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  • posted a message on Brainstorming ways to weaponize Kenrith
    Kulrath Knight is good. Switching persist back on is an interesting idea. Not quite where I was going with the weaponize question, but certainly worth considering. I'll add it to the list.
    Quote from Ryperior74 »
    How about containment priest effects for the B
    A friend had suggested that to me, too. I'm not a fan of how it shuts off the B ability for me, but I was considering Mistcaller as an alternative that selectively turns the ability to exile rather than reanimate. I can even use the B ability to bring it back on another turn, plus it can turn off other reanimation decks at will while allowing me to reanimate when I want.
    Posted in: Commander (EDH)
  • posted a message on Searching for Themes in MTG Artwork
    Quote from Jaysands »
    Use tagger scryfall. People tag artwork like things you are interested in.


    https://tagger.scryfall.com/tags/artwork/stained-glass
    Okay, that is a super cool feature I never knew about. Sadly incomplete when I type "gorgon," but still cool. I'll have to find out how to tag cards.
    EDIT - nevermind - the incomplete search was searching card names rather than tags.
    Posted in: Magic General
  • posted a message on Brainstorming ways to weaponize Kenrith
    Tainted Remedy weaponizes Kenrith's white ability.
    Willbreaker and Dismiss into Dream weaponize his green ability.

    I'm looking to build a list of options that twist his abilities against the opponent. Not just synergy, like "have lots of big creatures for the trample from his first ability," but more devious options. I am not looking for infinite combos, though.

    I would prefer cards that can be good on their own, but that isn't necessary.

    Some of these can backfire (like Cowardice and Horobi), but throw them out there and let's see what we get.



    R
    ?

    G
    Dismiss into Dream
    Willbreaker
    Cowardice
    Horobi, Death's Wail
    Kulrath Knight
    Sharktocrab
    resetting persist creatures (Woodfall Primus)

    W
    Tainted Remedy
    Vito, Thorn of the Dusk Rose
    Vizkopa Guildmage
    Sanguine Bond

    U
    Psychosis Crawler
    Niv-Mizzet, Parun
    Niv-Mizzet, the Firemind
    The Locust God
    Words of Waste

    B
    Gather Specimens
    Mistcaller
    Containment Priest (shuts down the ability for us, though)
    Posted in: Commander (EDH)
  • posted a message on So when is Commander gonna get fixed?
    Quote from LeoninKha »
    Uhm, I doubt you can say its easy to shuffle. Heck, I bet most of you here separate your decks in two and shuffle them like that.

    Thats a problem, don't deny its there.
    Nope, I don't cut it in half. I single sleeve and have large hands, so it's not an issue for me. Even if it was, you could always table shuffle.

    You want a deck too big to shuffle? Years ago, I had a friend with a 300 card Prismatic deck that he would play against 60 card decks. He bought one of the white cardboard boxes and had to mash shuffle cards into the box because the deck was simply too big to handle (don't worry, the sleeves protected them). And he did it by choice, no complaints.

    So, yeah, I do deny that 100 is a problem that could be solved by dropping to 85.
    Quote from LeoninKha »
    Brands would still sell packs of 100 sleeves (they did WAY before Commander was this popular).
    Did they? Aside from penny sleeves (which I doubt a person who double-sleeves would ever consider), I'm fairly certain they only sold packs of 80 or 60 before EDH/Commander became popular. I recall quite clearly people being frustrated that you couldn't sleeve a Commander deck without buying too many or too few.
    Posted in: Commander (EDH)
  • posted a message on Zendikar Rising for Peasant Cube
    Quote from Julian »
    Is Vastwood Surge better than Migration Path in a dedicated ramp deck? I can imagine still wanting lands 9 and 10, and the counters are worth a card.
    I personally would prefer Migration Path. Vastwood Surge is only better if you have eight mana, a board of creatures, and still want two more land. How many creatures does it require to make that worth it? If you've run into removal and have 0-1 creatures, I'm pretty sure I'd rather cycle and draw into something else. 2-3 creatures? Depending on what they are, and what is facing you from the opposite side of the board, that may or may not make a difference. Sure, it might end a game sometimes, but I can imagine too many situations where I just don't want to cast it, let alone kick it. Having eight mana with nothing better to do hurts.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Zendikar Rising for Peasant Cube
    Went through the whole spoiler, and I don't think I'll be adding anything from this set. There are a couple of considerations like Merfolk Windrobber and Bubble Snare, but I'm not sure; I am most unhappy with my blue section, so I might change my mind. Most of the other cards are just overcosted, too weak, DFC, or a combination of all three.

    They are in the process of depowering Standard, so it's no surprise that we have less for Peasant Cube, but in the year of the never-ending spoilers, that's not a bad thing.

    Still good cards for Commander, though.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Rules committee narrow minded?
    How i feel about competitive players and casual players in EDH: The competitive are german tourists, the casual are italian tourists, both in a italian beach. The italians asking themselves "why are the germans here?" make a legitimate question, the answer is because the beach is beautiful, no matter the country you came from. The italians wanting to ban the germans are dumb, because if the germans pay for their stay and follow the rules like everyone else, they have the right to be in the beach. Hovewer, if the germans started to ask themselves "why are the italians here?"... they would be dumb as hell.
    I know your signature has been around for a while because I remember reading it a couple years ago, but I've never found it more fitting than a thread like this where people insist Commander has evolved past the RC and that they're out of touch. It makes me wonder who is actually narrow-minded.
    Posted in: Commander (EDH)
  • posted a message on Rules committee narrow minded?
    Quote from Cranky »
    As to your second point, I'm not sure why you're being so combative.

    ...New players enjoy the RC's style..., and for the most part very quickly evolve their play into something more inherently interesting as they grow.
    I'm going to jump in and suggest it may have to do with the dismissive assumptions you state as fact. There is nothing "more inherently interesting" about your preferred playstyle over another person's preferred way, and the fact that you assume it is inherent means you are blind to your own bias.

    Now, I happen to agree that new players don't appreciate things like watching their mana curve and running less-splashy utility cards. I also think that they can grow through experience and speaking with more experienced players. But growing does not equate to changing playstyle. You can grow and build better decks that are still intended to achieve more casual fun. It's all a matter of what you want to get out of the game.
    Quote from Cranky »
    Not everyone gets to the point where they find a cEDH level of interaction and complexity enjoyable, but I've been playing EDH for a decade and watched new players slowly lose interest in the stale ramp>dragon>swing format the RC advocates and move into more complicated, interactive decks with more engaging play patterns and knobs to turn.
    I've been playing EDH since 2009, and I've seen it go both ways. I've seen people try to go more competitive, and I've seen people get sick of competitive and just want to have fun and be social. I myself have fluctuated multiple times, whether to match an evolving group's power level (down and then back up as they got better) or simply because I found combo decks super boring and linear.

    Interaction and complicated gameplay is a spectrum, not a binary state. Your rather dismissive opinion of the RC's playstyle makes it sound like there isn't any way to play casually and be interactive, but that's just a disingenuous strawman.

    One of the great things about Magic is it can be played different ways. The RC likes one pattern of play - great! The format has grown steadily under their supervision. Wizards started promoting it, and it grew more - great again! You know what hasn't had the same consistent growth? Standard, a format entirely under WOTC control, with so many bans that players get whiplash. I've seen lots of players leave standard because they got sick of the format when it was dominated by one deck/playstyle or because they got sick of cards they bought not being usable anymore either due to bans or rotation.



    Personally, I tend to side with the RC even when I don't always agree with them. I'd rather see a conservative approach to managing the format than a meddling, micro-managing one. You can't please all the people all the time, and even attempting to do so would be a disaster. The format has been doing well under their purview, and I hope to see it continue.
    Posted in: Commander (EDH)
  • posted a message on Zendikar Rising for Peasant Cube
    Hey, look - Malakir Rebirth gives us a worse Undying Evil/Supernatural Stamina variant.

    This set has some Commander goodies, but I'm just not feeling it for peasant cube.

    I'm not a fan of the DFCs from this set. I don't have DFCs in my cube already, but the way they keep making them overcosted or underpowered compared to other options just doesn't make up for the versatility of a ETB tapped land in my opinion. Hopefully something comes along in the rest of the set.
    Posted in: Pauper & Peasant Discussion
  • posted a message on [ZNR] Moraug, Fury of Akoum— r/MagicArena preview
    Quote from ChristianKl »
    Walking Atlas doesn't go infinite with this. The minotaur doesn't give you additional mainphases and the untap is only happening after the mainphase.
    Aren't additional combat phases always followed by an additional post-combat main phase?

    EDIT - I just looked through all the cards that grant an additional combat phase. Had never noticed before, but there are two distinct wordings. Anything that happens at sorcery speed, during a main phase, says an additional combat phase followed by an additional main phase, while anything that during your combat phase creates an additional combat phase after this one gets to leave off the "followed by an additional main phase" wording. Neat.
    Posted in: The Rumor Mill
  • posted a message on [ZNR] Inscription of Ruin— @maki_michiru preview
    Haha! Another card for the Tiny Leaders Cube. It's honestly not a bad card in several formats. Being a charm with multiple good options but also the ability to get all three is super valuable. It may not be flashy, but it offers good utility.
    Posted in: The Rumor Mill
  • posted a message on [ZNR] Cleansing Wildfire— Magic Mics preview
    Well, that's going in Wort, the Raidmother.
    Posted in: The Rumor Mill
  • posted a message on Zendikar Rising for Peasant Cube
    We've had cards that grant creatures with +1/+1 counters abilities like trample, flying, and first strike, bit is Hagra Constrictor the first to grant menace?
    Posted in: Pauper & Peasant Discussion
  • posted a message on Zendikar Rising for Peasant Cube
    Quote from JovianHomarid »
    Bloodchief's Thirst is quite good. It trades up or even on mana on everything except 3CMC creatures.
    At 1 mana, it has my attention. Sorcery speed hurts it, but I wouldn't immediately dismiss it. It will likely make it into my tiny leaders cube, but I'm not sure if it'll make the cut in my Peasant cube.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Zendikar Rising for Peasant Cube
    Let's get this party started.

    Gnarlid Colony offers another +1/+1 counter Lord, but we've had quite a few now.

    Landfall gets a return, and there may be something usable for us eventually. Ruin Crab offers another Hedron Crab but it can't be used for self-mill.

    We may get some minor tribal support, but I doubt the party batching mechanic will affect many of us. It requires too much build around.
    Posted in: Pauper & Peasant Discussion
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