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  • posted a message on Kuan-Kuan Tian's Cube Article
    That's the beauty of storm cards, not much "support" is needed. Brain freeze is by far the superior win condition. Most cubes run fast mana so simply chaining moxen and some free spells like snap can get you there. The fact that you are facing 40 card decks makes it strong enough on its own. It seems like a more open ended entomb in that more decks would rather have a brain freeze then entomb. It's another card for reanimator, and any deck can play it to remove possible threats.

    Empty the Warrens isn't necessarily a game winning combo, but simply playing any spell before it makes it more then worth playing in any deck. And that is an added plus to it. Its mana cost allows it to be played in any deck.
    Posted in: The Cube Forum
  • posted a message on [540][Powered] wtwlf123's Cube
    I will agree, no single red card can hit all of those permanents 1 for 1, unless you want to count cards like jokulhaups. Red can kill creatures, lands, and artifacts with simply better and cheaper costed spells with no drawbacks.
    Just as examples:
    Lightning bolt/char can kill creatures or players.
    Pillage/plunder can get an artifact or land.
    ingot chewer/keldon vandals are creatures with a relevant CIP ability.

    Those all seem like cards more decks want to play then aftershock ( I am pushing it with plunder as I wouldn't play that either).

    A 4mana, double red sorcery with a draw back that just doesn't seem to match the power level inherit in a cube seems an obvious cut/not include. Fissure seems better to aftershock, and i wish i could be joking about that.
    Posted in: Cube Lists
  • posted a message on [540][Powered] wtwlf123's Cube
    I will ask this of you personally... why is aftershock good? It can be replaced by so many better cards.
    Posted in: Cube Lists
  • posted a message on Kuan-Kuan Tian's Cube Article
    I would play any spell over aftershock. I seriously need someone to convince me of it's worth as i couldn't even justify it a focused land destruction deck....

    In the end though, all I was suggesting is that by replacing one card in a cube you can allow a combo deck to exist. Brain freeze, empty the warrens, etc, are cards that are not bad on their own in the format and only add another archetype to a cube with zero cost to anything else in the cube.
    Posted in: The Cube Forum
  • posted a message on Kuan-Kuan Tian's Cube Article
    This is why it seems good for a cube to have an artifact deck (this can simply be fast mana and fatties like sundering titan, magister spinx, etc, or tezzert). In general, all the cards for it will be good in most decks and allows something like a brain freeze deck to exist while sacrificing nothing. Empty the warrens > aftershock seems like a no brainer (still can't believe people play that card)
    Posted in: The Cube Forum
  • posted a message on or4nge's cube
    This is not correct ... one player's life total becomes 10 (each player has half of the team's life total) ... there is a bit more math to it than team life = 10.
    Example: Team has 30 life ... Magister Sphinx takes one player to 10 (instead of 15 ... 1/2 of total) so the result is the team now has 25 life ... not 10 in this example.


    notice how i will inform you in your error.

    As stated not 2HG. When a card says a player it affects the teams single life total. As a result, when it is played a teams life total will become 10. There is no halving of life, math, etc. It's just life total = 10
    Posted in: Cube Lists
  • posted a message on Kuan-Kuan Tian's Cube Article
    I'm surprised to see most cubes not having that included just as I'm amazed no one seems to have an artifact deck in their cube
    Posted in: The Cube Forum
  • posted a message on or4nge's cube
    The simple way to explain how we play is 2v2, especially since 2HG puts people in a mindset. Teams are randomly determined before drafting starts. The drafting occurs basically on a "square table" where you sit across from your team mate with opponents to either side. After the draft you make your deck individually, your partner does not help you here.

    As stated the game starts with each team having a shared life total of 25. Play goes in a circle alternating between team mates and opponents. Any discussion occurs openly, so knowing the card pool and being able to discuss with your partner subversively are good skills.

    And this is where it's not 2HG; each player is an individual still. Examples include:
    1) I play wall of denial, my team mate has no blockers.... my partner gets attacked until one of us stops it while we lose life off of our shared life total.

    2)My opponent plays flame rift. Both teams take 8 damage each (4damage for each player). 2 mana for 16 total damage. This is why hurricane, earthquake, rolling thunder, etc are good.

    3)Someone plays Magister Sphinx. One teams life total becomes 10.

    4)Firestorm. Generally kills opposing team for one mana or at least most of their field.

    The game is over when a team wins best the of three.


    I'm not really sure what else to explain here, but that should make how we play clear enough. Feel free to ask questions if anything isn't clear.
    Posted in: Cube Lists
  • posted a message on [EDH] enchanting PHELDDAGRIF
    Sorry it took to long to reply.....

    Well, one of the more obvious ways is the simple beatdown plan. Akroma, irridescent, etc beat down , evade, and are hard to kill. Putting an empiryal armour or ancestral mask obviously speeds up this plan. Those same encnatments on phelddagriff make general damage a very vuable win consition as well.

    Words of wind + enchantress effects. This one also happens a lot. The ability to remove every opponents board position while maintaining yours is very powerful.

    Sacred mesa/sigil. Make a lot of guys that fly ans turn them sidfeways.

    squirrelcraft. I swear i win games with this randomly more then a direct plan to win. Two cards to attack for the win in one turn.

    Decking. Though this has happened once so far, it is feasable that i can lock the board down and deck everyone.

    Scroll rack/land tax/zuran orb. Again, not a win condition in itself, but the ability to basically contract from below with no drawback helps to win games especially when it finds you answers.

    Phelddagrif is a win cosition of sorts too in that playing him gives you diplomatic power. If someone is a threat you can give someone cards to find an answer.... life to someone who may die... creatures to fog an attack.... ideally the favours are returned. As an example of sorts, I only play replenish. I don't want to help everyone with open the vaults... but i play with people who DO play it. If i can help that opponent to play that card it usually helps me more then it does them and let's me win in some way.

    Playing replenish multiple times.

    I think that covers the bulk of it. Hope that sheds some light on it for you.
    Posted in: Multiplayer Commander Decklists
  • posted a message on [EDH] enchanting PHELDDAGRIF
    So this is my deck. It is an enchantress deck that uses phelddagrif as a bargaining chip or to help aid in abusing oath. It plays like any enchantess deck really. This build is very anti creature by design but has game against everything. Drawing cards equals win the game. Looking mostly for some suggestions or even discussion about some cards like open the gates which i have yet to justify for inclusion.

    Questions and comments always appreciated.

    Posted in: Multiplayer Commander Decklists
  • posted a message on [EDH] Sedris, the Reanimation King
    ...there is an intution in your list right?
    Posted in: Multiplayer Commander Decklists
  • posted a message on Phelddagrif.... the enchanter
    verduran enchantress
    enchantresses presence
    mesa enchantress
    argothian enchantress

    pristine angel
    akroma angel of wrath
    iridescent angel
    academy rector

    land tax
    seal of cleansing
    rising waters
    sylvan library
    mystical tutor
    opalesence
    sterling grove
    propaganda
    fact or fiction
    sacred mesa
    faith's fetters
    martial coup
    austere command
    seal of removal
    scroll rack
    crop rotation
    idyllic tutor
    ancestral mask
    path to exile
    exploration
    oath of druids
    brainstorm
    return to dust
    privledged position
    life from the loam
    words of wind
    ivory mask
    collective retraint
    sigil of the empty throne
    aura of silence
    pariah
    wrath of god
    dueling ground
    ghostly prision
    swords to plowshares
    replenish
    wild growth
    elephant grass
    enlightened tutor
    earthcraft
    squirrel nest
    empiyrial armor
    aura shards
    hallowed burial
    rout
    greater auramancy
    sylvan scrying
    karmic justice
    zuran orb
    humility
    regrowth
    mirari's wake
    oblivion ring
    condem
    gaea's blessing
    moat
    seal of primordium

    tundra
    tropical island
    hallowed fountain
    breeding pool
    serra's sanctum
    strip mine
    windsweapt heath
    flooded strand
    nantuko monestary
    forbidden orchard
    4 island
    10 plains
    10 forest
    Posted in: Commander (EDH)
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