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  • posted a message on [[Peasant]] The Peasant Cube Discussion Thread (C/U/)
    But of course, Magic players are incapable of nuance.
    Well, you must be a Magic player, then. If we've learned anythig from your posts, it's gotta be that.
    It's not a custom card, it's Skullclamp with some errata.
    Is it official errata? No. Therefore, it is a custom card, albeit based largely on an existing card.
    I double sleeve all of my cards, and I sharpie the inner sleeve when I do errata. I stated this originally.
    Yeah, I caught that and edited my comment a half hour before you replied. Again, my bad for missing it.
    I'm not trolling, I'm legitimately interested in the discussion about a more balanced version of the card.
    I still don't believe this is the right place for that. You want to compare multiple real cards? Post here. You want to discuss whether or not a card is overpowered? Post here. You want to redesign cards and make your own custom versions of them? Post in Custom Cards.
    It's only experienced Magic players who get triggered by having to play with fixed versions of broken cards... So I'm not really sure how I'm supposed to bring this up on here if you guys are going to treat reasonable ideas as a game of, "The floor is lava".
    Who defines "fixed" and who defines "reasonable"? Those words are subjective, not objective. What you are trying to do is make custom versions of a card - and "custom" is objective. There is a subforum for that.
    I thought Skullclamp was a Peasant cube staple, or at least one of the "Power 9" or whatever of Peasant. So I figured it would be appropriate to ask about it here.

    But of course, Magic players are incapable of nuance. Either you run overpowered nonsense cards, or you don't. Not allowed to do the reasonable thing and just fix the card, right?
    "Reasonable" - You keep using that word. I do not think it means what you think it means.

    Go ahead and play with your custom cards. Just don't kid yourself bout them not being cutom.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Faces of the Past Rules Question
    Faces of the Past says "all creatures that share a creature type with it," not "all creatures you control that share a type with it." So it affects all creatures, no matter who controls them.

    As for the trigger, if you control Faces of the Past, then it is your trigger, and you decide whether to tap or untap, regardless of whose creature died.
    Posted in: Magic Rulings
  • posted a message on [[Peasant]] The Peasant Cube Discussion Thread (C/U/)
    I recently purchased a foil skullclamp. Mhmmmm, foil Mirrodin block cards *drooling*.

    The way it normally works is too good, so I'm considering sharpie-ing some errata on the inner sleeve. Which of these options seems the most reasonable?

    1.) +1/+1. I believe this is how the card was originally intended to be but was changed last minute to have more of a "downside".

    2.) +1/+0. Comparable to other "Utility Bone Saws" like Specter's Shroud and Sylvok Lifestaff.

    3.) The card just doesn't buff your creature at all and only provides the draw 2 on death. Still seems like a viable card, allowing you to trade/chump and start netting cards.

    4.) The card actively makes it harder for your creature to die by buffing toughness. Like +0/+3 or something.
    Why are you asking for a custom card opinion here? If you aren't going to run the card as printed, you are essentially making a custom card, which is not in the realm of this forum. Are you just trolling again by threatening to sharpie, and therefore destroy the value of, a $38 card? Or do you legit want a more balanced design - if so, go to custom cards, not here. This is the place to discuss the merits of running the card or not, not to redesign it.

    EDIT - Okay, just re-read and noticed the "errata on the inner sleeve." My bad, you're not vandalizing the card. Still not the place for custom card discussion.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Anje Falkenrath is a failure of design and one of my least favorite cards after playing with it
    So don't do that. Again, you are not forced to do anything. You don't have to run all 40 madness, you don't have to run all the tutors, and you don't have to run wheels. You're complaining that your choices have taken you somewhere you don't want to be, so choose a different path.
    Posted in: Commander (EDH)
  • posted a message on Anje Falkenrath is a failure of design and one of my least favorite cards after playing with it
    Sure, if you build your deck that way, it will play that way. That's my problem with everyone who got excited about playing Worldgorger combo with Anje (boring!). But the card isn't forcing you to build and play cEDH. You can build Anje a number of ways - reanimator, madness, tribal. You can try to use her for card filtering, and you can try to get card advantage through actually casting your madness cards. You can even run her in a deck without a single madness card. Are these the most powerful ways to play her? Nope. But you always have the option.
    If you had a plethora of madness options
    This is one of the biggest problems with trying to run a fair Anje deck - there aren't enough good madness spells to really want to play them for their actual abilities, which means you either run them all just to thin the deck, or you run less of them and throttle her down to basic card filtering. That's not a failing on Anje's part - it's a failing of the madness card pool. Maybe some day we will get more madness and have cards that we actually want to cast off her discard.

    I personally think Anje's execution is fairly good. Just being able to filter a card every turn or set up reanimation is good value for a cheap, hasty commander.
    Posted in: Commander (EDH)
  • posted a message on How does one choose cards for EDH?
    I am currently looking at either Ulasht, the Hate Seed or Nath of the Gilt-Leaf for a token commander.
    Ulasht, the Hate Seed and Nath of the Gilt-Leaf each have their own strengths and weaknesses, as well as their own play style. While they share a common core of green (great for ramp and tokens), the red or black sides offer very different strategies. Just a few things to consider when choosing between them:
    - On an empty board (perhaps just after a board wipe), Ulasht is useless; it requires at least a moderate board to even be worth casting. Nath can at least survive entering the battlefield on an empty board and, if he survives, can start generating value with no further mana investment.
    - With deathtouch, Ulasht offers cheap creature removal. Nath is in the color of creature removal.
    - Ulasht offers a vague suggestion of a deck based around tokens and +1/+1 counters but doesn't really dictate a specific strategy. This can be good for some players (who don't want to be railroaded) but bad for others (who may want a little structure to build around).
    - Nath works best with discard support - that doesn't mean you can't build any other way, but it is the best way to get the most out of your commander. Discard can annoy people into targeting you, but it also takes away their resources to do so. Making Elf tokens also suggests an elf-ball build, which is a traditionally strong archetype.
    - You mentioned in the original post that you were considering a reanimation or token commander - Nath's black mana allows you to dip your toes in both.
    - If I sound biased at all (and I'm trying not to), it's because black is my favorite color. If you prefer red, choose that. What draws you toward each commander? Toward each color pairing? Go with the one that you think would be more interesting.
    - In either case, I'd suggest finding some decklists online and starting a conversation with the builders to see what they like about their chosen commander or specific card choices. The beauty of Magic in general and Commander in particular is that the color pie and individual card selections allow you to craft a very personal experience. Do what you like.
    Quote from Drain Life »
    Also, a deck is never finished. Build something and play with it. Note its flaws and how you want to improve it. Winning is not the end game. Having a fun experience with friends is.
    Great advice. Don't wait to craft the perfect deck.
    Posted in: Commander (EDH)
  • posted a message on How does one choose cards for EDH?
    That's a lot of questions.

    For card selection to match a specific commander, you can check out edhrec.com. Type in the commander name, and it'll show you the cards most commonly run with that commander. You can filter by high or low budget and by specific strategies. You can even have it generate an "average list" for that commander, though I would never try building that. I personally use the site to see if there are any cool interactions I haven't thought of, and I build my own list sprinkled with ideas from there.

    Gatherer is also a great resource for finding cards. You can search for specific words or card types or colors and just see what's out there (this does require more time and work than other methods, but it can also find gems that haven't become popular yet.

    And there's always Google to simply look at other posted decks with that same commander or theme.

    For how many cards that act as removal or draw, there are varying theories.
    The simplest is probably 8x8 Theory. Pick eight things you want your deck to do. this can include things like Draw, Removal, Ramp, Combo Pieces, Tribal Support, whatever; you can even dedicate two slots to the same function. Then, for each slot, fill it with eight cards. That'll give you 64 cards, and once you add 36 land, you've got a 100-card deck.
    The Command Zone offered up a formula years ago that you can find on YouTube, but in recent videos, they've mentioned that they have been tweaking the numbers, adding in more spot removal than they used to.

    One big thing I've seen a lot of people forget is to build with a good mana curve. Even in Commander, the format of big, swingy plays, you need to make sure you have a good curve to be able to play things both early game and late.

    So, out of curiosity, what commander have you picked? That may help us to make more specific suggestions.
    Posted in: Commander (EDH)
  • posted a message on Looking for Astral slide commanders
    Personally a huge fan of Zur the Enchanter, as he can tutor Astral Slide, Astral Drift, Copy Enchantment, Estrid's Invocation, Mirrormade, Drake Haven, and Faith of the Devoted. That means you can have up to five Astral Slides in play and a bunch of really good ETB creatures. You mentioned getting hated out, but if they realize it isn't combo Zur, I've found that groups back off. The only drawback is you don't get red or green.

    Niv-Mizzet Reborn could support a five-color cycling deck, and using Astral Slide to bounce him would help refill your hand.

    What exactly do you want your commander to do? Fetch Astral Slide? Be bounced by Astral Slide? Just give you colors?
    Posted in: Commander (EDH)
  • posted a message on Throne of Eldraine for Peasant Cube
    Maybe this is just personal experience, but I've found that even Mind Control is borderline too-good in peasant cube, for being just an insane card against anything but the fastest aggro decks. Peasant cube isn't powerful enough to support decks that run <10 creatures very often, but is powerful enough that each card played has a significant impact on the game. This makes the tempo + card advantage swing from Mind Control close to a guaranteed blow out, and Control Magic is just that much better. Even if an aggro deck curves 1, 2, 3 against you, stealing their 3 drop on turn 4 takes so much wind out of their sails that a lot of decks just won't be able to recover. And don't get me started on how stupid it feels to take away the Control deck's 6 drop. It becomes a "have enchantment removal or lose" situation very quickly.
    Hasn't been a problem in my cube, but like Phitt mentioned, many of my creatures are there for an ETB. If you steal a Pelakka Wurm, the first swing merely negates its ETB, and you don't get ahead on value until the second swing; steal a Baleful Strix or Ravenous Chupacabra, and the caster already got value. Sure, a couple of the Eldrazi could lead to as blowout, but honestly, I just consider that fair play as the Eldrazi was put on the board to blow you out. As for "have enchantment removal or lose," creature removal also works - it doesn't feel great to Path your own creature, and it doesn't put you at parity, having been 2-for-1ed and not getting the creature back, but if you are truly facing an "or lose" situation, creature removal can mitigate some of the danger.

    Theft cards are only as good as whatever they steal. If you steal a creature that already generated value through an ETB, you are only stealing part of the creature's value.
    I doubt I have to argue why skullclamp is S tier. This card is filthy amounts of value at basically no cost. The creature based nature of peasant strikes again here, as your opponent is almost always going to have to interact with your creatures to win, and skullclamp means they can never out value you.
    Great card, lots of value. But the first two cards you draw merely replace the Skullclamp and the creature that died. If your opponent doesn't manage to destroy the clamp or remove creatures in response to equipping, it'll definitely generate value.

    Out of curiosity, what does the "S" in S Tier stand for?

    And yeah, Curse of Shallow Graves and even Curse of Disturbance are good cards that generate value, but they are perhaps less explosive value than the first two cards. I still think they are all solid picks.
    Posted in: Pauper & Peasant Discussion
  • posted a message on What Are you using for a Deck Box?
    Quote from FetalTadpole »
    I'm sure someone else will know more about this than me but there's a specific brand of fishing tackle box / tool box that has compartments that perfectly fit several commander decks.
    It's the Stanley 10-Compartment Deep Pro Small Parts Organizer - costs about $15 and can hold a lot of decks - I currently have 14 decks in one. I don't double-sleeve, but there's a lot of extra room in the cups.
    Posted in: Commander (EDH)
  • posted a message on 2 new Challenger Decks exclusive to Japan market
    First Brawl, now these - all the precons except Commander apparently get shocklands. Feather even gets two!
    Posted in: The Rumor Mill
  • posted a message on Marisi, Breaker of the Coil (Let's Brew!)
    Quote from cyberium_neo »
    [quote from="FunkyDragon »" url="/forums/the-game/commander-edh/813272-marisi-breaker-of-the-coil-lets-brew?comment=31"]I confess my build is different, I force people to attack even myself just so they'd die under the traps I set up. I do it this way because I prefer certain creatures gone instead of just attacking my opponent, which they might survive the aftermath.
    Yeah, it's a totally legit build - I once had a five color bloodbath deck designed with all of those effects. It just requires a different base from what I'm doing with Marisi. Three cards that work really well with either build, though, are Duelist's Heritage, Berserk, and Blood Frenzy. I've been impressed with all three - when an opponent attacks another opponent, you can help them punch harder, and the two instants kill the creature, too.
    Posted in: Commander (EDH)
  • posted a message on Marisi, Breaker of the Coil (Let's Brew!)
    Quote from cyberium_neo »
    I'd recommend cards and effect like Fumiko the Lowblood. While it's not goading, with enough traps and defense set up your opponents would have to attack other players anyway. Just in case Marisi were taken out of the picture or you cannot goad opponents via his ability.
    The problem with "All creatures must attack" is that it requires a totally different support set than a deck built around evasive creatures and goad. With Fumiko effects, people will attack you to get rid of the effect unless you have a lot of things to stop them; and you most certainly would not want to pair that with Bedlam. The goad build only has to worry about the last player attacking you, for the most part, which means you need a lot less protection slots; goad is your protection up until the end. I am testing Warmonger Hellkite (haven't had it in play yet), but that's because its pump ability can be used when a goaded opponent attacks another opponent.
    Posted in: Commander (EDH)
  • posted a message on Throne of Eldraine for Peasant Cube
    Quote from BrownDog5117 »
    Syr Carah, the Bold - Definitely a cool effect in red. It's quite clunky in the red aggressive decks, but this is so unique I want to play it. Anyone think this card is good?
    I agree that it's a cool ability, and it's one I wanted to like, but at five mana, I also felt it was a little slow and clunky. If it survives until your nest turn, you can tap for one damage and get potentially one card to replace Syr Carah, but it isn't until the second use that it really pays for itself, and that's what, turn 8 or 9? (Assuming you don't hit a land drop every single turn, 1-5)
    Posted in: Pauper & Peasant Discussion
  • posted a message on Throne of Eldraine for Peasant Cube
    There are really only four cards that I'm considering though I'm not complaining - we've had several sets recently with tons of goodies, so it's nice to slow changes down a little. Overall, I just think this is a bit lower power than the average set, and most of the Adventure cards are overcosted and underperforming in one or both modes.

    - Syr Konrad, the Grim - An amazing card, for sure, and I'm building a Commander deck around him already. Right now, though, my only black creature with cmc 5 or greater is Vampire Sovereign, which I feel fits my peasant cube's reusable ETB focus better. I suppose I could swap out Falkenrath Noble as they are a bit similar; that would do three things - raise the cmc by 1, lose flying for a bigger body, and lose lifegain in exchange for triggering on more things.

    - Order of Midnight - The Raise Dead Adventure is okay, though not great. The body is pretty decent but I have no idea what I would cut for a generic flyer with no other ability.

    - Claim the Firstborn - I'm undecided on this one. In my cube, Wrangle can currently target 215 cards; Claim the Firstborn can target 167. Of the 48 cards that Wrangle can get but Claim can't, many are more in there for an ETB than for their body, and a couple could reasonably be expected to not be legal targets due to pump abilities, but there are also about 18 that I could see making a significant difference in combat math and could potentially allow you to swing a game that you otherwise wouldn't. My cube also has 13 ways to sacrifice a creature, and 4 of those don't require additional mana if they're already out (just checking to see if the one mana difference makes Claim any more playable than Wrangle). I'll be curious how the swap plays out for anyone who tries it. For now, I'm not convinced enough to try it myself.

    - Embereth Shieldbreaker - Answers are always good. I'm pretty meh on the body, but the Adventure is pretty solid when needed, and the body makes it not entirely useless if the board is clear of artifacts. The main question is do I go for the generic, boring artwork or for the in-your-face, make-your-eyes-bleed, obnoxious, tri-tone candycane artwork that's hard to make out clearly.
    Posted in: Pauper & Peasant Discussion
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