2019 Holiday Exchange!
 
A New and Exciting Beginning
 
The End of an Era
  • posted a message on Mage-Ring Network
    Quote from Vandar »
    I think the cool thing about Mage-Ring Network is that you don't have spend a mana to take the counters off like other storage lands.

    One mana isn't a lot, but in those rare situations it matters. I have them in my non-green mono colored lists.

    The Mercadian Masques and Fallen Empires storage lands don't cost any mana to remove counters, and they also don't tap for colorless.
    The Time Spiral cycle is, in my opinion, slightly more flexible than Mage-Ring Network. You can still treat it's mana cost as a 'Tap' cost by tapping the land itself for mana. This can also helo dig you out of situations where you have a need for colored mana and an overabundance of colorless mana (Tap a Sol Ring for 2. Use one to get the colored mana you need this turn then use the other to add another counter for next turn).
    Posted in: Commander (EDH)
  • posted a message on Brainstorming Thread: UG Merfolk+Counters (on permanents, not spells)
    After years of playing decks I built for her (fun stuff like Jaya Ballard, Task Mage and Mayael the Anima), my wife is getting into deck building herself. After throwing together a Teneb, the Harvester good stuff/dragons deck, she's looking for some input on her next project.
    She wanted to run Merfolk tribal and has fallen in love with Vorel of the Hull Clade as far as general choice goes.
    She's been asking for cards that will enable her deck to support merfolk tribal and cards that will interact favorably with Vorel's ability. As these are two areas of Magic that I'm not very familiar with, I decided to come to the wealth of card knowledge that is MTGSalvation for some assistance.

    tl;dr: I'm looking for cards that work well in a Vorel of the Hull Clade deck that wants to push strong Merfolk and Counters themes.
    Posted in: Commander (EDH)
  • posted a message on What to do with Gaea's Cradle?
    Captain Sisay loves her Cradle...
    Posted in: Commander (EDH)
  • posted a message on Cavern of Souls-Like Effect
    Pact of Negation, Force of Will and Foil are the spells that I most often see winning counter-wars.

    ETA: Oh, and Mindbreak Trap is another with some utility in this arena, and few things are more fun than Remanding your own countered counterspell.
    Posted in: Commander (EDH)
  • posted a message on Cavern of Souls-Like Effect
    Some thinking and gatherer searches on my part hasn't yielded any other effects. You are running Tolaria West, right? What about Expedition Map (which plays nicely with Trinket Mage)?

    Building on Expedition Map, Tezzeret the Seeker is another generally good Mono-U card that finds it when ya need it.
    Posted in: Commander (EDH)
  • posted a message on Cavern of Souls-Like Effect
    Could you run Cavern of Souls itself? I don't know who your general is, but I feel like most mono-U decks wouldn't mind a land that taps for colorless except when making your general uncounter-able. IOW, even if your general shares no creature types with any creature cards in your deck, consider running Cavern. Blue even offers Tolaria West to tutor up the Cavern, or many other utility lands helpful in other match-ups.
    Posted in: Commander (EDH)
  • posted a message on Off Topic: Diary of an Amateur Designer - Set Mechanic
    What about something like:

    Mana Reclamation
    Enchantment
    Remove a "charge" (would require a unique type of counter) from an exiled (charging?) card you control: Add 1 (one mana of any color?) to your mana pool.

    I have no idea what this would cost, or even which color it should be. Green is the best fit, but you could argue for Red (fast mana) or Blue (counter manipulation).

    Another fun idea:
    Overcharge <Cost involving R>
    Instant/Sorcery
    Put a "charge" counter on each charging card you control. You take damage/lose life equal to the number of counters added in this way.
    Posted in: Articles
  • posted a message on Off Topic: Diary of an Amateur Designer - Set Mechanic
    Quote from Kieryst
    Which brings up a second point on clarifying how you want Charge spells exiled. If they follow the rules of suspend, (as in, you can 'suspend' spells at the same time as you could normally cast them, instants at instant speed, creatures at sorcery speed, etc...) then they must be 'Charged' face up. (And thus subject to additional effects, such as Riftsweeper) Otherwise if you only want to be able to Charge as a sorcery, then that needs to be clarified. Smile


    I'm pretty sure charge should (and is intentionally designed to be) be able to be activated at instant speed. This, along with charging during the end step, creates a choice about when to start charging your spells.

    Quote from Kieryst

    I don't think turning a morph creature face-up uses the stack, so I'm not sure what you mean by 'an order had to be kept', but I agree with you that many concepts and rules from the morph mechanic could be applied to your new mechanic.


    If you play two morph creatures, you need to make sure all players can tell which is which. You can't morph creature a, then morph creature b and then mix them up "three (two) card monty style."
    Posted in: Articles
  • posted a message on Dealing with hate in EDH
    Quote from Thunderer
    I've been playing with a few new groups and in some cases there have been the usual power-gaming douchebags who jump on the new guy and then everyone follows suit regardless. Maybe I should start keeping mass LD in the deck until I know the group and they learn to back off.

    They don't so much get blown up due to targeted removal, they get caught up in the inevitable sweeps of Akroma's Vengeance/Oblivion Stone. A lot of time they get hit the turn before I can start interacting again.


    Mass LD of your own makes Planar Birth even better.

    Open the Vaults might be of value if you want to keep running mana rocks.
    Posted in: Commander (EDH)
  • posted a message on Dealing with hate in EDH
    Quote from Donald
    None of those cards actually ramp you, they just help you continue making land drops. Signets, Talisman of Indulgence, Wayfarer's Bauble, Coalition Relic, Thran Dynamo, Mana Crypt, Darksteel Ingot, Worn Powerstone, Sol Ring, Mana Vault, Grim Monolith & Mind Stone are all solid ramp options.


    These were covered by "most of the mana rocks you can access," but thanks for the list. However, one of the op's problems was that all his mana rocks were getting blown up. Indomitable Archangel is a great way for Kaalia to protect her rocks.
    Card that can turn the cards I mentioned into ramp include Walking Atlas, Terrain Generator, or Planar Birth (which can also help you recover from land wipes if that's a problem for you).
    Posted in: Commander (EDH)
  • posted a message on Mechanics, not the ones who fix cars.
    Quote from Wingedkagouti
    I'd not include Reset in that list, it's rather restricted in when it can be cast and thus infinite mana is likely to be of limited use.


    Since it's going with Reiterate, the mana is usually used to copy an opponent's sorcery or instant as many times as I want. I will admit it doesn't apply to storm because most storm spells are sorceries.
    Maybe Reiterate is the most broken mechanic?
    Posted in: Commander (EDH)
  • posted a message on Dealing with hate in EDH
    Quote from 3drinks
    How is that different than Zur, the Enchanter? Because he deals in several of one of the hardest card types to remove, and he cheats them in from his deck, where as Kaalia interacts with the card type that is one of the easiest to remove, and is bound by what is actually in her hand. So I would say she is most certainly weaker than Zur, at the very least. WoTC can't be that out of their mind.


    Are you implying WotC was perfectly sane and sober when they designed Zur?

    On topic, I would agree with the advice given about focusing on casting other threats. For Kaalia specifically, I would focus on what ramp you do have access to. Land Tax and Tithe are White's best options, and throw in Armillary Sphere, Journeyer's Kite, and Thawing Glaciers from colorless, in addition to most of the mana rocks you can access.
    With that ramp/acceleration package, you could benefit from running a high basic count and Magus of theBlood Moon. Even with a handful of nonbasics, you can still generate R under their effects.
    Posted in: Commander (EDH)
  • posted a message on Mechanics, not the ones who fix cars.
    Quote from d0su
    Dredge is strong, but I would say Storm is probably stronger. Storm scales better and feeds off the tutors that really make combo decks breakable. Plus, Mind's Desire for anything more than 5 or 6 is usually ridiculous. Storm gets my vote.

    If we mean non-broken mechanics, Annihilator and "Counter target X" are very strong. The latter is possibly the most important in EDH, if not M:tG as a whole.


    Storm gets my vote for all the reasons you mentioned. In addition, it also combos nicely with a few of EDH's more common infinite mana combos (Palinchron or Reiterate+Any spell that can generate 7+ Mana
    Posted in: Commander (EDH)
  • posted a message on Off Topic: Diary of an Amateur Designer - Set Mechanic
    I think an interesting idea would be to have charge effects which are separate from the spells effect. For example:

    Nature's Power 1GG (maybe 1G or 2GG)
    Sorcery
    Charge
    Search your library for a basic land card and put it onto the battlefield tapped.
    Destroy up to X target artifacts, where X is the number of charge counters on Nature's Power when it was cast.

    Moment of Fury 1R
    Instant
    Charge
    Destroy target artifact. Moment of Fury deals X damage to that artifact's controller, where X is double (too much? Smash to Smithereens?) the number of charge counters on Moment of Fury when it was cast.

    I had an idea for a Fiend Hunter/Oblivion Ring variant too...

    Spectral Theft WWW
    Sorcery
    Charge
    Put one 1/1 white Spirit creature token with flying onto the battlefield and one more for every two charge counters on Spectral Theft when it was cast.
    Exile target permanent. Return that card to the battlefield under its owner's control when you control no Spirits. (Would this work, or should the card be an enchantment?)
    Posted in: Articles
  • posted a message on How do you shuffle your commander deck?
    Quote from bccarlso
    I've never been able to do the vertical "pull apart" and "put back together" method that I've seen some players do, granted I've only tried it with Commander decks. I usually just grab half and jam them together, which is easy with sleeves and easier with sleeves that don't have bent corners. Every once in a while I throw a 5-pile pile shuffle in there.


    I did this too for a while, mostly for conveniences sake, but then my Dragon Shields started splitting left, right, and center. Since then, I pile shuffle then side riffle (I always just called this a riffle, with what the OP called a riffle being a bridge shuffle). Much fewer split shields...
    Posted in: Commander (EDH)
  • To post a comment, please or register a new account.