Magic Market Index for Aug 10th, 2018
 
Treasure Cruisin' Modern Big Red
 
Magic Market Index for Aug 3rd, 2018
  • posted a message on Casting Aftermath spells with Flashback, with the updated split-card rules
    Hi all,

    Sorry if this has been asked before. I've been reading up on the rules change for split cards but some things are still a bit confusing, specifically as it is now possible to have cards that are both instant and sorcery while in the grave.

    If we look at Farm // Market, the new split card ruling says while not on the stack it is both white and blue, instant and sorcery, and has the mana cost 4WU. So what happens when I give it flashback...

    So far as I know there are only two ways to do this: Snapcaster Mage and Dralnu, Lich Lord.

    If I use one of these on a split card I can cast either half of the card, but as it is both instant and sorcery while in the grave, I can get around the timing restrictions and cast Market at instant speed. Is that correct?

    Further (and this is a downside), if its mana cost in-grave was 4WU, do I have to pay the full 6 mana just to use either half???

    It would make for a severe tax just to cast at instant speed, and my guess is this is why Wizards designed all the Aftermath parts to be the sorcery, since you could just cast it from the grave anyway. This way it minimises the potential for abuse with cards like Torrential Gearhulk, but its basically a death sentence for split cards without aftermath, as it basically doubles the cost of casting with flashback but adds nothing to the effect.

    Am I barking up the wrong tree? Food for thought Uhh
    Posted in: Magic Rulings
  • posted a message on Can you die to your opening hand?
    Argus Panoptes Thanks for the ruling, i should have checked there first! Smile

    Quote from MadMageQc »
    You're talking about "looping Karn ults", but I'm not sure what you mean in the sense of progressing to this game state, since every restart means you're starting from scratch as to building a pile of cards exiled with Karn; you don't even have Karn on the battlefield at the start in the restarted game, he should have been shuffled and end up in your library or hand, and the permanents you put on the battlefield become new objects too, they don't remember having been exiled by Karn, and if you restart the game again, they're shuffled into their owners' libraries.


    You have to exile all the objects again for the new instance of Karn. If you're interested here's how it happens in testing:

    1. First few turns happen, eventually Narset attacks, and starts churning through the deck finding extra turns and combats until there is nothing left in the deck but one beacon of tomorrows (or Nexus of Fate if the price ever comes down), and on the field is a host of enablers for Narset like Scroll Rack, Jace, The mind sculptor, strionic resonator, Aggravated assault, a crap tonne of mana rocks, and Karn Liberated of course.

    2. We're now in an infinite loop where as long as we reserve 8 mana, we can cast the beacon forever, and activate as many walker abilities as we like, starting with +4 on Karn a hundred times to take the opponents hand, and any unwanted permanents from our own hand. We then switch to Karn's -3 ability and exile everything on the battlefield except the 8 mana we need to cast beacon, , including Narset, and then we ult to restart the game.

    3. So we've restarted the game with every non-aura permanent from the first game, minus karn, but including Narset who thanks to his ability does not suffer from summoning sickness, and is free to attack. With the help of the aforementioned cards we will quickly get through our entire library again, leaving just the Beacon. It is possible even with all this help that we stall out and concede a few turns, but even in that unlikely event we are more likely than ever to have a handful of countermagic especially if we couldnt find any extra turns/combats.

    4. We repeat step 2, and exile every permanent (except the 8 in mana), exiling the opponents new hand, all permanents (including the ones we already stole), and restart the game to go again.

    Effectively we are stealing the opponents deck 7 cards a game, and even if they mulligan to 0 we only have to let them draw a card or two to technically achieve this.

    Again this is all very hypothetical, I love the idea of toying with their very existence but in reality it would take 15 minutes of soitaire just to set this kind of BS up. The opponent will be staring at dozens of ways you 'could' kill them, and you'd have to be a total arse to do this to anyone. Smile
    Posted in: Magic Rulings
  • posted a message on Can you die to your opening hand?
    Purely a Hypothetical question, but if you restart the game following a Karn Liberated ultimate with less than 7 cards in your library, do you lose before play has even begun?

    There are a couple of ways you could get there, and I realise that in any case if we have the power to do this then we could most certainly win the game by just about any other means... but purely looking for lols, is it possible?

    For example: when playtesting my Narset, Enlightened Master EDH, I realised I can essentially loop Karn Ults until I've taken every permanent from both players hands, libraries and battlefields. So, if at the end of all that, they don't have 7 or more non permanents left to shuffle around... they lose on opening hand?

    Uhh
    Posted in: Magic Rulings
  • posted a message on What can I do with a Grand Abolisher on the Field?
    Quote from VidarThor »

    Are you in a cassual format with no restrictions?


    EDH, Commander, but there are those to whom this is not a casual format (namely the t2 combo decks Shocked )

    I agree prevention is better than the cure, I just wondered if there were any ways out if it goes that far. So I guess the only ones really worth playing are those that would get played anyway, which can only be the lands Uhh

    Deem Worthy is interesting, being essentially an uncounterable Shock that draws a card. But tapping 4 mana is probably all I've got, I'd have to rely on someone else at the table to take it from there.

    Posted in: Magic General
  • posted a message on What can I do with a Grand Abolisher on the Field?
    Nice Finds!

    Also on the lands front, cabal pit and barbarian ring are feasible removal for the abolisher or whatever follows. weird i've never heard of these, theyre the same cycle as Cephalid Coliseum

    Edit: Even the coliseum could work if say for example, you're looking at Laboratory Maniac or doomsday combo
    Posted in: Magic General
  • posted a message on What can I do with a Grand Abolisher on the Field?
    Grand Abolisher, along with cards like Silence and Teferi, Mage of Zhalfir are a pain in the butt.

    They allow combo players to go off without any interference, and in EDH it is generally accepted that anyone who does this is a massive stain on the fabric of human decency.

    I jest.

    Nevertheless, it's gotten me thinking about ways you can still interact once you're in that state, but searching the Gatherer is proving harder than I thought.

    Look at the wording on Faerie Macabre (the only one i could think of off the top of my head) there's nothing here I can use to help find others like it, i'd have to search everything that contains ":" and either "discard" or "Exile".

    So to my question, can anyone think of other cards that allow for some interaction with Abolisher on board? I'm basically looking for anything I can do at instant speed, but isn't a spell, or an ability of an enchantment, creature or artifact. I guess the obvious pickup would be lands, but are any lands likely to stop a combo like lab maniac, kikijiki, reveilark, or any number of infinite mana combos? Maybe Rishadan Port?

    Thanks Smile
    Posted in: Magic General
  • posted a message on All the EDH/Commander Deck Themes and Styles
    Quote from Skios »
    I have two decks that might be considered 'ramp' - Karametra, God of Harvests and Wort, the Raidmother. The former is aimed at generating a lot of value out of landfall triggers and big mana dumps such as Wolfbriar Elemental and White Sun's Zenith. The latter is built around firing off multiple copies of big Fireball-like spells, fuelled by all sorts of spells that drop lands into play from the deck, like Explosive Vegetation. Both have ramp as a central theme of the deck, although obviously this is used for different payoffs.

    Lol this is why this list-writing-stuff is so difficult, feels like I should take a poll or something XD

    How about just for now, we call Wort a Ramp/Burn deck, and Karametra a Ramp/Tokens deck? I realise they both probably have a lot more going on (like Craterhoof?) but you get the general idea :p
    Posted in: Commander (EDH)
  • posted a message on All the EDH/Commander Deck Themes and Styles
    *Have rearranged the list slightly (because subjective) and removed Ramp altogether, because can you give me a deck that doesnt try to ramp??? Grin
    Posted in: Commander (EDH)
  • posted a message on All the EDH/Commander Deck Themes and Styles
    Quote from DirkGently »

    ...
    I will say I don't like the word "theme". I'd say anything can be a theme, really. beards is a theme. chairs is a theme. odd cmcs is a theme. I'd use something that implies that there's some strategic motivation behind it - i.e. archetype or strategy or plan.


    Hey if Chairs Tribal could be a thing then you are right of course Wink but this is why I've tried to categorise as either 'build around' or more of a 'sub' theme and I did say I would exclude the more unique themes.

    I don't claim to have it down to a science and i'm aware it is super subjective , but whether it's 100% right or not, I find value in having a list to like this to browse through for ideas, and I hope you will too Wink

    Posted in: Commander (EDH)
  • posted a message on All the EDH/Commander Deck Themes and Styles
    Have updated the list with all suggestions Smile

    I was on the fence but I put lifegain into subthemes. I did this only because lifegain itself wont win you the game, even though it may still be the main flavor theme of decks like Oloro, they will have to be playing some other method to win the game (enchantments, combos, fat-a$$ exanguinate :p )
    Posted in: Commander (EDH)
  • posted a message on All the EDH/Commander Deck Themes and Styles
    Ebline, we forgot to mention SpellSlinger decks ; ) I just noticed from your signature decklists
    Posted in: Commander (EDH)
  • posted a message on All the EDH/Commander Deck Themes and Styles
    Added Lands, for the Gitrog players XD

    Posted in: Commander (EDH)
  • posted a message on All the EDH/Commander Deck Themes and Styles
    Quote from turtlerock »
    Is midrange a generic theme? Also, is discard (as in targeted discard a la Nath of the Gilt-Leaf and Nebuchadnezzar, etc.) a build-around or sub-theme?


    I was on the fence about midrange... On one hand it's long been part of the 'rock-paper-scissors' in constructed formats. But on the other hand, because EDH has 3 opponents on 40 life, all decks are inevitably forced to think about their long game. So if it's basically part of the format, can it really be a theme per say?

    I realise this means Aggro isn't really a thing either, but I left that in because of cards like Kaalia of the Vast, who give players the opportunity to try and do aggro as a thing (whether it works or not is another question).

    Card Discard is interesting, and brings up other hate moves like Land Destruction. Reminds me of a deck I once had who's slogan was 'No hand, No Land, No Graveyard' added to the subthemes list Smile
    Posted in: Commander (EDH)
  • posted a message on All the EDH/Commander Deck Themes and Styles
    Someone pointed out that Reanimator is more like a subtheme than a build around. So I've moved it :p
    Posted in: Commander (EDH)
  • posted a message on All the EDH/Commander Deck Themes and Styles
    Added Enchantress, for the enchantment decks
    Posted in: Commander (EDH)
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