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Dec 6, 2018I like this card, but I have never really found a good, lasting home for it in one of my decks. It was in Alesha for a year or more, and that was probably the best fit I've found so far, but eventually it was replaced by Recruiter of the Guard, which plays a more valuable role as a reusable toolbox tutor. Maybe if I ever build a Karador deck.Posted in: Commander (EDH)
Dec 5, 2018My Oona deck is wizard/rogue/faerie tribal. As Shadow 345 notes, Notorious Throng is pretty good. Casting it once with prowl can win games; doing so multiple times with Echo Mage or via Archaeomancer pretty much assures it.Posted in: Commander (EDH)
My Rhys the Redeemed deck is elf tribal with a solid druid subtheme which has sometimes won me games. When it's you and one other opponent and you tap six other druids and Gilt-Leaf Archdruid to steal the other opponent's lands, most people scoop.
Dec 5, 2018I have retired only a few Commander decks, once built. Several others I have rebuilt over time to such a degree that they aren't the same deck at all. This is especially true of my first few decks, as I was becoming more familiar with the then-current card pool and as I came to better understand the goals and nature of the format. Now it is fairly rare for me to completely dismantle a deck; more commonly I switch the commander to someone better (Isperia II --> Azor) or maybe drop one or more minor aspects of a deck to focus it a bit more. And I am constantly updating my decks, albeit slowly. Some only rarely change - it is rare that something new is released that is good enough to earn a place in my Nath stax deck or my Heidar mono-blue control deck - while others seem to get something new in almost every set. Most sets have a new hydra and we have been getting some good cheap card draw of late, so Animar hydra tribal often gets updates, and I am constantly swapping cards in and out of my Atraxa counters deck, testing out the many potential options presented by the near-endless number of cards which interact in some way with proliferate.Posted in: Commander (EDH)
Dec 4, 2018JWK posted a message on The Realization of a Glaring Omission, or: A Formal Petition to Add Phil's Stax Primer to the Official Threads and ResourcesPhil's stax thread was a truly great thread, the one that got me to embrace stax (as one among my 60+ decks) as one of the possible ways to play EDH. My Nath stax deck continues to this day, only rarely receiving updates because few cards are printed these days which fit easily into a BG stax shell, and even fewer are good enough to supplant something already there.Posted in: Commander (EDH)
Dec 3, 2018Discard outlets require you to have something in hand to discard it. Entomb lets you seek stuff out to put in the graveyard. Very different thing. Double Entomb itself can often lead to a GG situation early game.Posted in: Commander Rules Discussion Forum
Add in how cheap it is, and thus how early it can be cast, and I continue to be glad Gifts is banned, and strongly believe it needs to stay that way.
Dec 3, 2018My attitude toward Reliquary Tower is an odd one. I think it is a vastly overplayed card in general, and I have definitely overplayed it in the past, but even now I play it in a lot of decks because I run a fair amount of card draw, and often hefty draw at that, and because in most of my decks at many points in the game I would rather hold a lot of things in hand than put them on the board and vulnerable to removal. I think overextending one's board position is probably the most frequent misplay in Commander. So, I think it comes down to how one's deck is built and to one's playstyle. I you don't have a lot of ways to draw a lot or if you tend to vomit your hand onto the board at earliest opportunity even when doing so won't let you win in the next turn or so, it's probably a wasted card and you would be better off with some other utility land or a basic land (many EDH decks run far too few basics).Posted in: Commander (EDH)
I loved Myriad Landscape when it came out, but later I took it out of a lot of decks because man, is it freaking slow. Most of the time a ramp spell is better, though I have found it to be pretty good (like everything else that interacts with lands) in Windgrace (thanks to Amulet of Vigor) or in U or UX decks that play a fair amount of untapping tech. Mono-colored non-green decks, it can be okay, albeit still really freaking slow. Always good with landfall, though.
I play Homeward Path mostly in voltron decks or other commander-dependent decks. It's rarely belongs anywhere else.
I never run Detection Tower, because Lightning Greaves and other older cards with shroud are a thing, but Arcane Lighthouse is a great card in decks that target things often, including decks with lots of spot removal and the sort of theft decks that make people wish they were running Homeward Path. Anywhere else, it should probably be something else, like maybe Scavenger Grounds.
Temple of the False God so often leads to awkward early game situations that I avoid it unless I am running decks that need to get to 6+ mana quickly, including ones with pricey commanders. Riku, Ruric Thar, Mayael, it's possibly worth it with those sorts of commanders, even on top of G ramp spells.
Scavenger Grounds is very underplayed. Unless you are yourself running a deck that utilizes the graveyard a lot (as is the case with lots of B and BX decks), it is almost always a solid choice. Most EDH decks run too little grave hate, in my opinion. Nothing shuts down my Windgrace deck faster than lots of grave hate.
Nov 27, 2018I have 62 active EDH decks and counting. Proxies are played only on a temporary basis, so if I don't have an actual copy of a card I want for a deck, I play a different card in its place. I have a pretty deep card pool and a pretty good budget, but this still means most of my decks aren't completely optimized. Still, with 5+ of each of the original duals, 3 copies of Mana Drain and so forth, my decks are usually pretty strong.Posted in: Commander (EDH)
Nov 10, 2018Posted in: Commander Rules Discussion ForumQuote from blkh »What you say: PoK is too powerful.
All I hear: I am reluctant to pack in answers.
Reasons (Excuses)? I don't want to dilute my deck.
Answers are answers to every threat.
Isn't that true? Don't flame me please. Just my perception.
My decks tend to play a fair number of answers. My objection to Prophet has nothing to do with it being difficult to answer, because it isn't. My objection has to do with it being undercosted for how much game effect it has, and how problematic some of those game effects (slowing down the game, centralizing, etc.) can be.
Your perception is not based in reality. Try actually reading the replies others make on this thread.
Nov 10, 2018Magical Hack and Sleight of Mind were two of the cards that made me fall in love with Magic the moment I saw the game. A game built with mechanics which mess with the game's core mechanics and the rules text? How f'in' crazy was that? I used to play with those cards and the various land- and color-screw cards all the time back in the day, and I still love them even though they are almost always worthless in this format. Some day I will build a deck that uses them effectively (probably with spell doublers and Isochron Scepter).Posted in: Commander (EDH)
Nov 10, 2018Posted in: Commander (EDH)
Yeah, Vorinclex is another card I simply do not include in my decks. I have never seen it make for a more fun game. Same with Jin. The other praetors are fine, but those two will never find a home in my decks.
Nov 9, 2018There are cards I don't play in too many decks because they are so good they are boring when played repeatedly. Craterhoof Behemoth and Tooth and Nail are in only two decks, for example, both decks where they fit so perfectly with the deck's win strategies that it would be strange to not play in them, and I make it a point to never TnN for Craterhoof in the one deck which includes both.Posted in: Commander (EDH)
I have considered removing Paradox Engine from all of my decks which run it, and have actively removed it from most of them because it is simply too good in too many decks.
I avoid certain combos by not including both parts of the combo in my decks. No deck of mine which includes either Kiki or Zealous Conscripts ever includes both.
I don't play Palinchron or Iona in any decks. The first is too easily broken, the second is simply unfun.
Most of the other cards from Sheldon's article, I do sometimes play. Wound Reflection is, in my opinion, a perfectly fine card which allows aggro decks to speed up the clock a bit.
No idea about the video in question, because I don't find the insights offered in Command Zone videos to be particularly insightful.
Oct 31, 2018Posted in: Commander (EDH)Quote from hyalapterouslemur »Rubinia would be interesting just because of the steal effect, IMO.
Rubinia also sets up some other neat interactions with the access to blue artifact tutors and copying effects, as calamity_unbound noted (Copy Artifact is a thing, if you have old-school-card access). Fetch Pod, copy Pod, fetch other artifacts with high Pod synergy (Panharmonicon, for example). Steal people's good stuff, Pod their stuff, use Mimic Vat to make copies of the sacrificed stuff.
Warning, though, as a long-time Rubinia player (Rubinia was the second or third EDH deck I built back when I started the format)... some people have an irrational hatred of theft effects and will target the hell out of you, especially if you steal their stuff for Pod shenanigans and can back that up with grave hate or tricks like Mimic Vat. Also, if you run Rubinia, run some land destruction, because Rubinia hates Homeward Path.
Oct 29, 2018Posted in: Commander (EDH)Quote from NZB2323 »It’s interesting that Iona has more than twice as many votes as Tooth and Nail. They both cost the same amount of mana, but Tooth and Nail tends to end the game, whereas you can still lose with a resolved Iona. Also, green has more ramp than white.
TnN is at least potentially interesting, when people don't play it for an easy "I win" combo. I know some do play it that way, but that is far from universal.
In contrast, Iona is innately unfun. I doubt any EDH game has ever been made better or more fun by Iona having been cast.
Oct 29, 2018Birthing Pod is among my all-time favorite cards, too.Posted in: Commander (EDH)
Lou Cypher's recommendation of Selesnya for Birthing Pod shenanigans is a sound one, especially since W gives you ways to tutor for the Pod and to get it back from the graveyard when it is invariably destroyed. You might also consider Meren of Clan Nel Toth as your general. Birthing Pod has great synergy with Meren, as she can return things you have sacrificed to the Pod, and black has the best tutors. Combine with edict-on-a-stick creatures and things like Grave Pact and Sheoldred, Whispering One for more fun.
Either way, don''t forget things like Sculpting Steel to copy your Pod. People will target the Pod with exile removal if they run any, so you will want the option of having more than one copy.
Mimic Vat also has high synergy with the Pod.
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