- Action_Mane
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Member for 9 years, 10 months, and 19 days
Last active Sat, Dec, 19 2020 11:26:54
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Moneystax posted a message on The validity of 7-Point Commander.Posted in: Commander (EDH)Quote from arrogantAxolotl »I don't understand the purpose of the seven point Highlander system. It seems to me that the system outright acknowledges that certain cards (anything with point costs) are problematic in Commander and that by limiting how many of those kinds of cards an individual can play with, the format will craft a better game. That strikes me as quite odd. If those cards are problematic, why allow players to use them at all?
You're looking at this from a strange angle. Yes, a points-buy system acknowledges the existence of "problematic" cards but it limits how many you can use instead of banning them. Does the concept that certain cards are problematic but not ban-worthy not make sense to you? Does it also not make sense to you that it would be a good idea to limit the number of not-ban-worthy but "problematic" cards you can put in one deck?
Quote from arrogantAxolotl »Is it because those cards are only problematic when used in tandem excessively? I don't buy into that argument.
Why not? I don't buy it either for certain cards, of course. Biorhythm is an example of a card that (assuming it's problematic) is problematic in itself and not because of how it works in conjunction with other powerful cards, but a lot of cards like Demonic Tutor are basically OP just because of what happens when you put them in a deck with a lot of other powerful cards. It can be amazing how much of a difference it makes to limit yourself to Sol Ring OR Mana Crypt but not both, or Survival of the Fittest OR Birthing Pod but not both in a deck.
If you don't think that synergy can be the problem for broken-tier cards look at Moxnix deck lists. He builds decks like I did in 1996 - "Hey, some cards are too powerful and therefore on the restricted list? Sounds like the first place to look when looking for new cards to put in my deck! In fact, let's see how many of these I can put in the same deck!"
Quote from arrogantAxolotl »Is it because the format's designers want players to be able to play with powerful cards, but not too many? That seems very difficult to prohibit from a rules perspective.
You're right: It is very difficult to prohibit the use of some but not "too many" powerful cards. That's the whole point. You don't prohibit their use "from a rules perspective". You just assign point values to cards and put a limit on the points spend.
Quote from arrogantAxolotl »There are numerous cards that are nearly as powerful if not more so than several of the one point cards on the list and the point cost of some of those cards, as listed above by beGreen, seem questionable.
I think everyone agrees that this list was not made for EDH and would have to be revamped with EDH in mind.
I actually really like what a points-buy system would do for a card like Sol Ring. I think my thoughts on Ring are known - everyone has copies of it, everyone wants it and can use it (and for the most part does), so it's basically a "freeroll" - yeah, it's super powerful, but it shouldn't be banned. Giving it a point-buy value would make it so that yeah, you can still use Sol Ring, but you have to spend points on it and it may trade off with other powerful cards you want to play or would rather play. -
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Pokken posted a message on Anafenza, the Hate BearAnafenza must play Living Death. In my opinionPosted in: Multiplayer Commander Decklists
Some other cards I'd probably play:
1) Cartel Aristocrat or some other open sac outlet, maybe Viscera Seer or an altar.
-bonus, completes the Melira/Finks combo, with seer allowing you to pick your topdeck at instant speed.
2) Karador, the Ghost Chieftain would probably be straight up value in this deck.
3) Archangel of Thune and Spike Feeder would probably be pretty solid -
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Galspanic posted a message on The stax primerPosted in: Commander (EDH)Quote from Baconoftheark23 »
Are you guys at your house still playing Stax?
Wow, I hope the answer is no.
It's a very bad strategy that require a big lead to make it go off.
I play it as a part of my decks, but a single smokestack and a few Lando spells.
Who knew Smokestack is a tempo card? No way
Nope. Stax was a meta decision that was easy to solve. And, the players here aren't the kind of people who will stick with a losing (or even winning) strategy for too long if doesn't go over well. Really though we mostly draft EDH and have been rotating between Tiny Leaders ( ), Type 4, Normal EDH when not drafting.
Stax would still be viable for sure, but it's so easy to solve. Also they banned Braids so we're all still in awe of that ridiculously lazy decision. -
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PrimevalCommander posted a message on Guildgates/Maze's End or Scry Temples?Based on your statements, I would use the Temples.Posted in: Commander (EDH)
The gates are not going to do you any favors, and if Maze End is just a random "maybe it will happen" win con, there are probably easier ways to go about it than taking up 11 land slots and a spell slot. The Temples will help you smooth out draws and probably make the deck slightly better overall than the gates and an offchance wincon. -
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Anne Noise posted a message on Guildgates/Maze's End or Scry Temples?Posted in: Commander (EDH)Quote from Action_Mane »It boils down to: Do I give up a stable, useful way of looking for action cards in my deck for the ability to potentially tutor for color fixing and offshoot of winning.
In my opinion, no. You either support the 5C Maze's End win with a full land utility package, or don't use the Maze's End package, it's too slow as both fixing and a wincon. I suppose as a meta consideration, if your group doesn't use land destruction (targeted or otherwise) you might be able to squeak in some surprise ("surprise": ten turn) wins here and there, but I doubt it. The other big consideration is budget, I guess - if you want to build a 5C deck and don't have access to a billion dollars worth of duals, fetches and shocks, Maze's End is a decent option. -
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Hunding Gjornersen posted a message on Guildgates/Maze's End or Scry Temples?I like the idea of using gates and Maze's End as a win condition that's unrelated to the deck's primary and secondary goals. It's good to keep people on their toes. One possible benefit of running Maze's End is that people in your meta may get nervous and start running more Strip Mines. You're unlikely to actually get a guildgate stripped unless the tenth one is about to come into play, and a metagame shift like that would help check things like Gaea's Cradle, Cabal Coffers, and Dark Depths.Posted in: Commander (EDH)
Then again, there are going to be times where you play a guildgate and the next turn draw a garbage card. Those will be some feel-bad moments. -
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schweinefett posted a message on Guildgates/Maze's End or Scry Temples?i suppose you could always give both a whirl and see which tickles your fancy?Posted in: Commander (EDH)
and so you know, i had a maze's end alt-win-con in one of my decks before, and i pulled it off once - it wasn't a very satisfying win (mostly 'cuz it just felt like i was stalling my death and stole the win when i really should not have been able to). -
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Chairwolf posted a message on Guildgates/Maze's End or Scry Temples?In that case, no. It's going to be less effective than pretty much any other win-con your deck has. And while lands typically don't have much of an opportunity cost, dropping lands that actually do something for you to add a set of 11 CIPT lands is a pretty big downside.Posted in: Commander (EDH)
That said, it would be hilarious if it ever worked, and I'm sure you and your playgroup would get some laughs out of it. Personally, getting a hilarious moment out of one in fifty games (or whatever) isn't worth making my deck play worse in the other forty-nine (which, to me, is less fun overall). -
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Chairwolf posted a message on Guildgates/Maze's End or Scry Temples?Yeah, there's a few factors that could make this a worthwhile win-condition. Do you have any other value or utility lands to put into play with Scapeshift as a back-up plan (Bojuka Bog, Volrath's Stronghold, Acadamy Ruins)? Do you have any way to get value from Life From the Loam or Crucible of Worlds (Cycle Lands or Sac Lands, Constant Mists)? Any way to put multiple lands into play? By itself it might not be good enough but there's a decent number of ways to make it work better for your deck.Posted in: Commander (EDH) - To post a comment, please login or register a new account.
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The NBA is incentivized to win through Championships, Bonuses and Endorsements. The "kitchen table" as it were doesn't have the same motivations unless some prize structure is in place to demand wins.
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Thanks you for the kind words. It's very encouraging, I often wonder if I'm writing for no one. Meta Adjustments are part of running the deck, no list is complete unless it can be adjusted for your meta. I used to run Bitter Ordeal in the Persist build, it was absolutely insane, but being sorcery speed hurts it if an opponent wipes the board. Also, for whatever reason, Living Plane had gone up 150% or so recently. When I made the choice to include it, it was $30. Nature's Revolt is a great choice, far less restrictive than Kormus Bell, Life and Limb, Ambush Commander or Living Lands.
If Blue is super popular consider Carpet of Flowers, it can ramp you pretty hard at their expense. It can be the games best mana dork against certain opponents.
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Yeah I like how you can basically ignore it and draw cards when you need to. Mentor of the Meek demands you pay then and there. It gets around Hushwing Gryff / Torpor Orb and Spirit of the Labyrinth. Skullclamp is much better but is also sorcery speed, which is literally it's only drawback.
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I enjoy a nice run in heel promo myself. The list is here for the enjoyment and tutelage of newer and returning players. If you've outgrown the archetype or simply don't think it's very good I am disappointed you feel the need to run down everyone else who is enjoying it. But, this is the internet after all I suppose.
P.S I'd like to see your list also.