If you play with sleeves and your playgroup is okay with it, an alternative is to accquire a collector's edition version. Square-bordered, it still fits into sleeves (even the perfect-fit type), and has a gold-bordered back so that the front still looks nice.
On one hand it seems like it would make games very different, as many decks would have to rely on drawing what they need, or running multiple cards with similar effects.
However, there are several concerning things that pop up with this ruleset. Blue becomes king almost instantly, as their unparalleled card drawing gives them a massive advantage in finding what they need.
Combo decks suffer a massive hit, which may be good for your meta but still severely harms a playstyle that many enjoy.
Green ramp's power increase becomes similiar to blue's card draw, as every land removed becomes one less card to get in the way of power later on.
Games may become longer to play, as a lack of "I win" on command could impact board states--it's a lot more tempting to hold back when you can't be sure that you can get what you need to win. Sometimes the game just needs to end, and tutors help with that.
I look forward to seeing what happens in you meta, but I can't say that I would ever encourage it in mine.
This is a work in progress, so any advice is appreciated and desired! I'm mainly concerned that I have too many things putting cards into my 'yard, and not enough cards that take advantage of that.
The game plan of the deck is to basically use the graveyard as a resource, control the board and kill with Jarad's special or combat!
The thing about that game was that the two players responsible for the shenanigans were both playing blue themselves: Mimeoplasm and Zegana respectively. None of the other players were running black, so no Bojuka Bog, and any of the other ways that we tried to handle the situation were either countered or simply accepted and the player then used another means of reclaiming it.
It's true that there are answers to the cards; my post was never about that. I wanted to focus more on the fact that I felt like it was a poor choice to make the cycle forcibly choose each opponent.
I am glad that this got more discussion, though. Yay conversation and debate!
The only one that I have a problem with is the green one, and it's not actually due to the faux-"two for one" effect it has. What I do have a problem with is that the player has no choice in regards to its ability; that is, if the player only has lands as their non-creature permanent, then they're losing a land.
This may seem like a small thing to gripe about, but in our playgroup there are a lot of Austere Command and Akroma's Vengeance thrown around, and it's not uncommon for multiple people to have only lands when a SP is played. I've lost count of the number of times that I've heard some variation of "Sorry, I have to" when it enters the battlefield, and for some decks losing even one land can be crippling.
This isn't even going into what happens when multiples are cloned/Reanimated/whatever. I recently played in a game where SP's entered the battlefield 5 times over the course of the game, and at least one player was utterly screwed by having his lands repeatedly blown up (and I'm talking basics here, nothing that would actually be dangerous). Needless to say, there were negative feelings regarding the game: While I can't support previous game hate, I also can't deny that the person responsible was the first to die for the next three games. This in turn created more negative feelings and the whole thing was just awful.
I suppose that the TL;DR here is that the cycle as a whole would have been better off by letting you choose which opponents were affected and which weren't (if any) so that it didn't further punish people who were behind.
I'd forgotten about Temporal Mastery--Good catch! I'm almost finished with the version that I've cobbled together, and I'm looking forward to piloting it to victory this weekend.
I appreciate the kindness! It's a pretty solid list; the only issues with it are the lack of draw at times and a lack of interaction with other players. This is meant to win through combo, so the board state is pretty much ignored by me unless I see something that directly hoses me like Aura of Silence or Aura Shards.
The local metagame is on a line between competitive and casual--decks are tuned and efficient, but there's nothing degenerate and a sense of "fair play" permeates the entire mindset. Ex: Combo exists, but not Hermit Druid or Arcum Dagsson combo.
Favorite cards...Druidic Satchel is just capable of being dirty when out early, or with Crystal Ball/Rings of Brighthearth. I honestly think that it's the best thing for permanent ramp that Mono-Brown has. Having Staff of Nin as a replacement for Rocket Launcher as a win con also is pretty awesome.
If budget was no object...I'm honestly not sure. The deck runs pretty smoothly as is; may get some better colorless lands to replace things like the panoramas? Maybe some creature control with Ensnaring Bridge and Portcullis? The one thing that I've noticed about this deck is how sometimes it just feels that not running any creatures besides Duplicant and the Voltaic Construct might be a better design.
So I've been thinking of picking up some random singles from the Collector's Edition to fill out my EDH, since my group's pretty casual about that sort of thing. When I mentioned it to them however, one of the people I know said that due to the way they were cut (square borders) they didn't really fit well in modern sleeves.
So I come to you, the internet, where all is truth. Is this man a liar? Do Collector's Edition Cards not fit well in modern sleeves?
Any advice or assistance would be most appreciated.
However, there are several concerning things that pop up with this ruleset. Blue becomes king almost instantly, as their unparalleled card drawing gives them a massive advantage in finding what they need.
Combo decks suffer a massive hit, which may be good for your meta but still severely harms a playstyle that many enjoy.
Green ramp's power increase becomes similiar to blue's card draw, as every land removed becomes one less card to get in the way of power later on.
Games may become longer to play, as a lack of "I win" on command could impact board states--it's a lot more tempting to hold back when you can't be sure that you can get what you need to win. Sometimes the game just needs to end, and tutors help with that.
I look forward to seeing what happens in you meta, but I can't say that I would ever encourage it in mine.
The game plan of the deck is to basically use the graveyard as a resource, control the board and kill with Jarad's special or combat!
1x Jarad, Golgari Lich Lord
Creatures
1x Acidic Slime
1x Avenger of Zendikar
1x Corpse Connoisseur
1x Craterhoof Behemoth
1x Eternal Witness
1x Farhaven Elf
1x Fauna Shaman
1x Genesis
1x Gleancrawler
1x Golgari Brownscale
1x Golgari Grave-Troll
1x Golgari Thug
1x Greater Mossdog
1x Grave-Shell Scarab
1x Lord of Extinction
1x Mindslicer
1x Nyx Weaver
1x Rot Farm Skeleton
1x Rune-Scarred Demon
1x Sakura-Tribe Elder
1x Scion of Darkness
1x Sewer Nemesis
1x Shambling Shell
1x Solemn Simulacrum
1x Splinterfright
1x Stinkweed Imp
1x Wood Elves
1x Buried Alive
1x Cultivate
1x Damnation
1x Decree of Pain
1x Demonic Tutor
1x Gaze of Granite
1x Grisly Salvage
1x Jarad's Orders
1x Kodama's Reach
1x Life From the Loam
1x Living Death
1x Maelstrom Pulse
1x Mulch
1x Regrowth
1x Skyshroud Claim
1x Stitch Together
1x Tooth and Nail
1x Treasured Find
1x Twilight's Call
1x Victimize
1x Worm Harvest
Instants
1x Beast Within
1x Entomb
1x Putrefy
Enchantment
1x Deadbridge Chant
1x Deathreap Ritual
1x Necrogenesis
1x Phyrexian Arena
1x Survival of the Fittest
1x Altar of Dementia
1x Sol Ring
Planeswalker
1x Vraska the Unseen
Lands
1x Barren Moor
1x Bayou
1x Bojuka Bog
1x Command Tower
1x Gilt-Leaf Palace
1x Golgari Guildgate
1x Golgari Rot Farm
1x Grim Backwoods
1x Llanowar Wastes
1x Overgrown Tomb
1x Phyrexian Tower
1x Tainted Wood
1x Temple of Malady
1x Tranquil Thicket
1x Twilight Mire
1x Woodland Cemetary
12x Forest
11x Swamp
It's true that there are answers to the cards; my post was never about that. I wanted to focus more on the fact that I felt like it was a poor choice to make the cycle forcibly choose each opponent.
I am glad that this got more discussion, though. Yay conversation and debate!
This may seem like a small thing to gripe about, but in our playgroup there are a lot of Austere Command and Akroma's Vengeance thrown around, and it's not uncommon for multiple people to have only lands when a SP is played. I've lost count of the number of times that I've heard some variation of "Sorry, I have to" when it enters the battlefield, and for some decks losing even one land can be crippling.
This isn't even going into what happens when multiples are cloned/Reanimated/whatever. I recently played in a game where SP's entered the battlefield 5 times over the course of the game, and at least one player was utterly screwed by having his lands repeatedly blown up (and I'm talking basics here, nothing that would actually be dangerous). Needless to say, there were negative feelings regarding the game: While I can't support previous game hate, I also can't deny that the person responsible was the first to die for the next three games. This in turn created more negative feelings and the whole thing was just awful.
I suppose that the TL;DR here is that the cycle as a whole would have been better off by letting you choose which opponents were affected and which weren't (if any) so that it didn't further punish people who were behind.
1x Phelddagrif
Creatures
1x Wall of Shards
1x Solemn Simulacrum
1x Jace's Archivist
1x Brooding Saurian
1x Questing Phelddagrif
1x Sheltering Ancient
1x Spurnmage Advocate
1x Braids, Conjurer Adept
1x Kami of the Crescent Moon
1x Wishmonger
1x Noble Benefactor
1x Heartwood Storyteller
1x Shieldmage Advocate
1x Pulsemage Advocate
1x Tempting Wurm
1x Archangel of Strife
1x Walking Archive
1x Arbiter of Knollridge
1x Nullmage Advocate
Artifact
1x Font of Mythos
1x Teferi's Puzzle Box
1x Helm of Awakening
1x Lifeline
1x Sol Ring
1x Omen Machine
1x Coalition Relic
1x Howling Mine
1x Anvil of Bogardan
1x Gate to the Aether
1x Temple Bell
1x Horn of Greed
1x Spectral Searchlight
1x Forced Fruition
1x Oath of Lieges
1x Rites of Flourishing
1x Fecundity
1x Eldamri's Vineyard
1x Dual Nature
1x Oath of Druids
1x Concordant Crossroads
1x Hive Mind
1x Heartbeat of Spring
Sorcery
1x New Frontiers
1x Alliance of Arms
1x Minds Aglow
1x Kodama's Reach
1x Time Warp
1x Temporal Cascade
1x Cultivate
1x Collective Voyage
1x Prosperity
1x Flux
1x Windfall
1x Trade Secrets
1x Time Reversal
1x Time Spiral
Instant
1x Beast Within
1x Vision Skeins
Planeswalker
1x Jace Beleren
Land
1x Alchemist's Refuge
1x Krosan Verge
1x Hinterland Harbor
1x Hallowed Fountain
1x Sunpetal Grove
1x Reflecting Pool
1x Savannah
1x Temple Garden
1x Glacial Fortress
1x Seaside Citadel
1x Mystic Gate
1x Breeding Pool
1x Forbidden Orchard
1x Tropical Island
1x Flooded Grove
1x Command Tower
1x Adarkar Wastes
1x Brushland
1x Yavimaya Coast
1x Wooded Bastion
1x Reliquary Tower
1x Tundra
7x Forest
6x Island
5x Plains
If so, enjoy the milling might of this Lazav deck!
1x Lazav, Dimir Mastermind
Enchantments
1x Rhystic Study
1x Phyrexian Arena
Planeswalkers
1x Jace, Memory Adept
1x Liliana Vess
Creatures
1x Consuming Aberration
1x Duskmantle Seer
1x Phyrexian Metamorph
1x Snapcaster Mage
1x Glen Elendra Archmage
1x Dreamborn Muse
1x Mulldrifter
1x Ulamog, the Infinite Gyre
1x Sewer Nemesis
1x Duskmantle Guildmage
1x Gilded Drake
1x Sepulchral Primordial
1x Diluvian Primordial
1x Riddlekeeper
1x Dimir House Guard
1x Puppeteer Clique
1x Body Double
1x Rune-Scarred Demon
1x Undead Alchemist
Artifacts
1x Sands of Delirium
1x Dimir Keyrune
1x Mesmeric Orb
1x Wayfarer's Bauble
1x Darksteel Ingot
1x Coalition Relic
1x Dimir Signet
1x Sol Ring
1x Mind Crank
1x Grindstone
1x Dissipate
1x Psychic Strike
1x Counterspell
1x Terror
1x Rend Flesh
1x Shred Memory
1x Spell Crumple
1x Remand
1x Cyclonic Rift
1x Memory Plunder
1x Mana Drain
1x Hinder
1x Fact or Fiction
Sorcery
1x Mind Grind
1x Glimpse the Unthinkable
1x Bribery
1x Decree of Pain
1x Increasing Ambition
1x Yawgmoth's Will
1x Eradicate
1x Traumatize
1x Beacon of Unrest
1x Damnation
1x Black Sun's Zenith
1x Rite of Replication
1x Demonic Tutor
Land
1x Frost Marsh
1x Underground River
1x Reflecting Pool
1x Salt Marsh
1x Nephalia Drownyard
1x Rogue's Passage
1x Dimir Guildgate
1x Underground Sea
1x Watery Grave
1x Duskmantle, House of Shadow
1x Dimir Aqueduct
1x Jwar Isle Refuge
1x Shizo, Death's Storehouse
1x Bojuka Bog
1x Command Tower
1x Reliquary Tower
1x Sunken Ruins
1x Creeping Tar Pit
1x Drowned Catacomb
9x Swamp
12x Island
Victory comes in several ways.
1) Kill them with general damage from a huge Lazav, with the assistance of Rogue's Passage or Shizo.
2) Mill them out. It's possible, especially once the game has gone long.
3) Combo them with Mindcrank and Duskmantle Guildmage.
When playing this, remember this above all else:
You never saw me.
*Answering yes to this automatically makes you either a terrible agent or a liar. Shame on you.
The local metagame is on a line between competitive and casual--decks are tuned and efficient, but there's nothing degenerate and a sense of "fair play" permeates the entire mindset. Ex: Combo exists, but not Hermit Druid or Arcum Dagsson combo.
Favorite cards...Druidic Satchel is just capable of being dirty when out early, or with Crystal Ball/Rings of Brighthearth. I honestly think that it's the best thing for permanent ramp that Mono-Brown has. Having Staff of Nin as a replacement for Rocket Launcher as a win con also is pretty awesome.
If budget was no object...I'm honestly not sure. The deck runs pretty smoothly as is; may get some better colorless lands to replace things like the panoramas? Maybe some creature control with Ensnaring Bridge and Portcullis? The one thing that I've noticed about this deck is how sometimes it just feels that not running any creatures besides Duplicant and the Voltaic Construct might be a better design.
Also, yes, we need more reprint-esque sets--even if it's for the weird niche cards that will never be seen again like Word of Command.
So I come to you, the internet, where all is truth. Is this man a liar? Do Collector's Edition Cards not fit well in modern sleeves?
Any advice or assistance would be most appreciated.
1x Karn, Silver Golem
Artifact Creatures (and Eldrazi Friend)
1x Scarecrone
1x Stuffy Doll
1x Wurmcoil Engine
1x Voltaic Construct
1x Myr Battlesphere
1x Mycosynth Golem
1x Duplicant
1x Steel Hellkite
1x Shimmer Myr
1x Kuldotha Forgemaster
1x Kozilek, Butcher of Truth
Other Artifacts
1x Mirrorworks
1x Basalt Monolith
1x Mana Crypt
1x Memory Jar
1x Trading Post
1x Voltaic Key
1x Worn Powerstone
1x Dreamstone Hedron
1x Staff of Nin
1x Akroma's Memorial
1x Everflowing Chalice
1x Darksteel Forge
1x Nevinyrral's Disk
1x Clock of Omens
1x Grim Monolith
1x Krark-Clan Ironworks
1x Myr Turbine
1x Tower of Fortunes
1x Relic of Progenitus
1x Darksteel Plate
1x Expedition Map
1x Mana Vault
1x Codex Shredder
1x Crystal Ball
1x Citanul Flute
1x Spine of Ish Sah
1x Blinkmoth Urn
1x Scroll Rack
1x Unwinding Clock
1x Rings of Brighthearth
1x Mind's Eye
1x Serum Tank
1x Gilded Lotus
1x Sensei's Divining Top
1x Batterskull
1x Vedalken Orrery
1x Druidic Satchel
1x Cloud Key
1x Sculpting Steel
1x Thran Dynamo
1x Oblivion Stone
1x Planar Portal
1x Elixir of Immortality
1x Sol Ring
1x Mimic Vat
1x Mycosynth Lattice
1x All is Dust
Planeswalker
1x Karn Liberated
Lands
1x Cavern of Souls
1x Haunted Fengraf
1x Bant Panorama
1x Urza's Tower
1x Urza's Power Plant
1x Urza's Mine
1x Mishra's Factory
1x Glimmerpost
1x Ancient Tomb
1x Terrain Generator
1x Mikokoro, Center of the Sea
1x Cloudpost
1x Tectonic Edge
1x Naya Panorama
1x Blinkmoth Nexus
1x Inkmoth Nexus
1x Reliquary Tower
1x Darksteel Citadel
1x Buried Ruin
1x Petrified Field
1x Grixis Panorama
1x Esper Panorama
1x Zoetic Cavern
1x Urza's Factory
1x Quicksand
1x Seraph Sanctuary
1x Mystifying Maze
1x Dust Bowl
1x Rogue's Passage
1x Dread Statuary
1x Thespian's Stage
1x Stalking Stones
1x Winding Canyons
1x Jund Panorama
1x Phyrexia's Core
1x Temple of the False God
1x Blinkmoth Well
1x Ghost Quarter
1x Henge of Ramos
1x Mishra's Workshop