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  • posted a message on commander damage
    I love Voltron, and just know its extra work. Its like keeping track of storm or anything else. You need it tracked, track it.
    Posted in: Commander Rules Discussion Forum
  • posted a message on Combatting Ramp
    Quote from Ken Carson »
    - MLD is better than targeted in some situations because many ramp decks are fetching basics. Taking out an Omnath or Maelstrom Wanderer deck’s whole mana base in one fell swoop prior to the commander coming down is better than removing that Stomping Ground and delaying the general one turn. Again, it is better in SOME cases.
    If you skip over the fact it hits all 4 players, sure. And who is going to be best equipped to recover? Oh yea the ramp deck.

    I think the problem you are having is that you think the argument is binary. Either MLD is good or it is bad. My stance is that it can be bad and also it can be good. It’s a spectrum. It is up to the player to assess situations and deploy it or hold it.
    The issue isnt that it is binary, it is that when its bad, it is TERRIBLE. And not for one person, for the table.
    Posted in: Commander (EDH)
  • posted a message on [[Official]] General Discussion of the Official Multiplayer Banlist
    Edited above for clarity.
    Posted in: Commander Rules Discussion Forum
  • posted a message on Red black commander for rats
    Grenzo, Dungeon Warden Great at recurring lower power creatures.
    Posted in: Commander (EDH)
  • posted a message on Combatting Ramp
    Quote from Ken Carson »
    Now, if that player has to assume that MLD could be coming, then that player is free to sandbag a ramp spell and a couple lands and recover from a 'Geddon. Instead, because of this notion that lands are sacred, a player can aggressively tutor lands out of their library and fix their mana, setting up for huge turns with no downside.
    If you think this sort of thing slows down the ramp player, we have very different ideas of what rampers do. They are the best set up to recover, no matter if they sand bagged or not. Thats why MLD isn't an answer to ramp even in this magical Christmas land

    If people don't like MLD, I get it. People don't like Wrath. People don't like Vandalblast. These are all hurdles one should expect to overcome. If you leave yourself extremely vulnerable to losing all of your mana because you have no diversity or you play out all of your mana, that's on you.
    No, people understand the need to wrath, and Vandalblast, but you incorrectly equating them to Geddon is never going to be understood. People play rocks and dorks, but know its usually short lived. Diversity is great, but those things get nuked all the time.
    Posted in: Commander (EDH)
  • posted a message on [[Official]] General Discussion of the Official Multiplayer Banlist
    Quote from Pokken »
    I have two metas of reference, one in Phoenix and one in Erie. The Phoenix one had a lot of 75% players who have been emboldened to pick up PE since it has dodged banning so much.


    Why do you feel its that PE 'dodged bannings' if other cards like Winter Orb have not?
    Posted in: Commander Rules Discussion Forum
  • posted a message on Eye of the Storm Resolution questions
    Once you cast an instant Eye will trigger. It will attempt to do everything it can, and if something does not work for whatever reason, the rest of the items will still happen.

    The only difference would be some cards say "if you do" or some variation.
    Posted in: Magic Rulings
  • posted a message on Combatting Ramp
    Quote from Ken Carson »
    You are not limited to one land per turn, as you can use one of many spells to get another one. There are lots of cards that allow you to play additional lands per turn as well, including one for 3 cmc that can be in your command zone. Just like a creature deck doesn’t have to run out every single creature into a wrath, you don’t have to run out every land into MLD.
    You seem to be purposely conflating ramp and playing one land per turn as the base rule. I am quite aware you can get multiple lands into play. Under the normal rules you can play one per turn, no such restrictions exist for other card types. If you suspect a board wipe is coming, you can hold back creatures and play as many as you like, limited by mana, post wipe. That is patently untrue about land. And again, you do not need those other card types to play the game, you need land. Post Wrath games still function fluidly, and people rebuild. Post Armageddon games turn into 'draw go' very often, because people can't play anything.

    I have zero issue with targeted LD, and even agree MLD is a strategy you can leverage to win. It being possible, and it being fun, are very different animals.
    Posted in: Commander (EDH)
  • posted a message on Combatting Ramp
    Quote from PhroX »
    Well, for a start, you are not really limited to one land per turn. That's kind the whole point of the thread - people ramping, typically by getting extra land into play. What's the difference between a Rampant Growth and a Sky Diamond? But even then, so what? I'm wondering what the difference between destroying land based mana sources in play and destroying non-land mana sources in play is. I've had plenty of games where the majority of my mana came from artifacts or creatures. Having them destroyed would turn off my ability to play the game far more than someone blowing up my lands. So why is it OK to do one of those things but not the other?
    You asked a question, and I answered it. The obvious difference in those two cards is one puts a land into play, while the other does not. If you have chosen to use more rocks and dorks, you may do so knowing those very often get wiped. How often something gets destroyed should factor into how much of it you play. Also to get to that point, you needed land. You could rebound from that because you NEED land, those other items are not required.

    If people agree to not play Bane of Progress or Vandalblast or Austere Command or Wrath of God when I'm dependent on things they destroy for the bulk of my mana, I'd be fine to not use Armageddon when people are dependent on land for the bulk of their mana.
    If thats the sort of social contract you wish to setup, by all means do so. I don't think thats going to fly in most groups, but everyone plays differently.

    I find it interesting you said
    and I'm not meaning this as a "gotcha".
    when it seems you actually did. You knew exactly what was going to be said, and countered it in the most obvious way possible.
    Posted in: Commander (EDH)
  • posted a message on [[Official]] General Discussion of the Official Multiplayer Banlist
    Wait are we talking about PE, or Metalworker. You said we should focus, but that seems a split issue.
    Posted in: Commander Rules Discussion Forum
  • posted a message on Combatting Ramp
    Quote from PhroX »
    If a player (or players) has a significant proportion of their mana generation tied up in artifacts, is it against the "social contract" to play Bane of Progress? Likewise for a bunch of elves and a Wrath of God?
    (and I'm not meaning this as a "gotcha". I'm genuinely interested what peoples' thoughts on attacking non-land mana sources, and, if they are OK with it, why they view them differently from lands)
    You are not limited to one artifact or creature per turn by rules. You don't have to have artifact mana or dorks to play the game. You must have lands, and there is a limit per turn, to start any sort of meaningful game (with a few corner cases). You do not turn off people's ability to play the game with destruction of artifacts or mana dorks. In a format where we are supposed to care about others having fun, that should matter.
    Posted in: Commander (EDH)
  • posted a message on [[Official]] General Discussion of the Official Multiplayer Banlist
    Quote from Pokken »
    I have looked at tons of decks on Edhrec, looked at my friends decks, etc. I regularly see counts in excess of 15. Usually less CEDH decks that want to mulligan less aggressively. It doesn't really matter much; it slightly increases the T1 and T2 chance to play tons of rocks, but the chance is there regardless.
    I think your perspective may be warped by a few such decks existing, making it seem like that's the norm. I think I have seen exactly one above 10, and that was super artifact heavy.

    What generals on EDHrec are showing above 15 for an average decklist?
    Posted in: Commander Rules Discussion Forum
  • posted a message on [[Official]] General Discussion of the Official Multiplayer Banlist
    Quote from JWK »

    About as often as I see Tabernacle or Chains of Mephistopheles or Moat or The Abyss or Gaea's Workshop or Nether Void or any number of other really old, powerful cards which are on the Banned list. Somewhat less frequently than I see Gaea's Cradle, wihch doesn't have to be built around as much to still be very good. So, not very often, but that isn't really the point.
    I am going to assume you mean Reserved List as none of those cards is banned. It was however my point. Stuff that shows up very rarely, has to both land and get through a turn (baring haste, which would be setup), and needing to be at least semi-build around, not that great. I think the RC rightly saw it was a relic of the past a boogey-man, and removed it.
    Posted in: Commander Rules Discussion Forum
  • posted a message on [[Official]] General Discussion of the Official Multiplayer Banlist
    Quote from JWK »
    Personally, I still think Metalworker should have stayed banned. Just too darn good, really.
    How much do you actually see it?
    Posted in: Commander Rules Discussion Forum
  • posted a message on League Issues
    Quote from Parax »
    Or just make scooping available without penalty at sorcery speed. Fixes most problems allows lockout player to possibly rack up a little more points on others turn.
    This has to be my vote as well. If the game is over for me, and I can't scoop at instant to bork someone, that seems pretty solid.
    Posted in: Commander (EDH)
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