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Treasure Cruisin' Amulet's End
  • posted a message on Mothership Spoilers 5/20: Flusterstorm (BaB promo) and Morophon the Boundless
    Fun card albeit 7cmc is quite high, you wouldn't exactly want to build your manabase on the assumption its hanging around, and if not I wonder if there aren't better options bar obscure tribes. I'd consider it for insects I guess, though I don't mind using a non-insect at the helm and so there are better options.
    Posted in: The Rumor Mill
  • posted a message on Admiral Beckett Brass - yarr, there be pirates!
    I love casual tribal decks, nice one!

    As with any tribal theme where the individual creatures are pretty weak in of themselves, I'd suggest a few more ways to strengthen them..

    Adaptive Automaton AKA robo-pirate (you have Metallic Mimic in your maybe already)

    Door of destinies

    Konda's Banner A fine flag for the captain

    Shared Animosity

    Heirloom blade always good to draw more pirates



    Posted in: Multiplayer Commander Decklists
  • posted a message on Vraska, Swarm's Eminence Q..
    Vraska, Swarm's Eminence

    Just a quick one, if a creature with a deathtouch also has double strike, does it damage the player/walker twice (first strike damage, then regular damage?). If so I presume it would get 2 +1/+1 counters? If that is correct, does Vraska instantly add the counter to the creature, so it would have one more p/t for its regular portion of combat damage, or does it wait until after the first strike and regular damage steps are done? I assume it has to wait, but I was unsure if there's any room between first strike and "normal" combat that triggers like hers could resolve?
    Posted in: Magic Rulings
  • posted a message on Has anyone ever completed a deck?
    I think there's often cards you strongly consider but decide not to go with...but then might try subbing in depending on the meta..then you decide to sub it out again etc...agony.

    But generally I'd say yes for my Doran EDH, I know what I want it to do, I don't look to rework the deck in any way after multiple adjustments, now I'm only looking towards new sets offering anything strictly better (new Oketra is getting a spot)
    Posted in: Commander (EDH)
  • posted a message on How To Counter God Cards?
    I did find them quite troublesome in limited.

    My solution at the time against a three colour deck was to kill it then Demolish one of his only two sources of that colour..thankfully he didn't draw another red source hehe.
    Posted in: Magic General
  • posted a message on Lathliss, Dragon Queen
    Quote from Dragonlover »
    My initial reluctance to use wheel effects was essentially that if I'm having trouble casting the current hand of 6-drops, then a new hand of 6-drops won't be better. This should probably have been my first clue that I should do something about that, but I make no claims to being any good at this!


    I think since red lacks the draw think of using them more when you're hand is empty or almost there, as a draw 7 type thing.

    Another red tribal card which comes to mind

    Mana echoes, I'd say it might be overcosted usually but for you I think it'll work quite well. If you have your commander out alone say, then play a dragon, you get 2 mana, then your commander makes a dragon token enter play, so you get an addition 3 mana, so now you've just gotten 5 colorless mana to spend on another card, your dragons could actually give you more mana back than they cost in this situation. (The card counts the creature entering the battlefield as well, so even if you have no dragons in play and cast one, you still get 1 mana back.)

    Posted in: Multiplayer Commander Decklists
  • posted a message on Talk - It is conceading fair play to you?
    Quote from illakunsaa »
    Quote from joeyb11223 »
    I don't mind it, but in a multiplayer game I'd expect any triggers to occur. If player X swings in with a load of lifelink at player Y, and Y scoops in response, I will give X those lifelink triggers and would expect the same in return, same with any on attack triggers, when this deals damage etc. Scooping to deny someone those sort of triggers is to me childish and spiteful. To compare it to football/soccer, and I know this isn't the best comparison but to me it's similar, it would be like Team X being 2-0 up at Half time, and Team Y saying they don't want to play the rest and so it ends 2-0, when Team X were dominating and need the opportunity to up their Goal difference as they're fighting relegation/promotion.


    Why would team Y want to give their direct competitor any more advantage?



    they wouldn't of course, but it seems very unsporting to walk away from the game in that way rather than let the lethal combat step resolve against you, when it could be the difference between them going on to win or not. I guess if everyone is fine with that style of play and expects it in return that's just how it is.
    Posted in: Commander (EDH)
  • posted a message on Lathliss, Dragon Queen
    I've never given much in the way of detailed feedback so by all means wait for a few opinions (hopefully others will post too), but looking at your list what stands out to me right away is how high your average cmc is. Including your commander you have 30 dragons which are 5cmc or greater, practically a third of the deck. This means you're very likely to have a starting hand with 3 of these dragons, maybe more, which is really going to hamper your ability to do anything for the first 5 turns, assuming you even get all your land drops as 35 isn't that many, I know you have some cost reduction/ramp cards, but I don't think you have enough.

    I feel I'm a lot like you, I love tribal decks and sometimes when you decide to go all in on the tribe, you end up sticking cards in because they're relevant to the tribe, but objectively aren't really that good. You need to look at all your dragons, around 40 in total, and really try and cut that down to 20-25, then you go up to say 38 lands, and put in some more mana rocks and card draw, which will more reliably let you actually get to casting them. With your commander giving you another dragon for each one you get on the field, you really don't need so many.

    So firstly, I'll tell you all the cards I'd personally remove and why, obviously at the end of the day it's your deck, but just an idea of where to start...

    First getting the dragons to the 20-25 region..

    Dragons to cut

    Bogardan Hellkite- 8 mana is a lot and I'd be wanting something much more impactful, in commander the 5/5 body isn't remarkable and the 5 damage although decent to remove a problem creature, doesn't justify the cost, especially when your curve is already so high.

    Scourge of kher ridges- Again at 8 mana its expensive, it does nothing coming down bar act as a body, requiring you to pump quite a bit of mana into it for any high amount of damage, you'd be better served leaving that sort of effect to designated board wipes.

    Skyline Despot- My issue with this card is that at 7 its still quite high, its only a 5/5, and you have to remain the monarch until your next turn to benefit, your commander instantly gives you a 5/5 if its out anyway, and so I don't feel the payoff is enough personally.

    Spawn of Thraxas- 7 mana 5/5 syndrome, again the damage to me isn't enough for the cost here.

    Siege Dragon- The damaging ability is more relevant here, but I'd still cut it, though this is a bit meta dependent, if you often deal with low p/t go wide strategies, it might be a keeper.

    Tyrant of Valakut- It wasn't good in standard, it isn't any better idea, much of the time you will be paying the full cmc not the surge cost, and either way it's just not that great.

    Kilnmouth dragon- I'm trying to make more cuts at the top end, between this and Furyborn Hellkite I've kept the latter, I think it's more reliably going to get the bloodthirst trigger than you having 2-3 other dragons in hand to boost this with.

    Imperial Hellkite- you're probably not going to want to morph it just to tutor a dragon in most cases I feel.

    Ancient hellkite- I'd rather be putting the mana into something else than a quite restrictive ability like this one.

    Akoum hellkite- Not doing enough for me ability wise.

    Stormwing Dragon- very expensive megamorph with quite little pay off, overcosted either way

    Demanding dragon- I like this in standard but for EDH 5 damage isn't as significant, and they may well have fodder to sacrifice,I feel a few more need to be cut its on the block.

    Dragon whelp- just not enough for me, if your commander isn't in play to see this come out it's really poor value

    Sarkhan's whelp- just a 2/2 flier for 3, absolutely reliant on your commander being out.

    Dragon hatchling- Way too mana intensive to make it worth it and so vulnerable at 1 toughness.

    Other cuts

    Dragonlord's servant- Flavor is good but its very vulnerable to removal and only helps with dragons, you'd be better off simply running the likes of Mind stone

    Dragonspeaker Shaman- This isn't as bad and you may well choose to keep it, I'd probably still prefer something like Worn powerstone though myself

    Sarkhan Dragonsoul- Too expensive and the plus isn't enough, no one is letting you ult that thing. If you want a different Sarkhan I'd prefer Sarkhan, the Dragonspeaker or Sarkhan the Masterless

    coat of arms- This is more for very large swarms of tokens for me, as you say I think you risk buffing any other tribal decks more than you end up doing so yourself.

    Brass Herald- the buff is negligible for your dragons and his ability isn't worth 6 mana otherwise.

    Dragonstorm- I don't think you're very likely to cast this for any real storm effect, in which case it's an expensive dragon, card draw/ramp or just one of the cut but decent dragons is probably a better option.

    Fireball- Too mana intensive for any great effect

    Indomitable creativity- bit weary of this card, albeit you will generally remove something more dangerous than they get, it cannot be guaranteed, I'd prefer other artifact or creature removal in its place

    possibility storm- not sure that's benefiting you that much, just means you cast a different dragon to the one you tried to much of the time, or better or possibly worse, it does interfere with opponents plans, but for me not the right card for this deck.

    Temple of the false gods feels bad when its an early land, honestly think a regular mountain or something else will do.

    Crucible of the Spirit Dragon being mono colour the whole gathering storage counters has less benefit here, I think I'd rather just have a red source really.

    In place of these I'd up the lands to at least 37 and be looking at a few more pieces of artifact ramp to help guarantee your commander and dragons are castable ASAP, say stuff like..

    Mind stone
    worn powerstone
    Hedron archive
    Solemn Simulacrum
    Burnished Hart
    Coldsteel heart
    Commander's sphere
    Darksteel Ignot


    Then some more card draw options to consider..

    mind's eye
    Mask of memory (with everything flying you should be able to connect easily enough)
    Outpost siege (not technically draw but relevant)
    The immortal sun
    Endless Atlas
    Dragon Mage

    other wheel effects like Dragon Mage might be an idea....

    then I'd also consider more removal, particularly some non-creature options, and many a couple more ways to grant haste to these dragons if possible.

    That's a start at least!
    Posted in: Multiplayer Commander Decklists
  • posted a message on Talk - It is conceading fair play to you?
    I don't mind it, but in a multiplayer game I'd expect any triggers to occur. If player X swings in with a load of lifelink at player Y, and Y scoops in response, I will give X those lifelink triggers and would expect the same in return, same with any on attack triggers, when this deals damage etc. Scooping to deny someone those sort of triggers is to me childish and spiteful. To compare it to football/soccer, and I know this isn't the best comparison but to me it's similar, it would be like Team X being 2-0 up at Half time, and Team Y saying they don't want to play the rest and so it ends 2-0, when Team X were dominating and need the opportunity to up their Goal difference as they're fighting relegation/promotion.
    Posted in: Commander (EDH)
  • posted a message on Amass' potential
    As of now Amass doesn't seem great, albeit some Amass cards have other aspects to them which makes them a consideration, also as said any token doubler does make a token which dies, which is nice for on-death triggers.

    I think I'd consider Commence the Endgame for a potential semi-budget tribal Gisa and Geralf EDH I'm considering brewing. It's high mana yeah, but you have a lot of zombie tribal support, and I mean even if it only makes say a 5/5 or 6/6, that at instant speed along with the draw isn't an awful deal (I also like the art), especially when you know it's not getting countered.
    Posted in: Commander (EDH)
  • posted a message on Japanese Alternate art planeswalkers
    Not a big fan of this type of anime style personally but I have to say some are very well done for who those who do.

    My main query is though, anime is popular worldwide, and we've now had quite a break since Amonkhets invocations, I'm surprised these weren't just put in all product tbh. They said expeditions/inventions etc would be done again right? We have no set in standard offering them, I'd have thought maybe they'd have done it so one set at any one time has them, when that rotates the next set will contain some, leaves you a reasonable time period between "special" sets.
    Posted in: The Rumor Mill
  • posted a message on Random Card of the Day: Tendershoot Dryad
    I've always loved the art and flavor but I've never been able to run it, one guy all too often plays Vamps, and even outside of some sort of zombie tribal, zombies turn up in some form every now and then.
    Posted in: Commander (EDH)
  • posted a message on Best packs for "Summon the Pack"?
    Hey guys so building a budget Zombie Horde deck to try something new with my EDH group, and obviously it must include Summon the Pack (StP), might errata it so the Horde can make use of helpful noncreature spells too.

    It has the added bonus of fulfilling my love for cardboard crack and so basically I'm wondering what the best packs to use are?

    Firstly I'm thinking Battle for Zendikar & Kaladesh for the added lottery of an expedition/invention.

    It seems to be BFZ is probably better than Oath for the average value of the very unlikely Expedition, for general value and better big StP targets, I'm not sure?

    Same with Kaladesh, I know that has the much coveted Sol ring, but I think Revolt probably has better average value overall..unsure on each's better StP contenders

    Then I was thinking of some other sets which cost a bit more, I appreciate there is a high likelihood that single packs from older sets can be mapped, but I'll just be a few for some added variety/amusement. Max price of a tenner, and ignoring older sets which cost the same as standard ones due to low power level/value, I'm seeing...

    Betrayers/Saviours of Kamigawa
    Coldsnap
    Conspiracy/Take the Crown
    Dark Ascension
    Eternal Masters
    Fifth Dawn
    Iconic Masters
    Judgement
    M10-15
    Mirrodin Besieged (also Mirran & Phyrexian variants)
    Scars of Mirrodin
    9th Edition
    Odyssey
    Scourge

    I'll only get a few of these ones, so wondering what the best middleground between a chance at some value pulls and a set which has quite a few nasty fatties to make good zombies?




    Posted in: Magic General
  • posted a message on Random Card of the Day: Tendershoot Dryad
    I should probably stick this is a few of my creature heavy decks as I hate pouring my mana into a nice fatty or massive X value hydra when there's untapped blue mana available..
    Posted in: Commander (EDH)
  • posted a message on Narset's Reversal (reddit leak)
    Quote from Giulio »
    Quote from joeyb11223 »
    So basically you counter your own Nexus of fate, it goes back to your hand..and you get another turn anyway. Fun stuff.


    it does not counter... makes a copy of the spell and then return the card you've just copied to your hand... very powerful!


    ah I misread it in my mind thought it countered it, sent it back to your hand, and made a copy. Same overall idea though haha.
    Posted in: The Rumor Mill
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