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Last active Mon, Feb, 18 2019 23:26:41
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Feb 18, 2019I have yet to play with it but what I like about it is that it is an unobtrusive problem remover. It is something that someone might say "hey, that's neat" as they proceed to watch 3 creatures die over 3 turns. Plus you can use it two times with derevi or blink it with aminatou/brago to just keep dealing with *****. Plus it is permanent based removal for permanents matter decks.Posted in: Commander (EDH)
Feb 13, 2019Can we just make boros reckoner legendary?Posted in: Commander (EDH)
Gisela, newvacyn, and oldrelia are pretty good stuff commanders but they suffer from a lack of good stuff to fit in.
Lifegain has no commander and as such no obvious payoff making it hard to decide on this color combo as opposed to others.
Burn had an expensive commander and little strategies besides board wipes and damage multipliers.
Aggro is weak to board wipes and with a lack of good stuff to make it all easier this idea remains very risky. My main criticism here is that all the commanders, excluding oldrelia, are fairly mediocre cards that I probably wouldn't include in my 100 anyways.
2 r/w r/w r/w
When this creature deals Combat damage to a player, create a token that is a copy of this card.
Feb 10, 2019Hey, looking for a comprehensive list of cards that can be abused or can enable abuse by flicker effects but that do not show up when you search "enters the battlefield" of "leaves the battlefield" in gatherer.Posted in: Commander (EDH)
For purposes of obscurity I will not include noncreature artifacts and planswalkers as their entire archetypes would fit into here. I will also ignore lands that only tap for mana for the same reason.
List so far:
Feb 8, 2019The dual cycle lands I play because I want more fetch targets. The mono colored ones are only usable with specific cards to me, namely Muldrotha, discard matters, and Life from the loam/sudden Reclamation.Posted in: Commander (EDH)
I would not play it for crucible of worlds because unlike Muldrotha it is not an inevitability in the game and as such you might often find yourself relying on a tap land with an incredibly low impact ability that could potentially do something in the future. I would also not play it in Titania protected of argoth because the land does not sacrifice itself so you aren't getting the full effect of Titania.
Watching other people play them for years has shown me that it is never a game breaking card. With that in mind I'll keep not playing them over an untapped basic.
Feb 3, 2019Gate control is a gate tribal deck with heavy control leanings. It focuses on playing mass amounts of gates and ramp in order to increase the effectiveness of the gate tribal cards. The core build of the typical, and cheapest, deck looks like this:Posted in: Budget (Standard)
Now let's take a look at each part of this build:
Gatebreaker Ram/Gate Collosus: these are the main win cons and beaters of the deck. They can just as well defend as attack, especially the Ram. The Collosus also works with Guild Summit to return to your hand from the grave any time a Gate enters play on your side.
Gates Ablaze/Archway Angel: both help deal with aggressive strategies. The angel can often gain 10± life and ablaze should deal with any threats, even the Collosus at times. Note that ablaze will never kill the ram.
Growth Spiral/Circuitous Route: these help to strengthen all your gate cards and to allow big plays with any payoff cards you decide to play. They synergize well with guild summit and help make up for the turn you stay behind by playing tap lands.
Guild Summit: this is the main payoff card in the deck, enabling only a spare amount of interaction to come very close at hand.
The land base is in high variance right now. Some decks play up to 20 gates while others play only 16 or less. It all depends on what you feel is right and how reliable you want your late game draw engine to be.
That said, up to this point the deck only costs around 20 or so dollars and includes only 4 rates. From here we will talk a bit about the other 8ish slots to fill in.
Typically what the results has shown is that it is some mixture of draw and removal. 2 or 3 copies of Hydroid Krasis or Expansion // Explosion seem important as an alternative in case you don't draw Guild Summit. For removal we have cards like Deafening Clarion and Lava Coil, one dealing with aggro and the other dealing with some of the more pesky cards in standard. Cards like Vivien Reid and Mass Manipulation help fill in as removal and "draw" against a bunch of pesky noncreature permanents.
Anyways, I just wanted to start some discussion about this deck as I don't think the majority of its showings mirror what the final build may look like. I know there is a Reclamation version of the deck but I will leave that to a separate thread.
Feb 1, 2019Pappy posted a message on Is it just me, or are there almost no constructed playable Common cards in RNA?The only good Commons in this set are Growth Spiral, Skewer the Critics, Shimmer with Possibility, and Imperious Oligarch. Anything else playable would support a niche strategy or otherwise is bad.Posted in: New Card Discussion
Jan 31, 2019Talking with them may help to find out if anyone else has an issue with this but if you want something done you'll most likely have to do it yourself. You could make your deck more "competitive" or you could just start attacking when the opportunity arises. If it doesn't feel right don't do it as I assume you still want to have some fun here.Posted in: Commander (EDH)
Jan 27, 2019Truthfully, Seedborne Muse but the main reason I don't have it now is it would be too op in my derevi deck... Not to say I didbt play prophet back in the day.Posted in: Commander (EDH)
Otherwise I'd say dual lands bc I need more targets.
Jan 27, 2019I've never seen man lands do anything in edh besides inkmoth nexus because infect gets you there. Mutavault seems pretty decent in tribal decks.Posted in: Commander (EDH)
The main issue is that there are plenty of other win cons for decks that don't play creatures so a win con that works under board clears isn't necessary. Man lands would be used just to supplement an existing strategy (like needle spires in a double strike deck). Definitely an ok win con if you don't want to abuse op strategies.
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