Important details:
-Know how liked your commander is. You may need to change it up if people target you for sake of your commander.
-Have an even distribution of removal, wipes, counters (if possible), disruption, and draw/recursion.
-Have one or more clearly defined win conditions which should be easily explainable once you establish control over the game.
-Let yourself and your cards fall graciously. Threatening cards might serve a better purpose towards trust if you let them die sometimes and letting yourself lose and accepting it when you are ganged up on is very important.
-Play politics. This can go very far for control players who have a wealth of answers to cards so letting your opponents actually play the game is important.
This set has been a disappointment but at least the nonlegendary exclusives are better than last year. :/
Also on the matter of Staples, I play plenty of blue decks without Rift and green without seedborn, black without tutors, etc. Imo a powerful, synergistic deck doesn't need color Staples to succeed but it may take a bit of knowledge and skill that most new players don't have. Giving them staples like Rift will allow them to swing the board out of nowhere because people downplayed their/deck's ability. They might help compensate for their mistakes but that isn't technically a solution as I've seen Staples played incorrectly an innumerable amount of times.
Anyways, I want to get at least one of these so I can play with my friend brand new to the game bc my decks are too powerful for him and he has few playable cards. (not necessarily competitive cards) This will help him understand the importance of a mana base and interaction as well as drawing cards and synergies. I will admit a solo player may find this hard to play with against non preconsm
In battle cruiser edh along with token doublers this can become unfair quick, which can be a definition for broken in the casual sense. The more competitive you define "broken" as the worse this card becomes because it is 6 mana and only has 3 card infinite combos. Comparatively, another 6cmc card, bolas'citadel, is actually broken since it has a 2 card combo and let's you do stuff if you tap out for it and it draws you cards and play big *****, like this enchantment, for free.
I would rather reframe this card as abusable because it can lead to degerate board states but does not have the same power level other broken cards like Citadel or Hulk or Rector have.
This is powerful in some decks, like the guy on the face of this, mediocre in most token decks, and a combo piece in a few w/r/x decks. Probably best in a Bant deck because of screaching chimera and copy spells and whatnot.
What a letdown. :/ Only 3 new flashback cards and one of them is just past in flames on a stick. :/ This deck has a bunch of great new cards but it feels very lacking. I hope the Naya one focuses on a sub theme of big stuff grr instead of just some mediocre stuff piled together... Then again if they want to keep it close to the power level of the last two it may be the worst of them all. Idk.
New mythic Chandra says you can't counter me and also you take 1 or more damage for the rest of the game, regardless of whether or not she is still around.
I'm thinking, based on partial reveal, that this new mechanic will be generic alternative casting costs to get a different card. Could be some powerful stuff here.
I don't see anything broken about him atm. Old sisay is better for combo and new sisay better for good stuff, tribal and walker decks. Obviously seems really good in sisay but by hisself all I can see is self mill graveyard shenans which I guess isn't that bad but seems so meh for how powerful he feels. Maybe it will be different when we play him. :/
-Know how liked your commander is. You may need to change it up if people target you for sake of your commander.
-Have an even distribution of removal, wipes, counters (if possible), disruption, and draw/recursion.
-Have one or more clearly defined win conditions which should be easily explainable once you establish control over the game.
-Let yourself and your cards fall graciously. Threatening cards might serve a better purpose towards trust if you let them die sometimes and letting yourself lose and accepting it when you are ganged up on is very important.
-Play politics. This can go very far for control players who have a wealth of answers to cards so letting your opponents actually play the game is important.
This set has been a disappointment but at least the nonlegendary exclusives are better than last year. :/
Also on the matter of Staples, I play plenty of blue decks without Rift and green without seedborn, black without tutors, etc. Imo a powerful, synergistic deck doesn't need color Staples to succeed but it may take a bit of knowledge and skill that most new players don't have. Giving them staples like Rift will allow them to swing the board out of nowhere because people downplayed their/deck's ability. They might help compensate for their mistakes but that isn't technically a solution as I've seen Staples played incorrectly an innumerable amount of times.
Anyways, I want to get at least one of these so I can play with my friend brand new to the game bc my decks are too powerful for him and he has few playable cards. (not necessarily competitive cards) This will help him understand the importance of a mana base and interaction as well as drawing cards and synergies. I will admit a solo player may find this hard to play with against non preconsm
I would rather reframe this card as abusable because it can lead to degerate board states but does not have the same power level other broken cards like Citadel or Hulk or Rector have.
Venser Shaper Savant
Cyclonic Rift
Treasure Cruise
Dig through Time
Frost titan
White
Elspeth Sun's champion
Swords to Plowshares
Stoneforge mystic
Angel of the Dire Hour
Thalia Heretic cathar
Red
Lightning Bolt
Tyrant of discord
Blasphemous act
Monastery swiftspear
Inferno titan
Black
Yawgmoth thran physician
Blood ghast
Saddistic hypnotist
Pack rat
Mikaeus the unhallowed
Green
Nissa vastwood seer
Genesis wave
The great aurora
Boundless realms
Tempt with discovery
Multicolor
Derevi empyreal tactician
Aminatou the fateshifter
Oath of teferi
Aura shards
Thrasios
Artifact
Skullclamp
Solemn simulacrum
Golos Tireless pilgrim
Ugin the spirit dragon
Coveted jewel
Land
Mosswort bridge
Command tower
Reliquary tower
Steam vents
Forest