Magic Market Index for Nov 2nd, 2018
Magic Market Index for October 26th, 2018
Magic Market Index for October 12th, 2018
  • posted a message on Washing out color identity for tribal
    I'd really like one for curses...

    So needless to say, I like the idea. I suspect WotC is going to stick with the Tazri approach though, just because it's so much cleaner with the game rules.
    Posted in: Custom Card Creation
  • posted a message on What is your favorite commander?
    Queen Marchesa, the Mardu commander that isn't just combat.

    She's also very versatile in how you run her.
    Posted in: Commander (EDH)
  • posted a message on Favorite mono-brown commanders
    I like Kozy 2.0 because the colorless mana symbols make me feel like I'm playing some super-secret 6th color instead of just colorless.

    Also ramping pairs well with a quasi-wheel effect, and if you build the deck right then Kozy 2.0 will end up drawing you more than four cards. The counterspell thing is just a side benefit, and lets you do something that colorless otherwise couldn't do.

    But if you're just trying to have fun then I think Emrakul is the best choice. Her effect is the most unique among them, and as long as you have a way to get her back in the command zone or your hand then you can probably cast her a lot. If you also make sure not to screw over whoever you're controlling too badly and maybe make their land drop for them then they might not even mind on account of the extra turn, depending on the person. She's also the cheapest to cast and the hardest to block.

    Most importantly she allows you to eliminate people by doing something other than turning sideways, which at the very least makes the deck more fun to play.
    Posted in: Commander (EDH)
  • posted a message on 3CH LR CMC Countdown - Hands Posted!
    Oh, oops. Looks like Force got banned at some point before I took a long break from these?
    Or was that just always the case?

    Well, I don't know of any simple substitutions, so I'll just need to withdraw.
    Posted in: Forum Magic
  • posted a message on EDH stats via Command Zone
    The best takeaway from that video is a cautionary tale. It stands as a clear example of how 'scientific' studies can be misrepresented and misused by someone with an agenda and a weak understanding of methodology. In this case the agenda is to create 'surprising' results that fly against the expectations of the typical commander playerbase. The small sample size, blatant ignorance displayed near the start of the video of how statistics work, and lack of a control of any sort should all be red flags.

    All they've done is produce clickbait: "Study finds 1st-turn Sol Ring actually horrible play!" or "Study shows Superfriends is best commander archetype!" for example. Now those 'facts' will be repeated ad nauseam in forum discussions about Sol Ring, deck archetypes, winning strategies, and so on. Feeding back into their show when people want to reference the source.

    To be fair, they mention repeatedly that this data should not be relied upon. But since the majority of the video is them immediately attempting to justify the results that they get, they end up sending mixed messages. Ultimately the impression that will be left with most viewers is what they spoke most emphatically about; that being "this unintuitive and shocking conclusion is true and here's why!".

    Some of the conclusions they draw from it are hilariously nonsensical, even going so far as to suggest that a pet card, Vedalken Orrery, somehow mitigates the disadvantage of not going first. Their sample size for the superfriends archetype winrate is four. That's not statistics. Realistically that's closer to an anecdote about your friend Steve's totally super-rad Atraxa superfriends deck that always wins when he plays it and therefore proves the archetype is top-tier.

    ... None of that is to say that a study of this sort can't or shouldn't be done. It's simply that I have tremendous misgivings about their methodology. It is difficult and very much expensive to get a large enough data set in a given activity, particularly when there are so many factors involved, when that activity typically takes an hour or more, and when the goal of those involved is ill-defined (since many of these players involved are not necessarily trying to win commander games, but rather create shows that are fun to watch for their youtube viewers).
    Posted in: Commander (EDH)
  • posted a message on 3CH LR Pick A Guild - Hands Posted!
    At first I thought I was pretty bad off, but this hand was fast enough to sneak out an unexpected win OTP against Bloopers

    5) "Oversoul Oversell"
    Emmara, Soul of the Accord / Shield of the Oversoul / Oversoul of Dusk

    1) ManyCookies :: Go Go Gruul!
    Clan Defiance / Huntmaster of the Fells / Regisaur Alpha
    Defiance can't kill any of my nontoken creatures. Emmara whittles you down with flying, and makes lifelink tokens for blocking. Oversoul can block either of your nontoken creatures and I win well before Defiance threatens to burn me out. ~ 6-0

    2) Sizel
    Selenia, Dark Angel / Evershrike / Edge of the Divinity
    Emmara gets in for a decent amount before you can play your creatures, then she switches to defense while Oversoul wins it from there with protection. ~ 6-0

    3) Bloopers
    Orcish Lumberjack / Deus of Calamity / Predatory Advantage
    OTP Emmara's tokens throw themselves in front of Deus to keep my lands alive. Oversoul comes out fast enough to block Deus while I'm still at 9 (and while you still only have 1 lizard), letting Emmara win the race. OTD Deus eats a land before Emmara can start tapping, and it's all downhill from there. ~ 3-3

    4) Superbajt
    Selesnya Guildmage / Wheel of Sun and Moon / Dromoka's Command
    OTP I can get you down to 4 before your saprolings chump my Oversoul forever. OTD it's not even close. ~ 0-6

    5 | 1 2 3 4 5 |
    X | 6 6 3 0 X | 14 | 350
    Posted in: Forum Magic
  • posted a message on 3CH LR Number One - Hands Posted!
    Quote from Sizel »
    *Respectfully and politely Wink
    Grumbles in the corner about "youngin's these days..."
    Posted in: Forum Magic
  • posted a message on Ravnica Allegiance Guild Mechanic Speculation
    I would love proliferate Simic. New Phyrexia was long enough ago that I also don't think new players are going to get confused about the flavor or anything, in terms of why the Simic are using the Phyrexians' mechanic.

    Incidentally, Selesnya in the current set has a number of effects that distribute +1/+1 counters among multiple creatures, and Boros has Mentor. So I also think proliferate for Simic seems likely due to the synergies it would have with this set's mechanics.

    Jump-Start and Undergrowth make me think Rakdos will have something discard-related (as opposed to something like Unleash). Madness is a good bet.

    But the current set has only one old mechanic, assuming you're willing to count Undergrowth as 'new'. I doubt the next set will have more than two old mechanics.

    Orzhov might have something related to returning from the graveyard. Maybe something like "Whenever a creature you control with toughness greater than this card's CMC dies, return this card from your graveyard to your hand." That would fuel Jump-Start nicely as well, and add value to the various fatties you'll get from spreading around all of those +1/+1 counters.

    I don't really have any guesses for Gruul or Azorious.
    Posted in: Custom Card Creation
  • posted a message on Guts the Berserk Card Creation Evaluation (and possible set creation)
    I hope I don't need to explain why a 3-mana 4/3 that, when it dies, fetches a decent equipment onto the battlefield and also becomes a 6/3 with removal deterrence is hilariously overpowered. That needs to cost at least 6, and in return you could probably remove the tap requirement from the 3 damage activated ability of the reverse side.

    That said, very good flavor on Guts, and reasonable mechanics overall if you just increase the cost.

    Griffith is much less reasonable. A WB creature shouldn't get hexproof no matter how strong it's intended to be, the exile ability is anti-synergistic with the reanimation ability, and the 2-mana creature that you start with is already very strong for it to also have a relatively easily-achieved 'insta-win' mode.
    Posted in: Custom Card Creation
  • posted a message on 3CH LR Number One - Hands Posted!
    You only have two threats so I counter them both. Why would I counter exploration?
    A spell with X in its mana cost counts X as zero in every zone except the stack.

    So, in your hand a Blaze is CMC 1, but when you cast it for X=4 then it's CMC 5 on the stack (i.e. during the time at which you would need to counter it). Which I imagine to be why more people didn't play Mental Misstep.

    (Comprehensive rules 202.3e)
    When calculating the converted mana cost of an object with an {X} in its mana cost, X is treated as 0 while the object is not on the stack, and X is treated as the number chosen for it while the object is on the stack.
    Posted in: Forum Magic
  • posted a message on Gruul Mechanic - Rile
    Stoic Protestor is functionally just "put a +1/+1 counter on ~" since you can just activate it post-combat to avoid needing to attack. Which raises the question why it's forced to be sorcery speed at all.

    The rest all range from good to decent, but the need to make it preferable to play these cards before combat limits the design space quite a bit.

    You might change it to "attacks or blocks this turn if able" to make sorcery-speed Rile more relevant, particularly because forcing blocks fits neatly into green's wheelhouse and isn't unheard of in red. The fact that you'd be giving the enemy creature a +1/+1 counter helps to mitigate its impact as ubiquitous soft removal.

    That way Stoic Protestor could be "at the beginning of each upkeep, you may pay 1G. If you do, Rile ~."
    So you must decide whether or not to grow it each turn at the cost of forcing it to participate in a combat which you're not necessarily sure it will survive at this point in the turn, since the active player hasn't even drawn their card yet.

    Maybe a bit too complicated to keep it at common, though. A good common design might just be a 1/1 for 1G with "At the beginning of your upkeep, you may Rile ~."
    Posted in: Custom Card Creation
  • posted a message on 3CH LR Number One - Hands Posted!
    5) Exploration / Gelatinous Genesis / Devastating Summons

    1) Sizel
    Guul Draz Assassin / Figure of Destiny / Wurmcalling
    Figure is the scariest, since it gets out and swinging faster than anything in my hand and eventually gets flying to finish me off. However you can't play anything else in your hand without slowing Figure down by 1 turn due to color requirements, and none of it will slow me down by more than 1 turn. But even OTD I can win by getting 3 3/3 oozes and 2 8/8 elementals on T4, then swinging for lethal on T5 and forcing you to block. ~ 6-0

    2) Danxor3
    Devil's Play / Devil's Play / Banefire
    I drop my creatures T3 (two 2/2 oozes and two 6/6 elementals) and win before you can burn them all (or burn me). ~ 6-0

    3) Mother Mamba
    Slippery Bogle / Ethereal Armor / Ethereal Armor
    I drop my creatures T3 and my two 6/6 elementals are enough to win. ~ 6-0

    4) xStormaggedonx
    Mental Misstep / Mental Misstep / Mistcutter Hydra
    Exploration and Summons can't step. My Jelly Jam's total power grows faster than your Hydra, which means you can never win due to multi-blocking. However if you play Hydra T6 then you can stalemate by threatening to win before the goo can go wide enough, forcing me to play it early for smaller blockers that can't muscle past your Hydra. ~ 2-2

    6) Superbajt :: Gauntlet Member
    Spell Pierce / Helix Pinnacle / Isolate
    Devastating Summons alone wins this. ~ 6-0

    7) ManyCookies :: X-treme Sports
    Secure the Wastes / Devil's Play / Path to Exile
    Exploration lets me get well ahead in the race for a large X. I have until T8 to play my dudes before you can burn me down, and I really only need until T4. ~ 6-0

    5 | 1 2 3 4 5 6 7 |
    X | 6 6 6 6 X 2 6 | 32 | 533
    Posted in: Forum Magic
  • posted a message on Charms with big effects
    Fine in principle, although the balance seems off for some of them, as mentioned.

    Opal Charm is the bane of aggro, since it can be either a board wipe or a big chunk of lifegain. The 4/4 for 6 mode is weak enough that it's not an auto-include in other matchups though, so maybe that's fine.

    Sapphire Charm looks great!

    Emerald Charm looks good, and would see a lot of commander play due to the third mode.

    Jet Charm should be "discards three cards" and "loses 5 life and you gain 5 life" for the first two options; discarding a card is much stronger than draining 1 life.

    Ruby Charm should do 5 damage to each creature and each player. Or at least 4.
    Posted in: Custom Card Creation
  • posted a message on What hurts the format more? Fast Mana vs. Tutors
    Cheap tutors are much more of an issue.

    Everyone focuses on the disaster scenario of a god-hand with fast mana openers. Yes, those games are incredibly unfair, but they are also occasional. Focusing on the best-case scenario ignores that fast mana is a terrible late-game draw. You're losing something by running it because it means you're not running a late-game card in that slot.

    But cheap tutors are always good, because they are always the best and most appropriate card in your deck for the current situation. There's zero opportunity cost to run them and no effective hate against them. And no, a one-of copy of Mindcensor or Stranglehold is not effective hate so much as an occasional inconvenience; the tutors are cheaper than any of the hate, more numerous, and more widely applicable so that you're not hurting yourself by running a bunch of them. That's like saying Ancestral Recall is fine because Omen Machine exists.
    Posted in: Commander (EDH)
  • posted a message on 2CH LR Sun and Moon - Hands Posted!
    ... Going to assume my hand should be up? If not, I'll remove this post to avoid confusion...

    disagree with Danxor3

    7) Conjurer's Ban / Dragonlord Dromoka

    1) HerziQuerzi :: Pls No Inkmoth
    Angel's Grace / Valakut, the Molten Pinnacle
    Dromoka keeps you from casting Grace on my turn. ~ 6-0

    2) Subtle_Relevance
    Rith's Charm / Slaughter Games
    I ban Slaughter Games until Dromoka hits the battlefield, but you still win via tokens. Rith was evidently the better legendary dragon - he didn't even need to show up in person! ~ 0-6

    3) Sizel :: Fuse!
    Catch // Release / Turn // Burn
    Too much versatility! I perma-Ban Catch/Release, but you repeatedly Turn+Burn my Dromoka on your turn. Because Ban draws me a card I can recast Dromoka every turn by turn 8 while still banning Catch/Release, and you can't burn me to death without getting hit by him, so it's a draw. ~ 2-2

    4) Danxor3
    Lightning Helix / Spell Queller
    Spell Queller is a really neat find for this round; I figured counterspells that exile would be big, but he also comes with a decent body. Dromoka wins this solo OTP, but OTD you do get enough damage before Dromoka starts swinging since you can just Helix on my upkeep if I try to Ban it. ~ 3-3

    5) ManyCookies
    Kolaghan's Command / Council of the Absolute
    Council can't stop creatures, and Command's discard doesn't exile, so Dromoka wins it. ~ 6-0

    6) Mother Mamba
    Chamber Sentry / Warleader's Helix
    OTP I perma-Ban the Sentry on my T2 if you don't play him for 1 on your turn, but OTD he's a 2/2 instead and that ends up making the difference. ~ 3-3

    I'd originally considered Exploration instead of Conjurer's Ban so that I would have been fast enough to actually beat Lightning Bolts and Helixes. It would have meant a loss against Sizel but it would also have meant three wins instead of draws/losses against Subtle_Relevance, Danxor3, and Mother Mamba...

    That's what I get for trying to be too meta. Frown

    (And as seen in the screenshot I'd originally-originally considered Bonfire of the Damned/Solfatara; mainly because I'm a hipster and wanted to play a card nobody's ever heard of. :p
    evidently it might have actually worked.)

    7 | 1 2 3 4 5 6 7 |
    X | 6 0 2 3 6 3 X | 18 | 300

    yT2: Helix (17)
    mT2: Ban Queller
    yT3: draw Helix, pass
    mT3: draw Ban, pass so you don't Quell my Ban, you play Queller anyways EoT
    yT4: Helix, swing Queller (12)
    mT4: Ban Helix
    yT5: draw Helix, swing Queller (10)
    mT5: Helix on upkeep (7), draw Ban, Ban Helix
    yT6: draw Helix, swing Queller (5)
    mT6: Helix on upkeep (2), draw Ban, play Dromoka
    yT7: draw Helix, play it FTW

    I already knew I was a bit too slow to beat Lightning Bolt OTD, but figured that Lightning Bolt was obvious enough that everyone would avoid it. Helix alone is a turn too slow to beat me, but the extra Queller swings get you there when I'm OTD.
    Posted in: Forum Magic
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