You make a lot of great points and I agree with just about all of it (and was thinking much of it when I started writing this). It's about the strategy and the colors more than the general itself.
Making and maintaining a list like this is tedious and I can't expect everyone or anyone to agree with it. Some time I'll change the list to reflect strategies instead, but it will be more work than it's worth and, truth be told, I made it mostly for my own reference.
Thanks for your suggestions!
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Apr 20, 2014DigitalFire posted a message on Commander Tier ListThe term is not unique to commander or mtg, it just means God tier. Essentially a smaller, more elite tier that rise above the rest.Posted in: DigitalFire
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4 Tana, the Bloodsower
Creature ()
1 Avacyn's Pilgrim
1 Birds of Paradise
1 Deathrite Shaman
1 Elves of Deep Shadow
1 Joraga Treespeaker
2 Bloom Tender
2 Grenzo, Havoc Raiser
2 Lotus Cobra
3 Eternal Witness
3 Fierce Empath
3 Imperial Recruiter
3 Recruiter of the Guard
3 Wood Elves
4 Hero of Bladehold
4 Oracle of Mul Daya
4 Purphoros, God of the Forge
6 Aurelia, the Warleader
6 Kamahl, Fist of Krosa
6 Prossh, Skyraider of Kher
6 Sun Titan
7 Avenger of Zendikar
7 Elesh Norn, Grand Cenobite
8 Craterhoof Behemoth
Artifact
0 Mana Crypt
1 Sensei's Divining Top
1 Sol Ring
Enchantment ()
2 Survival of the Fittest
2 Sylvan Library
3 Aura Shards
5 Doubling Season
5 Mirari's Wake
4 Garruk Relentless
4 Sorin, Lord of Innistrad
4 Tamiyo, Field Researcher
4 Xenagos, the Reveler
6 Chandra, Flamecaller
6 Elspeth, Sun's Champion
Sorcery
1 Imperial Seal
2 Demonic Tutor
2 Diabolic Intent
2 Farseek
2 Nature's Lore
2 Three Visits
3 Grim Tutor
3 Victimize
3x Entreat the Angels
Instant
1 Enlightened Tutor
1 Vampiric Tutor
1 Worldly Tutor
2 Boros Charm
2 Eladamri's Call
3x Chord of Calling
Land (37)
1x Flooded Strand
1x Polluted Delta
1x Bloodstained Mire
1x Wooded Foothills
1x Windswept Heath
1x Marsh Flats
1x Scalding Tarn
1x Verdant Catacombs
1x Arid Mesa
1x Misty Rainforest
1x Taiga
1x Savannah
1x Bayou
1x Plateau
1x Scrubland
1x Blood Crypt
1x Stomping Ground
1x Temple Garden
1x Overgrown Tomb
1x Sacred Foundry
1x Godless Shrine
1x Graven Cairns
1x Grove of the Burnwillows
1x Horizon Canopy
1x Caves of Koilos
1x Dragonskull Summit
1x Rootbound Crag
1x Sunpetal Grove
1x Isolated Chapel
1x Command Tower
1x City of Brass
1x Mana Confluence
1x Gaea's Cradle
1x Kessig Wolf Run
If I was in charge of printing a Boros legend, I would put Commune with Lava on a stick. Maybe it would read like Prossh, exile cards for the amount of mana spent to cast it. Exile card advantage will always be my favorite mechanic.
Kydele provides gas in the form of mana, and she taps for a LOT in this deck. Yidris and Jeleva provide gas in the form of card advantage. As this deck is more wheel focused, it becomes easier for us to have cards than to have mana. She's slow, but so are Yidris and Jeleva. It will always be a sort of last resort.
Vial Smasher actually seems kind of useful. Storm is weird in that "going off" isn't usually infinite damage, it's just as-much-as-I-can damage with Tendrils of Agony. Sometimes that's not enough to kill the table so Vial Smasher adds a bit extra. He also seems slow because you can't get the bonus from him the turn he comes out, but we can with instants on our opponents turns. That said, I don't anticipate playing him too often.
Here's my current list. I call it 'Grave Encounters' because it's a counters matter deck, but also graveyard shenanigans. Main win conditions are Lord of Extinction, Triskelion, Ghave, and Sage of Hours. I've considered all the cards mentioned already except Varolz, I may find a place for him.
4 Ishai, Ojutai Dragonspeaker
Creatures (25)
1 Avacyn's Pilgrim
1 Birds of Paradise
1 Deathrite Shaman
1 Elves of Deep Shadow
2 Gyre Sage
2 Hermit Druid
2 Sage of Hours
2 Zameck Guildmage
3 Eternal Witness
3 Genesis
3 Simic Manipulator
4 Fathom Mage
4 Forgotten Ancient
4 Glen Elendra Archmage
4 Master Biomancer
4 Necrotic Ooze
4 Notion Thief
4 Oracle of Mul Daya
5 Ghave, Guru of Spores
5 Lord of Extinction
5 Mirror-Mad Phantasm
5 The Mimeoplasm
6 Triskelion
6 Vigor
8 Woodfall Primus
Artifact (4)
0 Mana Crypt
1 Mana Vault
1 Sol Ring
3 Ashnod's Altar
Enchantment (7)
1 Hardened Scales
1 Phyrexian Reclamation
2 Evolutionary Leap
2 Survival of the Fittest
2 Sylvan Library
3 Fecundity
5 Doubling Season
4 Garruk Wildspeaker
Sorcery (15)
1 Imperial Seal
1 Reanimate
2 Demonic Tutor
2 Diabolic Intent
2 Life from the Loam
3 Buried Alive
3 Grim Tutor
3 Toxic Deluge
3 Victimize
3 Yawgmoth's Will
4 Deep Analysis
4 Diabolic Tutor
4 Unburial Rites
5 Dark Petition
5 Traumatize
Instant (9)
1 Entomb
1 Enlightened Tutor
1 Mystical Tutor
1 Vampiric Tutor
1 Worldly Tutor
2 Eladamri's Call
2 Lim-Dûl's Vault
3 Forbid
8 Dig Through Time
Land (37)
1x Flooded Strand
1x Polluted Delta
1x Bloodstained Mire
1x Wooded Foothills
1x Windswept Heath
1x Marsh Flats
1x Scalding Tarn
1x Verdant Catacombs
1x Arid Mesa
1x Misty Rainforest
1x Tundra
1x Underground Sea
1x Bayou
1x Scrubland
1x Tropical Island
1x Temple Garden
1x Hallowed Fountain
1x Watery Grave
1x Overgrown Tomb
1x Godless Shrine
1x Breeding Pool
1x Horizon Canopy
1x Nimbus Maze
1x Underground River
1x Llanowar Wastes
1x Sunpetal Grove
1x Glacial Fortress
1x Drowned Catacomb
1x Woodland Cemetery
1x Command Tower
1x City of Brass
1x Mana Confluence
1x Alchemist's Refuge
1x Cephalid Coliseum
1x Gavony Township
1x Volrath's Stronghold
How about any of the wheel effects? Windfall, Whispering Madness, Memory Jar, Dark Deal... Ill-Gotten Gains?
Anyway, I appreciate the serious answer about second strike. The difference is, well, there's a lot. Mainly that there are lives on the line. But more relevant I think is that the real events here on Earth are all one big timeline. Meanwhile, each game of Magic is a separate timeline in a vacuum. Losing one game doesn't affect the rest, you get to just shuffle up for another. Ain't no respawns irl.
All said and done, I agree entire with Droptimal that the golden rule of any game is that everyone is playing to win. If you disagree, that's entirely okay! But we're playing a different game and there's no longer a reason for me to be part of the discussion.
To answer the first part of your question, I'll reiterate what I've just said. Threatening in-game actions allows you to influence within the game and still win the game. Conceding from the game does not allow you to win. So citations can be found in many places for that, here and here for example. The goal of the game is to win. When you scoop, you cannot win. When you are not playing to win, you are not playing as intended.
To answer the second part, mASTERsELF puts it best by saying you could take 10 minutes to play a land. There's nothing in the rules about slow play, it's just a judge call in tournaments. You can stay within the rules and still be unethical.
So you threaten to scoop, and they attack anyway. What happens then? If you don't scoop, you've made an empty threat. If you do, you just lost. Seems like a lose-lose for you.
Riven is simply reiterating the most common reasons people want Sol Ring to stay in the format: it's fun/leads to splashy plays, and also how much damage can it do in battlecruiser Magic? I agree that those reasons are true, but I'm saying those same things can be said about most banned cards (obvious exceptions being Balance, etc.) so while many banned cards lead to splashy plays and aren't bad for battlecruiser Magic, they are banned anyway.
I agree with this. But I also believe that by turn 12, most people have answers to Griselbrand, Gifts Ungiven, presumably Tooth and Nail...
I honestly appreciate the serious answer, and that answer is meta-gaming. As gilrad just pointed out, there is nothing wrong with a playgroup who is all on the same page with this. I also think there is nothing wrong with a playgroup who all agrees that throwing sand in each other's faces while playing is okay, because the entire group agrees about it. But the point of playing Magic, or really any game, is friendly competition. So losing games to establish rapport isn't really the spirit of competition, it's kind of just manipulation. To each his own.
This is an interesting thought, and it goes back to motive. For example, I played Magic to learn and improve. I didn't care about winning, but about playing the best I could. That was fun to me! But others may play to maximize gametime for example, so they would want to kingmake games on their way out. That's quite a Machiavellian approach to playing games, but I can respect that. Again, to each his own.
There are ways to leave the game to minimize disruption. No need to flip the Monopoly board when you get knocked out. I appreciate your open mind about it though.
Now this, I completely agree with. I'd say 75% of people arguing to keep Sol Ring banned are simply misattributing its power. Then the other 25% just believe that we're all doing the 100m dash wrong, and the goal is to show up at the track and run around in circles, roll on the ground, or show off how high you can jump. To many people in this 100m dash, crossing the finish line is just how the game ends, not the point of playing.
FTFY. In both instances, this kind of threatening abuses the fact that there's a reality outside of the game. Scooping is supported in the rules only so that people can leave early for whatever reason without having to end the game. Abusing this rule, or abusing the mental state of someone via out-of-game bullying is very immature. This is very different from threatening a player in-game (I'll destroy your Craw Wurm if you attack me) because you stand something to gain within the game. Motive matters here. Like I said above, the goal is to win, so scooping is by definition fueled by something else (revenge, pettiness, spite, ???)
But as a serious question, what is this '???' that could possibly be a mature reason? Note: The answer cannot be to have an advantage in future games, because as many people have already written, smart opponents will take you out first from then on because you're a liability.