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The End of an Era
  • 1

    posted a message on Future Themes of Commander Products
    I would not mind seeing the following:
    Land destruction GR
    Ultimate pillow fort GWU
    Attrition RB
    Taxes WU
    Torpedo troll: 5 color deck designed to kill combo deck, the commanders are literally trolls designed to stop many forms of win conditions.
    Posted in: Speculation
  • 1

    posted a message on Dinosaur predictions for Rivals of Ixalan.
    Need a raptor with flash and first strike. When cast, If an opponent does not say “clever girl”, each opponent sacrifices a creatures.
    Posted in: Speculation
  • 1

    posted a message on From the Vault: Transform
    Need the following:
    FTV: just print the damn dual lands
    FTV: “That guy” commander generals
    FTV: Jank “why not”
    FTV: Mill
    FTV: WTF “cards that cause games to suck fast”

    Posted in: The Rumor Mill
  • 1

    posted a message on Unstable has one card whose name is one letter long
    Or the quartermaster from James Bond. Fetch me equipment!
    Posted in: Speculation
  • 1

    posted a message on Unstable has one card whose name is one letter long
    C

    red mana

    Counter target spell that is attempting to counter a spell or ability you control.
    This spell can’t be countered.

    “Uh-huh” is more fun to say to a “nu-huh”, sounds even better when said by the most interesting man in world.
    Posted in: Speculation
  • 1

    posted a message on Unstable has one card whose name is one letter long
    W

    4 red mana red mana

    Destroy target basic land.
    Gain Control of target Non-basic land.

    "It was not for oil, trust me."
    Posted in: Speculation
  • 1

    posted a message on Do people like infinite combos?
    Quote from DirkGently »
    I don't really think calling one side or the other "whiny" really helps anything.

    Basically all problems can be resolved by briefly asking to determine the competitiveness/comboness of peoples' decks before the game starts. No reasonable person wants to play a game where they're playing a high-powered combo deck and everyone else is playing draft-chaff-dinos.

    I'll briefly throw in that I think it's an interesting challenge to try to build decks that can handle combo and other high-power decks without totally trampling weak decks. Personally I've had the most success with political control decks, though I've been having fun recently playing kaervek the merciless, though he's a little more middle-of-the-road powerwise, in that he's not great against combo and he's a little tramply of weak decks - thought not TOO weak or TOO tramply.


    I fear that deck. It’s good if you build it right.
    When I face a bunch of strong combo decks, it’s fun to play jund hate or gruul FU deck of land destruction and burn. Burning tree shaman, harsher mentor, and ruric thar hoses my memnarch deck bad.
    Biggest fear.....boil. I have survived this spell only once.
    I used to build decks that troll really hard in standard to win. So...when someone builds a deck to troll my memnarch or atraxa deck, I feel honered.
    Posted in: Commander (EDH)
  • 2

    posted a message on Do people like infinite combos?
    If you have a combo to win, why would you not assemble it to win at the right moment?
    If you had the win condition but needed politics to lock down the opponents to get it, why would not sit and wait?
    If your commander is over 5 cmc, why would you play it immediately without some way of protecting it?
    If you are looking for interactions with all opponents, why do players pick fights with each, each are active, and ignore the player silently building up?
    Is it the infinite combos you hate or different style of play, politics, and builds that matter?
    Spikes get so much hate.
    Posted in: Commander (EDH)
  • 2

    posted a message on Its time for Wizards of the Coast or the greater commander community to take over the ban list and rules
    This is a poorly designed thread. It is loaded with fallacies and biased opinion. The hate on sol ring and mana crypt is unjustified. It begs the question of why is it hated and why players are not adapting to it? This is a game of adaptation and skill. Not running removal or playing heavy group hug in format of real competitive cards is their fault. The mana rocks are easily destroyed. Commander has the another unseen rule. You play with 99 unknown drawn cards. It's the luck and skill that drive good players. Everyone wants perfect equilibrium or fairness, but no one tries to ban the real obvious threat to a good game: getting mana sqrewed. Oh wait, we can't ban that....instead we pick on the successful players.
    Own up to bad miss plays and builds. Don't blame cards for your failure to recognize win conditions, set pieces, or resources. Wizards should never control the ban list as they are money driven to make you buy more. Commander started in private and will stay in private control of the players. If wizards goes full retard, I will ask shops to abandon their rules for a new format of what we prefer to play in old school commander.
    Banning commanders is understandable as these are known resources that can brought back. Sol ring and mana crypt make colorless......they are not black lotus. Big difference. Colorless mana can be useless.
    I just played two pods of all ur-dragon except me. I play memnarch. It was easy to win because they had NO answers to me. This is ludicrous to blame my deck for their need to play a lot of fat in a deck with no answers to me. This thread is nothing but scapegoating and stealing player rights. Many of you should be ashamed.
    Posted in: Commander Rules Discussion Forum
  • 3

    posted a message on Why are so many people distraught about infinite combos?
    Quote from Carthage »
    Quote from ProfessorWhen »
    Quote from Carthage »
    Quote from ProfessorWhen »
    I love people who say "nothing that happened mattered because of the combo." It really betrays a fundamental lack of understanding of the nuances of the game. If you want to just play creatures and attack, I'm pretty sure pokemon is a better option.


    You sound like exactly the type of player I would play against once and then avoid for the rest of my life.

    You aren't clever for having figured out that combo is a good way to win at multiplayer, or for realizing that the opponent casting removal spells on non-combo pieces leaves them with fewer for combo pieces.


    I generally avoid playing with people that start frothing at the mouth when I don't play by their special rules, so that's perfectly fine with me.

    Quote from GloriousGoose »
    Quote from ProfessorWhen »
    I love people who say "nothing that happened mattered because of the combo." It really betrays a fundamental lack of understanding of the nuances of the game.

    I agree with this but I'm sympathetic to that mindset. It can be demoralizing to build up a board state and then lose to a combo because you can't interact with it if you're not prepared for it. The fundamental problem isn't that infinite combos exist, it's that there exist different levels of power in deck power and player skill. You don't bring a nuke to a knife fight.

    Infinite combos are fine in my book. Game has to end somehow. The only problem I have with them is if they take a long time to execute like storm or multiple turns. They're fun to pilot but tedious to watch after the third or fourth time. I have limited play time and I prefer to be engaged in a game rather than voyeurism.


    There's a difference between using combos and having a power mismatch. I have a deck that uses Deranged Hermit/Eternal Witness/Urabrask the Hidden/Phyrexian Altar/Victimize as one of its win conditions; not exactly top shelf stuff. But even if I was using T&N there are reasonable ways to stop it. Rest in Peace/Leyline of the Void are practically EDH staples. A simple Blood Artist or Burning-Tree Shaman stops the Reveillark/Karmic Guide loops. Torpor Orb shuts down a ton of decks. Ethersworn Canonist or Thalia, Guardian of Thraben are excellent hatebears against storm.

    The only people I see consistently complaining about combos are, in fact, the ones least willing to play any interaction. Seriously, as long as power levels are consistent then combo can exist just fine with other archetypes.


    "Just run more interaction" as if people don't run protection for combos or can wait for the table to be tapped out.

    "I skillfully waited for everyone to cast their non-combo threats then cast my combo while they were tapped out, I am a great player" no you are not
    "I skillfully waited for people to cast their removal on non-combo threats then cast my combo, I am a great player" no you are not
    "My opponents are playing cards like balefire dragon while I play cards like tooth and nail, I am a great player" no you are not

    Combo obsoletes the other archetypes. When it's 40 life multiplayer, you either play fast combo or slow combo, aggro ceases to exist as a decktype. You don't understand the game well at all if you think that aggro was designed to scale to deal with 3 opponents with 40 life.


    Again, you putting everyone in your sandbox to make your self superior. Are you a good player for playing nice by playing aggro, no you are not.
    You choose to play that deck. There are 5 colors for a reason. You run counter control to stop combos as you would to stop huge attacking creatures. The game is a battle for being the surviving wizard, not fair fight. Luck of draw, quality of cards, and skill determine the winners. Nothing is fair about that. Playing jank decks just makes the winnings better.
    Posted in: Commander (EDH)
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