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  • posted a message on Creatures That Seem Legendary
    Quote from Espuma »
    The other way around: Gallowbraid and Morinfen never looked or sounded legendary to me, but apparently they are. For people that know the backstory better, this probably doesn't happen, but I will always see them as non-legendary.

    To keep it more on-topic: the Phyrexian Chancellors sound kinda legendary, with their function titles.


    They actually even with the lore kinda aren't that legendary. They are the first 2 phyrexians but they attack Crovax's manor and Gallowbraid kills Rofellos, Llanowar Emissary. Other than that they were just the first phyrexians.
    Posted in: Commander (EDH)
  • posted a message on Creatures That Seem Legendary
    Quote from Xoth »
    Godsire always seemed legendary.


    Personally I aleays felt of the alaran beast realm razer was more legendary but that might be that you toss a "the" in front of Rrs name and it sounds legendary. Also cause godsire makes tokenss of itself I feel less legendary aniut it. But that's just me.
    Posted in: Commander (EDH)
  • posted a message on Unorthodox commander strategies?
    Playing unorthodox commanders is my play style and I have had more fun playing this way rather than playing my old tier 1 commanders.

    Like gibbousm said life dropping is really fun. I have a Selenia deck that I am in the middle of writing and applying for primer status. Link is in my signature but fun unusual decks are really a great play style.

    Some of the unsual decks I have played are:

    He who hiungers- monoblack discard spirit tribal.

    Mishra, Artificer Prodigy- Possibility storm card advantage.

    Palladia-Mors - Land destruction/revival

    Mayael the Anima - Naya Elf Ball/MLD

    Blind Seer - Color Control

    Doran, the Siege Tower - Combat tricks

    Riku of Two Reflections - Dragons

    Vhati il-Dal - Infestation and -1/-1 counters

    Lyzolda, the Blood Witch - Reanimation/Steal creatures/Sac control


    If you want more details on any of them let me know and I can provide you with my old deck lists
    Posted in: Commander (EDH)
  • posted a message on Selenia, Dark Angel - Life Swapping
    Quote from HardCasting »
    This deck needs more Lichs. It is one of the most powerful draw engines in a deck like this.


    I am beginning to agree with you after some more testing. Lich is an extremely powerful card but it is extremely risky in my meta. I have 3 decks that love aura shards a bit too much and that is becoming a problem.

    I am still going to do more testing on Lich but I am beginning to come over to your side on it.

    Side note: I am linking your thread on mine for additional readings for people who are thinking of making the deck.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Heroes of the Plane Studios - DNC and Xeno
    Hi was just wondering if when you have time if I could get a Banner for my Selenia, Dark Angel deck. I'm not sure what exactly I want on it But I like what you did for IsB's Toshiro Umezawa banner. I would also like it to focus on Selenia but if you want other arts to incorporate into it I would maybe like Angel's Grace Children of Korlis or Desolation Angel.

    If you are willing that would be great!
    Posted in: Avatar & Sig Shop Archive
  • posted a message on Tuning your Commander
    Quote from TheEndIsNear »
    This is relevant to my interests.

    Who is the author and could we fie tune these numbers further?


    His name is Tremor88 and I honestly think we could if we did some more work on it.
    Posted in: Commander (EDH)
  • posted a message on Tuning your Commander
    Okay so I was going back thought my old saved pages in my Magic folder and I found this article again. the Link is right here but I also copied it to here after I asked the author if I could share it along. I found it extremely useful when adjusting decks. Hope this helps.


    If you clicked this link, chances are there have been times you wondered why your deck just isn't performing as well as you think it should. Or perhaps you're happy with your deck but you just wonder if there's room to improve. Maybe someone out there knows something you don't.

    The vast majority of decks out there ARE underperforming. Sometimes, it's because the core strategy just isn't an efficient one. Sometimes it's because the card choices are off. But the vast majority of the time, it largely comes down to deck design.


    Think of your deck as a beautiful structure. Perhaps it's a tall proud skyscraper. Perhaps it's a sprawling museum. Perhaps it's a giant statue. Whatever the case, it needs the support of a solid foundation. Most players I've played with/against online, and most decks I've seen posted here on the forums skimp on the foundation, and the deck underperforms as a result. And when I say 'most', I mean the vast majority. Like 90% of you.


    Yes, even you, guy-who-thinks-he's-got-it-all-figured-out, are most likely choking your decks' efficiency by making it top-heavy.


    So what is this foundation I speak of? It comes down to escaping the game's 2 core limitations:
    1) the 1 land per turn limit
    2) the 1 card drawn per turn limit


    It really doesn't matter what your deck is trying to do. Perhaps you're trying to build up an overwhelming token swarm. Perhaps you're trying to voltron your general to epic proportions. Perhaps you're trying to assemble some sort of combo. Or perhaps you're trying to run everyone else out of gas and then clean up with the most hilarious of finishers. It doesn't matter. Regardless of its aim, your deck will accomplish its strategy more effectively with more mana available and more cards to play.


    Ramp & draw is not just a 'strategy' that only applies to certain decks. EVERY strategy benefits from being supplemented by the ability transcend the 2 fundamental limitations of a turn.


    Consider the following extremely simplified example:


    Deck A: 40 lands, 59 action cards
    Deck B: 33 lands, 41 action cards, 14 concentrates, 11 signets


    I chose signets because 2 mana for +1 ramp is very standard. Nearly all 'fair' ramp effects fit that metric, be it on a creature (sakura-tribe elder), an aura (fertile ground), a spell (rampant growth), or an artifact (coldsteel heart).

    I chose concentrate because 4 mana is a pretty standardized cost for a draw-3. Yes, there are more efficient (and more inefficient) ways to draw extra cards, but concentrate is common and cheap and accessible to everyone, and there are enough 3-for-4 analogs (eg: ambition's cost, harmonize) to consider it a standardized 'fair' price for its effect.

    Given a perfectly even shuffling distribution, goldfishing would look something like this:

    By 'perfectly even' I mean that since deck A is 3/5ths action and 2/5ths land, its draws would look like:
    action, land, action, land, action,
    action, land, action, land, action,
    action, land, action, land, action,
    etc - 2 lands for every 3 action cards


    Deck A opening hand: 3 land, 4 action
    Turn 1: draw action, play land(1 in play, 2 left in hand), 1 action mana available, 5 actions
    2: draw land, play land(2,2), 3 am, 5a
    3: draw action, play land(3,1), 6 am, 6a
    4: draw action, play land(4,0), 10 am, 7a
    5: draw land, play land(5,0), 15 am, 7a
    6: draw action, miss land(5,0), 20 am, 8a
    7: draw land, play land(6,0), 26 am, 8a
    8: draw action, miss land(6,0), 32 am, 9a
    9: draw action, miss land(6,0), 38 am, 10a
    10: draw land, play land(7,0), 45 am, 10a
    At the end of 10 turns, deck A has 7 lands in play, has drawn 10 action cards, and has had 45 mana over the course of those 10 turns that could have been spent playing action cards.

    and deck B's perfect shuffle would leave the library stacked thusly before drawing the opener:
    Action land concentrate signet land
    Action action Land Action Concentrate
    Land Action Signet Land Action
    Concentrate Land Action Action Land
    Action Signet Land Concentrate Action
    land action action land signet
    Concentrate, etc...


    Deck B opening hand: 2 land, 3 action, concentrate, signet


    1: draw land(3), play land(1,2), 1am, 3a
    2: draw action, play land (2,1), play signet, 1am, 4a
    3: draw concentrate, play land (3,0), play concentrate (land(1), action, signet), 1am, 5a
    4: draw land(2), play land(4,1), play signet, play concentrate (action, concentrate, land(2)), 1am, 6a
    5: draw action, play land(5,1), play concentrate (action, land(2), action), 4am, 8a
    6: draw signet, play land(6,1), play signet, 11am, 8a
    7: draw land(2), play land (7,1), 21am, 8a
    8: draw concentrate, play land(8,0), play concentrate (action, land(1), action), 28am, 10a
    9: draw action, play land (9,0), 40am, 11a
    10: draw land(1), play land (10,0), 53am, 11
    At the end of 10 turns, deck B has 10 lands in play, and 3 signets, for a total of 13 available mana. It has drawn 11 action cards, and has had 53 mana over the course of those 10 turns that could have been spent playing action cards.

    To summarize:


    Deck B ran fewer lands than deck A (33 vs 40), yet deck A missed its turn 6 land drop while deck B made every drop up to turn 10.


    Deck B ran fewer action cards in total than deck A (41 vs 59), yet drew more of them over the course of 10 turns (11 vs 10). Actually - it's 12 vs 11 if you count your general as an action card (which it usually is), and by having more mana, deck B would be able to replay its general more times, increasing the action count further.


    Deck B continuously dumped mana into ramp spells and card draw spells, yet had more leftover mana to put towards action cards than deck A had mana the entire course of those 10 turns (53 vs 45)


    So basically, deck B outperformed deck A in every way.


    Let's talk about that.


    It's pretty easy to see that card draw played a huge role. How else does the deck with fewer lands in it draw more lands, and the deck with fewer action spells draw more action? It's easy to see the value provided by playing card draw effects. If you aren't playing cards that draw extra cards, you're choking your deck's performance by obeying the 1-card-per-turn limit.


    What most newer players underestimate is the value of the ramp. Drawing extra cards costs mana. If you're spending mana to cheat on the 1-card-per-turn limit, but are still obeying the 1-land-per-turn limit, you're choking yourself in a different way: you now have more cards to play, but even less mana to play it with!


    These 2 effects feed off each other. Ramp helps you play your cards faster. Draw gives you more cards to play. The more ramp your deck has, the more powerful card-draw effects become. And the more card-drawing-power your deck has, the more powerful ramp effects become.
    Again, remember that this is just structural integrity we're discussing. I'm not telling you to change your decks' gameplan. I'm telling you to tighten it up a little and make room for the draw+ramp turbo-charge it needs to really fly.
    Posted in: Commander (EDH)
  • posted a message on With all these Doomsday threads

    So I was trying to make a doomsday pile with hellcarver demon and wanted people's thoughts for my Selenia, dark angel deck.
    Posted in: Commander (EDH)
  • posted a message on Selenia, Dark Angel - Life Swapping
    Quote from Lonk »
    Strongly consider:
    Phyrexian Reclamation – Reusable renanimation
    Pestilence – It’s really a shoo-in in this kind of deck

    Kagemaro, First to Suffer – An additional board wipe
    Felidar Sovereign – An additional wincon
    Platinum Angel – a lingering Angel’s Grace effect, that is almost more vulnerable because it’s a creature on the table.
    Angel of Despair/Ashen Rider/Archon of Justice/Duplicant – Removal on a body
    Necromancy/Animate Dead

    Skullclamp
    Expedition Map - to find your utility lands[card]
    Mirror Universe[/card] - I know it’s expensive, but there are so few of these effects

    Tithe
    Land Tax
    Scroll Rack

    Volrath’s Stronghold
    Kor Haven
    Boseiju, Who Shelter's All - It'd be a shame if your game-ending Repay in Kind ate a counterspell.
    Strip Mine
    Tectonic Edge

    Cut Culling sun add Wrath of God
    Cut Killing Wave, it’s never really a sweeper when you really need it to be. Give this slot to Hallowed Burial.

    With eleven creatures, Aether Vial is weird here. I get that you’re trying to exploit Armageddon’s symmetry here, but mana rocks would do it much more consistently and flexibly. In fact I kind of want to suggest Gilded Lotus and/or Crucible of Worlds here to further commit to that plan.

    Dark Ritual is an interesting decision here, but makes more sense in a deck building a storm count for an explosive early turn combo than a mid-to-late game combo which is more your flavor.

    Aim to get a minimum of thirty eight lands if you ever expect cast these CMC 6+ and CMC X cost cards (of which there are several).

    Okay dang lots of card addition ideas but I will go ove rmy responses to most of them:

    Phyrexian Reclamation - Just nope. If i wanted reanimation I would play unburial rites. Reanimating would only be good to onto the field.

    Pestilence is actually in the deck but Haven't had a chance to update the deck list since last week so that will be update as i said in an eariler post later today after my final is done. (yay study breaks for commenting)


    All of these are not in the deck as they draw too much hate for me. I commented on Platinum angel earlier on how everyone focuses me immediately for not allowing them to win. Felidar Sovereign use to be in my lifegain version of this and if it ever survived even to the end of my turn was a miracle. I guess i should say this: this deck sits int he background until it becomes a threat. Normally this deck is not a problem cause I pull it out when I am playing with people I don't play with normally.


    Of all of these larger removal creature the only two I have thought about are Duplicant and Angel of Despair as they are the only two that are cost effective in my eyes. I know others might like Ashen rider over Angel of Despair but I prefer Angel becasue it has arelevant creature type that can trigger a little life gain off of Seraph Sanctuary also with 2 Kaalia of the vast decks in my meta that play patriarch's bidding for angels or dragons it is more relevant to me but thats just me and my meta and personal choice, I also like the art more sooo there is that too.


    I don't play enough creatures to make animate dead or necromancy worth it. Yes I can reanimate from opponents graves but I am trying to combo not win via beatdown and normally opponents creatures don't help me along with my goal of comboing out.

    I don't run enough creature to play skullclamp. there is nothing more to say really on that. For me I need atleast a token generator or have 20+ creatures to make it worth it for skullclamp. Expedition Map could be played but then again it could be played in several decks. Normally I don't need to tutor up lands because I have weathered wayfarer or due to the fact I normally have a very large hand due to the draw engines this deck runs. I'm going to add it to card that will need to be tested because i still feel it could be relevant in certain situations but majority of the time I don't feel I'll need it.


    Mirror Universe is one card I have been wanting to buy for sooo long. It has stayed stable in price and I will eventually pick one up but until then I am still a broke college student who really can't afford a Mirror Universe yet.


    please see mirror universe for reasoning.

    Tithe - This was in my original version of the deck but I never seemed to want it. If I drew it I always felt it was a wasted draw. It got replaced by coldsteel heart which i have been much happier with.
    Volrath's Stronghold- I would love to get one of these but I wouldn't use it in this deck however. he who hungers's claims that land if I ever pick one up.
    Kor Haven- I really really want one of these. I am planning on getting one eventually for the deck but currently haven't been able to trade for one/Buy one.
    Boseiju, Who Shelter's All - I actually have one of these in the mail right now! It included in the edit that I am going to be doing afterward.
    Strip Mine & Tectonic Edge - I actually dislike target land destruction in here. I know I should run them both but I find I never need it cause I normally will just wipe the board.


    Æther Vial has one purpose if you read the card explanations: to put the bounced Selenia dark angel back onto the field after I bounce her to my hand. It gets really tiring to pay 5 mana every turn for her. the vial allows me to not have to was my mana on that and can focus it elsewhere.


    Finally my land count, Everyone hates on my land count but with how my meta works is we draw 10 and shuffle 3 cards back into our decks for our initial hands. I normally get 3 land in that with a mana rock. That means I have until turn 3 to draw another land which normally by then I have a draw spell that refills my hand for land. I have been mana-screwed once in my past 30 games of Selenia. My land base is fine. I have enough draw and ramp via rocks to compensate for my lower amount of land. Sorry if I am a bit irritable on this topic of my land but I get really tired of people telling me to up land count even after I have done the math to optimize it. Could I run one or 2 more lands, Yes. Would 5 more help? not at all that will end with me holding 2 lands in hand when I really need spells.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Selenia, Dark Angel - Life Swapping
    Okay going throguht some serious editing to this deck now that some stuff has come in. I will be making and adjusting the changelog later tomorrow after my final exam but before i do that I want some opnion of cards:

    Soul echo- Could keep me alive...?

    Angel of Despair- I use to include her in the deck but took her out in the early edits towards a creatureless deck. But now she is kinda calling me back. I really am wanting thoughts on her and yes vindicate is better and on my wish list once I get some cash.

    Crovax, Ascendant Hero- I have now had a game where I couldn't flicker Selenia in response to a tuck and then the deck fell apart... I am thikning of him as a contingency plan but am unsure.

    Sustaining Spirit- How had I not found her before today? I am really thinking of testing her and am curious to see what others think of her.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Planechase Commander?
    It can be fun but also warps the game less to has board control to who gets lucky when the plan hits the fan. My playgroup likes to planeschase but I personally dislike it as it warps the game in ways that can allow the guy who you almost eliminated to come back and take you out when he was at 5 life.
    Posted in: Commander (EDH)
  • posted a message on Out of Curiosity.. Colored Artifact Commanders?
    I actually have a list in my sig if you want a reference source.
    Posted in: Commander (EDH)
  • posted a message on Kumano, Machine Gun Yamabushi
    I would toss in Goblin sharpshooter as a back up machine gunner. I know you prefer Kumano, Master Yamabushi as the main machine gunner but Sharpshooter offers a contingency plan in case it hits the fan. I second Xoth with Quietus Spike & Neko-Te. They get nuts with Kumano.

    other options that could be good:
    gorgon's Head - I know it only grants deathtouch but still a nice redundancy

    Mogg Maniac is very fun with chain reaction and Blasphemous Act.

    Otherwise Maybe adding a small goblin package could be fun:

    Squee, Goblin Nabob + Rummaging Goblin makes a nice cheap red draw engine that I love as it is tutorable with:
    goblin matron - helps hunt out the package
    Posted in: Multiplayer Commander Decklists
  • posted a message on Yet Another Help Me Pick a General Thread
    I hate to add even nore options to your pot but i have several Monored EDh decks that I think you might like:

    Kazuul, tyrant of the cliffs- Play a lot of force attacking cards to sit back and block all day with the Ogres you make. very fun with Fumiko the Lowblood.

    Tahngarth, Talruum Hero - A fun out of no where voltron commander. Opens up a lot of possiblities.

    or finally:

    Zirilan of the Claw cause who doesn't love dragons!
    Posted in: Commander (EDH)
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