i play jazal goldmane which is basically trample-less craterhoof behemoth on a stick.
i use collorless ramp and draw (obviously)
if i catch a player of guard (which can be rather easy in white) while i have ~5 tokens and jazal and 5 mana i can usually one-shot them
this means if i draw the correct cards i can do some real damage from turn 5 possibly eliminating 2 players by turn 6-7 lest they have no quick way to deal with it.
the collorless card draw and manaramp can and has kept me in for the long games as well. giving me the resources to rebuild to that fatal 5 tokens+jazal wincondition.
things like mask of memory and skullclamp are key to boros and mono-white edh.
im planning to find a copy of teferi's protection so i can possibly one shot someone and protection to my turn to avoid the consequenses
boros and mono-white can definitely be strong if you know how to build it.
ofcourse we also now have endless atlas to play with
boros/white is a fun color imo because you must play around its weaknesses while still playing to it's strengths.
bad at carddraw but great at combat? great, draw with combat!
- Registered User
Member for 3 years and 9 days
Last active Sun, Jan, 6 2019 13:34:35
- 0 Followers
- 95 Total Posts
- 10 Thanks
Nov 14, 2018the_jevry posted a message on So what could WotC realistically do to help white in Commander?Posted in: Commander (EDH)
Oct 18, 2018you can however sacrifice the creature during the end step before your turn begins since there isn't a tap ability involved (like svannahlion said, this is assuming reccuring nightmare somehow isn't restricted to sorcery speed)Posted in: Magic Rulings
Oct 14, 2018the_jevry posted a message on target changing without "change target of" effectsso a while ago in MTGA i had the strangest thing happen to mePosted in: Magic Rulings
and i think my opponent tricked me on purpose with whatever this strange rule is
i played a noxious gearhulk with the effect targeting one of his creatures
in response he played a card that created 3 saprolings.
so after that card resolved the game asked me if i wanted to change targets(?!)
confused about what the game just asked (since in general you are not supposed to change targets after targets have been called wtf game?)
I clicked the cancel/no/whatever it said button, because i still wanted the same creature dead.
and then the noxious gearhulk didn't kill the creature. because somehow not changing my target was the same as nto chosing a target at all.
i was bamboozled!
so what rule caused this to happen? because the game acted as if i were allowed to change targets, which i obviously shouldn't have been able to, right?
Oct 14, 2018just make what you want.Posted in: Magic General
i mean those m19 set decks are there because m19 is a recent set which means most stores sell stuff from m19.
but sets are generally close in power level.
as long as your not playing the standard format (only the X most recent sets legal in standard) you could use any set you like.
Sep 25, 2018just a fun little multiplayer format i like to call party tower.Posted in: Homebrew and Variant Formats
it is aimed at commander players, prefferably kitchetable commander players (because the "tower" needs copnstruction and dissasembly time it is not super suitable for lgs players for example)
the rules are quite simple:
-you grab any number of commander decks (differently sleeved to keep them apart) and shuffle them into one giant tower of cards. i suggest 3 or more.
-then you grab the top 60 cards or so from the tower and put them in the middle of the table
(i think you know where this is heading by now)
-every player grabs cards from the center pile.
-have not settled on life total yet but 30 seems like a good idea since commander synergies have been thrown out the window
-speaking of commanders, (optionally) each player grab cards from the tower until that player grabs a nonland permanent, that card becomes that player's commander (yes a izzet signet can become your commander)
-color requirements are removed to prevent mana screw (basically everyone has a chromatic lantern emblem)
-to prevent manascrew furthermore if a player is suffering from mana screw that player may decide to choose a card at random from his/her hand and put that card face down onto the battlefield as if it was a basic land card)
-if the shuffled commander decks have particularily many tutor cards you may set the rules that if a player searches the tower that player waits until the end step to do so and if not done tutoring yet when getting passed the turn the player skips that turn instead
any of these rules can be changed to your liking but the idea is generally that shuffling up random commander decks not expecting this creates a fun format or rng synergies.
Sep 25, 2018the_jevry posted a message on Brand new player need severe help on getting this downhttps://www.youtube.com/watch?v=ZixWqaGJVQsPosted in: Magic General
humorous but informational
another important note is the colors in the game. each color has strengths and weaknesses but it's not per-se rock-paper-scissors. this means you can create your deck to your taste. glass cannon type of guy? you can do it, control freak? you can decide what your opponents get to play (they wont like it though), prefer resilience? its very possible.
so try each color and see what you like
green mana, red mana white mana generally orientate around getting cards on the table on your side of the "battlefield"
while black mana, blue mana, and white mana (again) generally can control what your opponents have on the table.
each color also has something it is incapable of doing in any way
-Wwhite is olmost 100% completely unable to draw more cards, but ignoring this aspect of white it is a jack of all trades.
-Ublue is olmost completely incapable of putting things your opponents control into their graveyard or exile. but in return they can stop spells from ever happening (countering them) and returning cards that got past into your opponents hand, blue is also adept at drawing more cards but blue creatures generally cost 1 mroe mana than if they would have been in another color.
-Ggreen believes it does not need to remove it's opponents creatures and instead focuses on creating bigger creatures.
-Rred is olmost completely unable to draw more cards. well it can draw cards but you always have to discard a card for each card you draw. red is the most fast and aggresive color so it doesn't feel like it needs more cards. it tries to win before it gets to point of wanting more cards
-Bblack has a tough time removing enchantments and artifacts and instead tries to win the game by destroying creatures very efficiently and sacrificing it's own life total and creatures to demons in exhange for more strength
colorless cards can do anything but are less efficient in result of this (unless they come from an artifact focused set, in which case they are way to strong for what they cost)
Sep 15, 2018the_jevry posted a message on Switched from Yugioh to Magic recently. Advice on choosing a color?also probably a good idea too read up on the color pie a bit more.Posted in: Magic General
so you know what colors offer what options and what kind of thrats they pose to play vs.
a good thing to know also is that in mtg due to the nature of having no limit to the amount of creatures you have (which i believe wasa a maximum of 8 in yugioh) "resilient hard to remove" adopts another meaning as well.
nothing in magic is safe (unless you run ungodly amounts of freaking counterspells)
yes you can run hexproof and along the lines but the so called boardwipes destroy everything in play that does not have indestructible, and even then you can have the misfortune to run unto an hour of devastation or simply have it get exiled (which mean not just destroyed, but removed from the in-game universe) or force-sacrificed which indestructible and hexproof both do not protect against.
another more important note is that sadly in extremely competitive standard play you don't decide which deck types you can run, the meta decides, now luckily for you green is being pushed to be very strong atm, but atm before rotation the only allowed decks have been teferi-control and red-rush meaning one deck kills you before you can introduce yourself and the other drags the game out so far you could lose due to having the game last 50 turns and you losing to an emty library. both these decks are hated.
the modern format has more freedom to this in which there is no rotation. more deck archetypes are playable.
it is however a faster format than standard and initially buying a deck is far more expensive.
last piece of advice
try getting into the mtga beta, not per-se what you are looking for but since it is a computer version of magic you can't mess up rules and will see the 'stack' in action. the stack i btw want to explain myself because i just rlly want to. think as the stack as a physical object, when you play a card it is put onto the board, then i put my spell on top of your spell. if you want to you could put a third card on it. when the stack resolves sadly we can't grab the bottom card because it is burried beneath the tower, or stack, of cards. we need to go from top to bottom to resolve the spells played.
Sep 11, 2018Posted in: The Rumor MillQuote from Antiantiserum »All them Gates- - -
*takes of sunglasses*
the second guild infiltrated is BOROS!
boros my babe!
don't do this to me!
however on the bright side, knowing both infiltrated guilds share the color red we could speculate all guilds in the second set sharing the color blue and black are infiltrated. this would fill all the grixis colors, and would mean 3 guild infiltrated. ohrzov, azorious, rakdos and simic are targets for the infiltrated tag i speculate. so gruul is defenitely safe if this hold any truth, and i find rakdos less likely as it is too chaotic for bolas to trust on and freaky circuses doesn't seem like bolas's style.
Sep 8, 2018the_jevry posted a message on you guys think RTRTR all guilds will get a planeswalker?title says it all.Posted in: Magic General
mostly wondering because i recently discovered wotc's biggest crime against humanity yet
there are only 2 planeswalkers in the magnificent and glorious colors of boros.
and both of them aren't particularily amazing in being boros.
so while im at it what candidates for planeswalkers do you guys think there are? (next to vraska and raj ofc)
perhaps nissa or this vivien dudette for simic but thats all i can guess
oh and we obviously have domri rade for gruul.
Aug 8, 2018Posted in: Magic General
blech! forgot that was a zombie assasin, i dont use that card that often as i don't have the support for it. confused it with a big scary goblin. my bad.
- Artifact Blast
- Avoid Fate
- Guttural Response
- Molten Influence
- Red Elemental Blast
well most of those examples are A from the time R&D was mostly experimenting or B only counter blue.
The Eldrazi are not cruel, they just are. Is a lion eating a gazelle cruel? No, that's just what lions do. Same with the Eldrazi eating a plane. It's just their nature.
Emrakul is the only one who has specifically demonstrated anything like intelligence as we know it. Emrakul possessed Tamiyo and told Jace that she "didn't want to play any more", like the two Zendikar storylines and the Shadows over Innistrad storyline were just games to her.
well i don't think that is a hardly fair analysis, ofcourse a lion eating it's prey is cruel even if it's in their nature, is it not cruel if a serial killer murders someone even if it's in that person's nature? ofcourse it's cruel!
and i compared this cruelty to nicol bolas, the guy who is so evil and cruel he is in grixis, the color comination that is ment to be the definition of cruelty. an early game eldrazi titan from a deck focused on getting them out early is extremely cruel, because you don't have that many permanents yet. and then suddenly compared to that nicol bolas abducting your creatures and destroying anything not a creature isn't as cruel anymore. and this is mostly a problem game-mechanics wise. flavor wise i have no objections.
Only the original wave of Eldrazi (from ROE) have annihilator, and even then, only 10 of them have it. (Bane of Bala Ged sort of has it, as well.) Most eldrazi don't protect themselves in any way either; that's almost exclusively the Eldrazi titans Kozilek, Ulamog, and Emrakul. Of the 138 Eldrazi creature cards, only a handful protect themselves. And of the ones that do, most of them are non-Eldrazi that were reshaped by Emrakul.[/quote]
Quote from worldleviathan »
You will probably not quit Magic, I am guessing, am I right?
OFCOURSE NOT! i am hopelessely addicted to having some commander fun with friends. besides, cards like these that get on my nerves i simply don't play and play against.
- Artifact Blast
Aug 7, 2018Meet thraximundar. a cunning goblin in the cruel colors of grixis, a true sadisting monster.Posted in: Magic General
now Meet Ulamog's Crusher... the only thing that thraximundar can do that this guy can't is grow bigger over many turns...
not to mention this guy is collorless, yes he costs one more but ANY deck can play it as long as it can reach the required mana.
don't get me wrong eldrazi look pretty cool but mechanics wise r&d they really f'd up. solely by making them collorless.
want a counterspell in red-green? no worries Kozilek, the Great Distortion got you covered
eldrazi RUIN the color pie and they are collorless without the added effect of costing more mana than a normal creature would do.
my second problem is how big eldrazi's are more cruel than grixis, freaking grixis!
HA you tought Nicol Bolas, Planeswalker was evil?
oh boy you haven't met It That Betrays.
or Kozilek, Butcher of Truth ( sacrificing 4 permanents AND having to take 12 damage in the face? what were they thinking?)
now i understand that a spell costing more than 8 mana should be a game ender
but something like Void Winnower is just straight up wrong
honestly i would love eldrazi wasn't it for the fact annihilator 2 and up are complete BS and the ways the ones who can protect themselves are even more BS
all in all so far my "favorite" eldrazi is Kozilek, the Great Distortion simply because it's only annihilator is menace which makes you at least choose between either 2 creatures or 12 damage, not both like the other ones do. and the way it protects itself is quite easy to break trough, especially compared to the other ones.
Aug 2, 2018just get lots of doom blades and terrorsPosted in: Magic General
alway gets them
nahh but in general mahh dude new players their playgroups i think suffer from a a lack of using removal spells
in mtg always assume your oponents creatures are stronger than yours, so having a removal spell basically means no matter what they play, you always play a better creature by destroying their better creature and opening the way for attacks and getting rid of huge threats
basically a Ravenous Chupacabra is stronger than a colossal dreadmaw because it kills the dreadmaw AND is cheaper
basically its probably not his deck which is too strong, its your playgroups meta simply not catching up yet with the evolving of strength of deckbrewing played there.
i dunno what these other guys are suggesting honestly but basically any killspell works. dominaria has some 4 mana killspells if you want even. not as efficient but still gets the job done.
i suggest putting around 6-8 spells in your decks that remove creatures. this is essential in absically any deck
and remember, if he adapts back at the killspells by adding indestructible, use exile spells and cant attack or block spells
hexproof? magic has cards that cover that too. he can't outrun removal trust me.
Jul 4, 2018the_jevry posted a message on (edh/brawl) jodah seems really really strong what do you guys think?so I had decided to just grab some spare cards and manafixing for a quick 60 card jodah, archmage eternal commander/brawl deck... but i quickly noticed that with only like 20 dollars worth of cards invested into it already was beating things like a modified precon deck focused to 1 of its playstyles.Posted in: Magic General
obviously with jodah you save a massive amount of money when creating the manabase as things along the lines of sol ring are completely useless. you want 1 of each mana not multiple collerless or multiple of the same color.
the first thing is obviously 5 turn finishers. my main ones are army of the damned(even though you cant cast the flashback with jodah) and progenitus. this makes jodah an emmediate removal magnet as a single big spell from him could end the game.
however i notice that what can happen is while the other players are burning cards blowing up jodah i can just go ahead and hard cast the finishers anyways and the other players can't do anything about it since jodah took all the hits
obviously jodah is less scary at the more competitive levels of commander but it still seems a ridiculous powerhouse.
so i am interested, what do you guys think about the fist of suns on a stick?
- To post a comment, please login or register a new account.