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  • posted a message on Paradox Engine
    Quote from Impossible »
    How are you guys drawing your decks so consistently with Paradox Engine?
    It usually starts with Paradox Engine making an absurd amount of mana. Maybe I begin with something like a Gilded Lotus in play, something totally innocuous on its own. From there, my one mana spells suddenly make two mana, so I'll play a cantrip or something, and after two or so spells like that I'll have a hefty chunk of mana sitting in my mana pool. That's usually enough to cast some kind of big card draw spell like Recurring Insight, and then the cycle begins anew. Eventually, I draw into more mana rocks which make even more mana in turn, and then I'll have more mana than I know what to do with. Maybe I'll play some other card draw spell I drew into, or maybe I got some kind of recursion instead. Card draw and recursion just tends to beget more card draw and recursion, and the limiting factor is usually the amount of mana I have. Paradox Engine tends to throw that limitation out the window.

    And this whole process takes forever to execute in real time too. I'm obviously being taxed mentally as I do this, but beyond that there's all this mana I have to keep track of, usually of different colors, and the amount of time it takes to literally tap and untap my cards all the time isn't negligible either. The whole experience is really exhausting.
    Posted in: Commander Rules Discussion Forum
  • posted a message on Paradox Engine
    Quote from cryogen »
    I've gone infinite, or at least arbitrarily infinite to draw my deck and cast it. I had as much fun as my opponents did and now I refuse to play it.
    This was pretty much my experience as well. My deck is pretty innocent, and I often like to play busted Magic cards to see if I can use them fairly. Paradox Engine routinely ended up drawing my deck and casting it though, so I had to take it out of my deck because I wasn't enjoying the kinds of games it was creating.
    Posted in: Commander Rules Discussion Forum
  • posted a message on Battlebond Duals
    Quote from Macabre »
    Excluding the fetch-land assistance, there are other situations where blood crypt is better. I run bubbling muck in two different storm decks, and other swamps-matter cards like crypt ghast and liliana of the dark realms do exist. Farseek is one of the best 2-cmc ramp spells in the format, and it can't get luxury suite.
    Yes, there are definitely instances where having basic land types is important. I'm not denying any of that. And I'm not saying don't play Blood Crypt either. Blood Crypt is obviously a damn good card, and it would be hard to fault most players for playing it. All I'm saying is that, in a vacuum, Luxury Suite is better than Blood Crypt at manafixing. Now, once you throw synergies into the mix, all bets are off since the worth of any one card will then be dependent upon the rest of the cards in the deck. Not every deck is going to play cards like Crypt Ghast and Farseek though, — and even those that do may not necessarily care about having additional dual lands with these basic land types after they've included the ABU duals — so it's important to recognize that Blood Crypt isn't universally better than Luxury Suite. It is, in fact, worse than Luxury Suite when the kinds of synergies you mentioned don't need to be factored in.
    Posted in: Commander (EDH)
  • posted a message on Random Card of the Day: Polymorphist's Jest
    Oh man, do I love me some Exotic Orchard. This thing is an absolute auto-include for 4 and 5-color decks. It's virtually a second Command Tower. And even in the absolute worst case scenarios, it's seldom worse than a dual land. Definitely one of the most underplayed lands in Commander.
    Posted in: Commander (EDH)
  • posted a message on Battlebond Duals
    Quote from rogerandover »
    One of the arguments you pro-BDD-guys use most is, that the ETBT effect won't matter most of the time. Well, in those occasions when it matter, I'd rather have a land that doesn't enter tapped.
    What? And I wouldn't?

    I think you would greatly benefit from rereading my previous post. Nobody wants their lands to come into play tapped. After including your color's ABU duals though, you have to give something up in order to get untapped colorfixing. In the case of shocklands, it's life. In the case of Battlebond lands, it's the risk associated with it possibly coming into play tapped.

    Throughout most of the game, if not the entire game, Battlebond duals will enter the battlefield untapped. It's only in extremely rare instances where you have a Battlebond land in hand, AND you only have one opponent left, AND you could use every point of mana you could make that turn, AND you have no other land you can play that turn that the Battlebond lands falter. And even in those highly unlikely circumstances may the consequences not even matter.

    The argument for the Battlebond lands is that the circumstances in which they are poor are so rare that it's safer to take the risk associated with playing them than it is to play some other land that can always enter the battlefield untapped (like a shockland). To make an analogy, playing a shockland in place of a Battlebond land is a lot like buying insurance on a used game you purchased at GameStop. Sure, in the unlikely scenario the game you purchased was defective, you'll be in the clear. Most likely the insurance was just a waste of money though. As such, the better-safe-than-sorry approach isn't really mitigating risk. It's just displacing it somewhere else, somewhere less advisable.
    Posted in: Commander (EDH)
  • posted a message on Battlebond Duals
    Yeah, I agree with you on the redundancy issue Dirk, and I should have mentioned that in my post. I was mostly just comparing the two lands in a vacuum. For the most part, two color decks are going to want to play both lands anyway, and three color decks are likely none too different.
    Posted in: Commander (EDH)
  • posted a message on Battlebond Duals
    I'm not even convinced that Blood Crypt is better than Luxury Suite. I can understand playing shocklands if someone doesn't own the original ABU duals, and they need the basic land types to turn their fetchlands gold. Aside from that, the Battlebond duals are better than shocklands in almost every instance.

    Luxury Suite — Enters untapped throughout the vast majority of the game, if not the entire game, at no cost.

    Blood Crypt — Only enters untapped at the cost of life.

    So, really, if you're playing Blood Crypt over Luxury Suite aside from the reason I set out in my opening paragraph, what you're saying is that you're willing to make a minor life payment at every stage of the game to ensure that your dual land can enter the battlefield untapped during the absolute latest stages of the game if it needs to. To me, that's an absolutely ridiculous trade to make. Sure, a single 2 life payment isn't much in the grand scheme of things, but it isn't a non-existent cost either. If you're playing multiple shocks, fetches, and other such cards that extract minor amounts of life over the course of the game, these cards compound, and their net result isn't insignificant.

    It's only during the extreme lategame where a game of Commander comes down to you and one other guy, and it's entirely possible that you don't even need access to every point of mana you could potentially make when it's time to make your land drop and Luxury Suite is in your hand. Only in the instance where Luxury Suite enters the battlefield tapped, AND you need access to every single point of mana you could possibly make that turn, AND you have no other lands you can play that will enter the battlefield untapped that Blood Crypt is better than Luxury Suite. That scenario is just so narrow that choosing to include Blood Crypt over Luxury Suite (again, aside from the reason I set out in my opening paragraph) is just baffling.
    Posted in: Commander (EDH)
  • posted a message on Battlebond Duals
    Muspellsheimr, I looked through both your Glissa decklist as well as your Teysa decklist, and I now understand why you wouldn't choose to include the Battlebond lands in them provided such lands existed in the first place. It's for the same reason you've neglected to include Command Tower in either deck. The combined number of utility plus basic lands you play in both decklists is absolutely ridiculous.

    Now, in Glissa, this gets a free pass. The deck isn't so much a BG deck as it is a C deck because you're playing 41 separate artifacts. Less than 40% of your spells even include color at all, and less than 15% of your spells require more than one of the same color of mana. As such, it's no surprise you wouldn't include a hypothetical Battlebond land here. You hardly need color at all in this deck.

    Your Teysa deck, on the other hand, is extremely suspect. Over 67% of your lands produce one or fewer colors. Now, I understand that two color decks usually don't have as stringent color needs as 3+ color decks do, but that's still a dubiously high number, especially given the fact that you're only playing 34 lands in the first place, an atypically low number of lands given an average CMC of 2.85. The five rocks in the deck aren't helping much either. Mox Diamond can't even function without pitching another mana source to it.

    So, having looked over both lists, it's no surprise to me now that you've arrived at the position you are. Your two-color decks are extremely atypical, and they play too many basics, too many utility lands, and too few lands in general. The vast, vast majority of two-color decks would greatly benefit from including the Battlebond lands (not to mention Command Tower), and those cards rightfully deserve a spot in almost every deck that can include them.
    Posted in: Commander (EDH)
  • posted a message on Battlebond Duals
    I'd like to hear more from Muspellsheimr. Specifically, I'd like to know exactly how Muspellsheimr reached the point where the Battlebond lands didn't make the cut. Is it because, after including all desired gold, utility, and basic lands, that there was no room left for duals?
    Posted in: Commander (EDH)
  • posted a message on Commander 2018 themes and art
    Well, this was a let down. I mean, I'm sure the decks will be fun and all, but as far as spoilers go this wasn't particularly exciting.

    EDIT: My post snuck in before any of the art was spoiled.
    Posted in: The Rumor Mill
  • posted a message on Nissa, Vital Force | Mono-Green Goodstuff
    Looks like activity in this Brawl subforum has dropped precipitously. Can't say I'm too surprised. Reception to Brawl at my LGS was generally poor. People seemed like they really didn't even want to give it a try. Anywho, I'm committed to seeing this out. Once rotation happens, I'll be expanding this deck to meet the 99 card Commander requirement. Whether I'll be creating a new deck come Guilds of Ravnica has yet to be determined.

    Here are the changes I've made for Core Set 2019:

    - OUT -

    World Shaper 3G — World Shaper made for some good stories. After discarding land-chocked hands on multiple occasions, Splendid Reclamation very much becomes Boundless Realms. Unfortunately, I don't need both World Shaper and The Mending of Dominaria, and the Mending takes priority for several reasons, namely for its ability to recycle my graveyard and go "infinite" with Nissa's second ability.

    Ramunap Excavator 2G — I've always hated Crucible of Worlds. It's a grossly overhyped card for reasons I won't get into here. As a means of accruing card advantage though, I thought it might be worth exploring in Brawl, especially given how useful a 2/3 blocker would be for this deck in particular. Suffice to say, I was not impressed with this card. It was clunky and inconsistent.

    Skysovereign, Consul Flagship 5 — Skysovereign played an important role in earlier versions of this deck, serving as removal and allowing me to mitigate potential harm from opposing fliers. With the release of Dominaria and Core 2019 though, other cards have stepped in to replace it. I no longer need the 6/5 body anymore, and five drops in this deck have become increasingly hard to justify since I usually want to cast Nissa as soon as I possibly can.

    The Immortal Sun 6 — The Immortal Sun is powerful. It's also extremely awkward since my commander is a planeswalker. I was still willing to play with the card from time to time, but with the inclusion of Vivien, I'm now playing one too many planeswalkers for me to be comfortable with also playing The Immortal Sun. Sad to see it go, but it's likely for the best.

    Drover of the Mighty 1G — This was actually a reasonable two drop and could very well see himself back in at some point. For now, I'm exploring Elvish Rejuvenator in his place.

    Evolving Wilds — Without Ramunap Excavator, this card loses its purpose. Perhaps it was dumb of me to include it in the first place, but if I was going to make Crucible of Worlds work, I needed some kind of support for it.

    Forest — This is becoming a non-basic.

    - IN -

    Reclamation Sage 2G — With the second best Naturalize effect in green being literal Naturalize, Reclamation Sage is a welcome addition. The 2/2 body, while not terribly important, does get quite a lot of mileage out of other cards like Growing Rites and Ghalta though.

    Runic Armasaur 1GG — One of the bigger flaws with my deck is that it often struggles to defend itself during the first few turns. Little to no development happens on turns one and two, and whatever card I do happen to play by the third turn may not help that much. (Rhonas and Wayward Swordtooth can't block, Manglehorn doesn't always want to be cast by turn 3, etc.) Armasaur helps alleviate that problem with his grossly statted body. The incidental card advantage he generates is also one of my favorite ways to accrue card advantage: by never lifting a finger. I'm not sure how often he'll trigger, — certainly more in Commander than in Brawl — but I'm optimistic.

    Transmogrifying Wand 4 — The value of repeated removal, especially in a color with little access to quality kill spells, can't be understated. The card is cost efficient, only demanding a single mana whenever something troublesome emerges, and the 2/4 body it leaves behind is of little concern. I imagine that one of the greatest aspects of this card is that it forecasts to my opponents that I have removal on board ready to take down whatever precious card they need to play, effectively suppressing my opponents from playing valuable creatures, at least until they find some way to destroy the Wand.

    Vivien Reid 3GG — As a planeswalker, Vivien's taken a lot of ***** from the community. Personally, I like her design though. She isn't exciting, but she is quite pragmatic. Her first ability helps provide this deck with another much needed way to generate card advantage in the absence of Nissa's emblem. Her second ability also provides further redundancy in the Naturalize/Plummet department which is also quite welcome. And her ultimate? Quite good. I don't expect to get it often, but when I do I'll be pretty excited about it.

    Elvish Rejuvenator 2G — I've never been a fan of Farhaven Elf, and this card is even worse than that. Detatching the mana ability from the dork's body makes it so much better though. I won't have to worry about sweepers setting me back so hard, and the body still provides useful utility by chump blocking and by feeding other cards like Growing Rites of Itlimoc.

    Scavenger Grounds — I'm going to give this card another whirl. The opportunity cost to playing the Grounds is low, but I previously found the utility it provided to be both unnecessary and frequently counterproductive. Still, the card is undoubtedly powerful, and I've been convinced to give it a second chance. This Ground's effectiveness will likely improve once this deck ports over to Commander.

    Hashep Oasis — A strictly worse Forest. This card's ability will never activate in my lifetime. It is a desert for Scavenger Grounds though, and since it produces G at no tempo loss as well as C at no life loss, there's little disadvantage to playing the card.
    Posted in: Decklists
  • posted a message on Battlebond Duals
    The Battlebond duals are, without a doubt, some of the best dual lands ever printed for Commander, and it would be foolish not to include them in virtually every deck capable of playing them. Having said that, I think the reason the Battlebond duals don't seem so prevalent is because Battlebond was an ancillary set, and Commander players at large tend to not be concerned about minmaxing their mana bases.
    Posted in: Commander (EDH)
  • posted a message on Is there a "free" Mulligan on 1v1 Brawl?
    Quote from LeoninKha »
    Source?
    103.4c In a multiplayer game, the first time a player takes a mulligan, they draw a new hand of as many cards as had before. Subsequent hands decrease by one card as normal.

    800.5. In a multiplayer game, the first time a player takes a mulligan, they draw a new hand of as many cards as they had before. Subsequent hands decrease by one card as normal.
    Posted in: Brawl
  • posted a message on Random Card of the Day: Polymorphist's Jest
    I like Memory Lapse. It's an interesting counterspell. Having said that, I don't think it's the best counterspell. For the same cost, I'd put hard counters like Mana Drain, Counterspell, and Arcane Denial above it, but it's certainly interesting.

    Personally, I prefer exile effects on my counterspells, Void Shatter, Dissipate, and Delay being my favorites. They're all still reasonably cost efficient, and if I absolutely have to counter some spell for whatever reason, I consistently find it worthwhile to make sure my opponents won't jump a few hoops to recur whatever problematic card it is that I countered in the first place.
    Posted in: Commander (EDH)
  • posted a message on Liliana's Contract
    Five mana and four life is a pretty decent card draw spell even without the trinket text.
    Posted in: The Rumor Mill
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