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  • posted a message on Horobi reanimation theme, critique?
    The biggest mistake I think a lot of people make when building Horobi is the inclusion of cards that do nothing at all unless Horobi is out. In your case, there's Sorceress Queen, Retribution of the Ancients, Liquinetal coating, Staff of Nin and Hex Parasite. Touch of Darkness and Tetzimoc, Primal Death get a pass because they're just too good with Horobi.

    Hex Parasite can actually be quite useful if you build around it though. Specifically, Sagas. The Eldest Reborn and Phyrexian Scriptures both become permanent threats when you can remove counters from them at will to continuously get the effect you want. I also highly recommend Thrull Parasite, which performs as a Horobi enabler, a Saga fixer, and a nice source of incidental life drain via Extort. My other preferred Horobi activators are Scuttlemutt, Shadow Alley Denizen, and Profane Command due to their standalone utility.

    Also, Fated Return is a great spell to cast on Horobi so he/she isn't quite as fragile. Indestructible isn't total protection but it makes sure Horobi doesn't die to a random Pyroblast.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Mothership Spoilers 1/10/2019 - Planeswalker Deck cards (yay...)
    I'm glad Elite Arrester won't be in the actual set. Fan Bearer with a more relevant booty could make for some real slogs of Limited games.
    Posted in: The Rumor Mill
  • posted a message on Scorch Mark
    Quote from thatmarkguy »
    Magma Spray was so dominant it needed its CMC doubled?


    It's probably given a premium here based on how good it is against Afterlife. I'm not too mad about it
    Posted in: The Rumor Mill
  • posted a message on Teferi - and why he shouldn't exist
    Quote from The Fluff »
    I'm surprised this thread is still going on. If Teferi is a real problem, then he would have been banned long ago like the Rampaging Ferocidon in Standard. In Modern there are so many answers for him.


    Wasn't Rampaging Ferocidon banned before it ever showed up in competitive decks because the development team thought it would be too good with the Ramunap Red decks running around? It never once got a chance to see competitive play.
    Posted in: Magic General
  • posted a message on Has anyone ever compiled a list of cards that could be used to help opponents without being straight-up group hug?
    Quote from Forgotten One »
    You can probably put any green enchantment from pre-Onslaught on this list. Cards like Aluren, Awakening, City of Solitude, Concordant Crossroads, Dual Nature, Eladamri's Vinyard, Fecundity, Game Preserve, Kavu Lair, Ley Line, Living Plane, Oath of Druids, Titania's Song, Upwelling, Vernal Equinox, etc. all help your opponents. Green has gotten away from its enchantments helping everyone for the most part, but occasionally it still crops up in new cards like Primal Vigor, Seed the Land, etc. There are even several cards from that era that allow your opponents to activate the ability like Saproling Cluster, Ifh-Bíff Efreet, and Squallmonger (although to be fair, almost every color has some of these sprinkled in some of the earlier sets).

    Of course, on top of that there are the more traditional Group Hug cards like Rites of Flourishing, Heartbeat of Spring, Weird Harvest, New Frontiers, etc. that probably help the good decks too much relative to the underpowered decks. I guess a lot of what you might want to include depends on what angle you want to attack or exploit to try and accomplish what you are looking for.


    These are all regular group hug cards and are exactly what I'm trying to avoid. If the whole table benefits then the good players just run away with games that much more easily.
    Posted in: Commander (EDH)
  • posted a message on Has anyone ever compiled a list of cards that could be used to help opponents without being straight-up group hug?
    Certain cards like the now-banned trade secrets and evolutionary escalation create a Two Horse Race scenario, in which two players are so far ahead that the other X players don't really matter. This is technically less unfavorable than traditional group hug because quickly eliminating the other ahead player virtually guarantees victory over the other two left behind in a 4 player pod.


    This is pretty much exactly what I'm looking for; a deck that beefs up the weakest player so they get a chance to slug it out with more expensive/tuned decks, and then tries to get into a 1v1 with either the weakened players with the good decks or the original weak player for the win.

    Quote from RiverWolf13 »
    I have made such a list. Haven’t posted it yet, but I call this kind of deckbuilding ‘Fist Bump’ rather than ‘Group Hug’. I‘ll try to finalize and link later.


    This sounds great! Thanks for the help when you get around to it.
    Posted in: Commander (EDH)
  • posted a message on Has anyone ever compiled a list of cards that could be used to help opponents without being straight-up group hug?
    There's a problem I've noticed at my LGS when it comes to Commander night and people get put into random pods. The disparity between players is typically so huge that one of two things happen in the first few rounds: A very powerful deck combos out and wins, or a very weak deck gets killed and doesn't get to play for more than 15 minutes. I've wanted to build a deck that helps police imbalanced tables by trying to simultaneously hold down any clear frontrunners and help out the weakest player. DirkGently's Phelddagrif deck is by far the best example of a deck that employs this strategy. My issue with his list is...I just don't like Phelddagrif. The idea is sound, I think Bant is a great color combo for what I want to do, and I like the gameplan of hanging out in third place while keeping the weakest player alive until you're in an un-loseable 1v1 endgame. But I'd rather the political cards be in the 99 rather than in the commander. It doesn't help that everyone sees him and thinks "kill the group hug scum" before the game even begins.

    So what I'm looking for is suggestions for cards that you can directly help another player with, while still having the option to exclude the entire table from the fun. The Offering cycle and friend/foe cycle from Battlebond are the most blatant examples of these, and there are also cards like the Vow cycle and/or the "each other player does the same" cycle which you can use to help other players while keeping heat off of yourself, but I'm sure I'm missing out on plenty of good options. I'm not married to the Bant color combo either, since this hypothetical deck has yet to take any form. Thanks for the help.
    Posted in: Commander (EDH)
  • posted a message on Jori En - Izzet Cantrips
    How does this deck perform in a meta full of boardwipes and creature removal? I did a bit of goldfishing and while I like how the deck plays out in general, it seems like finishing off opponents is tough if your creatures don't stick. Would you throw in a combo win, more control, or something else? Sentinel Tower?

    Also, I understand several reasons not to include it in this deck, but not having Thousand-Year Storm in a deck full of cantrips just doesn't feel right to me. I'd try to cram it in just for the principle, even if it put a huge target on my head and/or got removed immediately.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Jenara, Bant Miracles
    The duo of Courser of Kruphix and Oracle of Mul Daya seem like good options for you if you want to go the route of showing off your miracles to everyone as a potential deterrent. It's leaning a little bit into political territory so it may not be your thing, but being able to play lands off the top lets you see more cards and dig into miracles faster regardless. You aren't playing a super-reactive deck so showing your draws isn't as much of a downside as it would be in a full-on control shell.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Future Sight and Manifest
    Is this similar to if someone cast Duress on their opponent, failed to write down the contents of their hand, and then immediately asked their opponent to tell them what they had in their hand (before any more cards were drawn, played , or discarded)? Is that something the opponent is obligated to do?
    Posted in: Magic Rulings
  • posted a message on Future Sight and Manifest
    Say I have a Primordial Mist and Future Sight out, and they've been around for three turns, long enough for me to have three face-down 2/2's on the board, a Grizzly Bears and two Giant Spiders. My opponent goes to cast a Shock, and asks me "Which of those three are the face-down Grizzly Bears?"

    In this case, we're assuming the opponent simply forgot which turn the Bears came out, since the three creatures were face-up on my library before they were manifested. Also assume that I have them on the table in the order I manifested them. Rule 707.6 says that I have to clearly differentiate between face-down creatures with regards to when they entered the battlefield, attacked, and "any other differences" between the face-down cards. But the only characteristics defining a face-down manifest card are that they're 2/2, with no names, subtypes, or mana cost. So there aren't any differences between the three creatures that I'm required to reveal. Is denying that information to my opponent legal in this case?
    Posted in: Magic Rulings
  • posted a message on Need help with Hallar deck
    Your deck looks like a better version of mine that I built but never ended up completing because it just didn't work out; we have a lot of similar themes like Elves and big bursts of counters. Here is my list, although I wouldn't take it as a final draft or anything. I just thought I'd highlight some selections I have that you might like:

    Scrounging Bandar is a nice early drop that also lets you "store" counters to put on Hallar later on, much like Forgotten Ancient. Increasing Savagery is a great mana outlet later on and gives a pretty decent rate up-front on +1/+1 counters as well. Evolutionary Escalation may be a little group-huggy for your liking but I figured with all the elves who tap for mana based on counters or power, it's basically a Gilded Lotus every turn for me at the cost of beefing up whatever the worst creature on the board is. Hope my beta-version build gives you a couple ideas. You've got me wanting to dust the list off and try it again myself.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Generous Stray (Wizards Tumblr)
    I like the idea of giving the stinky cards personality. Sure beats Tolarian Scholar.
    Posted in: The Rumor Mill
  • posted a message on Roc Charger & Haazda Marshal & Gird For Battle
    Quote from Watchwolf »
    Isn't this kind of card usually common?


    Probably not good to have too many of these with all those Mentor creatures running around.
    Posted in: The Rumor Mill
  • posted a message on "Nightsurveil Specter"
    Can't wait for a Dimir mirror match where one person surveils too much only to get decked out by the Specter.
    Posted in: The Rumor Mill
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