Edit: hit post by accident. I was not finished. I will keep editing and adding to this.
Thanks for the reply umtiger. While I do not agree with everything and do not have the energy to explain where and why, I do appriciate the feedback.
I do not know how to organized my thoughts and feeling about the Magic. I love the art, flavor text, mechanics, rules and how the card bend and break them. Theory crafting and evaluating cards is lots of fun as well.
Actually playing? Rock-paper-scissors gets old after while, and tutors accelerate that process.
If you are playing for prizes, then you want your deck to go off as quickly and consistantly as possoble. If we are playing for fun and just enjoying the interactions of decks and cards, then tutors get in the way of the random nature of the format.
- DoubleT
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Drain Life posted a message on Beating a dead horse: Tutors in commanderPosted in: Commander (EDH) -
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Sephon19 posted a message on Beating a dead horse: Tutors in commanderCommander 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.Posted in: Commander (EDH)
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. -
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Uii posted a message on Arjun, the Shifting Flame. Needs ideas!With the advent of Arjun, the Shifting Flame being spoiled, I really would like to come up with some way to make him work as a commander. The Mindmoil effect isn't something I've worked with before.Posted in: Commander (EDH)
So far, the ideas are:
Cheap instants
Wheel effects
Extra draw effects + Lab maniac
Buyback
Flashback
Rewind effects
Cards of Note:
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Dual Casting + any creature + Hidden Strings + Something that taps for R and more (Empowered Autogenerator, Izzet Boilerworks) + Something to do with the mana (Fireball) or copy triggers (Ral, Storm Conduit).
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The fact she is black has little to do with any of that story, and really should it? Do we need to explain why King Kenrith was worthy of going on a quest for all 5 knighthoods? It seems like the latter is just accepted as plausible without pretext while the former is unfathomable.
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I took mine in a more aristocrats load up the graveyard, get stuff back/enter from the graveyard sort of thing. Oversold Cemetery turns all creatures into a squee once you have 4 in the yard (which is pretty easy when rumaging). Gravecrawler is a cheap sac target once you have another zombie out. Desecrated Tomb gives you extra value for getting creatures out of the graveyard. Mikaeus, the Unhallowed gets them back twice, bit pricy but I had one looking for a deck. Throw in your favorite value sac effect and you can get a nice engine going.
Been impressed with Font of Agonies especially if you have k'rrik out, also probably want Whip of Erebos if you go heavy in the pay life thing.
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White
2x Fan Bearer
1x Sacred Cat
1x Vizier of Remedies
1x Anointer Preist
1x Gust Walker
1x Unwavering Initiate
1x Aven Mindsensor
1x Tah-Crop Elite
1x Naga Vitalist
1x Watchful Naga
1x Shefet Monitor
1x Ahn-Crop Champion
Trials/Cartouche
1x Trial of Solidarity
1x Trial of Strength
2x Cartouche of Strength (3rd in the side)
Removal/Tricks
1x Cast Out
1x Final Reward
1x Compulsory Rest
1x Start // Finish
1x Synchronized Strike
1x Oketra's Monument
Land
1x Evolving Wilds
2x Swamp
7x Forest
7x Plains
This went 2-0-2 (split final match for prizes, first match went a bit long as I was playing against control and I don't have much evasion but I was favored to win game 3)
Had the white cartouche and would side in the 3rd green one for some matchups.
Picking up the trials was a big game and the white trial giving vigilance is big game in the world of exert, and repeatedly getting a 4/2 was pretty good too.
Fan Barrer was pretty darn good and having 2 meant I had one almost every game. My removal was great. My opponent round 2 had a pool with 3 gods (WUB) and played them all. I was able to deal with all of them with my removal. While I had a decent amount of embalm I didn't use it too much. I was pleasantly surprised with Oketra's Monument. One game I held out till turn 3 and was able to play 3 white creatures and make 3 tokens on turn 4 with a trial of solidarity to follow.
Got an opponents evolving wilds by flashing in my promo Aven Mindsensor
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I was thinking about draw burn/control with all those card draws. Something like words of war or words of wind with a jace's archivist activation after bouncing all the opponents permanents to draw back up. Kind of mana intensive but sounds like fun.
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Why would you want to flip Jace quickly? I think his creature side is better than the plainswalker side for limited. Free looting is practically drawing a card, plus getting 5 cards in the yard isn't that tough even without help.
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If you want just outright power cards that are good on their own then you might as well just open a regular deck of cards and play war.