I was playing my mono-red deck and my friend counters my Insurrection. On his turn he taps out to put a lethal force out. On my turn, I flashback the Recoup that was the only other card in my graveyard.
I think the best dumb plays are the ones where someone warns the offender beforehand, and they don't listen.
I was playing a combo Animar deck I had when it first came out, and I cast Glen Elendra Pranksters (with Vedalken Orrery out). There is exactly one player with counter mana up, and another buddy pleads with him to counter but he doesn't.
That guy then tries to Plague Wind on his turn with all of his mana, and in response I cast infinite Kobolds and kill everyone with Furious Assault triggers.
After the game we were talking about it:
Him: But the Pranksters is so bad, why should I care about it?
Us: Seriously, why else would I play the card unless it does something degenerate?
I had a combo Animar deck that killed with infinite creature drops and Furious Assault.
I'd definitely replace the one-drop tempo plays for cards like Sakura-Tribe Scout, Skyshroud Ranger, et al. as they stay useful after their first turn in play.
If I was writing it for maximum profitability, I would probably bring them here, at least in the first act.
Then you could have the new earthling planeswalker do the whole 'fish-out-of-water' routine.
But there are a few storylines that would be great spectacles, ROE is the first one that springs to mind.
My personal feeling is that the best EDH games feel like a good game of Cards Against Humanity or some other 'party' game.
It is simply not possible to please every contingent of Magic player who would like to play the format. I have a friend who constantly tunes his decks to the point of fun-crushing, and he is always blindsided when people decline to play against him. We had another few players who purposefully wanted to grief people, and they got bitter when they weren't allowed to play. And we also get the type of player who will rage against any spell/permanent control, and will sometimes not get invited to play.
So the key factor of the 'everyone should be able to play what they want' philosophy is that it is dependent on finding people who are willing to play against you.
I think the Norin/Confusion interaction is fine, but obviously opinions vary. It certainly seems like less of a funsuck than Cyclonic Rift..
@Jacketboi - every time I've had more creatures in these builds, the decks seem to be more predictable for my opponents. The current mix could certainly be a bit richer, but nothing really screams 'add me' at this point
@Ravynok - both solid sideboard options, I'm just not sure if they're more effective than what I currently have. I like the Nyx-Fleece Ram, but I am trying to be the beatdown which makes it a tough fit. And I am definitely not looking to go up to 5 for my curve. Fortify has basically been an MVP. It makes it very difficult to lose most combats, blanks a lot of removal, and can often steal games right out from under people. I think the key is that no one sees it coming.
@Yoshimitsu - exactly how I felt. The guys at the store were just talking it up so much, I was starting to wonder if I was missing something. Mono/heavy black strategies are typically underrepresented where I play, so that may explain the great results.
I used to have more problems with Mountain availability (at least a couple games per tourney where Chained was dead), but the Temples have cleared it right up.
My current standard deck is getting some pretty overwhelming results, and I have won the last three standard FNMs with it. What makes this a bit suspect is that the store/tournaments in question are very small (8-10 players in each event).
My playgroup keeps telling me I should go to some larger events, at which I suspect I would probably be 50/50 at best. Am I right to be skeptical that my homebrew could do well against the top-tier decks?
re: expensive lands
My current standard deck has a set of shocks/mutavaults, and they are pretty solid. I'd say that in a 4 match tourney there is at least 1 game that they win for me, which is pretty good for land. Up to you to determine if that's worth the financial burden.
Telepathy is one of the more powerful cards in most of my blue decks, but it does require some finesse. It is often as simple as pointing out the powerful cards / combo someone has developing to shift attention to the proper threats.
If you are in the wrong meta, it can backfire quickly.
I didn't play when it was in standard, but I think I would play it. In decks that want the extra information, it seems pretty strong. I think I would love it in a Sealed deck if I had enough controlly elements.
I'll second the Abundance recommendation, and also the benefits of tucking. Most of these decks fold up pretty hard without Nekusar.
In my Rune-Tail, Kitsune Ascendant deck, I run Palisade Giant for just such a matchup.
I would run Dueling Grounds in this for sure. It seems much better than the creature one you have.
Also, Open the Vaults might be solid given how many things you have. I also really like Calming Verse for asymmetrical destruction, and I almost always pack a Faith's Reward in white decks. Can be so back breaking after a wrath...
Oh, and Sterling Grove for a reasonable ability and a tutor.
I had a really mean combo Animar, Soul of Elements deck when he first came out, and I did this in the last game I played with it.
Lots of counters on Animar, people getting desperate but I had run out of cards to cast.
On my turn, I draw Weird Harvest, and cast it for a bunch.
Everyone thinks I'm insane as they cackle gleefully and pull all their best stuff.
I dump the creatures I searched for into play and then Windfall
I think the best dumb plays are the ones where someone warns the offender beforehand, and they don't listen.
I was playing a combo Animar deck I had when it first came out, and I cast Glen Elendra Pranksters (with Vedalken Orrery out). There is exactly one player with counter mana up, and another buddy pleads with him to counter but he doesn't.
That guy then tries to Plague Wind on his turn with all of his mana, and in response I cast infinite Kobolds and kill everyone with Furious Assault triggers.
After the game we were talking about it:
Him: But the Pranksters is so bad, why should I care about it?
Us: Seriously, why else would I play the card unless it does something degenerate?
I'd definitely replace the one-drop tempo plays for cards like Sakura-Tribe Scout, Skyshroud Ranger, et al. as they stay useful after their first turn in play.
I also found Citanul Hierophants to be pretty amazing for stringing plays together, and Jin-Gitaxias, Core Augur to be my best card draw.
Other than that, you probably want more cards to blow stuff up to keep opponents in check.
Then you could have the new earthling planeswalker do the whole 'fish-out-of-water' routine.
But there are a few storylines that would be great spectacles, ROE is the first one that springs to mind.
You have most of the ones I'm using. I like Reins of Power a ton, and Proteus Staff is essential.
It is simply not possible to please every contingent of Magic player who would like to play the format. I have a friend who constantly tunes his decks to the point of fun-crushing, and he is always blindsided when people decline to play against him. We had another few players who purposefully wanted to grief people, and they got bitter when they weren't allowed to play. And we also get the type of player who will rage against any spell/permanent control, and will sometimes not get invited to play.
So the key factor of the 'everyone should be able to play what they want' philosophy is that it is dependent on finding people who are willing to play against you.
I think the Norin/Confusion interaction is fine, but obviously opinions vary. It certainly seems like less of a funsuck than Cyclonic Rift..
@Jacketboi - every time I've had more creatures in these builds, the decks seem to be more predictable for my opponents. The current mix could certainly be a bit richer, but nothing really screams 'add me' at this point
@Ravynok - both solid sideboard options, I'm just not sure if they're more effective than what I currently have. I like the Nyx-Fleece Ram, but I am trying to be the beatdown which makes it a tough fit. And I am definitely not looking to go up to 5 for my curve.
Fortify has basically been an MVP. It makes it very difficult to lose most combats, blanks a lot of removal, and can often steal games right out from under people. I think the key is that no one sees it coming.
@Yoshimitsu - exactly how I felt. The guys at the store were just talking it up so much, I was starting to wonder if I was missing something. Mono/heavy black strategies are typically underrepresented where I play, so that may explain the great results.
I used to have more problems with Mountain availability (at least a couple games per tourney where Chained was dead), but the Temples have cleared it right up.
Thanks again everyone!
My playgroup keeps telling me I should go to some larger events, at which I suspect I would probably be 50/50 at best. Am I right to be skeptical that my homebrew could do well against the top-tier decks?
3x Mountain
3x Mutavault
8x Plains
4x Sacred Foundry
4x Temple of Triumph
Creatures
4x Boros Reckoner
4x Dryad Militant
3x Heliod, God of the Sun
4x Precinct Captain
4x Soldier of the Pantheon
4x Chained to the Rocks
3x Spear of Heliod
4x Boros Charm
4x Brave the Elements
4x Fortify
3x Act of Treason
4x Pithing Needle
4x Skullcrack
4x Wear // Tear
Thoughts:
Cover of Darkness - nice global evasion for your team
Shared Animosity - hit harder
Call to the Kindred - free slivers
Druids' Repository - ramp + mana fixing
Descendants' Path - more free slivers
Hibernation's End - more tutoring
Proteus Staff - toolbox good for both your field and clearing problems
Other than that, changelings can be very good.
re: expensive lands
My current standard deck has a set of shocks/mutavaults, and they are pretty solid. I'd say that in a 4 match tourney there is at least 1 game that they win for me, which is pretty good for land. Up to you to determine if that's worth the financial burden.
If you are in the wrong meta, it can backfire quickly.
I didn't play when it was in standard, but I think I would play it. In decks that want the extra information, it seems pretty strong. I think I would love it in a Sealed deck if I had enough controlly elements.
In my Rune-Tail, Kitsune Ascendant deck, I run Palisade Giant for just such a matchup.
Just the thought of Thalakos Deceiver with Mimic Vat makes me grin maniacally.
A few of the suggestions are just cards I don't have or haven't seen before. I didn't even know Preacher existed.
Thanks, and keep em coming!
This meets two major goals for me:
General
1x Rubinia Soulsinger
Creature (18)
1x Arcanis the Omnipotent
1x Archon of Justice
1x Beguiler of Wills
1x Chromeshell Crab
1x Daxos of Meletis
1x Descendant of Soramaro
1x Dominating Licid
1x Keiga, the Tide Star
1x Medomai the Ageless
1x Overbeing of Myth
1x Roil Elemental
1x Rubinia Soulsinger
1x Shapesharer
1x Soul Sculptor
1x Spawnbroker
1x Thada Adel, Acquisitor
1x Void Stalker
1x Weathered Wayfarer
Enchantment (16)
1x Abundance
1x Asceticism
1x Burgeoning
1x Chamber of Manipulation
1x Confiscate
1x Control Magic
1x Dismiss into Dream
1x Fanatical Devotion
1x Freed from the Real
1x Leyline of Anticipation
1x Martyr's Cause
1x Pemmin's Aura
1x Perilous Forays
1x Persuasion
1x Privileged Position
1x Rhystic Study
Artifact (15)
1x Ashnod's Altar
1x Azorius Signet
1x Birthing Pod
1x Cauldron of Souls
1x Chromatic Lantern
1x Cold Storage
1x Fellwar Stone
1x Mana Web
1x Phyrexian Altar
1x Proteus Staff
1x Selesnya Signet
1x Sol Ring
1x Staff of Nin
1x Thornbite Staff
1x Thran Dynamo
Sorcery (8)
1x Acquire
1x Blatant Thievery
1x Calming Verse
1x Cultivate
1x Cultural Exchange
1x Explosive Vegetation
1x Rite of Replication
1x Telemin Performance
Instant (5)
1x Desertion
1x Gather Specimens
1x Krosan Grip
1x Ray of Command
1x Reins of Power
Planeswalker (2)
1x Tamiyo, the Moon Sage
1x Venser, the Sojourner
Land (36)
1x Command Tower
1x Evolving Wilds
5x Forest
1x Glacial Fortress
1x Halimar Depths
1x High Market
1x Hinterland Harbor
9x Island
1x Lonely Sandbar
1x Mirrodin's Core
1x Mystic Gate
4x Plains
1x Skycloud Expanse
1x Sunpetal Grove
1x Temple of the False God
1x Terramorphic Expanse
1x Tranquil Thicket
1x Treva's Ruins
1x Vivid Creek
1x Vivid Grove
1x Vivid Meadow
Also, Open the Vaults might be solid given how many things you have. I also really like Calming Verse for asymmetrical destruction, and I almost always pack a Faith's Reward in white decks. Can be so back breaking after a wrath...
Oh, and Sterling Grove for a reasonable ability and a tutor.
Lots of counters on Animar, people getting desperate but I had run out of cards to cast.
On my turn, I draw Weird Harvest, and cast it for a bunch.
Everyone thinks I'm insane as they cackle gleefully and pull all their best stuff.
I dump the creatures I searched for into play and then Windfall
Not too many happy faces that day...