower of the Magistrate
    1 Volcanic Island
    1 Winding Canyons
    1 Wooded Foothills



    CONSIDERATIONS
    • Fog Bank (Its cheap defense that can multitask easily. I only dont like that it has nothing to do with the rest of the deck but other than that, it works well with my commander and it gives cheap blocks.)
    • Gamble (I felt like other than like a wraths there wasn't a lot of key cards I need enough to gamble for them. Perhaps I am just being silly but we will see I guess.)
    • Tidespout Tyrant (the idea of chaining little spells and bouncing things sounds great, except for its 8 mana cost to drop.)
    • Divergent Transformations (I like the idea of transforming a token into something else at my opponents end step. This deck has a lot of good things to hit and this can also deal with pesky creatures so this seems interesting to me.)
    • Oblivion Stone (I really want to find room for it but I felt that a lot of the other wraths actually fit my theme better. I think this is probably important to make room for when I can given my inability to answer enchantments.)
    • Sigil Tracer (My commander is a wizard too so just this + Jori En could copy spells together. I held off though because I ended up cutting all of the forking effects from the deck because I needed to make room and honestly fork effects are responsive and I wanted to have more pro active cards than reactive cards for now.)
    • Rhystic Study (I had it in until the last few cuts. Its tempo and draw so I can totally see it making the cut but I didnt want to cut deeper into the spells for now)
    • Psychosis Crawler (I am a little concerned with how much this will actually do. I dont wheel or do big draw x effects so I feel like its worse than guttersnipe given the build)
    • Purphoros, God of the Forge (with more token generators it could be good)
    • Darksteel Plate (I often enjoy protection but given the more subtle nature of this commander plus low cost I dont know its needed.)
    • Baral's Expertise (I like the tempo of the card. I fear though that it eats up a wrath slot but it doesnt catch enough cards in it or I would need to target one player a little heavier. I still think it is promising if one player is ahead but again, its just tempo.)
    • Zephid's Embrace (it curves well with my commander and the idea of starting in on some commander beats sounds tempting. Some protection, buffing, and evasion all on a reasonable cost.)
    • Mana Crypt (I kept the moxes in instead in part because they dont eat my face off. We will see how things run for now but it was something I put some thought into.)
    • Bedlam Reveler (as Schutzwald pointed out it could be a good card here. It depends a little on how much I am burning my hand out though so I will test the deck first before deciding more on this.)
    Posted in: Multiplayer Commander Decklists
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    posted a message on [[Official]] The Top 50 List (Week 2 - Multicolor Creatures)
    I will support World Breaker. Exile is becoming more and more relevant as they make more indestructible crap (especially gods). The fact that it has reach and a big but is very useful as well and the ability to recover it is always an option which is cool.
    Posted in: Commander (EDH)
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    posted a message on Djinn Illuminatus questions
    Thanks for the quick response. I appreciate the clarification.
    Posted in: Magic Rulings
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    posted a message on Djinn Illuminatus questions
    I have a few quick questions with Djinn Illuminatus

    1) Overload / Flashback (kicker lol) - if I have a Overload or Kicker card, do I do just the card as normal for the replicate or do I get to copy what I paid for with the original spell?

    2) Modes - if I replicate Fiery Confluence I assume its with the same chosen modes?
    Posted in: Magic Rulings
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    posted a message on [[Official]] The Top 50 List (Week 2 - Multicolor Creatures)
    Quote from Pumpkin_Eater »
    Supporting Priest of Titania, nominating Selvala, Heart of the Wilds.

    Vorinclex is getting votes, could this be the week we finally take down that overrated, overcosted doofus?


    I dont know.... Kamahl, Fist of Krosa and Regal Force are somehow still on the list. Vorinclex might be overrated but I would put both of those two even higher. Woodfall Primus is still on the list too and I also have long felt that it is super overrated considering I think Terastodon is overrated and for the most part Woodfall is "most of the time" worse than he is. In general, I think the expensive mana green creatures on the list are mostly overrated.

    I will nominate Ulvenwald Hydra. I have found it more impressive of late in that it gives a big brick wall blocker with a ramp for any land you want.
    Posted in: Commander (EDH)
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    posted a message on Kozilek, Butcher of Truth vs. Ulamog The Ceaseless Hunger
    Quote from pulli23 »


    Uh I'm sorry but this is even more a problem for annihilator: sacrifice 12 permanents is basically: "well you're still in the game, but you don't count anymore, might as well give up". I rather lose upfront to twice mill 60 (while still being able to do the things I have on the board between those turns) than to get into a state where I am just a wall-flower and draw-go passing the most "long" turns of a game.


    You might consider Kozilek, the Great Distortion then. I like him personally because the annihilate does super feel bad. I also like that I feel like I am playing more of an aggro / control deck than a combo / stax deck which is how I feel the original Koziek feels.

    I have been playing Kozilek, the Great Distortion for about a year now and I still love playing the deck.
    Posted in: Multiplayer Commander Decklists
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    posted a message on Kozilek, Butcher of Truth vs. Ulamog The Ceaseless Hunger
    Quote from Juwdah »
    I personally find newlamog way weaker than any other choice of general for colorless. As the exile two on cast is great, but after that you're stuck with an empty hand and a big fatty that gets answered very easily. And if he doesn't,.. "ehh" people will still combo out or keep playing even after a portion of their deck is exiled. It doesn't matter as much as annihilator would.

    If you're going for infinite mana and sac outlet, he's good for exiling everyone's field but old Ulamog can just destroy them and brings annihilator with him.

    Neither have draw though, which is infinitely more needed in colorless. (and heck, better with infinite mana and sac if you're into that)

    But hey, I might be biased. he he


    I am also biased but I also would play either Kozilek over any of the other colorless options. I play the new Kozilek which I feel a little less guilty about as the annihilate feels really rough.

    I will say though counterspelling blue players with colorless abilities that cost no mana is..... extremely fun. The two kozileks do play a LOT differently between the two cards.
    Posted in: Multiplayer Commander Decklists
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    posted a message on The Great Distortion of Kozilek
    Quote from Mentack87 »
    I would replace the chrome mox, as it won't tap for mana. I would instead keep the reliquary tower, and lose the mirror pool or replace it with steel hellkite.


    I apologize for the delay. You are correct that the non artifact clause of the Chrome Mox is exceptionally bad for this deck. I was remembering it as just a non-land and then I just forgot to respond to your post at a later point in time. I cant remember what I changed it to in my actual list so I will just pretend it has been in my list for the purpose of making changes rather than try to figure out what I actually put in there instead.




    Normally I dont do set reviews for my non primers but given how few playable cards Kozilek normally gets in a set and how many interesting ones he got this time I am opting to do a set review this time. Given the number of cards I found worth mentioning I will bold the ones that I find more viable.

    Aether Revolt Set Review:

    • Cogwork Assembler - I really like the flavor of what they are doing here. The cost of the creature and its stats are all good. But when it comes to the ability I feel like its a little too expensive on the activation for a one turn copy. I would be interested in this mechanic for a little less mana or making a permenant copy. Its interesting and I think its close to where I would be interested in testing but it is just a little too clunky still.
    • Gonti's Aether Heart - I do love some extra turns. My bigges issue with this card is that it looks like it would be a challange to make this go off even with an artifact heavy deck. It means dropping it one turn and probably generating the energy for it over the next turn or two. If I had other cards in the deck that cared about energy I think this is a good energy generation method but I just feel its too all or nothing and its spaced out a little too much.
    • Hope of Ghirapur - its an interesting card from the perspective of wrath defense and or counterspell defense. Overall though I think its impact is a little too low. Its a cool and flavorful card but I think its role is better filled by something like Defense Matrix as far as counter defense goes.
    • Inspiring Statuary - this card is one that I think has a lot of potential. It does not act as a mana stone for the rest of the deck but given how many cheap utility artifacts I have in here, it turns all of them into one mana stones for the purpose of casting my commander. I think it has a lot of potential but unfortunately its not the kind of ramp that ramps my other ramp. Its a little give and take but I think its interesting enough that I want to test it.
    • Pacification Array - its sort of like another Icy Manipulator effect but with a lower start up cost as well as worse targeting options. Tapping down defenses is still strong and it can protect from flying / evasive attackers but the loss of the ability to target lands is kind of a big thing to me as I like the diversity of what Icy Manipulator can do.
    • Paradox Engine - This card has a lot of potential considering we are a deck that can tempo very well and we have a big hand refill as a commander. The biggest concern I have over it offhand is the mana cost to get it into play means that its hard to play it and then play another card + have the mana stones to really profit from it. This to me means that it will either be slow out of the gates and it will be dropped and pass turn or that its a little more of a mid game card. I will be honest that I am not as sold on this card as it stands just because of its mana cost to play it and then requiring additional things to be cast to trigger it. Don't get me wrong, I am totally thinking of things like Mana Crypt + 0 cost cards just going to town but I also have concerns about this. I want to justify testing it as I think its a card with a lot of potential but I also have concerns about it as it more seems like an infinite combo enabler than something to nicely tempo ramp off of.
    • Planar Bridge - Tutor Ugin into play for 14 mana? Seems good. Honestly, Ugin and All is Dust are two of my most impactful cards of this deck and the fact that I could tutor Ugin or a Silent Arbitor into play is kind of a big deal. I had been pushing around the idea of Ring of Three Wishes for a bit but considering the cost of dropping and using it and then casting what I get it felt too clunky. This bridge shortcuts some of it by cutting like exactly 3 cards from the tutor list it can put any of the rest of the deck directly into play. This deck is also a big mana deck so 14 mana is not so unreasonable to be honest.
    • Scrap Trawler - Its sort of interesting from the perspective of a recovery plan in case of being wrathed but usually I dont worry about that too much as I usually just go for mashing more Kozilek into more cards drawn. Still, I could see it for those who worry about recovery plans as it could probably pick up a bunch of mana stones and such. It is also interesting from the perspective of the artifacts that sacrifice to do things as many of them have low cost and so they can potentially chain each other.
    • Treasure Keeper - from the perspective that it could give a blocker who dies nicely its interesting. From the perspective that it does not really advance anything quickly and it seems more for the value from sacrifice decks I dont think I would run it. Its not a bad creature but its not pushing us forward in ramp or giving us any utility I dont see it making the cut.
    • Universal Solvent - This card is freaking sweet from the perspective that it does not clog up our hands. I cant tell you how many times I have been stuck with 6+ mana stuff in hand when I am ready to cast Kozilek and it costs me draw. From that perspective I love this card as in the early game I can just push it out and move my hand more.
    • Walking Ballista - This card is great because it can really be pushed around based on where you are in the game. You can drop it with a low counter count to get Kozilek into play and get more cards or you can draw it late and drop it with a bunch of counters. I like this from the perspective of another answer to tokens and just on demand spot removal for utility creatures and such. Its hard to come by unconditional removal in colorless and this is something that plays well into the big mana mentality of the deck as well as helps against tokens (one of the things I have a hard time with).

    So, overall thats a lot of cards I have in consideration. Most of the ones I bolded I want to try to get into my list for some testing so I will play with a few things in list.

    DECK CHANGES:

    • Conduit of Ruin -> Walking Ballista so, the Conduit of Ruin has been a little less impressive than I have wanted it to be for some time now. It can really only tutor for one of two cards and both do sort of the same thing and its tutor to topdeck which has really kind of sucked. I think the Ballista gives me something in place of something that has not really been working so I am interested in seeing its results.
    • Chrome Mox -> Universal Solvent I goofed when I added the mox and its not a card that works here. The solvent I am interested in from the perspective that I can get it into play early and not get things stuck in my hand when I go to play kozilek. It is similar in some ways to Unstable Obelisk in that the oblisk is not really good ramp so you drop the ramp element of the card but make it cost less so its easier to get in with excess mana in a turn rather than spending a turn on it. I did consider cutting something like Spine of Ish Sah to make room for this but I needed to cut the mox and the Spine is still an interesting fetch option off of Planar Bridge which I am adding right now.
    • Chromatic Lantern -> Inspiring Statuary honestly both of these mana stones have pros and cons. The lantern only really becomes good if and when I get lands that do not tap for mana so shy of that its a really bad mana stone. Given the number of random artifacts that I just vomit into play I think this new one really helps me play Kozilek out faster so I suspect I will get more mana for casting my commander from it at the downside that it does not ramp into other ramp well. The lantern sucked at being ramp anyways so I think this is a fine switch.
    • Staff of Domination -> Planar Bridge I honestly had a hard time ever really using the staff. I was not playing the staff to go infinite and the one time I remember setting up the cards that could go infinite with it I did not execute any of the infinite combo with it. Given this and how usually, I am drawing fairly well in the deck I feel that the staff isn't the card that I really need in this deck. The bridge is a much better mana dump and it should give me both offense and defense in that I can toolbox better. Ugin is one of my most wanted cards for this deck so a tutor that can fetch Ugin seems great.
    Posted in: Multiplayer Commander Decklists
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    posted a message on Gonti's World of Luxury
    Quote from medic874 »
    Whip of Erbos is a decent card to use for gonti


    I have been giving it a bit more consideration of late. I have honestly been sort of just coasting on my current list for a while without really putting a lot of thought into changes so I will try to come arround sometime in the soonish future and weigh a few considerations for the deck.

    Quote from Nikerym »
    So after reading this thread I desided to build a verson of Gonti (pretty suboptimal, as im missing a few key cards) and took it for a spin, and I must say I wasnt disapointed! So grindy and fun, and the ability to search my opponents decks for answers was a blast. In one game I was milled out by one player, but during upkeep (thanks to a sac outlet and nim deathmantle) I was able to find Memory's Journey, shuffeled in 2 cards + beacon of unrest and was able to win with Drana + tainted strike. Thanks again for this thread, I enjoyed playing gonti alot:D


    I am glad you have enjoyed it. Its a really interesting deck concept for sure. I have been running into a few more super narrow specific build decks of late which concerns me a little from the perspective of Gonti but I have still been enjoying the deck.




    I wont do a full game review but I will give a short overview of the end of it. I was playing a game in which an aggro player had a good early start and he pushed a lot of us down low on health. A group hug deck played Collective Voyage and we all got like 7 more lands.

    I had been pushed down to like 20 life by the time I got anything really accomplished but I managed to play Lifeline + Wurmcoil Engine with a Phyrexian Altar in play and began mass splitting my wurmcoil. I got punched for another 9 in the air and went to 11 life. I managed to gain a little back off a Warchief Giant.

    I did a Vampiric Tutor for Gray Merchant of Asphodel at my opponents end step. On my turn I played Chainer, Dementia Master + Gray Merchant of Asphodel with 4 mana left remaining up. I happened to also have 8 Wurmcoil Engine tokens + the actual Wurmcoil still in play under my control though so that was an additional 11 mana from the Altar I had on top of the 4 lands I had up. I rezed Mikaeus, the Unhallowed with chainer and proceeded to hit my opponents for something gross like 215+ life draining each with only 2 devotion starting the turn.

    I guess it goes to show how dumb mono black can be with Gray Merchant. I dont particularly like winning that way but the game was kind of looking a little stallish otherwise. It was impressive the number of loops I did without going infinite as it was something like 26 loops of Gary without being infinite.
    Posted in: Multiplayer Commander Decklists
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    posted a message on [[Primer]] Lin Sivvi, The Rebel Scum
    How have you found Bazaar of Baghdad? I have one, but I'm not sure if Mono-White really has the tools to afford to discard 3, even after drawing 2. Thoughts?


    This deck is a toolbox deck so say you draw your Bound in Silence. You now are stuck with sorcery speed implementation for that tool and cannot put it on hexproof / shroud enemy creatures. In a lot of cases we do not want rebels in hand so in a lot of cases it can make sense to cycle them out of hand.

    Rebels in hand are usually like.... 1/4 a card which is a little awkward but their power comes from being cheated into play at instant speed. Casting most of the rebels from hand at sorcery speed really makes them a lot worse so any time you can cycle them from hand it means you can use Lin Sivv to tuck them back into the deck. Also keep in mind its amazing if you get like a Land Tax because its just like power draw then.

    I wouldn't say that you need a Bazaar of Baghdad to play this deck. I do own one though and I have really enjoyed it in this deck.
    Posted in: Multiplayer Commander Decklists
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    posted a message on Korlash, Heir to Blackblade - MBC
    Quote from rshizz »
    I don't know if you have played this deck in awhile, or even still have it, but the new Yahenni, Undying Partisan has me thinking about my old korlash (long gone) deck. I may have to bring it back with the new commander... There are some differences, but I feel like they would play similarly. I know your list is a lot more control oriented, but the sac outlet on a commander seems good. The indestructible is a lot more relevant than regenerate too, however at the cost of needing ramp up time to get big.

    He/she/it has sparked my interest, maybe you as well?


    Well, there are some differences between the two

    The new one starts off smaller and needs to build up. The protection is stronger on the new one but its also more dependent on your board state. Korlash is stronger and needs less assistance but also doesn't really lend himself to a specific build so the new one sort of resembles more of a Grave Pact style of commander to me. There are some similarities but I am not as interested in the new one as it stands right now. Korlash could come back in the future but I shifted my focus to Gonti for now for mono black. I did enjoy both Toshiro and Korlash as commanders I am just sort of testing the waters with a few things though. For some reason my draw never felt good enough in Korlash so I found myself running out of steam far more often than I felt I should have been with this deck.
    Posted in: Multiplayer Commander Decklists
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    posted a message on Extra Turns are filler
    So, if you have any value over time effects, they go further with extra turns. If you have a Sword of Fire and Ice equipped, that extra turn draws you 2 more cards (1 for the turn 1 for the sword), Birthing Pod, Phyrexian Arena, Sun Titan, etc

    Extra turns replace themselves and their mana expenditure (assuming they are not countered). So in this sense, there is never a bad extra turn that resolves. But when you have a value effect that triggers an additional time is when they shine. They also represent burst combat damage so suddenly you get to turn sideways more times than anticipated which can lead to explosiveness and out of nowhere kills.

    Extra turns are usually frowned on because they are so good and there is little for ways to interact with them. I have never viewed them as not doing enough though as outside of eating a counterspell, I have never had a "bad" extra turn. They always draw you another card and untap all of your lands.
    Posted in: Commander (EDH)
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    posted a message on [[Official]] Unreleased and New Card Discussion
    Rishkar's Expertise wow.... thats kind of a ridiculous card. It doesn't target so as long as you have a few creatures its hard to stop entirely and the fact that you get to cast another spell and possibly make this into a 1 mana draw card is a little bonkers. Comparing this against Soul's Majesty its really not even fair to compare the two.
    Posted in: Commander (EDH)
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    posted a message on What fair strategies do you dislike?
    Ramp decks. I hate them because MLD and Stasis tactics are so normally frowned upon that its really hard to interact with a deck that just blows its ramp load.
    Posted in: Commander (EDH)
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    posted a message on Daretti the Degenerate - Aether Revolt Update
    Cool

    The doorman was handing out glasses to protect from all the bling glare.

    Congrats on primer status.
    Posted in: Multiplayer Commander Decklists
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    posted a message on How many Swamps for Cabal Coffers?
    I am generally in or close to the 20 mark. I have occasionally run coffers in a multicolored deck with less than 20 swamps but in those you will see a heavy presence of dual lands that are swamps and fetchlands with an unbalanced land count favoring swamps.

    When running a mono black deck, I still usually try to aim for 25ish swamps. The important thing to consider there is that you wont always have coffers (just not get it or it gets answered) so I try to still run plenty of utility lands outside of coffers.

    Lens - I dont run it myself because I dont like the negative tempo it gives when it is answered. It works a lot better in combo tactics where you drop lens the turn you plan to combo off so its not a problem then. I dont run combo and I think for fair decks that dont run in combo environments its a heavy burden to accept that negative land drop with its being removed.
    Posted in: Commander (EDH)
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    posted a message on [[Official]] The Top 50 List (Week 2 - Multicolor Creatures)
    I will nominate Faithless Looting. There are so many decks that I really enjoy the power of a cheap filter that digs deep. The flashback on it really seals the deal for me with this card as being a good card. Its really nice when setting up for a recursion deck, throwing away anger, or just moving situational cards / digging for what it is you need.
    Posted in: Commander (EDH)
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    posted a message on Christmas Mailbag
    Sorry to hear about the news.

    I recall you went back to college. What is your degree in and what are you hoping to do with it. (I ask mostly because I dont keep up all the time with your Q&A stuff)
    Posted in: Commander (EDH)
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    posted a message on [[Official]] The Top 50 List (Week 2 - Multicolor Creatures)
    I personally am not that impressed by Siege-Gang. In the goblins deck it's obviously great but outside that? The shock ability is of very low value in commander and what you're left with is a handful of tokens. Tokens are never bad but there are a lot of ways to generate them and a bunch of 1/1 tokens in commander is not that impressive. I think it's maybe a case of the halo effect of a card that is a constructed all-star that doesn't translate as well to multiplayer as people might think (the story of red.)


    Lets give a rundown of why its so great

    1: 4 bodies for 5 mana
    2: 5 power for 5 mana
    3: spot removal
    4: TONS OF BLOCKS
    5: Token synergy
    6: totorability with Imperial Recruiter, Goblin Matron, Goblin Recruiter, and Moggcatcher.

    Overall, its a great card because it gives tons of bodies, power, is heavily tutorable, and gives removal. Honestly, you could make it any color you want and the number of bodies you get, power, and removal it gives are all spectacular. You might think its a goblin only sort of tactic but honestly its in the top 3 goblins. You can honestly get away with just 2-3 tutor targets and justify a goblin package to run Goblin Matron for. Its right up there with Kiki-Jiki and Goblin Welder as some of the best cards to consider for a goblin package and you dont even have to go that deep to justify doing so.
    Posted in: Commander (EDH)
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    posted a message on Collecting Ideas for a New Deck
    You might consider Derevi, Empyrial Tactician from the standpoint of being very disposable. It also fits a lot of these concepts as it gives you something that can be somewhat disposable and or played on another turn. It doesn't dodge your request of no white but there are really only a few white tutors and most of them I wouldn't even feel that bad for not running.

    If you want to stick to just UG then I guess.... Rashmi, Eternities Crafter could work. The pseudo draw / cascade could be interesting to build in as a topdeck manipulator deck. I dont feel the Blue Green options are excessively interesting to be honest but its my best suggestion.
    Posted in: Commander (EDH)
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