I think combos are fine, if you don't overdo it by having a commander that wins the game with 50% of the cards in your deck right there. I always try to include some combo for the reasons stated: The game has to end at some point. Part of the fun is that the game can suddenly end out of nowhere, and that's exiting and surprising. It also means that you can't just throw haymakers, but have to read the board and hold back once in a while to stop from suddenly losing.
b. Do you think winning with a combo in turn 10-18 is unfair or unfun?
Losing is never fun, and it's fair within the rules of the game. As for the EDH social contract; As long as you're not liniarly going for the combo, it's fine and adds layers of tension and exitement. Also, there is always the next game!
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)
Ofcourse they work their way to a victory. Especially if they manage to keep their plans under wraps and execute it perfectly, and in new and interesting ways.
d. Do you think winning with a combo in T10-18 is 'out of nowhere'?
If it's done right, yeah. Off to the next game. Fooled once, shame on me...
Megrim is in the "Migraine" preconstructed deck, the first Magic product I bought. I will always run it when it's a discard or wheel deck, just for that reason.
Hi Planeswalker Project, love your videos. I tend to make high-concept decks and most of my philosophy is "What kind of experience am I trying to create for the other players?" In doing so I tend to not include much interaction, paradoxically. The main level up is to actually template your deck before including cards. What percentages are you running? 10 removals/counters, more, less? How does this work in practice? What card do you wish you had in your hand when you are drawing one? Then do iterative upgrades, and don't forget to kill your darlings.
I try to be lax about this and focus more on strategy and tactics than mistakes. I seldom try to take something back myself though, chalking it up to a learning opportunity. If someone has an attitude, I tend to be less forgiving, holding people to their own standards.
Targeting Jamie with Sower is like signing an alliance with the player the furthest behind. After all, if Jamie gets killed, the lands are gone.
As for playing to win: I tend to build high-concept decks with the philosophy of creating an experience for the other players. However, at the table I try to win to the best of my abilities. This includes making alliances when needed, holding back to not draw too much attention when needed and not overexerting. I try to win, even while bringing the best possible decks seems boring. If a deck does too well, it's often a sign it needs to be scrapped for something fresh.
"Crush this evil at the source" Does it mean going to Old Phryexia?
I'd assume Bolas. I don't know if he predates Phyrexia, but he sure does predate New Phyrexia, and given the involvement of Tezzeret in New Phyrexia, Bolas is trying to pull Phyrexia's strings.
A lot of love for the Queen. I'm convinced. I was wondering how often you find yourself in a scenario where only one person is interested in playing the monarch game, they steal it from you and then keeps it for most of the game?
Sometimes nobody cares about being the Monarch. This is fine: More cards for me. Sometimes people steal the Monarch. Also fine: More Assassin tokens for me, and they tend to inspire other players to attack them. Either situation is fine, really.
Worst comes to worst I go into Solitary Confinement and have being the Monarch replacing my regular draws, and it becomes really hard to steal the monarchy away.
You can't really ignore card advantage for long...
Nevinyrral's Disk destroys all artifacts, creatures, and enchantments.. There is no option to let anyone keep any of those things, unless they can regenerate some of the permanents or give them indestructible. So, your question is strange.
Regeneration is a bit complicated. It doesn't do anything until the creature dies, then it uses up the "regeneration shield" and worst of all, it taps the creature for... reasons, but only if it actually tried to die. Sure, it's not exactly rocket science, but it isn't very intuitive either.
Hello everyone
what’s people’s thoughts regarding symbiotic deployment
for this deck, tapping for instant speed card draw is always excellent!!!
Pretty cool, but since it kills your draw step it means you'll need to pay 2 and tap 4 creatures for the initial additional draw, it's far worse than Kumena.
I think combos are fine, if you don't overdo it by having a commander that wins the game with 50% of the cards in your deck right there. I always try to include some combo for the reasons stated: The game has to end at some point. Part of the fun is that the game can suddenly end out of nowhere, and that's exiting and surprising. It also means that you can't just throw haymakers, but have to read the board and hold back once in a while to stop from suddenly losing.
b. Do you think winning with a combo in turn 10-18 is unfair or unfun?
Losing is never fun, and it's fair within the rules of the game. As for the EDH social contract; As long as you're not liniarly going for the combo, it's fine and adds layers of tension and exitement. Also, there is always the next game!
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)
Ofcourse they work their way to a victory. Especially if they manage to keep their plans under wraps and execute it perfectly, and in new and interesting ways.
d. Do you think winning with a combo in T10-18 is 'out of nowhere'?
If it's done right, yeah. Off to the next game. Fooled once, shame on me...
As for playing to win: I tend to build high-concept decks with the philosophy of creating an experience for the other players. However, at the table I try to win to the best of my abilities. This includes making alliances when needed, holding back to not draw too much attention when needed and not overexerting. I try to win, even while bringing the best possible decks seems boring. If a deck does too well, it's often a sign it needs to be scrapped for something fresh.
I'd assume Bolas. I don't know if he predates Phyrexia, but he sure does predate New Phyrexia, and given the involvement of Tezzeret in New Phyrexia, Bolas is trying to pull Phyrexia's strings.
Sometimes nobody cares about being the Monarch. This is fine: More cards for me. Sometimes people steal the Monarch. Also fine: More Assassin tokens for me, and they tend to inspire other players to attack them. Either situation is fine, really.
Worst comes to worst I go into Solitary Confinement and have being the Monarch replacing my regular draws, and it becomes really hard to steal the monarchy away.
You can't really ignore card advantage for long...
Pretty cool, but since it kills your draw step it means you'll need to pay 2 and tap 4 creatures for the initial additional draw, it's far worse than Kumena.
I like Kindred Discovery, for extra extra carddraw.