- ajmiam
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Member for 8 years, 7 months, and 10 days
Last active Sun, Mar, 31 2019 16:51:25
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3
user-11102155 posted a message on /new Mulligan Rule being tested at Mythic Championship LondonGrenzo, Dungeon Warden will love this rulePosted in: The Rumor Mill -
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Forgotten One posted a message on Commander MVP from each Magic Set - Poll 6 (Mirrodin and Kamigawa Blocks)This is the sixth poll for voting on which card is the 'MVP' from each Magic Set with regards to the Commander format.Posted in: Commander (EDH)
Link to Poll 1
Link to Poll 2
Link to Poll 3
Link to Poll 4
Link to Poll 5
Alpha/Beta/Unlimited - Sol Ring
Arabian Nights - City of Brass
Antiquities - Ashnod's Altar
Legends - Sylvan Library
The Dark - Maze of Ith
Fallen Empires - High Tide
Ice Age - Necropotence
Homelands - Merchant Scroll
Alliances - Force of Will
Mirage - Tutors Enlightened Tutor, Mystical Tutor, Worldly Tutor
Visions - Vampiric Tutor
Weatherlight - Buried Alive
Tempest - Tied Ancient Tomb and Living Death
Stonghold - Gravepact
Exodus - Survival of the Fittest
Urza's Saga - Gaea's Cradle
Urza's Legacy - Karmic Guide
Urza's Destiny - Academy Rector
Mercadian Masques - Bribery
Nemesis - Skyshroud Claim
Prophecy - Rhystic Study
Invasion - Aura Shards
Planeshift - Tied Diabolic Intent and Eladamri's Call
Apocalypse - Phyrexian Arena
Odyssey - Entomb
Torment - Cabal Coffers
Judgment - Mirari's Wake
Onslaught - Fetchlands
Legions - Seedborn Muse
Scourge - Decree of Pain
The definition of MVP for the purposes of this thread is really up to each person voting, but in general it should be the card you feel is either the best card power-wise, or a card you feel has the most influence on the format, or the card you feel leads to the best games, or your favorite card from the set, or the one you see the most in your playgroup. Just like voting for sports MVP's, the definition of "MVP" is deliberately left open to interpretation to allow for each voter to bring their personal experiences and/or thoughts to the table. My hope is that each person voting will establish their own criteria taking Power, Influence, Ubiquity, Personal Experience, etc. all into consideration and weighing their vote based on several criteria.
This time it's Mirrodin and Kamigawa blocks, which have some sets full of (Mirrodin) and almost bereft of (Saviors) Commander goodies. -
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tstorm823 posted a message on Crazy Plays in EDH.Zedruu against Sydri, Galvanic Genius and 2 decks that aren't important to the story.Posted in: Commander (EDH)
The game was running way too long and we needed it to end soon, so the Sidri player carelessly fired off an Open the Vaults. He gets a giant pile of artifacts back, but I get a bunch of enchantments, including Opalescence and Warstorm Surge, and since he's public enemy number 1, I aim lethal damage triggers at his face. He looks at field for a way to survive and remembers he just got back Vedalken Orrery, so he looks at his hand and then realizes I just got Possibility Storm back, so he just plays as many artifacts from hand as he can hoping for a miracle. And the second thing he flips into is Aetherflux Reservoir, and a few cast triggers later he aims 50 at my face and kills me to take all my triggers off the stack. -
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Cardz5000 posted a message on Astonishing Reversal?Non-lethal combat... over a pit of lavaPosted in: The Rumor Mill -
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Manite posted a message on Battlebond Dual Lands ETB Untapped in 2HG/EDHI appreciate the fact we have a BR dual that isn't related to blood or fire-and-brimstone hell for once. BR can be a pleasant color pair, folks!Posted in: The Rumor Mill -
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Empathogen posted a message on Blood SunPosted in: The Rumor MillQuote from Incanur »Wait, if this really works with Lotus Vale, there could be a new Legacy deck brewing!
Edit: OMG Scorched Ruins.
My playgroup used to give me ***** about running both of those cards-
well who's laughing now?!
MWAHAHAHAHA!!! -
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SilverWolf_27 posted a message on Ixalan geocache...Again.Posted in: The Rumor MillQuote from Raptorchan »We already know that Sun will be taken by agent of Bolas. Who cares about the city?
Do we? This time, Bolas' plan seems far from foolproof, since he relies entirely on Vraska casting the spell at the right time. And remember that Jace, being the Guildpact, is capable of providing all that Bolas promised her. Jace randomly walking to Ixalan might, unlike the conscious effort of the whole Gatewatch, actually throw a wrench into Bolas' plans... -
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Carthage posted a message on Why are so many people distraught about infinite combos?When combos are allowed and people are playing to win, it generally becomes the only way to win.Posted in: Commander (EDH)
You aren't going to beat combo with aggro in a multiplayer format with 40 life. Aggro is almost irrelevant at the speed you can combo off in edh.
So that's one thing.
Another is how often combos completely invalidate the buildup of the game. Instead of incremental damage and building a strong board state, they often win from nothing. It's a story with a bad ending. "Oh, we didn't have the answer to his empty board -> game win in hand, guess that's it".
One of the thing that helped edh grow as a format was the way it unlocked a huge portion of the card pool. Instead your deck curving from 1-5, you could ramp and play slow and run all the cool effects and bigger mana spells that were useless in other formats.
Combos invalidate this. Those cards go back to being useless if people are aiming to just combo off.
Combos lead to lame gameplay and lame deckbuilding. -
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Hajino_Kurai posted a message on Horse Tribal, a Mark Rosewater Twitter Preview: Crested SunmareIs it Sad, I Want to make a deck for this card... It's shaping up as a Cat deck With a Horse Lord.Posted in: The Rumor Mill -
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Creedmoor posted a message on Horse Tribal, a Mark Rosewater Twitter Preview: Crested SunmarePosted in: The Rumor MillQuote from Dynamite_Private »I'll take "This was a cat in Development and it snapped the FFL in half, so they had to make it an unsupported creature type instead" for $500, Alex.
Double Jeopardy,
My thoughts exactly. - To post a comment, please login or register a new account.
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Generous Patron goes nicely in Atraxa, Praetors' Voice or any other deck with a heavy Proliferate theme. Here, I'll put a counter on two of YOUR creatures, and I'll draw two cards. Then during my end step, guess what? I'm so generous, you can have two MORE counters and I'll draw two MORE cards! (+more if you choose to proliferate any other opponents' creatures that had gained counters through other means.)
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No, I don't mean the Negate let me untap and beat him on my turn; I mean the Negate was lethal.
How?
Him at 5 life as the turn started...
I tapped Cryptolith Fragment to cast the Negate: -1 life
My Guttersnipe triggered: 2 damage
My Vial Smasher the Fierce (one of my commanders, the other being Kraum, Ludevic's Opus) triggered: 2 damage
It took us several seconds to realize that I'd managed to shout "NO!" so loud it killed him!
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2 Bishop's Soldier
1 Martyr of Dusk
1 Legion Lieutenant
1 Gleaming Barrier
2 Legion Conquistador
1 Sanguine Glorifier
1 Hostage Taker
1 Champion of Dusk
1 Arguel's Blood Fast
2 Moment of Craving
1 Baffling End
1 Walk the Plank
1 Profane Procession
1 Golden Demise
1 Vanquish the Weak
1 Call to the Feast
2 Divine Verdict
1 Island
8 Swamp
7 Plains
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I think for Standard this should not be thought of as "Horse tribal" so much as "Lifegain tribal". Turn a Sacred Cat sideways, drop this postcombat, get an indestsructible 5/5 end of turn. Maybe it goes in the tokens deck? The indestructibility means your opponent has to deal with this card separately before they can Fumigate your galloping army. (And if you get two of these out...well...tough luck to your opponent unless they're running Declaration in Stone.)
Notable that it has the magical 5 toughness and 5 CMC that together dodge a lot of Standard-playable removal. It's unfortunate that there's no Radiant Fountain or similar land in Standard (unless I'm forgetting something) that you could drop Turn 5 before playing this to get an easy trigger, but lifelink creatures will do the job.
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Shuffle, draw 7.
Play an Island.
Cast Pull from Tomorrow, X = 0.
Discard a card, Shadowstorm Vizier triggers.
Attack for 2, win.
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Anyway, I've got a lot to say, based on my own experiences and others' complaints, so I'll collapse it in spoiler tags.
The important part, with a nice little list of card analyses:
The problem is not "creatures slamming into each other is boring", the problem is "creatures put on too much pressure and don't give synergistic decks time to develop their gameplan". (We can see this by the fact that Mardu Vehicles is called a "midrange" deck yet can inflict up to 11 damage by the end of Turn 3.) Let's call the threats that allow them to exert such ridiculous pressure "hyperefficient creatures". They're creatures that are just so good for their cost that they basically force themselves into any deck in their color, and sometimes force decks to play their colors just to include them! In my experience, they tend to fall into two categories:
1) A way above the curve creature with a "drawback" to balance it out, but the "drawback" turns out to be too weak so the creature provides too much benefit
Prime exhibits: Smuggler's Copter, Heart of Kiran
In this case, the "drawback" is the inability to attack or block unless you pay the Crew cost, but that turns out to be too easy and their stats are too good for how early you can bring them out. Also, the "drawback" turns into a benefit against any sorcery-speed creature removal that doesn't also hit noncreature artifacts.
2) A creature with a body on curve but a powerful effect that the developers conveniently forget to charge the player for, manawise
Some prime examples from recent sets:
Effect: O-Ringing a spell that costs 4 or less Probably worth 2 mana, it's a more powerful "counter" than either Prohibit or Horribly Awry but has the downside that the opponent can get the spell back. Or, compared to Mystic Snake, you get a counter that's better and worse at the same time (exile > counter, but the spell is recoverable) and you get a better body (2/3 flyer vs 2/2).
Fair cost for Spell Queller: At least , although even that makes Ulamog's Nullifier cry at the hoop it has to jump through.
Actual cost:
Effect: Indestructible until end of turn for your whole team. Should be worth a little less than 2 mana (compare Heroic Intervention) However, the body combines with this effect to make it much more powerful, as she's extremely likely to eat an attacker if she comes in to block and your other creatures can eat more attackers. So the effect should be a little over 2 mana.
Oh, there's also the flip thing that makes her into a more powerful creature while simultaneously burning your opponent and wiping weenies off the board. It takes a little work to control when it triggers (emphasis on a little), so I'm not sure what it should cost, but it definitely shouldn't be free.
Fair cost for Archangel Avacyn: AT LEAST , her power level would drop off significantly at since her effects are both situational, but they shouldn't be free, that's for sure!
Actual cost:
Effect: Can't block is a negative, but with stats like that, it's made for attacking anyway. Being able to recur it for the low cost of and a creature in your graveyard (at instant speed!) is insane, considering how fast a clock it is.
Fair cost for Scrapheap Scrounger: At least , maybe
Actual cost:
Effect: Hardened Scales+, which cost . This has the downside of being on a creature, meaning it's easier to remove, but it also has the upside of being on a creature, meaning you don't lack for a body to put +1/+1 counters on! I think the downside and upside are approximately equal there. In any case, a counter-increasing effect is worth something!
Fair Cost for Winding Constrictor:
Actual cost:
[*} Rishkar, Peema Renegade
Body: 3/3 for in the WORST case. It turns out to be at least 4/4 worth of stats in most cases if you can jump through the incredible hoop of controlling at least ONE other creature before you play him. So his worst case is a little below curve in terms of body (a 3/3 with a keyword for 3 is fair), but his average and best case is definitely above curve.
Effect: Counter-placement, which has some nice synergy and gives you flexiblity. Oh, and also the ability to tap creatures with counters on them for mana, in order to aid you in the efficient dumping of your hand (or ramp you into bigger stuff, or make up for missed land drops, etc.)
Fair Cost for Rishkar, Peema Renegade: It's hard to say...he clearly is worth more than but 4 mana for a 3/3 and a +1/+1 counter seems below par. Maybe if he ditched the mana ability he'd be OK at 3 mana.
Actual cost:
Yeah, I wish Wizards would realize that when you add two numbers together, you don't just take the bigger one and ignore the smaller one, they BOTH have to contribute to the mana cost. Anyway, so those are hyperefficient creatures, and as you can see they're all over Standard now and were recently.
Some additional details and thoughts:
Anyway, hyperefficient creatures are a problem. There's also the problem of "2-for-1" creatures that generate card advantage as soon as they hit the battlefield/die, but I don't think those are as big a problem. (Synergy-based decks can gain larger advantages than those simple 2-for-1 creatures do, and control decks can run better CA/inevitability to out-grind those decks (or turn the corner and kill these decks), but these plans only work if they have enough time, which hyperefficient creatures take away.)
Oh yeah, and another problem of hyperefficient creatures: It turns hitting your land drops on time and curving out perfectly from "advantage into the midgame" into "completely unbeatable unless your opponent curved out equally perfectly", and adds a lot of importance to the die roll.
So what do I think of "make answers better" or "print Counterspell in Standard"? I don't think this is quite the way to go. Think about it, when any spell can be countered for or any creature can be destroyed for , then playing hyperefficient creatures is one of the only ways to avoid falling way behind in tempo! That makes the problem worse, as it crowds out the non-hyperefficient creatures even further! No, I think it's important for removal to scale up in cost with the power of the threats it's removing, so that synergistic non-immediate-advantage creatures, as well as high-raw-power-but-low-efficiency creatures have a fighting chance in the format. Maybe creating more answers that can hit multiple different card types would help, especially against decks like Mardu Vehicles.
However, I do think that the argument "answers make the game unfun for newbies" is unfortunate and flawed. If you play against a newbie and they get sad when you destroy their big creature that they wanted to use to win the game, that makes for a good learning experience. Instruct them that if they wish to avoid that in the future, there are cards they can use to protect their favorite creature. Negate, Dispel, Blossoming Defense, Heroic Intervention, Selfless Spirit, and Supernatural Stamina were made for a reason. Use them!
But back to hyperefficient creatures...I think the planeswalker card type has made creatures more powerful in general, because creatures are the best way to fight them. Think about it...they give off a recurring advantage, and usually win the game if left unchecked, but only a few spells can remove them directly, otherwise you need burn (which often doesn't do enough damage) or creature attacks. Oh, and guess what? If you're ahead on board, they tend to stick around for longer, and get you further ahead on board in the process. And the best way to get ahead on board? HYPEREFFICIENT CREATURES. So because of planeswalkers it's even MORE necessary to play only the most efficient creatures and ignore others. I think this could be addressed by powering down planeswalkers a notch. Increasing the number of removal spells that can hit planeswalkers could also help, but only in a limited fashion (due to priority, any planeswalker-destruction spell, even an instant, allows the planeswalker to generate a small advantage with one of its loyalty abilities before it dies).
Oh yeah, and what happens to hyperefficient creatures in terms of price? They become expensive, especially at Mythic. Trying to make the game "newbie-friendly", while also making it unwinnable for newbies who didn't afford/weren't lucky enough to pull the format's keystone cards, is counterproductive.
I'd really like to see Wizards, just for 4 consecutive Standard sets, develop creatures according to the following rules:
1) No creatures with stats better than X/X for , except that 2/1s and 1/2s for 1 are allowed and the creature can get 1 extra stat point if it's multicolored or has a double-monocolored requirement. No cheating with creatures that have printed stats <X/X for but put +1/+1 counters on themselves to become >X/X for .
2) Any creature with a beneficial effect other than 1-2 on-color evergreen keywords must have its cost increased by AT LEAST 1, and careful consideration as to whether it should cost more (possibly much more).
3) NO ABOVE-THE CURVE-WITH-DRAWBACK CREATURES BECAUSE YOU GUYS ARE TERRIBLE AT BALANCING THEM. (I wouldn't be surprised if the BG "-1/-1 counters as drawback" creatures form a very powerful deck.)
Just do it for 4 blocks starting with a fall set, and see how people enjoy Standard at the end. It might be surprisingly fun, with people having to think about more of the cardpool rather than focusing on the hyperefficient creatures.
Of course, anytime a set comes out and the cards aren't all busted, people complain about how they're throwing their money away and the set's terrible. But what happens when a powerful set like Khans comes out? People ooh and aah over all the great multicolored cards, then start to play and complain about Siege Rhino and Mantis Rider. Aether Revolt? Wow these cards are great, I can't wait to buy 4 boxes...and then...ugh, I'm so tired of Winding Constrictor and Heart of Kiran. Like, don't forget that powerful cards aren't all yours, you have to play against them too. And if your Modern/Legacy deck doesn't get new cards, remember that those formats are already chock-full of hyperefficient creatures that are a chore to play against in Standard.
Oh yeah, and Turn-4 two-card win combos aren't good either. Having to always consider it in any deck you build, knowing that any advantage you try to build up can be immediately lost if you let the combo go off even once, makes playing against it extremely demanding (and of course there will be games where you don't draw your interaction and you lose with nothing you could do about it). This format is especially bad with Mardu Vehicles being an extremely aggressive midrange deck (so it goes under the decks that try to go over the top of Copycat Combo, and goes OVER the top of the decks that try to go UNDER Copycat Combo).
And one last note: I thought Green was the color of ramp and big creatures, so why does it get to have 2/1s for 1 like Red and White, which are the colors of small creatures? It's like Green is the color of "most efficient creature no matter where on the curve you are".
Summarized version for the "TL:DR" people:
1) Certain creatures are too mana-efficient, either because their drawbacks don't offset their power or because their mana cost only charges you for their body and not for their (often very powerful) effect. These creatures provide an incredible amount of pressure, taking away the time that more interesting strategies need to develop their gameplan and forcing their way into decks as auto-includes.
2) Planeswalkers exacerbate the problem.
3) More efficient removal/counterspells may not solve the problem as well as people think.
4) The current Standard (one really fast but resilient deck chock-full of noncreature creatures, and one deck with a turn-4 instant win combo) only exacerbates the problem with hyperefficient creatures.
Anyway, that's what I think. A little question for all of you: do you tend to like Standard more when the average CMC of your favorite (reasonably competitive) deck is higher, or lower?
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If you embalm this with Anointed Procession out, you get two of these which can each sacrifice the other, dealing 8 damage. Apparently the two of them grab onto each other, curl into a ball, and just hurl themselves at the enemy...
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First we have the double-a-creature's-power-into-Aftermath-double-strike card,
then we have the extra-combat-phase guy,
and now straight-up double-all-damage-you-deal-for-a-turn? With an added-value back half just because? Yikes, that could get out of hand real fast.
Cut to Ribbons is a nice little early-game-value/late-game-reach package. Killing an X/4 for 2 mana isn't a bad deal at all. Rags to Riches is probably much better in Commander than Standard.
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Do-do-do-do-doot Inspector Thraben!
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In this case, "enchanted creature" means "whatever creature this aura was enchanting when it left the battlefield". This is a general rule called "last known information" (about the Aura in this case) and it's why if, say, an Aura has an activated ability that affects the enchanted creature, removing the Aura in response to the ability doesn't stop it from having its effect. It still remembers what it last enchanted and uses that as "enchanted creature".