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  • posted a message on Looking for land ramp cards for a non green deck
    Gotta mention Explorer's Scope; even though it doesn't garantee you will find a land, it is still quite useful in the right build.
    Posted in: Commander (EDH)
  • posted a message on Lake of Behemoths Commander Deck Speculation
    It's Lair of the Behemoths, FYI... Smile
    Posted in: Speculation
  • posted a message on Will The New Urza Ever Get Banded?
    I play Urza myself, but I made a point of not using cards which create bad games or stupid infinite combos. I mostly play goodstuff along him and the deck is quite fun to pilot. I don't really need Urza, but when he's in play the game becomes much more interesting for me, of course.

    If you want an idea, check it out: https://deckbox.org/sets/2401657

    I hate to admit it, but I threw in Winter Orb since I already owned it, however I only plan to use it in the late game (if ever) to help me win quickly thereafter. I have not yet played it, so far it just sat in my hand when I drew it.

    Anyhow, I have to agree that Urza is quite strong, but you can manage to build a deck without becoming archenemy as soon as you reveal him.
    Posted in: Magic General
  • posted a message on Looking for cards for Urza, Lord High Artificer
    Not a single comment? Is anyone still present on this site?
    Posted in: Commander (EDH)
  • posted a message on Looking for cards for Urza, Lord High Artificer
    Hi all,

    I am looking for cards such as Vedalken Archmage to play in my Urza, Lord High Artificer deck. After some research, I haven't found much that can help keep drawing upon casting artifacts. I already have Artificer's Assistant and Riddlesmith which help, but I wish I could get more pieces in case of removal.

    Also curious about cards such as Tidespout Tyrant, Leering Emblem, Soulblade Djinn and Sky Theater Strix which can become very interesting under certain circumstances, so if you have ideas, pls let me know!

    The deck has Rebuild and similar cards; looking for another wincon than Temporal Fissure if you have suggestions.

    My deck is casual and I don't play any infinite combos.

    Thanks for your help!
    Posted in: Commander (EDH)
  • posted a message on [C19] TCGplayer preview - Empowered Autogenerator
    With proliferate as a deck mechanic, this can become quite efficient. Add something that untaps an artifact and you have a fun engine!

    PS: It's a good thing Paradox Engine is now banned in edh...
    Posted in: The Rumor Mill
  • posted a message on Figuring the Eldraine new framed ability
    I think that the small textbox probably has to do with some sort of transformation, perhaps the creature gains a new, powerfull ability?
    Posted in: Custom Card Creation
  • posted a message on Figuring the Eldraine new framed ability
    Each card text box is rather small, especially the left side, so whatever ability that's going to appear needs to be rather simple and short. Reminder text is thus improbable. Maybe the card turns into an enchantment? Otherwise, it could be a spin on kamigawa flip cards.

    Difficult to say at this point.
    Posted in: Custom Card Creation
  • posted a message on Advise needed for new edh deck with hexproof
    I would have some counterspells for mass removal... Wink

    As I mentioned, the general doesn't need to have hexproof. Bant would work as these colors include most creatures with hexproof, shroud and indestructible. However, I would prefer a 2 color deck to avoid too much color fixing in the 99.

    I am curious to hear about players which have experience using a similar deck with a certain degree of success...

    Posted in: Commander (EDH)
  • posted a message on Advise needed for new edh deck with hexproof
    Hi all,

    I'd like your suggestions or decklinks for a deck featuring creatures with the hexproof ability, in order to better resist against targeted removal. I guess blue-green is an obvious direction to take, however I don't have any general in mind that could work nicely with this approach. I am at the earliest stage of construction so I don't have anything worked out yet, other than this main idea.

    The general doesn't need to have hexproof, FYI.

    Let me know if you can shed some ideas on the matter. I play casual games, no infinite combos, against good decks but nothing too competitive.

    Thanks a lot!
    Posted in: Commander (EDH)
  • posted a message on Saheeli, Sublime Artificer + Thoughtcast
    OK, that's what I thought. With a Urza, Lord High Artificer, I guess it then truly becomes free.

    Otherwise, I guess then that Thoughtcast gets to cost one 1 blue if you keep puting the drawn cards, namely artifacts for 0 cost into play, then keep the engine going until you combo off.

    Posted in: Magic Rulings
  • posted a message on Saheeli, Sublime Artificer + Thoughtcast
    I agree that the blue mana is always needed (my bad, posted this in a rush)... sorry!

    As for the token, I meant that it helps pay for subsequent recasting of Thoughtcast.
    Posted in: Magic Rulings
  • posted a message on Saheeli, Sublime Artificer + Thoughtcast
    I see many oathbreaker decks with these 2 cards, and I don't understand how Thoughtcast somehow gets cast for free once you have enough artifacts in play, with Saheeli, Sublime Artificer on the battlefield? People say that it circumvents the tax, but since only 1 tokens etb after each cast, doesn't that lower the cost by only one mana instead of 2?
    Posted in: Magic Rulings
  • posted a message on Commander Philosophy Document Discussion
    Quote from Dunharrow »
    If it were up to me, I would have said:
    Commander seeks to increase game-to-game variability by being a 100-card singleton format. Cards that lead to repetitive game play, such as tutors, are not in the spirit of the format.
    2-card combos that win the game on the spot are also not highly desirable, as it gives the sensation of winning out of nowhere. As such, easy to assemble combos are not in the spirit of the format.
    Something similar about stax and MLD
    etc.
    etc.
    With these guidelines in mind, we suggest that prior to every game of commander with players you do not know, you ask if their decks run: Tutors, combos, stax, mld. This is suggested to be part of the social guidelines to make sure that commander games are fun and social experiences.

    I completely agree with you. I somehow think that they don't want to rock the boat too hard by mentioning this (because sooo many people uses tutors, for example). I was expecting more from this announcement... any idea when the next "update" will be made?
    Posted in: Commander Rules Discussion Forum
  • posted a message on 98 land Thrasios + Bruse(?) - Stage 4 EDHD has set in
    Original concept for sure!

    You could also try that land that makes you win if you control 10 different gates. Just a suggestion.
    Posted in: Multiplayer Commander Decklists
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