I got asked about the phasing loophole for Commanders again. It's always exciting.*
* Mainly because there are still unanswered questions that the rules are a bit ambiguous about. But if you bring them up, judges give you dirty looks, since it's really just a theoretical thing.
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4/24/2015 9:20:41 AMPosted in: Commander (EDH)Quote from Galspanic »I did not like it at all. I know that puts me in the nerd minority but I was bored out of my mind and couldn't find myself caring about any of the characters.
I'm with you on this one. I'm still watching it, and it's getting better...
Overall, it's 'ok,' but I'm finding it hard to relate, or be engaged in any of the story arcs. The bad guys are at least not idiots, but really, I'm supposed to believe that those guys made it to the top of their food chain? (Except for the evil lawyer guy, he's believable, mostly).
Overall, I can watch it, but it's just filler.
4/24/2015 9:05:52 AMAlesha can always bring it back? eh?Posted in: Commander (EDH)
4/20/2015 4:33:10 PMbobthefunny posted a message on Is Commander Really A Budget, Casual-Player Format?Like any format in magic, the larger the collection you have, and the more money you can spend, the more options and opportunities you have.Posted in: Commander (EDH)
However, unlike most other formats, a lot of the power level discrepancy is handled by the very multiplayer nature of the format. In multiplayer, even if your deck is weaker, it means your other opponents need to dedicate more of their resources against each other, allowing you to maintain an equivalent level of board presence.
Furthermore, because of the larger set of legal cards, you have more options to cover up deficiencies with cheap, viable alternatives. There are also many cheaply available combos available within the large selection of cards.
4/20/2015 4:11:38 PMThe biggest issue I see with spot removal are the players who draw it and then look around for a target for it. Honestly, you don't even need a terribly high amount of draw, because you shouldn't be trying to 1for1 everything your opponent does with spot removal. Sweepers will take care of most large sets of issues.Posted in: Commander (EDH)
The spot removal is there for those things that the sweepers can't get, or can't get in time. The Prophets of Kruphix. The game ending combo. The insane advantage engine that's about to go online. That aura shards that will destroy your board if left unchecked.
There are so many good removal options in every color, it's difficult and painful to see decks not running them.
Quote from Glix »I have mentioned this several times, but I want to be absolutely clear: Spot removal is horrible in EDH. Swords to Plowshares is bad. Path to Exile is twice as bad. Vindicate is horrible. So is Hero's Reunion, for largely the same reasons. Spot removal does not maintain parity, it loses you ground. It is intrinsic card disadvantage and tempo disadvantage.
This has been brought up, and I horrifically disagree with it; that statement makes several incorrect assumptions:
First off, it assumes that you are answering everything. If you spot remove something, and someone spot removes something else, then everyone is at parity.
Secondly, it assumes that being off parity with each opponent is necessarily evil. The other opponents who are now 'one card up' on you aren't just your opponents though, they are everyone elses' opponent as well. That one card parity may need to be used against someone not you. Specifically, someone who may be more threatening because they have that one card up.
Thirdly, it assumes that card disadvantage is immediately bad. Losing the game is bad. Usually, card disadvantage leads to losing a game, however, there are situations where you need to react to a thing happening. At that point, you need that cheaper, faster answer. In the end, losing the game is bad, so if you have a card that prevents that, that card is not bad.
If you follow the advice in that quote, you are setting yourself up to be in situations where you are unable to answer a threat at a critical time, and end up losing far more card advantage. An example: A player casts Aura Shards and then Prophet of Kruphix. If you don't Krosan Grip or Mortify that shards/prophet immediately, the amount of board presence/cards you will lose by your next turn may be significantly higher than your one card 'parity' against two other opponents.
I will go so far as to give a reason why spot removal is better than sweepers, and that is selection.
If Player B goes out of hand with a scary board state, and I use a sweeper, I have now also killed Player C's stuff. Typically people will say that this is good, as I have now eliminated more stuff for my 1 card, I have gained advantage.
But the truth may be far different: if Player C is either unable, or unwilling to attack me, or thinks that someone else is more of a threat to them, destroying their field is a disadvantage to me. I have removed objects that are helping me in one of my objectives.
Similarly, while Player B was generally scary, if I can wait to see which direction he goes, I gain advantage. If he comes my way, I remove with a Wing Shards, if he doesn't, not only do I gain in that he is aiding my objective, but I also gain in that card that I didn't have to spend, and I gain in the card that I force my other opponents' to spend in order to deal with it.
4/20/2015 12:02:13 PMbobthefunny posted a message on [[Official]] Articles, Podcasts, and Event CoverageWord of Command #7 - Combating CommandersPosted in: Commander (EDH)
In this article, we discover how to combat commanders, which sometimes pop up in Commander. From exiling to sacrificing to countering them, just because you can't tuck them doesn't mean they're invincible. We look over several options a player has when looking at removal, looking at each color's capabilities in regards to typical removal methods, such as exile, tuck, sacrifice, theft, and prison.
Give it a read, and give us your thoughts!
4/19/2015 6:52:49 PMPosted in: Commander (EDH)
Whip is sorc speed only though...
4/16/2015 11:31:55 AMPosted in: Commander (EDH)
Still works though, you just need to get an extra mana somewhere to drop the viscera seer, just put it on top of the congregate pile so you draw it first. Or maybe you'd rather draw malira.
Or just pass on that turn 3, then EOT do the thing and get the 2 guys out, that way you untap and drop piece #3. You can even GSZ for 2 of them if you run into probs. In general, this combo is even better to include in that deck, since it's a 2 card to assemble 3 cards, as opposed to needing to assemble 3 cards individually. It also gives backup to all 3 missing pieces (if you already have one or two), and can be run in tandem with other search.
In essence, Chord may work better if you can get 2 of the creatures in hand, but then that's 3+x mana in one shot, so you'll need 5-6 mana to pull it off, whereas this set up only needs 4.
Of course, why run only one set of the combo, if combo is your end goal. Run the durdly 2 card combo to get them both out, but if you already have one creature,just drop it and GSZ out the other.
Anyways, pod was a 1 card combo, and this is simply subbing it out with a 2 card combo instead.
Thing is, I'm pretty sure Congregation was a tournament worthy card in its day as well... but I never paid that close attention to tourneys.
In EDH, it's fantastic. Typically the top card you get lets you easily draw or cheat the next two. Even something as simple as Sylvan Recruiter on top can be excellent value. In short, a cheap multi-tutor lets you easily either assemble a combo, or gain excellent value in short order, even if only sent to the top.
It's not like Doomsday or Insidious Dreams have never been game ending cards.
4/16/2015 10:56:04 AMPosted in: Commander (EDH)Quote from ISBPathfinder »
I am just going to point out that that is a 2 card combo to put 4 mana worth of creatures into play for 7 mana... Its a 2 card combo to get 2 creatures into play which to me doesnt sound that great. I personally really want Collected Company to take off as I already bought a foil playset as its the type of card I love but I don't think that's going to be the way to do it personally. The flip side of the argument is that you can curve into that over two turns and just stack a creature you don't mind going to hand first but it still seems awkward.
T2 pass, EOT Chord. stack jank, combo 1, combo 2.
T3 Collected Company, win.
Godhand? yes. But the point remains, it's 2 creatures (of 6 mana worth (3 or less, each)) into play, at instant speed. Is there any 2 card creature combo in Modern with cmc 3or less on both?
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