Magic Market Index for April 19, 2019
 
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  • posted a message on Enable [img] resizing
    Awesome, I did not know about that. I guess it'll be a combination of this resize thingy that you just made (thanks again!) and scryfall-derived bordercrops uploaded to the test forum.
    Posted in: Forum Software Feedback and Bug Reports
  • posted a message on Enable [img] resizing
    Wow, thanks! Grin

    So using scryfall images is no-go for primers going forward? Is it pretty much imgur or bust?
    Posted in: Forum Software Feedback and Bug Reports
  • posted a message on Enable [img] resizing
    The forum guidelines recommend using magiccards.info for card images. This results in something like this:



    However, magiccards.info was discontinued and absorbed into scryfall sometime between m19 and c18. While scryfall handles the old magiccards.info image linking, they have their own image formatting going on and have not bothered updating the magiccards.info resource with new cards. There's a stylistic analog to the old magiccards.info one, but it's considerably bigger, making adding post-m19 cards to magiccards.info formatted threads visually incoherent.



    The easiest way around this would be to enable image resizing in the img bbcode tag. This makes the system future-proof to some degree - shall the standard shift again going forward, this should make it easy to keep thread formatting consistent. Hope this isn't too much hassle. The magiccards.info card size was perfect for this particular forum, offering a great balance of legibility and real estate use.
    Posted in: Forum Software Feedback and Bug Reports
  • posted a message on Kumena and the Magical Untapping Fish Sticks
    The deck's faded a bit in terms of attention. WAR first offered Bolas Rock, which got me frantically spamming Daxos the Returned, and then spoiled Feather, the Redeemed.



    Survival of the Fittest is stupid good, which is a pretty obvious thing to state. The repeatable tutoring grants ridiculous flexibility at any stage of the game, and leads to easy combo setups later on. Defense of the Heart is a one-time burst of value, compensating by cheating mana costs. It tends to get Seedborn Muse plus some sort of situationally appropriate friend most of the time. It's weaker, but makes the deck more appropriate for my meta. I haven't had many complaints since this change went live.

    The rest of the changes are shaving more expensive options for low drops, continuing the 1/2 CMC push. Oracle of Mul Daya hasn't been the same since Exploration came to town, and Sigil Tracer/Thada Adel, Acquisitor aren't as impactful as other three-drop fish allowed to stay in the list. Merfolk Skydiver is the least good of the new additions, but maybe sometimes I'll sink mana into its proliferate. Overtaker is an instant speed Threaten on legs, which can be used offensively and defensively. Pretty decent rattlesnake, a bit in spirit with what Opposition was supposed to do. Reef Shaman enables islandwalk and potentially messing with people's lands, or fixing mine.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Feather, the Redeemed - Weaponised Jankmas Incarnate
    The Drum's seriously been perfectly fine in testing. You can keep Feather up, and if you're forced to tap her (there are often other blokes around) you can do so just before it's your turn. And the Mox can come out whenever it's convenient for you. I've had hands where I held it back as it didn't majorly impact the flow of early game plays and it was okay too. I've had hands where I set it down immediately to get out a two drop. Take your list, draw repeated six-card hands, pretend having the Mox/Drum in there, and see how well they play early game. And there's no debate they're superior late.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Patron of the Orochi - The Cockroach Tron (Combo/Swarm)
    Oh wow, a non-ramp card! Think Patron hasn't gotten a new one of those since AER.



    Curtain. DEVIL and KID.

    DEVIL: Hey, kid. Yeah, you. What if I told you that instead of tutoring for a non-legendary 3-or-less drop for 6 mana, you could tutor for an X drop for X+2 mana, and also you could get it back from your graveyard, and if you dump enough mana into it your dudes get pumped and hasty until end of turn?

    DEVIL holds out contract. KID snatches it to analyse the fine print.

    KID: There's gotta be a catch, let's look here... Right, I'd lose the 6/5 body as it's a sorcery, but it doesn't exile itself or anything, and there's no trample. I was expecting trample for some reason.

    DEVIL: (cackles maniacally) Everything comes at a price!

    KID signs. DEVIL looks mildly confused at how easy this went.

    Curtain.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Daxos the Returned - Enchantment Speed Bumps Galore
    The list is rock solid. I like the Crypt Ghast and the heavier recursion themes. Restoration Specialist had an ardent follower in lyonhaert, it's a pretty solid cardboard and will work well in your build. The only nitpick I have is Field of Ruin, which could be replaced with Ghost Quarter on the cheap. I imagine Arcane Lighthouse and Exotic Orchard are meta-appropriate.

    The thing with Thoughtrender Lamia is that it's not your average discard option, it's a brutal game-ending hand mower that will close things out in short time if unanswered. This doesn't come down on curve and incidentally mildly disrupt people, this comes down when your mana pool is pretty fat and you immediately make most (if not all) of the table hellbent, possibly following up with draw step locks. My group hates it, and it eats removal even more reliably than Skybind upon resolving.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Daxos the Returned - Enchantment Speed Bumps Galore
    What a ridiculously awesome set. I was honestly not expecting much when they said it's all about walkers, but then they did tons of interesting and natural-feeling designs at all rarities. Even the walkers are somewhat cool! Plus the whole amass/proliferate thing makes it seem that this is going to be a fun, synergistic limited environment. What can I say, feels good to be wrong on this one. Right up there with AER and RIX, rounding out the podium of the greatest sets dropped since I started actively EDH'ing. Burning Prophet is a fantastic summary of the set - a magnificent two-drop common, providing a trickle of value in anything Rx non-creature heavy, with a sensible body to boot. Every single one of my active decks got something out of WAR, a new one was birthed, and I'm even considering doing an update to my largely shunned Tromokratis.

    I've also realised that by now Daxos is in a third distinct stage of development. Initially, the deck was quite forty, but then it started exploring various forms of permission and disruption. Now it's easing off those a bit and going more in a big mana/quality direction. Without further ado, the main introduction that's happening, plus some secondary swaps to match the angle.



    Bolas Rock is certifiably insane in this shell. Doing a 1v1 game, testing out a friend's Horde of Notions goodstuff extravaganza. I untap turn five with four lands and a Thran Dynamo, I pass the turn with his grip burnt to a crisp, a draw lock in place, and a number of ridiculous value permanents assuring lethal next turn. Bolas Rock, what the hell? This is a family-friendly deck :p Taking out Sun Titan to make room, as he is ultimately the least good of the higher CMC drops in the list. You have served me well, faux-Prime Time, but everything else at 6+ is just plain dumber than you are.

    The Smothering Tithe testing and conclusions is what got me thinking about the nature of the deck. As noted, that card gives game against problematic decks while doing little against foes you'll likely defeat without its help. By extension, the people most likely to pay for Mana Study don't have a whole lot going on. And if they don't have a whole lot going on, they will probably drown in Daxos men at one point or another. Those are the scenarios where dribble discard shines the brightest - it's a minor inconvenience to the Lord Windgrace/Intet, the Dreamer who draw fistfuls of cardboard each turn, but it relentlessly chokes out that old neglected Ghoulcaller Gisa that never really stood a chance anyway. As such, those slots would probably best be used for something more all-around useful. Enter Blind Obedience, the eternal stop-gap. Given all the life paying that's been going on lately, being able to tack on a Dark Ritual onto anything you rip off a Bolas Rock in a four man pod seems pretty okay. Also enter Kaya's Ghostform. Angelic Renewal never really did anything wrong, and was taken out to make room for haymaker attempts back in the day. This may be an aura, but it's also even cheaper and shields against exile. Not too shabby a way to gain an experience counter. Yes, I'm aware of the synergies with Sun Titan, but it's not enough for him to be better than all the other competing cuts.

    I don't think there's enough life paying engines for Font of Agonies to reliably come online. Despark could be good, but I remember using some removal on things like Ashnod's Altar or Goblin Bombardment, which this wouldn't touch. I guess I'll pay attention to what I tend to destroy over the next few games and see if it makes sense. I'm at the danger point of 30 enchantments, so the natural cut for this (Cast Out) gets a further leg up in staying based on that. Oh yeah, and the very Horde of Notions friend that got so beautifully melted by Bolas Rock made a banner for the thread out of Razaketh, the Foulblooded, Serra's Sanctum and Skybind. Thanks! Grin
    Posted in: Multiplayer Commander Decklists
  • posted a message on Feather, the Redeemed - Weaponised Jankmas Incarnate
    Thanks, it's nice to know that my blathering text dumps are of use to people every now and then :p Torchling is similar to Akroan Conscriptor, trading off the Threatens for shielding itself from enemy spot removal. A perfectly okay card to run, but I've moved to Meteor Golem for increased flexibility.

    I may have gone a smidge too pedal to the metal over here with testing, having burned out all three of my playtest partners by now. Things are working smooth, you set down Feather, you start churning through the deck with protection backup and assemble something out of whatever comes around. The engine is not explosive enough to take things down quickly, so the mana swords help scale into the mid/late game with an increased resource pool. I looked back at the posts in the thread, the recommendations, the things I'd muse that I should run. A lot of them are safety nets or additional ways to close out. I don't feel I need help with ending the game at this point, the deck's doing fine on that front. And my irrational disdain for safety nets has also been brought up in here already. The three main contenders that remain are Intimidation Bolt, Teferi's Protection and Gamble. The first as the deck's Constant Mists, the second as the ridiculous blanket catch-all that it is, the third as a slightly risky tutor option. None of them feel immediately required in the deck. However, I did figure out a couple swaps to make.



    It's not a case of removing bad cards, as the diamonds have been perfectly fine. It's just a case of replacing the current worst rocks with better options. I somehow forgot to just look at the arbitrary quality of these two options and see that the things I'm not running are just plain stronger than what's in here already. Springleaf Drum can come down before Feather, and even if nothing else happens on board before her that's still a faux-Mox Amber once she lands. Chrome Mox can put up with the card disadvantage, given the deck's sturdy draw potential. Both of these work really solid early, and can help speed up the first few turns a bit. Crucially, they're also super good if encountered late. The Drum is mana neutral, the Mox is actually mana positive. By contrast, the diamonds chew up two mana for no immediate gain.

    Took a look at all sub-2 CMC rocks, and caught nothing else of note. Mox Diamond and Mox Opal only come online later, not offering reliable assistance in the early game. As such, the two remaining two-drop tap-rocks (Coldsteel Heart, Star Compass) are probably fine for the time being.

    Also, figured that this whole Tenth District Legionnaire merits a slot. True, this adds another competing targeting sponge to the list, but the payoff is scry 1. That's a pretty good payoff to staple on top of whatever, as Burning Prophet has taught me. True, this is a bit worse as it eats the target, but still fits perfectly into the deck's game plan. I have no idea how I missed him. Taking out Sword of Rampant Growth, as it's the most incremental and slow in its benefits and I've still got Ebline's voice suggesting sword and Stoneforge cuts in the back of my mind. Ebline tends to be right about things for some reason :p
    Posted in: Multiplayer Commander Decklists
  • posted a message on Feather - Heroic Combo and Control [Work NO LONGER In Progress (but input still welcome)]
    I'll agree that Sunforger is not spammable in Feather. However, it is a great silver bullet to hold up, while simultaneously making Feather sting like an OG elder dragon on impact. You don't pop it all the time, you whisk out whatever piece you direly need if in a bad spot and leave it unattended otherwise. I'm not saying it's a no-brain auto-include, and I actually cut it from my list for a while for the very reason Dirk outlines, but it is unique in what it can offer the build.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Feather, the Redeemed - Weaponised Jankmas Incarnate
    Quote from The_Hittite »
    With all the flickering and tokens do you think Purphoros, God of the Forge is worth considering?


    Hm, that's a good point. He has even more support in here than Phyrexian Altar. However, in a vacuum, Guttersnipe is better. In the situations where Purph will start shredding face harder you probably don't need the help. I'll lump him in with the others.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Feather the Redeemed!
    Doesn't target though, as cool as it would be to repeatedly bus Young Pyromancer tokens for relative invincibility :p
    Posted in: The Rumor Mill
  • posted a message on Feather - Heroic Combo and Control [Work NO LONGER In Progress (but input still welcome)]
    I'm sorry if this comes off as contrarian to the premise of the deck, but I feel you could shave some of the more vanilla heroic dudes and pump. In a perfect scenario all the guys will put on double digits of counters every single turn cycle, but in a more realistic game state you'll have to devote a lot of attention to something like Akroan Skyguard to have it do anything. Similarly, Brute Strength is just a straight up Giant Growth, which may help close out the game with Feather voltron but is otherwise relatively narrow. Firestorm feels a little on the winmore side. This may be me completely missing the point of what you're trying to do here though.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Feather, the Redeemed - Weaponised Jankmas Incarnate
    I see we've both watched the same Game Knights episode Wink

    If anything, Wear // Tear makes for a crappy Sunforger tutor as you can't fuse it this way. If that's your jam, I'd like to recommend Crush Contraband. There are still various interesting things in there that this gets, you have your standard Swords/Path/Chaos Warp, you have Boros Charm. I do want to add Teferi's Protection, it's somewhere on the waiting list with Intimidation Bolt and some other stuff.

    Yes, Burning Prophet is very good. Take everything you do, the flurry of instant nonsense, and add scry 1 to every single one. You churn through the deck at great pace, looking for whatever you need. It really helps smooth the game, and the fact it doesn't hog targeting is fantastic. Oddly enough, I don't even miss the Guttersnipe knockoffs that much - ole pappy Gutter comes out with a humming instant juggling engine online and shreds life totals in a couple turns tops. Having the small ones is not quite as good at closing, and if you set these sort of things down early they tickle the opposition a bit, maybe drawing attention to themselves. They were nice, but I don't feel I'm any worse at closing things out with them gone.

    Heh, funny - before editing that previous update post, I had a bit there musing about the merits of repeatable wipes. Chandra's Ignition, specifically, was mentioned as a possible Chain Reaction replacement because of the various swords/pumps scattered in the list. I'm trying to not overdo the permission. In the interest of overall table game enjoyment in my mid-power meta, I've found that it's best to approach interactivity as a continuum with your ability to answer interactivity yourself. Otherwise nobody else gets to do their thing, you do your thing and stop others answering it. Given the vast protection suite here, if I'd repeatedly screw with the opposition permanents in an aggressive way, I'm pretty sure everyone would hate it. Might just be me and my meta.

    Fun fact - my average CMC is 2.29, and yet here I am running sixteen ramp pieces. This thing guzzles any amount of mana you can feed it, as evidenced above. What a weird little list this has become.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Feather, the Redeemed + Arcane Arts (Let’s Brew!)
    I'm somewhere between the two of you on this one. Feather's far from a bad commander, and it feels very EDH to keep ramming Heal for bonus cardboard. However, I feel the engine is slow enough where you may have trouble reliably fragging an entire pod in a lightning manner. Stuff like Sad Robot has been working quite well in my build, helping scale better into the late game. As for wincons, you're missing Guttersnipe variants (unless the Wand is a category rather than single card) and the crazy swarm you can get off your cast buddies. Especially if you grow said swarm later.
    Posted in: Commander (EDH)
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