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  • posted a message on Spellslinger general
    Quote from OCPunisher »
    Quote from illakunsaa »
    I also like Noyan Dar, Roil Shaper because you can basically play really strong wraths with almost no downside. Play of the game, hour of revelation, planar cleansing etc.

    Unfortunately, the downside of this guy is that normal wraths hurt twice as much. I would not play this guy.


    Normal wraths don't hurt Noayan dar more than they against other deck. Most cases they hurt a lot less. The trick is to put all the counters on a single land preferably an indestructible land. Have some counter backup and opponents will have lots of trouble dealing with a single land.
    Posted in: Commander (EDH)
  • posted a message on Spellslinger general
    Ramos, dragon engine makes a pretty decent spellslinger commander. You get access to all the best spells and ramos' mana ability is really strong with charms and other multicolor spells. Ramos also is a really good finisher.

    I also like Noyan Dar, Roil Shaper because you can basically play really strong wraths with almost no downside. Play of the game, hour of revelation, planar cleansing etc.
    Posted in: Commander (EDH)
  • posted a message on Tasigur, the Golden Fang: Seasons Past Turns
    You should run stifle and trickbind. They are both amazing cards that are basically the answer to everything. I like mist of stagnation as a win condition. It synergises well with tasigur and it usually wins the game.
    Posted in: Multiplayer Commander Decklists
  • posted a message on GRN Planeswalker decklists
    I think wizards should hire some heartstone players to play in a tournament where they all use planeswalker decks vs mtg pros who use their normal decks.

    That would be a glorious train wreck to witness.
    Posted in: The Rumor Mill
  • posted a message on Purphoros, God of the Forge (Banlist discussion)
    Purp is just a symptom of the bigger problem which is the lack of torpor orb effects.
    Posted in: Commander Rules Discussion Forum
  • posted a message on Help Me Build Villainous Wealth Tasigur
    Sure they can get expensive but if you can get value out of them just for one turn that is usually enough to allow you to have better chance of snowballing out of control. Tasigur can't really do that and people will still kill tasigur just for the lolz. Most games I only get maybe 4 activations off tasigur before the game ends. Just getting 5-6 cards off damia is good enough.
    Posted in: Multiplayer Commander Decklists
  • posted a message on What's the best Commander for an Elf tribal deck?
    I think the best elf commander is Wort, Boggart Auntie. Reason for this is that you can't make a deck with Wort that is filled with racists ********s.

    Instead you can take solace on the fact that the world isn't a worse place.

    Posted in: Commander (EDH)
  • posted a message on Help Me Build Villainous Wealth Tasigur
    If you want to play ramp sultai Tasigur is probably the worst commander for it mainly because Tasigur doesn't synergize normally with lands. Tasigur's ability is at it's best when you can groom your grave to have very few nonlands in it.

    I would recommend either Muldrotha, Damia or some sort of Thrasios + X
    Posted in: Multiplayer Commander Decklists
  • posted a message on What hurts the format more? Fast Mana vs. Tutors
    Quote from Anachronity »
    Cheap tutors are much more of an issue.

    Everyone focuses on the disaster scenario of a god-hand with fast mana openers. Yes, those games are incredibly unfair, but they are also occasional. Focusing on the best-case scenario ignores that fast mana is a terrible late-game draw. You're losing something by running it because it means you're not running a late-game card in that slot.

    But cheap tutors are always good, because they are always the best and most appropriate card in your deck for the current situation. There's zero opportunity cost to run them and no effective hate against them. And no, a one-of copy of Mindcensor or Stranglehold is not effective hate so much as an occasional inconvenience; the tutors are cheaper than any of the hate, more numerous, and more widely applicable so that you're not hurting yourself by running a bunch of them. That's like saying Ancestral Recall is fine because Omen Machine exists.


    Sol Ring is not just good on turn 1. It's 99% better than a land in the late game and 1 mana difference often decides between winning and losing.
    Posted in: Commander (EDH)
  • posted a message on What hurts the format more? Fast Mana vs. Tutors
    Quote from Xcric »
    neither.

    what really hurts the meta are people who don't prepare for fast mana or tutors, then blame them for repeated losses. all too often i see people complain about fast mana and then find out they run zero artifact removal, or they complain about tutors but run none themselves, or worse, don't run ways to deal with the things tutored for.

    sol ring is a lot less scary on turn 1 if you can deal with it


    The thing is that there are no answers to fast mana or tutors. As soon as you resolve a Sol ring you tap it immediately for mana. You've essentially got your value out of it. Outside specific counterspells there are very few answers.
    Posted in: Commander (EDH)
  • posted a message on What hurts the format more? Fast Mana vs. Tutors
    Fast mana. People use tutors to get fast mana.
    Posted in: Commander (EDH)
  • posted a message on Commander MVP from each Magic Set - Poll 1 (ABU to Fallen Empires)
    I'm not really sure how people can rate the most cancerous card in the format as "mvp".
    Posted in: Commander (EDH)
  • posted a message on Too many cuts
    Why not just make a new deck? I usually cut old cards and replace with new ones. Sometimes old cards end up in the binder, sometimes new ones.
    Posted in: Commander (EDH)
  • posted a message on Let's break Tawnos!
    Helm of the Host is pretty funny.
    Posted in: Commander (EDH)
  • posted a message on Necromancy is confusing. Help?
    From the Comprehensive Rules (Commander 2018 (August 10, 2018))

    514. Cleanup Step
    514.1. First, if the active player’s hand contains more cards than their maximum hand size (normally seven), they discard enough cards to reduce their hand size to that number. This turn-based action doesn’t use the stack.
    514.2. Second, the following actions happen simultaneously: all damage marked on permanents (including phased-out permanents) is removed and all “until end of turn” and “this turn” effects end. This turn-based action doesn’t use the stack.
    514.3. Normally, no player receives priority during the cleanup step, so no spells can be cast and no abilities can be activated. However, this rule is subject to the following exception:
    514.3a At this point, the game checks to see if any state-based actions would be performed and/or any triggered abilities are waiting to be put onto the stack (including those that trigger “at the beginning of the next cleanup step”). If so, those state-based actions are performed, then those triggered abilities are put on the stack, then the active player gets priority. Players may cast spells and activate abilities. Once the stack is empty and all players pass in succession, another cleanup step begins.
    Posted in: Magic Rulings
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