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Treasure Cruisin' Gifts Storm
 
The Role of Ecosystems in Fantasy Worldbuilding
 
Life's Legacy: Delving into Delver
  • posted a message on Daxos the Returned - Enchantment Speed Bumps Galore
    Quote from blatimer »
    One game I got milled a ton, though I forget the commander that did it. It did make me wonder if something like Aegis of the Gods is worth a slot. I'll be paying closer attention to see how many cards have the word "target" on them the next few times I play. What's the opinion here on cards that give you hexproof? Enough value?
    My advice is that if you're being targeted as a player pretty often in effects (such as if the mill deck is played often and is a challenging opponent) then some personal hexproof could be useful, though it will always be a trade-off with what you're removing for the slot. Aegis of the Gods is really squishy and I would avoid it. In enchantments Leyline of Sanctity or Imperial Mask would stick much better, though I don't think I'd start with it on the table. However, don't get caught up on only looking at enchantments for your solutions just because this is an enchantment deck. There are plenty of artifacts that complement enchantress decks very well — in this case Orbs of Warding not only grants you hexproof but mitigates some combat (versus Witchbane Orb which really just grants hexproof).

    A little mill isn't terribly bad with Daxos if you're able to get Replenish into hand with a tutor or something. If it resolves, it can mean the game. So if the mill deck is a frequent challenge you could also think of ways to turn it to your advantage rather than preventing it. If mill is only faced once in a while, I wouldn't do anything special regarding it. Two out of five games is a good, even win rate.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Mazirek, Kraul Death Priest - abusing the stack with a plethora of strategies!
    And Sigarda, Host of Herons. She'd be a tough matchup, and is usually enchantress voltron.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Gazing into the darkness of the human psyche with Phelddagrif
    Quote from DirkGently »
    Btw if anyone wants me to pay attention to one of my threads, I recommend replying to my post so I get a notification. I always feel bummed when my lists are getting attention but I failed to notice :p
    You could just subscribe to your own thread. :p
    Posted in: Multiplayer Commander Decklists
  • posted a message on Gazing into the darkness of the human psyche with Phelddagrif
    Quote from P3RS3CUTR0LL »
    Player A counter the copy of player B
    Player B counter the copy of player C
    Player C counter the copy of player A
    They leave me with my only pact of negation, that's how I see it but to play so they should have thought outside of their own point of vue / interest. Most of the people I play against, are more for their win and dont really see the game/table as whole.
    Ah! That's fun — and yeah, most people don't strategize around a larger picture.

    I went to look at Hive Mind's rulings. I don't think it would work exactly as you put it; somebody's not going to get their Pact countered. The copies go on the stack and targets are chosen in turn order. So Player A will have to choose something already on the stack, then Player B can target Player A's Pact, then Player C can target Player B's Pact, but nobody could target Player C's Pact. Whoever is last can't have theirs targeted.
    10/1/2009 If a player casts an instant or sorcery spell, Hive Mind’s ability triggers and is put on the stack on top of that spell. Hive Mind’s ability will resolve first. When it does, it creates a number of copies of that spell equal to the number of players in the game minus one. First the player whose turn it is (or, if that’s the player who cast the original spell, the player to that player’s left) puts his or her copy on the stack, choosing new targets for it if he or she likes. Then each other player in turn order does the same. The last copy put on the stack will be the first one that resolves. (Note that the very last thing to happen is that the original spell resolves.)
    Posted in: Multiplayer Commander Decklists
  • posted a message on Gazing into the darkness of the human psyche with Phelddagrif
    Quote from P3RS3CUTR0LL »
    Nobody played blue, they didnt think of countering their own copy of pact
    How would they have done that?
    Posted in: Multiplayer Commander Decklists
  • posted a message on Daxos the Returned - Enchantment Speed Bumps Galore
    Quote from Rumpy5897 »
    The joys of Magiccardmarket, it's more like half price this side of the pond. Nice catch on the Field of Dreams, where/why do you use it?
    Shoot, I didn't realize I hadn't answered that. It was going to be for a Phelddagrif politics/control deck. But I also seem to like collecting unique effects.

    Quote from Rumpy5897 »
    Sceptical calls of "why did you even put this in the deck" morphed to silent, frustrated scoops over the period of about half an hour.
    Grin
    Posted in: Multiplayer Commander Decklists
  • posted a message on Chainer — In the Darkness of Dreams
    Quote from benjameenbear »
    Void Winnower actually says that Zero is Even... Sounds like the guy who denies it might have some other problems with reality.
    He recognized that the card says that, but was questioning it mathematically. Hence I hadn't run Winnower since. I should give it a run somewhere just to test the waters again.

    Quote from benjameenbear »
    In other news, I didn't realize with the number of printings that Necropotence is now less than $5. I'll probably place an order for it since it's too good not to run.
    I recommend newer printings or fifth edition for accurate rules text. One of the two I have is the Deckmasters version with the old art (which I like better) and foil, but it phrases the discard-exile ability as a replacement effect when it's really a triggered ability. Saves time bringing up Oracle text if you want to reanimate something you discarded to save it from exile.

    Quote from benjameenbear »
    What about Ink-Eyes, Servant of Oni? I'm playing Mindcrank in my list so that I can get access to my opponent's creatures too (and because the Crank actually messes up Top of Deck tutors really well too. I'm continually surprised by how relevant mill is), so Ink-Eyes has a good chance to hit for Ninjitsu and theft a creature. I just don't know if it's redundant to what Chainer already does. It's between Ink-Eyes and Nightmare because, well, Chainer needs a Nightmare Horse to ride on when he ravages his opponents! And Nightmare is one of the OG Black creatures in MTG! And because it's a literal nightmare creature to take advantage of Chainer's pump! And also get exiled if Chainer leaves play...
    I'm don't think Chainer needs a horse, even if it's a flying nightmare horse. :p

    Not sure about Ink-Eyes, yet. Most games I play somewhat like a control deck, reanimating creatures for their activated or triggered abilities at instant speed in response to something or before my turn. Ink-Eyes isn't as flexible for the reanimation aspect that way, but with some trample she can keep pressure on opponents. Then reanimating via combat sounds better to me. I'll probably test her someday once I get a copy.

    I've considered Mindcrank before, as it would speed some things along, except my own graveyard. I almost wish it were symmetrical. I've also considered Mesmeric Orb for a passive milling effect. I might A/B test them in Defense Grid's slot, but I'll give Chainer a rest in my main group for a little while since he kindof dominates, even at the risk of running my life close to zero sometimes.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Chainer — In the Darkness of Dreams
    Quote from benjameenbear »
    Great game report! It sounds like an enjoyable game, all things considered. I think that Blood Artist helped you definitively close the door on the game that you were already going to win. From what I gather, you had a pretty insurmountable mana and Reanimator advantage over your opponents; why bother giving them a couple of turns just to inevitably die? It sounds like the Artist helped close the game out so that you could potentially shuffle up for another game. That's one of the reasons I like infinite or semi-infinite combos to be present in my deck somehow; it helps accelerate a game so that I can get more games in within a play session. Food for thought.

    I chose to run Life's Finale because the decks that I would be playing against with Chainer have some sweet Reanimator targets. Being able to grab them proactively out of their deck while resetting the field, setting up a great play sequence on my next turn, is very ideal to me. Chainer would be going up against a Bladewing the Risen Dragon Reanimator deck, a Kaalia of the Vast deck (my wife's), and a couple other goodstuff decks. The Finale sets me up to take advantage of their decks. And of course, the Disk helps to get rid of problematic Enchantments and Artifacts. Why not run both in place of some of the cards you want to cut?
    Yeah, that's why I have loops, too. It's just that Blood Artist hijacks the win from other stuff I'd like to loop for the win (like milling). Not as many creature-heavy decks in my main group. There's usually utility or synergy/loop pieces to dump into the graveyard and make them harder to reach. Dumping Guttersnipe and Talrand from Mizzix's deck is a fine play, and I can use those with Corpse Dance. Part of what I like about this deck is using opponent's cards against them for win conditions, such as the game where I looped a Kokusho that The Ur-Dragon brought out, even though I don't have such a piece in my deck. I've wondered about the possibility of taking some of the combo pieces out of my deck to make it a little harder to do my own loops, instead requiring opponent's cards a little more for completing the loops.

    Quote from benjameenbear »
    Drana, Kalastria Bloodchief is a great, repeatable removal and combat damage mana sink. I'm quite fond of her in mono-Black decks.

    If you're contemplating a 7-drop spot... would Void Winnower be too mean against your playgroup? I like that it helps to force combat damage through and helps to disrupt my opponents in their removal choice. Plus, it's got lots of spaghetti arms and honestly looks like something that Chainer would summon from Dementia space. The Eldrazi are weird and nightmarish creatures, so I felt it appropriate to run the two better ones. Reanimating Ulamog, the Ceaseless Hunger still feels really good even if I miss the cast trigger.

    If the Eldrazi aren't useful to you or would be overpowered, I recommend Pestilence Demon. It's a solid beater, helps keep the board under control from stupid weenie swarms, kills most random hate-bears that would disrupt a Reanimator strategy, and has cool flavor text. Do note I am a removal-heavy deckbuilder, so I come from the bias that adding more removal is always better.
    I don't think Void Winnower would be too bad, as long as one guy in my group finally agrees that zero is even. I was about to find a slot for Winnower at the top of the Birthing Pod curve in my Ruric Thar deck. Eldrazi are definitely on-theme and I'm running a couple right now (the theme does manifest in a number ways, though, not just ugly creatures). Newlamog might be a bit much, as far as power level, but we'll see how that develops and if games with another higher-powered group become more frequent. Pestilence Demon, on the other hand, sounds like a pretty good toolbox to do fun stuff with lifelink and things dying.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Chainer — In the Darkness of Dreams
    Quote from benjameenbear »
    Loxodon Warhammer gives my creatures the lifelink aspect I'm looking for. Basilisk Collar is good tech, but I don't want to consistently wipe my whole field as well. Usually, 3 activations of Pestilence Demon is enough to clear the field, which is acceptable. The Warhammer is also $0.39, and it gives a combat damage boost while also turning many of my creatures into 4-turn clocks. It's been decent in application and I think it's fine.
    Yup, I missed the hammer in your list when I was rereading before my reply.
    Quote from benjameenbear »
    I've found myself, as an EDH player, coming into a weird paradigm: I need to have 2-3 highly competitive decks actually built (Memnarch, Teferi, and Edric decks for me) and then a grip of casual decks to play with as well (Nicol Bolas, Chainer, Yisan in my gauntlet). I play different skill levels and I find that I increase the overall volume of games if I use the right decks in the right playgroup and skill level. I'd hate to curb-stomp the whole table on T4 with my Teferi Stax deck and piss everyone off, minimizing the number of games I actually play. I'm more interested in the game and social interactions it provides, and different level of deck intensities help to deliver an enjoyable game for everyone that maximizes the number of games I get. For this reason, I've tried to minimize the tutors in the deck. It gives variance to each game, doesn't feel as streamlined and efficient from my opponents' perspective, and helps to give an enjoyable experience for all involved. But the moment I feel like I want to win, I can happily pull out one of my 3 cEDH decks and feel confident that I will win and soothe my ego, haha.
    This is more-or-less the space I'm in, too. I like limited and constrained tutors so far in Chainer, but it's one of my big guns.

    It looks like Sidisi spiders might be my other big gun. Zedruu is probably the best balanced with my most frequent playgroup at the moment (it has almost won a couple times now). That's the fun shenanigans "make the game state interesting" sort of space I'd like the Marchesa grixis clones I'm working on to be in, as well.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Chainer — In the Darkness of Dreams
    As a general update, I had an interesting game with Chainer this weekend against Mizzix and Kaseto. It was interesting because I cast Chainer once and activated him maybe twice (at the same time). The rest of the time I just cast stuff, and didn't even have strong card draw aside from a few well-placed Skullclamp attachments, as Necropotence ate countermagic and Phyrexian Arena came down later. But I could cast stuff a lot because of a bit of ramp and having Crypt Ghast from early on.

    Gonti nabbed me some countermagic that I used to stop Mizzix's Caged Sun. Later I reanimated him and took Firemind's Foresight (which would have been pretty useful had I cast it).

    Praetor's Grasp, however, I aimed at Kaseto. I thought about taking their Phyrexian Metamorph, but there weren't many useful things to copy. Instead I took their Orochi Hatchery. Mizzix attempted somewhat of a one-sided wipe with Comet Storm, killing whatever I had. Kaseto played Skullwinder and I got the Ghast back because they didn't want Mizzix to have the Comet Storm back. I used Kagemaro to wipe, followed by recasting Crypt Ghast and Whip of Erebos, and passed the turn.

    Mizzix tapped out to overload Mizzix's Mastery, which ended up only getting them 6 cards by copying Mystic Confluence with Howl of the Horde, because everything else was x. Kaseto pumped up as much as they could and hit me for a decent chunk but didn't kill me. At this point I poured 24 mana into casting the Hatchery and it resolved with 12 counters. After the Ghast's extort trigger, which saved my bacon over the course of the game, I had 5 mana left to activate it, so I did.

    Mizzix recasts their commander (I think they were trying to set up for something and needed the discount). Can't remember what Kaseto did, but they tapped out. So I activate the Hatchery again and start drawing a ton of cards with Skullclamp. Down comes Massacre Wurm to take out both of their commanders again. Down comes Blood Artist, and Fallen Ideal attached to the Wurm. I attack Mizzix with the first set of snakes to gain some life and bring them down to 7, then I kill 7 snakes to finish him off with Blood Artist's triggers. Kaseto couldn't really touch my life total now, and got machine-gunned with snakes.

    After reflecting on this game, I came to a few decision regarding my next batch of changes.
    • Blood Artist has to be switched back to Deathgreeter. Artist simply can't supply life for Chainer loops without killing opponents, because I can't loop Gonti or Sepulchral Primordial enough times for an Ultimate Finish without razing my opponents in the process unless one of them has gained 200-300 life.
    • Phyrexian Obliterator is unnecessary as a beater, and too mean as a trick to put in the way of damage.
    • Vedalken Orrery, while a nice idea, didn't even cross my mind even though I spent most of the game casting on my turn instead of using Chainer. At no point did I wish it was on the battlefield, so I can probably make that something more useful.
    • Sepulchral Primordial might also be unnecessary. It sat in my hand this game (and a couple previous games) because there just weren't decent targets worth stealing, and thus better things to do with the mana.
    I'm also still doing well on mana with the moderate amount of ramp I did. I only did Thawing Glaciers twice in one turn with Deserted Temple and activated Burnished Hart once and otherwise hit all my drops, though dropping Urborg early was quite helpful. I feel like I had plenty of mana even without Crypt Ghast, but with Ghast I often had lands still untapped at the beginning of my turn. So I'll be considering a mana sink of some sort — either something to trickle it into to mess with combat or gain life, or something I can blast the remaining into mana into. I have considered Deathgrip for amusement. Drana, Kalastria Bloodchief could help in multiple ways, as the power buff does well with lifelink, Disciple of Bolas, and Altar of Dementia.

    As for other replacements, I'm considering adding an additional wipe in the form of Life's Finale, Nevinyrral's Disk, or Mutilate. A source of lifegain might be useful because that still seems to be a highly limiting factor, and possibly artifact recursion. For this the good ol' Trading Post toolbox is under consideration, but so is Loxodon Warhammer or Basilisk Collar to encourage me to use combat more.

    That 7-drop spot could be Sheoldred, perhaps.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Chainer — In the Darkness of Dreams
    @benjameenbear:
    Bone Shredder might be an option over Shriekmaw. Phage strikes me as an odd choice since you don't have XHD or Phyrexian Reclamation to get it back from the graveyard and can't reanimate it.

    I like that you're sticking primarily to card draw. If life becomes an issue, Basilisk Collar could be useful with all the big guns you have. Also works well on Pestilence Demon.

    Looks good, though.

    Now on my Bucket List with Chainer is: reanimate someone else's Kothophed, force it back to them with Homeward Path or Faceless Butcher, then do a sacrifice loop to kill them. Just have to make sure they don't have a sacrifice outlet of their own.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Daxos the Returned - Enchantment Speed Bumps Galore
    Some Italian versions of cards are pretty cheap, but that one doesn't appear to be. I was able to get an Italian Field of Dreams for a mere 25% of the price of the English version (new condition, too), but Italian Chains looks to be 75% of English. The flowchart would be a nice touch, though.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Daxos the Returned - Enchantment Speed Bumps Galore
    I'm a big fan of using artifacts to support the enchantments, and that one is an excellent find. I'd considered saving up to eventually get a Chains, but the more functional deterrent is how often I know I'd have to explain how it works. Even in the same evening, to the same people. No, thank you. Finally got to use Ice Cauldron one evening recently (different deck, of course), and quickly realized that I better be able to use it a lot for its functional value to overcome the overhead cost of educating players.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Chainer — In the Darkness of Dreams
    Yeah, it'd be nice to lean more heavily one way or the other for those pieces. If I were to go that rout, I'd probably run Torpor Orb and lean toward activated abilities since a large portion of the list already is activated abilities and/or death triggers. Orb would only affect these cards:
    Posted in: Multiplayer Commander Decklists
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