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  • posted a message on Combos with Stangg
    I tried this deck back in the day, but the spirit was weak.

    Typical big green payoff stuff will work for Stangg, ie Greater Good has two sacrifice targets. Confusion in the ranks is *sweet*.

    Zada, Hedron Grinder and Mirrorwing Dragon can help facilitate the pure insanity that is the red token plan, same with the typical green token doubling stuff

    I wonder, would a token copy of a commander deal commander damage? Probably not

    Brothers Yamazaki also benefit from spamming multiple copies, as each is giving +2+2 to the others. Still janky af but it plays into the theme a lot.

    Posted in: Commander (EDH)
  • posted a message on Commander legends speculation
    Man, I would kill for another easily splashable white auto-include to power up that colour, along with a couple of janky red cards and then a dozen or so powerful UG effects. Fingers X'd
    Posted in: Speculation
  • posted a message on Most fun casual competitive deck recommendations for me?
    Yarok is the ultimate deck for you mate, I don't think you're going to do any better.

    Its the strongest colour combo. Its based around one of the strongest non-combo effects in the game (creature ETB). Its green derived in a "no blowing up my lands allowed" format - this lets it colour fix easily on a budget and also ramp away with no consideration for consequences.

    If you already own that commander, you already have imo the most effective commander and the strongest set up for your type of format.

    If you don't allow LD, turns and infinites you won't be prepared for a "competitive table" (which is mostly combo/control and fast mana) so would either open up your playstyle or accept that you won't have a deck thats super good in those metas. Frankly its hard to play properly in those metas without proxies or a $$$ budget anyway so wouldn't worry about that particular requirement for the deck
    Posted in: Commander (EDH)
  • posted a message on Issac the Bitter
    Eh, I'm going to second the "this is a black effect" crowd. Would suggest something like giving you/their opponents a treasure and/or making them loot a card of your choice. Can see this as a reddish effect of misinformation (the loot effect) or a white effect of distributing wealth to the "poor" (aka you)
    Posted in: Custom Card Creation
  • posted a message on Can a budget deck win against a serious competative deck?
    Historically a mono-coloured aggro deck is one of the better bets for winning on a budget. Been a ton of effective red decks in the recent past but don't know how cheap they were. Can personally vouch for how good mono-blue tempo was last standard and that was pretty damn cheap too
    Posted in: Budget (Standard)
  • posted a message on Run more interaction! Run more fast mana! Or: The death of interesting edh deckbuilding

    A token deck is s somewhat more likely to use Skullclamp as card draw compared with the pure spellslinger of Niv-Mizzet. The token deck might also use Spell Swindle as one of its counters due to the high synergy. Packing in a Ghired's Belligerence as one of the single-target kills also gives some nice synergy, as does using Crush of Tentacles as one of your board wipes.

    This is the path I've taken to keeping my decks interesting, along with keeping tutors to a minimum and absolutely refusing to run any fast mana (piss off Sol Ring!). The more innately powerful a commander, the more synergistic elements I put in instead of the strictly best cards. So my Boros combo deck, it ran everything near 100%, because even at full power Boros is relatively weak compared to the other combinations. But my Brudiclad deck is full of token-orientated answers and removal.

    Another direction to go is to simply cut back on removal, which I say as a guy who used to run a mandatory 12-18 answers in every deck. Removal in that quantity is only strictly necessary if people are playing high powered explosive decks. My meta was removal heavy, leading to a lot of games where very little happened for a long time, a wrath every board rotation etc etc. Everyone slowly cut removal for more threats or value generators. Theres still removal in our decks but probably half as much. As a result, something will eventually stick instead of being insta-pathed.

    Theres three outcomes to this. Firstly, that half a dozen answer spells become a bunch of unique picks for a deck. Secondly, games are faster, because threats end games and at this answer-density threats stick earlier than in the old meta. Finally, and most interestingly, games often turn into political battles of threats vs threats. If one player has a huge indestructible monster, and someone can path it, situation over. But what if he has a huge indy monster, I have a horde of small creatures and another player has a big flying monster. The interaction between these threats is much more interesting than the interaction between threats and removal.
    Posted in: Commander (EDH)
  • posted a message on Changing phase and instant speed interaction
    Awesome thanks for clearing that up
    Posted in: Magic Rulings
  • posted a message on Changing phase and instant speed interaction
    Hey guys, been playing a while and this came up today. Might have been playing it wrong for years!

    If someone says they want to change phases, and responses occur, after that is resolved will it be in the original phase or the new one?

    For example, I move to the combat phase. "In response" my opponent attempts to path my creature. I counter that spell. Are we now in the combat phase, or in the main phase and I have to attempt to change phases again?

    Thanks a lot for the assist!
    Posted in: Magic Rulings
  • posted a message on Charkim Caller of Spirits
    Feels like having your cake and eating it too - Riku of Two Reflections's creature half, in better colours, for less CMC, with hexproof added. The illusion effect for the copies is a cool idea but doesn't come close to offsetting the advantages.

    Posted in: Custom Card Creation
  • posted a message on Generating Magic cards using deep, recurrent neural networks
    I made an EDH deck using neural cards from roborosewater and some other places. Hilariously busted.

    The general, which I renamed to Simic Lord Roborosewater, was this bad boy

    Simic Lord Roborosewater [4B]
    2/2 Human Wizard

    Whenever Simic Lord Roborosewater deals combat damage to a player, put a +1/+1 counter on it
    RW: Create a 2/2 red and green saproling creature token
    UG(Tap): Create a 0/1 white spirit creature token with intimidate and huster.

    Never found out wtf huster was lol
    Posted in: Custom Card Creation
  • posted a message on Coming back, out of nowhere
    My recommendation for new players and for budget players alike is to focus on the colours blue and green. They're very strong and the 'colour identity' of simic scales extremely well - get lands, play big things, win. Blue in particular seems to have the best 'second rate' - ie budget versions of - cards that still have high playability. For example, Stroke of Genius draws a ton of cards for like two bucks. But if thats too much for you, Ugin's Insight scrys and draws with an effect that scales in simic for 11 cents.

    Black has a decent selection of second rate stuff. Red struggles at the best of times (and I'm a red fanboy saying that) and white in particular has the least number of good cards, and therefore the demand on those cards raises their price.

    Going Blue+Green commanders by price on Scryfall brings up Roon of the Hidden Realm, Tuvasa the Sunlit, Vorel of the Hull CLade, Intet the Dreamer, Edric, Spymaster of Trest, Rashmi, Eternities Crafter, as immediate budget options that I've seen working well both in general focused and general "blue/green good stuff" builds.
    Posted in: Commander (EDH)
  • posted a message on Need advice about protecting K'rrik, Son of Yawgmoth
    I've been tossing up the idea of this general too, a cheap Phage just seems too damn hilarious to pass up.

    Whispersilk Cloak is another hexproof equipment that I haven't seen suggested. Shroud <<< hexproof sure, but unblockable with Krrik's lifelink or (lol) with Phage is pretty legit
    Posted in: Commander (EDH)
  • posted a message on Peasant Commander - Rules and Banned List
    Just any rare creature? Gives it more of a distinction from vanilla EDH and lets you do things that are not possible in EDH instead of just 'less than' regular EDH
    Posted in: Variant Commander
  • posted a message on Land Destruction Finishers
    White, Blue and Red, though I'm considering LD for various colour combos.
    Posted in: Commander (EDH)
  • posted a message on Land Destruction Finishers
    Looking for good ways to end the game after an armageddon, especially if they are creature based.

    For example, Frost Titan is hard to kill when players are at a low land count, and can tap down somebody's lands with its own attack trigger to keep them denied for longer.

    Or something like Mogis, God of Slaughter will sit on the board for multiple turns, pinging for two for a long time until someone reaches enough lands to do anything.

    Any suggestions welcome!
    Posted in: Commander (EDH)
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