2019 Holiday Exchange!
 
A New and Exciting Beginning
 
The End of an Era
  • posted a message on Tormod, the Desecrator and the delve mechanic
    A) Tormod, the Desecrator is in play, my graveyard is filled with many cards and I cast Treasure Cruise. To pay for the cruise, I tap four lands and exile four cards from my graveyard with delve.

    How many zombies do I get from Tormod?

    (I know Tormod says it's one zombie "whenever one or more cards leave", but what I'm asking is if every single exiled card from delve is a seperate instance of "whenever", much like my lands are tapped separately one at a time, or if they all go at once? Either I get one or four zombies.)

    B) Tormod is again in play and I play Flood of Recollection. Flood returns a card from my graveyard, creating a zombie. Then it exiles itself. Did it ever go to the graveyard before exiling itself, so that I now get a second zombie? Or does it exile itself rather than going to the graveyard at all?
    Posted in: Magic Rulings
  • posted a message on [[Primer]] [PAUPER] Crushing Dreams on a Budget - Child of Alara (UPDATE 07-2018!)
    Very interesting, bfine! I feel like with the current situation of new rules and prints, deck lists will become more streamlined and similar.

    Mana base: I think I will play almost exactly the same mana base as you, maybe distribution of basics and karoos will be slightly different, that's all. Any particular reason why you prefer Izzet Boilerworks over Golgari Rot Farm?

    Altar's Reap, Perilous Research, and Village Rites: I notice you are missing Wretched Gryff. It is sorcery speed rather than instant speed, but only a single mana so easy to squeeze in. I think it is stronger even than Village Rites, because one extra card is rarely as good as a free 3/4 flyer. Also the card draw too is uncounterable. Perhaps it deserves a slot over one of Reap/Research? Also, running too many of these effects that require CoA on board and are redundant risk clogging up your hand. I really like your BEB/Hydro plan here for that reason - especially if you decide to cut Perilous Research. I'll have to give this some thought for my own list!

    Coiling Oracle: Actually, a card I've had to reconsider yet again was Commander's Sphere. I was browsing through cards at EDHREC and saw how popular it was, and it got me thinking. If we compare it to cards that are typically run: Darksteel Ingot. The obvious comparison. It doesn't have the indestructible synergy with CoA, but instead it has a cantripping synergy so that you don't lose a card anyway. Darksteel Ingot is better in the first few turns when your mana is limited, Sphere is better later. It is in fact a very decently costed cycling mana source when you compare it to the cycling lands. For a net mana of 2, you get a gold source that cycles and RAMPS (ignores normal 1 land per turn rule). Same if you compare it to Rupture Spire and friends, that also set you back 2 mana the turn they are played, but follow normal 1 land per turn rules. And these lands used to be completely mainstream in triplicates in all lists! I think we've undervalued Commander's Sphere before, and now it's even better when we're cutting back on gold lands and want more ramp.

    Whispers of the Muse and Rain of Revelation: You might have a point here. Another think I'll have to consider, the value of instant speed draw in the deck now. Impulse is also a card.

    Deprive: I've considered this as well, and use it in Pesant 60 card decks with Sanctuary. My conclusion is that 1-for-1 counters just aren't worth building an engine around, especially one that halts your land drops. You'd much rather go from say 12 lands to 16 lands and get more mana for card draw, CoA replays and Capsizing than sit at 12 and counter a spell every few turns. In a 1-v-1 60 card deck, you are much more likely to not get more benefit from more land drops and can completely lock the game with this.

    Spoils of Victory: I considered it also, but concluded that I couldn't abuse this with Sanctuary as much as I could using Crop Rotation and Reap and Sow. And it is kinda worse than all the other ramp spells, so I decided I wanted Commander's Sphere more.

    Let me know how you like Growth Spiral and the instant speed draw when you've played a few games!
    Posted in: Variant Commander
  • posted a message on [[Primer]] [PAUPER] Crushing Dreams on a Budget - Child of Alara (UPDATE 07-2018!)
    Quote from bfine70 »
    I like most of your changes. I'm still messing with my build myself. I will likely be playing Village Rites somewhere, just not sure where. The mana is going to take the most work to nail down, especially with the thrive lands. I know you really like the Griffin, but I'm still not sold on it. Dimir House Guard is the least exciting of the tutors based on its limited targets and I think I'd rather run another recursion spell like Reaping the Graves over the Griffin or just running back Shade's Form (but also not big on those because no way to rebuy those later). How do you feel about Unwind and Rewind now that you're lower on the number of bouncelands?


    I will probably be replacing Perilous Research with Village Rites. Only downside is no tutorability with Merchant Scroll, but now that we don't have to use tutoring for recursion as much, I don't think I'll miss that.

    As for the thrive lands, they will replace some combination of my green life duals and some number of the gold lands. Still considering which combination will be best. The need for gold sources dimishes as we get better fixing, and Rupture Spire and friends are the slowest lands in the deck. Still, if there's more support for gates around the corner, Gateway Plaza might be good. I'm also not sure how the rules changes affect the decision to run Opal Palace. It's not that bad. If you use it twice, you will have lost as much mana space as from a single Rupture Spire. If it means casting 8+/8+ CoAs late game, what's not to like?

    Griffin is one of few recursion effects that lets you keep a board position after blowing up CoA on an opp's turn. This leaves you less vulnerable to hasty attacks from other opponents until it is your turn again. Undying Evil and Kaya's Ghostform do the same. I'd rather run 2 Ghostform than the griffin, the the format is what it is. (You can run Shade's Form and friends here too, but they are more vulnerable to 2-for-1s than ghostform). Dimir House Guard should probably be grabbing Teachings or Reap and Sow before the griffin, but it's nice to have it in the CMC slot. Actually, I think Reaping the Graves is the way to go over Grim Harvest now (!) I'm still in a "CoA mindset" when thinking about recursion in the deck, but Reaping the Graves getting back two utility creatures is just so much more efficient. The fact that it can loop with CoA and a recursion wizard late game is just gravy really, it's so much more useful midgame than Harvest.

    I think Unwind and Rewind are basically cute but overcosted Cancels and Negate. Meh. I actually have enough counters already and I'm thinking about cutting them. I know I want to add SGO back alongside Augur of Bolas - they are both super strong. I'm also a bit disappointed in Farseek because the tap clause has anti-synergy with Mystic Sanctuary. OTOH, sanctuary is nuts with Crop Rotation/Reap and Sow.

    I'm looking at the various categories and thinking I do everything I want to do and I still have 3-4 slots to spare now with the rules change. I feel I'm already running the best cards and I'm unsure what to add more of. I'm taking a good hard look at Growth Spiral though. It seems like the best of the set of Growth Spiral, Explore and Coiling Oracle, and we could probably put one such effect to good use at any board position. Haven't felt this uncertain about the list in a long time!


    Just putting my current thoughts on deck list here so I don't forget anything
    Perilous Research -> Village Rites
    Grim Harvest -> Reaping the Graves (most likely the better card with new rules)
    (Mistmoon Griffin) possible cut as it is a few mana more expensive than Undying Evil/Ghostform. Graceful Reprieve is a possible replacement, but also strictly worse than Undying Evil. Growth Spiral is a strong card (not exactly necessary) that could take its place too. Cutting DHG is also a possibility if all it does is tutor for other tutors or card draw.
    Sea Gate Oracle should go back into the now rather large draw section.
    Rewind + Unwind need to go. One is replaced by SGO, the other by Soul Manipulation or Exclude. SM is arguably better mid to late game for getting back utility dudes rather than random draws, but Exclude is much better early to for example counter commanders with no card loss.
    Farseek is meh. Swap for Commander's Sphere which is probably a much better gold source than the Rupture Spire cycle of lands.
    Blossoming Sands is probably the best keep of the current green tap lands with only 1 plains in the deck. Consider cutting the rest and the Spire type lands for the new Thriving Lands. Consider adding Opal Palace which is better with the rules change and only really slower than the spire lands on your first CoA drop. Also Mortuary Mire should go back in (possible over an Island? going from 5 to 6 doesn't really matter much for Mystic Sanctuary) for utility creatures.
    Posted in: Variant Commander
  • posted a message on [[Primer]] [PAUPER] Crushing Dreams on a Budget - Child of Alara (UPDATE 07-2018!)
    With the rules update, I thought it was about time for my yearly list revision Smile Here's how I've thought about the recursion spells:

    1) With the new rules, recasting CoA costs 2 more each time and doesn't cost a card (recursion spell), just as it does for every other commander. Great news! That means a card like Grim Harvest (probably our best recursion spell) only becomes interesting to tutor up about the 4th time that you want to cast CoA. Harvest costs 5 mana to use and doesn't waste a card thanks to the buyback, but casting CoA vanilla for the 4th time in the game only adds 6 mana in itself. So an easy argument can be made to keep Harvest for the really long game scenarios, but you don't want to tutor for it early, and you hardly need redundancy in additional "engine" copies like Reaping the Graves and such.
    2) The remaining recursion spells can be divided into two categories: cards that "only" recur CoA (or another creature) and cards that CAN do so but have other uses. In the first category, I think it is only useful to keep the very best ones. I keep Undying Evil, Kaya's Ghostform and Mistmoon Griffin here, because they all give massive mana discounts and/or allows instant speed recursion to keep CoA up even if you kill it once during an opponent's turn. I cut Breath of Life and Reaping the Graves. In the second category, there are almost universally better options - in short, the added recursion ability adds a cost to the card. For example, since using Evolution Charm to recur CoA is now a loser, you're better off picking a better (more specialized/effective) green ramp/fetch spell instead.

    The other big change to my list is that I've slightly reworked the mana base to take advantage of Mystic Sanctuary. This includes the addition of Farseek as a dedicated tutor for Sanctuary (or non-Forest basics) while also being a run-of-the-mill ramp spell.

    DeckMagic OnlineOCTGN2ApprenticeBuy These Cards
    Sacrifice Outlets (9)
    1 Sidisi's Faithful
    1 Red Elemental Blast
    1 Pyroblast
    2 Devour Flesh
    2 Perilous Research
    2 Terminate
    3 Mind Extraction
    3 Primal Growth
    7 Wretched Gryff

    CoA Recursion (4)
    1 Undying Evil
    1 Kaya's Ghostform
    2 Grim Harvest
    4 Mistmoon Griffin

    Tutors (10)
    4 Mystical Teachings
    2 Merchant Scroll
    3 Vedalken Aethermage
    1 Dizzy Spell
    2 Dimir Infiltrator
    2 Muddle the Mixture
    2 Shred Memory
    3 Drift of Phantasms
    3 Perplex
    4 Dimir House Guard

    Card Draw (13)
    1 Brainstorm
    1 Ponder
    1 Preordain
    2 Night's Whisper
    2 Augur of Bolas
    3 Read the Bones
    3 Secrets of the Golden City
    3 Compulsive Research
    3 Notion Rain
    4 Deep Analysis
    5 Mulldrifter
    5 Unexplained Vision
    8 Treasure Cruise

    Counters, Spot Removal and Silver Bullets (11)
    3 Capsize
    2 Counterspell
    3 Faerie Trickery
    2 Overrule
    3 Dream Fracture
    4 Rewind
    3 Unwind
    2 Quasali Pridemage
    3 Geomancer's Gambit
    3 Unmake
    3 Forsake the Worldly

    Combo and Finisher (5)
    2 Rolling Thunder
    2 Cloud of Faeries
    3 Ghostly Flicker
    4 Archeomancer
    5 Izzet Chronarch

    Ramp/Fetch (9)
    2 Sakura-Tribe Elder
    2 Farseek
    3 Darksteel Ingot
    3 Cultivate
    3 Kodama's Reach
    3 Far Wanderings
    4 Reap and Sow
    1 Crop Rotation
    2 Mycosynth Wellspring

    Lands (38)
    1 Command Tower
    1 Path of Ancestry
    1 Ash Barrens
    1 Evolving Wilds
    1 Terramorphic Expanse
    1 Rupture Spire
    1 Transguild Promenade
    1 Gateway Plaza

    1 Bant Panorama
    1 Jund Panorama
    1 Naya Panorama
    1 Esper Panorama
    1 Grixis Panorama

    1 Dimir Aqueduct
    1 Golgari Rot Farm
    1 Simic Growth Chamber

    1 Blossoming Sands
    1 Jungle Hollow
    1 Rugged Highlands
    1 Thornwood Falls

    1 Bojuka Bog
    1 Mystic Sanctuary

    6 Island
    4 Swamp
    3 Forest
    2 Mountain
    1 Plains



    TBH, the greatest change is actually in game play, more than the list itself. Not needing to spend tutors and set-up time on a recursion spell means you really only need mana and a sac outlet to flaunt the power of the deck in the face of your opponents Smile
    Posted in: Variant Commander
  • posted a message on [[Primer]] [PAUPER] Crushing Dreams on a Budget - Child of Alara (UPDATE 07-2018!)
    Sad to hear the forums are going read only, but bfine70's initiative seems promising! I've not yet bothered with Discord, but MTGS going out will surely motivate me in the future. I've been moving and not having much time for the deck lately, but I just wanted to post my updated list here for posterity and mention a few cards that might be of interest to others:

    DeckMagic OnlineOCTGN2ApprenticeBuy These Cards
    Sacrifice Outlets (9)
    1 Sidisi's Faithful
    1 Red Elemental Blast
    1 Pyroblast
    2 Devour Flesh
    2 Perilous Research
    2 Terminate
    2 Vicious Offering
    3 Mind Extraction
    3 Primal Growth

    CoA Recursion (8)
    1 Undying Evil
    1 Kaya's Ghostform
    2 Grim Harvest
    2 Evolution Charm
    3 Soul Manipulation
    3 Reaping the Graves
    4 Breath of Life
    4 Mistmoon Griffin

    Tutors (10)
    4 Mystical Teachings
    2 Merchant Scroll
    3 Vedalken Aethermage
    1 Dizzy Spell
    2 Dimir Infiltrator
    2 Muddle the Mixture
    2 Shred Memory
    3 Drift of Phantasms
    3 Perplex
    4 Dimir House Guard

    Card Draw (11)
    1 Brainstorm
    1 Preordain
    2 Night's Whisper
    2 Augur of Bolas
    3 Read the Bones
    3 Secrets of the Golden City
    3 Compulsive Research
    3 Notion Rain
    4 Deep Analysis
    5 Mulldrifter
    8 Treasure Cruise

    Counters, Spot Removal and Silver Bullets (10)
    3 Capsize
    2 Counterspell
    3 Faerie Trickery
    2 Overrule
    3 Dream Fracture
    4 Rewind
    2 Quasali Pridemage
    3 Geomancer's Gambit
    3 Unmake
    3 Forsake the Worldly

    Combo and Finisher (5)
    2 Rolling Thunder
    2 Cloud of Faeries
    3 Ghostly Flicker
    4 Archeomancer
    5 Izzet Chronarch

    Ramp/Fetch (8)
    2 Sakura-Tribe Elder
    3 Darksteel Ingot
    3 Cultivate
    3 Kodama's Reach
    3 Far Wanderings
    4 Reap and Sow
    1 Crop Rotation
    2 Mycosynth Wellspring

    Lands (38)
    1 Command Tower
    1 Path of Ancestry
    1 Ash Barrens
    1 Evolving Wilds
    1 Terramorphic Expanse
    1 Rupture Spire
    1 Transguild Promenade
    1 Gateway Plaza

    1 Bant Panorama
    1 Jund Panorama
    1 Naya Panorama

    1 Azorius Chancery
    1 Dimir Aqueduct
    1 Golgari Rot Farm
    1 Izzet Boilerworks
    1 Simic Growth Chamber

    1 Blossoming Sands
    1 Jungle Hollow
    1 Rugged Highlands
    1 Thornwood Falls

    1 Bojuka Bog
    1 Halimar Depths
    1 Mortuari Mire

    4 Island
    5 Swamp
    2 Forest
    2 Mountain
    2 Plains



    Vicious Offering: The best new sac outlet since Angelic Purge, and sort of a mix between it and Terminate. It works just like Terminate when you only need to off CoA, but has the upside of being able to handle indestructibles of up to 5 toughness as you blow up the world. It's also kinda useful removal on its own. I think anyone running Tragic Slip should consider it, or consider it over Angelic Purge if you have other exiling removal like Unmake and Forsake the Worldly.

    Kaya's Ghostform: This new sexy toy shores up the biggest problem with the False Demise-type auras that saw play in the deck before, namely the 2-for-1 risk against exiling removal. The downside is that you can't play this on opp's creature to steal it when you blow up CoA, but that was always a win-more play and when this is a whopping 2 mana cheaper, who can complain?

    Augur of Bolas: Yes, I finally went ahead and swapped Sea Gate Oracle for this wizard instead, and I haven't looked back. I run proportionately more instants and sorceries in my CoA build than competitive 60 card Augur of Bolas decks used to, so it's very rare that it fizzles.

    Notion Rain: This is an improved Read the Bones with a slightly worse casting cost. I think everyone should run it. TBH, with so much quality card draw at 3 mana now, there's hardly a reason to run Foresee and Tamiyo's Epiphany anymore.

    Geomancer's Gambit: The 3 mana LD spell that we've been waiting for. Now this deck handles all permanent types with good consistency and without running subpar and clonky cards like Scour from Existence or Wrecking Ball. Did you notice you can even use this on yourself as a red "Evolution Charm" (it costs 1 more, but puts the new land back untapped, so it evens out).

    Mana base: The mana base continues to fascinate me. I'm very happy with the present balance of having sufficient amount of sources while having enough basics, making the most of your first two turns etc. You could certainly make an argument for running more panoramas, or a few more more basics, or more U/G ETBT duals, the G/W/R cycling lands or even a Trinket Mage package with artifact lands. Each configuration gains something and loses something, but you probably won't notice much difference unless you play many games, because of the inherent flexibility of gold sources and fetches.

    Looking forward to continue discussing the deck on new forums! Smile
    Posted in: Variant Commander
  • posted a message on [360][Unpowered/Rarity Distribution][Budget]Rarity Cube
    Hi! I've co-crafted two cubes before, but this is the first time I'm making one for myself. I would very much appreciate feedback, if you'd care to read about my design parameters and take a gander at the list below.

    CONCEPT
    The overall idea is to make a cube with the same rarity distribution as you'd find in modern boosters. This means 1 rare, 3 uncommons and 10 commons per every 15 cards (the basic land slot normally found in boosters has some special considerations - see below). If you make suggestions, please respect the rarity of the card (lowest available rarity anywhere applies).

    On the next level, we find 10 archetypes - one for each guild (tri-color and greater are banned for symmetry reasons). The rares and uncommons have not been picked based on maximum power level, but rather to support the archetypes and round out mana curves etc. As a guideline for the cube's power level, I've excluded cards like Skullclamp, Sol Ring and Overrun for being too much of an "I WIN"-button. There is also a $10 cap on cards both for budget reasons and to exclude disproportionately powerful rares. I don't really want rares that are significantly more powerful than cards like Isochron Scepter or Curse of Predation.

    The basic land slot normally found as the 15th card in boosters posed a design problem since there are no basic lands within the cube and we traditionally want packs of 15 to draft with. My solution here was to include cards from various expansions that have all occupied the land slot - notably conspiracies, "draft matters" cards and timeshifted cards. These cards (24 slots total) break the normal rarity distribution rules in the cube. For ease of filtering/overview, I have tagged them all as "timeshifted" on cubetutor, so you can easily located them.

    Also note that in a typical selection of 24 packs, you'd have an additional 4 foil cards, roughly distributed as 2 commons, 1 uncommon and 1 rare (in the place of 4 commons). This further distorts the rarity distribution, so that there is actually a total of 25 rares and 73 uncommons in the cube, in addition to the basic land slot special cards.

    ARCHETYPES
    There are 4 cards per guild, 1 rare + 1 uncommon + 2 commons. For the most part, these cards support or imply a certain concept within the guild (there are exceptions: Kitchen Finks in the Selesnya uncommon slot actually supports the bounce/blink archetype found in several other guilds, more than the tokens archetype typical of Selesnya, because it's just such a good card for the cube and there is already plenty of token support in the mono colors).

    The cube does not support the archetypes combo, reanimator or (gasp!) ramp. I wanted green to be about something else entirely than ramp, so it serves various roles in the midrange decks that it forms a part of. (This is not to say the cube is free from combos, ramp cards or reanimation spells - but there is no critical mass or archetype support).

    The archetypes include:
    AGGRO
    Boros: Basic undercosted creatures and versatile removal, with the possibility for more of a tokens based go-wide strategy if so desired
    Rakdos: Unleash-based aggro with some suicidal elements, sacrificing either card advantage or life total for kill speed
    Izzet: Tempo/spells matters, prowess etc.

    MIDRANGE
    Selesnya: Tokens with some wrath protection support.
    Golgari: Using graveyard builders to support delve and threshold is intended, but not necessary to draft the color.
    Gruul: High-toughness creatures to go with Pyroclasm/Firespout and bounce in the form of Horned Kavu and Temur Sabretooth to reuse those Wall of Blossoms and Fire Imp. Doesn't mind splashing white for more bounce/blink effects.
    Simic: Flash creatures and instant spells. You'll notice that green has a larger-than-expected instant section.

    CONTROL
    Azorius: ETB-creatures control with lots of bounce and blink effects.
    Dimir: Similar to azorius, but more draw over creature density, and using utility reanimation to compensate for lack of white blink/bounce.
    Orzhov: Does it annoy you when your opponent has non-land permanents in play? Lots of removal, a few wincons with blink or reanimation for protection.

    THE LIST
    http://www.cubetutor.com/viewcube/120276

    NOTABLE INCLUSIONS
    Land selection: I've included the pain lands in the three aggro colors. Rare slots are at a real premium in the cube, but I feel these are well spent. In the non-aggro colors, you'll find ravnica karoos instead. I also included the refuge reprints as they are common rarity and pretty OK. Gemstone Mine turned out to be a time-shifted card, which saved me an uncommon slot! I don't have room for the tri-lands, but I did manage to fit the vivids (they also have more synergy with karoos).
    Semi-colored colorless cycle: Oketra's Monument, Crystal Shard, Scrapheap Scrounger, Shrine of Burning Rage and Pendelhaven form a mini-cycle that are best with their respective color but can be played in others too. Subtle symmetries like these make my heart sing for some reason Smile
    Mystic Enforcer: A bit of an odd card in the cube. As a timeshifted card, he saves me a "true" rare slot and has a subtle synergy with selesnya tokens - the token creating spells all build threshold. With threshold, he is hard to remove and evades even most of the cube's sweepers. He's also eminently splashable in golgari.
    Avatar of Woe: Another timeshifted rare. Hardly the most pressing card to run as black's 3rd rare (each color has 3 rares and 10 uncommons, and one of those will be timeshifted), but it is cards like this that enable me to spend 3 rare slots on pain lands. Basically smearing a sufficient amount of semi-powerful rares across the cube makes draft picks like Curse of Predation less swingy, and the timeshifted cards help greatly with this.
    Sovereign's Realm: Pretty much the only realistic way to play 4+ colors in the cube - at the price of hymning yourself. I also like this for not hogging mana fixing and being self-sufficient.
    Advantageous Proclamation: Included to better support mono-colored decks, or decks with small splashes for a second color. More variety for the drafters!

    NOTABLE OMISSIONS
    Green-producing mana elves: The cube curves out at 6 CMC. I don't want to support ramp and reanimator with 7+ CMC bombs, so instead I prioritize mana-fixing elves. If you're in golgari, producing even more green mana when you can already cast your elf is less useful than gaining a black source - hence Elves of Deep Shadow over Fyndhorn Elves.
    Signets: For the same reason as mana elves. Also, I want to promote the bicolor archetypes, and TOO much good fixing makes tri-color decks come too easily. I envision splashing for a third color as an added benefit mostly for green decks.
    Double Stroke: Just makes already good spells even more swingy, which is exactly what I don't want. Same with many other problematic conspiracies that I've deliberately omitted.

    WHAT I WOULD LIKE HELP WITH
    Mono-colored commons: 37 each and 10 archetypes to support makes it very hard to get an overview of what's optimal. Am I missing any good cards for my archetypes?
    Rares and uncommons: Are there better cards out there in these rarities to support my archetypes? Or are perhaps some archetypes over-supported by rares and uncommons, such that I should run others that are generically more attractive picks or more versatile?
    Higher order design recommendations: For example, if you think that archetype X is just a pipe dream that won't pan out and make for unhappy draft experiences, don't hesitate to suggest it (even if it will ruin weeks of thinking and planning Wink

    Thanks for reading this far!
    Posted in: Cube Lists
  • posted a message on Help evaluating selesnya token commons
    I see. Well, I guess that makes me more sure of keeping Sprout Swarm, but I'm still not quite sure if Scatter the Seeds merits a spot, even though tokens is the main selesnya archetype in my cube. I'm leaning towards keeping it Smile
    Posted in: Pauper & Peasant Discussion
  • posted a message on Help evaluating selesnya token commons
    Oh, sorry I was unclear. I asked about commons, because those were hardest for me to overview - I do run a peasant cube though (actually not quite: I run a rarity distribution cube, which is 24 rares, 72 uncommons and the rest common at 360, but that's a bit beside the point - what matters is that uncommons and rares come at a premium and archetypes need common rarity support to work).

    Thanks for the Link. My problem is evaluating the "cubable" section within itself. For example, you list Raise the Alarm and Gather the Townsfolk in the same "cubable" category. Since I don't have room for all that is cubable, which ones do I pick?

    I will probably be running Sprout Swarm then. I just think that, if Sprout Swarm is such a good card, then Scatter the Seeds must be too - for 5 mana and convoke, one gives you 3 tokens and costs you a card, the other gives you 1 token and doesn't.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Help evaluating selesnya token commons
    Hi all! I've been tinkering with my cube for weeks now, and I'm doing some finishing touches. I've referred to the Evaluate Everything thread and cubetutor's average cubes, but I still can't seem to evaluate the green and white token producing commons (I want tokens to be Selesnya's "archetype", for design reasons).

    I've decided that nothing at or below Krenko's Command level makes the cut, meaning there must be a small upside, as in the case of Raise the Alarm (instant speed) or Gather the Townsfolk (fateful hour, marginal as it may be). Still, I come up with more options than I think even a dedicated token maker would want to actually put in their deck. Here are the common rarity ones I have at present:









    It seems people value Triplicate Spirits over Scatter the Seeds? Is flying that important on tokens that it's worth costing 1 more mana and being sorcery rather than instant speed? Does the value of Scatter the Seeds increase if I also support a Simic flash archetype (which I do)?

    I'm pretty sure I want all of the creatures (except perhaps Scion Summoner). I'm also set on Raise the Alarm and Battle Screech.

    What about Fists of Ironwood, Saproling Migration and Gather the Townsfolk? All sorcery speed, two mana and producing 2 ground bound tokens. Fists requires another target on the board, making it a shady 2-drop, so it's probably weakest. I'm also thinking about removing Gather the Townsfolk, because it's just so much worse than the other white options. I'm thinking about keeping Saproling Migration just to have a good green 2-drop (except Jade Mage).

    I worry that Cenn's Enlistment and Sprout Swarm might be too slow, and that even a dedicated token deck might not run them in the main. But perhaps they are OK as SB cards in the control match-up? Or is that line of reasoning just a way to clog up your cube with unwanted cards?
    Posted in: Pauper & Peasant Discussion
  • posted a message on [[Primer]] [PAUPER] Crushing Dreams on a Budget - Child of Alara (UPDATE 07-2018!)
    Thanks for chiming in Overheat Smile While I don't think we need a so called "graveyard engine" to win, I do agree that it's prudent to have a back-up to Grim Harvest. Perhaps it's so crucial that it should be part of the core? I think the best second fiddle to Harvest is Disturbed Burial. It doesn't sit in the yard and requires no other creatures. Maybe everybody should just run it? Then we can cut the 2 CMC one shot effects from the land packages and make them optional in the flex slots instead, since then everyone will have two good 2 CMC recursion targets for their tutors.
    Posted in: Variant Commander
  • posted a message on Adeliz, the Tiny Pauper
    Here's a combination of two variant formats: TL and PDH! So we have an uncommon commander, an all-commons deck of 49 cards, and all cards are less than or equal to CMC 3. This deck draws heavy inspiration from the UR Kiln Fiend decks in 60-card Pauper, and the UR Prowess decks in Modern. However, it is also kind of a wizard tribal deck, though some non-wizards fit even better with the deck concept and reduce the reliance on Adeliz being in play.



    Sideboard to be decided but will probably contain stuff like Repeal, Flame Slash and Dispel. Comments very welcome! Smile
    Posted in: Variant Commander
  • posted a message on Adeliz, the Cinder Wind
    Man, that Forge of Heroes looks amazing. Think about the blink engine working and Adeliz entering (casting or blinking). Fatality. I will have this one in my brew (and maybe an Expedition Map to fetch it), period.


    I think it's good for the standard build, but not for Tiny Leaders. You don't want to delay your game plan a turn just to get that counter, plus there is no blink engine. I'm gonna start a new thread about the tiny build, so as not to further derail this one.
    Posted in: Variant Commander
  • posted a message on [[Primer]] [PAUPER] Crushing Dreams on a Budget - Child of Alara (UPDATE 07-2018!)
    I did not mean that any of the cards are weak. Perhaps it would be better to simply remove the control package? From my pov, the only thing that makes it a package is the aethermage + pridemage part (and the former is seemingly moving to core), the rest are just good stuff, and not really better together.


    Indeed. Actually, there is a bit of a "package" when looking at Angelic Purge, because it has so many functions in one. It's not good at anything, so you can run better stuff, but it will take up more space. Since more space is a luxury that goes away with the Drake/Brainspoil package, it stands to reason that these builds will be running Purge. But you might be able to do either if you cut corners elsewhere, like in your flex slots. So it's really a separate "deal".

    One thing though, I think rend flesh is weaker than victim of night, because 2 mana is so much less than 3 - on the other hand, tribal vampire or zombie are more common than spirit and there are a few annoying vampires we might want to kill before blowing up the child (that said, seedborn muse can be important too)


    Victim is clearly the stronger card, however, I think the main reason to run another effect like this is the 3 CMC cost itself. The core already has Terminate (even better than Victim), and 2 other 2 CMC outlets, while there is only 1 at 3CMC (Mind Extraction). So Angelic Purge or Primal Growth has kinda deprecated the need for this slot, but you might end up not running either of those I guess and in that case rend flesh is almost a must. I think Victim is good enough in its own right though that I might include it in the primer, but it gets stiff competition from stuff like Wrecking Ball and Tragic Slip.

    Do you see any potential on Forge of Heroes on this deck? I don't think so...


    Me neither. Opal Palace is already our weakest gold land and this does even less and fixes no mana.
    Posted in: Variant Commander
  • posted a message on Adeliz, the Cinder Wind
    I chose an approach more typical for the pauper U/R kiln fiend decks we all know. Basically, Adeliz is a nice bonus with this deck but not at all necessary to win.



    IMO, wizards that only bring unblockability to the table are too bad in a build like this. We have so many excellent such effects in instants/sorceries anyway. Wingcrafter is the only exception because it's such a good 1-drop, and it doesn't have to tap to give its benefit to another creature.

    Crimson Wisps and Expedite are there for any creatures you top deck after t3. The deck aims to kill at t4 or possibly t5, though a t3 kill is possible (Kiln Fiend). If you have Kiln Fiend or Cyclops, chances are you won't even bother with playing Adeliz.

    I decided against the tap duals as I don't really need more fixing and I want speed. Wilds, expanse and barrens (and merchant scroll) all provide shuffling effects for Brainstorm.

    EDIT: Removed Merchant Scroll and Jilt that was just too cute. Then had to remove Electromancer too for not having enough inst/sorc with colorless in their costs. Put in drifter il-dal instead.

    EDIT2: Drifter il-Dal is bad, but that's beside the point. I've been toying around with the deck and noticed how it's different from UR Fiend in some fundamental ways.
    1) UR Fiend runs 4x Fiend and 4x Cyclops - only 8 creatures in a 60 card deck that respond favorably to vomiting spells and then giving double strike for the win. This deck *can* do that sometimes when the cards align, but more often it wants to amass a certain number of wizards to achieve the same effect. "Same" meaning that for each spell you cast, you want to bump the power on your board with 3, whether that comes from 1 Kiln Fiend/Cyclops, 1 sanguinary mage + adeliz or 2 non-prowess wizards and adeliz.
    2) Since you tend to have more creatures on the board than fiend and spread out the pump among them, double strike effects tend to be slightly worse. Overload effects and things that grant benefits to your entire team are correspondingly better.
    3) UR Fiend plays 4 Ponder, 4 Probe and 4 Preordain - some even run a few Serum Visions. They can afford to run fewer land as they rarely have a 1-drop, and can dig for their 3rd or even 2nd land. Our game plan is ideally to play wizards on turns 1-3 (or tap land on turn 1, and we might even drop adeliz on t4), leaving little room to dig. However, with lots of land, you risk mana flooding if you fizzle on your fundamental turn - from all those cantrip effects you used to pump your team. I think the solution is to play wizards like Sage of Epityr and Omenspeaker, while also running the red and blue lands that cycle for R and U respectively and at least 17 land.

    I'm gonna reflect on these insights and update my build later today Smile
    Posted in: Variant Commander
  • posted a message on Adeliz, the Cinder Wind
    Guys, this looks cool! I was thinking about doing Adeliz for Tiny Leaders, as I think it's the best option for pauper. I think it can be competitive even against full power TL decks if built right. I was thinking something along the lines of UR Delver. Any suggestions in particular?
    Posted in: Variant Commander
  • To post a comment, please or register a new account.