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  • posted a message on Your favorite general/deck
    My current fleet:



    Tariel is certainly my worst deck so I enjoy trying to scratch and claw for a victory. This challenge makes it my favorite deck to play with. Rafiq, Linvala, and Animar do the heavy lifting when I need a points in our league though.
    Posted in: Commander (EDH)
  • posted a message on [Deck] Modern Bant Flash
    DOLZero, I have been doing a lil' thinkin' and this mana base may be worth testing for you if you're interested:

    Misty Rainforest x4
    Scalding Tarn x2
    Verdant Catacombs x1
    Arid Mesa x1
    Breeding Pool x3
    Hallowed Fountain x3
    Temple Garden x1
    Glacial Fortress x1
    Hinterland Harbor x1
    Stirring Wildwood x1
    Celestial Colonnade x1
    Gavony Township x1
    Island x2
    Plains x1
    Forest x1

    Reasoning: All those sets of shock lands can add up negatively over the course of the game. This opens up for the fourth Cryptic. A resolved Blood Moon would be devastating and this helps a bit but a dedicated sideboard would be needed if your counter magic fails early from disrupting it. An option may be running Natutalize instead of Hurkyl's Recall whish doubles as answers to Hexproof decks, rest in peace, Splinter Twin, Spellskite, and many others. The man lands eliminate Moorland Haunt which can be brutal in an opening hand and fixes mana at the same time. I would also try for 25 lands if possible cause Tectonic Edge is amazing.
    Posted in: Deck Creation (Modern)
  • posted a message on [Deck] Modern Bant Flash
    JPo, it is difficult to argue with that statement because playing catch-up in any magic game can be difficult but Cryptic Command does a great impression of catch-up. Even path to exile and advent can do some heavy defense at instant speed. I like where this deck is headed, I'm not sure if it's there yet but I like where it's headed for sure.
    Posted in: Deck Creation (Modern)
  • posted a message on [Deck] Modern Bant Flash
    The overall shell of your decks seems interesting. I would cut the Sphinx's Rev all together for two more Cryptic Commands. This will create two open slots in the sideboard if you drop the cryptic and remand in favor for more answers to affinity and other aggro strategies which exist all around.Doing this would probably require adding another basic Island. No joke here but a Bant Charm may seriously be worth play testing. Charm answers many things out of the board and even a one of in the main is a great draw off the top mid to late game.
    Posted in: Deck Creation (Modern)
  • posted a message on League variant rules (updated)
    I absolutely understand why people would want to speed up a game. I suppose we like everyone to be involved in the game they are playing in and not get eliminated before they have a chance to defend properly.
    Posted in: Variant Commander
  • posted a message on Help trying to nickname our league categories
    Well I was reading a post by Calderstrake about his commander league and I thought I would reach out for some help of my own. This is a current list of our rules and the current "nicknames" for our categories. If anyone has some ideas for nicknames to our categories that would be AWESOME. Anything funny or stupid as $hit is highly recommended! Thanks in advance. Also I apologize ahead of time if our nicknames offend anyone.

    Our rules:

    Scoring Points

    1st Place 3 pts

    The last player standing will be declared as the 1st place winner, and awarded 3 points.

    If all players are eliminated simultaneously, no 1st place winner shall be declared.
    Each other category shall be awarded accordingly.

    If there are only two players remaining and the game must be stopped, no winner shall
    be declared. However each player will be rewarded 1 point each. Each other category
    shall be awarded accordingly.

    2nd place 1 pts

    The second to last player remaining shall be declared the second place winner, and
    awarded 1 point.

    If multiple players are eliminated simultaneously in second place then they shall all
    receive 1 point, but will not receive a credit for second place in their stats column.

    Commander Kills 1 pts

    Any player who deals 21 points or more of combat damage with their commander to a
    single opponent shall eliminate that player and receive 1 point.

    Damage Leader 1 pts

    The player who causes the most collective loss of life to all players in any given game
    shall be declared as the damage leader and be awarded 1 point.

    Damage counts as loss of life.

    Destroy 2 Planeswalkers 1 pts

    Any player to destroy or deal enough damage to a planeswaker to cause it to be placed into a
    graveyard 2 times during the course of the game will receive 1 point.

    Preventing a Kill 1 pts

    Any player that prevents another player from being eliminated from the game shall receive
    1 point.

    Exact Lethal Damage Dealt 1 pts

    Any player to deal exactly enough damage to be lethal shall be awarded 1 point.

    This is a damage rule and does not apply to losing life with a spell or ability. Damage only.

    Force Own Commander Kill 1 pts

    If any player forces another player to destroy or exile their own commander in order to prevent that
    commander from being taken control of or shuffled back into their library they will be awarded
    1 point.

    Miraculous Kill 1 pts

    If any player eliminates another player while at only 1 life they will be awarded 1 point for each kill.

    15th Creature Kill 1 pts

    The player to have caused the 15th creature to die each game will be awarded 1 point.

    If a spell or effect causes multiple creatures to die this will count as one kill.
    Example: "Wrath of God" will result in one kill effect even if 100 creatures die from it.

    Exile does not count towards this award.

    Any creature that goes to the graveyard from play is considered to have died by current rulings.

    Combat damage will count as a creature being killed. Each creature that dies in combat will count
    towards this total individually.

    Total Elimination 1 pts

    Any player to eliminate all other starting players in a single turn shall be awarded 1 point.

    Bounty Kill 1 pts

    Bounty Survival 5 pts

    Bounty Rules:

    There will be only one bounty game played during a session of league night unless all players agree
    to play additional ones.

    To determine whom the bounty player will be each player will roll a 20 sided die and the player with
    the lowest number will be considered the bounty player.

    Any player who eliminates the bounty player will be awarded 1 point.

    The bounty players shall not be awarded any points for eliminating themselves.

    Any player to win the game while being a bounty player shall be awarded 5 points.

    Any Player Elimination 1 pts

    Any player to eliminate another player will be awarded 1 point.

    Commander Mana 1 pts

    The player who spends the most mana to play a commander from their command zone each game
    shall be awarded 1 point.

    Control 15 lands 1 pts

    The first player to control at least 15 lands in a game shall be awarded 1 point.

    Infinite Stop 1 pts

    Any player who prevents another player from creating an infinite combo will be awarded 1 point.

    Quik Kill -3 pts

    If any player eliminates another player in the first 6 turns that player will lose 3 points per player.

    5th Land Removal -2 pts

    If any player destoys or exiles 5 or more lands over the course on a single game that player will lose
    2 points.



    Our Nicknames so far:

    Destroy 2 Planeswalkers 1 pts = Big Game Hunter
    Preventing a Kill 1 pts= Captain Save A Hoe
    Exact Lethal Damage Dealt 1 pts= Precision of An Assassin
    Force Own Commander Kill 1 pts= Gotcha *****!
    Miraculous Kill 1 pts= Mother Teresa
    15th Creature Kill 1 pts= ??? (nothing yet)
    Total Elimination 1 pts= Mass Genocide
    Bounty Kill 1 pts= Bounty Hunter
    Bounty Survival 5 pts= The One That Got Away
    Any Player Elimination 1 pts= If It's Alive Then Kill It
    Commander Mana 1 pts= Rinse And Repeat
    Control 15 lands 1 pts= Abundant Resources
    Infinite Stop 1 pts= **** Block Deluxe

    Quik Kill -3 pts= Too Good To Be True
    5th Land Removal - 2 pts= ??? (nothing yet)
    Posted in: Variant Commander
  • posted a message on League variant rules (updated)
    These are our league rules. Maybe there may be a few here that may work with your group as well. We also have pauper Commander, Sealed tournaments, and drafts. All of a player's points are added up through out the season then a champion is declared at the end.




    1st Place 3 pts

    The last player standing will be declared as the 1st place winner, and awarded 3 points.

    If all players are eliminated simultaneously, no 1st place winner shall be declared.
    Each other category shall be awarded accordingly.

    If there are only two players remaining and the game must be stopped, no winner shall
    be declared. However each player will be rewarded 1 point each. Each other category
    shall be awarded accordingly.

    2nd place 1 pts

    The second to last player remaining shall be declared the second place winner, and
    awarded 1 point.

    If multiple players are eliminated simultaneously in second place then they shall all
    receive 1 point, but will not receive a credit for second place in their stats column.

    Commander Kills 1 pts

    Any player who deals 21 points or more of combat damage with their commander to a
    single opponent shall eliminate that player and receive 1 point.

    Damage Leader 1 pts

    The player who causes the most collective loss of life to all players in any given game
    shall be declared as the damage leader and be awarded 1 point.

    Damage counts as loss of life.

    Destroy 2 Planeswalkers 1 pts

    Any player to destroy or deal enough damage to a planeswaker to cause it to be placed into a
    graveyard 2 times during the course of the game will receive 1 point.

    Preventing a Kill 1 pts

    Any player that prevents another player from being eliminated from the game shall receive
    1 point.

    Exact Lethal Damage Dealt 1 pts

    Any player to deal exactly enough damage to be lethal shall be awarded 1 point.

    This is a damage rule and does not apply to losing life with a spell or ability. Damage only.

    Force Own Commander Kill 1 pts

    If any player forces another player to destroy or exile their own commander in order to prevent that
    commander from being taken control of or shuffled back into their library they will be awarded
    1 point.

    Miraculous Kill 1 pts

    If any player eliminates another player while at only 1 life they will be awarded 1 point for each kill.

    15th Creature Kill 1 pts

    The player to have caused the 15th creature to die each game will be awarded 1 point.

    If a spell or effect causes multiple creatures to die this will count as one kill.
    Example: "Wrath of God" will result in one kill effect even if 100 creatures die from it.

    Exile does not count towards this award.

    Any creature that goes to the graveyard from play is considered to have died by current rulings.

    Combat damage will count as a creature being killed. Each creature that dies in combat will count
    towards this total individually.


    Any Player Elimination 1 pts

    Any player to eliminate another player will be awarded 1 point.

    Commander Mana 1 pts

    The player who spends the most mana to play a commander from their command zone each game
    shall be awarded 1 point.

    Control 15 lands 1 pts

    The first player to control at least 15 lands in a game shall be awarded 1 point.

    Infinite Stop 1 pts

    Any player who prevents another player from creating an infinite combo will be awarded 1 point.

    Quik Kill -3 pts

    If any player eliminates another player in the first 6 turns that player will lose 3 points per player.

    5th Land Removal -2 pts

    If any player destoys or exiles 5 or more lands over the course on a single game that player will lose
    2 points.
    Posted in: Variant Commander
  • posted a message on [[Pauper]] what is the best life total to start with
    Thanks to everyone who responded. I wish there was a more concrete starting point because when building a deck it's relevant to know how much life you're beginning with. Our group uses 30/16 which gives aggro a sporting chance. Starting at 40/21 makes aggro a distant underdog. Even beginning 30/18 as opposed to 30/16 has relevant ramifications when constructing a deck. It's kind of frustrating that the Pauper Community is sort of divided on this topic. It would be GREAT if there was a specific number to abide by.
    Posted in: Variant Commander
  • posted a message on Baleful Strix
    Added Deprive, it's been great. Thanks for the suggestion.
    Posted in: Variant Commander
  • posted a message on Just getting in to pauper EDH and I have two commander based questions...
    Dolono knows his stuff, the only thing I would suggest is potentially Wirewood Symbiote as a commander.

    I believe there are 18 lands that you can run in a colorless deck as I have attempted it (I like to build odd decks myself sometimes) and the early turns consist of you fumbling around trying to find the necessary resources while your opponent pulls ahead. Making it work would be an accomplishment though and I hope that you attempt it.
    Posted in: Variant Commander
  • posted a message on [[Pauper]] Rot Farm Skeleton
    Your list looks nice. I'm not sure how most people have evaluated Nessian Asp but I put it into my green builds because it is a house almost every time I drop it out. You ramp into it early and it goes monstrous later for real beats.

    I'm just guessing but you have probably cast some Gnaw to the Bone for real value. Pay three and gain 24, seems fairly decent. Then do it again.
    Posted in: Variant Commander
  • posted a message on [Pauper] Pauper Commander Decklist Database
    My Cradle Guard Infected Stompy Decklist

    http://forums.mtgsalvation.com/showthread.php?t=558322
    Posted in: Variant Commander
  • posted a message on [[Pauper]] Cradle Guard-Infected Stompy


    Mono green stompy, ahhhhhh the memories of Urza's Block standard (tearing up). This little number has some potential to go deep. The commander packs a punch with the aggressive casting cost. Many decks have a hard time answering him especially when he is suited up with enhacements.

    Plan A: Play the boss then make him large and cut through opponent's defenses like they're warm butter.

    Plan B: Play Infected buddies, enhance them, and slide into the red zone (instead of swing they slide, I'm trying to start a new trend just roll with it) for the short-cut win.

    Plan C: try your best to go back to either plan A or plan B based on personal preference.

    Notable Plays:
    1.Trample is good in pauper!
    2.Sliding into the red zone (see what I did there) with Cradle Guard and opponent blocks with their commander with your Lignify on it then you cast Seedling Charm targeting Lignify. Proceed to watch opposing commander go down while Lignify is returned to your hand, priceless. Is the play epic, well no. Is it like a slap in the face, yes sir.
    3.Working overtime trying not to get embarrassed by control decks. The large and cheap commander combined with infect really shorten your clock and path to victory.

    Side notes: I sort of have a man crush on seedling charm. I have one open slot, trying to fill it, any ideas are welcomed......Gone.

    EDIT:
    Ulamog's Crusher is the open slot for now, there is so much ramp and it makes sense. I suppose Fierce Empath will follow shortly.
    Posted in: Variant Commander
  • posted a message on Baleful Strix
    I almost feel dirty when I cast Pestilence because I feel as though it's just brutal for some players at the table and I have never included it in any of my pauper lists. The Evincar's justice cast twice in a single turn is difficult to pull off so I play it. I also play capsize but still feel dirty about the card, but it isn't incredibly difficult to disrupt (so I tell myself). You are spot on about Pestilence though, very good, maybe the best?
    Posted in: Variant Commander
  • posted a message on Dragonsoul knight Control
    Thanks for the analysis, all good points. I will admit I strayed off of the beaten path with my creature choices but the variance has been fun and actually effective. I was just messin' around about the strength of the deck but I have had some minor success with it. Your comments are greatly appreciated.

    I did remove the Capsize due to the mana hungry commander. "I hate to see you go but love to watch you leave." -Travolta, Face Off. Average movie but great line! Sorry, I'm easily distracted, ummm Magic, right.....I always search up the black mana sources to have a decent hitting Crypt Rats. The rats take care of mid to small swarms and spot removal does the rest.

    Nice link, solid choices no doubt.
    Posted in: Variant Commander
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