- Alexev
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Member for 16 years and 27 days
Last active Fri, Feb, 9 2024 09:33:12
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Horseshoe_Hermit posted a message on Sauron, the Necromancer rulingNo, that is just an abridged name. It's still as if "Sauron, the Necromancer" was written in that space. (CR201.5c) Which, itself, doesn't refer to something by name but instead stands in to mean "This permanent". (CR201.5)Posted in: Magic Rulings -
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bobthefunny posted a message on Looking for land ramp cards for a non green deckYou have asked me about my favorite topic.Posted in: Commander (EDH)
When ramping in non-green colors, don't be afraid to get creative, and look for synergies between your ramp effects. Don't feel limited to cards that just say 'ramp' - these colors excel in bounce, flicker, and reanimation, all of which can be used to ramp. One of my favorite ways to ramp in Black for example is Undying Evil on my Burnished Hart or Solemn Silmulacrum when it's about to die.
One of the best non-green ramp cards ever printed is Rings of Brighthearth - This turns every fetchland into a rampant growth as well. It also doubles up your Burnished Hart, and also Wayfarer's Bauble. Before I go too far into it, here's just a dump of cards for you to look at:
I mentioned when some cards could get non-land ramp cards, but didn't include other 'ramp' cards that are explicitly non ramp (Smothering Tithe) since you specifically asked about lands.
COLORLESS:
1 - Wayfarer's Bauble - A rampant growth for any deck. Synergies well with artifact recursion.
2 - Sword of the Animist - Gets lands.
3 - Burnished Hart - A bigger sakura tribe elder for any deck.
3 - Crucible of Worlds - Doesn't ramp on its own, but ensures consistent land drops with fetch lands.
3 - Rings of Brighthearth - Ramps with fetch lands, turbos other ramp options. Can go infinite with Deserted Temple
3 - Sword of Light and Shadow - return your rampy dudes.
4 - Solemn Simulacrum - An all around acceptable pick, though not great in any specific area. Gets better with more synergy.
2 - Thaumatic Compass - Gets lands, IS LAND!
2 - Treasure Map - Becomes a land, and gives a ritual effect as well (or you could draw cards, that's ok too.)
2 - Dowsing Dagger - Give one person plants, hit someone else.
4 - Golden Guardian - Fight something of yours prior to a wrath effect for free flippy.
4 - Conqueror's Galleon - It's a land that does everything.
6 - Oblivion Sower - Works best with other exile effects, but still works.
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4 - Prototype Portal - I have imprinted an artifact land before.
5 - Mirrorworks - I have copied artifact lands.
BLACK
1 - Undying Evil - Cast on Burnished Hart (or other rampy mcdude)
1 - Supernatural Stamina - Undying Evil #2
1 - Kaya's Ghost Form - Undying Evil #3
1 - Unearth - Burnished hart...
2 - Dance of the Dead - aim at that green player. Or a robot.
2 - Animate Dead - aim at that green player. Or a robot.
4 - Liliana of the Dark Realms - Not ramp, but keeps up swamp counts.
BLUE
2 - Search for Azcanta - It's eventually a rampant growth.
2 - Phantasmal Image - Copy a robot.
2 - Dance of Many - Copy a robot.
2 - Copy Artifact - Copy a robot.
2 - Twincast - hello mr. Green player.
2 - Narset's Reversal - Hello mr. Green player.
3 - Trinket Mage - Gets Wayfarer's Bauble, Sol Ring, Skullclamp, etc.
3 - Tribute Mage - Gets Sword of the Animist. Mana rocks, etc.
3 - Trophy Mage - Gets Burnished Hart, Sword of Light and Shadow, Crucible of Worlds, Rings of Brighthearth, Mana rocks, etc.
5 - Tezzeret the Seeker - -0: get artifact land. -1 get sol ring. -3 get Rings, then -0, get 2 lands. etc.
WHITE - second best 'ramp' color.
1 - Legion's Landing - it's a 1 cost land.
2 - Relic Seeker - Gets Sword of the Animist. (or skullclamp)
2 - Stoneforge Mystic - Gets Sword of the Animist. (or skullclamp)
2 - Knight of the White Orchid - If you're behind, you ramp. Gets non-basics.
2 - Oath of Lieges - Makes everyone catch up to the ramp player. Rather good anti-ramp tech, actually.
2 - Angelic Renewal - Combo with Burnished Hart, or even Solemn Simulacrum, etc. Still has natural use outside of that.
3 - Boreas Charger - Again. Gets non-basics.
3 - Gift of Immortality - Put it on a Burnished Hart. Smile.
4 - Kor Cartographer - Ramps. Gets non-basics.
4 - Restoration Angel - Flicker the sad robot.
6 - Sun Titan - Ramps with Fetchlands.
7 - Emeria Shepherd - Combo's with Burnished Hart to pull lots of lands out. Can chain with other things as well, such as Sun Titan.
1 - Land Tax - doesn't ramp on its own, but ensures land drops.
4 - Endless Horizons - doesn't ramp on its own, but ensures land drops. Don't have to go crazy on it either. Just pull out 5 basic plains, and no one cares enough to kill it, and you get 5 free cards.
LANDS
- Myriad Landscape - it ramps.
- Terrain Generator - gets extra lands from draws into play. Each investment pays off in future turns.
- Rav bounce lands - These don't 'ramp' per se, but ensure you hit a land drop that you might otherwise have missed, by giving you a virtual 'land' in hand.
- Thawing Glaciers - Doesn't 'ramp' per se (on its own), but ensures you hit land drops. Ramps with Deserted Temple or Rings of Brighthearth.
- Deserted Temple - Ramps with Glaciers, goes infinite with Rings + large mana land (Coffers).
I'm sure Ill think of more later. I have used each of these cards, for the sake of ramping, in at least one deck at some point or another. -
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joeyb11223 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)
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BaronCappuccino posted a message on Talk - It is conceading fair play to you?I think threads like this are great arguments for building less interactive decks. Who wants a big Commander-like win by stealing all the creatures on the board and turning them back on their owners when they'll just invalidate you anyway. Build early turn combo decks so that tactical scoopers can only speed up your inevitability. I suppose I'm mostly just amazed that this topic even has two sides.Posted in: Commander (EDH) -
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RxPhantom posted a message on Talk - It is conceading fair play to you?You can dress it up by calling it "tactical," but scooping to deny value is scummy, and no amount of flowery language will ever convince me that it's a noble act. If a player casts a game-winning Insurrection and you can't stop it in-game, then that player earned the win. Shuffle up and start a new game. Like adults.Posted in: Commander (EDH) -
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DigitalFire posted a message on Talk - It is conceading fair play to you?Taking your ball and going home is somehow still up for debate.Posted in: Commander (EDH)
What exactly makes it tactical? And in what way is it viable? Because by conceding, you've lost the game (which is not a good tactic) so the only way it could be tactical is to influence people in future games. Suddenly we're not talking about politics of the game but rather politics of the group beyond just the game. So then, how is this different than threatening to flip the table if someone attacks you?Quote from illakunsaa »Threatening to scoop is a viable tactical option and removing it makes the game worse.
In both cases, it demonstrates childish behavior and poor sportsmanship over a game that has ramifications beyond just that game. As almost everyone else in this thread has said, anyone doing this would not be invited to my table again. -
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Xcric posted a message on Talk - It is conceading fair play to you?personally i feel its a dick move unless you have to bounce for the night (or i guess poop)Posted in: Commander (EDH)
over the past like 10 years of playing commander the only time i've seen people concede is when they have to leave (or i guess poop) or when they're just salty. this actually happened about two weeks ago with a missed rhystic study trigger no one would rewind, guy got so salty he waited to tactically scoop. we ignored that (as in the person dealing lethal got to attack someone else instead). it made him saltier.
i mean i get it, when you're in a losing spot or didn't get your way you get bored on top of salty. generally when i've been in the same situation i'll just ignore everything unless its my turn and dick around on my phone or play a sub game at the table behind me. no big deal, but i do get it. i just don't agree with it.
then again, i played monogreen during the black summer and kept sticking with it rather than changing playstyle/deck sooooo i'm just a stubborn **** -
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Kerry posted a message on Talk - It is conceading fair play to you?Posted in: Commander (EDH)Quote from Fenrir Rex »I believe whatever makes the game enjoyable for the greatest number of people is the correct play.
The biggest example to this kind of issue has come up with Insurrection. My big, dumb battlecruiser deck has the best, spookiest board, and can kill the table if blockers are cleared with the mass mind control.
I respond by conceding. One player is salty, I’ve definitely lost (though helped play kingmaker), while two more players are still in the game- net political positive for the next game, and the current game continues with 2/3rd content.
Usually, the insurrection player is then allowed the classic take backsies and can use their turn and mana differently, essentially killing target player for nothing! Lots of ways around it without taking away the agency of concession at whatever speed you want.
That is most definitely poor form.. If that's what floats your boat then go ahead, but I wouldn't sit at the table with you again, even if it did benefit me in that particular instance. -
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void_nothing posted a message on Blattant thievery questions1) You choose the targets for spells as part of casting them. Therefore everyone will know which permanents you intend to gain control of the entire time the card is on the stack.Posted in: Magic Rulings
2) If a permanent that's targeted leaves the battlefield while the spell's on the stack, you don't gain control of it, but you gain control of all possible permanents (i.e. the remaining target permanents). If all of them are not legal targets, the spellis countereddoesn't resolve. -
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willdice posted a message on Blattant thievery questions1. All targets must be declared when you cast the spell, not when it resolves.Posted in: Magic Rulings
2. Your opponent can sacrifice the targeted permanent in response to the spell, before it resolves. - To post a comment, please login or register a new account.
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What I mean is, if you want to counterspell insurrection then play some Counterspell or Homeward path, or even a fog can screw that move by actually playing magic but you are using a concesion just to screw a player by NOT PLAYING, because if you counter the spell then you are playing magic, ok, if you are at 1 life and tap a painland to deny the insureccion is also OK you are actually playing magic and denying the efcect, but "quit playing" to deny an effect is not playing, so I think is cheap, wrong and unaceptable
But if your playgroup thinks you are a hero for that and they cheer you that kind of playstyle is OK, every playgroup has their own rules spoken or not
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And this kind of behavior is why conceding at instant speed should not be allowed, you are scooping to deny their legitimate wincon, is insurrection any worst than Triumph of the horde or similars.
Again, if you do that, if you concede to an insurrection you lack sportsmanship to say the least, and why those people will want to play with you again?
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I have to disagree, there is not a strategic value of that threat, because if you are at 6 life and I am atacking with a 6/6 lifelinker and you threat to concede to deny me the life gain, then one or more of this things will happend.
1. I will attack you no matter what, you will die and if you concede I will add up those 6 life anyway
2. I will never ever play again with you because you are just saying 'if things are nor my way, I am out' so for me, be out forever.
you say that 'crying' and threatening to concede is a strategy? really??? for me is the same strategic value my kids have when they cry and threat for a toy, I will denied them always and will be punished for that behavior.
After reading your primer I thought better of you, how disappointing
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Sorry my natal tongue is not english and I didn't understood exactly what you are saying, can you rephrase this sentence?
I said, that if you attack me with a 6/6 lifelinker and I concede before damage just to prevent you from gaining life, it is bordeline cheating and in my playgroup even this is not allowed, is poor sportmanship, I have never sufer that kind of bad behavior even in a PUG game on my LGS but I can assure you that if I am ever seated with a player that actually do this kind of things, that would be the last time I play in the same table
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Well, I have played my list (it is in my signature) a couple of times and this is my feedback:
1. The deck is really fun to play and it is not weak at all.
One of my games I was severely mana screw to the point of not casting my general up to turn 8-9, in that game one layer toke me to 1 life and I almost won the game (I was the last to die and if we didn't had misread a card I would won probably).
2. The decks is fun also because people cannot interact with your plan at all, you can win, you can loose but is high unlikely that anyone can 'mess with your plan'
3. Par of the OP advice is 'play with gentle heart' and this is very easy to do with the hippo because... you have noting they can destroy, steal or shut down, we will normally win the counter-war or we will just remove the threats
4. The hippo is big enough to chump-block most things and because he can bounce and give some one a card, many opponents will not waste a precious attack on a 'do nothing' if if they do, we can block or spot removal.
5. Because we can give some presents to opponents, they will forget soon if we board-wipe or just did something wrong to them.
Overall, a great deck, the one I have most fun so far
So, we just play draw go, we see what people is doing
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Please do not censor yourself because some people like this guy had his feelings hurt, please do not let this kind of people reap your right to say whatever you want.
They can think and say that global warming is fake and I don't care about their ignorance, I won't ask them to not talk their thoughts, and I will not hold my thoughts because some people have their feelings hurt for those.
So,
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My playgroup is casual, but for being casual I don't mean very low power decks, we play Atraxa, praetor's voice, narset, enlightened master, Marsil, the pretender, Breya, etherium shaper,Alesha, who smiles at death, Zur, the enchanter, and a very long very well know busted commanders I won't list just for sake of brevity.
There is a player that complaints about the possibility of someone winning with a combo, I don't mean a turn 3 or 5 combo, I mean a Turn 14-16 combo where for instance a player casting Sanguine bond and Exquisite blood plus gaining one life ends the game in a infinite damage or a turn 8-10 Felidar sovereign.
He argues that he does not like that you can win 'effortless' or 'out of nowhere' and I don't know how to make him understand my point of view which is the following.
1. He likes to play heavy creature bases decks, sometimes with counters, sometimes tribal, sometimes graveyard, etc. I just don't. I like other kinds of decks (mostly control decks)
2. It is not true that if a win with a turn 12-15 combo I won 'out of nowhere' or effortless because it is very hard for a control deck to survive long enough in a 4 man table where normally you will be the first in being attacked because of many reasons including that is easy.
From my perspective this is how most games in our group are played (Imagine I start because I won the roll)
I start developing slowly my board turn a a turn, just with lands and mana rocks, after turn 3-4 I can start developing my actual game plan so I can begin casting some artifacts or enchants that will drive me through it.
From turn 3 normally I eat every single attacks of the playgroup (creatures) except if he attack and develop my board or I am just in the weakest spot and I am just being ignored because they won't considered me a threat.
From turn 4 I may starting board-wiping (if I am the focus of the other attacks) or playing some stax things like Propaganda, Ghostly prison or even Delaying shield.
Maybe I can convince someone to focus on other player and I can starting spending some mana in my turn developing my game while holds answers in case of need
The last game I won, that was a very hard one, I casted 6 boardwipes (game ended in turn 16-18 I think), while I didn't won with an actual combo (I won because I had 40 cards in my hand, sanguine bond and venser's journal) I think I may actually could won by dropping a felidar or exquisite blood and It would be the same, I worked for the win, I stand against 3 opponents that gave me no truce, it is so bad to win with an infinite combo in turn 16? why did he sees it as 'unfun' or 'unfair'.
a. What do you think about it overall?
b. Do you think winning with a combo in turn 10-18 is unfair or unfun?
c. Do you think control/combo player doesn't 'work their way' to the victory (remember I am talking about casual stuff, no T3 combos, no deck with black tutors)
d. Do you think winning with a combo in T10-18 is 'out of nowhere'?
I would love to read your opinions in the matter
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The thing is that in multiplayer I am always the "enemy" or at least is my perception, it seems the other players seems to think that even 1 creature kaalia have is too much, so even if I hardcast something I am being targeted.
In my playgroup when the table is 3-4 players, normally the agro is going to the people with more creature presense, I wont go full STAX because is not my game, but some cards as the abolitioner, the grifin, the orbs, the aven mindcensor or the enchants seems to be good enought to help me protect my plan, with or without kaalia.
EDIT: I will try to explain myself better, in a 3-4 ppl table I am often in the situation where I have Kaalia and one fattie or just one fattie.
I play things like apostle's blessing and faith's shield because I can protect my stuff from removal, not always kaalia but avavyn or iona are my main targets.
My plan adding some stax cards is to help me develop my plan with more assurance, we dont have counterspells, so the way we protect our plan is by counting in our opponents bad draws or having some reacting spells like the ones I use.
war's toll makes the opponents get tapped if they play anything, so, you want to play a removal on kaalia? ok, but all your lands will be tapped, if you drop a dude.. all your lands will be tapped, so I will be able to cast freely my stuff.
Stranglehold is a removal bait, I choose all day they spend the removal for enchants on it rather than my dragon tempest or necropotence, not to mention that the effect is asymetrical so THEY dont get to search in libraries and not take extra turns.
Rule of law is another dont mess with me kind of card, Kaalia doesnt need to cast more than one spell each turn, is shuts off combos, and many threats.
The birds are just awesome in the 3cmc, they shuts tutors, fetchs and triggered abilities like acidic slime in a instant speed , and because they are creatures they will be acting as another removal bait and if they dont, wel they are still flying 2/1 bodies.
Linvala, keeper of silence and angel of finality are both awesome flyers too, for a cheap 4cmc they give us a GREAT value, and they are 3/4 in the right creature types.
The orbs also gives us 'tranquility' I want my opponents to spend their mana developing their game plan but not disturbing mine, so if they can untap only a single land each turn they will be forced to think carefully what they do with the mana, will they hold mana for removal or they will be casting their general?
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My Kaalia deck has some combos but they are not the kind of offensive combos my playmates dislike so I am tolerated
I by myself dont like combos very much either but I added them in order to stand a chance in a multiplayer table, normally in 1vs1 games I do very well even against some control decks, but in a multiplayer enviroment with heavy control or annoying things like marchesa, mereen, atraxa, etc. Kaalia's life is a pain.
So I will share my decklist looking for some advice on how to improve it to get better results in a 3-4 man table against control, atraxa, mereen, nekusar, etc.
1x Mountain
4x plains
4x Swamp
1x Cavern of souls
1x Tainted field
1x Isolated chapel
1x Dragonskull summit
1x Sacred foundry
1x Battlefield forge
1x Caves of koilos
1x tainted peak
1x piranha marsh
1x city of brass
1x Command tower
1x Arid mesa
1x Bloodstained mire
1x Marsh flats
1x Tectonic edge
1x Godless shrine
1x Hall of the bandit lord
1x Sulfurous springs
1x Blood crypt
1x Bojuka bog
1x Boseiju, who shelters all
1x Shivan Gorge
1x Blackcleave cliffs
1x Clifftop retreat
1x Maze of ith
1x Homeward path
Mortify
wear/tear
Vyndicate
Path to exile
Anguished unmaking
Terminate
Dreadbore
Read the bones
Necropotence
Earnest fellowship
Apostle's blessing
Faith's shield
Armageddon
Wrath of god
Merciless eviction
Cataclysm
Enlightened tutor
Tithe (I will replace it with Land tax)
Dragon tempest
Swiftfoot boots
Lightning greaves
Good stuff
Defense grid (He will be replaced for great abolitioner)
Sensei's divining top (AKA the reason I sstarted play EDH)
Mimic vat (Candidate to leave the team, maybe for an MIraculous recovery)
Umezawa's JItte
Graveyard plays: 7
Buried alive
Entomb
Reanimate
Exhumate
Necromancy
Animate dead
Unburial rites
Mana rocks: 6
Mana vault
Orzhov signet
Boros signet
Sol ring
Talisman of indulgence
Rakdos signet
Magical dudes: 26
Restoration angel
Kiki-jiki, the mirror breaker
Bloodgift demon
Avacyn, angel of hope
Baneslayer angel
Gisela, blade of goldnight
Utvara hellkite
Sire of insanity
Steel hellkite
ANgel of despair
IOna, shield of emeria
Worldgorger DRagon (yes, the combo)
Dragon mage
Thundermaw hellkite
Rakdos the defiler (my 1vs1 hero of the day)
Admonition angel
Rune-scarred demon
ANgel of serenity
Harvester of souls
Master of cruelties (OP as hell even without Kaalia)
Balefire dragon
Sometimes I just think 100 cards are to few, I want to add other stuffs, matbe 1-2 extra board wipes (Damnation and Planar cleansing), sometimes I think my card draw is just too low, sometimes I feel I need a Reverberate but sometimes I just miss the 2nd red source
In a 1vs1 this decklist works really fine, but in a 4ppl table.... is a pain
I would love to read some advices on how to improve it and also on how to play some things, maybe you have some 'tricks' you want to share against blue mages
Thanks a lot in advance for your help