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  • posted a message on Sisters of Stone Death v2.0
    If I had to guess, I'd say your build actually has a lower CMC than mine, although I tend to play multiplayer more than 1v1 so I have a little more leniency. I would suggest Tempting Licid over Lure. As much as I love Venom and Lure, neither actual card was good enough to make my cut. Tempting Licid has a repeatable factor to it, while Lure is often a one shot, unless you happen to have it on Sylvan Basilisk or Tempting Slagwurm.
    Posted in: 1 vs 1 Commander
  • posted a message on Help... I am tired of losing.
    You posted this thread in the mutiplayer forum, so I'm going make a wild suggestion - everyone who said you need to grab a bigger gun is wrong. If you want to win in multiplayer, having the biggest, baddest deck on the board makes you a bigger target.

    What you need is to play the politics of the table. You need to be a big enough threat to hold people off, but not such a big threat/pain in the neck that everyone gangs up on you. You need to communicate "stay away from me or else". Of course, this really does depend on how big of games you play. Three player is barely multiplayer and can still be controlled by the guy with the biggest muscle, but 5-6 player is an entirely different game. You can't control everyone. In a 5-6 player game, the guy with the scariest deck or the jerk who keeps wiping the board or making the game unfun always gets ganged up on, and no matter how powerful your deck is, as long as everyone else has a decent build, you will lose.

    Also, try to play your metagame. Everyone keeps board wiping, run stuff that's indestructible. If that fails, go lighter on creatures or heavier on recursion. At the very least, run creatures with come into play abilities so even when they die, at least they did something. People keep comboing, run disruption. There were a few suggestions to run blue, and that can work, but you can't counterspell everything.
    Deckbuilding doesn't have to be an arms race. And even the strongest deck will lose if you don't play the table.

    So, how big of games do you play, and what is your local meta? What style decks are there, and what type of players? Is there anyone who can be intimidated into cooperation? Anyone who can be bribed into it? (and I'm referring to in-play bribes, not actual money). Use your resources to the greatest effect. Use your opponents as resources. If all else fails, steal someone's turn to wreck them or another player. Use things like Master Warcraft to change the rules on one person's turn and knock out two players. Play cards that are unexpected or difficult to deal with. And remember that the game isn't all about winning (especially multiplayer), though it is nice from time to time. I'd rather lose with style after a fun game than win every game in a boring arms race/game lockout combo. those have their uses, and I do resort to them on occasion, but for me, variety is the spice of life.

    Seanb has a point - is it fun to play when the results are always A) I win or B) I get ganged up on and lose? I have been known to take powerful cards out/sell entire decks because it got boring. I even built a group hug deck because I wanted a change of pace. And somehow, I've even won with that! Winning ALL THE TIME is even more boring than losing all the time. At least if you're like me and play for a challenge.
    Posted in: Multiplayer Commander Decklists
  • posted a message on [EDH] Savra, Queen of Slaughter
    Quote from AHHHgro

    I noticed you really only have one "wrath" effect (an expensive one at that) and I'm curious as to how that's worked out for you.


    LOL. While I may only have one sorcery Wrath effect, my general and the all the forced sacs more than make up. In fact, they often allow for instant speed wraths. It's very rare that my opponents manage to keep creatures on the board, and then only if they are running a mass-token deck. Of course, any creatures that do stick around tend to be aiming at MY head. But, go figure.
    Posted in: Multiplayer Commander Decklists
  • posted a message on [EDH] Savra, Queen of Slaughter
    Okay, so Savra wants to embrace the pure evil of New Phyrexia by adding Birthing Pod (sac that doesn't generate creature loss) and Sheoldred, Whispering One (forced sac backup and recursion for me - also contamination's best friend). I also finally got a copy of Bloodghast to go with Perilous Forays and want to add both. So, four in, but what to cut? Thoughts, ideas? I've got a few in mind but would like to know what other people think.



    Interesting card. I'm definitely thinking about it. If only I wasn't already trying to cram stuff in.

    Quote from Meritocracy
    I'm not sold on Mortivore or Lord of Extinction. They don't have evasion and they both die to a popped Relic.


    I sort of agree with you. While Darchow makes a good point, these are among my least on-theme cards. They were supposed to be a backup plan, but I think I've got enough backup right now. Plus, if I cut these, I can always add Leyline of the Void to make my opponents' sacs permanent.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Merieke Ri Berit
    Thousand-year Elixir is Merieke's favorite toy. It gives her pseudo haste for her ability and an untap effect. Drop her, steal someone's second best creature, untap her to destroy it, and then tap to steal and keep their best.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Altering price?
    This has been a pretty interesting conversation. I never actually knew how much others charged. I know once or twice in the official altered art thread prices have come up, but never in quite this much detail.

    As for the whole argument over whether or not the prices are too high, I figured I'd put in my two cents - they're really not charging enough.

    Here's my personal experience - I started altering for my own enjoyment, but as no one locally had seen anything like it, I got a few commissions. I only charged ten bucks and then realized it wasn't nearly enough. I bumped up to $15 and then $20, and then I quit taking commissions altogether. Why? Because I'm working two jobs to support a family of five while trying on the side to get funding for a feature film I wrote. I have a list of almost one hundred alters that I want to do for my own collection, of which I've only found the time to do one in the past six months. If I trade or sell an alter, I ABSOLUTELY have to take into account how much time it took me when assigning a value. Not because I want to be a professional - but because in all things there is an opportunity cost.

    If someone wanted me to do a commission that takes two, four, or eight hours, the opportunity cost is what else I could have done with that time. A quick alter could be done instead of my weekly EDH night, but a longer one may occupy all of my family time for a week. And you can bet that that's going to demand a much higher price.

    As for using ebay to judge prices - that's a terrible measuring stick. I've sold cards (unaltered) for the going rate before, but I've also had auctions for two planeswalkers go for just the starting bid of 99 cents. It's too unpredictable to use as a standard.
    Posted in: Artwork
  • posted a message on [EDH] Momir Vig
    Okay, Genesis Wave in for awesome times. Riftsweeper in for removal-recovery. Clone in for general goodness, as well as General removal. And Viridian Corrupter in for another tutorable (through Elvish Harbinger) piece of removal.

    Essence Warden, Slippery Bogle, and Primordial Sage out, as they don't do anything when they hit the board. Overrun out because this is a control deck, not an aggro deck, and man would it be a lousy post-wrath topdeck.

    Speaking of Genesis Wave making for good times, someone cast it for fifteen in one of the last games I played, and man, was I happy to have a Draining Whelk in hand.:cool:

    Still looking for an Aluren or two (for my Group Hug deck, too).
    Posted in: Multiplayer Commander Decklists
  • posted a message on [EDH] Sisters of Combolicious Death
    Haven't been able to play much for a few months because I'm working two jobs, but I finally sat down and made some changes:

    - Crypt Cobra, + Blight Mamba
    - Grotesque Hybrid, + Greater Basilisk
    - Penumbra Spider, + Trigon of Infestation
    - Stinkweed Imp, + Ichor Rats
    - Taunting Elf, + Plague Stinger
    - Incremental Blight, + Engulfing Slagwurm
    - Sabertooth Cobra, + Carrion Call
    - Pit Scorpion, + Grafted Exoskeleton

    The older poison creatures often just don't cut it any more. I also wanted to fit Necropede but wasn't sure what else to cut. I'm also wondering what the next set may bring for this deck.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Pheldagriff Help
    Questing Phelddagrif is not a waste of time. Unfortunately, it's not legendary so you are stuck having to run Phelddagrif in its place as a general.

    The only way I've ever seen a group hug deck win before was by milling the opponents with ridiculous card draw. Thinks like Prosperity seem like a nice gesture early in the game for a few mana. Late game, dumping twenty mana in may very well knock someone out of the game. Jace Beleren is similar - nice, fair card draw early, a wincon later. I suppose things you've included like Reverse the Sands could switch things up and provide another wincon - you do, after all have a 4/4 (flying) general to smash with. I've just never gone that route or played against it.

    good luck.
    Posted in: Multiplayer Commander Decklists
  • posted a message on [EDH] Flying Purple Hippo Hugs
    Quote from penguinofhonor
    Eye of the Storm and Hive Mind: Do not play these at the same time. Rules headaches ensue.
    Vision Skeins: Becomes X times as fun with hive mind out, where X is the number of players.
    Loaming Shaman can either be "here, restock your library however you like" or it can hurt a player who's playing graveyard shenanigans. If your deck sometimes acts as the moderator in multiplayer games then you should consider this.

    My friend says Iwamori of the Open Fist is terrible because your opponents never have the legends. I'd test him out a bit, it seems like he's a bit narrow.


    Personally, not a fan of Hive Mind because I've played with it on the table. I can see where it would fit the deck, but I think I might rather give Knowledge Pool a try. And no, I don't ever want to see both of those on the table at the same time.

    Loaming Shaman is a great suggestion. I should get another copy and put it in here.

    I can see what you mean about Iwamori. I made a list of my four weakest/least favorite cards in the deck, and he was one of them (the list is Iwamori of the Open Fist, Saproling Cluster, Vernal Equinox, and Kamahl's Summons). I actually cut Saproling Cluster for a copy of Prosperity that I wanted to add.
    Posted in: Multiplayer Commander Decklists
  • posted a message on [EDH] Manlands (Genju of the Realm)
    Thanks for the quick replies. Let's run through the ideas.
    Crop Rotation is a solid tutor to fetch up a utility land or Darksteel Citadel. Oracle of Mul Daya is great because she keeps working even when you're in top-deck mode. I'll add them to the list of possibilities.

    Manabond is a great one shot land dump, but without serious card draw, it doesn't do anything after that. Azusa lets you play extra land, but again, without card draw her ability becomes irrelevant once you're topdecking. Same with some of the other extra land cards. Horn of Greed gets you the card draw, but unless it is combined with the extra drop cards, it just nets you cards you can't drop. Assembling a combo here would be quite difficult.

    Treasure Hunt would draw a lot of cards, but unless you have a way to dump them or have Reliquary Tower out, they mostly get discarded.

    Monument and Memorial aren't really good for the deck as the deck only produces a few small tokens (mostly 0/1 and 1/1). Bear Umbra would fall off at end of turn when an animated land ceases to be animated, and while it combos with Hellkite Charger for infinite attacks, comboing the two would be quite difficult, and the dragon hardly fits the deck.

    Quote from ISBPathfinder
    That is an interesting house rule. I think the only way your general can be tucked into your deck would be if someone hinders it.

    Your general would also duck all the wrath effects as it will be a land at the time.


    Yeah, playing this may mess up the normal anti-general cards unless we make a house rule that cards like Spin into Myth apply to the enchantment and not the land. We'll have to see how it plays out before we decide. I tend to think that its added vulnerabilities will balance it out. Not only does it die to all the normal creature removal, but land removal, enchantment removal, creature bounce (sends the general to the graveyard without a triggered ability), cards like Hide from Hide//Seek, and even instant speed graveyard tuck (Junktroller, Reito Lantern) because mostly, this is a general that people will allow to go to the graveyard for the triggered ability (not that they will with those cards out, it's just that they counter the advantage). The added death by bouncing is actually a huge disadvantage, as they have to send it back to the command zone and pay more each time (and it ducks the darksteel advantages).

    As for ducking wraths, yeah that makes it a little stronger (which is why he was considering adding wraths of his own), but I can think of a few that it doesn't duck - Rout, Armageddon, Decree of Annihilation.


    What else should we consider, and what should be cut?
    Posted in: Multiplayer Commander Decklists
  • posted a message on [EDH] Manlands (Genju of the Realm)
    Yes, I know he's not legally a general, but we've decided to allow it in our house rules.

    With that out of the way, a friend and I were talking Magic, and he just recently discovered the Genjus and loves them. But he hadn't even seen the best one - Genju of the Realm. We got to talking about how cool and unique an EDH deck it would make and decided to allow it. He's building the deck, and I'm just fishing for help. The basic concept is a land-centered deck, with no more than 15 non-land cards, and given that Genju is all about throwing land into the red zone, the deck should build off that concept.

    DeckMagic OnlineOCTGN2ApprenticeBuy These Cards
    General
    1 Genju of the Realm

    Must Haves
    1 Crucible of Worlds
    1 Terra Eternal
    1 Expedition Map
    1 Explorer's Scope
    1 Darksteel Garrison
    1 Darksteel Citadel - the ultimate home for a genju
    1 Crop Rotation
    1 Oracle of Mul Daya
    1 Oblivion Stone

    Possibilities
    1 Life from the Loam
    1 Realms Uncharted
    1 Scapeshift
    1 Sylvan Scrying
    1 Genesis wave
    1 Kederekt Leviathan
    1 Avenger of Zendikar
    1 Primeval Titan
    1 Rampaging Baloths
    1 Seed the Land
    1 Rites of Flourishing

    Lands
    -------------
    Man Lands
    1 Blinkmoth Nexus
    1 Celestial Colonnade
    1 Creeping Tar Pit
    1 Dread Statuary
    1 Faerie Conclave
    1 Forbidding Watchtower
    1 Ghitu Encampment
    1 Inkmoth Nexus
    1 Mishra's Factory
    1 Mutavault
    1 Nantuko Monastery
    1 Raging Ravine
    1 Spawning Pool
    1 Stirring Wildwood
    1 Treetop Village
    1 Zoetic Cavern

    Creature-Generating Lands
    1 Gargoyle Castle
    1 Dark Depths
    1 Kher Keep
    1 Kjeldoran Outpost
    1 Springjack Pasture
    1 Urza's Factory
    1 Vitu-Ghazi, the City-Tree

    Utility Lands
    1 Academy Ruins
    1 Bojuka Bog
    1 Crystal Quarry
    1 Deserted Temple
    1 Dust Bowl
    1 Ghost Quarter
    1 Glacial Chasm
    1 Halimar Depths
    1 Hammerheim
    1 Ice Floe
    1 Island of Wak-Wak
    1 Kabira Crossroads
    1 Khalni Garden
    1 Kor Haven
    1 Maze of Ith
    1 Maze of Shadows
    1 Mikokoro, Center of the Sea
    1 Mirrodin's Core
    1 Mistveil Plains
    1 Mystifying Maze
    1 New Benalia
    1 Orzhova, the Church of Deals
    1 Petrified Field
    1 Prahv, Spires of Order
    1 Quicksand
    1 Reflecting Pool
    1 Riftstone Portal
    1 Rix Maadi, Dungeon Palace
    1 Rupture Spire
    1 Evolving Wilds
    1 Teramorphic Expanse
    1 Shivan Gorge
    1 Soldevi Excavations
    1 Sorrow's Path
    1 Strip Mine
    1 Sunhome, Fortress of the Legion
    1 Tectonic Edge
    1 Tendo Ice Bridge
    1 The Tabernacle at Pendrell Vale
    1 Tolaria West
    1 Vesuva
    1 Wasteland



    Now, some of these cards will never make it in unproxied just due to cost (hello, tabernacle at pendrell vale and primeval titan). We're not trying to make the best deck ever, just a fun deck. He's also considering adding a few wraths just because he will be creatureless quite often. Please, feel free to suggest things that would be fun and effective. I've left out most landfall cards just because they are underwhelming in a deck that already may struggle. Fortunatley, no one in our group plays Blood Moon, Magus of the Moon, Ruination, or Back to Basics.

    So, any ideas? Oh, and isn't there a card that says lands get like +2/+2 or something as long as they're animated? What should stay in, what should come out?
    Posted in: Multiplayer Commander Decklists
  • posted a message on Pet Project - BERRRRRZ
    Words of Wilding makes bears and keeps you from drawing on an empty library - I know you said you're not running it, but it's flavorful and serves a narrow purpose.
    No vanilla bear deck is complete without Muraganda Petroglyphs to at least make the vanilla more powerful.

    And saying you can make the deck for less than $15 doesn't really count cuz the mana base is many times that, even if you already own the cards. I mean, Maze of Ith is over that on its own. Personally, if you're running a deck with the intention to play vanilla creatures, I think you should run vanilla lands (hello, Forest!!)
    Posted in: Multiplayer Commander Decklists
  • posted a message on Best and Funnest Multiplayer EDH Deck, EVAR
    With a title like "best and funnest multiplayer EDH deck, evar" I sort of expected a deck that would be at least good and fun. I'm going to say from experience that it would be neither.
    A good deck does one of two things - it tries to win (presenting a challenge for others to overcome) or it tries to make the game fun for everyone (like a group hug deck). A good deck does not stall the game forever with no win condition. And even though most griefer decks are trying to win, they still suck the fun out of the game for everyone else. No one likes to sit there knowing that a) they can't play anything in hand because they have no mana or b) that anything they play will immediately die and accomplish nothing.
    Sure, it may seem like a funny idea, but in practice it proves otherwise. Just try playing five games in a row with this. At first you may find funny for a few turns. Then it will get stale, then boring. Odds are, no one will want to see it by the third or fourth game, yourself included.
    Two pieces of personal experience here. Some time ago, I built a classic Jhoira deck with Obliterates, etc. Guess what - no one enjoyed it, myself included. Once I stripped out all the nukes, it presented a challenge while not griefing everyone. But it still didn't matter. Everyone remembered what the deck had done (even if it was no longer capable of it) and ganged up on the deck. Every. Single. Game. Moral of the story is, don't play this kind of deck if you want to keep playing. You will get bored and your opponents will hate you. The other example is a guy who always shows up with a griefer deck. The funnest part of those games is watching how quickly everyone gangs up on him and beats him out of the game so they can then have a good game.

    I'm not saying you should avoid all removal or mean cards/combos. Trust me, my decks have plenty. What I am saying is you should have a constructive deck that tries to win and uses its nukes towards that end. Even then, you have to remember that IN MULTIPLAYER (which you labeled this deck as), ITS ALL ABOUT THE POLITICS. This may be the least political deck. Evar. Maybe that would be a better title for it.

    That being said (and sorry for the essay), you missed two very important "destroy all" categories. Destroy All Hands (Mindslicer) and Destroy All Graveyards (Leyline of the Void, Relic of Progenitus). I mean, if you really want to wipe everything.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Help me cut and tune this Teysa deck please
    Quote from Blackjack68
    Bloodghast makes for some SICK sac fodder. ... He's much better than the skeleton.


    I agree that Bloodghast is great recursion, but I'm gonna say he is technically worse in this deck than Reassembling Skeleton. Skeleton can be recurred multiple times in a turn, any turn, as long as you have mana to pay. Bloodghast is entirely dependent on whether or not you topdecked a land. If you're sitting there with a Grave Pact, a sac outlet, one of these guys, and your opponents have three or four creatures, which one's gonna do the trick and clear their boards? This deck simply can't abuse Bloodghast to the degree of, say, a green deck with Perilous Forays.
    That being said, he should definitely run both of them.




    Also, with the sac outlets, you could run the fun combo of Reveillark, Karmic Guide, and Duplicant. Individually, they're two pieces of recursion and a great piece of removal (one that even gets indestructible creatures AND stops your opponents from recurring things). Together, they exile all of your opponents' creatures (nontoken). Basically, you keep saccing them all and have Lark reanimate the other two, allowing Guide to reanimate Lark, rinse and repeat. Duplicant does the rest.
    Posted in: Multiplayer Commander Decklists
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