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  • posted a message on If any card could be your commander
    Wrenn and Six - No, wait, don't hate me yet! Mechanically, I love tiny, incremental gains and noncreature RG archetypes. And I have self control, so I wouldn't use cards like Strip Mine with this. Problem is basically that it's the one card in the game - by far - that I identify the most with. It's my personal colors and the chaotic fire nature magic is very "me" in my personal color philosophy. In addition, it's not just a chaotic fire nature person, but a chaotic fire druid, even a druid personally connected to a tree/nature - world-interconnected druid is pretty much an always-online nerd in fantasy settings.
    Posted in: Commander (EDH)
  • posted a message on Beating a dead horse: Tutors in commander
    Commander is a 40 life game with basically unlimited access to a free, usually powerful card beyond your starting hand. As such, players have a roster of resources that can be hard to circumvent. It's an engine/battlecruiser format at its core. This fundamentally pushes it towards massive combo advantages or wins. Luckily, decks are 100 card singleton, which should circumvent this.

    But it doesn't. Tutors and deep or selective draw completely screws over the format's deckbuilding restrictions. It doesn't just counteract it or add diversity (like group slug does), but is a fundamental detriment to the format's core spirit: "I don't want to play a 100-card singleton deck, so I'll just add a load of tutors so I can win fast."

    Of course, this isn't always the case when players add the tutors. But groups self-check both in the direction of relaxation and power. People passively empower their decks as time passes, depowering takes self control. The game shop I play at has a very interchangable and large roster of players, so combo and nasty kinds of control is rampant there.

    Yes, battlecruiser is still legitimate, but I have been playing Magic since 10th edition, and boy has Commander seen an unhealthy crapload of battlecruiser power creep since then. Stuff like Omnath 2 has become necessary to countact infinite combos. Which is just sad.

    EDIT Oh, and for the record, I hate to play battlecruiser myself - well, I do kind of like it, but I'm more enjoying it at the power of stuff like Pelakka Wurm; later, more ridiculously potent cards are not my thing. I tend to make engine builds of fair cards and durdle a lot for incremental gain instead, and my more powerful stuff has real weaknesses I refuse to fix in order, usually intentionally subpar win paths, to let other players beat me.
    Posted in: Commander (EDH)
  • posted a message on Tricking attractive people into playing magic
    I'm actually surprised how often I have to explain girls what Magic even is. Then again, I'm the de facto IT guy on my work by virtue of being able to fix people's Macs, not ever having owned one myself.

    When dating someone, Magic is something I reveal/properly introduce after a while, and they don't give a ***** by that point. I have actual bad things to scare them away with way before that point, so by then, it usually sticks.

    If you just talk about it casually, like "Oh I can't, have to play Magic that day", like, verbally demonstrating that it's maybe weird but completely unthreatening and fine, you should be fine.

    OK, answer time. How to actually get them playing. Well, it's basically board game. What I'd suggest is to treat it as such, removing the collectible aspect, and making some simple decks you can vary between. Perhaps give her her favorite and a few other cards to improve it with, and then you can start bringing her to casual events. If anything, you can play with her yourself, which is always cozy.
    Posted in: Magic General
  • posted a message on [ELD] Fires of Invention
    I don't think you should be too concerned with the two spell limit.
    Posted in: The Rumor Mill
  • posted a message on Gaby Spartz spoiler - Outlaw's Merriment
    This random effect is kind of interesting in that each token is similarly powerful, meaning the decks that want this don't have to worry much about power discrepancy. That said, I think the base cost (4 mana) is too high for this effect.
    Posted in: The Rumor Mill
  • posted a message on The True Solution To The Flawed Mana System
    Random land drops is a massive part of the game's balance beyond color screw. It ensures that a 7 drop is much more risky to play and that low count land decks such as red aggro easier run out of fuel.
    Posted in: Magic General
  • posted a message on No rare duals in Eldraine
    We have the enemy temples from m20 and i'm sure we'll get ally temples with Theros #2, we still have the shocklands in standard, so i don't why Eldraine with no duals is such a huge scandal


    Exactly. Current mana base is massively good. I'm actually relieved there's no rare land cycle now.
    Posted in: The Rumor Mill
  • posted a message on {ELD} Will and Rowan (don't know if it is real, looks like a leak) (name confirmed by rosewater)
    I severely dislike this card's power level. There are already too many too good planeswalkers in Standard for my taste.
    Posted in: The Rumor Mill
  • posted a message on Need info for Custom Game mode I am making
    I have to ask, plays anything else right now in what exactly? I see it very rarely in Standard, and it's definitely not prevalent in Commander. Lightning Strike is much more common.
    Posted in: Variant Commander
  • posted a message on Need info for Custom Game mode I am making
    Lava Coil isn't even a problem in singleplayer. Players should be able to remove threats.
    Posted in: Variant Commander
  • posted a message on A working strategy against zombie decks?
    Isn't there any graveyard hate available in Duels?

    Also, exile removal should help a bit.
    Posted in: Magic General
  • posted a message on Need info for Custom Game mode I am making
    Also I'm a little confused why Lava Coil is a problem? Yes, it's a good removal spell, but it's not overpowered, it's quite fair. In general, fair answers are not the thing to restrict in order to make a format good. In the sets listed, the only other red cards that can exile (a reasonably important ability when there are several graveyard strategies present) are Magma Spray, Puncturing Blow and Scorchmark. In a slow format, Magma Spray and Scorchmark are really bad, and Puncturing Blow is a slow, expensive removal spell; in general, you want your format's answers to be cheaper than its threats. This is actually one of the larger problems of the sets of the Bolas Arc, removal was quite underpowered for a lot of it, and Wizards admitted it wasn't good design.

    I understand that you want variance in deckbuilding, but I'm not sure taking out general tools because they're better than other cards is the solution. You're already at a minimum deck size of 80 cards, the red player has to add other cards to fill the removal quota anyways, Lava Coil is a single target spell in a multiplayer format (and is therefore overshadowed by mass removal by a long shot), and with the larger minimum deck size red already has problems with drawing its cards that would be answering graveyard decks. And red's already general weak in multiplayer, and you're talking about structuring the rules in such a way that you can up the access to high value cards such as Dreadhorde Invasion at the cost of restricting a general purpose removal spell! Think of how the two interact; Lava Coil would remove the Amass token only once, and only if it's a 4/4 or less, and then the opponent will get their zombie back the very next turn. In a multiplayer format, this is crucially more powerful for the amass player.
    Posted in: Variant Commander
  • posted a message on A working strategy against zombie decks?
    What kind of decklists are you facing? What is available for your card pool?
    Posted in: Magic General
  • posted a message on Need info for Custom Game mode I am making
    Maybe just remove group 2, making it restricted like Vintage? Or organize restrictions according to rarity?
    Posted in: Variant Commander
  • posted a message on Need info for Custom Game mode I am making
    So I don't really have suggestions for the particular card counts, but I have a few basic issues with the format. I'll list out some thoughts. But even before that I think the format sounds really epic and could be really cool.

    Thought 1) It's true that the singleton element should never be changed in Commander, but I believe the reason it's like that is different than preventing combos per se. Preventing combos was just a good sideeffect that has improved the health of the format significantly over how bad it could be. Initially it was probably intended to increase variance as much as possible, since so much deckbuilding was about optimization; remember that what makes this format particularly interesting isn't its singleton but its usage of commanders, its vast health stockpiles slowing the game down, and so on, founded back in Legends where combos just weren't as much as a thing. But this isn't really relevant for you, I just wanted to bring it up.

    Thought 2) The deck construction rules are already quite complicated, infact moreso than Commander; figuring out multicard tracking in addition to that adds a lot of complexity to the deckbuilding that I'm not sure is benefitial for the format's spread. However as a format just between you and friends, it sounds really amazing; and in that case I'd just let people do 4-ofs, and then you can agree on bans communally. Especially with the restrictions you've noted, everything should be fine. What really pushes Commmander to combo is solely the starting life, by the way, and you seemingly plan to increase it by 5 (if 45 total). I'm not sure how the cumulative addition+loss of "commander" permanents translates into making it more or less combo friendly.
    Posted in: Variant Commander
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