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  • posted a message on [[Official]] General Discussion of the Official Multiplayer Banlist
    Quote from MRHblue
    I don't think what people think is fair should really be a ban consideration, its way to variable, and we could not collect enough data on it. Actual use or unintentional interactions should be more important.


    I probably expressed it poorly, but what I was pointing towards in that section was the "Perceived Barrier to Entry" ban criteria, though it's a bit more abstract than the usual "Moxes cost tons of money, therefore if people thought they had to have them, they wouldn't start playing in the first place." Basically, people would see, as stated just above me, people playing with one of the most broken cards in magic history, and figure that's what the whole format revolves around, and that they shouldn't even start playing. Adding that on to all the other reasons the cards symmetry can be easily broken, and the incredibly low cost... that's why I don't think it's coming off any time soon.
    Posted in: Commander Rules Discussion Forum
  • posted a message on [[Official]] General Discussion of the Official Multiplayer Banlist
    I think, more than anything, one of the larger reasons Balance should stay banned is because, if nothing else, it creates a perception of unfairness. Many players, as shown in this thread, see the card as a all in one Wrath, Geddon, and Mind Twist. Whether it will play out like that is somewhat less important than the impression that you'd be required to run one to have a 'good' deck.

    I think another aspect of the card is that it still wouldn't be hard to break the symmetry, even without 4-of's, and the flexibility it offers could be nasty. After all, if you add a sac outlet, which many decks use for fair uses anyways, and you can use it as a modal Wrath of God. Add Zuran Orb, which I've seen run just for value, and you've got a modal Armageddon. Add a discard outlet, and now it's a modal Mind Twist for everyone. Not to mention, if you do get that wonderful setup where you have all three, it ends up interacting poorly with the command zone, as you can strip everyone of their hands, and still have your commander cast off floating mana. And the fact that it can do any of those things for 1W is probably why it's not going to come off the banlist. Yes, it could be non-broken, but at the same time, with it having a proven history of having been broken in every other format in which it is legal, why take the risk?
    Posted in: Commander Rules Discussion Forum
  • posted a message on [Discussion] You Make The Card #4
    I'd presume the second version would have to have "this turn" on it, which would greatly limit it's effectiveness in multiplayer. That said, it would be great as a check on people going crazy with dumping tons of permanents into play and all that type of thing. And amusingly, you could use Voidmage Husher to stop it from stopping you.

    That said, still might be too cheap for the effect, since it shuts off Legacy things like Snapcaster Mage and Stoneforge Mystic, and might end up too expensive because of Modern and Legacy.
    Posted in: Commander (EDH)
  • posted a message on [[Official]] General Discussion of the Official Multiplayer Banlist
    The thing is, if he blinks the mystic snake, there is now a period, after the snake blinks, while the counter spell ability is on the stack, where the snake is not soulbonded to the Deadeye. Therefore, if you cast an instant speed removal on deadeye at that point, he can't use the snake to counter it. Alternately, you can do it in response to the first attempt to go infinite mana, since there's a point where the soulbond ability is on the stack and the deadeye isn't soulbonded. There's a tendency to let those moments pass, since without instant speed removal, they don't matter, but when someone attempts to lock down the table, then it's a point at which it matters greatly.
    Posted in: Commander Rules Discussion Forum
  • posted a message on [Deck] Death and Taxes
    I remember a discussion about twenty, thirty pages (Whoops, it's about sixty some. Darn, you guys talk a lot) back where people were interested in finding an equipment that cost one to equip, to allow for Turn One Familiar, Turn Two Stoneforge, Turn three drop equip and swing. While it's probably far too late to add a point to that discussion, I did recently notice another equipment that meets both the criteria of being able to be used like that, and occasionally adding something to the disruption plan... Champion's Helm. The fact that the +2/+2 is always there can make it useful for slicing off a turn or two from our clock, and the fact that it gives our Thalia (or on the off chance Mangara) hexproof, turning her into a 4/3 first striker who can still be saved by Karakas from sweepers. Just a random thought brought on by a half remembered discussion and the fact that I'm frequently annoyed at the high equip cost of our equipment.
    Posted in: Control
  • posted a message on What Would You Miss Most?
    Out of curiousity, though it probably don't affect the thought experiment too much, would cards reprinted in Commander Precons but not found in the modern card frame elsewhere be allowed? For example, Attrition, Anger, and such.

    Regardless, I'd probably miss Spike Weaver most, probably. Just that type of unique effect that's hard to find these days.
    Posted in: Commander (EDH)
  • posted a message on [[Official]] General Discussion of the Official Multiplayer Banlist
    Because, as talked about a number of pages back, it does not interact well with the format. Always having access to a five colored creature takes away half the difficulty in creating a Coalition Victory win, and the basic land type requirement is laughably simple. Additionally, it's another effect that people will see as big and splashy and perfect for EDH, only to slowly realize that it's never satisfying to play.
    Posted in: Commander Rules Discussion Forum
  • posted a message on [[Official]] General Discussion of the Official Multiplayer Banlist
    Having played when he was around, the largest problem with Emrakal was the lack of interaction other players got. Yes, he could be sweeped... if you had another turn. Typically, however, if the ramp deck had gotten to that level of mana, two consecutive turns would be enough to knock most other players out of the game. Even without other board presence, the Annihilator 6 would frequently cripple the player most likely to be able to deal with him. Add all of that to the fact that he was a crippling early bribery target, and could go easily infinite with Eye of Ugin and a sac outlet, and I personally don't want to see him in the format again.
    Posted in: Commander Rules Discussion Forum
  • posted a message on Togepi's Big Guide to Tribal
    Unfortunately, Rongahh of Kher Keep doesn't work with changelings, because his ability specifies that it's creature's named Kolbods of Kher Keep. So basically he only works with the actual card, and Kher Keep itself.

    Also, your list of "tribal support by types" is not really that helpful, since it's just a search for the tribal name. This is really apparent with a tribe such as Cat, since the first result is Acorn Catapult. That said, it's still a useful list, but you may have to actually find tribal support for cats, rather than just using the search.

    Otherwise, I really like the idea, and hope you work on improving it.
    Posted in: Commander (EDH)
  • posted a message on [IDEA] lifef***
    Lifelink does not interact with Rain of Gore. It's one of the more unintuitive interactions atm, but as the rules are at the moment, Rain of Gore does nothing when your opponent gains five life off of Baneslayer Angel or the like. This really needs to be put on the rulings page of Rain, unfortunately.

    To fully explain, the relevant section
    702.14b Damage dealt by a source with lifelink causes that source’s controller, or its owner if it has no controller, to gain that much life (in addition to any other results that damage causes). See rule 119.3.

    Since combat damage is not a spell or ability, and that is the event that is causing the life gain, Rain of Gore sees no spell or ability to replace, and twiddles it's thumbs while your opponent gains life off their creature. Note that if a spell or ability causes a creature with lifelink to deal damage, then Rain of Gore will trigger, as it's a spell or ability causing the lifegain. It's unintuitive, but how it works these days.
    Posted in: Developing (Legacy)
  • posted a message on Favorite Tribes
    The problem is that there aren't many green kithkin (two, and one treefolk that makes kithkin tokens), while there are a bunch of blue/white hybrid kithkin that get left out of Teeg.
    Posted in: Commander (EDH)
  • posted a message on question on doubling counters
    Yes, similarly to doubling your life total actually meaning you gain that much life, doubling the counters on Primordial Hydra means you place that many counters on him, which Corpsejack Menace would see, and double. So if you start with a hydra with 4 counters on him, he will have twelve after he finishes doubling.
    Posted in: Magic Rulings Archives
  • posted a message on Dealing with players who are inexcusably slow?
    I think he meant that the guy countered the Early Harvest, stopping his comboing off, not that they went back and let him counter the Regal Force.

    But yes, that can be rather frustrating.
    Posted in: Commander (EDH)
  • posted a message on How does this work?
    Firstly, the Angel of Serenity's leaves play trigger puts the cards into hand, not on the battlefield. But assuming that you did have a card that put them onto the field (for example, you exiled it with your own Fiend Hunter), the Molten Primordial effect would allow you to control the creature until the end of the turn... which, considering you triggered it during the end step, isn't every far away. This is different than something that says "at the beginning of your end step", which would wait until the end of your opponent's turn.
    Posted in: Magic Rulings Archives
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