Ultimate Masters: MMI Review
 
Magic Market Index for Dec 7th, 2018
 
Magic Market Index for Nov 30th, 2018
  • posted a message on How safe do you consider artifact ramp
    I edited the following in my first post:
    "I asked the question more general, since I want to think about building my mana base and want to estimate to what extent I can replace lands with rocks. I do not think I can remove a land for a rock. But I could count a mana-rock as 0,5 or 0,75 land.
    Although the mana rock might be removed later it has probably generated mana which I used on drawspells/engines to draw real lands. Most of the good draw starts at three or 4 mana.
    I am not thinking about competitive play since this is often very specific. Sol Ring is much more useful for Teferi, Temporal Archmage and mediocre for a FlashProtean Hulk-deck."
    Posted in: Commander (EDH)
  • posted a message on How safe do you consider artifact ramp
    Lets say you want to cast your 4 mana commander, how much can you rely on mana rocks? I am especially thinking about 2cmc rocks such as Boros Signet, Talisman of Dominance or Fellwar Stone. How high is the chance that someone immediatly removes them or counters them?
    The second question is about Sol Ring/Mana Crypt. I find it interesting, since for some people early Sol Rings have been detrimental(See the popular Commandzone data gathering).
    This is all probably guesswork, but it is a starting point.

    Edit: I asked the question more general, since I want to think about building my mana base and want to estimate to what extent I can replace lands with rocks. I do not think I can remove a land for a rock. But I could count a mana-rock as 0,5 or 0,75 land.
    Although the mana rock might be removed later it has probably generated mana which I used on drawspells/engines to draw real lands. Most of the good draw starts at three or 4 mana.
    Posted in: Commander (EDH)
  • posted a message on Infinite plus one counters in mardu?
    Unspeakable Symbol + life gain (maybeHealing Salve:)).

    Pay 42 life, make a Hitchhiker's Guide to the Galaxy reference, deal 21 commander damage (in that order).
    It is not infinite, but enough.
    Posted in: Commander (EDH)
  • posted a message on Mr. Bones' Wild Ride
    A worthy end for a magic player.

    Gerrard: “But it doesn’t do anything!” Hanna: “No—it does nothing.”

    I think Elesh Norn, Grand Cenobite might help the lock. It kills morphs, statebased. A simple silence followed by Cyclonic Rift before assembling the lock might be useful.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Coreset 2019 Name and Number Crunch
    I have no experience with this number crunch thing.
    What does prevent the set from having fast-lands?

    Concerning lands:
    Mythicspoiler has Timber Gorge as Common in the Set (#258).
    Posted in: The Rumor Mill
  • posted a message on "Choose your own adventure" - a really bad deck idea [in progress]
    I would not exclude blue. You get a big bunch of Fact or Fiction variants and other nice stuff.
    Cutting red will most likely make your deck better. Most red cards fall in the category "funny, but useless". And you get Tymna/Trasios as Commander option.
    Cutting black will be probably more on theme, since you can play Kynaios and Tiro of Meletis, which makes your opponents choose between ramp or draw.

    Here are some more choice cards:
    Guided Passage
    Cataclysm effects: Cataclysmic Gearhulk, Slaughter the Strong, Tragic Arrogance
    Posted in: Multiplayer Commander Decklists
  • posted a message on dealing with salty players
    I don't think being "casual" exempts you from having to act mature. Somehow saltyness is seen as normal and justified, when there is a mismatch of decks.

    While the Op might not have communicated clearly enough, that does not give them the right to act the way they did. You should probably google the rules question, when you don't believe the judge and not just proclaim that you are right. This is childish.
    I don't know if I read to much into it, but just leaving the store seems like the non-violent way of tableflipping.

    Back to the original question:
    Quote from motleyslayer »

    how would you have handled this situation?

    would you just not play with them or would you just give them a bit to relax and get over it?

    I would leave them some time to cool off and look how it goes the next time.
    Also, I am a big fan of googling rules questions to showcase the results.

    If I had been in that situation, I would have called them out on their behavior, even if that might alienate them. But that is probably my personal take.
    Posted in: Commander (EDH)
  • posted a message on G/B ramp and res and control . help
    So he has two ramp decks, one with black and one without.
    In my experience it is hard to beat such decks with "fair" strategies. Usually these decks can outressource many other decks.
    You either combo off, before he has ramped up, or you try to deny ressources.

    I think a blue based approach could be great: Steal his expensive stuff or counter his ramp. Another possibility is letting him ramp and just counter all spells that draw cards or affect the board.
    Something like blue-green ramp with Rashmi would be my weapon of choice. You can keep up with his ramp and beat him in the late game since you have counters and stuff like bribery or desertion.

    Weltkriegs idea of just playing a sort of anti-creature deck is great as well.

    Landdestruction is a possibility, but many people are bad at using it. If your opponent is more experienced, he might use your landdestruction to his advantage by keeping back some ramp and rebuilding faster.
    Posted in: Commander (EDH)
  • posted a message on So here's an interesting hypothetical
    I really like this thought experiment.
    There is one additional problem. Player 1 and 2 could also make a deal. Not attacking eachother for x turns and waiting for a topdeck, is another solution for them.
    The trick in this situation is being most likable. Thus you either get favored by the kingmaker or obtain the chance for a wager. Judging from the posts here offering the wager does however not make you popular.

    Depending on the nature of the dealmaking, player 2 could also be the most likely winner. If you cannot make a deal with player 1, player 2 can take deals from both of you. Now you have to undercut eachother in giving player 2 better chances at winning against you. Player 2 takes the best deal he gets which is probably a chance well above 50% for him.

    Slightly off Topic: I must warn you, doing this with prices on the line would probably lead to both players getting a disqulification for wager. I think the two remaining players might go for a draw and split prices.
    Posted in: Commander (EDH)
  • posted a message on Budget Lands for 5 Color EDH
    In my experience budget 4 or 5 color decks are easy to build, if you are a ramp deck.
    A dragon deck is probably RG splashing 3 colors to cast the commander and a few utility cards. Let the mana base reflect this.

    Rampant Growth, Nature Lore and friends are useful for fixing, so you need much green mana. Forests like Murmuring Bosk and Sheltered Thicket can be searched. If you are running spoils of victory and farseek, other basic land types might be interesting. Another option are the etb tapped fetchlands like Grasslands.

    Personally, I like try lands and temples, if they produce my most important colors.

    There are also a lot of weird budget lands:
    Odyssey Filters(Shadowblood Ridge ,etc.) River of Tears, etc.
    I would try to get many lands that enter untapped and avoid any hefty drawbacks like the lairs that bounce your stuff.

    I do not like colorless utility lands, so I would probably cut them all as well as other bad stuff.
    I would only keep the following:
    Command Tower, Path of Ancestry, Exotic Orchard, Haven of the Spirit Dragon and maybe Unclaimed Territory.

    Look at your mana requirements and don't be greedy.
    Posted in: Commander (EDH)
  • posted a message on Necropotence or Greed?
    If you do not get bbb, greed is also limited to drawing two cards maximum per turn.
    With a good manabase necro is not a problem in any deck. I took it out of a 5color deck, not because it was bad, but because I wanted to power down the deck.

    I think DirkGently covered the topi:.
    Bottom line: necro is OP but draws hate and might be hard on budget manabases. Greed just sort of sucks.
    Posted in: Commander (EDH)
  • posted a message on Agree or Disagree (Discussion on Tutor Effects)
    Commander games without tutor effects are less predictable, less consistent and emphasize the singleton aspect of the format.

    I strongly agree with this sentiment. Whether you like or dislike this effekt is another question.

    Personally I think I like more randomness. In hindsight I enjoyed the mulligan change which led to less consistency. On the other hand I do enjoy toolbox decks. So I would rate myself at 5 or 6.

    Another hard question is what to do about your preferences. I tried to remove some cards I do not like seeing from my decks. Seeing my opponents playing them and having no way to match the play feels horrible. So in most cases I yielded and put them back in.
    Tutors are a good example for this. You might need tutors to find specific answers to stop some of your opponents plays.
    Posted in: Commander (EDH)
  • posted a message on Strategy Assistance: Playing Against the New Gods
    You should think about what deck is helmed by these Commanders.
    Scarab God is probably Zombie Tribal. Locust God is probably Spellslinger/Combo like many UR decks.
    So I guess Counterspells and Gravehate as well as some Mass Removal/bounce against zombie or insect hordes sounds reasonable.

    Dealing with the Commanders might be easy. They are 5Mana+ Cards in non-green Decks. Just killing them over and over might slow your opponents. Rashmi plays well with counterspells and Ayli exiles stuff. So you should be well equipped.
    Posted in: Commander (EDH)
  • posted a message on How to make a deck more powerful?
    Like others have said I would fokus on consistency.
    Small cards like Preordain, Ponder and Brainstorm are often forgotten. They are especially good when you can shuffle your deck due to Green Ramp or Fetchlands.
    Cheap tutors are good.
    Considering expensive cards, you should first scour other banlists for cards that are overpowered and legal in Commander. My favorite examples areDig Through Time and Treasure Cruise.
    Posted in: Commander (EDH)
  • posted a message on Point/Counterpoint - Is EDHrec ruining EDH?
    EDHrec is great for inexperienced players or players who do not like deckbuilding. Even if someone dislikes netdecking EDHrec is harmless. It just gives you the most played cards.
    1. The decks build by it usually miss direction, since several popular archetypes are mixed together. (Anyone can make a list of good planeswalkers for Atraxa, the EDHrec netdeck at least throws in a little +1/+1 counter theme.)
    2. Many expensive cards are omitted, since the average player cannot afford them.
    3. The average deckbuilder is far from good. Competitive decks probably get filtered out, because there are only a few builds for each commander.

    I have not used EDHrec much. I guess it creates "75% decks" for the netdeckers which should not harm anyone.
    Posted in: Commander (EDH)
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