Sorry if this is the wrong place to post this. I wasn't really sure where it would fit.
For someone looking to sell their collection (probably on eBay), what do you think the best method is? Would it be best to sell everything at once, in one big auction? Would it be better to sell the collection off in tons of repacks? Would it be better to sell the collection by color (a separate auction for the blue cards, artifacts, green cards, etc)? Or maybe just sell the rares and valuable uncommons separately?
The main goal is to make as much money as possible. Of course, it would be easiest to sell everything in one big deal. But something tells me that's probably not the best way to make money...
I know this might seem dumb, but I would be interested...does anyone want to share a play-by-play summary of any of their games? EDH, Standard, Vintage, Casual, Modern, whatever.
The thread didn't get very far due to off topic conversations but a similar thread was posted on another forum and it was pretty entertaining. It doesn't have to go into crazy detail - I'm thinking something along the lines of the Building on a Budget column on the wizards website.
I'll start us off!
This was a casual game with a GRU deck (basically, lots of cheap cantrips and burn with creatures that get really big).
On my turn, I drew a Lightning Bolt. I played my Mountain and cast Fire/Ice, dealing 1 damage to his Elf and 1 to his face, sending him to 19.
On his turn, he played a second Forest and passed the turn.
I drew yet another land (a Mountain this time). I cast a Preordain and saw a Quirion Dryad and a Burst Lightning on top. I sent the Dryad to the bottom and drew the burn spell. I played my Mountain and tried to end the game as soon as possible. I pointed an unkicked Burst Lightning at his Archdruid, a Lightning Bolt at him, and cast my Ponder. I saw 2 lands and another Kiln Fiend on top and decided to shuffle my library. I drew a Lorescale Coatl. I attacked for 13, sending my opponent to 3.
My opponent drew a card, played a Rootbound Crag untapped, and cast Bloodbraid Elf. He cascaded into a Lightning Bolt, which killed my Kiln Fiend, and attacked me down to 17.
On my turn, I drew the Burst Lightning and immediately played it with its kicker cost for the game. Woo! It turns out that my opponent would have easily dealt with my 13/2 Kiln Fiend, but didn't draw a source of red mana until his fourth turn.
That took me under 2 minutes to type up and hopefully entertained some of you. So...anyone else?
I think Esper colored decks (UBW) are pretty much unarguably the best, if we're talking about the most powerful. It's basically blue with board sweepers and tutors. The fact that two of the strongest (top 10 easily) generals happen to be in those colors - Zur and Sharuum - is just icing on the cake.
They can hit exactly what you want. It's not a 1-shot deal. You can target multiple people in a turn. And both can become major threats and win conditions.
It would still take a lot of effort to put the pieces together, and then it's still not impossible to disrupt. I think you would be better off with Isochron Scepter + Silence with a control shell.
So I was really bored this past weekend and I went through almost every single enchantment in the game. This is a list of every good enchantment that I think could go into a creatureless EDH deck. As you can see, it's way too much (around 95 cards, I believe). My two major requests are:
1. Help me remove cards. I'm not just looking to remove the weakest cards, but also cards that won't necessarily work. For example, Land Tax is incredibly powerful, but I don't know if I'm going to run more than a handful of basic lands in the deck.
2. If you have any ideas for other cards to include, I'm all ears. I'd just like to keep the deck completely based on enchantments - no creatures and probably no artifacts.
So I'm personally a fan of long, drawn out, epic EDH games. I have plenty of decks that can accomplish this. I tried making an Uril deck for a change of pace, but just didn't enjoy playing him.
Instead of playing an I-can-win-really-fast-out-of-nowhere deck, I'd like to try building a deck that will just generally speed up games, while still keeping the games enjoyable AND still have a chance at winning. Seems impossible, no? Perhaps...but that's why I'm asking for help. So far, I think the best option lies in some form of B/R deck. Maybe aggro, maybe control, maybe a little of everything. Here's what I've got so far:
That's all I've got so far. I'll probably include a few more things to "help" people like Howling Mine and Temple Bell. I'm not really looking for chaos or group hug; just things that will make the games interesting and will probably end the game quickly. Any suggestions?
Hmmm, good point. Although Tectonic Edge doesn't scare me too much. I rarely need to play more than 3 lands and if I do, I can animate + Vines of Vastwood to save it. How does this look?
So this is a dumb little deck that I threw together 15 minutes before FNM...I ended up going 3-2, so I might as well try to improve it a little.
Game 1: Lost 1-2 vs UB control
Game 2: Won 2-0 vs RG aggro
Game 3: Lost 1-2 vs RDW
Game 4: Won 2-0 vs UB control
Game 5: Won 2-0 vs UB Infect
My FNM is generally pretty varied, but it looked like there was a good amount of UB control, RDW (goblins), and Tempered Steel. Here was the list I ran:
I had a somewhat random sideboard which I forgot. It ran 4 Nature's Claim (for Spellskite) and a few random things just to fill space.
So based on what this deck is, it's not supposed to be the best thing ever. But suggestions would be appreciated. Spot removal didn't seem to be too much of a problem and finding Inkmoth was never an issue...The biggest concern I have is with flyers. I don't see how I could ever beat Tempered Steel, for example. Ornithopter + Glint Hawk to block and enough speed to put me on a similar clock (3-5 turns).
So yeah, any suggestions? What in the list is weak? What amazing card(s) am I missing? What are some good sideboard options for dealing with Control, Tempered Steel, and RDW?
When does Aether Vial check the number of charge counters on it? Basically, I want to know if it's possible to mess up your opponent by using some kind of instant-speed proliferate.
Example: My opponent taps his Aether Vial with 2 charge counters on it. I respond by casting Volt Charge, adding a counter to his Aether Vial. Is he unable to put a 2cc creature into play?
They already stated that they were working on lowering the power creep, and they started that already.
True...but if they lower it too much (a la Mirrodin to Kamigawa), then Modern could become a stale format. Wizards is going to have to pump out powerful new cards if they don't want the same decks dominating Modern 6, 12, 18+ months from now.
If at all, in what ways do you think the new Modern format is going to effect future cards and sets? Do you expect to see more reprints? Do you expect power creep to go up?
It happens all the time to lots of people in every set. Card distribution is random. It's unlikely that you'll open 3 of the same rare in 4 packs, but random is random. You could have opened 4 mythic rares in 4 packs, etc...
That does suck though Maybe it was a sign to make a deck using Psychic Surgery.
This is not a thread asking for help picking a general, but I'd like to know - what generals (or types of decks) make the best toolbox decks? For those who might not know what I mean, I consider a toolbox deck to be a deck that can search out an answer to almost anything through various means.
Captain Sisay is probably the best and the most obvious, but is also somewhat limiting on colors and can't be built on a budget (as far as I know).
Are there other good generals or decks (i.e. mass of cards that don't necessarily require a specific general) that fit this category?
For someone looking to sell their collection (probably on eBay), what do you think the best method is? Would it be best to sell everything at once, in one big auction? Would it be better to sell the collection off in tons of repacks? Would it be better to sell the collection by color (a separate auction for the blue cards, artifacts, green cards, etc)? Or maybe just sell the rares and valuable uncommons separately?
The main goal is to make as much money as possible. Of course, it would be easiest to sell everything in one big deal. But something tells me that's probably not the best way to make money...
The thread didn't get very far due to off topic conversations but a similar thread was posted on another forum and it was pretty entertaining. It doesn't have to go into crazy detail - I'm thinking something along the lines of the Building on a Budget column on the wizards website.
I'll start us off!
This was a casual game with a GRU deck (basically, lots of cheap cantrips and burn with creatures that get really big).
My opening hand was 1 Evolving Wilds, 1 Forest, 1 Mountain, 1 Ponder, 1 Preordain, 1 Fire/Ice and 1 Kiln Fiend. I kept. My opponent kept his opening 7.
I won the roll and led with an Evolving Wilds and passed.
My opponent played a Forest and a Llanowar Elves. At his end step, I cracked the Wilds for an Island.
On my turn, I drew a Lightning Bolt. I played my Mountain and cast Fire/Ice, dealing 1 damage to his Elf and 1 to his face, sending him to 19.
On his turn, he played a second Forest and passed the turn.
I drew a Terramorphic Expanse and played it along with my Kiln Fiend.
My opponent drew a card, played his third Forest and dropped an Elvish Archdruid. During his end step, I fetched another Island.
I drew yet another land (a Mountain this time). I cast a Preordain and saw a Quirion Dryad and a Burst Lightning on top. I sent the Dryad to the bottom and drew the burn spell. I played my Mountain and tried to end the game as soon as possible. I pointed an unkicked Burst Lightning at his Archdruid, a Lightning Bolt at him, and cast my Ponder. I saw 2 lands and another Kiln Fiend on top and decided to shuffle my library. I drew a Lorescale Coatl. I attacked for 13, sending my opponent to 3.
My opponent drew a card, played a Rootbound Crag untapped, and cast Bloodbraid Elf. He cascaded into a Lightning Bolt, which killed my Kiln Fiend, and attacked me down to 17.
On my turn, I drew a Serum Visions. I played my Forest and cast a Lorescale Coatl, followed by the Serum Visions. I drew an Island and saw a Burst Lightning and Lorescale Coatl on top. Seeing the burn spell, I didn't bother changing anything.
My opponent had a good turn, but couldn't manage to kill me. He dropped an Elvish Archdruid and cast Lightning Bolt on my Coatl, killing it. He attacked me down to 13 and passed.
On my turn, I drew the Burst Lightning and immediately played it with its kicker cost for the game. Woo! It turns out that my opponent would have easily dealt with my 13/2 Kiln Fiend, but didn't draw a source of red mana until his fourth turn.
That took me under 2 minutes to type up and hopefully entertained some of you. So...anyone else?
They can hit exactly what you want. It's not a 1-shot deal. You can target multiple people in a turn. And both can become major threats and win conditions.
It would still take a lot of effort to put the pieces together, and then it's still not impossible to disrupt. I think you would be better off with Isochron Scepter + Silence with a control shell.
1 Arenson's Aura
1 Aura of Silence
1 Aurification
1 Baneful Omen
1 Bloodchief Ascension
1 Breathstealer's Crypt
1 Call to the Grave
1 City of Solitude
1 Collective Restraint
1 Copy Enchantment
1 Crackdown
1 Dream Tides
1 Enchanted Evening
1 Enchantress's Presence
1 Energy Flux
1 Exclusion Ritual
1 Frozen Aether
1 Future Sight
1 Ghostly Prison
1 Greater Auramancy
1 Ground Seal
1 Hatching Plans
1 Helix Pinnacle
1 Honden of Cleansing Fire
1 Honden of Infinite Rage
1 Honden of Night's Reach
1 Honden of Seeing Winds
1 Humility
1 Imperial Mask
1 Ior Ruin Expedition
1 Ivory Mask
1 Journey to Nowhere
1 Karmic Justice
1 Khalni Heart Expedition
1 Kismet
1 Land Tax
1 Leyline of Anticipation
1 Leyline of Sanctity
1 Leyline of the Void
1 Lightmine Field
1 Maelstrom Nexus
1 Meishin, the Mind Cage
1 Mind Unbound
1 Mystic Remora
1 Necrotic Plague
1 Nettlevine Blight
1 Night of Souls' Betrayal
1 No Mercy
1 Oblivion Ring
1 Painful Quandary
1 Paradox Haze
1 Pendrell Mists
1 Planar Collapse
1 Polluted Bonds
1 Porphyry Nodes
1 Prismatic Omen
1 Privileged Position
1 Propaganda
1 Reverence
1 Rhystic Study
1 Rule of Law
1 Runed Halo
1 Seal of Cleansing
1 Seal of Primordium
1 Solitary Confinement
1 Soothsaying
1 Spreading Plague
1 Spreading Seas
1 Sterling Grove
1 Story Circle
1 Stranglehold
1 Subversion
1 Sunken Hope
1 Sylvan Library
1 Teferi's Care
1 Teferi's Moat
1 Underworld Dreams
1 Vernal Equinox
1 Vicious Shadows
1 Vile Consumption
1 War Tax
1 Wheel of Sun and Moon
1 Words of War
1 Words of Worship
1 Wound Reflection
1 Demonic Tutor
1 Vampiric Tutor
1 Diabolic Tutor
1 Idyllic Tutor
1 Open the Vaults
1 Replenish
1 Enduring Ideal
So I was really bored this past weekend and I went through almost every single enchantment in the game. This is a list of every good enchantment that I think could go into a creatureless EDH deck. As you can see, it's way too much (around 95 cards, I believe). My two major requests are:
1. Help me remove cards. I'm not just looking to remove the weakest cards, but also cards that won't necessarily work. For example, Land Tax is incredibly powerful, but I don't know if I'm going to run more than a handful of basic lands in the deck.
2. If you have any ideas for other cards to include, I'm all ears. I'd just like to keep the deck completely based on enchantments - no creatures and probably no artifacts.
Thanks!
Armageddon Clock
Infinite Hourglass
Furnace of Rath
Keep 'em coming!
Instead of playing an I-can-win-really-fast-out-of-nowhere deck, I'd like to try building a deck that will just generally speed up games, while still keeping the games enjoyable AND still have a chance at winning. Seems impossible, no? Perhaps...but that's why I'm asking for help. So far, I think the best option lies in some form of B/R deck. Maybe aggro, maybe control, maybe a little of everything. Here's what I've got so far:
1 Kaervek the Merciless
Everyone draw cards...at a price
1 Seizan, Perverter of Truth
1 Spiteful Visions
Everyone attack!
1 Total War
1 Angel's Trumpet
1 War's Toll
1 Mass Hysteria
1 Impatience
1 Wild Evocation (great with Kaervek)
General stuff to kill people
1 Pandemonium
1 Manabarbs
1 Everlasting Torment
That's all I've got so far. I'll probably include a few more things to "help" people like Howling Mine and Temple Bell. I'm not really looking for chaos or group hug; just things that will make the games interesting and will probably end the game quickly. Any suggestions?
4 Inkmoth Nexus
4 Contagion Clasp
3 Expedition Map
4 Mutagenic Growth
4 Vines of Vastwood
4 Apostle's Blessing
4 Giant Growth
4 Groundswell
4 Prey's Vengeance
3 Ancient Stirrings
-1 Expedition Map
-1 Ancient Stirrings
-2 Mirran Mettle
+4 Glistener Elf
Game 1: Lost 1-2 vs UB control
Game 2: Won 2-0 vs RG aggro
Game 3: Lost 1-2 vs RDW
Game 4: Won 2-0 vs UB control
Game 5: Won 2-0 vs UB Infect
My FNM is generally pretty varied, but it looked like there was a good amount of UB control, RDW (goblins), and Tempered Steel. Here was the list I ran:
18 Forest
4 Contagion Clasp
4 Expedition Map
4 Groundswell
4 Mutagenic Growth
4 Vines of Vastwood
4 Prey's Vengeance
4 Ancient Stirrings
4 Apostle's Blessing
2 Mirran Mettle
I had a somewhat random sideboard which I forgot. It ran 4 Nature's Claim (for Spellskite) and a few random things just to fill space.
So based on what this deck is, it's not supposed to be the best thing ever. But suggestions would be appreciated. Spot removal didn't seem to be too much of a problem and finding Inkmoth was never an issue...The biggest concern I have is with flyers. I don't see how I could ever beat Tempered Steel, for example. Ornithopter + Glint Hawk to block and enough speed to put me on a similar clock (3-5 turns).
So yeah, any suggestions? What in the list is weak? What amazing card(s) am I missing? What are some good sideboard options for dealing with Control, Tempered Steel, and RDW?
Example: My opponent taps his Aether Vial with 2 charge counters on it. I respond by casting Volt Charge, adding a counter to his Aether Vial. Is he unable to put a 2cc creature into play?
True...but if they lower it too much (a la Mirrodin to Kamigawa), then Modern could become a stale format. Wizards is going to have to pump out powerful new cards if they don't want the same decks dominating Modern 6, 12, 18+ months from now.
Discuss.
That does suck though Maybe it was a sign to make a deck using Psychic Surgery.
Captain Sisay is probably the best and the most obvious, but is also somewhat limiting on colors and can't be built on a budget (as far as I know).
Are there other good generals or decks (i.e. mass of cards that don't necessarily require a specific general) that fit this category?