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  • posted a message on Imperial Animar
    Quote from KuroKitten »
    @Jester: In your list you run a single Mountain. I was wondering what the value in this is. The only advantage over another Island/Forest/Manafixer that I see is to avoid 2 damage from a shock land. Is there something else I'm not seeing, and does this utility overshadow the possibility of getting in trouble with mulligans due to a misplaced mountain?

    I'm really just barely learning the deck, but it was something I got thinking about and decided I'd just ask =)

    Quote from Comicalflop »
    Does Treasonous Ogre make the cut for its ability to burst upwards of 8-9 red mana for free?


    I'd like to know this as well. I hadn't seen that card before, and it's really interesting. Maybe Gaea's cradle just does enough of that on it's own, though?


    I'd say the Ogre isn't worth it. Red mana requirements aren't that prevalent in the deck to begin with, so the mana generated from the Ogre would essentially be colorless- which Jester time and again points out isn't needed.

    And besides, what would you even want to cut for the Ogre?
    Posted in: 1 vs 1 Commander
  • posted a message on [[Budget]] Akroma, Angel of Fury 1v1 EDH
    If you want to use Akroma, Angel of Fury as your general, then mana ramp is vital. This is coming from a Godo, Bandit Warlord player (both decks rely on dropping their general down ASAP for pressure). Currently, my list has 15 spells and two lands that help me ramp into Godo. Since Akroma costs more, you would want to run more than I do. Assuming you are going to run around 38 lands, and add some more ramp, then that's already ~55 slots filled up.

    For combating blue decks, a sleeker mana curve is going to help you out more than hoping to topdeck cards like Boil.
    As for Price of Progress, I think it's a great card, but not something a land destruction deck would really want. If your deck is working properly, then there won't be a lot of nonbasics out on your opponent's side of the field anyway.
    Posted in: 1 vs 1 Commander
  • posted a message on Looking to get back into Yugioh TCG
    As the title suggests, I'm considering getting back into the Yugioh TCG.

    Some questions that I hope can be answered:

    1. Is there anything such as FNM for Yugioh?
    2. Is there a website I can use to help search for cards based on their effects (like Gatherer for Magic)
    3. Is there just one format?
    4. How diverse is the current metagame?
    5. Is it possible to play online for free (like Cockatrice for Magic)?

    Thanks for the help!
    Posted in: Other Card Games
  • posted a message on Temple Bell or Selvala, Explorer Returned?
    A lot of it depends on how many creature tutors you run in your green/white decks. If you can use the ramp, then Selvala is better. If you just want the card draw, I'd say stick with Temple Bell. It's harder to tutor in GW, but not having summoning sickness is a big plus.
    Posted in: Commander (EDH)
  • posted a message on [[Duel Commander]] Grenzo Goblin's
    Have you considered running scry effects to help use Grenzo's ability? Right now it seems like your general might as well just be Wort, Boggart Auntie.

    Also, Cavern of Souls is a must in a tribal deck.
    Posted in: 1 vs 1 Commander
  • posted a message on Need help to change direction ofmy deck
    Some thoughts:

    Generally speaking, Oloro and Marath are going to give you trouble (mainly Marath).

    Personally, I think 35 lands isn't enough. Even worse since you're running 7 ETBT lands (not counting Blackcleave Cliffs, Dragonskull Summit or Blood Crypt).
    I recommend at least taking out Sword of Light and Shadow for a land (and replace some ETBT lands with basics), but it's up to you.

    Browbeat should be Price of Progress. You're never going to be drawing off of Browbeat if your opponent can help it. And Price usually hits for more than 5 anyway.

    Wrecking Ball should be Dismember.

    If you really want a wrath (I don't know why you're running three in an aggro deck), then Fire Covenant is better than Damnation for you.

    Pillage, Blasphemous Act, and Black Sun's Zenith should probably be something else.

    That's all I got for now. Hope that helped!
    Posted in: 1 vs 1 Commander
  • posted a message on [[Duel Commander]] [Competitive] Iroas, God of Victory
    Quote from asimov »
    Some small modifications:

    - ajani WR
    - Geopede
    - devil's play
    - lightning bolt

    + chandra V4
    + Akroan Hoplite
    + Glory of Warfare
    + Chained to the Rocks

    The list is really working Smile
    http://www.magic-ville.com/fr/decks/showdeck?ref=380768&decklanglocal=eng


    I counted 13 4+cmc spells in the list, and I can't believe you took out Lightning Bolt. It's creature removal that can also finish players/planeswalkers. Too good.

    Also, I think Price of Progrss is also necessary.
    Posted in: 1 vs 1 Commander
  • posted a message on [[Pauper]] New Commons in Conspiracy
    It's too bad Flamewright is so focused on defender. Not the kind of thing pauper Boros wants to see. Shame too; I was hoping for a good new Boros option.

    As far as commons, Elvish Aberration downgrade isn't bad.
    Posted in: Variant Commander
  • posted a message on Are glass canon decks viable in Commander?
    Fun and boring are very subjective. Generally speaking, glass cannon decks tend to be very focused on their gameplan, but not very resilient.
    Posted in: Commander (EDH)
  • posted a message on Need help to change direction ofmy deck
    People can help you out with your list if you post your deck in your first post, make it look neat, and put it in a deck tag.

    What does your meta consist of?
    Posted in: 1 vs 1 Commander
  • posted a message on [[Duel Commander]] Duel Commander Primer (Introduction, Ban List, Rules, & More) [12-01-2017 Update]
    Quote from KriggY »
    Sure, in most of my games is one mono-red deck :-D
    Who is Newtrader? What is so special about him that you mention him?
    And about the rise of monocolor deck, I dont play on cockatrice that much but It doesnt seem to me like some kind of monocolor rise. I hardly ever play vs monocolor


    He's a player that can use some work on his manners ;).
    Posted in: 1 vs 1 Commander
  • posted a message on [[Duel Commander]] Duel Commander Primer (Introduction, Ban List, Rules, & More) [12-01-2017 Update]
    I saw another monored deck today on Cockatrice that made Newtrader ragequit ^^.

    Anybody else seeing more monocolor decks arising?
    Posted in: 1 vs 1 Commander
  • posted a message on [[Duel Commander]] Ways to popularize Duel Commander in the USA
    Quote from Onewurld »
    my friends and I were trying to build our DC community. I'm not sure why people are not finding hokori, giest and Oloro 1v1 very fun ?


    I'm assuming by "people", you are referring to your average multiplayer EDH player who likes running big, expensive spells with powerful effects. Hokori will deny them mana that they will need to play their pet cards, and any blue deck worth it's salt will have the counters late game necessary to answer bombs (especially if all the deck runs are bombs). Those players need to realize that in order to compete, they have to lower their curve.
    Posted in: 1 vs 1 Commander
  • posted a message on Marath with just one counter
    If Marath, Will of the Wild has just one counter, then can it still use it's pinging ability? Or would it fizzle because Marath is no longer there to deal the damage?
    Posted in: Magic Rulings Archives
  • posted a message on My First Commander Deck! It's terrible!
    Truth, I'll keep an eye out for him too! I need to make a list...

    dumb question - but is hand size increased at all in EDH? Seems like you might wait for the right opportunity for certain combos and whatnot and end up with big hands.


    No, your hand size is still 7. But mulligans are different. If you use the multiplayer rules, you start by putting X cards from your hand away, then draw X. So the first mulligan is free. You may keep doing this as many times as you wish, but each additional time you will have to give up a card for each mulligan before.

    In Duel-Commander you don't get a free first mulligan, but you also don't get penalized for multiple mulligans. It's always X-1.

    Here is an example to help clarify:

    Multiplayer mulligan-
    Starting hand of 7.
    1st mulligan 5 cards- still get 7 cards in opener
    2nd mulligan 5 again- 6 cards in opener
    3rd mulligan 5 again- 4 cards in opener

    Duel-Commander mulligan-
    Starting hand of 7.
    1st mulligan 5 cards- down to 6 cards in opener
    2nd mulligan 5 again - down to 5 in opener
    3rd mulligan 5 again- down to 4 in opener

    I hope that helped :).
    Posted in: 1 vs 1 Commander
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