I have Test of Endurance with 50+ life during my upkeep (so the trigger does go on the stack). With the trigger on the stack, my opponent activates Alchemist's Refuge and flashes in Zealous Conscripts taking control of Test of Endurance with the trigger on the stack. My question is do I win the game or does the trigger "fizzle"?
I assume that I don't win the game, I just want to get it right cause it could come up again.
I don't know how your group would feel about having a planeswalker as a commander, but having Sarkhan Unbroken as a commander would be really sweet and flavorful, and it also helps that his ultimate is Dragonstorm anyways. You'd get access to Temur, which is pretty storm friendly to begin with.
Of course if your group isn't cool with it, I'd just recommend Mizzix, with a bunch of rituals, cantrips, and other cheap instants/sorceries, and going to town with experience counters that way.
Q: ____________ just came out, but it's a really great card. When can I nominate it? A: Once a card has been out for a full set, you may nominate it. (For example, Terminus could not be added to the list until Return to Ravnica block began.)
Believe me I'd have nominated Greenwarden if it were eligible, considering it just came out however I don't think it can be added yet, but I dunno how strictly this rule is enforced. Hopefully I'm incorrect with my interpretation of the rules.
After looking at some of the things you like to do in Magic, I recommend Tasigur, the Golden Fang. There's literally a million ways you can build him and he does all kinds of cool things and can be very political (if you're into that sort of thing). You get to counter things, control the board, and use your life as a resource with cards like Sylvan Library. I think Tasigur ticks enough of the boxes you're looking for for an EDH commander.
Another really good alternative for you would be Oloro, Ageless Ascetic, this again ticks most, if not all the boxes you're looking for.
I'll throw my hat in the ring and nominate Nylea, God of the Hunt and support Lifeblood Hydra. I will say however, with green having some of the best ways to get artifacts/enchantments off the table, unless your meta is very artifact/enchantment heavy, I'd rather have slime over sage just about any day of the week; especially with greens ramp, the difference between 5 and 3 mana is often inconsequential, and I'd rather have the added utility and Deathtouch as well.
This came up in a game of commander yesterday and I just wanted clarification on how this worked.
I casted Victimize choosing to sacrifice my Greenwarden of Murasa in play and return two creatures in my graveyard to play. I also chose to activate Greenwarden's ability exiling it and allowing me to return a card from my grave to my hand. I guess my question is, am I allowed to return the Victimize I casted from my graveyard to my hand?
Sounds good, I'm not sure why, but I thought unless I put the card I drew off Siege back I drew, I'd have to take damage or something. I wasn't sure exactly how that whole interaction worked, thanks for the timely response!
This came up in a game last night and we were all stumped. I had both Monastery Siege (on Khans) and Sylvan Library out, our group decided it was okay to have me resolve the Monastery Siege trigger after the Sylvan Library trigger, and not take the damage. I just wanted some clarification as to how this works, since Sylvan Library is a rules nightmare at times. Is this allowable and is there a "best way" to resolve the triggers, and did I do it right or do I have to take some kind of damage?
But if thats your argument, why favor tuck? if a commander dies, he could still stand in a graveyard, if he is exiled, he could still stay exiled.
Why favor one method of removal over others?
It's not about favoring one method of removal over the others, removal is removal no matter how you slice it. It's simply the THREAT of tucking that gives players pause and makes you have to account for it not only during the games themselves but the entire deckbuilding process as well. It adds more wrinkles to gameplay that make it more interesting and interactive (at least to me). And if you can still win a game, or put up a decent fight and lose even with your commander tucked it seems like a more rewarding experience; it almost forces you to have a good 99 card deck as opposed to having 1 card dictate the entire course of the game. You have to remember that your commander can't do it alone.
I'm certainly leaning towards the pro-tuck side, but I understand what the RC is trying to do. One of my decks could care less if the commander gets tucked, the other one it's pretty sucky and much more difficult to win, but it's still possible. I was aware of "tuck" being in the format before I actually began playing commander, and as such planned accordingly. I find the deckbuilding process challenging and fun, and after getting my Kaalia of the Vast tucked a few times, (and getting utterly annihilated) I learned to adapt, and built my deck around not just one angle of attack but multiple angles, incorporating a small reanimation theme as well as putting in stuff like Sneak Attack (expensive as **** but worth it). So I understand where people are coming from on that front, I think having tuck around promotes better deckbuilding, more strategic balance and subsequently makes players better overall.
I think this is mainly to benefit newer players, to try and clean up inconsistencies with the format and make it easier to understand, which I didn't think was necessary, but the RC saw fit to change it anyway.
I know my playgroup is going to try this new rule out, and I'm going into it with an open mind, and I hope all of you at least try some games with the new rule before you completely dismiss it.
This is actually pretty surprising to me and didn't know it worked this way. Thanks again!
I assume that I don't win the game, I just want to get it right cause it could come up again.
Of course if your group isn't cool with it, I'd just recommend Mizzix, with a bunch of rituals, cantrips, and other cheap instants/sorceries, and going to town with experience counters that way.
Believe me I'd have nominated Greenwarden if it were eligible, considering it just came out however I don't think it can be added yet, but I dunno how strictly this rule is enforced. Hopefully I'm incorrect with my interpretation of the rules.
Another really good alternative for you would be Oloro, Ageless Ascetic, this again ticks most, if not all the boxes you're looking for.
I casted Victimize choosing to sacrifice my Greenwarden of Murasa in play and return two creatures in my graveyard to play. I also chose to activate Greenwarden's ability exiling it and allowing me to return a card from my grave to my hand. I guess my question is, am I allowed to return the Victimize I casted from my graveyard to my hand?
Any help with this would be appreciated!
It's not about favoring one method of removal over the others, removal is removal no matter how you slice it. It's simply the THREAT of tucking that gives players pause and makes you have to account for it not only during the games themselves but the entire deckbuilding process as well. It adds more wrinkles to gameplay that make it more interesting and interactive (at least to me). And if you can still win a game, or put up a decent fight and lose even with your commander tucked it seems like a more rewarding experience; it almost forces you to have a good 99 card deck as opposed to having 1 card dictate the entire course of the game. You have to remember that your commander can't do it alone.
I think this is mainly to benefit newer players, to try and clean up inconsistencies with the format and make it easier to understand, which I didn't think was necessary, but the RC saw fit to change it anyway.
I know my playgroup is going to try this new rule out, and I'm going into it with an open mind, and I hope all of you at least try some games with the new rule before you completely dismiss it.