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  • posted a message on New EDH rules with necromantic selection
    yeeessssssssssssss!

    Awesome. cheers.
    Posted in: Magic Rulings
  • posted a message on 7/02 Random Card of the Day: Tanglebloom
    Yea, i gotta say that it was one of the first cards i'd ever seen. Brings back memories. This was the era when i thought scaled wurm was so OP, 'cuz it completely shut down my deck of white 2/2s.

    How much i've grown as a player since then.
    Posted in: Casual & Multiplayer Formats
  • posted a message on New EDH rules with necromantic selection
    relevant card - necromantic selection

    So there's this new rule in EDH, something that works like a delayed trigger for when a general dies/is exiled, it changes zones, THEN the owner gets to put it into the command zone.

    so the card necromantic selection says that it destroys all creatures, then reanimate one that was destroyed this way into play under your control. There is no other triggers that can be resolved before the whole card gets resolved, right? And if a card would change zones, the game has no 'memory' of that card being the same card; i.e. if i blink a creature, even though the physical card it the same, the game counts it as if it just entered play, a completely new permanent in play.

    So the question is, can i use it as a sort of 'mind control' card for an opponent's general? It feels like it's possible, but it somehow doesn't feel intuitive.
    Posted in: Magic Rulings
  • posted a message on Kinnan, Bonder Prodigy
    Yea, i'm starting to feel a bit sick, seeing all those UGx goodstuff decks that are roaming about. But no, i agree with MRHblue in that it's not worth a ban; Sure it goes off with stuff like basalt monolith, but it's not all that overly powerful.

    Posted in: Commander Rules Discussion Forum
  • posted a message on [[Official]] General Discussion of the Official Multiplayer Banlist
    Quote from MRHblue »
    I just think the 'no downside' was too much for even people who push Sol Ring. No way to interact outside counter-magic (not even discard or exile interaction) on a fairly powerful spell just seems dumb. I would have preferred it banned as companion (or just not allow companion to work), but it makes sense.


    Yea, that's the thing, right? I get that there's no cost to start the game with an 8-card hand, but it just seems a bit too knee-jerky to not at least debate/consider reintroducing 'banned as general'/'banned as companion'.

    By the way, as the rules of EDH stands, since the companion isn't technically in the deck, does colour identity count? I get that it probably should, but not sure if the rules technically say that too.
    Posted in: Commander Rules Discussion Forum
  • posted a message on [[Official]] General Discussion of the Official Multiplayer Banlist
    I was wondering. This lutri fellow... Is it really that banworthy? Having a 101st card in the deck, a non-mind twistable 3 mana fork is good for sure, but is it really that format warping that it's worth a ban?

    The last couple of times i brought up a card about whether its worth a ban or not got me a lot of grief. I'm not intending this as a "hot take", but more as a questioning if this is worth the knee-jerk reaction it caused.
    Before i continue, i feel like i should state that my general opinion for all formats is that cards shouldn't in general be banned as much as possible. I'd always rather have a smaller banlist than a huge one.

    My thinking is this:

    1. (strongest argument, i think) the cost of having it is basically 0. Yep, that's a thing. But then again, every (or at least many) UR deck plays sol ring. In fact, almost every deck plays sol ring if the player has a copy. Does that make it banworthy too? It's not the same cost for sure, but if we want to have more diversified deckbuilding, i'm sitting on the side of using some other method outside of banning to achieve this.
    2. it gives the UR players a 101st card that makes their starting hand of 8. Sure, that's a big bump up. But also at the potential ire/cost of everyone else at the table probably being more likely to target you. Yea, it's not a strong argument on my side, but EDH is still a more social game than a 1v1 zero-sum kinda deal.
    3. A one-time guaranteed fork is good. But is it really going to break the game as we know it? As of now, I can't think of any 2-card combos that goes with this lutri. 3 or more though, that's easy to come up with.


    Stuff like primeval titan are really good; players used to tutor up for it, copy it, do crazy shenanigans with it. That caused the game to warp around who had the titan.
    does dualcaster mage have the same warping effect on the game? unless we're talking specific combos around it, its not something i've experienced. And dualcaster mage has the added bonus of copying an opponent's spell if need be (its the closest i can think of to lutri). Lutri doesn't have the ability to 'combo off' with the opponent's stuff.

    I can also say, that i've a lord of tresserhorn "when it dies-trigger-tribal" deck that most likely won't have any real use for lutri. It's in colour, but all the instant and sorceries i have aren't really anything i'd wanna copy (double up ruination?) and a 3 mana 3/2 surprise blocker is ok at best (not very surprising either). Yea, it's a very weird situation and not very relevant to the more competitive deckbuilders out there. But i'm under the impression that the RC doesn't dedicate the banlist to the upper echelon of competitive metas.

    It just feels a shame when players can't use stuff like braids or lutri because of format limitations. i understand that having specific rules for cards like "can't be used as a commander" or "can't be used as a companion" are messy, but easy to implement in local groups. But i'd imagine there are many playgroups that take the rulings of the RC as gospel with no room for meta-calls. I know my group can be resistent to changes too. And I wanna see all the cards being used as much as possible. Especially the newer ones that have never (and probably will never) show their true potential in EDH.
    Posted in: Commander Rules Discussion Forum
  • posted a message on creatures that buff/support
    Since you wrote "casual" as a tag, there's an oft-missed one that I've used, back when i still played green; broken fall. Just by having it out there, your opponents are somewhat less likely to aim their removal your way. And in general, it's so far down the list of priority targets, it will just sit there for ages!
    Posted in: Commander (EDH)
  • posted a message on Rakdos the defiler; all-in rakdos fun on a bun!
    Deck intro
    So this is still, by far, the greatest deck i've ever owned/run, and I figured it's probably worth sharing it with the world (kudos to user silanco here on these forums who introduced the deck to me).

    Rakdos suicide BRMagic OnlineOCTGN2ApprenticeBuy These Cards
    Commander
    1 Rakdos the Defiler

    Creature
    1 Master of Cruelties
    1 Anger
    1 Treasonous Ogre
    1 Phyrexian Delver
    1 Clackbridge Troll
    1 demon of loathing
    1 Hellcarver Demon
    1 Rune-Scarred Demon
    1 Sire of Insanity
    1 Reaper from the Abyss
    1 Abhorrent Overlord
    1 Abyssal Persecutor
    1 Malfegor
    1 Demonlord Belzenlok
    1 Archfiend of Despair
    1 Sower of Discord
    1 Doom Whisperer
    1 Lord of the Void
    1 It That Betrays

    Enchantment
    1 Lich
    1 Animate Dead
    1 Mass Hysteria
    1 Fervor
    1 Havoc Festival

    Land
    1 Badlands
    4 Snow-Covered Mountain
    13 Snow-Covered Swamp
    1 Polluted Delta
    1 Verdant catacombs
    1 Castle Locthwain
    1 Tainted Peak
    1 Bloodstained Mire
    1 Sulfurous Springs
    1 Dragonskull Summit
    1 Blackcleave Cliffs
    1 Ancient Tomb
    1 Blood Crypt
    1 Mana Confluence
    1 Reflecting Pool
    1 Urborg, Tomb of Yawgmoth
    1 Foreboding Ruins
    1 Graven Cairns
    1 Spinerock Knoll
    1 Command Tower
    1 City of Brass

    Artifact
    1 Mox Diamond
    1 Whip of Erebos
    1 Mana Vault
    1 Talisman of Indulgence
    1 Rakdos Signet
    1 Sol Ring
    1 Bolas's citadel
    1 Crystal Slipper

    Instant
    1 Dark Ritual
    1 Sacrifice
    1 Burnt Offering
    1 Demonic Consultation
    1 Shallow Grave
    1 Rain of Filth
    1 Final Fortune
    1 Cabal Ritual
    1 Insidious Dreams
    1 Savage Beating
    1 Plunge into Darkness
    1 Moonlight Bargain
    1 Stunning Reversal

    Sorcery
    1 Wheel of Fortune
    1 Infernal Contract
    1 Cruel Bargain
    1 Doomsday
    1 Bubbling Muck
    1 Pain's Reward
    1 Repay in Kind
    1 World at War
    1 Exhume
    1 Command the Dreadhorde
    1 Ill-Gotten Gains
    1 Damnable Pact
    1 Reanimate
    1 Mizzix's Mastery
    1 Faithless Looting
    1 Cathartic Reunion
    1 Torment of Hailfire
    1 Reforge the Soul
    1 Living Death



    Yes, the deck runs lich. and cruel bargain.

    It's what i'd call a BR suicide aggro list, where you're trying to cheat in big demons and try to get all the damage in as fast as possible. When it feels like your opponents are doing a bit too well, you can always power out rakdos himself, and make him swing in for some damage. One tip is to give him doublestrike, which makes your opponent sacrifice half their permanents, then half again.

    THat being said, here are a couple of cards I figured I should test (I don't follow standard, and have a hard time keeping up with new cards):
    irencrag feat
    light up the stage
    Neheb, Dreadhorde champion
    Ox of agonas
    Rakdos, the showstopper
    risk factor
    Spawn of mayhem
    Theater of horrors
    thrill of possibility
    treacherous blessing
    underworld breach
    wishclaw talisman

    Any others I might have missed?

    Also, any pointers on the list as to how to improve it?
    Posted in: Multiplayer Commander Decklists
  • posted a message on Ethical issues
    I'd echo what randuir has to say.

    The only thing i'd add is that most multiplayer games have this inherent downside; players are trying to 'play' each other, and sometimes, that leads to people taking "who's taking who's side" a bit too seriously, or that they just feel like it's kingmaking. It's the nature of the beast unfortunately.

    One more thing i'd add is that things that are secret in-game (your hand, contents of your library, and so on) should be kept so. It means that other players are then much less likely to be able to "tell you what you should do". It's your game, and it should be you who's playing it. AFTER the game, it might be worth looking over some misplays and whatnot, but during the game, what your opponents tell you about how you should be playing should be kept to a respectful level.

    Ive made this sorta mistake many times in the past, and it's worth repeating for y'all who have a hard time with it. I don't recall the exact situation now, but there were times when the table knew that a player had removal for a particular problem for the table, but wouldn't remove it. Myself and the other player were pretty annoyed about it, and kept hounding the player with removal. one or two rounds later, the player with the removal not only killed off the problem player (with the problematic permanent as a synergy piece or aikido-piece), but severely crippled the other two, and pushing himself waaaay up into the lead. That was something that the player planned, and regardless whether or not the other players thought removing that permanent was a good idea, it certainly was the correct play for the player with removal to not use it.
    Use the hidden zones!
    Posted in: Commander (EDH)
  • posted a message on Tuck rule
    Quote from NGW »
    If your deck completely falls apart because you do not have access to your commander you made a bad deck, plain and simple. You can certainly build a deck that's primary strategy involves your commander, in fact I much prefer decks that do (or at the very least benefit greatly from their commander), but you should always have a contingency plan. Removing the tuck rule simply encouraged bad deck building by removing a check for decks that were overly reliant on a single card they always have access to.


    I'd agree with this sentiment, but at the same time, it's a bit of a spectrum, innit.. its a game of EDH; the main pull of the format ISN'T that it's a 100-card singleton.. Nor is it the colour-restrctions in deckbuilding. Or the banlist. For some, maybe it's the eternal cardpool. But for most, it's being able to have a legendary dude who's your general.
    Yes, contingency plans are good, and you need a good plan B, C and so on. But the fun point of the format for many is being able to relatively consistently be able to play the general that leads the deck. For the vast majority of the more casual side of the crowd, i'd imagine that tuck isn't a very wanted rule.
    Posted in: Commander (EDH)
  • posted a message on The Official Cube Discussion Thread
    So far, not great.

    I'm not really sure how to move forward with my cube. It's sorta where I want it to be, but it still feels a bit off-balanced for some reason. I always end up forcing blue black control, and it almost always feels like it's the correct thing to do (this in a cube with some number of big beaters, red burn, channel fireball/disintigrate, white weenies/land tax/scroll rack, and so on).

    Also, just curious, how many creatures is considered ok for a cube? more specifically, a 360 vintage powered urza's block and older with ante cube. So far, each colour has 50 cards, and has somewhere between 16-28 creatures per colour + 16 colourless creatures. One of the things that has made UB control great is the abyss, nether void, recall, contract from below. plus the potential for tinker into time vault/grim monolithvoltaic key, icy manipulator/winter orb/static orb. I wanna keep that level of power up, but somehow make the other colours 'better'.

    Any ideas would be appreciated.
    Posted in: The Cube Forum
  • posted a message on [360][Unpowered][Classic] Pre-Urza's Destiny Cube
    Are you still working on the list? any updates as to what it's looking like? any recent drafts?
    Posted in: Cube Lists
  • posted a message on ante cube
    Yea i have all those in. I also have in rebirth and timmerian fiends (to combat time vault, candelabra of tawnos, other crazy artifacts from going too far out).

    This virus thing is a bit of a pain though; it's been making cube-testing harder to come by.
    Posted in: The Cube Forum
  • posted a message on Looking for land ramp cards for a non green deck
    thawing glaciers ONLY self-bounces at the end of turn. If you have say turnabout, reset, time spiral et al, you can actually use it to ramp more than 1 land a turn. It used to be a super-secret tech for the deck solidarity way back when.

    For Wx decks, tithe, and land tax + scroll rack works well too. The tax-rack works well even after you've landed enough lands as a card draw engine in mono-white (Bobtherunny missed this one)
    Posted in: Commander (EDH)
  • posted a message on I need ideas for nin the pain artist
    Have you, by any chance, seen the website known as edhrec? It's a site dedicated to helping budding deckbuilders come up with cards that synergise with another card. Could help just by punching in nin, and see what pops up.

    Another site (that's more obscure) is magic fan. It looks up the words on a card, then uses an algorithm to search for other similar cards. So when you punch in the oracle text for nin, stuff like volcanic island pop up. It's not perfect, but you can find some really weird hits this way.
    Posted in: Commander (EDH)
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