Rofellos is SO powerful because he comes out turn 1-2 (2 usually)
Then on turn 3, you drop a land. Tap rof. for 3, tap a 2 forest, play vernal bloom float 1, tap last forest for 2 mana. Drop Heartbeat of Spring and with a land drop turn 4, you have 16 mana
Ok, those hands don't happen often, but still 6 mana turn 3 CONSISTANTLY (if not definitely) is nuts.
That being said I really wish he wasn't banned.. I mean, its forcing mono green for crying out loud! But meh... It is powerful for a general
1) Stupid question maybe... Can Transguild Courier be played in a non-5C deck? (maybe to power up cards like Bloodhall Ooze or Cliffrunner Behemoth in decks without access to the secondary colors...) Flavorwise I'd say no since it is a color that the general is not, except that it has no colored mana symbols anywhere on it.
2) And to clarify, since there are some slightly contradictory statements that reminder text doesn't count... Can a deck run off color basic lands and/or dual lands (which would just tap for 1) for the sake of increasing a domain count?
Just a quick clarification...if I play an expensive general using Fist of Suns, and it somehow dies, does the next cost still equal WUBRG from the Fist, or do I still pay the extra 2...
...in short, is the extra 2 for every time you've played your general an additional cost...I believe it is, but I just want to make sure that the extra cost can't be avoided by anything short of Dream Halls...
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Just a quick clarification...if I play an expensive general using Fist of Suns, and it somehow dies, does the next cost still equal WUBRG from the Fist, or do I still pay the extra 2...
...in short, is the extra 2 for every time you've played your general an additional cost...I believe it is, but I just want to make sure that the extra cost can't be avoided by anything short of Dream Halls...
1) Stupid question maybe... Can Transguild Courier be played in a non-5C deck? (maybe to power up cards like Bloodhall Ooze or Cliffrunner Behemoth in decks without access to the secondary colors...) Flavorwise I'd say no since it is a color that the general is not, except that it has no colored mana symbols anywhere on it.
2) And to clarify, since there are some slightly contradictory statements that reminder text doesn't count... Can a deck run off color basic lands and/or dual lands (which would just tap for 1) for the sake of increasing a domain count?
1. Yes
2. Yes
Both of these things are allowed on Magic Online; I figured the same rules applied, but I guess I was wrong. Sorry!
The confusion with the legality of off-color lands and duel-lands that can produce any off-colored mana stems from people misreading the basic rules #2 and #3.
Rule #2 States that "if a coloured mana symbol is not present in the General's mana cost, the deck may not contain any cards using that mana symbol."
Lands with basic types (Plains, Island, Swamp, Mountain, and Forest) have the inherent ability to produce the corresponding type of mana. Therefore, forests can not be used in a deck with Akroma (either one) nor can savanah, nor can Hallowed Fountain, nor can Savage Lands (Or any of the tri-colored Alara Uncommons), as they have colored mana symbols not present in Akroma's CC.
Rule #3 States "A deck may not generate mana outside its colours; anything which would generate mana of an illegal colour generates colourless mana instead".
The purpose of Rule #3 is to answer questions like, "What happens if my Mono-white playing opponent plays Vesuva, copying my island?" Without this rule, people could get access to off-colors from other effects like Blood Moon, Magus of the Moon, Urborg, Tomb of Yawgmoth, and many others. Note that Tomb of Yawgmoth is actually legal in any deck, as it does not actually have any mana symbols on it at all. It will still make all lands in play into swamps, but if you do not have a black general, it would only allow you to tap lands for 1, which probably wouldn't be very helpful to you.
And for questions of cards like reflecting pool, the vivid lands, City of Brass, and what have you, these state that they will produce "one mana of any color", in so many words. So if you are running Reaper King, then by all means, Tap that for whatever color you wish. But if your general is not all five colors, then these examples may as well read, "tap to produce one mana of any color (except an off-color, cheater!)".
I hope I didnt confuse things more, but I kept seeing the same question popping up and wanted to weigh in on the subject.
One Final Note of course is that these are the "official" rules, in big quotes. This is not a sanctioned format, so there are some House Rules changes that can be made with your playgroup. But seriously, the people who dreamed this up are pretty smart, so you should do it their way. After all, they can see Russia from their house.
1. Using the Ghost Council's "blinking" ability doesn't affect its replay cost, despite the fact that it is removed from the game for a brief period. Am I correct?
2. The official rules state that the damage dealt by Generals cannot be "healed or undone". Can it still be prevented by regular means (Maze of Ith, Story Circle...)?
3. If I gain control of an opponent's Oona, Queen of the Fae with my mono black deck, can I still use the milling ability?
1. Yes that's correct.
2. Yes, prevention effects work like normal. The rule is meant to say that if you gain back some of the life you lost, it won't "heal" the general damage. Think of it like poison counters.
3. Of course. You can do anything you want with black mana you have.
My local shop is somewhat open to playing EDH again (I am guilting them into it after everyone helped put my stolen deck back together) and I am suggesting a few changes to make it more reasonable to play...
I came up with the idea that instead of 'prize support', we have each person ante a booster. Whoever defeats that player gets their booster. The boosters can be anything really, up to the person I guess.
Also, we had a problem with people taking TOO long with their turns. So I said we should have table consensus that a person is taking too long and then give them a minute or something to finish up their turn or forfeit it. (I'm talking 5-10 minute turns because they take FOREVER to decide to do a thing)
I hope that these changes will allow us to play some EDH.
Ideas/comments/suggestions?
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my local shop has a rather large EDH group (sometimes with a dozen people showing up), and we've experienced some of the same problems with people taking too long. As you can imagine, with that many people, we want to be able to play more than one game per night. We don't have any 'time limit' on turns yet, but we've been talking about how to fix the problem. Mostly, we just end up telling the person to hurry up, but i like the idea of forcing a forfeit if they take too long. Another 'policy' we've adopted is, if someone is going to do something like Gifts Ungiven, use a top, or something else that would be done at the end of the preceding players turn, that they instead do it DURING one of the other player's turns to save time.
Also, I really like your idea about 'pack ante'. We've been trying to figure out some sort of prize support to try, and this seems like it would still be casual enough that it wouldn't make the games too 'serious' (we do play for FUN after all right?) One thing though; you said that if someone kills another player, they get their pack. If someone kills, say, two other players and ends up with a total of three packs, then someone kills THAT player, do you say that the remaining player should get all three packs, or just the original ante pack? (not sure if i made that very clear )
my local shop has a rather large EDH group (sometimes with a dozen people showing up), and we've experienced some of the same problems with people taking too long. As you can imagine, with that many people, we want to be able to play more than one game per night. We don't have any 'time limit' on turns yet, but we've been talking about how to fix the problem. Mostly, we just end up telling the person to hurry up, but i like the idea of forcing a forfeit if they take too long. Another 'policy' we've adopted is, if someone is going to do something like Gifts Ungiven, use a top, or something else that would be done at the end of the preceding players turn, that they instead do it DURING one of the other player's turns to save time.
Also, I really like your idea about 'pack ante'. We've been trying to figure out some sort of prize support to try, and this seems like it would still be casual enough that it wouldn't make the games too 'serious' (we do play for FUN after all right?) One thing though; you said that if someone kills another player, they get their pack. If someone kills, say, two other players and ends up with a total of three packs, then someone kills THAT player, do you say that the remaining player should get all three packs, or just the original ante pack? (not sure if i made that very clear )
Just the original pack. This allows more than one person to win and keeps it fun IMO.
I am trying my best to drum up support for EDH again. Time will tell how well I do at this. (I might have to start by making a second EDH deck...I might actually use the current build a deck, heh)
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cool, that's what i would have said too. It just seems unfair for one person to dominate a game killing all but one player, and turn around and lose all of them to a single player. Also, like you said, it keeps things fun. People are less likely to complain at the end if there are 2-3 players that end up with packs. Of course, now that i really think about it, 'pack ante' would only work in a free-for-all game (not sure if anyone else plays star, but that's the most common setup at my shop)
I have been a bit curious since Conflux came out if EDH was going to ban Magister Sphinx. The ability to set a player's life to 10 seems a bit overpowered. It is possible to defeat a player in 4 turns if that person has no flying blockers by then.
For example, I recently played a game with a friend of mine. My starting hand was:
Island
Island
Plains
Tidehollow Strix
Skullclamp
Lightning Greaves
Tinker
Turn 1 was Skullclamp; Turn 2 was Lightning Greaves; Turn 3 was Tinker the Skullclamp into Magister Sphinx, set his life to 10, attack for 5.
In addition to that, it combos extremely well with Master Transmuter in multiplayer since you can replay it using her ability to set all of your opponents to 10.
I need basic EDH help
1. General
Can you bounce a general with a boomerang? Say someone incinerates Momir Vig, can I bounce him then play him again from my hand?
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I need basic EDH help
1. General
Can you bounce a general with a boomerang? Say someone incinerates Momir Vig, can I bounce him then play him again from my hand?
Yes, you can bounce generals. They can be replayed from your hand for their normal mana cost.
Yes, you can bounce generals. They can be replayed from your hand for their normal mana cost.
norbert88
Could we have clarification on this rule? Because the group I played with said it was still 2 more from hand. Also, what happens to the 2 count? Does it stay, rise, or reset to 0?
If general is not RFG, it casts like a normal card (regular mana cost). Bouncing a general doesn't up the casting cost.
So for example:
You just played your general, Isamaru, Hound of Konda, for the third time. It had died twice, and thus cost you 4W to play this time. If it is bounced to your hand, it would cost W to replay (from your hand). If it died again, it would cost 6W the next time it was played from the RFG zone.
I know it is the first rule, but I want to make sure, must your general be legendary?
On the surface the above question seems really stupid, but the actual correct answer is it depends. If you have an opponent that will let you use Hostility (for example) as your general then go with your bad self.
I know it is the first rule, but I want to make sure, must your general be legendary?
If you're following the rules to the letter, then yes. Ask your playgroup if they would be okay with something different. Also, I know that in Pauper EDH, your general is uncommon and doesn't have to be legendary.
I have been a bit curious since Conflux came out if EDH was going to ban Magister Sphinx. The ability to set a player's life to 10 seems a bit overpowered.
I wouldn't be suprised if it got the banhammer, much like sway of the stars.
@Daftmouse. You're correct, but as said, you can play it that way if your group is okay with it. The importaint thing to remember about EDH is that it is essentially nothing more than house rules, so there is nothing wrong with making your own house rules to complement it. I would just advise you to keep a "legal" edh deck in the event you end up playing with a random group of people somewhere.
thanks man
Then on turn 3, you drop a land. Tap rof. for 3, tap a 2 forest, play vernal bloom float 1, tap last forest for 2 mana. Drop Heartbeat of Spring and with a land drop turn 4, you have 16 mana
Ok, those hands don't happen often, but still 6 mana turn 3 CONSISTANTLY (if not definitely) is nuts.
That being said I really wish he wasn't banned.. I mean, its forcing mono green for crying out loud! But meh... It is powerful for a general
1) Stupid question maybe... Can Transguild Courier be played in a non-5C deck? (maybe to power up cards like Bloodhall Ooze or Cliffrunner Behemoth in decks without access to the secondary colors...) Flavorwise I'd say no since it is a color that the general is not, except that it has no colored mana symbols anywhere on it.
2) And to clarify, since there are some slightly contradictory statements that reminder text doesn't count... Can a deck run off color basic lands and/or dual lands (which would just tap for 1) for the sake of increasing a domain count?
...in short, is the extra 2 for every time you've played your general an additional cost...I believe it is, but I just want to make sure that the extra cost can't be avoided by anything short of Dream Halls...
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:sym2w::sym2u::sym2b::sym2r::sym2g: Reaper King
Yes it's an additional cost.
1. Yes2. Yes
Both of these things are allowed on Magic Online; I figured the same rules applied, but I guess I was wrong. Sorry!
Signature by spiderboy4 of High~Light Studios
Rule #2 States that "if a coloured mana symbol is not present in the General's mana cost, the deck may not contain any cards using that mana symbol."
Lands with basic types (Plains, Island, Swamp, Mountain, and Forest) have the inherent ability to produce the corresponding type of mana. Therefore, forests can not be used in a deck with Akroma (either one) nor can savanah, nor can Hallowed Fountain, nor can Savage Lands (Or any of the tri-colored Alara Uncommons), as they have colored mana symbols not present in Akroma's CC.
Rule #3 States "A deck may not generate mana outside its colours; anything which would generate mana of an illegal colour generates colourless mana instead".
The purpose of Rule #3 is to answer questions like, "What happens if my Mono-white playing opponent plays Vesuva, copying my island?" Without this rule, people could get access to off-colors from other effects like Blood Moon, Magus of the Moon, Urborg, Tomb of Yawgmoth, and many others. Note that Tomb of Yawgmoth is actually legal in any deck, as it does not actually have any mana symbols on it at all. It will still make all lands in play into swamps, but if you do not have a black general, it would only allow you to tap lands for 1, which probably wouldn't be very helpful to you.
And for questions of cards like reflecting pool, the vivid lands, City of Brass, and what have you, these state that they will produce "one mana of any color", in so many words. So if you are running Reaper King, then by all means, Tap that for whatever color you wish. But if your general is not all five colors, then these examples may as well read, "tap to produce one mana of any color (except an off-color, cheater!)".
I hope I didnt confuse things more, but I kept seeing the same question popping up and wanted to weigh in on the subject.
One Final Note of course is that these are the "official" rules, in big quotes. This is not a sanctioned format, so there are some House Rules changes that can be made with your playgroup. But seriously, the people who dreamed this up are pretty smart, so you should do it their way. After all, they can see Russia from their house.
Thanks to Spiderboy4 of High~Light Studios!
norbert88
Official EDH Forums
Member of Team Revolution
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1. Yes that's correct.
2. Yes, prevention effects work like normal. The rule is meant to say that if you gain back some of the life you lost, it won't "heal" the general damage. Think of it like poison counters.
3. Of course. You can do anything you want with black mana you have.
I came up with the idea that instead of 'prize support', we have each person ante a booster. Whoever defeats that player gets their booster. The boosters can be anything really, up to the person I guess.
Also, we had a problem with people taking TOO long with their turns. So I said we should have table consensus that a person is taking too long and then give them a minute or something to finish up their turn or forfeit it. (I'm talking 5-10 minute turns because they take FOREVER to decide to do a thing)
I hope that these changes will allow us to play some EDH.
Ideas/comments/suggestions?
Twitter
Also, I really like your idea about 'pack ante'. We've been trying to figure out some sort of prize support to try, and this seems like it would still be casual enough that it wouldn't make the games too 'serious' (we do play for FUN after all right?) One thing though; you said that if someone kills another player, they get their pack. If someone kills, say, two other players and ends up with a total of three packs, then someone kills THAT player, do you say that the remaining player should get all three packs, or just the original ante pack? (not sure if i made that very clear )
Just the original pack. This allows more than one person to win and keeps it fun IMO.
I am trying my best to drum up support for EDH again. Time will tell how well I do at this. (I might have to start by making a second EDH deck...I might actually use the current build a deck, heh)
Twitter
For example, I recently played a game with a friend of mine. My starting hand was:
Island
Island
Plains
Tidehollow Strix
Skullclamp
Lightning Greaves
Tinker
Turn 1 was Skullclamp; Turn 2 was Lightning Greaves; Turn 3 was Tinker the Skullclamp into Magister Sphinx, set his life to 10, attack for 5.
In addition to that, it combos extremely well with Master Transmuter in multiplayer since you can replay it using her ability to set all of your opponents to 10.
1. General
Can you bounce a general with a boomerang? Say someone incinerates Momir Vig, can I bounce him then play him again from my hand?
GBGB AggroGB
Modern
GBRWDeath's ShadowGBRW
UBWRAffinityUBWR
GRTitanshiftGR
URBGrixis ControlURB
Legacy
BUGTrue Name BUGBUG
UBRGrixis DelverUBR
BUGShardless BUGBUG
BUGElvesBUG
Yes, you can bounce generals. They can be replayed from your hand for their normal mana cost.
norbert88
Official EDH Forums
Member of Team Revolution
Jinxed Idols Podcast
Follow Me on Twitter!
Could we have clarification on this rule? Because the group I played with said it was still 2 more from hand. Also, what happens to the 2 count? Does it stay, rise, or reset to 0?
GX Tron XG
UR Phoenix RU
GG Freyalise High Tide GG
UR Parun Counterspells RU
BB Yawgmoth Token Storm BB
WB Pestilence BW
So for example:
You just played your general, Isamaru, Hound of Konda, for the third time. It had died twice, and thus cost you 4W to play this time. If it is bounced to your hand, it would cost W to replay (from your hand). If it died again, it would cost 6W the next time it was played from the RFG zone.
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On the surface the above question seems really stupid, but the actual correct answer is it depends. If you have an opponent that will let you use Hostility (for example) as your general then go with your bad self.
If you're following the rules to the letter, then yes. Ask your playgroup if they would be okay with something different. Also, I know that in Pauper EDH, your general is uncommon and doesn't have to be legendary.
I wouldn't be suprised if it got the banhammer, much like sway of the stars.
@Daftmouse. You're correct, but as said, you can play it that way if your group is okay with it. The importaint thing to remember about EDH is that it is essentially nothing more than house rules, so there is nothing wrong with making your own house rules to complement it. I would just advise you to keep a "legal" edh deck in the event you end up playing with a random group of people somewhere.