Just on a sidenote, some guys from the commander forum did a poll, what the majority thinks about the tucking and getting rid of it. Atm, in just 4 days from almost 800 people, more than 60% say that they dislike the rules change.
Just talking about majorities here, because they have been mentioned. Dunno if I may post a link to a poll from a different side?
It is worth noting that polls which are largely based on emotional opinions will be skewed. The dissenters are often more vocal than those who agree, so it is no surprise that those who oppose this change will be ahead in the poll. Once the anger dies down and we have all had a proper chance to experience the new meta, I plan on doing another poll. As for linking to an offsite poll here, I will not speak for the RM mods, but we allowed it on the Commander forums. If it is on topic and not solicitous in nature, I don't see a problem, but as I said, I'm not a RM mod.
Also of note, is that this poll is not a random sampling (not even to speak of things like sample size or voting multiple times...), so I don't know how accurate it could be.
Already, after a few days, the anger has died down immensely. Give it a month, and it will be even less.
I played Ojutai. Pulled zero dragons. Pulled zero good rares. Put together a deck of cheap flyers with megamorph. Ended up losing only one match and that to a buddy. Got third overall. However, the place we played at gave prizes to first and second, and then randomly assigned the rest of the prizes.
I was the only person to receive no prizes.
Seems like a really wacky price structure.
It really was. I expressed that if the prizes were random, the TO should have made sure they were handed out evenly. Some of the people received two prizes...
All in all though, it was fun even without the dragons, just didn't really match the set name, at least in my experience.
I played Ojutai. Pulled zero dragons. Pulled zero good rares. Put together a deck of cheap flyers with megamorph. Ended up losing only one match and that to a buddy. Got third overall. However, the place we played at gave prizes to first and second, and then randomly assigned the rest of the prizes.
Commanders going to your hand being an addition to the "can put it into the commander zone instead" seems odd as everyone doesn't mind that happening.
I believe it's to prevent the "bounce to your hand, cast Winds of Change" line of play as a work around for tuck. Now, if you know someone runs those type of wheels, you can just avoid putting it in your hand in the first place.
I think it's also to keep the consistency: if your commander leaves the battlefield, you may place them in the command zone instead. Where they would have gone no longer matters.
My playgroup and I have discussed this at length since last night, and we think the change makes sense. Commander leaving play? It can go to the command zone instead. Simple.
How sure are we that Taigam gets a card, or that there even is a mono-blue legend? This guy's art (from today's UR) does scream legend:
In a Blogatog post today, MaRo made it sound like the old Khans were the only non-dragon legends in the set... Could Narset's planeswalker card negate blue getting a new legend?
Part of the appeal, at least in my group is cost. It's pretty cheap to get into.
Also, the matches are pretty quick. When you have a play group of 5-6, its nice to be able to pull out these decks to play a quick game or two while waiting for the other players to finish the main game.
I posted my ideas in a different Shu Yun list here.
My idea was to use buyback spells to help in casting multiple spells per turn. I like a lot of the ideas I see here as well. The only thing I am hesitant about is adding in Swords of X and Y that have Protection from Blue, as that would prevent you from handing out Double Strike to that creature.
I have this problem as well, I wanted to build an Arcanis deck since before I knew what EDH was, so when the new foil printing came out I took the opportunity to split the cost with a friend who wanted the speed deck, assemble the deck, and realized it was way too strong for my group I feel like the primary problem is MoM but it kind of ties the deck together and I don't want to go tribal wizard, any suggestions? for reference the deck often goes infinite mana, turns, and mill with deadeye and wall/archeomancer, Temple Bell, and varius mana rocks with MoM.
I love Arcanis as well! Is your group more prone to playing "battle crusier" Magic (big creatures battling it out)? If so, remove the infinite pieces and add in creatures that have power/toughness based on your hand size (Aeon Chronicler, Psychosis Crawler, Soramaro, First to Dream, Sturmgeist) or other big blue creatures.
Love the concept. I was wondering what to do with Teferi, and this seems like a solid idea.
Would Ertai, Wizard Adept not be a good include as a source of repeatable countering without costing a card? Also, perhaps more lands that tap for more than one mana? Lotus Vale or Scorched Ruins? It will give more mana when Teferi untaps with his ability. And Academy ruins to go with that Unstable Obelisk. I'm also missing Capsize, if only to bounce your own Winter Orb. Last but not least, Sand Silos may have finally found a home.
I don't see the need for Nevinryall's Disk. Blows up too much of your own stuff imo.
I don't have an Ertai, Wizard Adept, but he seems like a fine addition! I was leery of Lotus Vale and Scorched Ruins because if they get destroyed, it's essentially a three for one, but definitely something to consider. I do need to grab another Academy Ruins, or take it out of another deck. Yeah, Capsize seems like a must. And I will definitely experiment with Sand Silos.
Propaganda doesn't save your planeswalkers. I'd include Fabricate for combo The Cain Veil + Teferi. I don't really see the need for Arcane Laboratory, it doesn't combo with anything and Stasis effects already limit how many spells your opponents can play per turn. I'd include Trinket Mage as well as Mana Vault and Grim Monolith. The mage both blocks for Teferi and get you mana. The two mana cards are really good because Teferi can untap them and they both let you play turn 3 Teferi by them self. Cackling Counterpart seems like a very mediocre clone, being able to copy your opponents stuff is very important.
Propaganda was in there to help lock their mana, not necessarily to protect Teferi or the other planeswalkers. But it can be on the list of cards to cut. Arcane Laboratory was there for the times I don't see other locks. Fabricate, Trinket Mage, Mana Vault, and Grim Monolith all seem like valuable additions. And you're 100% correct on Cackling Counterpart, it's coming out.
Here is the deck after my first round of modifications.
The deck is a play on two of my old decks; Stasis, and one lovingly referred to as the Steel Curtain. Stasis was a Stasis-lock deck. The Steel Curtain was a deck that used Winter Orb to lock up mana, in combination with taxing effects like Propaganda and Pendrell Mists to clear my opponents board while hit them with a fatty, either mine or one I took control of.
It seems to run fairly well, but I thought I'd throw it up here and see if anyone has suggestions and/or advice.
Maybe a Zur the Enchanter deck. As much ramp as possible to get Zur out quick, then things like Vanishing, Diplomatic Immunity, Solitary Confinement, etc. Kill him with an unblockable, double-striking, infected Zur. That should leave him desperate for removal...
I'm all for testing it out and seeing how it goes. The Command-walkers in C14 are a blast to play, even with the real draw-back of no commander damage victory condition.
At this point, I would rank them from strongest to weakest as (when played against each other):
1. Black
2. Green
3. Red
4. Blue (a couple more counters/or a Capsize, and this could have been higher!)
5. White
However, these rankings are extremely flexible. Just about every deck felt like it had a chance to win, and in our games, every deck did win with the sole exception of white.
Also of note, is that this poll is not a random sampling (not even to speak of things like sample size or voting multiple times...), so I don't know how accurate it could be.
Already, after a few days, the anger has died down immensely. Give it a month, and it will be even less.
It really was. I expressed that if the prizes were random, the TO should have made sure they were handed out evenly. Some of the people received two prizes...
All in all though, it was fun even without the dragons, just didn't really match the set name, at least in my experience.
I was the only person to receive no prizes.
I think it's also to keep the consistency: if your commander leaves the battlefield, you may place them in the command zone instead. Where they would have gone no longer matters.
Tuck cards still have value, as do other spot-removal cards. I'm still going to play Chaos Warp and Oblation, just like I still play Path to Exile and Swords to Plowshares.
I believe that this will all blow over in the upcoming months.
In a Blogatog post today, MaRo made it sound like the old Khans were the only non-dragon legends in the set... Could Narset's planeswalker card negate blue getting a new legend?
Also, the matches are pretty quick. When you have a play group of 5-6, its nice to be able to pull out these decks to play a quick game or two while waiting for the other players to finish the main game.
My idea was to use buyback spells to help in casting multiple spells per turn. I like a lot of the ideas I see here as well. The only thing I am hesitant about is adding in Swords of X and Y that have Protection from Blue, as that would prevent you from handing out Double Strike to that creature.
I love Arcanis as well! Is your group more prone to playing "battle crusier" Magic (big creatures battling it out)? If so, remove the infinite pieces and add in creatures that have power/toughness based on your hand size (Aeon Chronicler, Psychosis Crawler, Soramaro, First to Dream, Sturmgeist) or other big blue creatures.
I don't have an Ertai, Wizard Adept, but he seems like a fine addition! I was leery of Lotus Vale and Scorched Ruins because if they get destroyed, it's essentially a three for one, but definitely something to consider. I do need to grab another Academy Ruins, or take it out of another deck. Yeah, Capsize seems like a must. And I will definitely experiment with Sand Silos.
Propaganda was in there to help lock their mana, not necessarily to protect Teferi or the other planeswalkers. But it can be on the list of cards to cut. Arcane Laboratory was there for the times I don't see other locks. Fabricate, Trinket Mage, Mana Vault, and Grim Monolith all seem like valuable additions. And you're 100% correct on Cackling Counterpart, it's coming out.
The deck is a play on two of my old decks; Stasis, and one lovingly referred to as the Steel Curtain. Stasis was a Stasis-lock deck. The Steel Curtain was a deck that used Winter Orb to lock up mana, in combination with taxing effects like Propaganda and Pendrell Mists to clear my opponents board while hit them with a fatty, either mine or one I took control of.
It seems to run fairly well, but I thought I'd throw it up here and see if anyone has suggestions and/or advice.
Commander (1)
1x Teferi, Temporal Archmage
Creature (11)
1x Clever Impersonator
1x Consecrated Sphinx
1x Dulcet Sirens
1x Frost Titan
1x Jin-Gitaxias, Core Augur
1x Scourge of Fleets
1x Sphinx of Magosi
1x Sphinx of Uthuun
1x Steel Hellkite
1x Teferi, Mage of Zhalfir
1x Thassa, God of the Sea
Planeswalker (4)
1x Jace, Memory Adept
1x Tamiyo, the Moon Sage
1x Tezzeret the Seeker
Artifact (15)
1x Basalt Monolith
1x Commander's Sphere
1x Dreamstone Hedron
1x Everflowing Chalice
1x Gilded Lotus
1x Nevinyrral's Disk
1x Sapphire Medallion
1x Sky Diamond
1x Sol Ring
1x Static Orb
1x The Chain Veil
1x Thran Dynamo
1x Unstable Obelisk
1x Winter Orb
1x Worn Powerstone
1x Arcane Laboratory
1x Dream Tides
1x Frozen AEther
1x Omniscience
1x Pendrell Mists
1x Propaganda
1x Rising Waters
1x Stasis
Instant (17)
1x Blue Sun's Zenith
1x Cackling Counterpart
1x Counterspell
1x Cyclonic Rift
1x Desertion
1x Dig Through Time
1x Dismiss
1x Evacuation
1x Exclude
1x Force of Will
1x Hinder
1x Illusionist's Gambit
1x Mystical Tutor
1x Pongify
1x Spell Crumple
1x Stroke of Genius
1x Swan Song
1x All Is Dust
1x Blatant Thievery
1x Bribery
1x Devastation Tide
1x Rite of Replication
1x Rush of Knowledge
1x Æther Gale
Land (38)
1x Coral Atoll
1x Ghost Quarter
30x Island
1x Lonely Sandbar
1x Myriad Landscape
1x Reliquary Tower
1x Remote Isle
1x Tectonic Edge
1x Temple of the False God
Maybe a Zur the Enchanter deck. As much ramp as possible to get Zur out quick, then things like Vanishing, Diplomatic Immunity, Solitary Confinement, etc. Kill him with an unblockable, double-striking, infected Zur. That should leave him desperate for removal...
At this point, I would rank them from strongest to weakest as (when played against each other):
1. Black
2. Green
3. Red
4. Blue (a couple more counters/or a Capsize, and this could have been higher!)
5. White
However, these rankings are extremely flexible. Just about every deck felt like it had a chance to win, and in our games, every deck did win with the sole exception of white.
Great fun!