Keep Mobilization. Tokens are good in Ertai. The cost to produce each token is a little much, sure, but it's a mana sink -- for when you didn't have anything to counter in a round about the table. It's there to ensure your mana is always getting you value.
Crawlspace is a little less necessary. You've got plenty of attack-deterrents already; I don't think another will help. If someone is intent on hitting you with creautres, **** his **** up. Ruin his board. Combo him out. Whatever strikes your fancy. Keep in mind, you have a lot of control over the creatures on the board thanks to Grave Pact and Martyr's Bond. If no one has creatures to attack with, why bother trying to protect yourself from attacks, y'know?
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Mar 14, 2015madhatter00o posted a message on EDH: Ertai the CorruptedKeep Mobilization. Tokens are good in Ertai. The cost to produce each token is a little much, sure, but it's a mana sink -- for when you didn't have anything to counter in a round about the table. It's there to ensure your mana is always getting you value.Posted in: Bur
Crawlspace is a little less necessary. You've got plenty of attack-deterrents already; I don't think another will help. If someone is intent on hitting you with creautres, **** his **** up. Ruin his board. Combo him out. Whatever strikes your fancy. Keep in mind, you have a lot of control over the creatures on the board thanks to Grave Pact and Martyr's Bond. If no one has creatures to attack with, why bother trying to protect yourself from attacks, y'know? -
Mar 14, 2015madhatter00o posted a message on EDH: Ertai the CorruptedYou've got plenty of counters/removal. Actually, I'd take out Mindbreak Trap. Yes, it exiles spells, which is nice for removing things you don't ever want hitting the field, but don't discount the effecacy of tempo-counters (counters that aren't necessarily permanent, but hinder an opponent's major plays... like Remand or Memory Lapse). Your opponent has lost the element of surprise, and other opponents might be more willing to gang up on him before he tries to cast the same thing again. Besides, 4 for Mindbreak Trap is a little steep for my tastes.Posted in: Bur
15 Stick-able instants are more than enough.
You don't need O-Ring; you've got instant removal, which is always better. If you felt the need for exile-removal in enchantment form, go with Detention Sphere, since it at least has the possibility of also taking out swarms. Like O-ring, D-sphere costs 3 and can be recurred with Sun Titan. -
Mar 14, 2015madhatter00o posted a message on EDH: Ertai the CorruptedY u no Martial Coup?!Posted in: Bur
Also, the new Secure the Wastes is perfect here.
I don't know what you should take out, though. Maybe Sphere of Safety? You already have Ghostly Prison, Propaganda, AND Moat... of the 4, Sphere is the weakest. -
Feb 7, 2015madhatter00o posted a message on EDH: Ertai the CorruptedCut:Posted in: Bur
Fog Bank: You've got plenty of better pillowfort in there already. You don't really need Fog Bank.
Utter End: You've already got Vindicate, and Utter End is on the expensive side for spot removal. Rather than use 4 to exile it, I'd rather use a bounce spell to throw off their tempo for using the problem-permanent.
Containment Priest: Too specific of a hoser, unless there's a serious problem of cheating creatures into play in your meta. I never saw the appeal of it.
Night of Souls Betrayal: It costs 4... and it could kill your token army... I'm not too sure about this one, but if you're using it in a clever way that I'm just not seeing, then you should keep it. If it's just there to hose, you should take it out for better things.
Counters:
Besides Memory Lapse and Remand, there aren't a lot of good 2-shop counters. Sure, these aren't hars counters, exactly, but they do set your opponents really far behind if they'e trying to drop fatties or make major plays. Trust me, a well-timed soft counter can screw up a combo or ruin someone's battlecruiser plans. Plus they can totally be imprinted on Isochron, so they effectively become hard counters at that point.
One you get into 3-drop territory, it can become difficult on the colour requirements. Still, Render Silent and Undermine have always had a little place in my heart. -
Feb 6, 2015madhatter00o posted a message on EDH: Ertai the CorruptedTo Add:Posted in: Bur
Swords to Plowshares: I saw PtE, but not its older brother.
Claws of Gix: Free sac outlet. Lets you hit any permanent, which combos well with Martyr's Bond.
Skullclamp: Don't know why you have swords in over this. Doing tokens? Use the Clamp.
Academy Rector: Even without Omniscience, there are enough necessary enchantments to warrant it.
Replenish: Because someone's gonna kill your shiny enchantments eventually.
Gate to Phyrexia: Artifact kill on a stick that doubles as a sac outlet. Such a handy card.
High Market: Sac outlets with Grave Pact/Martyr's Bond let you make people sac things on your time.
Vampiric Tutor: If you can afford one, it's worth having. Search for *anything*...
Mystical Tutor: Lets you search for your main answers, like board wipes and counterspells/spot removal. Also, you can set up the pseudo-miracle with Terminus, to handle their creatures on the cheap.
Low-CMC mana rocks. Not the crazy 0-drops or anything, but Sol Ring and maybe some of the Talismans.
More counterspells. I would at least include Memory Lapse and Remand because they're annoying. They're also stupid-cheap (CMC), so there's even more reason for you to add Isochron Scepter. (If you do, can you imagine Vampiric Tutor on the Stick? ^_^)
Consider Taking Out:
Frozen Aether/Kismet: 4 is a lot for what they do. If you *must* include this effect, though, just use one of them. If you start the second one while you already have one (in play or in hand) it's a total dead draw, since their abilities don't stack.
Planar Cleansing: I reckon it's not going to be too hard to have a good board position with this build, so having too many board wipes isn't good. I'd give for quality/versatility over quantity. Austere Command is better in the 6-drop wipe slot for the main reason that you can choose what stays on the board.
Wrath of God or Damnation: Again, you probably don't need both. Plus, you're trying to make creature tokens, so killing off your army/sac fodder won't do you any good.
Okay, that's all I can think of for now. If I recall anything else that I remember about the deck, I'll let you know. -
Mar 6, 2014madhatter00o posted a message on EDH: Toshiro UmezawaBUUUUUUUUUUR! Nice deck. I haven't looked at ISB's list or anything, but it looks like you have a good handle on how to build Toshiro. Just a few things I'd like to get your opinion on.Posted in: Bur
Why no...?:
- Animate Dead
- Damnation
- Grave Pact
- Dark Ritual
- Caged Sun
- Gauntlet of Power
- Jet Medallion
- Boseiju, Who Shelters All
Animate Dead is the main piece to use with Entomb. Plus, it's cheap recursion
Damnation is kind of a staple... I'm just surprised it's not in here. Is there a reason for this?
Grave Pact is some serious Black stax, and it contributes a LOT to devotion, which seems to be somewhat important based on your spells and Nykthos. In any case, it pretty much guarantees the board stays clear when used properly (i.e., with High Market, or any other sac engine).
Dark Ritual is an instant (and can thus be regained with Toshiro) as well as early ramp. Not always stunning in mid- to late-game, but it can boost you to right mana level really cheaply, so you can hang onto some instant-speed removal or drop a bomb.
Caged Sun, Gauntlet of Power, and Jet Medallion are mana doublers and reducers, which is sooo necessary for mono-coloured decks. They can all be recurred with Beacon of Unrest, too. As long as you don't over-extend, which would be unlikely given the nature of the control deck, these are EDH mono-coloured gold. Plus, the Sun and Gauntlet power up your creatures.
Boseiju, I think, is a must for any deck that can't protect itself from counters... I guess it depends on the meta, though. I'm just used to playing against at least 2 other Blue decks at any time O_O;
Cards I'm not so sure about:
Argentum Armor, though excellent removal, costs too much (12, including equip) and you don't have a lot of ways to cheat it out (mostly just Beacon of Unrest.
Burnished Hart is fine ramp if you didn't have access to mana reducers (Jet Medallion, which NEEDS to be in any mono-Black deck) and mana doublers.
Stinkweed Imp is a little weak in comparison to your other creatures. It only really functions as a blocker (which is fine, since it's got flying), and I'm not sure how much you plan to abuse Dredge... I would expect a few more dredge cards at least if you were.
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Overall, though, I really like the deck. It looks fun, interesting, and challenging to play and to play against. Keep us updated with testing results. - Animate Dead
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Apr 1, 2012madhatter00o posted a message on Trades: My Haves and (Perpetual) WantsYeah... that's actually the point. I don't really want it to be seen. It's just something to which I can refer people should they inquire.Posted in: madhatter00o Blog
Thanks, though. - To post a comment, please login or register a new account.
I'm pretty sure Bur will approve.
OK. Decided: we'll do another round of 4 Truths and a Lie.
Ready, go!
Anyways, second guess: the fishing thing. Because seriously, who actually likes going fishing? (And if you do like fishing, you should play more MtG instead XD)
Who gave you permission to speak?! Pay 2, or you can't have your Words of Waste! (See what I did there? ;P)
jkjkjk...
Sorry! I missed your post.
If you plan to win by tucking and Tunnel Visioning, then it doesnt matter what you tuck. It can be their Mystic Elf for all you care, so long as you remember the card that youre tucking.
Anyways! WELCOME to [The Spirit of EDH}!
What kinds of decks do you usually like to play? (i.e., aggro, control, or combo? some combination of those?)
Sphere of Safety costs too much. Even at 4CMC (because of GAA4's discounts), it isn't worth it to me for attack-prevention. Enchantments are already pretty slow to put out, and Sphere of Safety is underwhelming when you can be dropping Ghostly Prison/Propaganda 1-2 turns ahead. If I were more concerned about protecting PWs, I might consider it *maaaaaaybe*, but I never expect 'walkers to last more than a turn anyways. And, if someone is killing all your enchantments, or you haven't dropped one yet, you've paid 4-5 mana for basically nothing. At least Ghostly/Prop will always tax, regardless of the board state. (I learned this "don't depend too heavily on dropping enchantments" the hard way when I was testing out Serra's Sanctum... it produced *nothing* for the entire game, which didn't last long...)
I don't like Norn's Annex because opponents can always pay 2 life to attack. So, it doesn't actually stop attacks, especially given that life points in this format are rather abundant. 2 life per creature per attack can, of course, add up; however, if I'm going to control how and when my opponents attack, I'm going to hard-line them into paying mana.
Why make them pay mana rather than life? Because mana is how they pay for spells. If you pay 2 to attack me with your Craw Wurm, that's 2 less you have for using in your Second Main Phase or during the rest of the round (on other people's turns).
This 2-mana-tax already hampers the spell-power of opponents. Now think about how much more they'll be limited should they attack with more than one creature. (Also, you should remind your opponents of this when they're thinking of paying the tax...)
Too expensive. There are 3 basic types of decks, right?: aggro, combo, and control. While aggro decks *can* cast spells and combo/control decks *can* attack, they usually specialize in one or the other, so you're not actually limiting anything. You're just confining deck to doing what it already does best -- either attack or cast. (And by turn 6-7, that aggro deck has enough power on the board that casting more creatures isn't terribly necessary. Combo/control decks won't have cared about attacking from the start.)
6-7CMC for a creature that sits there and hits people isn't worth it to me. (Hell, I even took it out of my angel-tribal deck because I found it so undershelming... though I admit I have pretty high standards) I'd rather have Elesh Norn in that slot because dead tokens and mana dorks can't attack at all. And the slight boost to your own creatures is big enough that you can start doing damage that seriously adds up.
If you really want to use Angelic Arbiter, please do. Everyone's meta is different, so if she's the answer to the problems your facing, you should take my advice with a grain of salt. The primer is, after all, built with a "take-all-comers" attitude in mind, so it doesn't address specific meta-problems. (I'll consider writing a section about meta-problems and solutions, though. It seems like a good idea.)
I'm glad you're enjoying it! Control tends to be very underrepresented in the EDH community, in general, so I'm glad this thread is helping to spread the misery -- I mean, joy!
Right, but the point that Slarg is trying to make (assuming I'm understanding correctly) is that no one is forcing a player to respond to/counter the new player's general. Just because you're holding a Spell Crumple doesn't mean you have to use it.
If everyone in the playgroup all has Spell Crumple and Hinder, I can see how that would feel oppressive. But it would take a real jerk to use one against a need player without first ascertaining the level of his deck and the general's necessity to the game-plan. If a new player's deck warrants tuck, then that's probably a good thing. It means the deck is built well and that the general is an actual threat. But if the more experienced players are throwing around their tuck-removal all willy-nilly or "just because they have it," I must question their ability to assess threats AND be good sports in this *social* format.
Cryogen, you did raise the point about mass-tuck-removal earlier, which I can see as a bit of a kill-joy for new players.
That's a fair point, but it ultimately emphasizes the social nature of the format. While I understand the convenience of online play, especially for those who are "geographically challenged" (like yours truly), playing with actual people with actual cards would give the new player who just built a pile around Narset, Enlightened Master because she's "sooooo cool" a chance to say, "Hey, I'm just getting into EDH. Please don't kill me first." So, I take any anecdotes from online game-play with a grain of salt..
As you mentioned also, mass tuck effects do cause collateral damage, as you put it, but that's merely part of the learning curve for EDH. A vast many play this format for the sheer amount of options there are. The banlist is relatively short when compared to the thousands of cards players can select. Players can use some of Magic's most powerful spells, even ones that are banned in other formats. Now, the new tuck rules don't make those effects entirely worthless; they're still perfectly good removal. However, by hamstringing the efficacy of tuck-removal spells, the RC has alienated the players who seek freedom of options as well as those who seek to play optimized decks. And all to protect the feelings of "sensitive" new players? That's a little fishy. Magic players are by and large (though certainly not always) mature human beings and can learn and adapt as we get accustomed to new environments (in this case, the format of EDH).
Let me provide my own anecdote. I was introducing a friend who already played Magic to EDH. He had a general grasp ofthe deckbuilding rules, so there wasn't any real problem there. When it came time to play, I picked out my least miserable-to-play-against deck (I play a lot of control, so I chose my mono-White angels aggro). Well, as the game gets on, my friend has built up a sizeable board and decided to bring out his general. When he eventually swings with it, I used Condemn, which I'd held on to for just such an occasion. Was my friend bummed that his general just got tucked? Maybe a little bit. But it didn't stop him from playing and finishing the game. (Afterwards, I gave him one of my extra Hinders to help build his burgeoning EDH collection. Because that's what you do.)
Anyways, the point I'm trying to make is that the RC is underestimating the emotional maturity of the player base. We are not 6-year-olds who will cry if someone breaks our favourite toy. (In writing that, I do realize the irony...)
The thing that gets me the most, however, and one that might be worth discussing (if it hasn't been already) is this generic "new player" who gets put out when his/her general gets tucked. To my mind, most new players or players who build thematic/casual (i.e. not cut-throat) decks don't typically use generals that warrant a Spell Crumple/Chaos Warp/Condemn. They *tend* to (obviously they don't always) choose a general that's relatively low-powered, but fun for them nonetheless. Honestly, unless they netdeck a top-tier general (and deck) for their first build, I just fail to see how anyone would waste tuck removal on it.
For example, my very first general was Jenara, Asura of War. It wasn't a good deck by any means, but I loved my general and probably would have felt hurt if someone *did* tuck her. But! She's not inherently a threat. She can be empowered to do some serious damage, sure, but no decent player is going to see Jenara and think, "Holy crap! I have to make sure that thing never sees the light of day!" (And if they do, that's a problem with the person, not the power-level of the general.)
And if a new EDH player *did* choose a top-tier deck for their first, they are probably already familiar with tuck-removal as a threat to their game-plan because 1) it's probably *in* their deck, or 2) they've been warned about it from outside (online) resources.
So, for example, has I chosen Zur, the Enchanter as my first general, it would be foolish of me to get sour when someone does tuck it. In fact, I should be expecting someone to tuck it somehow at some point in the course of the game.
While understand that the RC is trying to use the kid-gloves to help new players, I have trouble accepting that "new players don't like getting their generals tucked/always want access to their generals" argument because, frankly, they usually *do* have steady access to their generals.
Thanks!