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  • posted a message on Gideon, the Oathsworn and the meaning of "this turn"
    The ability does not state any exception to the standard planeswalker rules, so you can't activate it on your opponent's turns unless something else does allow you to do so.

    306.5d Each planeswalker has a number of loyalty abilities, which are activated abilities with loyalty symbols in their costs. Loyalty abilities follow special rules: A player may activate a loyalty ability of a permanent they control any time they have priority and the stack is empty during a main phase of their turn, but only if none of that permanent’s loyalty abilities have been activated that turn. See rule 606, “Loyalty Abilities.”
    Posted in: Magic Rulings
  • posted a message on Slimefoot the stowaway
    You're lacking a bit in the boardwipe department, and I don't think you can assume to be fast enough to never need one. I'd at the very last play kindred dominance, but something like pernicious deed or gaze of granite should give you something to hit a wide variety of targets.

    edit: also, you'll want to play beast within as it's spot removal that can hit anything.
    Posted in: Commander (EDH)
  • posted a message on Mothership 1/3 - Haktos the Unscarred
    Interesting that it can't be one. No simple d4 roll for you.

    Rolling a d3 is probably as easier, as most players already have d6's for counters.
    Posted in: The Rumor Mill
  • posted a message on Crazy Plays in EDH.
    I was playing a Breya deck focused on making treasures and thopters. I found myself holding a Mechanized Production but with none of my usual targets to put it on.

    One player destroys the Tithe before my next turn, but I have 8 treasures due to people drawing cards.

    Wouldn't you have won right there though?
    Posted in: Commander (EDH)
  • posted a message on Crazy Plays in EDH.
    So, this happened at the table next to mine when I was playing at a fairly casual EDH tournament this weekend. One mill-based deck had been steadily grinding down all decks in the game, to the point that most graveyards had 70 cards or more in them, and most decks where down tho the last 5 cards or so. The tournament judge walks by and casually quips that that would be a great moment to play a living death. He moves on to the next table, the turn gets passed, and the next player promptly complies with the judge's suggestion.

    And then another player promptly reverberates the living death for even more chaos. The judge hurries back to the table, as even a pod of experienced players would need some help resolving that board state. What follows is a massive cluster of creatures entering the battlefield, triggering all kinds of effects, including for two players 'must draw' effects that take them out (this includes the player of the living death before it een gets to resolve, simplifying things).

    Then, while the stack for the remaining two players is still in the process of resolving, the goblin player sacrifices some goblins for mana to get off a massive raid to finish off the last player.

    The whole thing was absolutely glorious, and required about 10 minutes to resolve.
    Posted in: Commander (EDH)
  • posted a message on Run more interaction! Run more fast mana! Or: The death of interesting edh deckbuilding
    You're making a lot of assumptions about what you 'need' to do to keep up with the rest of the table. If your meta is indeed hyper-competitive, with everyone building the absolute best deck possible then you're right, but that's what magic is like, as most eternal formats congregate to a limited number of best decks.

    However, not all meta's are like that. For example, in my local meta I wouldn't need to ru anywhere near that amount of mana acceleration, and 6 mass removal spells is decidedly overkill. We barely run any tutors in my Meta and I in particularly avoid playing tutors unless it does something particularly interesting (such as congregation at dawn in Gishath, or some non-basic land tutors in sisters of stone death because that deck really needs the massive amounts of mana to function).

    All of this is to say that interesting deck building does not have to be dead. If your group values that aspect of EDH, all they have to do is agree on some global limits to their meta to avoid playing cEDH.
    Posted in: Commander (EDH)
  • posted a message on [THB] Elspeth, Undaunted Hero & Ashiok, Sculptor of Fears
    I might play that Ashiok in my mimeoplasm edh deck.
    Posted in: The Rumor Mill
  • posted a message on The Duel Mechanic
    One thing that should help this ability at least somewhat is to not have the power boost be permanent, but instead be until end of turn, and to have the requirement that the target creature for the duel is untapped, so there is some counterplay possible if someone doesn't want a particular creature to be forced into a duel (No dueling against mana-dorks, for example). Your highway scoundrels would then be something like:

    Highway Scoundrels2BB
    Duel 1 (When ~ attacks, you may choose an untapped creature the defending player controls. If you do, ~ gains +1/+1 untill end of turn. It is now blocked by that creature. Block restrictions do not apply with this effect.)
    Whenever this creature duels, its controller draws a card.
    Posted in: Custom Card Creation
  • posted a message on Death by Exile?
    Being indestructible only relates to being destroyed, and does not directly relate to dying:
    702.12. Indestructible
    702.12a Indestructible is a static ability.
    702.12b A permanent with indestructible can’t be destroyed. Such permanents aren’t destroyed by lethal damage, and they ignore the state-based action that checks for lethal damage (see rule 704.5g).
    702.12c Multiple instances of indestructible on the same permanent are redundant.


    700.4. The term dies means “is put into a graveyard from the battlefield.”
    Posted in: Magic Rulings
  • posted a message on What to play in creature heavy meta?
    Ninjas might be another possibility? Yuriko, the tiger's shadow makes for a very agressive commander if you build around getting her ability to trigger. she can hit the field as early as turn 2 if you get a 1-drop creature, and this deck wants to run a bunch of cheap, hard to block creatures anyway to get your ninjas in.
    Posted in: Commander (EDH)
  • posted a message on What are some commanders that might be good for beginners to play?
    I second the pre-con suggestion. However, if your group out-grows the pre-cons and want to build something from scratch, I think commanders with a very clear build-path are a good start. Creature tribal commanders would often fall in this category, as would, for example, omnath, locus of rage. Such cards he;lp in that they put further constraints on the cards you could be using by making it clear what they need to win. Creature tribal commanders want their tribe to be represented, while omnath wants you to play a whole bunch of ramp to enable him, for example.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Looking for new deck to build
    Sounds like you might want to build an actual group-hug deck? Something based around the new king, for example.

    Alternatively, you could build a stompy tribal deck, like Dinos with Gishath or Dragons with the Ur-dragon or something like that. That way you've got a deck more focused on building your own thing than on stopping your opponents from doing their thing.

    Edit: you could also build something with a theme of stealing creatures, like yasova dragonclaw, sisters of stone death or dragonlord silumgar. Such decks tend to automatically scale up or down depending on the power of your opponent's decks, but it is a tactic that's inherently more disruptive to their strategies.
    Posted in: Commander (EDH)
  • posted a message on [THB] Theros: Beyond Death Leaks
    So, let's see. Saga's are back. 'Escape' is a new mechanic that allows for the casting of spells from the graveyard. I suspect most of them will have an 'exile X cards from the graveyard' cost to reduce the possibility for eternally recurring stuff. "heroes of the revel" and "hero of the nyxborn" basically have heroic, but because it's not keyworded, its probably only on a couple of cards. Lastly, the "omens" are probably a 5 card cycle.

    That's about all I can figure from a quick glance at these cards so far.

    edit: oops, I completely missed the mention of devotion
    Posted in: The Rumor Mill
  • posted a message on Online Resources
    My general build-process looks something like this:

    1. Decide on deck concept/commander: For example, let's say I decided to build a dino-tribal deck with Gishath as the commander.

    2. Find cards for the theme using gatherer: Using the previous example, this is where I'd look on gatherer for all dino cards ever printed, and pick the ones I like for the deck.

    3. Include the staples that I'm aware of: Using the previous example again, this is where I throw the green ramp staples, sol ring, blasphemous act and some generic tribal support cards in the deck.

    4. build a mana-base

    5. Check EDHrec for stuff I missed: At this point in the process I generally have 2-6 card slots left open. I haven't played magic for that long, so i don't have an encyclopedic knowledge of the cards, so having a resource like EDHrec to check my deck with and see if there's anything really useful I missed is very helpful. In this dino deck example, EDHrec helped me find congregation at dawn, a card that works really well with Gishath and that i didn't know existed.

    so tl;dr I use online resources, but generally only during the final steps of my deck creation process to help with filling the last couple of slots with stuff I like, but didn't know existed.
    Posted in: Commander (EDH)
  • posted a message on How does one choose cards for EDH?
    Quote from Shea_0 »
    Quote from Randuir »
    Quote from Shea_0 »
    A word of caution if you netdeck

    older more experienced players will feast on you if you don't have an in-depth knowledge of mechanics, interactions and meta. I personally love hosing netdeckers with my homebrew decks designed to take advantage of them. I'm not alone!

    @OP, you should definitely ignore any comments of derision about 'net-decking' or whatever. There is no best way to build a deck for a casual variant like commander, and most people don't have an encyclopedic knowledge of every card ever printed, so using online sources for example decks and card recommendations to help you find cards that work for your deck that you never even knew existed without those sources is perfectly fine.


    Despite the obvious emotional backlash to the facts I present, it would be bad advice to not acknowledge the reality of the aspects I mentioned in the EDH format, namely meta.

    Meta not only relates to card selection but the mentality around their use

    So regardless of the emotional reaction my statement of fact has provoked, to disregard the notion that older players will pick up on netdecking new players, and to not try to gain a better understanding of your card selection to avoid this scenario (aka to have a better playing experience) - is bad advice.

    Ultimately, we all do as we please and hopefully you have some fun

    The reason for my 'emotional reaction' is that I really, really dislike gate-keeping, and that's what you seem to be doing. But maybe I'm completely reading your post wrong. How would you recommend a new player builds a deck that can allow them to stand up to the older players that don't need online sources?
    Posted in: Commander (EDH)
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