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  • posted a message on The last sorcery magus (Green)
    Just saying, we already have the Mage of the Biorhythm.
    Posted in: Baseless Speculation
  • posted a message on Metroid Fusion Deck
    Nightmare tribal for Nightmare? Spider tribal for Arachnus? Oh, and obviously Evil Twin, and maybe Quicksilver Gargantuan. Otherwise, I'm not sure what you want to use to represent the X -- maybe Slivers?
    Posted in: Magic General
  • posted a message on Needing EDH Advice, Help?
    Perhaps Sidisi, Brood Tyrant is for you?


    So, this is my deck. As the Guildgates might suggest, I don't spend a lot on Magic anymore. MTGgoldfish puts it at $111, with the majority of it being penny commons. These sorts of cards should not be able to do anything, and yet in the context of the deck they become something far greater than their whole.

    Sidisi encourages you to push for creatures at all costs, which I find to be convenient and may mesh with what you were thinking of for Derevi. The deck's gameplan can turn on a dime: I go from beating down with zombies, to hitting with a huge Splinterfright (the deck mills itself shockingly fast), to shooting the whole table with Jarad, Golgari Lich Lord, back into a control role with Savra, Queen of the Golgari, and then a combo finish with one of the several infinite combos hidden amongst the synergy. This flexibility is needed to deal with gravehate ("Oh, Plan A and B got exiled? Plan C, then...), and it makes the deck a lot of fun to play, as well as being very skill-testing. It's very customizable; as I said, many of these cards are penny commons, and while some just do their job better than any rares (Nantuko Husk, Stinkweed Imp, Farhaven Elf -- remember, we want creature effects above potentially better noncreatures) others could very well be upgraded (Swiftfoot Boots -> Lightning Greaves, Burnished Hart->any other cheap creature that acts as ramp, the entirety of the landbase, etc.).

    I dunno. It's cheap, deep, and fun, and none of your cards look like threats until it's too late. I like it. Also, if you want a more competitive look at the deck (read: not cobbled together over years of sporadic playing and general cheapskatery), you can check out an awesome guide on the general here.
    Posted in: Commander (EDH)
  • posted a message on 3CH LR Angels Hands Posted!
    Dangit, I marked my message as a Draft by accident and never double-checked it Frown

    Angel of Condemnation / Emeria Angel / Angel of Despair

    1) Sizel 6-0
    Angel of Condemnation exiles Resplendent, I get to 7 mana and can start destroying your lands and any other creatures you might play.

    2) Mamba Momma 0-6
    Voice beats me single-handedly.

    3) Anachronity 0-6
    Voice beats me singlehandedly.

    4) ManyCookies 0-6
    I think your curve is too fast for me to hold back.

    5) xStormaggedonx 1-4

    T4 Shalai, T4 Condemnation. T5 Sanctions exile Condem (s3), T5 Bird+1. T6 You swing and pump; I chump one of them with my 1/1 bird. However, you can't play a Magister that would kill your own Sanctions, because then I get back Condemnation, which with Despair is enough to win. I'm at 13. No play T6 for me except another bird. T7 Same situation as last turn; you swing 8 and threaten to pump to 10, so I chump both of them with a bird and my Angel. You still can't Magister. T7 I play Despair to kill Shalai. You have a 5/6 Sanctions, I have a 5/5. I lose.
    If I didn't play T4 Condemnation, and play it T5 instead, and you play Sanctions anyways. I'm at 9 following T6. I exile Shalai. You get 2 more hits in, putting me at 1, then I exile Sanctions -- but if you Magister now, I lose since all your stuff comes back. If I Despair to deal with the threat instead, you Magister and I only have BirdAngel -- not enough to hold back embalmed copy and Magister, given my life total.
    If I play BirdAngel T5 but didn't ever play Condemnation, and you play sanctions anyway. At any given point, I always need any 2 of my 3 cards to win against Magister and embalmed copy of Sanctions; if I try and play Condemnation early, you Magister while it's summoning sick and win. So, we get to T7 as above, except I still have Condemnation, and hence win in the Sanctions v Despair battle. However, you Magister if I ever play Condemnation, which wins it for you.

    So: I can't play out anything. OTD, I get beat down. OTP, T4 no play, T4 Shalai, T5 no play, T5 Sanctions with no target (s3), T6 no play, T6 pump the team (s8), T7 Despair Shalai. T7 you can't swing safely. If you Magister, I play BirdAngel (+ a 1/1) . You can embalm Sanctions (I chump a Magister swing with a 1/1, so I'm still at 9), but then I play Condemnation and exile Sanctions, get it back and win; if you do nothing, BirdAngel wins against Magister. So, T8 you can't Magister; if you swing with Sanctions instead, kill it, and try to reanimate it to exile Despair, I play Condemnation and eventually get rid of it. If you Magister after embalming, I get Despair back. So, since you can't play Magister and you can't swing with Sanctions, you pass. I can't swing, because I would lose a race. So, we stare at each other.

    This may all be incorrect. I've reached my limit for double-checking this, it's already something like the 3rd time I've tried writing this out. Please correct it if you catch anything.

    | X 6 0 0 0 1 | 7 |

    Sorry about this. If you don't want to count it, that's fine -- I just wanted to show off the deck, even if it didn't end up doing well. Attached a screenshot to show that I had the deck finalized 2 days ago, even if I managed to press 'save as draft' rather than 'send'.
    Posted in: Forum Magic
  • posted a message on 3CH LR One With Nothing - Hands Posted!
    2) ManyCookies 6-0 Agreed
    3) Anachronity 0-6 Agreed. Dang, this is way faster than it seems! Nice job finding the T3 win!
    4) Sizel 6-0 Agreed.

    | X 6 0 6 | 12 |

    This week's was a neat format!
    Posted in: Forum Magic
  • posted a message on 2CH LR Helm of the Host - Hands Posted!
    2) Feyd_Ruin 0-6 The combination of beatdown and some control ends it for me
    3) xStormaggedonx 0-6 Chainwhirler kills all of my creatures
    4) ManyCookies 0-6 Agreed, 1 turn too slow either way
    5) Superbajt 3-3 OTP, I get to T4 and go infinite; OTD you kill me quickly.
    6) Sizel 0-6 That's fast

    | 0 0 0 2 0 | 2 |

    An ignominious return! 'Twas true to form for me, at least.
    Posted in: Forum Magic
  • posted a message on Siren of the Silent Song + Second Wind
    Second Wind is a stupid and confusing aura (ah, Future Sight). You'll note that it does not say "enchanted creature gains 'Tap: Untap enchanted Creature'", but merely "Tap: Untap Enchanted Creature". For some reason, you're meant to tap the aura itself to tap or untap the enchanted creature. Thus, you can't go infinite; the best you can do is get one extra tap or untap per turn, which isn't great.

    That said, if you do find a way to infinitely tap/untap Siren (say, Freed from the Real plus infinite blue mana), then that would indeed mill all of your opponents' libraries, regardless of how many cards they have in hand.
    Posted in: Magic Rulings
  • posted a message on Archfiend of Despair
    Quote from Xeruh »
    Quote from CalvinSchwa »
    "A more lighthearted aesthetic than our usual sets"


    I mean, the majority of cards would be that, yeah. A card here and there isn't the same as the sets feel overall.


    I hope so, yeah -- I really like some of the cards they've shown so far, and of course individual cards here or there are fine. That said, even some of the newer cards (some black creature that draws cards on damage, etc.) and old reprints (I mean, come on -- Doomed Traveler and Doomed Dissenter are a cool pairing, but do they really fit the theme?) seem to all decisively avoid that particular art direction, and most of the heroes shown so far have pretty nasty-looking weaponry. Normal for most sets, but here feels like not as promised.
    Posted in: The Rumor Mill
  • posted a message on Pir & Toothy
    Toothy suffers the same problem that many cards of these sorts of effect do (eg Chasm Skulker), in that it's very slow to get going and not super impactful in any format where there's enough time for it to be used. Should be fun anyway, though; building around it should make it quite a lot stronger.

    Pir seems super powerful, but still reasonable. I do wonder what Wizards is gonna do, though, when they run out of designs for U/G that use +1/+1 counters and card draw and suddenly need to do something else.

    Overall, pretty excited for the set! I'd like more of the happier, less violent aesthetic they're doing here; it's definitely not something I'd like for most of magic, but I like these supplemental sets where they can do something a little different.
    Posted in: The Rumor Mill
  • posted a message on Archfiend of Despair
    "A more lighthearted aesthetic than our usual sets"
    Posted in: The Rumor Mill
  • posted a message on GRN - Guilds of Ravnica, guild keywords: new ones or returning (or both)
    I really, really hope they bring back cipher. I know everyone hated it the first time around, and I know that it combined the card disadvantage of auras with the repetitive play problems of forecast and such. I don't care. I love that mechanic more than any other and I want it back.

    More realistically, I think it's a question of design space:
    -Selesnya: has two decent mechanics, but convoke has been used a couple of times elsewhere and I feel that populate doesn't have much more design space.
    -Boros: Radiance is never coming back anywhere, but battalion is really flexible and hasn't been used elsewhere; I can see it being re-used.
    -Orzhov: Haunt is never coming back; it's got lots of design space, but it's confusing to new players, inconsistent in its own use, and difficult to keep track of. Extort may or may not come back; it's not got all that much more you can do with it, but the individual designs don't matter so much anyway and it's a fun mechanic (I'm not sure how well received it was).
    -Azorius: probably get a new mechanic because Wizards didn't love the play mechanics of forecast and detain is kind of played-out.
    -Gruul: I can see Bloodthirst or Bloodrush coming back. Both are pretty narrow, but I feel like there's also a lot more that can be done with them.
    -Golgari: Obviously dredge isn't coming back, ever. Scavenge was a good mechanic, though.
    -Simic: Both graft and evolve were awesome mechanics. If they don't bring one or both back, I'm honestly curious what they'll do instead, since they're pretty much required to do a mechanic that uses +1/+1 counters. This is probably the only choice where there are two good options.
    -Rakdos: Unleash is a good mechanic that could come back. Hellbent is cool, but I think Wizards didn't like encouraging players to play with no cards. They did say they've been considering 'heckbent' (1 or less cards) as a good alternative though.
    -Izzet: I don't know how Wizards feels about replicate; it's restrictive on card design and kind of boring, but serviceable. Overload's also pretty limited, but I think it has some cool designs left.
    -Dimir: Transmute has been called a mistake for deck consistency issues, and much as I may love it, I'm not optimistic about cipher.


    All in all, I think it's definitely reasonable to expect 10 new mechanics. Most of the Ravnica guild mechanics seem to have had either pretty limited design space or some really poor play issues. Pretty much every one of these are mechanics I'd love to see individual examples of, but would hate entire sets of. Alternatively, we bring back non-Ravnica mechanics for the guilds; devour or morbid could be good Golgari options, and I can see a non-artifact-limited version of Modular for the Simic. Whatever happens, the Izzet will be a spell mechanic and the Simic will be +1/+1 counters.

    Alternatively, no more individual mechanics for guilds. I'm skeptical, since it's kind of Ravnica's trademark and is a good way to hit the guild flavor, but 10 mechanics in the third set is going to push New World Order pretty hard (they complained about that for Dragon's Maze last time). Alternatively, they could abandon guild mechanics for the 3rd one only, or do something weird where for either only one or all three of the sets, guilds have weird combined mechanics shared among wedges or shards.

    If I had to put my money on returning mechanics, I'd say heckbent for Rakdo; something like modular for Simic, or possibly Monstrosity; and honestly maybe Ninjutsu for Dimir. Whatever happens, you know we'll get tons of callbacks to the original mechanics (calling an uncommon creature cycle right now that have abilities that, although they don't use the mechanics themselves, mirror the effects of populate (copy a token somehow), battalian (direct copy), a card with an ETB and death trigger that drains for 1 each, a detain card, a bloodthirst card, a scavenge card if it's not the mechanic and otherwise a fake dredge 1, either graft or evolve with the other going to a similar callback rare, an unleash card, and I don't know what to do for izzet/dimir). Also, a mana-fixing artifact cycle.
    Posted in: Baseless Speculation
  • posted a message on If WOTC decided to sell the Land Station of the general public, what do you think?
    I'm assuming they're talking about this product: https://wpn.wizards.com/en/products/magic-gathering-land-station It's the big selection of basic lands that you see tournament organizers use.

    I'm not sure why they care, though. "I already have enough basic land, therefore WOTC should not make something like the Land Station." ... is one of the silliest (to say the least) complaints I've heard here in a long time. You're not forced to buy this product, nor are they heavily marketing it, or giving you bonus cards or exclusive foils or anything, and the secondary market for basic lands is not really important. This product is purely there to enable first time tournament organizers to run limited, which is a good goal that I'm glad Wizards thought about, and it doesn't really affect anyone outside of that target market.

    Also, isn't it already available to the general public? In any case, even if it isn't, making it so still probably won't affect anyone else. (Particularly since buying basics secondhand online is still probably cheaper anyway.)
    Posted in: Magic General
  • posted a message on 5CH Creature Favoritism; Mogg wins! (567 points)

    2) ManyCookies 3-3 Agreed
    3) Mogg 0-6 That, uh, that'll do it. Dang.
    4) nerdyjoe 6-0 Yeah Revoker.

    | X 3 0 6 | 8 |

    Well, it's good to be back to normal after last week's round of backbuild! Bit of a quiet room this week, though.

    Posted in: Forum Magic
  • posted a message on 2CH DLR Retrace; Reyemile wins! (433 points)
    2) ManyCookies 0-6 Agreed, dangit. PHM always makes me appreciate the power of lifegain.
    3) Mogg 6-0 I think either one of my cards would be enough to stop you.
    4) nerdyjoe 3-3 Agreed.
    5) Reyemile 4-1 My goal is to Prelate-lock out Mardu Charm. Void doesn't do anything, so it's a question of who gets there first. OTD, you get one casting of Charm on the upkeep of my third turn; the 2 1/1s and my 2/2 stare at each other. OTP I lock you.
    6) Superbajt 6-0 Chant is pretty much useless, but it's discard fodder. I drop Prelate T3, locking out Command, then race against Charm.
    7) tomsloger 6-0 I've got two different ways to lock out your deck.

    | X 0 6 2 4 6 6 | 24 |

    Prelate was awesome, but Chant was pretty useless since it can't do much against instants. Mana Tithe or something might have been better.
    Posted in: Forum Magic
  • posted a message on 4CH Mana Bazaar 3; Mogg wins! (475 points)
    2) ManyCookies 0-6 Agreed.
    3) Mogg 4-1 Agreed.
    4) nerdyjoe 0-6 Yeah Overgrown Estate's pretty good
    5) Reyemile 6-0? Leyline of the Void plus Leyline of Punishment means Elixir doesn't do anything. You can counter Shadow, and stop one activation of Pride, but a growing force of 1/1s will eventually trade off with a 3/1 and win.

    | X 0 4 0 6 | 10 |

    I spent a bunch of time looking at Lich's Mirror decks, but couldn't find anything good enough. I also considered some sort of burn strat to limit the people spending too much mana. What I really expected, though, was Chancellor of the Dross as both a mana-attack and win-con, hence the Leyline of Punishment. Eventually, I settled on my favorite card (Pride of the Clouds) plus a cheap wincon to cast on low life. It worked out... pretty badly with no interaction, but eh.
    Posted in: Forum Magic
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