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  • posted a message on Varina, Lich Queen - Esper Zombie Midrange

    I agree with these. I like Delver, but 5 is a lot to pay for it as well as life loss. Thassa has been OK, but I've got plenty of better scry here, and if anything I need more draw options than anything else. And yes, the Dynamo could go. I've been tossing up cheaper rocks like Fellwar Stone and Darksteel Ingot. In terms of further cuts, I'd probably add Forbidden Alchemy. I'm definitely in favour of adding things like Rhystic Study, but I don't have a copy. I've tossed up things like Distant Melody, Mentor of the Meek, Midnight Reaper, just not sure what's going to give me the best return.


    Yeah I'd definitely drop Dynamo for cheaper ramp. Wife's list is running Dimir Signet and Orzhov Signet (and then Expedition Map, Sol Ring, and Chromatic Lantern same as you) and that's been working. If we added one more it'd be erring on the cheaper side (the better to power out Varina faster), with Coldsteel Heart or Talisman of Dominance leading the pack.

    For draw, in the absence of Arena or Study I'd try Distant Melody or Midnight Reaper in Alchemy's spot. You do have Mind's Eye and Mystic Remora for repeat draw, so I think better one-shot draw or "draw on a stick" is a good place to experiment.
    Posted in: Multiplayer Commander Decklists
  • posted a message on The most Powerful 5cmc spells in EDH...?
    Decided to look at what EDHRecs had to say. While obviously "most played" doesn't equal "most powerful", there's some sort of correlation there. Here are the top five most played cards at 5 CMC in each color:



    Trivia and observations:
    - Because I am looking at "played cards", this discounts stuff usually run as the commander like Azami, Lady of Scrolls. I think.
    - Cathars' Crusade is not only white's most played five-drop, it's in the top 10 of white cards of all time. Anyone who has played it in a token deck (or with Ghave)can attest to how sick it is.
    - All of these cards are in white's top 30 most played cards.
    - I'd also say I disagree only slightly with the ranking in terms of power - Sphere of Safety can be powerful, but will be useful in less decks than Reveillark.
    - After those five, it's a STEEEEEP drop to the next best five-drops in White; we have Rout (technically), Norn's Annex (technically), and Stonehewer Giant, all of which are in the bottom 50 of white's top 100.
    - Blue is a mess. The first "five-drop" on the list is the 18th most played card in Mulldrifter.
    - I also chose to include 8 cards, because 'drifter plays like a 3-drop while Force of Will and Pact of Negation play like 0-drops.
    - Power wise I could quibble but the top five-six is relatively accurate.
    - I am flabbergasted that Inexorable Tide and Tamiyo are more played than format staples like Treachery, Bribery, Teferi, Mage of Zhalfir, Desertion, Devastation Tide, Future Sight, Body Double, and the various time warp effects. Treachery isn't even in the top 100?!?!?
    - Black's first two cards are in the top 10 of all time for the color, which is impressive.
    - Two more technicalities in Decree of Pain (played at 5 often enough I assume) and Shriekmaw (listed as a five, plays like a 2).
    - It's a bit surprising to see Liliana here, but it does make sense - other powerhouse fives in black tend to be more niche (Black Market, Dark Petition, the Sanguine Bond + Exquisite Blood love connection).
    - Reforge the Soul is in the top five most played red cards - it's actually overtaken Wheel of Fortune purely on price point.
    - I only included one bonus card for red, as no one builds their deck thinking Reforge is a 2-drop. Some folks probably do consider Vandalblast a 5-drop, however.
    - Red is a tale of two cities; Vandablast and Reforge are in the top 5 most played cards and many of the others are in the top 30, but the quality drops quite steeply after that.
    - Dictate in over Urabrask, the Hidden feels like budget bias - Urabrask is clearly a stronger card.
    - I was initially surprised at green's placement of cards in the grand scheme. Acidic Slime is a top 10 card for green, but Doubling Season comes in at #30 and the rest of its five drops are only lower on the list (although all in the top 50).
    - But it makes sense; as the king of ramp Green tends to cluster its power cards at four (cheating them out on turn 2 or 3), or at 6 (since it can usually cast its sixes and sevens on turn five).
    - Green also has lots of "X"s that I didn't include here which can be fives - Green Sun's Zenith, Chord of Calling, etc.
    - I don't agree with the ordering, but I do agree with that top five - only argument is maybe Garruk, Primal Hunter over Shamanic Revelation in the final slot.
    - Colorless isn't a shock...until #5. Seeing Closet in more decks than staples like Mind's Eye and Gauntlet of Power or situational cards that are far more powerful in their situations like Eldrazi Monument and Alhamaret's Archive was a trip.
    - If you want to be extra shocked, Venser's Journal would actually be in sixth over all of the above???
    - If I had considered Sword of Feast and Famine and Darksteel Plate as fives (since that's the cost to play and equip), they'd be in 2nd and 3rd place respectively.
    - Because multicolor is up against ALL the other colors, 5-drops aren't popular. After Wake, Xenagod is #30 and the other three cards are either super situational or in the worst color combination.

    Posted in: Commander (EDH)
  • posted a message on Help needed with casual Circu deck!
    Welcome to the format! Man, you chose to activate HardMode for your first commander. If you are married to Circu, I have two pieces of advice - you can consider them together or separately. The reason I make these suggestions is that Mill (i.e., destroying your opponent's libraries) is nigh-impossible to make work in Commander. Your opponents are all playing 99 card decks and you have multiple opponents, so your work is cut out for you. That's before we even consider the fact that:
    • Traditionally, milling a card can be psychologically damaging to an opponent but has no actual impact on the table. In other words, every Circu trigger, every Mirko Vosk trigger, every casting of Traumatize - basically does nothing to protect you or end the game until you've milled all 99 cards.
    • Some opponents will be utilizing cards like Ulamog, the Infinite Gyre, Elixir of Immortality, etc, etc, to make themselves un-millable.
    • Many opponents WANT you to mill them, because they plan on killing you with Living Death or otherwise abusing their graveyard for power. Not only are you doing nothing with mill, you are occasionally (at least 50% of the time) virtually letting your opponents draw cards.

    To combat this, you need to bring more firepower to bear.

    Option 1: Abandon the mill theme, and focus on being a Lantern Control deck: your gameplan is to use Lantern of Insight plus all your mill/exile effects to effectively fateseal opponents to death. You are effectively mostly there, but will to double down on this plan with Ghoulcaller's Bell, Lurking Informant, Wizened Snitches, Psychic Surgery, and Zur's Weirding as additional library manipulation options. Finding those options is so important that you may want to add Trinket Mage and Fabricate to tutor them up. You also need some "do-nothings" to trigger Circu (Cavern Harpy and Shrieking Drake), and need some more defense from hate (which is expensive - we're talking No Mercy, Propaganda, Ensnaring Bridge). But Vengeful Pharaoh, Meishin, the Mind Cage, Crawlspace, and War Tax are some budget alternatives. Sometimes, opponents lose because you exile their entire library with Cavern Harpy plus Circu, Dimir Lobotomist the hard way, 2-3 cards at a time, ensuring they are only drawing lands or uncastable spells - but your win condition is actually irrelevant. The goal is to make opponents so unable to effectively play that they scoop.

    Option 2: You want to win via mill-out? You need to cheat. Specifically, you could run the Duskmantle Guildmage + Mindcrank combo to instantly wombo-combo people to death. There's tons of instant-kill mill combos out there, but this is a budget friendly one.

    No matter what you choose, I would agree that you need more early library manipulation - cards like Brainstorm, Ponder, Preordain, Whispers of the Muse, Nights' Whispers, Frantic Search, Notion Rain, Visions of Beyond, Cremate, Opt, and Peek are quite good for you because you can cultivate your hand early and they are cheap Circu triggers late. Relic of Progenitus also gets a thumbs up from me.

    For what to cut, I really do think you're better off doing one or both of the above than you are running stuff like Mirko Vosk, Bitter Ordeal, Traumatize, Sadistic Sacrament Mind Grind, Fleet Sallower, and Fraying Sanity. I've also played Roil Elemental in lists myself, and it's too slow and fragile. Last for cuts, I'm not convinced that Dralnu, Baral, Yawgmoth's Vile Offering, Reanimate, and The Eldest Reborn are doing enough here.

    Finally, two generically powerful cards to consider for Circu: Oblivion Sower (obviously) and Future Sight (you can use Circu to mill away uncastable cards or lands to keep on digging).

    Hope that helps!
    Posted in: Multiplayer Commander Decklists
  • posted a message on Varina, Lich Queen - Esper Zombie Midrange
    How is it working out for you in terms of your ability to see lots of cards and hold a decent hand size? In our first draft of my wife's Varina deck, the list had almost no draw outside of Skullclamp and we quickly ended up with games where Varina was just milling cards due to having a hand of 0, 1 or 2 cards. I had assumed Varina was "enough", but since Varina is looting and not drawing the deck felt like it needed more ways to go card positive. The list now runs Read the Bones, Rhystic Study, Phyrexian Arena, Vampiric Rites, Night's Whispers, and Sign in Blood and is doing much better, so for your list I'd wonder if some of these might outstrip the usefulness of "card quality" engines like Aminatou and Forbidden Alchemy considering Varina's ability to loot like mad. Admittedly her build is a bit more combo-riffic (with the Undead Alchemist + various milling artifacts as a plan B) so maybe holding pieces in reserve was more crucial there.

    A few other cards from her list that have been amazing so far:

    Necromancer's Covenant: Again, she's got a full mill plan with Altar of the Brood, Altar of Dementia, Embalmer's Tools, and Geth, Lord of the Vault so this card usually has lots of hits whereas it may not for you, but it has been very good every time she casts it and it's only sat useless in her hand once in five or six games.

    Archfiend of Ifnir: The only non-zombie she runs (minus Vizier of Many Faces), but it has been absolutely devastating in the two games she's drawn it.

    Putrid Imp, Mummy Paramount, Graveyard Marshal, Fanbearer, Stromgald Crusader, Butcher Ghoul: Some of these are low power, but they've been crucial in making sure the deck has a critical mass of 1 and 2-drops. Varina rewards you for filling the 3-slot with Lords and then dropping her on turn 4 to start looting, which means running some oddball creatures to help curve out.

    I will say she has run Rooftop Storm and has only drawn it thrice, but it generally has been pretty "win-more" and she's held it in hand one of those games since it was overkill. It did allow her to instantly recover from a Cyclonic Rift once (better than recover, actually, thanks to Diregraf Colossus), but it definitely isn't as amazing here as it can be in say Thraximundar.

    Cards that would feel at a glance to not pull their weight:
    Phyrexian Delver: While it is #value, what are you reanimating that is worth the cost?
    Thassa, God of the Sea: This seems like a very expensive way to scry every turn. Yes, it lets something get in for Varina, but then that's a very expensive looting effect. You'd almost be better off running Erebos, God of the Dead at that point.
    Thran Dynamo: Avoided in my wife's list; how often is the CCC helping you considering all the heavy costs in the deck?

    Posted in: Multiplayer Commander Decklists
  • posted a message on Needing help with building Brudiclad Slivers
    Glad to be of service! I had a brain fart on Echo Storm, so don't add/keep that - forgot it can only target artifacts.

    For counterspells, I'd prefer any of the following over Mana Leak (in roughly this order of power):

    Counterspell
    Negate
    Arcane Denial
    Dissipate/Void Shatter/Faerie Trickery
    Stoic Rebuttal
    Disdainful Stroke
    Izzet Charm

    I fear Mana Leak is too likely to get muscled past at a key moment (Izzet Charm shares that weakness but makes up for it in versatility). While all of these (except Counterspell) have a weakness they should be more reliable and they should all be under a $1. If you're willing to spend a little more, Counterflux, Mystic Confluence, and Swan Song are probably stronger than the bottom half of that list.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Random Card of the Day: Frightful Delusion
    Quote from Lithl »
    Can we take a moment to appreciate how hosed Black got in that cycle with Filth.
    Black, Blue, and Green all get evasion abilities from the cycle. Your opponent can counteract the flying from Wonder by playing their own fliers or creatures with reach (or effects like Chaosphere or Gravity Sphere). Your opponent can counteract the trample from Brawn by playing bigger blockers. Your opponent can only really counteract the swampwalk from Filth by playing a completely different deck (or making themselves super vulnerable to nonbasic hate), and since Planar Chaos maybe not even then thanks to Urborg, Tomb of Yawgmoth.

    What ability does filth give?
    Swampwalk


    All this; White is the hosed one of the cycle. First Strike is a bit underrataed, so Valor isn't terrible, but it isn't an ability that suddenly sets up lethal attacks your opponent has to play around the same way Anger, Wonder, Filth, and Brawn do.
    Posted in: Commander (EDH)
  • posted a message on Needing help with building Brudiclad Slivers
    This is an awesome idea!

    At the end of the day, it feels like you're running too many low-impact token makers. You don't need a ton of tokens to just instantly win the game once you have a tokenized Bonesplitter Sliver on the battlefield; having say that token plus three more (including one from Brudiclad) means you are suddenly swinging out for at 32 plus whatever other slivers you have. As a result, your goal should be too

    1) Run cards that generate a LOT of tokens at once.
    2) Run cards to ramp to your endgame of casting Brudiclad, ideally with a developed board.
    3) Run cards to clone Bonesplitter/Battle/Thorncaster/Bladed sliver so you can win the game.

    Possible cuts:
    - Hornswoggle, Wily Goblin, Sailor of Means, Brazen Pillager, Pirate's Pillage, Pirate's Prize - these are the kinds of things I mean when I say "low-impact token makers". Even with the delicious, delicious combo potential with my favorite card of all time Crystal Shard, it feels like it's too slow.

    - Izzet Locket, a land: You can do better for ramping.

    - Arcane Adaptation: A bit overkill I think, compared to the power of cloning.

    Possible Additions: I like most of your considerations; the best among them are probably Spell Swindle, Mimic Vat, and Mechanized Production. Precursor Golem is likely too risky; I'd pick a different "mega token maker" below.

    - Better ramp: Mind Stone, Etherium Sculptor, Prismatic Lens, Wayfarer's Bauble, Sphere of the Suns, Worn Powerstone are all quite affordable. Obviously Thran Dynamo is amazing if you have the $$$ (nevermind Mana Crypt and Mana Vault). I'd add back in at least two ramp cards but maybe more.
    - More token makers: Whirler Rogue, Siege-gang Commander, Pia and Kiran Nalaar, Maverick Thopterist, Curse of Opulence (which doubles as a ramp card). Sai, Master Thopterist seems better than Efficient Production, but neither seems great unless you get your artifact camp up closer to 21 total.
    - Related; I assume a lot of your wins will be on the back of a Cloned Sliver. You're running most of the best clone effects I can think of, but it's so crucial to your gameplan that I'd at least consider one or two more - Stolen Identity, Saheeli's Artistry, and Echo Storm are the affordable ones not in the list already. Followed Footsteps is a bit fragile for my tastes and I assume Kiki-jiki, Mirror-breaker is right out for budget reasons.
    - There are a few slivers you aren't running. I assume Synapse Sliver got benched for budget reasons? I think I'd take a second look at Shadow Sliver, Synchronous Sliver, Fury Sliver, and Two-headed Sliver/Belligerent Sliver, especially the latter menace ones since Evasive slivers that have double digit powers is some good.Taurean Mauler and Shapesharer are also virtual slivers.
    - More answers won't hurt anyone. It seems you are intentionally avoiding counterspells, and Cyclonic Rift probably is out of budget. I'd consider Curse of the Swine (doubles as a token maker), Chaos Warp, Imprison in the Moon, even Aftershock. Draw is good too - Thirst for Knowledge stands out as good for this deck.
    - A Trinket Mage package. I think this might be worth it with just Retrofitter Foundry and Sol Ring plus artifact lands as targets, since Ring and Foundry are SO GOOD for you, but it begets adding Skullclamp if you can (it's expensive but would be bonkers in this list) and possibly other silver bullets (Pithing Needle, Relic of Progenitus, Brittle Effigy).
    Posted in: Multiplayer Commander Decklists
  • posted a message on Random Card of the Day: Frightful Delusion
    Used to be a staple for me in most all W/x lists since at the Dawn of My Time in EDH (so around Lorwyn-Alara era) a 3/3 flyer for five mana wasn't totally unacceptable stat-wise and the ability was potentially game-ending.

    Since then it's fallen off a lot - creatures and protection abilities have gotten much, much better. Graveyards have also gotten increasingly powerful, which has taken graveyard hate from "nice to have" to "almost as essential as running removal". I think I own 3 including my prerelease copy, but play it nowhere - it didn't even get play in my Darien deck where it likely would have been amazing.
    Posted in: Commander (EDH)
  • posted a message on How good are these utility lands?
    Temple of the False God - overrated in my book as a staple when it's merely "fine". I will run it in mono-color decks that have a high top-end (Daretti, Multani), or two-color decks that ramp with green spells. The fact that it's a dead draw on turns 1-4 is tough, so I really need a deck that has a high enough land density to hit five lands and also has enough 6, 7, and 8 drops to make the jump worthwhile.

    Myriad Landscape - Insanely good in most mono-colored lists with a commander of CMC 4+; even with as slow as it is I'd consider it a near must-run. Gets much worse if your commander is low cost or has multiple symbols in it. Gets much worse in a two-color deck, and is likely unplayable in a 3+ color one. For instance, it was in my wife's Sygg, River Guide deck for a while since the deck is so mana hungry but wants to not dedicate a ton of slots to mana rock ramp, but it got cut for making too many awkward draws. Gets much much better if "landfall" is a thing for your commander (Gitrog, Angry Omnath, Titania). Slightly worse in Green or Black decks not utilizing those strategies, as it steps on the toes of green ramp and Cabal Coffers.

    Reliquary Tower - Certainly not in every deck. Also seems pretty overrated. I need to be hitting handsize fairly often to include it. I run it in Multani, Maro-Sorcerer and my wife runs it in Zedruu the Greathearted as both decks often overdraw (and both decks have reason to want to keep more than 7 in hand if they can since Zedruu runs Venser's Journal and Psychosis Crawler). I'm also toying with it in The Gitrog Monster (but I'm also toying with going up to 45 lands) and Yuriko, the Tiger's Shadow (hit handsize a lot but I hate lands that can't tap for colored mana in my aggro decks). I ran it in Mairsil, the Pretender due to my abundance of draw and propensity to hold lots of situational answers and combo pieces, but I think that was a mistake.

    I actually never run the other lands you mention, so that should show you how little I think of them. To be fair, I don't think I own a copy of Homeward Path? I'd say Scavenger Grounds is absolutely better than the other three lands unless your meta is insanely high on Hexproof Voltron Commanders (and you lack other answers) and/or Stealing Effects as even out-of-the-box casual Commander decks are likely to abuse their graveyards.

    Posted in: Commander (EDH)
  • posted a message on Dual-Tribal Commanders
    I did once with Rakdos the Defiler as a split Ogre/Demon tribal thing, but it was terribad.

    Generally speaking, Tribal needs to be "all in" so I'd probably only do split tribe if the two tribes had a lot of natural overlap (Birds and Soldiers, Elves and Warriors, Wizards and Merfolk) and even then I'd be pretty reluctant.
    Posted in: Commander (EDH)
  • posted a message on Looking for + x/x cards
    Most of the best/most surprising effects have already been mentioned.

    Crown of Doom plays into your whole plan of attack. Temur Battle-Rage is a good missing one; the trample is reliant on you having a fattie but it does a lot.

    Auras are interesting too - Sleeper's Guile, Fists of the Demigod, Madcap Skills, Frenzied Rage, etc, make her quite lethal.

    There's also ye' old classic: enchanting Xantcha with stuff that rewards you or punishes its controller! Vampiric Link, Treacherous Link, Spiteful Shadows, Latulla's Orders, stuff like that.

    Unwilling Recruit and Mark of Mutiny lets you borrow Xantcha back, send her somewhere dangerous, and suit her up with Assault Suit, Lashwrithe, and other equipment) so that's nice too. There's a billion "ray of command" effects honestly, and I only mention Unwilling Recruit and Mark of Mutiny for the boosts they provide.
    Posted in: Commander (EDH)
  • posted a message on Why is Gifts Ungiven Banned but Intuition isn't
    1) In a normal format, Gifts Ungiven needing to hit unique targets is a massive drawback requiring some very specific deck design to make work (and it's a major player in those formats anyways). In Commander, it is effectively drawback-less since all decks are highlander decks.

    2) For one more mana, Gifts finds one more card to hand. That means even without shenanigans, it is "draw any two you want". Intuition is conversely just a less reliable Demonic Tutor in a vacuum.

    3) Gifts is a card that is hard to find a "Fair" use for. It's a borderline for sure, one I know the Rules Committee struggles with, but 9 times out of 10, Gifts is going to go find a two card combo and two ways to recur/protect that combo. Intuition at least makes you work a little more for it (again, by dint of giving you one less card in hand).

    They are extremely close in power, since in practice the cards going to your graveyard may as well mean they went to hand for any deck abusing either card (i.e. you're going to tutor for say Archaeomancer, Time Warp, Flood of Recollection, and Temporal Manipulation), so overall I imagine Gifts is banned because of "unintended side-effects with the format" - it was designed to limit deck design to exploit its power and that limitation doesn't exist. Personally I think in a world where Protean Hulk is unbanned gifts could probably come off, but I also don't know that the world needs blue to have yet another insanely strong instant staple.
    Posted in: Commander Rules Discussion Forum
  • posted a message on A bit of math discussion: How many of X do you put in a deck before you will play Y
    I'm no Frank Karsten, but using a MtG Hypergeometric Card Probability Calculator I thought I'd take a stab at each question. I used this link for all calculations.

    1a: How many enchantments do you need for Argothian Enchantress to be worth a slot?
    I agree with the thread consensus that I want enchantress to be, at a minimum, "draw 2". Draw 1 merely replaces a fairly bad 0/1 body. Thus I plugged in the likelihood of drawing at least 2 enchantments by turn 4. Specifically, in a 99 card deck in which you've seen 12 cards (opening 7 + draw 1 each turn + a "bonus" draw from enchantress or some other effect), how many enchantments do you need in the deck to hit at least two? To look at the fail rate, I also looked at the probability of hitting 0 enchantments.


    Number of Enchantments || Prob to hit 2 or more || Prob to Hit 0 Enchantments
    09 || 29.9% || 29.6%
    10 || 34.8% || 25.7%
    11 || 39.7% || 22.2%
    12 || 44.5% || 19.2%
    13 || 49.1% || 16.5%
    14 || 53.5% || 14.2%
    15 || 57.6% || 12.2%
    16 || 61.6% || 10.5%
    17 || 65.3% || 9.0%
    18 || 68.7% || 7.7%
    19 || 71.9% || 6.5%
    20 || 74.9% || 5.5%
    21 || 77.6% || 4.7%
    22 || 80.1% || 4.0%
    23 || 82.4% || 3.4%
    24 || 84.5% || 2.8%
    25 || 86.3% || 2.4%
    26 || 88.0% || 2.0%
    27 || 89.5% || 1.7%
    28 || 91.0% || 1.4%
    29 || 92.1% || 1.2%
    30 || 93.1% || 1.0%
    31 || 94.1% || 0.8%
    32 || 94.9% || 0.6%
    33 || 95.6% || 0.5%
    34 || 96.3% || 0.4%
    35 || 96.8% || 0.4%
    36 || 97.3% || 0.3%
    37 || 97.7% || 0.2%
    38 || 98.1% || 0.2%
    39 || 98.4% || 0.2%
    40 || 98.7% || 0.1%

    I posted a ton of data because everyone's own tolerance for failure and success is different. I did a lower bound of 9, which is lower than anyone in thread mentioned, and is a bonkers low number - you will fail as often as you succeed, and it super isn't worth a slot. I set the higher bound at 40, as we're well beyond both diminishing returns and the highest recommendation in thread so far (35 at this posting). Personally, I'd say 21+ feels like the sweet spot. At 21 enchantments, you're at a point where you only fail 1 in 20 games to draw some cards right away with a turn 2 enchantress. Given that she is hard to remove and the possible high roll of drawing a ton of cards (especially with recurrent enchantments like Rancor, Whip Silk, etc), I'm willing to stomach *only* a 77.6% chance to get two or more enchantments that early. Note this is "enchantments you can cast" so you may want to leave the Zendikar's Resurgences and Overwhelming Splendors out of contention when building your deck. Conversely, I might consider Enlightened Tutor, Heliod's Pilgrim, etc. to be virtual enchantments when constructing my deck as they will grab something that then draws a card.

    For a floor, I'd say anything less than 17 enchantments makes me uncomfortable; too often Argothian enchantress will be a dead draw. I'd only run Argothian Enchantress in a deck with fewer than 17 enchantments if almost all of them were of the Whip Silk/Flickering Ward/Rancor variety. 27 or 28 enchantments is the point of diminishing returns, it seems - in a dedicated enchantress deck going higher isn't bad, but if I'm struggling to find room I wouldn't feel compelled to go higher on my enchantment count if I didn't have too, as the probabilistic gains are increasingly small.

    This took way longer than expected, so that's it for today!
    Posted in: Commander (EDH)
  • posted a message on Random Card of the Day: Frightful Delusion
    This is an interesting card. It is mostly much much worse than Into the Wilds and Oracle of Mul Daya, and I don't think I'd play it even in Multani, Maro Sorcerer (a deck extremely hungry to draw all the cards). It is interesting that it triggers each turn though, and I'd say at one mana less and/or if it wasn't "basic", we might be cooking with gas.
    Posted in: Commander (EDH)
  • posted a message on Seismic Assault
    If we must get dollar rares, at least hopefully most of the following is true

    1) New artwork
    2) For a generally beloved older card
    3) That saw heavy play once before
    4) And still sees occasional niche play in Legacy/Modern/Vintage OR heavy play in EDH

    In my book, Wall of Reverence is the only swing-anna-miss of the set so far, as every other rare that is worth less than $10 has at least 3 of those criteria true of it.
    Posted in: The Rumor Mill
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