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  • posted a message on Best Reanimator Commanders
    I'll weigh in with Oloro, though I like some of the other suggestions. Mimeoplasm is just an unpleasant card that leads to repetitive and/or unpleasant decks in my experience.
    Posted in: Commander (EDH)
  • posted a message on Does banning fast mana make for better games?
    Quote from Pook and Pie
    Anyway, I want to draw attention to a couple of things:

    1) Why do people keep saying that decks rely on Sol Ring? I see no evidence of this and dying to a Vandalblast is literally the worst analogy I can think of. I can't think of a deck that relies solely on one or two mana producing cards; generally speaking they're, "Great when you have 'em, oh well when you don't." I'm simply addressing that green gets a lot better when they're the only ones who have access to large pools of mana like that without many drawbacks.

    2) Why is it fine to say, "Volcanic Fallout prevents green's mana ramping from going insane" and that be fine and logical when some of the players in this thread can't find one instant/sorcery/creature with an ETB trigger to eliminate a single Consecrated Sphinx?

    3) Propaganda, Ghostly Prison, etc., are literally the worst things you could suggest after what I have described (the game from my first post, where my wife's deck produced 30 mana on her fourth turn, before anyone else had a third? I don't need advice on how to beat a deck, but appreciate your thoughts anyway. Like I said in my previous post, she didn't win the game.

    4) Answers to Gaea's Cradle exist, even though Gaea's Cradle and various other acceleration cards can create way more mana than Sol Ring ever could in the 7% of the time you draw it to cast first turn (which is what everyone else here is complaining about, and you have more methods to draw into or put the Cradle out in the first couple turns than you do Sol Ring), but answers exist to Gaea's Cradle, some of which you'd have to wait to cast without fast mana cards like Sol Ring in, for example, a white deck, so the Cradle is fine? Seems asinine.

    5) Isn't the definition of overcentralization forcing someone to run very specific cards in order to counteract a single one in the opponent's deck? Isn't that what everyone is complaining about regarding Sol Ring, which you seemingly support the ban of for roughly this same reason, but then recommend things like Strip Mine that don't actually stop the Gaea's Cradle player from taking full advantage of it for one turn. Like in Legacy, you only need one turn for something like Cradle to seriously affect the game state and put one player significantly ahead, Wrath of God or not. If Volcanic is so much an answer to Gaea's Cradle, then why is Shattering Spree not so much an answer to Sol Ring, and if so, why is Cradle fine while Ring isn't?

    6) So referring to something regarding Gaea's Cradle as a Godhand is awful but drawing into a Sol Ring and those perfect cards to just ruin a game for other players.... isn't even remotely similar? Okay. You can complain about the verbiage used all you like but that doesn't really change the content of the statement, so dismissing it based off one word when the comparison is seemingly valid is pretty weak.

    7) As in Legacy, a lot of decks running Cradle don't expect to keep it beyond the turn, and Sinkhole, Stone Rain, Ice Storm, Wasteland and Strip Mine (the latter of which I specifically addressed in my last post) don't keep the person with the Cradle from drawing large amounts of mana when they start casting things one after another like Combo Elves. Yes, they're vulnerable to sweeper blowouts, but that'd require someone to get to larger amounts of mana to cast one of those cards.

    I play Gaea's Cradle in Legacy Elves, so I understand how powerful the card is. You need 1 turn with it, and that's it. Holding mana open for Volcanic Fallout on your third turn to be forced to deal with something like that seems like the definition of overcentralization in the metagame, to me, as it practically forces you to run a select few cards depending upon color, but that's already what's being complained about with Sol Ring, but Cradle is fine, apparently. The comparison still seems like it works, to me. Cradle and Ring both put one player ahead by a margin greater than their buy-in costs (the one land drop per turn versus a single mana) and most of the answers to the former are sorcery speed, so generally speaking, when you play it you're getting full effect of it and both can lead to early turn Consecrated Sphinxes that no one can answer for several turns. So, why is Sol Ring so much worse that so many players are up in arms about it when there are still enabler cards available?


    I'll start by precluding the rest of this post by saying that I actually agree with a lot of your sentiment here. I don't like the presence of either Gaea's Cradle or Sol Ring in the format. My idea of an optimal ban list would be around twice as long as the current one.

    That said, there's some things going for Sol Ring that are exactly why it becomes more contentious.

    1. Ubiquity. Gaea's Cradle is run solely in green decks, Sol Ring is run in almost every deck in the format.
    2. Price. Gaea's Cradle is over $150. Sol Ring is in every precon and can be picked up for $8.
    3. Lack of conditions. Gaea's Cradle requires a creature presence. The more cutthroat the meta, the harder it can be to get that creature presence.
    4. Ability to deckbuild. The average EDH player is not necessarily a good Magic player. I'm sorry to burst all those bubbles, but it's true. Sol Ring can be much easier for people to play (and copy other people playing) than Gaea's Cradle.
    5. Analytical power level. Both personally and otherwise, I have seen some amount of the research, and it turns out, that if you unban every single card in Magic, Sol Ring and Mana Crypt are the most powerful cards in the format. While you might think "Well, hey, wouldn't Black Lotus and Moxen be too amazing, 99% of the time, Sol Ring is better than a Mox. And while Lotus allows for some pretty ridiculous first turns, Sol Ring still works out better in the long run. When you get past the first turn with the Sol Ring, its sheer advantage becomes absurd.
    Posted in: Commander (EDH)
  • posted a message on Does banning fast mana make for better games?
    Quote from Pook and Pie
    That's hardly a good argument because the counterpoint is just as coercive:

    If your game plan is derailed or is beaten by one card in EDH, then you have built your deck poorly and deserve what you get.

    Seriously, though, a lot of the examples provided in this thread are things such as a Consecrated Sphinx surviving for at least 3 of its controller's turns (being anywhere from 9 to 12 turns active, possibly more, depending on how many players were in the game which simply makes how long it survived that much more extraordinary) without being eliminated. That's certainly not Sol Ring's fault: That is the result of no one at the table running the proper number of answers for the easiest to deal with permanent type in the entirety of Magic: The Gathering.

    Beyond even that, banning the good artifact fast mana would make it more difficult for nongreen Commanders to handle green ones, as green decks have access to Ancient Tomb, Gaea's Cradle, Nykthos, Shrine to Nyx, etc., the middle of which can only be run in green decks, and it's entirely possible for a well built deck running green to flood the table with enough creatures to produce assloads of mana and attack in the same turn, before anyone else gets a fourth or fifth turn (and my wife managed to try and kill a whole table of four other players without resorting to an infinite). Getting to 2WW (or whatever), to answer multiple creatures simultaneously before those kinds of decks go off, would be a lot easier if they could play the good mana rocks that green doesn't even have to run if they don't wish to.

    The right combination of cards isn't difficult to reach when you can have redundancy upon redundancy on top of tutors to achieve them, and I couldn't fathom banning something like Sol Ring before taking a look at Gaea's Cradle, which I've seen aid in third turn Tooth and Nails practically by itself into an attempt at a quick win before anyone else has reached their third turn (and it's not like you can Strip Mine it before they get anything from it when they play and tap it then untap it the same turn lol). Losing Sol Ring, Mana Crypt, etc., wouldn't hurt some of the green-based decks in my meta game at all, but it would hurt how easily the opposing decks could answer them by forcing them to play bad mana rocks for their second or third turns, which is when green decks can vomit their libraries onto the table with a mana rock-less Godhand that's even more difficult to surmount without access to good mana rocks to make casting answers easier.

    The problem here seems to be treating the symptom rather than the disease and kneejerk reactions at best. Is Sol Ring really the fault of why the game was lost, or was it because someone allowed an opponent to draw a ton of fuel via Consecrated Sphinx and didn't try to do anything about it until after it was too late?


    Umm... So? The one of the two that I put up can easily be seen as more reprehensible. If your deck loses to, say, Warp World, but otherwise is very powerful, that's not necessarily bad deck design. If you complain a ton whenever someone casts Warp World, that's not really okay, but if you just go with the flow, and have a good attitude, then you will go far. Similarly, there are a decent amount of decks that die to Rest in Peace, Stranglehold, Ruination, Vandalblast, etc...

    Meanwhile, if you are relying heavily on exactly one card, that means that you are trying to make every game the exact same, and if that single card somehow gets obstructed, in any way, then you are in trouble. I mean, let's say that you have a Kiki-Jiki, Mirror-Breaker deck, with your only creature and only method of winning besides attacking with Kiki-Jiki for no more than 2, being a single Zealous Conscripts. I think it's pretty straight-forward that this person is building their deck badly, since it is ABSOLUTELY relying on a single card exclusively to win.

    As for this imaginary skew towards green... Black and red each has a decent number of three-mana or less wraths (Or effectively wraths, like Volcanic Fallout) that can deal with a lot of small creatures. White has some too. If you're worried about individual creatures, every color has solid low-cost point removal of some sort or other. Blue has countermagic in either scenario. White also has Fog effects, which can push into late game pretty well. Oh, and while we're at it... Ghostly Prison, Propaganda, Web of Inertia, and War Tax. Colorless cards like Ensnaring Bridge, Glacial Chasm, and Halls of Mist. Island Sanctuary. Orim's Chant. The Vow enchantment cycle. Peacekeeper. Yes, green decks will have a distinct advantage on mono-red decks. But what is one of the other colors that can play particularly heavy quick creatures and non-artifact accel besides green? Oh hey, red! What else? Oh, well we can hurt their ability to search their library with Aven Mindcensor, Leonin Arbiter, Shadow of Doubt, Chronic Flooding (remarkably significant), Memory Erosion, Sadistic Sacrament (You can even hit Gaea's Cradle turn 1 off of a Dark Ritual), Mesmeric Orb, Psychogenic Probe, Widespread Panic, Bitter Ordeal, Extract, Praetor's Grasp, Rootwater Thief, Seek...

    While you're at it, you can even use Sinkhole, Stone Rain, Ice Storm, Wasteland, and Strip Mine to hurt the Gaea's Cradle decks well enough, honestly. You don't even necessarily have to hit the Cradle to have them work well against that deck. If someone Strip Mine's the green deck's first land, the deck is pretty seriously delayed.

    On a side note, generally the only cards on the table for banning in terms of artifact fast mana are Sol Ring, Mana Crypt, and Mana Vault... If you really feel that those are essential to the format, as expressed earlier, you should learn how to deck-build better.

    If you're having such an issue with the green decks (by the way, Gaea's Cradle gets turned off pretty hard by wraths, land removal, and deck hate), then run answers. Plenty exist.

    Also, you use the word "god-hand." A-ha! So you admit that this shouldn't actually be happening reliably enough that no-one can deal with it ever! Yeah, if people are getting out an insurmountable board presence turn 2 even before Gaea's Cradle is out, then something is very wrong with your meta.

    As a final point after all of this jazz, I can't believe that you're complaining about Gaea's Cradle when Hermit Druid exists...
    Posted in: Commander (EDH)
  • posted a message on Does banning fast mana make for better games?
    Quote from Zygous
    Banning Sol Ring would be a huge boon to green while being the most harmful to the weakest colors, white and red.


    If banning any one card changes your game plan significantly in EDH, then you have built your deck badly and deserve what you get.
    Posted in: Commander (EDH)
  • posted a message on [[Official]] General Discussion of the Official Multiplayer Banlist
    Quote from cryogen
    Thank you. I have no problem if anyone wants to use the Legacy ban list as a springboard to discuss individual cards which should be banned in Commander, but if someone blindly wants to merge the two lists (or worse, just use the one list), I'm going to stubbornly argue it all day long.


    I would not suggest blindly merging them, but there are a lot of things on the legacy banlist for which I think banning in edh would help the format a lot.
    Posted in: Commander Rules Discussion Forum
  • posted a message on EDH Planechase Rules
    My group uses Eternities Map rules with some errata on some of the planes.
    Posted in: Commander (EDH)
  • posted a message on Does banning fast mana make for better games?
    One problem with banning all ramp is that without ramp, the games go a lot slower. I don't feel like playing games where it's:

    Turn 1

    East: Forest
    South: Breeding Pool, tapped
    West: Swamp
    North: Jwar Isle Refuge

    Turn 2

    East: Swamp
    South: Mountain
    West: Rakdos Carnarium, return swamp to hand
    North: Scrubland

    Turn 3
    East: Rupture Spire
    South: Scalding Tarn, search for island, Animar, Soul of Elements.
    West: Crumbling Necropolis
    North: Plains

    Et cetera. It suddenly becomes interesting on turn 3, because South called out his general (albeit a 1/1). Though I wouldn't be surprised if Animar was banned in the format you're proposing, so it'd probably be Riku instead. On turn 5 at the earliest.


    Why the hell would everyone's curves be starting at 3? By turn 3, decks should be starting in on their midgame, even without fast mana.
    Posted in: Commander (EDH)
  • posted a message on Bribery......what's the point anymore =(
    I've grabbed Gisela, Blade of Goldnight, Magister Sphinx, and a large variety of other things. That said, not a ton of people in my meta run Sun Titan, because unlike what seems to be the sentiment on this forum, we don't find it to be one of the best cards ever. It's strong, sure, but not "Oh, my god, why would I ever run anything over this."
    Posted in: Commander (EDH)
  • posted a message on What is the lowest number of cards you have splashed a color for?
    Quote from aDubiousNotion
    I haven't gone below 10. Less than that and I usually just end up cutting the color.


    This is my general rule for many different things, not just splashing a color.
    Posted in: Commander (EDH)
  • posted a message on Kaalia and Avacyn
    I am generally more frustrated with Kaalia into Iona. I actually have started to have somewhat of a philosophy of a hair-trigger judge call against Kaalia decks to ensure they aren't cheating with their opening hand. Also:

    Quote from Swift2210
    Please refrain from polluting these boards with rants which do not contribute to our enjoyment of the format or these boards.


    Posted in: Commander (EDH)
  • posted a message on Does banning fast mana make for better games?
    Quote from Moxnix
    I have ran as few as 29 lands and those decks win turn 2-5 most games 25 seems to low for anything I can think of if they print a few more mox anything lotus petal type cards in the future maybe but 30 is about the low end and your still playing 50 + mana sources probly backs by cmc 3 draw 7s and lots of tutors that can function as mana as well as card selection like ponder or brainstorm even then 25 just seems a little to low not that it couldn't work but it would probly not be optimal . But considering I dont use partial pars maybe 25 be good.


    I've heard of people doing as low as 21 when they are abusing partial paris; you partial down until you get the number of lands that you need for early game (generally reachable within partials down to 5), and you won't be drawing very many lands throughout the rest of the game, since you have such a low number to begin with, so you can instead have more useful stuff to draw.
    Posted in: Commander (EDH)
  • posted a message on Does banning fast mana make for better games?
    Quote from Swift2210
    Quote from osieorb18


    So play a deck with 25 lands, a low curve, and agressive partial paris.


    I don't think that's a viable strategy for the creature-based aggro/combo decks I like to play. It's not possible to build a functional 3-color creature-based deck on 25 lands in my opinion. I'd like to see a list if you have one. When I'm drawing lands late-game it's not too bad if I have a draw engine in place. Though I got two draw engines online in my last game but hit nothing useable in 10-15 cards.


    This was somewhat of a comment that partial paris enables stupid deckbuilding, though I personally do not go out of my way to advantage of that fact...

    But I do in fact a 33-land aggro deck, and I get mana-flooded a lot with that deck. I also have a 29-land deck that plays just fine, with only 6 manafacts (, three Signets, , ).

    If you do the math, it sout that partial paris rules ensure a rather absurdly high chance of drawing a specific card or a worthwhile tutor for that card: http://www.mtgsalvation.com/articles/15187-the-math-of-banning-sol-ring-in-commander

    I don't know how many people here have both played no-ban edh and studied it a decent amount, but it was found in groups that I saw it played that was actually the best card in the format, hands-down. comes second. So what do we have here? The fastest repeatable mana and the most powerful tutor in the format are the best cards one can possibly play? What a twist!
    Posted in: Commander (EDH)
  • posted a message on Does banning fast mana make for better games?
    Quote from Swift2210
    Quote from Jusstice
    Saying these are bad draws is like saying you don't like playing land. They are in your deck because you use mana to play spells. They are not sitting in your hand ****-blocking what wouldve been Rampaging Baloths. Your draw is random, and you need some balance of mana to non-mana cards to play the game. I guess everyone secretly wishes they were the player who could just play out any card with CMC equal or less than the turn count. But mana exists. These cards are just too good at producing it.


    I guess that's true, I don't like drawing and playing lands late game. At that point additional mana does not help you. But artifacts are worse to see, I'd rather have the lands


    So play a deck with 25 lands, a low curve, and agressive partial paris.
    Posted in: Commander (EDH)
  • posted a message on Is Aggro Fair?
    Quote from DirkGently
    Well firstly....holy crap is that a terrible deck. I mean honestly. There's just a ton of random, bad and badly-curved cards in there. I respect the man for his work on the format, but I would never ever ever play an EDH deck like that. God-favored general? Honestly... I really hope he just threw that pile together and didn't put any work into it.


    Yeah, that deck not only isn't an aggro deck but also is abysmal.

    I run a Geist of Saint Traft deck and find it to be quite powerful, but if I'm at a table that I expect really can't deal with a serious aggro deck, then I tone things down. But it gets infinitely more absurd on the control side. The arguably best three decks in the format are:

    Hermit Druid Combo
    Stax Control
    Hexproof Aggro-Control

    Getting rid of the Aggro presence completely removes the Scissors from the Rock-Paper-Scissors of Combo-Control-Aggro.
    Posted in: Commander (EDH)
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