Magic Market Index for March 15th, 2019
Magic Market Index for Feb 8th, 2018
Magic Market Index for Feb 1st, 2019
  • posted a message on Using Wish Cards as Intended
    As much as I love the card Mastermind's Acquisition, I am strongly against wishes in the format. I don't see a meaningful distinction between a wishboard and your entire collection other than a wishboard saves a lot of time. Having access to narrow hate cards on like Stench of Evil or Deathgrip that you would otherwise never put into a deck is just too good. In addition, you can simply put duplicates of your entire deck in your wishboard just in case a vital combo piece gets exiled. I see very little gain and a ton of harm happening if they become legal.

    That said, your boy here would be the first in line to abuse them if that ever happens.
    Posted in: Commander (EDH)
  • posted a message on Print this Wizards (so I can play it in EDH)
    These are all for Erebos, God of the Dead. I apologize for nothing.

    Mind Flay 2 mana black mana black mana
    Each opponent reveals their hand. You choose a nonland card from each of them. Those players discard those cards. Each opponent who doesn't discard a card in this way loses 3 life. You gain life equal to the life lost this way.

    A solution to the inherent card disadvantage of targeted discard in a multiplayer format as well as the problem of them being dead draws if opponents don't have cards in hand in being a one shot, super Shrieking Affliction.

    Interlope 1 mana black mana black mana
    Split second
    Target opponent reveals their hand. You may choose a nonland card from that player’s hand and exile it. If you do, until end of turn, you may cast that card, and you may spend mana as though it were mana of any color to cast that spell. At end of turn, return that card to its owner's hand.

    Word of Command is a sweet card and I'm happy to see Dimir colors getting more cards like Hostage Taker and Thief of Sanity. I'd like to see this continued in mono-black with more cards like Gonti, Lord of Luxury or Praetor's Grasp. I can see lots of applications for this card, from nabbing a disenchant to get rid of some problematic artifact or enchantment to using a counterspell to protect a win condition.

    Underworld Whispers black mana black mana black mana
    Whenever you draw a card, Underworld Whispers deals 1 damage to each opponent.

    Psychosis Crawler as an enchantment and cousin to Underworld Dreams. While Dreams typically punishes the blue player for drawing too many cards, Whispers would more evenly distribute the hurt if you, say, had a way to draw lots of cards on your own. I don't think wheel decks need more win conditions but there are solid and fair uses of the card.

    Curse of Mephistopheles 1 mana black mana black mana black mana
    Enchantment - Aura Curse
    Enchant player
    If enchanted player would draw a card except the first one they draw in their draw step each turn, that player discards a card instead, then draws a card.

    A "fixed" Chains of Mephistopheles that only affects the person playing Islands and/or an unfair deck since fair decks typically only draw one card per turn anyway. It's probably too good at 4cmc, but I think at 5 or 6 it becomes mediocre.

    Yawgmoth's Desire 3 mana black mana black mana
    During each of your turns, you may play a card from your graveyard. You lose life equal to its casting cost if it's a spell. If a card cast this way would be put into your graveyard, exile it instead.

    Yawgmoth's Agenda meets Kess, Dissident Mage and Karador, Ghost Chieftain. It reminds me of Debtors' Knell, a card I haven't seen in awhile, so the casting cost and life cost seems reasonable.
    Posted in: Commander (EDH)
  • posted a message on Storm deck ideas?
    Why not Dralnu? You can run a number of infinite spell combos in the color combination, and your commander directly contributes to your strategy. I built my deck around Paradox Engine/Scepter Reversal, a slew of mana rocks, and tutors/card draw to win with Aetherflux Reservoir or Tendrils of Agony. It favors redundancy, resilience, and consistency over speed, so it plays like a typical control deck until it combos out. My more casual list can be found here and benjameenbear's more competitive list can be found here. It won't make you friends due to the combo turn sometimes taking a while, but it's one of the most enjoyable decks I've ever played. You get to cast a bunch of spells, generate a bunch of mana, burn through your deck at alarming speed, then you win because you have quadruple counter back up.
    Posted in: Commander (EDH)
  • posted a message on $110 in store credit, what staples to get and any smaller yet big upgrades for my first non-precon build?
    Quote from DirkGently »
    Where is this $22 mana crypt? I'm only seeing $150+.
    Yeah, I already have my wallet out. Do go on.

    I recommend real estate. Get on-color shocks (~$12), checks (~$5), and possibly pains (~$5) for decks you already have or decks you're about to build. Mana fixing never goes out of style and prices will typically only go up. They're not sexy, but they do a lot of work. Beyond that you'll want to look into spme of the following:

    Demonic Tutor ($25)
    Mystical Tutor ($5)
    Cyclonic Rift ($20)
    Damnation ($30)
    Toxic Deluge ($20)

    Those are autoincludes in any deck in those colors.
    Posted in: Commander (EDH)
  • posted a message on Daretti, Scrap Savant - Degenerate Artifacts
    Have you tried Mirage Mirror? That card has been an overperformer in my Daretti list. From copying someone's Cabal Coffers with an Urborg out to your own Goblin Welder, the card pulls a lot of weight. Also, though it's primarily a pet card, Warping Wail has impressed me. It helps power out an early Daretti, gets rid of random dorks (auf wiedersehen, Deathrite Shaman), and stops game winning haymakers. And no one ever sees it coming.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Phelddagrif: Show Weakness to Hide Your Strength
    Quote from Vishnakuttar »
    Ok, we got the point: you got an agenda. Will you be so kind as to cut out this highly politicized theme?

    What... what..? what.

    You registered an account just to post this?
    Posted in: Multiplayer Commander Decklists
  • posted a message on [[Official]] Unreleased and New Card Discussion

    Whelp. I know what to do with that open spot in Erebos now.
    Posted in: Commander (EDH)
  • posted a message on MTGS EDH Group
    So yeah, I think this is a great idea, if there's people out there who're looking for reliable members to play against, I'm happy to put my details down:
    We got a live one, ladies and gentlemen. Who's next?

    My timezone is GMT +12.00 for what it's worth - it's good to know what time people have allotted before committing to 2 hours online.
    Oh, good idea. I'll edit that into the OP.
    Posted in: Commander (EDH)
  • posted a message on MTGS EDH Group
    Quote from illakunsaa »
    Why not just play cocatrice or xmage instead?
    I've played on XMage for a bit and it's just awful. The rules enforcement is spotty and the program itself is buggy and ugly. My experiences with it are largely negative. As for Cockatrice, it's basically the same beast but doesn't require a download. I suppose I could expand the group to include basically all free ways to play Magic online but I think it would be better for the group overall to focus on a single one so as to not splinter the community.
    Posted in: Commander (EDH)
  • posted a message on MTGS EDH Group
    It's no secret that playing Magic online with strangers is a mixed bag. From players who quit at the drop of a hat to players with a tenuous grasp on the rules to players with toxic attitudes, it can often be more trouble than it's worth. It doesn't have to be that way, though. I'm putting together a group of MTGS users who are interested in playing with each other on

    For those unfamiliar, is a browser-based way to play Magic with other people for free. While it doesn't have rules enforcement like MTGO or Arena, I think that makes it closer to a real life game.

    If you're interested, feel free to register an account and post your username as well as your time zone in this thread so that I can put it in this post so others can friend you. I've also set up a Discord to more easily coordinate games as well as so that players can use voice chat when playing to further emulate the experience of playing a real life game. Because the Internet is terrible, PM me to get a link to the Discord.

    The only rule? Don't be a dick.

    MTGS EDH Group Members

    GloriousGoose - gloriousgoose (-6.00 GMT)
    toctheyounger77 - toctheyounger77 (+12.00 GMT)
    Markodatlas - Markodatlas
    Posted in: Commander (EDH)
  • posted a message on What SCG Con Taught Sheldon About Commander And Its Players
    Quote from ISBPathfinder »
    I still stand by that communication is your friend. Talk to people before making assumptions.
    I don't want to have a conversation about what is or isn't acceptable in a given group of veritable strangers. I want to play Magic. I want a banlist that promotes balanced play so that gaps in power level aren't as large so that enjoyment is more homogeneous. The EDH banlist is currently at 38 cards; Vintage has 46 restricted cards. I'm not saying that we should ban all powerful cards because they're part of the charm of EDH and Eternal formats in general but there are certain cards that are format warping. I think fast mana, cheap combo enablers, efficient lock pieces, and disproportionately powerful card draw do more harm to the format than good. The question, then, is where do you draw the line? If, say, Sol Ring is too good, what about Mana Vault? Grim Monolith? Worn Powerstone? I'm not denying that it's a difficult discussion with lots of complex, controversial decisions, but I think it will ultimately make the format healthier in the long run. Competitive EDH players will adapt to a new meta and still enjoy the game. Casual EDH players will have to worry less about being pubstomped by some jerk and enjoy the game. Of course, none of this will happen anytime soon, and I don't think that banning 30+ cards in one fell swoop is a good idea, but a slow, winding down of power in the format would solve a lot of issues, I think.
    Posted in: Commander (EDH)
  • posted a message on What SCG Con Taught Sheldon About Commander And Its Players
    Quote from Buffsam89 »
    So, to clarify your stance, you find it perfectly acceptable to sit down at an unknown table and bust out a grief-y deck? No warning? No conversation prior? That is your go-to?
    What... what..? what.

    I'm interested in how you think the text supports this conclusion, considering I've been advocating for common grief cards and strategies to be banned so that such communications don't have to happen.
    Posted in: Commander (EDH)
  • posted a message on What SCG Con Taught Sheldon About Commander And Its Players
    Quote from paragonweapon »
    So, here are my thoughts on Sheldon's article:
    I regret that I have but one reputation to give you.

    Quote from MRHblue »
    No its playing what most people generally want to do. Groups can of course do their own thing, but you just packing this sort of thing into an LGS is specifically anti-social.
    You don't think applying social pressure to cause people to not play certain decks is anti-social? It's a two-way street, and the tyranny of the majority can be just as oppressive as a stax deck. Your opinions and feelings are not more important than someone else's just because they happen to be popular.

    Quote from Onering »
    I also run more casual staxy decks that don't get hated, because the key is building them where you worry less about the stax and more about creating a winning gamestate. This let's them be a bit less powerful, and I don't lock down the board without being able to win. Instead, I'm more likely to be able to take advantage of a lock without the lock manifesting. One is tribal vampires and the other is Mogis group slug. in both, the stax exists to slow down my opponents while I kill them, rather than to lock them down so I can kill them.
    I pretty much agree with your entire post, but I quoted this excerpt because it is exactly what my primary deck does. It's not about locking opponents out of the game, it's about slowing the game down so that I can win because of my deck's superior inevitability. I play stax-y cards like Oppression, Tainted Aether, and Torpor Orb, but rather than lock someone out of the game they simply make it harder for them to advance their strategy. Okay, I run Infernal Darkness as well, and it's caused a few greedy non-black ramp decks to scoop, but maybe they shouldn't expect to resolve Boundless Realms unhindered. I treat Darkness as a pseudo-Time Walk that lasts for 3-4 turns, not a lock piece. Does this make my deck a stax deck?

    EDIT: I'm at 400 posts. toot
    Posted in: Commander (EDH)
  • posted a message on What SCG Con Taught Sheldon About Commander And Its Players
    I have issues with the argument you, and others, have made here. It's based on the idea that the strategies are allowed within the rules and that the game is inherently competitive. Both of these arguments are not relevant as the issue is a social one. To the greater community the game is not inherently competitive. No one, whether it be Wizards, the Rules committee, or the average players, would call EDH "competitive." You may view it that way, and you have every right to do so, but the greater community does not.
    1) the activity or condition of competing.
    2) an event or contest in which people compete.

    Magic, as designed, is a competitive game. EDH, as designed, is a social game. Those two aspects conflict but are not mutually exclusive. I can't put it any simpler.

    Same goes for the "stax" is part of the game argument, it is known to be looked upon by the majority with distaste. Evidence for this can be seen in modern card design, relative popularity on EDHRec of MLD and Stax pieces, and anecdotal evidence from the community at-large. Once again, you may hold this belief that Stax is reasonable and should be fine, and you have every right to believe that. However, you are at odds with the majority of players with-in the community in that respect.
    Quote from GloriousGoose »
    Personally, I dislike playing against stax because it hoses my primary deck pretty hard and due to stax being a rarity around my parts I'm not equipped to deal with it.
    I don't play stax, though I guess some people would argue that mono-black control is just as bad. Where do people draw the line between control strategies and stax strategies?

    The argument here is a social one. Is it socially acceptable to ambush people with strategies that are known to be widely disliked? That seems to be antagonistic to sociable practices of the greater EDH community, and that's literally the definition of "anti-social." In my view, people who want to play these less popular strategies owe a simple warning to the people they intend to play with. Not providing any warning, given how common knowledge the distaste for the strategies is, seems to just be disrespectful of those at the table.

    That is just my opinion. Be social, friendly, and courteous to others. The game is more fun when everyone is on the same page.
    I don't disagree and haven't argued otherwise. Why did you quote me, again?

    If you don't like their recommended banlist, don't use it, or make your own.
    This is completely impossible to do for a player without a set playgroup, though. It's the ideal solution, of course, but for pick up games at the local shop it just ain't happening. It's my opinion that the banlist should be used to police those games so that there is no need for communicating that you might be playing an anti-social deck. The situations that many people complain about, like the guy who Armageddons then scoops, the stax guy, the t3 combo guy, are all symptoms of a permissive banlist. If those strategies are the exception rather than the rule, then banning the cards that enable those strategies so that individual playgroups can green light them is a more effective course of action than passive-aggressively judging the player and discouraging those strategies via social pressure.

    Pick up games need to be more regulated than private games because the expectations are more open-ended in pick up games. If you have a set group that meets every week, then great, make your own banlist. But for a significant percentage of the EDH playing population that's not an option and creating an environment in which those players have a more homogeneous experience from shop to shop is more important than some cold, dead philosophy.
    Posted in: Commander (EDH)
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