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The End of an Era
  • posted a message on Responding to Planeswalker Loyalty Abilities
    It's been a while since I've had to use and interact with planeswalkers, so I figured I'd ask before I had to deal with it on the table.

    I just looked up the rules about loyalty abilities for 'walkers, and they state that loyalty abilities are activated abilities that are subject to special rules (which mostly revolve around paying for the ability -- that is adding or subtracting loyalty from the permanent).

    Anyways, my question is can you respond to the activation of a planewalker's loyalty (activated) ability, and if so, can you do it in such a way that the ability doesn't go off?

    (My instinct regarding the second part of the question tells me "No, the ability is already on the stack, so unless you can delete it from the stack [i.e. with a counter or something], it's going to go off." Still, I'd like to know, so please drop some knowledge on me.)
    Posted in: Magic Rulings Archives
  • posted a message on Grand Arbiter Augustin IV: The Prison
    Quote from Reanimationn »
    With new cards out , what would you look to too put in?


    I will probably replace Hinder with Dissipate because the tuck rule has weakened. Having one tuck counter is still good for stopping big and/or annoying creatures and spells, and Dissipate exiles those, so it becomes its own unique form of removal.

    The new cards don't offer much in the way of what GAA4 wants, which are cheap and versatile removal (both counters and kill/exile spells) or s/tax effects. That's just the direction the "new world order" is heading: more creatures, less spells. So there tend to be slim-pickins from the new sets.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Now that you're gone // All that remains // Is the [Spirit of EDH]
    Those still don't stop triggered abilities (Riku, Nekusar, etc.) and hexproof generals (Uril, Sigarda, Narset) just got a lot more broken.
    Posted in: Clans
  • posted a message on Now that you're gone // All that remains // Is the [Spirit of EDH]
    Just read up on the news about tucking.

    Oh dear... I'll have to change my GAA4 primer. Finding 3CMC or less replacement counters won't be that hard, but how do you replace Condemn? It's just so good...

    Okay, second thought, those cards can stay in, but they'll be way less effective. Not being able to use them on generals is rough. Taking out a big beastie (like Eldrazi titans) isn't a bad way to use them, but still... can't use them against generals. That... that hurts.
    Posted in: Clans
  • posted a message on Now that you're gone // All that remains // Is the [Spirit of EDH]
    I didn't do the prerelease. My friend and I are going to split a box, draft it, and divide up the rares as we need. We're going for different colours, decks, strategies for our decks, so we're not that concerned with pulling money. Besides, he likes having the commons and uncommons from sets, which I don't want/need,so it works out.

    Apart from that, we've been drafting Khans and Fate just by ourselves. It's been pretty fun. I pulled Monastery Mentor and some other random stuff, and he's gotten two fetches. The drafting prectice has been really good, since we're going to the MM2 GP in Chiba in May. Having more experience drafting should help, and it's fun! Kekeke
    Posted in: Clans
  • posted a message on Checking in with Planechase
    I've played planechase recently with my usual system: one shared planar deck (I have *most* of the planes, including some promo planes) and each player MUST roll two planar dice* once on their turn, which helps keep us moving through planes. However, we still ran into the problem of getting stuck on hateful planes, notably Lethe Lake (...always Lethe Lake...!)

    Since the point of the two dice is to stop players from wasting mana on rolling the die, I'm trying to think of a new way to introduce multiple dice rolls per turn without involving mana. I think a good solution might be "Skip a phase: roll the planar dice." Most players won't mind skipping a main phase or attack phase to get off a bad plane, and if the situation gets desperate, they can skip multiple phases (probably a main phase and attack phase, or both main phases, depending on the build of the decks).

    What do you guys think?

    *As mentioned, the two planar dice are for limiting wasted mana. Personally, I find the official re-roll system very mana-intensive, and I'd rather players use that mana to play their decks instead of chancing an escape from a hateful plane. It's a method that has worked pretty well, except for the issue that I described above.
    Posted in: Commander (EDH)
  • posted a message on Now that you're gone // All that remains // Is the [Spirit of EDH]
    Quote from BlackMajic »
    And he is back from the general zone. Just got net back... What major clan things did I miss


    We made our own flip Legenadry creature to Planeswalker cards in anticipation of the ones coming out in Origins. That's about it.
    Posted in: Clans
  • posted a message on Grand Arbiter Augustin IV: The Prison
    Quote from Jeff2302 »
    Any reason for us to consider running Narset Transcendant in a heavy control build of GAAIV?


    I mentioned it about 6 posts up... #173.

    Do you have any specific questions about Narset?

    Posted in: Multiplayer Commander Decklists
  • posted a message on Grand Arbiter Augustin IV: The Prison
    Quote from OatmealKing »
    How good is Thassa, God of the Sea in the deck? Does she get active most of the time, or do you just use her ability for the scry and to sneak your beaters (Sun Titan/Frost Titan) through?


    She's mostly there for the indestructible Scry. If I have a beater out, I might use her ability to get them through. I tend to play this as a spell-based control deck, so I don't cast creatures unless I'm incredibly confident that they'll get their damage through, anyways (i.e., in times when I have such a good lock on the board, that no one can stop them). I will say that the Scry is very handy for keeping things in the deck. Monastery Siege makes you discard, which I'm a little uneasy about. Granted, if you toss enough enchantments in the 'yard, Replenish is a beast. Or you can toss <= 3 CMC stuff in the bin and Sun Titan them back. Snapcaster Mage is the other card that can interact with things you may have discarded. Other than those, there isn't a whole lot of GY shenanigans or recursion in this deck. But I suppose that's what the other mode (opponents' spells that target you or your stuff) is for. Kekeke
    Posted in: Multiplayer Commander Decklists
  • posted a message on Grand Arbiter Augustin IV: The Prison
    Quote from OatmealKing »
    I know it's been a while since you've updated this primer, but have you tested Monastery Siege? The dragons ability would make another solid prison card, and if you didn't need that, it lets you see more cards. Plus it's 3 CMC, so you can get it back with Sun Titan. You can also bounce it with Venser, the Sojourner to keep swapping your choice.


    Okay, so I've played a little with the Siege. Unfortunately, during the games in which I drew it, it came too late to make much of a difference. I'd already had the board under control and was working towards my win-con. Granted, the extra draw/discard helped a little, I found I rather preferred to just tutor for the card(s) I needed.

    I'm keeping this in on trial in place of Thassa, God of the Sea because I want to see how it will work in the early and mid-game. I'll keep you updated as I play more games!
    Posted in: Multiplayer Commander Decklists
  • posted a message on So...What do you collect?
    I have a lot of things that might be considered a "collection": angels, planeswalkers, counterspells... but I only really collect 1 card. Knight Exemplar. I got back into MtG just after Zendikar, during M11, and the coolest deck I remember at the time was the White Weenie featuring Knight Exemplar and Day Of Judgment. I got my ass handed to me so many times by that deck. Anyways, I came out of that season with an irrational love for Knight Exemplar, so I've been collecting them ever since. (And I never buy them outright.)

    Cool thing is, when I pulled 1 in a pack and a foil in another pack, I was stupid excited. Ah, life's little pleasures.
    Posted in: Magic General
  • posted a message on Now that you're gone // All that remains // Is the [Spirit of EDH]
    I think that just discussing them is enough. Compiling scores and such is usually where contests like this stall, anyways.

    So I basically finished my mono-Black EDH deck. I'm proxying the few cards that I'm waiting on in the mail, which my friend is alright with (he's proxying expensive cards that he needs for Nekusar, so we're even). Anyways, he won't play against that deck anymore for the sheer horror that it unleashes. Last time we played, he couldn't cast a spell without discarding 2 cards (and I had Waste Not out), and he couldn't keep any creatures on the board because of my Grave Pact shenanigans.

    I'm pretty much done building EDH decks for now (unless I can get my half-built Bant PW deck from the States). I'm getting a little more into Standard because my friend here in Tokyo was kind enough to get into EDH for me. So I'm building Esper control in Standard. It's very budget, but I think it'll be pretty fun.
    Posted in: Clans
  • posted a message on Grand Arbiter Augustin IV: The Prison
    Quote from Reanimationn »
    Any updates on your list? I'm looking into building this currently as I want a more control oriented deck then what I have run in past (been pure combo player) Also thoughts on luminarch ascension in this current shell?


    I was actually really disappointed with Narset. I would have loved to include her in GAA4 (possibly casting her for 2? OMG!), BUT(!) her abilities just don't jive that well with the deck. Yeah, it's *likely* you'll be able to get a card from her with her +1, but I don't consider that decent card advantage. Her -2 doesn't work well with the "draw-go" (or "draw-cast permanent-go") strategy that GAA4 utilizes. And her ulti is underwhelming in a format that is fairly (sometimes heavily) dependent on creatures. Plus, there's no way to protect her, since Sphere of Safety costs too much to play, even with GAA4 discounts, and Norn's Annex isn't punish-y enough (opponents can always pay the 2 life...). Overall, I'm opting not to include her.

    As for Luminarch Ascension, I actually had the card in the deck at first, but took it out since it pains arrows to the target that's already on your head. It's easy enough to stop attacks and prevent certain cards from damaging you, but if an entire table is out to get you and/or remove Luminarch Ascension, they'll do it. Don't get me wrong, with a large enough play group, you can get it up and running with one go around the table. However, if you do it too early game (when no one has answers or creatures for attacking), you probably won't have the mana to abuse it, like it should be. If you drop it mid-late game, opponents will have a board state that can damage you - thus, preventing the accumulation of counters on it - or will have removal. You'll have wasted a turn casting it while drawing yet more hate from the table. Trust me... I know @_@
    Posted in: Multiplayer Commander Decklists
  • posted a message on Now that you're gone // All that remains // Is the [Spirit of EDH]
    Also, Tibalt isn't bad in Niv 1.0 because drawing cards. :p
    Posted in: Clans
  • posted a message on Now that you're gone // All that remains // Is the [Spirit of EDH]
    Quote from PegasusBishop »
    1) What is this place of wonder called?

    2) How did you get a Vampiric Tutor for $15????


    1) It's called Mint...something or other.

    2) I have no idea. They had it priced really cheap, so I grabbed a copy.
    Posted in: Clans
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