Magic Market Index for Dec 28th, 2018
 
Magic Market Index for Dec 21st, 2018
 
Ultimate Masters: MMI Review
  • posted a message on The 100-Card Deck Limitation
    Quote from Sheldon »
    Gavin Verhey, the lead designer of Brawl, would disagree with the assessment that it's a Commander variant. As would I.
    Really? Why do you say that?

    From my perspective, Commander's defining feature is that it's a casual, multiplayer format where players build decks around a character of their choosing. That also describes Brawl. Sure, there are differences, but I think Brawl and Commander are more much alike than they are unlike. Are the parallels between the two not befitting of the word "variant?"

    EDIT: I didn't realize Sheldon was actually responding to Dunharrow here, but since I would also consider Brawl a variant of Commander myself, I'm still curious why Sheldon considers otherwise.
    Posted in: Commander Rules Discussion Forum
  • posted a message on Ban//Unban
    What was Jace, Vryn's Prodigy at its peak? Mtgstocks says 92.79. I remember that card reaching some monumentally absurd price while it was in Standard.
    Posted in: Commander Rules Discussion Forum
  • posted a message on Ban//Unban
    Quote from Muspellsheimr »
    I have played with Library of Alexandria in Commander. I had others in my local area, of a variety of levels of play, add it to their decks with no other change.
    It defines games, consistently. If your decks goal is *not* to cast One With Nothing, it is objectively wrong not to play Library.
    That card needs to remain banned.
    Hey, man. I don't think cryogen is actually advocating unbanning Library. He's just saying that, hypothetically, if it were unbanned, he thinks we'd see a lot of people jamming it at first and then a lot of people cutting it from their decks since not every deck is going to make great use of it.
    Posted in: Commander Rules Discussion Forum
  • posted a message on Ban//Unban
    Quote from cryogen »
    "One more card" when we are talking probability of starting hand is quite significant. It's not like you're comparing it to a functionally identical card that his a higher CMC.
    Well, yeah. I mean, it's Lotus. There isn't anything else functionally identical. I was just pointing out that you can already get to four mana on turn one, and it isn't some magical Christmas scenario either.
    Posted in: Commander Rules Discussion Forum
  • posted a message on Ban//Unban
    Quote from Taleran »
    A 4 drop on turn one of EDH game is not something I think I would ever want to play with.
    While I agree with the sentiment, I think it's worth mentioning that we already live in this universe, and it doesn't take something as busted as Sol Ring + Mana Crypt to get there either. Swamp, Dark Ritual, Lotus Petal also gets to four, albeit with one more card.
    Posted in: Commander Rules Discussion Forum
  • posted a message on Ban//Unban
    Good observation regarding Black Lotus being the safest pbte card to hypothetically unban.
    Posted in: Commander Rules Discussion Forum
  • posted a message on Random Card of the Day: Treasury Thrull
    Quote from Dunharrow »
    Blighted Woodland is better in every green-based deck.
    Is it? Because I'm not so sure. Paying five is a lot more expensive than paying three, even if the Landscape does enter the battlefield tapped.
    Posted in: Commander (EDH)
  • posted a message on Which creatures are the best at blocking?
    Quote from DirkGently »
    You can always be out-defensed by the other players. That said, if you can't attack or even block the other players, and one guy is sitting there with some walls, I feel like maybe you should be allied with him instead of hitting him, generally-speaking.
    Perhaps.

    Quote from DirkGently »
    If the goal of having good blocks is that it sends attacks elsewhere...
    See, that's just it. I'm not sure that is the point of blocking. I mean, yes, redirecting attacks that might otherwise be directed at you is certainly advantageous, but at what cost? Because it seems to me you pay a heavy price to do so. The way I see it, the goal of having good blocks is not to leverage opponents into possibly damaging one another; it's to mitigate damage. If your opponents do happen to fight one another, great. That's wonderful, but that's just icing on the cake.

    Quote from DirkGently »
    ...then there's certainly a point of diminishing returns where your defensive power is too strong to be ignored and attacks can't reasonably go elsewhere. Even with something purely defensive like constant mists (especially with a way to consistently fuel it), if one player has no way to beat it, then they'd be an idiot to attack the other players. They need to either ally with your opponents to kill you first, or convince the other players to help dismantle your defenses.
    I agree with the rest of what you've written here. Sometimes a player can't be defeated because their defenses are insurmountable, so that player's opponents band together temporarily to knock them down a peg. I think it's also worth mentioning that you can have the best defenses without simultaneously being the archenemy though.

    Quote from DirkGently »
    I've had similar situations in, for example, hapatra brawl where I created a dozen deathtouchy snakes or so. I'd hoped that would push attacks elsewhere, but instead this display of power showed the other players that I needed to be dealt with, even if it meant significant losses against my snake horde, and the attacks intensified rather than diminished. Whereas if I'd only had a couple snakes I may have seemed like a less significant threat that could be ignored until later. I think the goal is for your opponents to think you're vulnerable enough that you won't be an insurmountable problem later, while being nasty enough that you're not worth taking on right now.


    Oops, now I'm just talking about Phelddagrif :p
    I find this really interesting. Did you end up winning that game? This may sound provocative (and that is not my intention), but rather than making too many, I suspect you may not have made enough snakes.

    Correct me if I'm wrong, but I think you and I both understand that there's this valley one can enter where, by accumulating power, one becomes a target. What's interesting about this valley is that, at its nadir, you're actually more vulnerable than if you hadn't entered it at all since, despite your collection of power, you've now drawn the attention of each of your opponents, and the not-insignificant-but-not-significant-enough power you've obtained isn't enough to stop your collective enemies, so you usually end off worse for having traveled there.

    What I believe you're concerned about is entering the valley. You don't ever want to reach the nadir. After all, it's possible to accomplish your goals without ever going there in the first place. You need only install minor deterrents, as you've already pointed out. I'm on the opposite side. I'm not concerned about entering the valley. I'm concerned with not crossing it. I understand that, once you reach the nadir, there's nowhere to go but up. If you've already drawn the ire of all your opponents, you can't draw out any more ire; the valley only ascends, so every further bit of power one accumulates comes without cost.

    Some strategies (like combo decks that win out of nowhere) have the luxury of never having to appear threatening. Other strategies don't have this luxury; they broadcast exactly how well they are doing to the entire table. But sometimes it doesn't matter if you're broadcasting this because there's nothing your opponents can do about it. Maybe everyone at the table understands you're a problem, but no one can do anything about it, so they just resume playing, and everyone plays their cards to the best of their ability given the situation anyway. It doesn't mean the most powerful person will always be on the receiving end of every card. Sometimes you're in a powerful state, everyone knows it, and not much can be done about it, but the game isn't over either.

    Quote from Shadow345 »
    Rhonas The Indomitable feels pretty good about blocking
    Thanks for mentioning Rhonas. I used to play him to amazing effect, and I somehow forgot all about him.
    Posted in: Commander (EDH)
  • posted a message on Which creatures are the best at blocking?
    Quote from DirkGently »
    Ofc there are consequences, your creature is tapped and you missed the opportunity to attack someone else.
    Not necessarily. Maybe you can't attack or block your other opponents profitably, but you can pot shot a guy with a wall.

    Quote from DirkGently »
    Imo you want a gentle nudge towards attacking others, not a rough shove (I.e. constant mists). Then you're just a threat.
    I'm not entirely convinced you don't not want to be a threat at all times anyway.

    Quote from DirkGently »
    Interesting new card for blocking from allegiance is mesmerizing benthid. Creates multiple tokens that suck to attack fatties into, and it's a good reliable blocker for small stuff and/or an equipment magnet. Doesn't look edh-focused on the surface but I think it'll play better than expected.
    I was actually thinking the same thing. Glad I wasn't the only one considering it.
    Posted in: Commander (EDH)
  • posted a message on Which creatures are the best at blocking?
    sorry, I meant Meglonoth falls short as a great blocker according to some of your criteria (i.e. it doesn't have reach and is not cheap). My choice of words may have been a bit clunky.
    That's okay. It's going to be hard to find cards that meet all of my criteria. After all, the more valuable a card is, the more expensive it is likely to be, so even a phenomenal blocker like Teysa, Envoy of Ghosts won't meet all of my criteria.

    Unfortunately, it doesn't have any power, so you'll be blocking the biggest creature with power 7 or less (and no deathtouch or supertrample) over and over without some anthems (since of course it has shroud).
    This. Wall of Denial and similar cards like Fog Bank make for poor blockers imo since there aren't any consequences to attacking into them.
    Posted in: Commander (EDH)
  • posted a message on Finisher for spellslinger deck
    Sphinx-Bone Wand has always been a classic finisher for spellslinger decks. The less prevalent Sentinel Tower may also interest you.
    Posted in: Commander (EDH)
  • posted a message on Which creatures are the best at blocking?
    While I agree with many of the criteria mentioned so far and even though it falls short on a number of them . . .
    Where do you think the criteria fall short?
    Posted in: Commander (EDH)
  • posted a message on Incubation Druid
    I wonder how this fares compared to Gilded Lotus. Gilded Lotus has always been a solid if unremarkable card in Commander. This becomes Gilded Lotus for 5, but also has the added functionality of being an early play. Incubation Druid seems like a worse top deck since it doesn't refund mana immediately the turn it's played like Gilded Lotus does, and it costs 7 instead of 5, but maybe there's something to be said for the 3/5 body? I'm not sure.
    Posted in: The Rumor Mill
  • posted a message on MTGS untap.in EDH Group
    I decided to join the Discord. Looking forward to slinging cards with you guys.
    Posted in: Commander (EDH)
  • posted a message on Endless Atlas vs Temple Bell
    I'm going to make an argument for Temple Bell here. If your goal is to end the game before it goes on for too long, you don't want to be spending 2 mana a turn drawing cards; that's too expensive. Yes, Temple Bell gives your opponents cards, but if you're killing them quickly, this doesn't matter so much as your opponents are only getting an advantage if they can actually find the time to play the cards you've given them. Yes, sometimes this means giving your opponents useful cards, but I think the upsides seriously outweigh the downsides here. And remember, just because an opponent is drawing a card doesn't mean that card is going to be directed towards you. Cards you give opponents that they use to thwart your other opponents directly helps you. That's like pouring gasoline on a fire.

    Fateful Showdown is a lot harder to evaluate since it really depends on a lot of different things. How often your hand stays topped off, how often you want to wheel, etc...

    Posted in: Commander (EDH)
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