What are obscure and subtle edh tips that you can offer to make others play edh better?
I'll start: Cast Beastmaster Ascension only before you attack with 7 or more creatures. Casting BA with less than 7 creatures risk you losing the enchantment early and losing the surprise factor.
Your tips?
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GMR21=OYS, I know you.
Salt is part of the game. Deal with it.
I think someone recently said that if you have a card that deserves to be the card for that function slot, don't hold it out just because it's goodstuff. Play the card.
1. Stay calm - Getting salty or taking things personal will make you kingmaker for one of the guys you chose to ignore to focus on someone else. 2. Run graveyard hate - See graveyards as extra hand cards for your opponents, so deal with them. 3. Run Ghost Quarter, Strip Mine and/or other cards that can deal with lands -Gaea's Cradle and the likes can only get as problematic, as you allow them to! 4. Removal has to be instant speed - only exception: huge versatility, e.g. Vindicate and Decimate. 5. Expect to run into Wraths (and Cyclonic Rift) and be prepared - Run counters or stuff similar to Boros Charm, Heroic Intervention, Eerie Interlude and so on. 6. Ramp - Seriously, ramp! 7. Be aware of your curve - Unless you're in a super casual Meta, you are doomed if you don't start doing thing before having 4 or 5 mana. 8. Respect your opponents - Don't ***** about play calls, be polite and communicate like a decent human being. 9. Know your cards - You can't expect your opponents to know all your off card choices. Explain to them what a card does and make them aware of Erratas. Lim-Dûl's Paladin will not explain itself quickly if everyone has to read it thoroughly. 10. Know your deck - If you're looking forward to playing a tutor or any other fetch thing, know your options and think of what to pick before you're up.
Be mindful of the number of ETB tapped lands you are running. The fewer the better unless they play a key role (bojuka bog) or offer deck synergy (Path of Ancestry)
Same goes for colorless mana lands.
Basics basics basics.....3 color decks still need more than a couple (especially because of Settle the Wreckage)
Lots of little things can speed up games. Crack your fetch during player two or three's turn not at the end of player four's. The advantage you get from doing it last second is so tiny compared to not breaking up the flow of the game. A similar thing goes for Sensei's Divining Top. Do it immediately after you ens your turn so that others can be doing their thing but make it clear that its for speed purposes and that if something major happens you reserve the right to change it. Keeping the flow of the game smooth keeps players happy and happy players play better, more enjoyable games.
Something I learned recently: NEVER skimp on ramp, draw and removal. These three are the bread and butter of a functioning deck. I've come to the point where, when buildin a deck, I first fill out these packages (as themtically as possible, the rest with staples_ before moving on the actual core of the deck. It really helps with the tough choices.
Also, I really like Sheldon's credo: build casual, play competitively. Buidl your deck with fun in mind, but once you play with a given deck, use it to the fullest!
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The secret to enjoyable Commander games is not winning first, but losing last.
If my post has no tags, then i posted from my phone.
Combo players will direct your attention to other people's board state as a reason not to attack them.
If you attack the combo player, he may claim you have bad threat assessment. If you listen to the combo player and base threat solely off board state, they will laugh as they eventually combo off.
Run more Strip Mine. I cant think of a game I lost because I had too many Strip Mine effects. On the other hand I can think of games that Cabal Coffers and such have cost me games.
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I have officially moved to MTGNexus. I just wanted to let people know as my response time to salvation decks being bumped is very hit or miss.
The biggest mistakes I constantly see are people running too many colorless lands in 3 or more colored decks. TIP: colorless lands have to be extremely essential to a theme. Don't just run Reliquary Tower because it could be useful when things are great.
Then on top of this for some reason people will not tap these colorless lands first when colorless is in the spell. Weird I know, but for some reason people think they are "special" so leave them till last to pay cost. Then I just see them running out of colored mana for their turn. See it all the time.
I'll share my wife's wisdom even though I don't always 100% agree, in the interest of discussion:
1. If your Commander is more than 4 mana, it better be a really really impressive Commander. Your Commander is the one card you always have access too, and chances are your deck is designed to enjoy it either because it's tribal or high-synergy with your list. Your opponents know this, so your commander is absolutely going to die when you cast it. It's going to die a lot. Your commander is going to be like Dr. Strange trying to bargain with Dormmammu. Playing a 5+ mana commander can easily put you into a place where you can't cast it after a few removal spells. If your Commander IS expensive, plan accordingly - you need even better low-curve cards, even more ramp, and possibly recursion to allow your commander to get 'shipped to the yard from time to time.
2. Synergy >>>>> Raw Power. Always be on the lookout for ways to pile synergy on top of synergy.
3. Removal should always be instant speed as above, but to go further - removal should be 3 mana or less, and ideally just one or two mana. Having your removal be tempo-positive is crucial in a multiplayer world, since it is insane card disadvantage to use spot removal otherwise. When you Vraska's Contempt a creature on turn 6 and can't cast anything relevant, it's bad times compared to Devour in Shadow-ing the same target and getting to develop a card and no amount of political good will is going to save you long-term from falling behind if this is your play every turn. A removal spell that costs more than three mana needs to be pretty exceptional - Cast Out (can alawys cycle for W), Cryptic Command (often a 2-for-1, does more than just answer a card, super versatile), Shriekmaw (can always be cast for 1B), Acidic Slime (highly versatile, develops the board, often a 2-for-1) are a few examples of exceptions that prove the rule. Even 3 is a lot; my wife prefers Devour in Shadow and Tragic Slip to Murder and Ruinous Path despite the greater power.
4. Before you cast a spell, ask what the political ramifications are and not just the board ramifications. It can be easy to auto-pilot slam, say, a turn two Blind Obedience or a turn three Sword of Feast and Famine but if you don't have the gas in hand to capitalize on crippling the artifact and haste creature decks at the table or don't have creatures to suit up, what are you really accomplishing besides drawing a whole lot of attention to yourself? Always ask - can I actually use this now? Is it worth the attention it will draw? Will I have time to cast this later?
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Sufferer of EDHD
Commander - Currently Playing: RCRDaretti: Superfriends Forever RCR WGBDoran: Ent-mootWBG GGGMultani: Group Bear HugGGG GB(B/G)The Gitrog Monster: Dredgefall DurdleGB(B/G) RGWGahiji, the Honored Group Hug MonsterRGW UB(U/B)Yuriko, Ninja Trinket AggroUB(U/B) WUBRGAtogatog: Assembling a OHKOWUBRG
The most powerful card isn't always the best card.
Always consider how your opponents are likely to threat assess you when you make plays, and avoid plays that make you the most threatening player if you can't handle it.
Revealing information to your opponents isn't always detrimental if it allows you to manipulate their threat assessment to your advantage.
And most importantly:
Your opponents are not always your enemies.
- These are seminal works on Magic Politcs, two of them from our own fellow Salvation members, and are some of my favorite reads in the history of EDH.
Also: Marshall Sutcliffe on Quadrant Theory - while designed for limited, this has influenced my understanding of deckbuilding in EDH as well. I try to visualize my deck as having a critical mass of "Quadrant 1" cards and make sure I am not going totally overkill on cards that are only good in "Quadrant 3" or "Quadrant 4" as that means they tend to sit in my hand a whole lot. 3 years later, it's still an article I refer back to.
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Sufferer of EDHD
Commander - Currently Playing: RCRDaretti: Superfriends Forever RCR WGBDoran: Ent-mootWBG GGGMultani: Group Bear HugGGG GB(B/G)The Gitrog Monster: Dredgefall DurdleGB(B/G) RGWGahiji, the Honored Group Hug MonsterRGW UB(U/B)Yuriko, Ninja Trinket AggroUB(U/B) WUBRGAtogatog: Assembling a OHKOWUBRG
Also: Marshall Sutcliffe on Quadrant Theory - while designed for limited, this has influenced my understanding of deckbuilding in EDH as well. I try to visualize my deck as having a critical mass of "Quadrant 1" cards and make sure I am not going totally overkill on cards that are only good in "Quadrant 3" or "Quadrant 4" as that means they tend to sit in my hand a whole lot. 3 years later, it's still an article I refer back to.
This was well worth my time. Good read!
While i'm already building in a somewhat similiar way it is always nice to see someone putting it down.
I'll start: Cast Beastmaster Ascension only before you attack with 7 or more creatures. Casting BA with less than 7 creatures risk you losing the enchantment early and losing the surprise factor.
Your tips?
Salt is part of the game. Deal with it.
(U/B)(U/B)(U/B) JUMP IN THE LINE, ROCK YOUR BODY IN TIME
(R/W)(R/W)(R/W) RISING FROM THE NEON GLOOM, SHINING LIKE A CRAZY MOON
(U/R)(R/G)(G/U) STEALIN' WHEN I SHOULD HAVE BEEN BUYIN'
I totally agree.
Credit to DolZero for this awesome sig!
8.RG Green Devotion Ramp/Combo 9.UR Draw Triggers 10.WUR Group stalling 11.WUR Voltron Spellslinger 12.WB Sacrificial Shenanigans
13.BR Creatureless Panharmonicon 14.BR Pingers and Eldrazi 15.URG Untapped Cascading
16.Reyhan, last of the Abzan's WUBG +1/+1 Counter Craziness 17.WUBRG Dragons aka Why did I make this?
Building: The Gitrog Monster lands, Glissa the Traitor stax, Muldrotha, the Gravetide Planeswalker Combo, Kydele, Chosen of Kruphix + Sidar Kondo of Jamuraa Clues, and Tribal Scarecrow Planeswalkers
Salt is part of the game. Deal with it.
2. Run more removal
3. Pay attention
4. Don't get upset; it's just a game
5. Pay attention
Jalira, Master Polymorphist | Endrek Sahr, Master Breeder | Bosh, Iron Golem | Ezuri, Renegade Leader
Brago, King Eternal | Oona, Queen of the Fae | Wort, Boggart Auntie | Wort, the Raidmother
Captain Sisay | Rhys, the Redeemed | Trostani, Selesnya's Voice | Jarad, Golgari Lich Lord
Gisela, Blade of Goldnight | Obzedat, Ghost Council | Niv-Mizzet, the Firemind | Vorel of the Hull Clade
Uril, the Miststalker | Prossh, Skyraider of Kher | Nicol Bolas | Progenitus
Ghave, Guru of Spores | Zedruu the Greathearted | Damia, Sage of Stone | Riku of Two Reflections
2. Run graveyard hate - See graveyards as extra hand cards for your opponents, so deal with them.
3. Run Ghost Quarter, Strip Mine and/or other cards that can deal with lands - Gaea's Cradle and the likes can only get as problematic, as you allow them to!
4. Removal has to be instant speed - only exception: huge versatility, e.g. Vindicate and Decimate.
5. Expect to run into Wraths (and Cyclonic Rift) and be prepared - Run counters or stuff similar to Boros Charm, Heroic Intervention, Eerie Interlude and so on.
6. Ramp - Seriously, ramp!
7. Be aware of your curve - Unless you're in a super casual Meta, you are doomed if you don't start doing thing before having 4 or 5 mana.
8. Respect your opponents - Don't ***** about play calls, be polite and communicate like a decent human being.
9. Know your cards - You can't expect your opponents to know all your off card choices. Explain to them what a card does and make them aware of Erratas. Lim-Dûl's Paladin will not explain itself quickly if everyone has to read it thoroughly.
10. Know your deck - If you're looking forward to playing a tutor or any other fetch thing, know your options and think of what to pick before you're up.
Same goes for colorless mana lands.
Basics basics basics.....3 color decks still need more than a couple (especially because of Settle the Wreckage)
I buy HP and Damaged cards!
Only EDH:
Sigarda, Host of Herons: Enchantress' Enchantments
Jenara, Asura of War: ETB Value Town
Purphoros, God of the Forge: Global Punishment
Xenagos, God of Revels: Ramp, Sneak, & Heavy Hitters
Ghave, Guru of Spores: Dies_to_Doom_Blade's stax list
Edric, Spymaster of Trest: Donald's list
Also, I really like Sheldon's credo: build casual, play competitively. Buidl your deck with fun in mind, but once you play with a given deck, use it to the fullest!
If my post has no tags, then i posted from my phone.
If you attack the combo player, he may claim you have bad threat assessment. If you listen to the combo player and base threat solely off board state, they will laugh as they eventually combo off.
Exaggerated for effect. Slightly.
Signature by Inkfox Aesthetics by Xen
[Modern] Allies
Two Score, Minus Two or: A Stargate Tail
(Image by totallynotabrony)
Then on top of this for some reason people will not tap these colorless lands first when colorless is in the spell. Weird I know, but for some reason people think they are "special" so leave them till last to pay cost. Then I just see them running out of colored mana for their turn. See it all the time.
Niv-Mizzet Reborn
Feather, the Redeemed
Estrid, the Masked
Teshar
Tymna/Ravos
Najeela, Blade-Blossom
Firesong & Sunspeaker
Zur the Enchanter
Lazav, the Multifarious
Ishai+Reyhan
Click images for decks->
-Prime Speaker Vannifar
---------------------Will & Rowan Kenrith
1. If your Commander is more than 4 mana, it better be a really really impressive Commander. Your Commander is the one card you always have access too, and chances are your deck is designed to enjoy it either because it's tribal or high-synergy with your list. Your opponents know this, so your commander is absolutely going to die when you cast it. It's going to die a lot. Your commander is going to be like Dr. Strange trying to bargain with Dormmammu. Playing a 5+ mana commander can easily put you into a place where you can't cast it after a few removal spells. If your Commander IS expensive, plan accordingly - you need even better low-curve cards, even more ramp, and possibly recursion to allow your commander to get 'shipped to the yard from time to time.
2. Synergy >>>>> Raw Power. Always be on the lookout for ways to pile synergy on top of synergy.
3. Removal should always be instant speed as above, but to go further - removal should be 3 mana or less, and ideally just one or two mana. Having your removal be tempo-positive is crucial in a multiplayer world, since it is insane card disadvantage to use spot removal otherwise. When you Vraska's Contempt a creature on turn 6 and can't cast anything relevant, it's bad times compared to Devour in Shadow-ing the same target and getting to develop a card and no amount of political good will is going to save you long-term from falling behind if this is your play every turn. A removal spell that costs more than three mana needs to be pretty exceptional - Cast Out (can alawys cycle for W), Cryptic Command (often a 2-for-1, does more than just answer a card, super versatile), Shriekmaw (can always be cast for 1B), Acidic Slime (highly versatile, develops the board, often a 2-for-1) are a few examples of exceptions that prove the rule. Even 3 is a lot; my wife prefers Devour in Shadow and Tragic Slip to Murder and Ruinous Path despite the greater power.
4. Before you cast a spell, ask what the political ramifications are and not just the board ramifications. It can be easy to auto-pilot slam, say, a turn two Blind Obedience or a turn three Sword of Feast and Famine but if you don't have the gas in hand to capitalize on crippling the artifact and haste creature decks at the table or don't have creatures to suit up, what are you really accomplishing besides drawing a whole lot of attention to yourself? Always ask - can I actually use this now? Is it worth the attention it will draw? Will I have time to cast this later?
RCRDaretti: Superfriends Forever RCR
WGBDoran: Ent-mootWBG
GGGMultani: Group Bear HugGGG
GB(B/G)The Gitrog Monster: Dredgefall DurdleGB(B/G)
RGWGahiji, the Honored Group Hug MonsterRGW
UB(U/B)Yuriko, Ninja Trinket AggroUB(U/B)
WUBRGAtogatog: Assembling a OHKOWUBRG
Always consider how your opponents are likely to threat assess you when you make plays, and avoid plays that make you the most threatening player if you can't handle it.
Revealing information to your opponents isn't always detrimental if it allows you to manipulate their threat assessment to your advantage.
And most importantly:
Your opponents are not always your enemies.
EDH Primers
Phelddagrif - Zirilan
EDH
Thrasios+Bruse - Pang - Sasaya - Wydwen - Feather - Rona - Toshiro - Sylvia+Khorvath - Geth - QMarchesa - Firesong - Athreos - Arixmethes - Isperia - Etali - Silas+Sidar - Saskia - Virtus+Gorm - Kynaios - Naban - Aryel - Mizzix - Kazuul - Tymna+Kraum - Sidar+Tymna - Ayli - Gwendlyn - Phelddagrif 4 - Liliana - Kaervek - Phelddagrif 3 - Mairsil - Scarab - Child - Phenax - Shirei - Thada - Depala - Circu - Kytheon - GrenzoHR - Phelddagrif - Reyhan+Kraum - Toshiro - Varolz - Nin - Ojutai - Tasigur - Zedruu - Uril - Edric - Wort - Zurgo - Nahiri - Grenzo - Kozilek - Yisan - Ink-Treader - Yisan - Brago - Sidisi - Toshiro - Alexi - Sygg - Brimaz - Sek'Kuar - Marchesa - Vish Kal - Iroas - Phelddagrif - Ephara - Derevi - Glissa - Wanderer - Saffi - Melek - Xiahou Dun - Lazav - Lin Sivvi - Zirilan - Glissa
PDH - Drake - Graverobber - Izzet GM - Tallowisp - Symbiote Brawl - Feather - Ugin - Jace - Scarab - Angrath - Vraska - Kumena Oathbreaker - Wrenn&6
Open, honest communication with other players.
Try to play at a similar power level so that, on average, you win 1 out of every N games, where N is the number of players.
The above is an example of doing the opposite of the first two suggestions.
old thread
old thread
old thread
R Zada Arcane Storm
RBU Marchesa
GWU Estrid
GWR Samut?
URB Kess
(R/W)(U/B) Akiri & Silas
BWR Alesha
R Neheb Dragons
G Nylea Wurms
W Darien
U Tetsuko
Rachmiel's Tariel "You'll Thank Me" Primer
DirkGently's Pheldagriff deck
the Queen Marchesa Art of War and Aikido thread
- These are seminal works on Magic Politcs, two of them from our own fellow Salvation members, and are some of my favorite reads in the history of EDH.
Also:
Marshall Sutcliffe on Quadrant Theory - while designed for limited, this has influenced my understanding of deckbuilding in EDH as well. I try to visualize my deck as having a critical mass of "Quadrant 1" cards and make sure I am not going totally overkill on cards that are only good in "Quadrant 3" or "Quadrant 4" as that means they tend to sit in my hand a whole lot. 3 years later, it's still an article I refer back to.
RCRDaretti: Superfriends Forever RCR
WGBDoran: Ent-mootWBG
GGGMultani: Group Bear HugGGG
GB(B/G)The Gitrog Monster: Dredgefall DurdleGB(B/G)
RGWGahiji, the Honored Group Hug MonsterRGW
UB(U/B)Yuriko, Ninja Trinket AggroUB(U/B)
WUBRGAtogatog: Assembling a OHKOWUBRG
While i'm already building in a somewhat similiar way it is always nice to see someone putting it down.