Really disappointing to see just another gruul planeswalker for Samut as pretty much everyone's mentioned. Naya would have been so much more interesting and way more flavorful with Samut's legendary card already being naya in color identity.
My GF bought me a Walmart 3 pack for my bday back in february. It had a SOI, BFZ, and I couldn't effing believe it Rise of the Eldrazi pack! In the Rise pack I pulled Eldrazi Conscription, Inquisition of Kozilekand an Ancient Stirrings!
I had the same problem at first with my Momir Vig deck. I found that slowing down the play style made it a lot more fun again. I really don't mind losing with it anymore since literally every time I've played the deck actually trying to win against anyone I've won so I already have that satisfaction. Now I mostly just let other people win and if anyone starts doing something too dominating or oppressive to the rest of the group I'll either stop them or else just take them out. Kind of like a guardian role most games, but will play cutthroat any day if someone meets the challenge.
I'd say the guy's reaction isn't something to grump over. The things you described him doing are tell tale signs of both a poor deck builder and unskilled player, and it's more on you to simply just decide whether or not his skill level meets your fulfillment as an opponent. I personally would just not play with him again and wouldn't converse much either since it sounds like he doesn't really know what he's talking about.
I would've definitely mulligan'd the hand in the first place assuming it would be any type of Breya deck I would ever build. Not having access to black without getting rid of the one tutor is enough for me to justify that because IMO it makes Chrome Mox pretty much dead. Also seems weird you're running basics at all in four colors which makes it much harder to tell you the right answer because I would never run a mountain in Breya in the first place.
Edit: Saw the Solemn post. Still don't really see that as justification and I would just rather not run the sad robot as I personally find him too slow (although easily abused) at his role for my liking in most cases anyway.
I actually really like this idea as sort of a twisted way to win the game in a group hug pillow fort deck. One second you're helping everyone, the next you quickly become their worst nightmare and your hide in your little fort. I would probably go with Kynaios and Tiro of Meletis as the commander. They're a great group hug commander with good color options to pillow fort as well.
Sunforger is a pretty good tool to survive in multiplayer. Being able to play a diverse set of combat tricks and removal straight from a deck that otherwise cannot tutor them is very powerful.
Prior to Commander 2016, I never used any foils. Now I foil all my legendaries and make foil proxies for the ones that don't actually have a foil version because I absolutely cannot stand seeing random foil cards in my deck that have no uniform whatsoever. It's my ultimate anal thing I have in regards to MTG.
In the past, I've seen people talking among several forums making a big deal out of turn 2-3 Sharuum decks. This baffles me because I've never seen any Sharuum deck posted anywhere online nor IRL where the deck combos out on turns 2-3 every game. I've never even seen a deck that does it consistently whatsoever. The fastest Sharuum deck I've ever seen anywhere was more along the lines of a turn 5 clock that could win on turn 4 consistently and every once in a while turn 3, and RARELY (like once in a hundred games) combo off turn 2. I personally would consider this more like a turn 3-5 deck, but I can see why some people might want to over hype their deck calling it "turn 2-3."
So my question is, is the deck I described what those people are talking about as a turn 2-3 deck, or are there actual "secret" (that I don't know about) every game winning turn 2-3 Sharuum decks? Also, I would like to make note that I'm unaware of the speed of Sharuum prior to the Vancouver mulligan. Has that drastically changed things for Sharuum's speed?
EDIT: Please take note that I'm referring to the normal Commander banlist/rules in regards to this entire post.
This is what I thought as well. I have been working on a Scion of the Ur-Dragon deck, but I'm torn between a reanimation strategy and keeping with the dragon tribal theme of the deck. I started with pure dragon reanimation, but then cut some of the crappier dragons to add non-dragon targets/threats. I'm still not too happy with it, but I feel it's better suited as a reanimation/value deck.
Yea so keep in mind that dragons aren't typically that great of reanimation targets. They're not bad but they're just not among Jin-gitaxias, core augur or iona, shield of emeria etc. Also note that when I say best reanimation deck I'm saying the deck that can get that turn 3 Jin on a typical hand. So that might not be what you're looking for.
Personally, I went with a 5 color reanimation deck for vintage EDH based around the praetors which Garuntees you reanimate a wincon by turn 3 at the latest if it goes uninterrupted (and assuming you know how to pilot it). Although for Scion, I'd prefer to stick to dragons tribal and just do the crazy shenanigans that Scion does on its own.
Honestly the best reanimator commander is any 5 color legendary. The commander becomes irrelevant and having all 5 colors gives you the best resources and reanimation targets.
With the exception of my vintage EDH deck (5 color reanimator with p9 and the works), I design all of my decks to eventually be finely tuned and competitive playable. However, I use EDH as an opportunity to experiment and work-in side routes to my decks so they aren't naturally oppressive if I choose not to play them as such. The ability to do this is why I love the format SO MUCH. Once I finally have a "finished" or fully tuned deck, I can play for fun in a political and more casual environment most of the time, and, if the situational calls for some cutthroat playing (either to save the game for the rest of the players due to one oppressive player or because that's just how we want to play the whole game), I can easily keep up.
Personally, I think the Gatewatch is a cool idea (and maybe even a necessary one for the story), but Wizards is doing such a terrible job writing the story for the Gatewatch that I would be happy to see them all killed off at this point. That would at least add more depth than the feces that Wizards is dumping now. Prior to the 2 set blocks (Gatewatch blocks), the stories were great. They were unique and had several strongly remarkable events per block. Along with allowing characters to grow and problem solve on their own, making the character building infinitely more compelling. Now its just "A couple members of the Gatewatch go here. They walk around and see bad stuff. Then the rest of the Gatewatch decides to come and they fight bad stuff." And that formula could be cool IF IT HAPPENED EVERY ONCE IN A RARE WHILE, but after 3 blocks in a row it's just garbage.
Edit: Not to mention FOUR blocks in row oncer Amonkhet hits.
Can we still nominate this week? If so, I'd like to nominate Pathbreaker Ibex. This card is so good I don't understand how it's not on the list yet. From every game where I've seen this thing come out its effectiveness is on par with Craterhoof Behemoth. This card wins games in green.
Edit: Saw the Solemn post. Still don't really see that as justification and I would just rather not run the sad robot as I personally find him too slow (although easily abused) at his role for my liking in most cases anyway.
So my question is, is the deck I described what those people are talking about as a turn 2-3 deck, or are there actual "secret" (that I don't know about) every game winning turn 2-3 Sharuum decks? Also, I would like to make note that I'm unaware of the speed of Sharuum prior to the Vancouver mulligan. Has that drastically changed things for Sharuum's speed?
EDIT: Please take note that I'm referring to the normal Commander banlist/rules in regards to this entire post.
Yea so keep in mind that dragons aren't typically that great of reanimation targets. They're not bad but they're just not among Jin-gitaxias, core augur or iona, shield of emeria etc. Also note that when I say best reanimation deck I'm saying the deck that can get that turn 3 Jin on a typical hand. So that might not be what you're looking for.
Personally, I went with a 5 color reanimation deck for vintage EDH based around the praetors which Garuntees you reanimate a wincon by turn 3 at the latest if it goes uninterrupted (and assuming you know how to pilot it). Although for Scion, I'd prefer to stick to dragons tribal and just do the crazy shenanigans that Scion does on its own.
Edit: Not to mention FOUR blocks in row oncer Amonkhet hits.