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  • posted a message on What Card Do You Wish You Owned for a Deck?
    Chains of Mephistopheles. Used to own a copy. I almost never used it and ended up throwing into decks that couldn't properly make use of it just to actually use it. Sold it early last year to get ~80% of the cost of my new gaming pc. I wouldn't really miss it as much if it weren't for the huge dredge kick I've been on lately.
    Posted in: Commander (EDH)
  • posted a message on Print this Wizards (so I can play it in EDH)
    Quote from cyberium_neo »

    9)
    Oxiron, the Shared Nightmare
    1UB
    Legendary Creature - Nightmare
    2/2

    Flying
    At the beginning of your upkeep, you may search target player's library and exile a card from it. If you do, that player may search your library for a card and exile it.
    Flying, lifelink.
    ~ gets +1/+1 for each card in all players' exile zones.

    Note: Another play on the exile zone, the neutrality of this legend is a testament to UB’s lack of true allegiance while benefit from all’s losses.

    Love it. Would be really sweet to let people cast the cards they exile with it.

    The looks on people's faces when they start looking through my deck of baubles and group hug cards. I want this so bad.
    Posted in: Commander (EDH)
  • posted a message on Print this Wizards (so I can play it in EDH)
    After seeing Teysa Karlov, I want more things that double triggers and such.

    Cycling:
    "Whenever you activate a cycling ability, copy that ability.

    Whenever a player cycles or discards a card, if it causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time."

    I also want a commander that will let you play cards from exile, but I can understand why there isn't... extra turn spells...
    Posted in: Commander (EDH)
  • posted a message on Print this Wizards (so I can play it in EDH)
    Quote from Lithl »
    Quote from SuperMJ »
    The lands would still be very balanced as Black has the most effects based on Swamps (read as: Cabal Coffers) with Temur-colored lands in a close second. White doesn't get too much for counting the number of Plains (except Emeria, the Sky Ruin).
    I think the biggest effect on other colors would be ensuring your landwalk abilities are turned on for all opponents, for free, using a permanent type that relatively few people even attempt to deal with.

    I know an Islandborg, Tomb of Islands would go straight into my Thada Adel, Acquisitor deck. It would become my first tutor target for Expedition Map and Tolaria West, too.


    Now that I think about it, High Tide decks in 60-card formats would be better being able to branch out of blue much easier. A Tomb of Yawgmoth for Islands would be instant legacy playable and that alone would probably keep wotc from printing the rest of the cycle.

    Another thing I would be interested in seeing more of would be commanders like the theros style gods and Arixmethes, Slumbering Isle. I want more commanders that are only creatures when you want them to be.
    Posted in: Commander (EDH)
  • posted a message on Print this Wizards (so I can play it in EDH)
    Most of what I wish they'd print is just incomplete cycles (*cough* Urborg, tomb of Yawgmoth *cough*) and tweaks on things that already exist. Like I wish that Kess, Dissident Mage didn't have the "During each of your turns" stipulation; She's just so bad as is, and I understand the exiling and only one per turn, but only during your turn just kills it. I don't necessarily have "cards" I want printed, other than the completion of cycles, but rather just certain effects or card types I want printed.

    LAND IDEAS:
    -- A nonbasic land with the "A deck can have any number of cards named ~." on it.

    -- Five Locus-typed lands that each can tap for a specific color with some sort of "~ can tap for any color that another Locus you control can produce."

    -- Claws of Gix on a land that can tap for mana. Note: Not ":symtap:, sac a permanent: gain 1 life", but rather ":1mana:, Sac a permanent: Gain 1 life. :symtap:: at 1 to your mana pool."

    --

    Commander Ideas:
    -- More commanders like Seton, Krosan Protector and Azami, Lady of Scrolls that have an ability to tap a creature of a certain type to do things. A red commander that has "Tap an untapped Shaman you control: ~ deals one damage to any target." or a black commander that lets you tap a rogue to give a creature -*/-*.

    -- More commanders like Toshiro Umezawa, like a red one that only gives sorcery spells flashback.
    -- More commanders like Glissa, the Traitor, but with different colors, trigger conditions, and card types to return. Examples include a Rakdos one that triggers off artifacts being destoryed and returns a creature to the hand, or an Azorius version that triggers off spells being countered and returns an enchantment to the hand.

    --

    Other:
    -- An enchantment version of Mirrorworks. Dream Prism 4W - Enchantment. Whenever an nontoken enchantment enters the battlefield under your control you may pay 2, if you do create a token that's a copy of that enchantment."
    Posted in: Commander (EDH)
  • posted a message on Combos, Conceding and Answers
    There are rules governing this, at least the infinite loop stuff. I'm going to quote them, and then summarize my way of doing it after. If any newer players don't know there are actual rules for this kind of stuff, then sweet. I'll also have a TLDR thing at the bottom for everyone else.

    720 in the comprehensive rules

    720. Taking Shortcuts

    720.1. When playing a game, players typically make use of mutually understood shortcuts rather than explicitly identifying each game choice (either taking an action or passing priority) a player makes.

    720.1a The rules for taking shortcuts are largely informal. As long as each player in the game understands the intent of each other player, any shortcut system they use is acceptable.

    720.1b Occasionally the game gets into a state in which a set of actions could be repeated indefinitely (thus creating a “loop”). In that case, the shortcut rules can be used to determine how many times those actions are repeated without having to actually perform them, and how the loop is broken.

    720.1c Tournaments use a modified version of the rules governing shortcuts and loops. These rules are covered in the Magic: The Gathering Tournament Rules (found at WPN.Wizards.com/en/resources/rules-documents). Whenever the Tournament Rules contradict these rules during a tournament, the Tournament Rules take precedence.

    720.2. Taking a shortcut follows the following procedure.

    720.2a At any point in the game, the player with priority may suggest a shortcut by describing a sequence of game choices, for all players, that may be legally taken based on the current game state and the predictable results of the sequence of choices. This sequence may be a non-repetitive series of choices, a loop that repeats a specified number of times, multiple loops, or nested loops, and may even cross multiple turns. It can’t include conditional actions, where the outcome of a game event determines the next action a player takes. The ending point of this sequence must be a place where a player has priority, though it need not be the player proposing the shortcut.
    Example: A player controls a creature enchanted by Presence of Gond, which grants the creature the ability “{T}: Create a 1/1 green Elf Warrior creature token,” and another player controls Intruder Alarm, which reads, in part, “Whenever a creature enters the battlefield, untap all creatures.” When the player has priority, they may suggest “I’ll create a million tokens,” indicating the sequence of activating the creature’s ability, all players passing priority, letting the creature’s ability resolve and create a token (which causes Intruder Alarm’s ability to trigger), Intruder Alarm’s controller putting that triggered ability on the stack, all players passing priority, Intruder Alarm’s triggered ability resolving, all players passing priority until the player proposing the shortcut has priority, and repeating that sequence 999,999 more times, ending just after the last token-creating ability resolves.

    720.2b Each other player, in turn order starting after the player who suggested the shortcut, may either accept the proposed sequence, or shorten it by naming a place where they will make a game choice that’s different than what’s been proposed. (The player doesn’t need to specify at this time what the new choice will be.) This place becomes the new ending point of the proposed sequence.
    Example: The active player draws a card during her draw step, then says, “Go.” The nonactive player is holding Into the Fray (an instant that says “Target creature attacks this turn if able”) and says, “I’d like to cast a spell during your beginning of combat step.” The current proposed shortcut is that all players pass priority at all opportunities during the turn until the nonactive player has priority during the beginning of combat step.

    720.2c Once the last player has either accepted or shortened the shortcut proposal, the shortcut is taken. The game advances to the last proposed ending point, with all game choices contained in the shortcut proposal having been taken. If the shortcut was shortened from the original proposal, the player who now has priority must make a different game choice than what was originally proposed for that player.

    720.3. Sometimes a loop can be fragmented, meaning that each player involved in the loop performs an independent action that results in the same game state being reached multiple times. If that happens, the active player (or, if the active player is not involved in the loop, the first player in turn order who is involved) must then make a different game choice so the loop does not continue.
    Example: In a two-player game, the active player controls a creature with the ability “{0}: [This creature] gains flying,” the nonactive player controls a permanent with the ability “{0}: Target creature loses flying,” and nothing in the game cares how many times an ability has been activated. Say the active player activates his creature’s ability, it resolves, then the nonactive player activates her permanent’s ability targeting that creature, and it resolves. This returns the game to a game state it was at before. The active player must make a different game choice (in other words, anything other than activating that creature’s ability again). The creature doesn’t have flying. Note that the nonactive player could have prevented the fragmented loop simply by not activating her permanent’s ability, in which case the creature would have had flying. The nonactive player always has the final choice and is therefore able to determine whether the creature has flying.

    720.4. If a loop contains only mandatory actions, the game is a draw. (See rules 104.4b and 104.4f.)

    720.5. No player can be forced to perform an action that would end a loop other than actions called for by objects involved in the loop.
    Example: A player controls Seal of Cleansing, an enchantment that reads, “Sacrifice Seal of Cleansing: Destroy target artifact or enchantment.” A mandatory loop that involves an artifact begins. The player is not forced to sacrifice Seal of Cleansing to destroy the artifact and end the loop.

    720.6. If a loop contains an effect that says “[A] unless [B],” where [A] and [B] are each actions, no player can be forced to perform [B] to break the loop. If no player chooses to perform [B], the loop will continue as though [A] were mandatory.


    And 4.4 of the Tournament Rules

    4.4 Loops
    A loop is a form of tournament shortcut that involves detailing a sequence of actions to be repeated and then
    performing a number of iterations of that sequence. The loop actions must be identical in each iteration and
    cannot include conditional actions ("If this, then that".)
    If no players are involved in maintaining the loop, each player in turn order chooses a number of iterations to
    perform before they will take an action to break the loop or that they wish to take no action. If all players choose
    to take no action, the game is a draw. Otherwise, the game advances through the lowest number of iterations
    chosen and the player who chose that number takes an action to break the loop.
    If one player is involved in maintaining the loop, they choose a number of iterations. The other players, in turn
    order, agree to that number or announce a lower number after which they intend to intervene. The game advances
    through the lowest number of iterations chosen and the player who chose that number receives priority.
    If two or more players are involved in maintaining a loop within a turn, each player in turn order chooses a
    number of iterations to perform. The game advances through the lowest number of iterations chosen and the
    player who chose that number receives priority.
    Loops may span multiple turns if a game state is not meaningfully changing. Note that drawing cards other than
    the ones being used to sustain the loop is a meaningful change. If two or more players are involved in maintaining
    a loop across turns, each player chooses a number of iterations to perform, or announces their intent to continue
    indefinitely. If all players choose to continue indefinitely, the game is a draw. Otherwise, the game advances
    through the lowest number of iterations chosen and the player who chose that number receives priority at the
    point they stop taking an action to sustain the loop.
    A player intervening during a loop may specify that one iteration of the loop is only partly performed in order to
    be able to take action at the appropriate point. If they do, the final iteration is only performed up to the chosen
    point.
    Non-deterministic loops (loops that rely on decision trees, probability or mathematical convergence) may not be
    shortcut. A player attempting to execute a nondeterministic loop must stop if at any point during the process a
    previous game state (or one identical in all relevant ways) is reached again. This happens most often in loops that
    involve shuffling a library.
    Some loops are sustained by choices rather than actions. In these cases, the rules above may be applied, with the
    player making a different choice rather than ceasing to take an action. The game moves to the point where the
    player makes that choice. If the choice involves hidden information, a judge may be needed to determine whether
    any choice is available that will not continue the loop.
    24
    The judge is the final arbiter of what constitutes a loop. A player may not 'opt-out' of shortcutting a loop, nor may
    they make irrelevant changes between iterations in an attempt to make it appear as though there is no loop. Once a
    loop has been shortcut, it may not be restarted until the game has changed in a relevant way. Proposing loops as
    an effort to use up time on the clock is Stalling.


    I tend to lean towards the tourney rules, but a mix of both is where I end up landing on it.

    Basically, the player should go through the loop at least once to show comprehension, cause, and effects of the loop. I've had many instances of new players being told that certain cards are an infinite combo that wins them the game, but not understanding how the combo works. I've also had some instances where I point out a potential infinite combo to an experienced player, run them through it after the game, and it take them numerous games to recognize when they have the cards for it, the steps you take to establish the loop, and what that does for you. It also helps to establish the combo's weaknesses and teaches them how to better fight other combos.

    After establishing that the actions are indeed a repeatable loop, they state how many times they intend on repeating said loop. This is where it get's a bit complicated. If the loop doesn't effect all of their opponents, but is more of the Niv-Mizzet/Curiosity kind, then I insist on knowing their targets. Who loses first? Are you going to round-robin the damage? Questions like those let the table as a whole know when each of them would need to try to stop the loop. If the player comboing is going to target other players and eliminate them first, then I know I only need to stop the combo when they move to target me and let others be eliminated first. If the combo player chooses to round-robin the damage, then each player needs to think more carefully on when to stop the loop looking at remaining life totals and whether they can win the game from a low life point or if they need to stop the loop sooner.

    Finally, is the interference. Now that the loop, it's number of iterations, and targets have been stated, people respond. "On the first instance of you targeting me, I'll Krosan Grip your Curiosity." This is where it get's a bit complicated. Nine times out of ten, the combo player just wins and very few have an answer up let alone it resolving. It's good practice to ask the other players "Are you going to try to stop this and when? I have an answer, but I'm not going to use it until you've lost.(or we're all at ~ life)" The goal is for people to state whether they're going to try and answer without people just slinging cards down and giving stuff away when another player is just going to say that they're going to stop the loop sooner than the first person to react, which is a huge problem when playing with newer or even some less experienced players.

    TLDR: A lot of people that I play with tend to say GG and move on to the next game rather than sitting and doing nothing for 20+ minutes waiting to see if the combo fizzles at some point. Only exception is extra turns shenaningans where people only tend to scoop if they end up with 7 or more turns lined up. I like going through the motions if I have the time that night.
    Posted in: Commander (EDH)
  • posted a message on Finisher for spellslinger deck
    Quote from user-7629219 »
    Quote from darkeshrine »
    You can always use things like Exsanguinate, Comet Storm, or Earthquake.

    The problem with X spells is that they really require a huge amount of mana... I really wish there was a 7-mana spell with "deal 13 damage to any target".


    Repercussion isn't quite that, but it makes Blasphemous Act, Shivan Meteor, and the like fit. Actually, Repercussion and Blasphemous Act sounds absolutely lulzy: Worst-case scenario, everyone dies.

    Also, while it costs nine mana and only does 10 damage, Searing Wind?


    There's also Sorin's Vengeance.
    Posted in: Commander (EDH)
  • posted a message on Finisher for spellslinger deck
    You can always use things like Exsanguinate, Comet Storm, or Earthquake for finishers.

    One creature I'm fairly fond of is Djinn Illuminatus. The things it can do with 1cmc draw spells is nuts, let alone removal like Lightning Bolt.
    Posted in: Commander (EDH)
  • posted a message on Is it too Early to discuss c19?
    I don't mind them keeping it to 4 decks per release so long as they're good. During the C18 spoiler season, Gyrus, Waker of Corpses was the only one I was excited about and is still by quite a margin the most fun I've had with any of them from C18.

    I want more tribal. Plain and simple. More Tribals. Pick some tribes that people try to build, but simply doesn't have the support and give it a bunch of support. No goblins, elves, dragons, slivers, merfolk, vampires, or any other tribe with more than enough support. Hell, I wouldn't actually mind Merfolk so long as it was 3+ colors as there are merfolk in :symw:, :symu:, :symb:, and green mana now, but just not esper.

    Tribes that need good/more commanders:
    Minotaurs
    Clerics
    Humans
    Shamans
    Druids
    Cats (really messed up that last attempt)
    Faeries
    Kavu
    Angels

    Tribes that got commanders, but still not enough support:
    Minotaurs
    Dinosaurs
    Spiders
    Defenders (aka walls)

    And those are just off the top of my head.

    I do also have a couple other things I really want:
    First is a 5-color Legendary tribal. We have Arvad the Cursed, Day of Destiny, and a whole set with legendary creatures that support legendaries, but no 5-color commander that isn't just there for colors.

    Second is more colorless options that aren't geared specifically towards artifacts. This I realize is very difficult and will probably never happen. Just tired of mono-brown being nothing but artifact combo decks.
    Posted in: Commander (EDH)
  • posted a message on Those Commanders that Miss the Mark
    Quote from 3drinks »


    Zurgo and Licia are both just beats though. And one if them literally just attacks. At least Tariel breaks the symmetry by wiping resources and then crushes you with your own cards while you're trying to rebuild. That's what I was getting at.


    I get your point. Maybe it's because I didn't play ld, but my Tariel deck was always a lot better when I didn't cast Tariel.
    Posted in: Commander (EDH)
  • posted a message on Those Commanders that Miss the Mark
    Quote from 3drinks »
    Quote from darkeshrine »
    Quote from 3drinks »
    No one has said Tariel, Reckoner of Souls yet?


    Tariel would have been subpar as a 5-drop, let alone 7. The random aspect hurts, a lot, but the 7cmc is what makes it unplayable.


    At least she makes a pretty decent Wildfire commander.


    So does Zurgo Helmsmasher and Licia, Sanguine Tribune.

    Tariel just so happens to combo with any free sac outlet and Thornbite Staff.
    Posted in: Commander (EDH)
  • posted a message on Those Commanders that Miss the Mark
    Quote from 3drinks »
    No one has said Tariel, Reckoner of Souls yet?


    Tariel would have been subpar as a 5-drop, let alone 7. The random aspect hurts, a lot, but the 7cmc is what makes it unplayable.


    C18 planeswalkers all have really subpar ults.


    I've always found Gisa and Geralf kind of lacking, and Muldrotha, the Gravetide really showed me what. They need to do more, like Raise dead when you cast a zombie spell, or let you cast two from the grave, but just something else. Thematically speaking, there's no reason 2 necromancers shouldn't do more than raise one zombie at a time.

    I also really wish the Legendary Vehicles were playable as commanders, especially the Weatherlight, but I see why they don't and it still makes me sad.
    Posted in: Commander (EDH)
  • posted a message on Commander Combo Challenge
    Quote from Dunharrow »
    Quote from darkeshrine »
    Quote from Dunharrow »
    If you want to get all 3 modes from Eldest Reborn:
    The Eldest Reborn + Archaeomancer + Panharmonicon + Second Sunrise + Time Warp + Free Sac Outlet
    It is also infinite turns though
    This combo is funny to me because Second Sunrise will return to play whatever creature your opponent sacrificed. You can of course just use Brago to blink Archaomancer for a time warp and Replenish to get the same effect, without the funny second sunrise issue.

    Next: Wormfang Turtle


    Wormfang Turtle + Panharmonicon + Sun Titan + Angelic Renewal + Ashnod's Altar/Blasting Station/Alter of Dementia/etc

    You can exile everyone else's lands while getting infinite mana. Sac Turtle and Sun Titan. Angelic renewal triggers, bring back sun titan. 2 Sun Titan triggers thanks to panharmonicon, bring back Turtle (for 2 etb triggers) and Renewal, and repeat. Sac turtle in response to its first trigger, second trigger will resolve first returning nothing, then first trigger will exile land forever; or let first ability finish resolving, then sac to get your land back. Exile Opponent's lands and use yours for infinite mana.

    Next card will be: Strionic Resonator


    Turtle only exiles your lands though, but I guess this still gives you infinite mana.

    Strionic Resonator + Paradox Engine + Gilded Lotus + any spell for infinite mana? Cast your spell, triggering PE. In response, tap GL to activate SR. The copy will resolve, untapping GL and SR, which you can activate again, netting one mana in each iteration. Infinite mana of all colours.



    Next Card - Sensei's Divining Top


    Didn't realize that. Never thought I'd say that Petravark is better than something, but It works.

    Diving top combo:

    Top + Mirrorworks + Krark-clan Ironworks + Etherium Sculptor = Infinite draw

    Cast top for free, pay 2 to get a token copy. Tap original to draw, putting it on top. Tap token to draw, sac for Colorless Mana Colorless Mana in responce, draw original top. Colorless Mana Colorless Mana floating. Repeat.

    Next card : Forbidden Orchard props for token based win instead of just infinite mana.
    Posted in: Commander (EDH)
  • posted a message on Commander Combo Challenge
    Quote from Dunharrow »
    If you want to get all 3 modes from Eldest Reborn:
    The Eldest Reborn + Archaeomancer + Panharmonicon + Second Sunrise + Time Warp + Free Sac Outlet
    It is also infinite turns though
    This combo is funny to me because Second Sunrise will return to play whatever creature your opponent sacrificed. You can of course just use Brago to blink Archaomancer for a time warp and Replenish to get the same effect, without the funny second sunrise issue.

    Next: Wormfang Turtle


    Wormfang Turtle + Panharmonicon + Sun Titan + Angelic Renewal + Ashnod's Altar/Blasting Station/Alter of Dementia/etc

    You can exile everyone else's lands while getting infinite mana. Sac Turtle and Sun Titan. Angelic renewal triggers, bring back sun titan. 2 Sun Titan triggers thanks to panharmonicon, bring back Turtle (for 2 etb triggers) and Renewal, and repeat. Sac turtle in response to its first trigger, second trigger will resolve first returning nothing, then first trigger will exile land forever; or let first ability finish resolving, then sac to get your land back. Exile Opponent's lands and use yours for infinite mana.

    Next card will be: Strionic Resonator
    Posted in: Commander (EDH)
  • posted a message on Commander Combo Challenge
    For Grove of the Guardian:

    I can't think of a way to make this infinite that doesn't require an infinite mana combo or 7+ cards, so here's the easiest.

    Any infinite mana combo that makes colored mana, Cloudstone Curio, and Sun Titan.

    Make infinite mana > Tap Sun Titan and another creature to use Grove > Grove makes token that bounces Sun titan > Replay Sun Titan returning Grove > Repeat by tapping Elemental and Sun Titan.

    Any time I name a card, it'll be an enabler rather than something to infinitely recur. Knowing all your infinite recursion combos is nice, but not very imaginative for this forum game. Next card is Heartless Summoning.
    Posted in: Commander (EDH)
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