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  • posted a message on [[SCD]] Random Card of the Day (12/31) - Time Stop
    It's a little weak for our current meta. I'd personally rather run Jester's Cap since you can recur with Academy Ruins as needed, or Sadistic Sacrament since you can Boseiju it up when kicked. Long-folk is ok, but there are so many good creatures in the 1U spot that I'd have trouble fitting him over Gilded Drake, Phantasmal Image (still pretty decent), Cloud of Faeries...
    I'd also rather equip a sword onto him for 2 than pull a card. I'd want to play him but Frown
    Posted in: Commander (EDH)
  • posted a message on How long does a good game of commander last for you?
    Hmmmm good question. In a tourney I like 20-30 minutes per game. In a 4-player pod an hour is just perfect. Closing on two hours I'll start getting antsy and want to start a new game.
    Posted in: Commander (EDH)
  • posted a message on [[CNS]] Secondary Market Eliminating the Point of Conspiracy?
    Not seeing this. All the local stores are selling packs at MSRP (or whatever the acronym is) and drafts are $12-$15 until product runs out.
    Posted in: New Card Discussion
  • posted a message on Defining "interactive"
    I'm able to do stuff on my turn, enter the combat step and interact with my opponent's creatures. Basically, I'm not facing down an unbounded loop or being locked down somehow.
    Posted in: Commander (EDH)
  • posted a message on [[SCD]] Paliano, the High City - Useless or House Rule (Spoiler)
    We're probably just going to house rule it into playability.
    In a four-player pod, "Woups I "drafted" this" when you draw it, everyone picks a colour and so do you.
    In a duel, "Cool I just "drafted" this" and it's a two colour land without many drawbacks.
    Posted in: Commander (EDH)
  • posted a message on "Competitive EDH Decks" Why and what? (AKA another complain about broken decks thread)
    Because high-end, competitive decks are an absolute blast to play or play against...in the proper meta.
    We have a pretty cutthroat/competitive meta in Ottawa. Combo can get there quickly, but also fast aggro (Krenko, Thalia, Thrun, Sygg) can end the came before turn 5-6 on a pretty good draw. Our meta is always changing. We had Clique/Memnarch/Edric winning a lot so people built red/black/X to counter that, or they moved to B/G/U decks like Mimeoplasm or Damia and them people had to meta those decks too. So we keep changing, trading, competing. Our decks have a lifespan of maybe two to three months.

    Does that mean a new player will get turned away? Absolutely not. If someone new to Commander shows up we'll play something casual or so on and we'll make sure everyone has fun. In the end, you need to find fun/balance within your playgroup.
    Posted in: Commander (EDH)
  • posted a message on [[Official]] General Discussion of the Official Multiplayer Banlist
    Quote from cryogen »
    Quote from Crazy Pierre »
    Omniscience comes immediately to mind. Honestly, Coalition Victory is incredibly clunky and I doubt anyone in our group, even those with five-colour decks, would use it with Omnniscience and Tooth & Nail both much quicker to use and both ending the game immediately without the need for prerequisite cards.

    Omni doesn't see a huge amount of play around here, but it is still something you need to be aware of. It's usually the first target for an Academy Rector or Jhoira or a Dream Halls (Off Jhoira) and so on. I mean, if they want to unban Coalition Victory and even Biorhythm...meh. There are more efficient ways of winning at the moment.


    Omniscience doesn't win you the game. In fact, it doesn't do anything on its own. Yes, it puts you at a huge advantage that probably should win you the game, but that's not the same. And what's so clunky about CV that you wouldn't want to play it? You've got a 5c creature sitting in your command zone, and getting all five basic land types out isn't hard (shocks are the easiest). You cast it, and if it resolves, you win.


    It's clunky because you either need three dual lands (Forest, Island, Mountain, Plains,Swamp) and likely another two lands to go with those and your commander and the Coalition Victory itself, so essentially...a seven-card combo? Five lands + one commander + one spell. And you need five colours. You can just use Tooth & Nail in two to three colours, blinking Palinchron and Deadeye Navigator and/or Rune-scarred Demon for infinite mana or tutors instead. To be honest, if you want to be "safe" you'll also need FOrce of Will backup on Coalition Victory too (or any other combo, to be fair.)

    I'd just rather use Tooth & Nail, which costs only two coloured mana and fetches your combo, than CV. I certainly do see your point of view here, and I'm sure CV would see plenty of play as well, but it sure comes off as more "fun" than T&N or Omni. Smile
    Posted in: Commander Rules Discussion Forum
  • posted a message on [[Official]] General Discussion of the Official Multiplayer Banlist
    Quote from cryogen »
    Ok, so for the sake of argument, what other "I win" cards are there that once they resolve there is no way to stop that player from winning? All I can think of is Coalition Victory. Tooth and Nail requires activated creatures, so you have time to respond. Hermit Druid still has times when you can respond, and IMO when you build the entire deck around one card in the deck, its hardly a one card combo. The closest legal thing I can think of is Niv/Curiosity, but even that requires an Eldrazi and discard outlet so you don't deck yourself.


    Omniscience comes immediately to mind. Honestly, Coalition Victory is incredibly clunky and I doubt anyone in our group, even those with five-colour decks, would use it with Omnniscience and Tooth & Nail both much quicker to use and both ending the game immediately without the need for prerequisite cards.

    Omni doesn't see a huge amount of play around here, but it is still something you need to be aware of. It's usually the first target for an Academy Rector or Jhoira or a Dream Halls (Off Jhoira) and so on. I mean, if they want to unban Coalition Victory and even Biorhythm...meh. There are more efficient ways of winning at the moment.
    Posted in: Commander Rules Discussion Forum
  • posted a message on 4 man pod tournament theory crafting help.
    Quote from trancer99
    I overheard the guys running the tourney at the LGS say, they were going to add a rule, no infinite combos before turn 5, so that is going to make things a bit tougher on fast combo decks. So, so far it looks like this:

    - 1 hour time limit, highest life wins at the end.
    - no infinite combos before turn 5.

    If the no infinite before turn 5 rule is in effect it might be better to run more resilient slower combo decks like Arcum, Sharuum or Damia... maybe even Azami.

    Ideas?

    ..


    Highest life total if everyone dies you have the highest right? Just combo out with Mike&Trike or Kiki-Conscripts. If they actually EXPECT people to be alive, just go infinite life with Suko, Daru Spirtualist and Starlit Sanctum. Or go Azusa, Zuran Orb, Crucible, sac all your lands replay all your lands or...

    Whatever you do, at no point should you allow your opponents to interact. Go get some money!

    Posted in: Commander (EDH)
  • posted a message on 4 man pod tournament theory crafting help.
    If people are running Marlaen/Ad Nauseam then run Thalia, Guardian of Thraben. It makes all their 0 mana dorks cost 1, Exsanguinate costs 1BBX, Tendrils costs 5 then 1 for every storm copy. I ran this at a local LGS for "Ad Nauseam Christmas" and very nearly made it out of the pod, the other Erebos player (Ad Nauseam was on Erebos) killed Thalia early and the Thorn of Amethyst in my hand got Duressed. :p
    Posted in: Commander (EDH)
  • posted a message on [[Official]] General Discussion of the Official Multiplayer Banlist
    Mana Crypt is definitely an auto-incliude in any EDH deck I've ever made. It's a staple in our groups as well, namely anyone that can afford one runs one.
    We want to get going as early as turn 1-2 and we're never going to be in a situation where it hits us for 3 and we lose the game, mostly because games end well before turn 5-7, mostly on turn 4. It's not oppressive per se, but it is ubiquitous, produces mana way too quickly and has zero suitable replacements. Sol Ring is already in your deck and Sisay's Ring is garabage, Worn Powerstone is slow and...Ancient Tomb is probably the closest thing and it takes a land slot and dings you for two. That said, I don't think the RC will look at this because, frankly, their environments do a lot of durdling about and play with suboptimal cards. No offence to Sheldon and all, but his posts have a lot of "theme/RP decks" and not just decks that are as efficient as possible. It's a good way to go but anathema to our circle here in Ottawa.
    Posted in: Commander Rules Discussion Forum
  • posted a message on [Promo] Next two judge foils: Karador and Entomb
    Quite pleased with this, just started building a Karador deck from some low-key Duel Commander in the area, foil Entomb and Karador would be super, super sweet. Thanks Wizards! Grin
    Posted in: The Rumor Mill
  • posted a message on [[SCD]] Riding the Dilu Horse
    As stated it's amazing in Thrun, but I've seen it used in the odd Edric deck to get some unblockable draw, as well as in Rafiq builds. Great card, really need to get a copy...
    Posted in: Commander (EDH)
  • posted a message on Does Uril really need Eldrazi Conscription? Really?
    Conscription is really slow.
    My Uril deck is basically get'im out, drop Bear Umbra/Rancor/Runes of Deus/Ancestral Mask etc then 'Geddon, took out Conscription for more mass Land D a while back.
    Posted in: Commander (EDH)
  • posted a message on What is the best deck in 1v1 EDH using the "normal" banlist?
    Hello,

    We have weekly 1 v 1 regular banned list here in Ottawa, look up Gilles Labelle on Facebook for his posts on the matter.

    The recurring decks in our Top 8 (We get 17-25) are Azusa, Lost but Seeking, Niv-Mezzet the Firemind, Maelstrom Wanderer and occasionally Teferi or Vendilion Clique. Zur also makes a healthy showing in the top four.

    Wanderer deck is tuned for explosive starts, uses Mana Crypt, Mana Vault, Lion's Eye Diamond, Basalt Monolith, Sol Ring...aims to get MW out turn three or four at the very latest, given a good mix of fetchlands. Azusa is typical list with Eldrazi, Regal Force, Crucible/Strip. Niv is Niv...a little board control with combo finish.

    We're trying to get a 1 v 1 EDH on Tuesdays but it's slow getting there.

    My best showing was fifth with 5 creature Edric. Deck is based around Spontaneous Generation/Avenger of Zendikar/Eternal Witness...make a bunch tokens then Infinite Turns/Infinite Fogs (Moment's Peace, Lull, Spore Cloud, Spike Weaver, Dawnstrider) then Walk the Aeons with Crucible/Azusa.
    Posted in: 1 vs 1 Commander
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