Magic Market Index for April 19, 2019
 
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Magic Market Index for April 5, 2019
  • posted a message on If you do X, I'm going to scoop
    Quote from Turn30Win »
    I find Auction, Worldpurge and Aurora to be much the same ilk as Worldfire and other reset cards on the banlist. Sure, you can argue the technicalities of it not being a 100% game reset, but their function if far too often something to that effect. If you have the mana to spend on dragging the game out that would otherwise be over, you have mana to spend on ending it yourself instead.


    Well, Worldpurge lets people keep select cards from their previous hand and field, it doesn't change life totals, it doesn't let me win with leftover mana for some other spell, and it doesn't touch graveyards. It's quite different from Worldfire. Seems pretty fair. Goblin game was fun to resolve and I ended up hurting myself the most of everyone when I first did it.

    I really want to see what a resolved Thieves' Auction ends up like, at least once. In my mind there is no way to be sure it would make the game go on longer besides resolving it - any combination of things could happen as a result. I don't see myself as trying to drag out the game, but rather just make its outcome unique and interesting. What I hope is that it inadvertently ends up helping someone with an underdog deck win the game, I'm not even worried about winning myself with this Zedruu build because that's not my primary objective, even though it has specific cards to help it do so.
    Posted in: Commander (EDH)
  • posted a message on If you do X, I'm going to scoop
    Recently I played Thieves' Auction from my Zedruu chaos deck and everyone scooped. None of the smaller chaotic effects before then bothered anyone and I was doing nothing oppressive or limiting - in fact, I was only being nice to everyone, and not in a 'make the game stupid with group hug' sort of way. The whole point of that deck was to see what the game would turn out like *after* such mass chaos effects happen. The game hadn't even gone on that long and there was no reason that it necessarily would've been to my advantage in the long run. But no, no one wants to even walk through resolving that card, when it could have led to a very interesting game state. Rather bummed out about that.

    I'm hoping eventually people in my playgroup will warm up to the idea of post-chaos games, because all I want is for every game to play out differently. It's probably a rather unusual group of players, as during the same game, I also played Worldpurge and Goblin Game and everyone loved those. It wasn't at all that my plays were messing up their plans with their decks, I guess it was the effort required to go through resolving TA. And yet, we have historically walked through many a 'blue turn' in other games without scooping, so I don't see why TA is anything different if chaos doesn't bother them inherently either.
    Posted in: Commander (EDH)
  • posted a message on The Underrepresented Wedges/Shards
    Speculation/ideas thread.

    So, as it currently stands, the wedges have significantly less options as commanders than the shards.

    These are:

    GUR - 'Temur' with 14 possible commanders.
    BGU - 'Sultai' with 14 possible commanders, 15 if you count Leovold, Emissary of Trest which is banned, though I'm unfamiliar with why this happened.
    URW - 'Jeskai' with 13 possible commanders. !!!
    BGW - 'Abzan' with 14 possible commanders.
    RWB - 'Mardu' with 17 possible commanders.

    Of lesser note are these 2 shards:

    RGW - 'Naya' with 18 possible commanders, 19 if you count allowances of Tamanoa which has been rarely built even though it is not legendary.
    GWU - 'Bant' also is slightly behind in total options compared to the other 4 'full' tri-color selections of 21+ with only 19 possibilities.

    Of each of those combinations, 8 of each are also partner combinations, which as far as I can tell haven't been very popular compared to most other single commander decks. Grixis is the most saturated in options as it leads all the tri-color decks in options available at a total of 23.

    So, of what I'd like to speculate on, these questions are the following:

    1. When do you think we'll see more legends drop for the first 5 mentioned combinations of colors.
    2. What kinds of legends (in terms of function, flavor/theme, etc) would you like or expect to see happen in these colors?
    3. How do you think they will effect the format overall when they are released?

    Personally, I'm hoping for a commander product in the near future that adds at least 3 of each, and wouldn't be surprised to see some tribal support with 2/3rds of them.
    Posted in: Commander (EDH)
  • posted a message on Zedruu the Greatest Of All Time
    Quote from tstorm823 »


    To pass on the wisdom of Zedruu players passed on to me, play Pentad Prism. It gets Zedruu out a turn early and donates easy to draw more cards, there's very little reason not to play it.


    Thanks, I never would've thought of that because I didn't know about that card.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Zedruu the Greatest Of All Time
    I recently built my own that is all-in focused on chaos, link here:

    http://tappedout.net/mtg-decks/zedruus-exports-incorporated/

    List of notable cards mine runs that others may wish to consider:

    Emergency Powers
    Worldpurge
    Warp World
    Scrambleverse
    Thieves' Auction
    Dimensional Breach (Good with Paradox Haze in particular)
    Show and Tell
    Braids, Conjurer Adept
    Shared Fate
    Knowledge Pool
    Hive Mind
    Confusion in the Ranks
    Goblin Game
    Posted in: Multiplayer Commander Decklists
  • posted a message on Most fun commander?
    Funny thing, I just built a Zedruu deck too, and it was mentioned before in this thread.

    Chaos oriented, and just as liable to kill me as anyone else. It's mainly meant for the Secret Alliance/Kingdoms EDH variant gametypes. http://tappedout.net/mtg-decks/zedruus-exports-incorporated/

    My idea is that, since this is a chaos deck, it can really swing games into unique places. Since I'm not at all concerned with disrupting people's plays, everyone still gets to do whatever they want, and by virtue of the chaos, if some player is doing poorly, I might end up helping them due to mixing things up. I'm also trying to insulate myself from attack with at least half a dozen pillowfort pieces, and while there's a good chance I could accidentally swap myself into something like transcendence and kill myself on the spot, I could just as well acquire an assorted mix of my opponent's permanents and win with those in some interesting way too.

    Warp World and all its friends included. It takes a very different approach to 'control' than most decks, in that the 'control' if you consider there to be any at all in it, is the chaos itself. I run barely any removal, and the removal it does have is only the kind that does not detract whatsoever from the massive chaos cards I plan to cast later. It's even running cards like Show and Tell and others to enable opponents to put more things into play that I can then divvy about randomly with those big chaos bombs.

    My mentality in EDH these days is 'I don't want consistency, I want interesting and memorable games to write home about'.

    Might be pretty fun, thus suggesting it here.
    Posted in: Commander (EDH)
  • posted a message on Print this Wizards (so I can play it in EDH)
    Something I thought up about a week ago because I wanted a sort of Grixis version of Mimeoplasm but with more options. The lore behind this version of him is that Lazav has fallen under the mind control of Nicol Bolas, thus the added red. Sort of a combination of Body Double, Clever Impersonator, and Sakashima, the Impostor.

    Lazav, the Possessed

    3UBR
    Legendary Creature - Shapeshifter
    You may have Lazav, the Possessed enter the battlefield as a copy of any permanent card in a graveyard if it has not entered as a copy of that card before during this game, except its name is still Lazav, the Possessed, it is still Legendary, and it gains:
    1UBR: Return Lazav, the Possessed to its owner's hand.
    0/0
    Posted in: Commander (EDH)
  • posted a message on Storm deck ideas?
    It's long since been something I've been interested in building a deck around. Particularly, I'm interested in building a deck with some combination or inclusion of some of the following cards (about 4 of them in one deck, probably):

    Bitter Ordeal
    Brain Freeze
    Crow Storm and Empty the Warrens possibly in conjunction with cards like Purphoros, Impact Tremors, or Mass Hysteria/other haste enablers within a deck that also makes use of those in other ways.
    Grapeshot
    Mind's Desire
    Tendrils of Agony

    Considering these cards, it seems the likely deck I'd want to choose to do them in would be either something in Grixis or Esper colors, the latter seeming quite possible due to Sharuum the Hegemon, which unfortunately can't slot red cards and I'm unsure how to apply specifically for storm as opposed to gravestorm. (As I understand it something being put into play by an affect does not count as 'casting' a card for storm count) In any case, I'm interested in whatever deck might be able to reliably create an infinite number of storm triggers and protect the combo quite well. On the Grixis side, Thraximundar and Marchesa, the Black Rose also come to mind as possibly able to enable infinite triggers in some useful manner towards this, but I'm not sure how to approach those with this storm theme either.

    In addition, it would be preferable if whatever deck I choose is built not to necessarily rely on accomplishing a storm combo and can use it at a late point in the game when appropriate, as I like long EDH games as opposed to trying to race the people I play it with. I want to aim for something that can survive for a good long while in a fair game of multiplayer politics with room for a control suite while still functioning well with ample resource development and card supply without losing out on its functional portion.

    The obvious combination of these colors to do all of this under might also be Breya, Etherium Shaper but I'm not sure how to build a deck around that doing this, and 4+ color decks make me uneasy to begin with due to how awkward their mana bases appear to me, as well as possibly to restricting in options because of paradoxically having access to so many colors.

    Any ideas or suggestions?
    Posted in: Commander (EDH)
  • posted a message on Looking for a versatile, resilient deck that wins without combat
    Yeah, after coming up with a new WIP build of Nekusar again, I don't like it anyway. Sure, it's offensively strong, filled with synergies, but not much else going for it. Would expectedly lose easily to a tiny bit of pressure. In order for it to have a chance at winning, it needs to have so many ways to damage people it can't be shut down, but then that leaves no room for control or ways to protect itself, and trying to do any sort of control when I'm giving everyone tempo through cards is kind of backwards. Bleh. I might just have to wait to see what Commander 2019 brings and hope something really catches my eye. I can't seem to find that political/offensive/defensive balance I want.

    As for wheeling @Zordrath, the plan, ideally, would be to do some upkeep/end step damage with regular card draw, and save the wheels for the turn where I kill everyone at once, but not before.
    Posted in: Commander (EDH)
  • posted a message on Looking for a versatile, resilient deck that wins without combat
    Thank you for all the suggestions. At this time, I am thinking I might actually rebuild Nekusar. For one, because it would be really funny to play a game with two Nekusar decks, if my friend obliges to that silliness at least once, and because I can feasibly see building it significantly different (and better in a strategic sense) from what I did the first time, now having much more experience with the game than I did when I first built it. Not only that but it would create a nice environment for the newer players in my group because the card advantage could actually give them a better chance to beat the rest of us experienced players, so it's a socially positive deck to play. The risk is over-enabling the other experienced players, but I think I know what tools to pack to keep them under control.
    Posted in: Commander (EDH)
  • posted a message on Going Infinite and "I Win" Combos Outside cEDH.


    Man replies like these make me think that EDH is the most miserable format ever. A constant stalemate that last 3-4 hours, everyone want it to stop, but no one can stop it unless there is a combo.
    Thank god my games are really different!


    My playgroup is fine and I would certainly not call our games miserable, but it is a bit mixed up. We've got one player besides myself who consistently makes very tuned, threatening (but not cEDH) decks, and the others are usually suboptimal but seem to do just fine. Though, unfortunately, the newest players rarely have any luck, basically having to rely on the experienced players leaving them alone by focusing on the real threats and getting lucky when we all eliminate each other and accidentally hand the game to them. Regardless, it's always interesting, and our games usually last 30 minutes - 2 hours. I actually like the long games, as long as they're not stalemates.
    Posted in: Commander (EDH)
  • posted a message on Combatting Ramp
    My group is mixed on mass land destruction. They're generally fine with it if you're going to win within the next 5 minutes after doing it, but hate it otherwise. Most decks in my playgroup can't recover from it. Surprisingly, my rampiest deck has actually recovered swiftly from it more than once before thanks to also having artifact ramp. Few players in my group are much of a threat even at 8+ mana because of not having lots of tutors or combos, while others are, so it's kind of up in the air whether it's justified for me to bring it.

    There were days when I tried cards like Jokulhaups and Sunder, but they were in most cases met with bad feelings because half of the decks in my group were kind of battlecruiser-ish at the time (and still are) so they just can't handle having it happen in the middle of the game. The social contract seems to dictate that MLD is a hairy thing to consider at best.

    That said, some players in my group are bringing back land-destruction anyway so the question may quickly become 'how do I consistently recover from or avoid this' as opposed to 'how do I combat ramp?'
    Posted in: Commander (EDH)
  • posted a message on Looking for a versatile, resilient deck that wins without combat
    I suppose I might also consider Esper colors, WUB. I'm not sure what I'm going to settle on. Kess, Dissident Mage and Muldrotha, the Gravetide are arguably pretty good, but I rather expect that the problem I'm going to have with them is they get wiped and then they're not worth it to recast, or otherwise cost way too much to recur whatever it is in my graveyard I want to recur, since I expect when I cast either, I'm going to want to cast something from my graveyard sometime before my next turn or else lose the general immediately as a casualty of boardwipes. What I really need to figure out is what to do to enable things in these colors if it means casting big expensive spells to manage. I'm probably going to need ways to stall until I have mana and do it in such a way as that my opponents' decks don't immediately recover the next turn, or make my spells free in various ways, or generate infinite mana. Otherwise I'm just going to die to the aggro decks before I've even begun to get set up.

    Regarding boardwipes: I have and intend to use the good ones, which are usually 3-5 mana and not often 6, few others worth it higher than 7 with the exception of cards like Cyclonic Rift and Blasphemous Act.

    Zedruu - not a chance in my meta, not efficient enough and will die before I ever get cards. Fun in theory, though.
    Tsaigur - I'm not sure I understand why he's good. He exiles cards from your graveyard that you might actually want if you want to cast him for a low cost, and his activated ability gives opponents a choice, which obviously will never be the best one for me if they can pick the worst card to give me from my graveyard for the current situation.
    Damia - Tried it once, built it really solid, always ate removal before I ever got card advantage off of it, no luck.
    Inalla - Seems strong, but I don't really want to build wizard tribal. Too linear and limiting.
    Mairsil - Maybe. I'm not sure what to make of this commander, in the slightest.
    Jeleva - I could consider it. It scales up as I chuck it at the aggro decks and they kill it. Seems potentially mana hungry, and limits me to a heavily non-permanent deck. Tricky, not sure if this is viable, as opposed to Narset, but Narset is something another one of my friends already built and it's too linear and boring to me to want to build. The problem is, when it dies, everything I exiled goes away, and while my deck might have ideal cards to cast for free, my opponent's decks are no guarantee for anything helpful and it makes everyone want to target me even if I don't exile anything they care about that much.
    Dralnu - I don't really understand how to build this commander ideally. The first ability always worried me, is there something advantageous about it? The second ability seems good, except the deck needs a haste enabler.
    Mizzix - Considered building it once but I decided it was too fragile as a deck.

    Others I've considered and my thoughts:
    Sharuum the Hegemon - Tried it once, but it was too boring.
    The Mimeoplasm - someone in my group already built it. Don't want to be a copycat. Also a bit too linear for me.
    The Locust God - Doesn't do anything special my Maelstrom Wanderer deck doesn't already do better because it has green.
    Nekusar, the Mindrazer - built it once, too boring, and someone in my group already has it built at the moment anyway
    Thraximundar - combat oriented and mana hungry, also kind of just demands zombie tribal to be at its best, so I decided against it
    Sedris, the Traitor King - maybe, but it is mana hungry and I'd be better off playing Muldrotha
    Dragonlord Silumgar - Been considering it, but I don't feel like it's that great to build under even if the rest of the deck has nothing to do with what the general does.
    Phenax, God of Deception - Interesting possibilities, but I just wish it could use green.
    Oona, Queen of the Fae - Really interesting general that I could build in numerous ways, but man is it mana hungry and does it draw attention due to exiling cards.
    Vela the Night-Clad - Built it once, meta changed, no longer remotely viable.
    Jhoira of the Ghitu - There is no way this would work in my meta because people do assess threats properly, never going to try it even though I like the possibilities.

    I am just really indecisive, I guess. Can't seem to narrow down what it is I'm looking for, but I'd like to hope maybe I'm just overlooking the viability and possibilities with various commanders in these colors.
    Posted in: Commander (EDH)
  • posted a message on If you were to house ban the best tutors, which would you ban?
    I'm not for banning tutors at all, but Tooth and Nail is basically a tutor that says 'I win' for 9 mana.
    Posted in: Commander (EDH)
  • posted a message on Looking for a versatile, resilient deck that wins without combat
    It's another one of those threads! But I do have something specific I'm looking for, so here are my criteria:

    1. I'd like to build a new deck or two from among these few color combinations: URW, BGU, UBR, UB, or UR. I really like decks with definitely Blue, but I want a deck with black alongside the blue in it in particular since I have no decks with that color in it right now.

    2. I'm wanting to build a deck that doesn't use combat to win. Infinite combos are fine, but I'd prefer if it doesn't *have* to use them, and that the cards involved in said combos can be used for other purposes in a game - versatility. If it works out, a deck that doesn't go infinite but just generates tons of value or advantage until it wins would be great too. I don't want to have to win with 'win more' type cards, though, as I consider them generally mana innefficient and too easily disrupted. The deck needs to be able to scale to handle multiplayer games of up to 6 people.

    3. Things I like to and want to be doing: Stealing/copying opponent's cards, self-mill/graveyard strategy, life gain/life drain subtheme would be neat, playing spells for free and recurring things would be great too. I'm thinking cards like Torrential Gearhulk and Baral's Expertise, among others.

    4. I don't want to absolutely rely on my commander. If it gets countered or dies, I'd like to be able to recur it from the graveyard instead of paying commander tax. It needs to be a helpful commander that doesn't force me to spend way too much mana to do something some other more efficient card could do on its own, or force me into a single straight-forward strategy. I want to be able to play the deck differently (asymetrically) depending on the state of the game and not have to go very heavy into any particular theme, so I don't get bored with it.

    5. I like synergy a lot. I want to avoid antisynergy. Say my deck ends up highly reliant on artifacts or enchantments - I don't want to cast something like Bane of Progress and destroy my own growth, unless if somehow it's really to my advantage and I can get back my own permanents I just destroyed with ease. In general, strong and immediate 'put into play' recursion would be great.

    6. Efficiency. I don't want to win fast, but I need to be able to get ahead - no slow or overcosted ramp, and I'd prefer ramp that survives or can come back easily after being removed and immediately help me cast other spells before my next turn after being recurred. I would like to draw out the game a bit. Of principle concern, I need to contend with a few pretty fast decks, and aggro is very popular in my playgroup right now. There's elf/druid tribal slamming down craterhoof behemoth and killing everyone on turn 4-5, an Elzrazi deck, a few other highly consistent and threatening aggro decks, and a couple chaotic crazy decks that warp the entire game. The board is likely to get wiped more than once by other players and graveyard hate is being used too. I need a control-based strategy that feels comfortable in that kind of environment.

    All those criteria considered, does anyone have any suggestions?
    Posted in: Commander (EDH)
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