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Treasure Cruisin' Pauper Slivers
Magic Market Index for March 16th 2018
All Sets Are Good: Saviors of Kamigawa
  • posted a message on If Ancestral Recall and Time Walk were unbanned...
    Quote from Hawk7915 »
    EDIT: Honestly Black Lotus is probably less scary and format-warping in a theoretical "everything goes EDH" world; at least lotus is a bad topdeck if your hand is empty and a multiplayer environment could cause the player who turn 1 casts their commander or Necropotence to get archenemied to death, and you have to run slightly more obscure cards to break it in half (Auriok Salvagers, for instance).

    That is one REALLY bold claim, although I do see your point.

    I mean, Black Lotus is still probably a snap include in all EDH decks even with the risk of drawing it turn 10 and having it be a do-nothing. It just replaces a land in deckbuilding. It would be a disgusting, disgusting card and should never ever be unbanned. I just don't think it's as easy to utterly break as Recall or especially Time Walk, and it is only marginally more powerful in a vacuum than Mana Crypt in this format.
    Posted in: Commander Rules Discussion Forum
  • posted a message on Brawl brewing
    I figured I'd start with the boogeyman everyone keeps talking about;

    This is basically a direct port of the UB Midrange deck currently showing off in standard. The gameplan is to control the board, play value creatures, and then lategame dominate with TSG. Every single creature in the deck has an EtB trigger, lifelink, or both so you get to do a lot of powerful stuff with your God. There are a few concessions here to a slower EDH game, and a few cards that I'd test but that may be bad (Razaketh's Rite, Shielded Aether Thief) compared to stuff in the traditional list like Doomfall and Moment of Craving or "go bigger" cards for EDH like
    Marionette Master, Nezahal, Primal Tide, Herald of Anguish, Torment of Hailfire, and Aethersquall Ancient. I also toyed with Orazca Relic as a ramp card; good ramp in standard is hard to find. But if you want to be competitive, I imagine this deck is a starting point.

    From here, I guess my brewing will be who can do interesting EDH stuff that is outside the standard norm and how do they stack up to this stock Scarab God list? From the article on the mothership I am excited/intrigued to brew with Hautli, Radiant Champion, Angrath, the Flame-Chained, Nicol Bolas, God-Pharaoh, Nissa, Steward of Elements, and Kambal, Consul of Allocation among other cards.
    Posted in: Variant Commander
  • posted a message on If Ancestral Recall and Time Walk were unbanned...
    Quote from Impossible »
    I think a lot of people here are overstating how influential they would be. Ancestral Recall is a good card, but we live in a world where you start with 40 life and Necropotence is legal. Which would you rather start with in your opening hand? Even something like Phyrexian Arena will probably give you more value over the course of an average game of EDH than Recall would. This isn't 60-card 1v1.

    Time Walk is obviously the cheapest way to start some sort of infinite turns loop with Archaeomancer or something, but outside of that it will often just be a glorified Explore. Basically, if you're NOT trying to do something broken (like cast it over and over again) the difference between Walk and Warp is pretty minimal.

    These cards are banned 95% because of their price and 5% because of their actual power level.

    This is a bit like explaining to my sister-in-law, who is still new to the game, why Black Lotus is the most expensive, powerful card in MTG history. Her immediate reaction was "what? Why? That's dumb. I mean, Gilded Lotus and Elvish Aberration make that much mana every turn! And Aberration attacks! And Sol Ring is better too, for that matter. What could possibly be so powerful about 3 extra mana for one turn only?"

    Necropotence has a high ceiling; sometimes it just wins the game. But Recall has a better floor - there is literally never ever a time where you will draw it and it won't be extremely great. It doesn't win the game instantly, but you'll never be upset to see it. Sometimes you never hit seven mana for Cyclonic Rift; sometimes the ramp is irrelevant from Sol Ring because you flood out and your commander has no colorless cost; sometimes opponents don't have a target for Swords to Plowshares; sometimes your graveyard gets spellbombed or you draw it as the only creature turn 3 and Eternal Witness does nothing for a looooong time; sometimes you draw Necro on 6 life staring down lethal and it's basically a blank card. But Recall is gas turn 1, gas turn 10, and even if it draws nothing, at least you're three cards closer to the good stuff. And that's just playing it fair, and not using it in Doomsday piles or forking it or looping it.

    EDIT: Honestly Black Lotus is probably less scary and format-warping in a theoretical "everything goes EDH" world; at least lotus is a bad topdeck if your hand is empty and a multiplayer environment could cause the player who turn 1 casts their commander or Necropotence to get archenemied to death, and you have to run slightly more obscure cards to break it in half (Auriok Salvagers, for instance).
    Posted in: Commander Rules Discussion Forum
  • posted a message on Tips for playing with this Lili Stax deck
    I am no STAX expert, but a few things stood out to me:

    - Read the STAX Primer:

    - You need to make sure early on you ramp hard, so that you are "ahead" and can break the symmetry of your STAX effects - for example, you want to have a Bitterblossom to offset your The Abyss, or a Sundial of the Infinite to offeset Smokestack, or even a simple Charcoal Diamond to offset Winter Orb. Tutoring to set this up is fine, but tutors are best saved so that...

    - As the good Primer says, you can use tutors to find perfect answers in the mid-game. Once you've got an engine running, opponents are likely to 3-v-1 Archenemy you, so you want to either make attacking you painful or, failing that, keep the board quite hostile to creatures with stuff like Damnation.

    - In terms of tutor priority, first priority for monoblack is usually mana. You run Expedition Map for a reason; games with Coffers/Nykthos are much much better than games without it. From there I'd usually go for Gravecrawler as it is insanely good with any sacrifice outlet - get tons of scries with Viscera Seer, tons of cards off of Skullclamp, extra mana off of Phyrexian Tower, and possibily infinite death triggers with Phyrexian Altar (which in turn clears the board with Grave Pact or kills everyone with Blood Artist).
    - Finally, this deck needs Corpse Dance, and it needs it bad. Corpse Dance lets you loop Xiahou Dun, the One-eyed alongside a sac outlet, and that in turn lets you tutor for whatever you happen to need.
    Posted in: Commander (EDH)
  • posted a message on If Ancestral Recall and Time Walk were unbanned...
    Ancestral Recall would be an autoinclude in all decks with a blue color identity. It's so much better than every other card drawing spell that it would be wrong to not play it; even some sort of theoretical creatureless blue deck (Animorphs, Momir Vig toolbox) is probably worse in some measurable way by not adding Recall. For my part, I'd probably replace Ponder/Brainstorm in most lists, unless that list was already running Jace's Ingenuity or Stroke of Genius or whatever - straight swap to a card drawing spell. As others have noted though, Recall is SO powerful you could cut a card at random and Recall would likely be an upgrade.

    Time Walk is a card that is "just" an Explore early on, so it is theoretical to have a blue deck that doesn't really want it, because it isn't set to abuse it. It's stupid easy to abuse though, and even a "fair" use for it is fundamentally unfair given its cost. If Recall is on the snap autoinclude 10/10 level (like Sol Ring, or Cyclonic Rift), then let's call Time Walk a 9.5 out of 10 - it's going to be busted with minimal investment, and it would take a very bizarre and specific list for it to be wrong to include it as even in a non-optimized list it's going to be pretty excellent and will do no harm. For my part, I don't own a blue deck that doesn't have some sort of minimal abuse power with it (I.E., run Archaeomancer, Eternal Witness, creatures that like to attack, planeswalkers, upkeep triggers), so Time Walk would absolutely be the most powerful thing I could add into any of them. That above parenthetical indicates just how easy it is to clear a minimum threshold for abuse - you'd almost have to go out of your way to not have a deck that has at least one of those things in EDH.
    Posted in: Commander Rules Discussion Forum
  • posted a message on Random Card of the Day: Macabre Waltz
    Wishing this was in standard for a Cycling Hapatra, Vizier of Poisons brawl deck.

    This card is fine, and in general Raise Dead effects feel underrated in EDH. While I find this generally less useful than Grim Discovery, Phyrexian Reclamation, Fortuitous Find, Corpse Churn or (in golgari colors of course) Regrowth and Eternal Witness, it absolutely has a place especially if you have a super low curve and/or are utilizing madness or discard synergies. The flavor homerun helps.
    Posted in: Commander (EDH)
  • posted a message on [[Official]] Unreleased and New Card Discussion
    I am tempted to play as it would finally give me an excuse to build Hapatra, Vizier of Poisons and Samut, Voice of Dissent and put my two otherwise useless boxes of Amonkhet to good use, but it seems like if this is designed to be played for prizes, there is gonna be a whooooole lot of The Scarab God / Nicol Bolas, God-Pharaoh control decks that make the game generally miserable.
    Posted in: Commander (EDH)
  • posted a message on Help with SNEAK Themed Commander Deck
    Phoebe's ability is expensive, so I'd consider some Illusionist's Bracers or a Ring of Brighthearth to get the most out of it.

    Of course make sure to run every SNEAK card you can - Spy Eye, Five-Fingered Discount, X especially.

    Posted in: Commander (EDH)
  • posted a message on Random Card of the Day: Macabre Waltz
    To follow-up on Dirk; spot removal is absolutely card disadvantage in multiplayer and even if you "get 'em" by killing a creature that was about to get targeted with Rite of Replication or Armadillo Cloak you're barely breaking even. That's why I, and most folks, have the litmus test for removal of:

    1) Is it instant, so I can deploy it at the right time?
    2) Is it cheap? 1 or 2 mana (or zero) ideally, but 3 mana is acceptable.
    3) Does it answer more than one card type? And in order of priority, does it answer Creatures, Artifacts, Enchantments, Planeswalkers, and/or Lands?
    4) Is there some sort of upside that makes it so that it may generate card advantage of some sort - maybe by answering multiple cards, or drawing me cards, or developing the board?
    5) What is this card's value relative to other cards? I only get 100 slots in my deck with all of time and space to play with, so can I do better?

    That list is in roughly rank order - I.E. I am willing to deal with drawbacks and narrow targets if I can cast a card for 0 mana at instant speed (Force of Will, Snuff Out), and I am willing to run 1-for-1 or even negative card disadvantage cards if they are versatile (Arcane Denial, Beast Within). With all this in mind, while Spring Cleaning does hit three out of five boxes, it does poorly enough on the other two (hitting only one lower priority card type at significant deck-building cost) that it is a fringe, meta-dependent card, while stuff like Tribute to the Wild, Naturalize, Krosan Grip, Beast Within, Acidic Slime, Caustic Caterpillar, and Nature's Claim are more playable because even though many of them fail at one or more of the above categories as well, they make up for it in versatility.
    Posted in: Commander (EDH)
  • posted a message on Random Card of the Day: Macabre Waltz
    This back-and-forth shows a difference of philosophy; for example I tend to find people play way too many boardwipes, frequently jamming them into decks with 40+ creatures where they often will backfire and a spot removal spell would have better served.

    For Spring Cleaning, however, it's hard for me to justify. Enchantments do need to die, but also frequently there aren't a lot of targets in my meta. For the removal equation in the first post on Cleaning, there's one other consideration to me: versatility! Clearly, CMC 2 or less, possibly upshot, and instant are all crucial for removals, but that versatility matters too.

    - I am willing to play a card that hits only creatures, as most decks have at least one and many have tons. Swords to Plowshares, Tragic Slip, Reality Shift, and Go for the Throat only hit one kind of target, but it's the most common target.
    - I am reluctant to play a card that only hits artifacts, like say Shatter or Smash or Oxidize. While artifacts are by far the most second common target (if nothing else you can hit mana rocks and boots), across Magic's history I can usually find a card to hit artifacts and something else for a similar mana cost. Occasionally I will run a card that hits only artifacts if it has extreme upside (Vandalblast, By Force, Viashino Heretic, Ancient Grudge) or extreme synergy (Ingot Chewer in a death/graveyard deck), but it doesn't feel good.
    - I am almost entirely unwilling to play a card that only hits enchantments - the card is too likely to be a dead draw, and as noted above I can almost always find a card that is the same mana and hits artifacts and enchantments. It would take a LOT of upside for me to think about it - even pretty good cards like today's Spring Cleaning, Ray of Revelation, and Wispmare have a high bar to clear and frequently end up sidelined.
    - There is no card in MtG that is just "destroy target planeswalker", but if there was I would be reluctant to run it even with insane upside. Planeswalkers are increasingly common, but are the easiest card type to handle as if nothing else you can punch 'em in the face. You can also frequently find a card at a similar cost to a theoretical "destroy target walker" card that destroys walkers and something else (see: Dreadbore, Vindicate, Oblivion Ring, Beast Within, Lightning Bolt). A removal spell also hitting 'walkers is a nice little perk, but not a thing I strive for.
    - I would never run a card that was JUST destroy target land, unless it itself was a land (Strip Mine, Ghost Quarter, etc). While it is the actual most common card type, it's considered bad form and I prefer running a few selective answers to dangerous cards like Cradle, Coffers, Academy Ruins, etc over running Stone Rain. Once again, in MtG history one can usually find a more versatile answer.
    Posted in: Commander (EDH)
  • posted a message on [SS1] .:. Signature Spellbook: Jace .:. Packaging and Contents
    I like the frame and the Jace-tastic art on these (especially Brainstorm), but can't see spending $20 on it even though you are technically getting value (Beleren + Gifts + Mystical are worth about that much, even post-price crash). If you were just starting out at, say, EDH and really wanted to power up your blue collection this is a fine buy as Mystical Tutor, Counterspell, Brainstorm, and Negate are amongst the best instants in the format and you can hopefully find a tournament player interested in Threads of Disloyalty, Gifts Ungiven, and Blue Elemental Blast, and for a die-hard collector they are pretty, but for the average player like me this feels like a pass.
    Posted in: The Rumor Mill
  • posted a message on Firesong and Sunspeaker (let's Brew)
    Quote from schweinefett »
    another thing worth mentioning, a bunch of rituals could go a way to suddenly put a game away out of a seemingly 'safe' situation.

    it probably is also worth mentioning, especially with burn decks, it always feels like you would've won with just 1 more turn... so final fortune can be a useful thing.

    i was gonna bring up djinn illuminatus, but its in the wrong colour combinations

    You will be in the right colors to Glorious End someone's turn off of Sunforger, then Angel's Grace on your next turn to live. Niche, but fun, and you probably want to forge some Suns anyhow since it's thematic, powerful, and awesome.
    Posted in: Commander (EDH)
  • posted a message on Random Card of the Day: Macabre Waltz
    Quote from PhroX »
    3 mana rocks that tap for 1 aren't particularly good (Coalition Relic, Commander's Sphere and maybe Chromatic Lantern in 4-5c decks are the only exceptions I can think of). Stapling a gimmick onto it doesn't change this.

    Darksteel Ingot has some value: It gets around most common boardwipes. (There are some exceptions like Cataclysm and Merciless Eviction, of course.)

    I suppose this one has political value, like if you know one opponent has a Wrath (e.g., because of Gitaxian Probe), but only has three mana available, and there's some threat which, left unanswered, will end the game. Very corner-case, though.

    Unrelated to today but I gained a newfound appreciation for Darksteel Ingot the other day. It got jammed into a new 5C deck since I'm short signets and relics right now, and I realized that my meta finally is at a point where it is running "enough" artifact destruction. Indestructibility saved my relic from a Vandalblast, a Bumbling Pangolin (it was an Un-day), a Bane of Progress, and warded off a Terastodon and Krosan Grip. My meta is weird about Land Destruction but 100% on board mana rock destruction, and that indestructibility saved my bacon.

    (still lost because Grusilda, Monster Masher was running the table but holding back, and then we all died to Xira Arien using Kindred Summons for 20 insects, sacing half her board to Devouring Swarm, and killing us all with the counters gained from Mazirek, Kraul Death Priest. ah, commander).
    Posted in: Commander (EDH)
  • posted a message on Random Card of the Day: Macabre Waltz
    Sadly, the primary point of this card's gimmick died along with Mana Burn. (RIP Mana Burn)

    It's usable as a super-budget 3 mana rock if you need one, but I don't think I've ever thrown one into one of my decks. It's certainly not awful, there are just enough 2 rocks in the format that the gimmick on one that costs more better be pretty relevant.

    Fair point, as I hadn't realized that Lantern is up to $16 and Relic is holding at $6 even post-A25 release. On a budget though, (an extreme, "even Darksteel Ingot is gonna break my bank" budget), I think this is near-strictly worse than Cultivator's Caravan and Vessel of Endless Rest as far as 3CMC rocks that make colored mana go. It's a bit obscure and old even with a Conspiracy reprint, and I'd fault no one for using Manalith over it. Also , in most 3-color or 2-color decks, Banners and Cluestones will be better.
    Posted in: Commander (EDH)
  • posted a message on Random Card of the Day: Macabre Waltz
    A card that was better pre-mana-burn but never great; 1 damage wasn't super meaningful either. As others have said the bar for a 3CMC mana rock that only makes 1 mana is pretty high nowadays. At the dawn of EDH, before we had our Chromatic Lanterns and Commander's Spheres, this was borderline acceptable in some niche lists although still generally worse than Darksteel Ingot and Coalition Relic (not to mention the Signets and Talismans and Prismatic Lens and Coldsteel Heart and Wayfarer's Bauble). Nowadays, it itself is a relic and I can't imagine playing it even in the most political of decks.
    Posted in: Commander (EDH)
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