Magic Market Index for April 12, 2019
 
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Magic Market Index for March 15th, 2019
  • posted a message on Which wrath creature(s)?
    Quote from Forgotten One »
    I'm partial to Massacre Wurm and Kagemaro, First to Suffer, although I see Massacre Girl making an appearance in a few of those decks.


    These three are all great. I voted Massacre Girl because she will likely kill most of the board, however I currently run Massacre Wurm and love it. We have a few token decks running around and Massacre Wurm does work. Kagemaro is most flexible, but can also backfire if your hand is low and you need to kill something larger. Massacre Wurm has the same problem, but you know what your getting up front.

    For non-black, False Prophet is great in a deck with enough sac outlets. Instant Speed exile and you can sacrifice your things before trigger.
    Posted in: Commander (EDH)
  • posted a message on The Best Draw Cards in EDH
    These are some of my favorites, mostly for digging through cards quickly. Some require more theme than others, particularly non-blue draw.
    Not all of these stack up agains Blue and Black draw, and some of these are based on a creature theme. These are simply some draw spells that I like in my decks.

    Posted in: Commander (EDH)
  • posted a message on Print this Wizards (so I can play it in EDH)
    Universal fetch
    Land
    Tap, pay 2 life, sacrifice universal fetch: search your library for a land that can produce one or more colors of mana in your commander’s color identity, put it onto the battlefield, then shuffle your library.



    This likley needs some sort of restriction on it. Being able to fetch Gaea's Cradle, Nykthos, Shrine to Nyx or Cabal Coffers at instant speed is too good. Even fetching bounce lands at instant speeds is super tech. Needs to read "with a basic land type" somewhere in there.
    Posted in: Commander (EDH)
  • posted a message on What Card Do You Wish You Owned for a Deck?
    Quote from Lithl »

    In Shadowmoor/Eventide, the filter duals were largely responsible for people playing triple and quadruple color requirement cards in multiple colors without worry, like holding up mana for Cryptic and then flashing Cloudthresher when the Cryptic wasn't needed. Chaining filters together can even get you to heavy mana cost requirements in three or more colors.


    This is the reason I still like filter lands greatly. Back in Lorwyn Block there were two very competitive 5 color decks, Elementals, and 5 color control, both relied on filter lands (mostly green and blue) along with Reflecting Pool and Vivid Marsh style lands, as pointed out above. I still use Filters in many 3 color decks for the ability to turn a turn one Forest into UU with a Filter in hand.

    I do agree that without Fetch lands, ABUR Duals loose much of their appeal. Its the Fetches that really make dual-typed anything shine.

    This confuses me when one of my good friends says they do not like playing fetches, despite having them for his main decks. This baffles me due to how good they are in practice even with minimal land interaction in the graveyard.



    Card I want for a Deck: Foils of new cards that are expensive (Recruiter of the Guard). I am actually quite content with my collection barring keeping up with new foils as they are released for my main two decks. I would like a Time Twister (who wouldn't), but I do not have a burning desire for one.

    Command Beacon! I want a Command Beacon for Titania, Protector of Argoth. That is high on my list because it fits so well. And I have been having a lot of fun with that deck recently.
    Posted in: Commander (EDH)
  • posted a message on Print this Wizards (so I can play it in EDH)
    Quote from Lithl »
    Sylvan Explorer 2GG
    Creature - Elf
    When (~) ETB, search your library for a land card and put it into your hand. Shuffle your library.
    2/2

    About as fair as I can make it. Would prefer a 3 cmc 1/1 with the same ability, but that may be too good.

    Ambitious Scout 1GG
    Creature - Elf
    When (~) ETB, search your library for a land card and put it into your hand. Shuffle your library.
    1/1


    I want a creature 4 cmc or less that can search for ANY land and put it into my hand or battlefield.

    Currently testing Utvenwald Hydra for the same ability as an ETB, but need something cheaper mana wise.
    If it's going to your hand, I honestly think 2G for a 1/1 would be fine. Sylvan Scrying costs 1G and adding 1 to the cost for a 1/1 body seems fine to me.

    Ulvenwald Hydra costs 6 because the land goes to the battlefield and he's a big boi with reach.


    That would be ideal at 2G for splashing in 3-5 color decks. I just want a cheap creature that can get utility lands from my library. I'll gladly play them one at a time. Surprised it hasn't been printed at some point. Going to hand makes it MUCH more difficult to abuse, though not impossible. I'm patiently waiting.

    Hydra is good for putting the land into play, except then I want to use the land that turn, as it comes in tapped. So I have to telegraph my play when searching for lands like Gaea's Cradle, Volrath's Stronghold, or the like.

    Posted in: Commander (EDH)
  • posted a message on Random Card of the Day: Lethal Vapors
    I remember! One of the few rule changes that I didn't really mind. Damage on the stack was quite easy to abuse to great advantage.

    Spawning Pit is a great sac outlet when I am trying NOT to go infinite with Ashnod's Alter or Phyrexian Alter, or just need more sac outlets. Also the counters can become useful after a few turns. Great blockers at instant speed. Free sac can always find a place somewhere.
    Posted in: Commander (EDH)
  • posted a message on Are the cycle lands good in Edh
    Quote from cryogen »

    I dislike incomplete cycles as well. I still use them, but j dont enjoy it. I haven't and won't put them into my cube until I have the complete cycle, however. And Battlebond lands are crap IMO.


    I feel the same way on all three accounts. I do play Scattered Grove in GWB, but am looking for slots once the rest of the cycle is released.
    Incomplete cycles have no place in cube for me.
    Battlebond lands do not interest me, Basic Typed duals are vastly more versatile, especially in Green.
    Posted in: Commander (EDH)
  • posted a message on Print this Wizards (so I can play it in EDH)
    Sylvan Explorer 2GG
    Creature - Elf
    When (~) ETB, search your library for a land card and put it into your hand. Shuffle your library.
    2/2

    About as fair as I can make it. Would prefer a 3 cmc 1/1 with the same ability, but that may be too good.

    Ambitious Scout 1GG
    Creature - Elf
    When (~) ETB, search your library for a land card and put it into your hand. Shuffle your library.
    1/1


    I want a creature 4 cmc or less that can search for ANY land and put it into my hand or battlefield.

    Currently testing Utvenwald Hydra for the same ability as an ETB, but need something cheaper mana wise.
    Posted in: Commander (EDH)
  • posted a message on Which creatures are the best at blocking?
    Archon of Justice is good at blocking, or really just dying. Modest mana cost, decent body, great death ability. One of my favorite cards in reanimation decks due to the CMC and flying body. I do not feel bad trading with an X/4 and getting premium removal to boot. Or just blocks something bigger and removes your choice of targets.

    Ashen Rider is much more mana intensive, but doubles up on the value.
    Sidisi, Undead Vizier has deathtough and good toughness to kill x/5's without dying. Also gets her value on ETB so is less prone to eat removal than say Atraxa.
    Solemn Simulacrum is a premium blocker with ETB and Death trigger. Love blocking early game with this guy, but usually doesn't kill anything.

    Overall, creatures that block well, but don't have any non-keyword abilities are less valuable to me. I tend to like ETB creatures with large toughness for blockers, or any creature with death trigger makes a fine blocker to me. Keyword Soup creatures do make good blockers usually, but largely don't show the value added for just being good in combat. Exceptions exist of course.
    Posted in: Commander (EDH)
  • posted a message on Crazy Plays in EDH.
    I did not win, but I did receive "Play of the Game" last week when I hosted a Commander Cube night with a few guys. These were Drafted decks and there are some Banned cards included. I was playing Dralnu, Lich Lord control, with Maelstrom Wanderer, Zurgo, Helm-smasher, and Marath, Will of the Wild.

    Melstrome gets an early Bribery on Marath's Primeval Titan. This created an arms race for lands, for a couple of turns. Maelstrom gets 3 triggers (6 lands) and I get one trigger (2 lands)

    Maelstrom then casts Alter of Dementia and mills me some when a board wipe hits after his Body Double on Primeval Titan.

    Primeval Titan gets targeted for reanimation by Zurgo and I use Scavenger Grounds to exile all graveyards to stop the maddness. This was my biggest mistake of the game since my graveyard was looking pretty good after being milled.

    The game goes on and I continue to get milled without having time to cast my Commander due to board state issues. I cast Black Sun's Zenith to wipe the board, and in response Melstrom finished off my library, but Black Sun gets shuffled in. I am fuzzy on the details, but in the aftermath the Alter gets answered and Maelstrom has no creatures to sac to mill Black Sun.

    On my next turn I draw Black Sun's Zenith as the last card in my library. Cast is for X=0 and Malestrom casts Stroke of Genius targeting me for 1 card. In response I cast Blue Sun's Zenith targeting me X=0. It gets shuffled in and I draw it from Stroke, and STAY ALIVE.

    I die soon after, but was able to loop Black Sun a few more turns. My Graveyard was ravaged, and my hand was left with only draw spells I couldn't use.
    Posted in: Commander (EDH)
  • posted a message on Jund Pod in Commander
    Quote from darrenhabib »

    Flayer of the Hatebound works with Gyrus, Waker of Corpses ability to deal damage as well, plus undying means that you get to Pod this and get it back.

    I am not sure Flayer of the Hatebound triggers off Gyrus. Gyrus exiles the creature and creates a new token. Nothing is entering the battlefield from the graveyard.

    I would not expect to get more than a couple activations off of pod (in my meta). Unless your playgroup is removal light, it should get removed quite quickly. It is a massive value engine and will not go unnoticed at a competent table. I would not build my entire creature base around abusing it when you are likely to have it removed. As long as you have a good creature curve, you should not be lacking targets, and will always get value.

    Do not play too many high CMC silver bullets just to make a pod chain. They will get stuck in your hand if you pack too many.

    Brutalizer Exarch and Rune-Scarred Demon are both high costed and can be had lower on the curve. Also Rune-Scarred Demon is a blue players toy if they hit any copy effects. At least Sidisi, Undead Vizier required a sacrifice to tutor, so no crazy clone chains can happen. Greenwarden of Murasa is also high on the curve even if it returns two cards. At 6 cmc you will likely want to affect the board a little more unless you are heavy on the mass removal.

    I like Woodland Bellower at 6 for the toolbox and Inferno Titan for Haste with Gyrus (except it looks like you don't get double burn triggers). Protean Hulk will always do broken things, if you want to try it out.
    Posted in: Commander (EDH)
  • posted a message on Jund Pod in Commander
    Pass on Mindclaw Shaman. I have tried it, and it usually is disappointing. Expecially if there isn't a blue player at the table, which most of the time there is. But still is very hit or miss, and there are better cards at 5 cmc.



    +1 for Massacre Wurm
    Posted in: Commander (EDH)
  • posted a message on Traxos, Scourge of Kroog + Springleaf Drum
    Springleaf Drum. Forgot it taps itself as well.
    Paradise Mantle is probably what you are looking for. Seems good, and fair.
    Posted in: Commander (EDH)
  • posted a message on A bit of math discussion: How many of X do you put in a deck before you will play Y
    I play Trinket Mage with as little as 3 targets. Since it is an ETB and I don't blink, only a single trigger will be common in that particular deck.

    For cards that expect multiple triggers, then I would be inclined to play 6-10 cards that work well with that card. Really depends on the deck and the specific card.

    Examples:
    Trinket Mage - 3+ targets unless I'm planning on blinking trinket mage, then start at 5 targets (artifact lands maybe).
    Crucible of Worlds - 8-10+ lands that put themselves in the graveyard and/or other cards that put lands in graveyards. Right now I'm only playing it Titania, Protector of Argoth where lands in the graveyard is a primary theme.
    Recruiter of the Guard - 6+ available targets. Preferably more.
    Life from the Loam - 6+ lands that like the graveyard. Maybe less if your heavy graveyard synergy, which I am. It makes it's own targets, but I would still favor some fetch lands and cycle lands for more synergy.
    Sunforger - 5-6+ available targets depending on how often I tutor Sunforger. 4 would be quite low, but I never see Sunforger tutor more than 2-3 times.
    Stoneforge Mystic - 3+ targets. Usually non-equipment decks may have a few targets that will be good enough to warrant Stoneforge for Skullclamp, Lightning Greaves, or Basilisk Collar.
    Spellseeker - I have not played this card yet, but I anticipate wanting 6+ targets for this card, as I expect to see a small selection of go-to with maybe a silver bullet or two. Pongify and Mana Drain being high on the list.
    Thousand Year Elixir - This one is tough, although even when my Commander had a Tap effect, I still like about 10+ cards to synergize with this card. Otherwise it risks being dead. 10 would be a minimum for this card.

    After typing all this, I am seeing a pattern. Tutors require overall less targets to be effective compared to cards that are simply synergies. Trinket Mage and Stoneforge Mystic are commonly run with only a few targets, where Thousand Year Elixir and others would require a heavy commitment to theme in order to warrant inclusion. It makes sense when the tutors can find their own targets, while others need to have their targets available for as long as they are on the battlefield, which is much more difficult to maintain.
    Posted in: Commander (EDH)
  • posted a message on Are there cards you don't play for power reasons?
    I agree that omitting a combo piece is still a "power factor" reason. I play Kiki-Jiki and purposefully omit the infinite combos. I do play Mystic Snake as a soft lock because its not overpowered, but is a powerful interaction that doesn't win on it's own.

    Besides avoiding easy infinite combos, there are few cards (already mentioned) I omit for individual power levels.

    My main decks still have combo potential, but to effectively win there are still 3-4 cards required NOT including the Commander.
    Posted in: Commander (EDH)
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