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Treasure Cruisin' Shalai Brawl
 
Ravnica: The Broken Guildpact
 
Magic Market Index for May 18th, 2018
  • posted a message on [DOM][CUBE] Phyrexian Scriptures
    I'm a bit confused when it comes to sagas - does the 'I' effect happen the turn you play it, or the turn after?

    Because if the II happens the turn after you play it and not two turns later, I could see this being very popular just because it leaves (your) artifact dudes alive.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on Which cards are the most fun for you to play against?
    No need to stop there, combine it with Hive Mind!
    It was a monored deck. I could double Increasing Vengeance a Howl of the Horde for 9 total copies, but at some point you need to admit you're just destroying all permanents in a roundabout way. :p

    Also, I have to say I don't like a lot of the 'staple' chaos cards like Hive Mind or Knowledge Pool or anything else that is chaotic to the point of dramatically slowing down gameplay. I prefer things like Teferi's Curse, Fiery Gambit, or Timesifter that are easy to resolve, don't stop anyone from actually playing, but are still hilariously chaotic.
    Posted in: Commander (EDH)
  • posted a message on Which cards are the most fun for you to play against?
    Maybe this is more applicable to casual groups who don't mind winning by chance, but I always have fun copying my Whims of the Fates and then putting all of my permanents into one pile twice (or thrice!). We always joke that the survivor of this madness won through "pure skill".
    Posted in: Commander (EDH)
  • posted a message on Dual lands that could hypothetically bypass the reserved list
    Just print five-type basic lands that have "0: shuffle your library" and be done with it. :p
    Then maybe the rest of us can afford the modern/legacy manabase.
    Posted in: Custom Card Creation
  • posted a message on Brillo Pad
    Chicken Nugget 2
    Artifact
    Crescendo (During each of your turns, increase the number of times this card's abilities trigger by 1. Use a counter to keep track of this.)
    At the beginning of your upkeep, you gain 1 life.
    At the end of your turn, if a creature you control didn't deal combat damage to an opponent, sacrifice Chicken Nugget.
    "Finger licking good! Just stick your whole fist in your mouth."
    As has been pointed out many times before, Crescendo can be replaced with either cumulative upkeep or similar wording to Descent into Madness.

    Regardless of whether you can have players keep track of things with non-counter counters (yes, you technically can), there's absolutely no reason to. Cards that interact with counters are meant to interact with counters. There's also no flavor reason to prevent those effects from working with Crescendo, like there is in giving creatures shroud to subvert targeting. So what gives?

    Cease this Descent into Ma - I mean, start using the Descent into Madness wording!
    Posted in: Custom Card Creation
  • posted a message on Chimera Cycle
    A cycle of 'graft'-able chimeras inspired by the original visions chimeras (Tin-Wing Chimera, Lead-Belly Chimera, Brass-Talon Chimera, Iron-Heart Chimera)

    These would be from a commander product, possibly all in the same deck.


    Exquisite Chimera 2UB
    Creature - Chimera (R)
    Flying, deathtouch
    Reinforce 2—2B (2B, Discard this card: Put two +1/+1 counters on target creature.)
    As long as Exquisite Chimera is in your graveyard, each creature you control with a +1/+1 counter on it has deathtouch.
    3/2

    Calamitous Chimera 1UR
    Creature - Chimera (R)
    Flying, menace
    Reinforce 2—2R (2R, Discard this card: Put two +1/+1 counters on target creature.)
    As long as Calamitous Chimera is in your graveyard, each creature you control with a +1/+1 counter on it has menace.
    2/3

    Immaculate Chimera 3WU
    Creature - Chimera (R)
    Flying, lifelink
    Reinforce 2—2W (2W, Discard this card: Put two +1/+1 counters on target creature.)
    As long as Immaculate Chimera is in your graveyard, each creature you control with a +1/+1 counter on it has lifelink.
    3/5

    Primal Chimera 4GU
    Creature - Chimera (R)
    Flying, hexproof from instants and sorceries
    Reinforce 2—2G (2G, Discard this card: Put two +1/+1 counters on target creature.)
    As long as Primal Chimera is in your graveyard, each creature you control with a +1/+1 counter on it has hexproof from instants and sorceries.
    4/4


    I'm pretty on the fence about which chimera gets what ability. I wanted to use entirely new abilities from the Visions chimeras, but all of these abilities other than menace are stronger than the Judgement incarnations' abilities. I'm not sure deathtouch, lifelink, or slightly-nerfed hexproof (using the leaked Dominaria format) from the graveyard is fair, even limited to creatures with counters on them.

    Suggestions for other abilities for the black, white, or green chimeras that aren't on the Visions chimeras are appreciated (especially for Primal Chimera). I'd considered both 'myriad' and "+1/+0 for each land type among lands you control" for Primal Chimera, but that ended up taking too much space on the mockup unless I omit the Reinforce reminder text.
    Posted in: Custom Card Creation
  • posted a message on [[Official]] Unreleased and New Card Discussion
    Quote from Skios »
    One question though. Does Naru Meha, Master Wizard go infinite with Ghostly Flicker and similar effects? Because if so, that could be insanely busted, and it's definitely a strong contender for my next commander deck.
    Yes. You cast the flicker, cast Naru copying it, target Naru and some value creature with the copy, rinse and repeat. I really think they should have made the trigger "When you cast Naru Meha, Master Wizard" to avoid this.

    That said, Naru Meha is exactly the commander I've wanted for a very very long time...
    but I wanted her in red. Frown

    Now I'm afraid that despite how cool she is, she'll end up with a reputation as a combomonger like Marath, Will of the Wild and get hated on.
    Posted in: Commander (EDH)
  • posted a message on DOMINARIA - Which Legendary creatures are you hoping for?
    Quote from MRdown2urth »
    You guys will just complain like with Ulrich.

    In all fairness, Ulrich is pretty goddamned awful.
    I actually really like Ulrich, but not as a werewolf commander. It doesn't help though that he's basically anti-synergistic with most werewolves. He like to flip a lot, like a worse version of huntmaster, while most werewolves like to stay flipped to their big scary side and want cards like Immerwolf around.


    On a related tribal note, I'm sad to hear that slivers won't be coming back, not even one or two. I wish they had less of an all-or-nothing focus on tribal. There's no reason they can't make one of those boring throwaway draft commons they're so fond of world-building with into a tribal creature for a tribe not featured in the current set. Just make it a decent draftable stand-alone card not meant for standard, that only really shines when their tribal aspects are put to use in casual and eternal formats.

    Give us a 3/3 black deathtouch sliver for 5 CMC at common or something. That would work even if there were literally no other slivers in the set. Or good old Muscle Sliver at common who's just a 2/2 for 2, unless you manage to draft multiple in which case they actually become good.
    Posted in: Commander (EDH)
  • posted a message on Any good Commander podcasts that don't just waffle around forever?
    Ugh, I listened to part of one Command Zone podcast whose title was something to do with "if you could change the color pie".

    I was hoping to hear neat ideas about new aspects colors could display in the slower commander format that can't easily shine in 60-card constructed, or how they would try to redefine the colors if they could somehow go back in time and revise all of Magic. Instead I got "uh, give red and white more card draw" and then they immediately move on to a bunch more completely unrelated questions about improving decks where they just recommended boring stuff like including more tutors and paying more money for better lands.


    I'll give those two a try.
    Posted in: Commander (EDH)
  • posted a message on Should Wizards make commanders that can break color identity rules?
    For the record, the assumption was that the 'mastery' ability would work entirely from the command zone and that these would also probably do something else in addition to the mastery thing (just like Inalla has another ability, even if it's not the actually important one, and Arahbo has two synergistic abilities).

    So more like...

    Voodoo Dude 2BB
    Legendary Creature - Human Wizard
    Mastery — If ~ is your commander, you may include curse cards of any color identity in your deck and you may spend mana as though it were mana of any type to cast curse spells.
    Whenever a curse you control becomes attached to an opponent, that player discards two cards.
    2/2

    Leader of the Meek 1WW
    Legendary Creature - Human Coward
    Mastery — If ~ is your commander, you may include creature cards with power 2 or less of any color identity in your deck and you may spend mana as though it were mana of any type to cast creature spells with power 2 or less.
    Whenever a creature with power 2 or less enters the battlefield, put a +1/+1 counter on Leader of the Meek.
    1/2

    Also for the record, I'm not asking about these two specific cards. Those are just examples. The white commander could just as easily be limited to auras, they could just as easily not be monocolor, and so on.
    Posted in: Commander (EDH)
  • posted a message on Noncreature Commanders: good or bad?
    Quote from Hawk7915 »
    Color me as one that would be unexcited to see non-creatures and non-planeswalkers as Commanders. Why? Interaction.
    That's a pretty good point I hadn't considered.
    Quote from DirkGently »
    The existence of the gods hasn't made mono-black unplayable or anything.
    That's also a pretty good point.

    Quote from DirkGently »
    Flavor-wise I think an artifact is pretty reasonable - look at something like Elbrus, the Binding Blade.
    I'd forgotten about that. Binding Blade style commanders would be really cool, and Elbrus/Withengar is already a very popular commander to house-rule in. Still, that feels more like a circumvention than what most people would think of when you say "noncreature artifact commander".
    Posted in: Commander (EDH)
  • posted a message on Should Wizards make commanders that can break color identity rules?
    Yes, but first, there are ways to circumvent the power restriction (creatures that ETB with +1/+1 counters or bring tokens with them). Secondly, Mystic Snake, Spike Weaver, Draining Whelk, Goblin Sharpshooter, Goblin Welder, mana dorks in general, Bob...This could easily get out of control.

    That's the other reason WOTC is conservative with design space: You have to make sure you aren't turning your "casual" formats into Legacy 2.0.
    I'm... still confused. I never said the ability was fair because it limits the power your creatures can have, the 'power 2 or less' aspect is just thematic, I'm saying you're losing out on important non-creature cards that you could play in five-color. Pernicious Deed, Crackling Doom, Maelstrom Pulse, Wargate, and so on.

    My actual argument was that a tradeoff of a simpler manabase and a few monowhite-matters cards seems fair or even disadvantageous, balance-wise, compared to the dramatically larger pool of cards you can work with by just playing a five-color commander.
    Posted in: Commander (EDH)
  • posted a message on Yes, I did make this card only because I liked the pun
    Too weak against firewalls, doesn't do well against ones and heroes
    Posted in: Custom Card Creation
  • posted a message on Noncreature Commanders: good or bad?
    A lot of people enjoyed the C14 Planeswalker commanders, in large part because they are planeswalkers designed to be commanders, with weaker ultimates and stronger minus abilities.

    Planeswalkers have a lot of appeal due to the card type's high visibility, and a lot of people even want to open it up to all planeswalkers, but that's another topic.

    My question is this: should there be enchantments, artifacts, or even instants/sorceries as commanders? Why or why not?
    Posted in: Commander (EDH)
  • posted a message on Should Wizards make commanders that can break color identity rules?
    Quote from darrenhabib »
    I think people are missing the point. Let's take Voodoo Dude for example. Sure you can run a 5 color general, but the mana base cost hundreds to thousands of dollars depending on how good/consistent you want to cast your spells.
    This is pretty much my position. Running a 5C mana base is ostensibly disadvantageous, even if it's actually just a higher budgetary requirement in practice (especially when some people start complaining if you run Blood Moon, Back to Basics, or Ruination).

    Quote from darrenhabib »
    Honestly if this thread was about "Should you be able to play more than one Commander?" several years ago you'd get the same responses about, "No! Having one commander is a defining aspect of commander...". But Wizards broke the rule, and of course it made the game more versatile and fun.
    To be fair, partners only work because they're restricted to other partners. I do agree though that circumventing the color identity restriction would be just as simple (in fact, moreso, due to factors like commander tax and commander damage for partner) as what partner did with the restriction to having only one commander.

    Leader of the Meek's "limitation" is laughable, really. A plethora of strong utility is burried in the pool of power 2 and less.
    Yeah, Leader of the Meek is just busted af.
    Now this just confuses me. Yes, there are tons of utility creatures with power 2 or less. But it is not the same as literally playing all 5 colors. You are left out of good sorceries, instants, and so on.

    This tradeoff seems more or less on-par with the supposed sacrifice of playing five-color: you get to play good and/or fun 'white matters' cards, like Endless Horizons, Strata Scythe, and the like but loose out on things like Boros Charm or Mirari's Wake. This seems like an even exchange in the casual sense, and it's hard to argue that this doesn't start to drastically favor five-color as you increase the budget of your manabase. Why, then, is it "busted" or "laughable"?

    As far as just slapping on a multi-color activated ability or using hybrid mana...
    This is also something I wish WotC did more of, but at the same time it's difficult to properly design a five-color activated ability. Cards like Dragonsoul Knight or Prism Array cheat a bit by tapping into the lore of their set ("multicolor matters" and "colors-versus-colorless"). I suppose you could do something similar and just theme the commanders as being from those respective planes, but that limits design space, and it really doesn't invalidate the alternative of a 'mastery' mechanic (or whatever it should happen to be called) - it just fills a similar design space, no different from Kicker vs. Escalate.
    Posted in: Commander (EDH)
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