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  • 2

    posted a message on Sheldon's Thoughts on infinite combos
    Quote from Dunharrow »
    This makes no sense. The ethos of Commander is 'build casual, play competitive'. You don't put combos in your deck and not play them. It makes the game worthless.

    Assuming you're directing this at "T"'s last sentence, I think what that commenter is saying (and I could be wrong) is that they don't take issue with people playing their combo on turn 5 if they have it, but the reason they are combing off on turn 5 is because they're actively tutoring and digging for those pieces.

    If by turn 5 I just happen to have my combo in hand without even trying and I go for it and no one has the answer, then cool whatever, that was a nut draw and we can shuffle up again and play a new one. But if the lead up to that turn 5 was turn 1 Vampiric Tutor turn 2 Demonic Tutor, and a sequence similar to this is happening every other game, then that's a problem.

    If a deck has the ability to reliably assemble and deploy the pieces of a 2-3 card combo in the early turns of the game, that deck in my mind would cease to be "built casually". At that point the deck is just a combo deck, and the homogenization of all decks and strategies into combo decks is probably part of what Sheldon is objecting to as well.
    Posted in: Commander (EDH)
  • 1

    posted a message on [[Official]] Unreleased and New Card Discussion
    I'm not seeing how he's unfocused.

    He's obviously meant to support a token deck that uses Bloodghast and Ophiomancer and friends to fill its hand with cards and shrink down enemy creatures with counters, and then uses its full hand to discard to proliferate and shrink down those creatures till they're dead, freeing the way for the rest of Yawgmoth's creatures to attack. You can even run cards like Drana, Liberator of Malakir, Necropolis Regent, and Unspeakable Symbol to pump up your tokens, and then proliferate those counters to pump them further.

    Black Market, Spawning Pit, Yahenni, Undying Partisan, Smokestack ... there's a number of artistocrat and even stax-type cards that Yawgmoth's proliferate works very well with. Really though, all you need is tokens and repeatably resurrecting creatures since the combination of card draw + mass -1/-1 counter distribution + discarding cards to kill those creatures en masse is already strong, even ignoring the further synergies he enables.
    Posted in: Commander (EDH)
  • 1

    posted a message on What stories have stayed with you over the test of time?
    I've got 3 that come to me right away. Part of what's memorable about the first two is they both involve either me or my opponent eating our own words.

    One was a game with my Nin, the Pain Artist Erratic Explosion deck playing a casual pickup 1v1 game against a stranger's Angus Mackenzie Superfriends deck. I was able to burn most of his walkers out, but he's managed to stick a Jace of one sort and an Ajani of another while I've just got a Psychosis Crawler and a lot of mana. I'm mostly untouched and he's at 19. We've both been holding up our mana representing counterspells for a turn or two, but on his next turn he decides to go for it. He casts Time Warp and tries to Twincast it with both his walkers nearing ultimate, still with plenty of mana untapped. I decide to go for it as well. I cast Brainstorm, which he lets resolve, pinging him down to 16 with Psychosis Crawler. I then cast Riddle of Lightning targeting him, and I'm ready for the counter war, but instead he responds with these words: "I mean, it's not like that'll kill me."

    No need to scry: I just flip over Draco. We're both laughing like madmen.

    A second story was another 1v1 game, this time against a friend (my decks are all built for multiplayer, but the unique, memorable moments only seem to happen in 1v1). He asks if I've got a deck that's more midrange in competitiveness to play against his newly built Vaevictis Asmadi, the Dire tokens deck, so I pull out my own newly built Reyhan, Last of the Abzan+Ikra Shidiqi, the Usurper deck. I tell him it's mostly just a goodstuffish big value dudes + removal deck with some +1/+1 counter and lifegain synergies, but it's a slow deck with no infinite combos or super mean cards and it shouldn't kill you out of nowhere.

    Of course, I kill him on turn 4. We're back to standard of a year ago with turn 2 Winding Constrictor into turn 3 Walking Ballista (killing his Llanowar Elves) and then turn 4 I play Unspeakable Symbol. I'm at 38 from fetchlands and don't believe in half measures, so I pay 36 life into the Symbol to put 24 counters on my 1/1 Ballista making it a 25/25, then remove 2 counters to kill his only blocker, Falkenrath Noble (which drains me down to 1). I attack with both for 25, then remove 23 counters to ping him for an unnecessary amount of overkill. Pretty incredible first game for the deck, pretty bad look for me when I follow up "shouldn't kill you out of nowhere" with that godhand.

    My last memorable story is a story (or rather, an entire game) I've already posted years ago in the "Crazy Plays" thread, but the fact that it's the only "crazy play" I've deemed "crazy" enough to post in that thread should indicate just how memorable it is to me. It's a bit long as it's condensing an intense 9-10 turn 2HG game, but it's a pretty wild ride if I may say so. Spoiler'd to avoid making this post into a giant wall of text:

    Quote from Stapler »
    Had a fairly epic game last Friday where every time I untapped, I thought there was no way I was going to untap again. There is no one "crazy play" here; it's just a series of neat plays that were enough to overcome a massive early game disadvantage.


    It was a 2-headed giant game with me piloting a Nin, the Pain Artist Erratic Explosion-based deck paired up with a Malfegor deck (which looked like it did Malfegor things) against a generic Nahiri, the Lithomancer deck teamed up with goodstuff The Mimeoplasm running a bunch of 2-card combos. We are immediately put on the back foot at they both draw Sol Rings very early and start ramping up mana and putting down threats. Mimeoplasm copies a Triskelion that gets milled with Dreamborn Muse to shoot down my general as well as one of Malfegor's creatures. Meanwhile, we are both having slow draws with only a couple removal spells to help stabalize, where the most impactful cards on our side of the board are my Scroll Rack and suspended Reality Strobe along with Malfegor's Bottled Cloister. It culminates to the point where they attack with 2 creatures each, with Nahiri using Jazal Goldmane to give itself and a Stonehewer Giant +4/+4, and the giant fetching Loxodon Warhammer to deal us 25 damage in one swing, which put us down to 1, and our opponents up to 51. It is turn 5.

    At this point, I am forced to pull the trigger on the Temporal Mastery in my hand (which I use Scroll Rack to set up). This gives us a turn where I am able to drop Pyromancer's Goggles and Malfegor plays Sarkhan the Mad, which sets up for next turn, where I get to remove the last counter on Reality Strobe to bounce Plasm's Golgari Rot Farm to stifle his mana development (which ended up being crucial), where I use Goggles to cast Riddle of Lightning killing off 2 of our opponent's creatures, and where Malfegor uses Zealous Conscripts to steal the Stonehewer Giant that had the Loxodon Warhammer to put us back up to 8 and to give ourselves a dragon by killing the Giant with Sarkhan's -2 (though we go down to 7 life after a cracked fetchland).

    Mimeoplasm tries to come down, but I am ready with Traumatic Visions (heh), and next turn I ease some of our pain by finding and cracking a Relic of Progenitus. Nahiri makes things difficult for us by coming down and grabbing an Argentum Armor that was milled by Dreamborn Muse (which has still been milling everyone), and we have neither artifact nor creature removal handy, but we luckily have the next best thing. Malfegor plays Molten Primordial to steal the token equipped with Armor, and I use Vesuvan Shapeshifter to copy Zealous Conscripts to steal the Argentum Armor, enabling us to use Armor to destroy itself (if I didn't steal it, Nahiri would get the trigger). Malfegor also plays Withered Wretch, getting rid of Nahiri's equipment and most of Plasm's scary graveyard stuff. We also used Molten Primordial to steal and subsequently dragonify Melira, Sylvok Outcast, which was very lucky for us as Plasm's next play is Woodfall Primus with a Greater Good on board (Primus hits Bottled Cloister). We even deal with the Primus without much trouble, as we play Malfegor to wipe their board and use Wretch to exile Primus in response to Persist (Plasm forgot about the trick and didn't sac Primus to Greater Good, thinking he'd get it back).

    The next few turns have us gaining traction, with Malfegor drawing more cards off of Sarkhan and my Reality Strobe bouncing Golgari Rot Farm a second time (Plasm hasn't ever gotten past 8 mana), till finally we get smacked down yet again by an overloaded Cyclonic Rift, with a 3/3 flier equipped with Warhammer putting us back down to 1 once more. At first it looks like we won't be able to get rid of the trampling flying creature due to Malfegor's mana constraints thanks to Rift bouncing his mana rocks, but I find the line: Malfegor plays Sol Ring, taps it to cast Zealous Conscripts, then uses Conscripts to untap it. With Conscripts in play, I can use Vesuvan Shapeshifter to copy Conscripts, stealing our opponent's Warhammer'd up creature. Finally, after attacking and getting a life buffer, Malfegor has exactly enough mana to play Sarkhan and kill the creature I stole, giving me a dragon. At this point, because we've dealt our opponents so much damage from stolen creatures and dragons, and because our opponents know exactly what cards are in our hand that got bounced from the Rift (Molten Primordial most notably), they both scoop.

    tl;dr: One is not zero.
    Posted in: Commander (EDH)
  • 1

    posted a message on Infinite combos and strong synergies - now under new management
    Ral, Storm Conduit's -2 ability is the link you are missing, I believe. Use the -2, then cast Doublecast, causing Ral's delayed trigger from the -2 to trigger, copying Doublecast. Let just that copy resolve, then cast any Fork variant targeting the original Doublecast still on the stack. The delayed trigger from the copied and resolved Doublecast will trigger, doubling your Fork, which you use to copy the Fork still on the stack, resulting in infinite copies and Ral triggers.

    EDIT: Howl of the Horde would be another Doublecast effect to run for the sake of redundancy.
    Posted in: Commander (EDH)
  • 1

    posted a message on Zur and Rebels (Lin Sivvi's Crew) for Toolbox Control (Spicy Brew)
    I stumbled upon this decklist and fell in love, and I am probably going to build my own take on it. I have two cards to suggest (that weren't suggested here or in the Lets Brew, AFAIK).

    Timestream Navigator, with the Adaptation+Rebel combo the deck is built around, is sort of a 1-slot "I win" card that can end games where Elesh Norn beats can't get there. EOT fetch her out with at least 9 other permanents (for the city's blessing), untap, spend the 4 to take an extra turn and put her back in the deck, then fetch her out again so she isn't summoning sick on your extra turn. This probably taps you out, but eventually you'll draw lands and be able to cast creatures to attack, assuming Zur can't just poke them to death. As a small bonus, she's a wizard to sac to Voidmage Prodigy if you can't get any of the other options. It's maybe a little against the spirit of the deck, as essentially it changes the gameplan from "control the board" to "get to 8+ mana with Adaptaion+Rebel tutor+potential counter backup", but its still pretty janky and is an option in a meta where the wincon outlined in the OP just isn't realistic.

    Yet another wizard, Spellseeker is sort of a catchall answer for anything via a Rebel tutor at instant speed provided you have the mana to cast what she tutors for and can make room in the deck for a small spell toolbox. She can get a counterspell, a removal spell like Swords, a bounce spell like Rift (or you can grab it to use it as a boardwipe), an actual boardwipe like Black Sun's Zenith or Martial Coup, or another tutor for something like a crucial enchantment or artifact if Zur is offline (so you're tutoring for a tutor in order to tutor ...). If you've already used/tutored for all the effects in your deck that can do what you need in the moment (i.e. Voidmage Prodigy and Spell Queller got killed so you don't have any counterspell creatures at the CMC 3 slot) it acts as a flex slot for all of them. It's also just a good card to play on curve to grab a Demonic Tutor for a Rebel searcher, increasing your consistency of assembling the toolbox. My version of the deck is also going to try a larger Wizard subtheme, with Patron Wizard as a surprise, repeatable Force Spike and Snapcaster Mage performing a similar role to Spellseeker while also benefiting from the more diverse spell selection I'll be playing.
    Posted in: Multiplayer Commander Decklists
  • 1

    posted a message on Yuriko, The Tiger's Shadow: Your 2 mana Hydra Omnivore (that draws you cards)
    The Scuttler-Warp-Yuriko combo is actually only 9 mana to start, provided you already have Time Warp and Scuttler in hand and hit both your land drops for the next two extra turns. On 9 mana is Time Warp + Vexing Scuttler (saccing Yuriko) recurring Time Warp, on 10 mana is Time Warp + 5 mana you can spend removing blockers or drawing cards to hit land drops, on 11 mana is Ninjutsu back Scuttler with Yuriko, sac Yuriko to Scuttler getting Warp, play Warp.
    Posted in: Multiplayer Commander Decklists
  • 1

    posted a message on Yuriko, Eldrazi's Shadow (Let's Brew)!
    Quote from thomeyis »

    Edit: I'd like to note that Exploit cards work very well with Yuriko, because you can always get her back for two mana. I don't know if any of them are worth playing, but the synergy is there.


    In the same vein, Emerge is a mechanic that pulls triple duty with Yuriko, giving you a way to sac her to let her Ninjutsu again, they are all ETB guys to recur, and they're all 7+ mana bombs to hit off Yuriko that really only cost 4 or so.

    Of the available options, Elder Deep-Fiend, Distended Mindbender, and Vexing Scuttler (can't link, on mobile :/) all seem playable, with Wretched Gryff being a serviceable draw engine that I think is too inefficient.

    Deep-Fiend taps down blockers for your Ninjas while keeping big attackers off your back, Mindbender can pick apart the hand of whoever you think is threatening you, and Scuttler fits with the Warp recursion theme, making an infinite, though expensive 11 mana combo with Yoriko: cast Time Warp, sac Yoriko to Scuttler getting Warp, on your next turn attack unblocked with Scuttler (Key to the City etc) to Ninjutsu Scuttler back with Yuriko, go back to step 1.
    Posted in: Commander (EDH)
  • 1

    posted a message on 6/29 spoilers from the Mothership - Tokens (No more new eternalize creatures), Hour of Devastation
    Quote from Flamebuster »
    Quote from flappy »
    Is this the first time a card has the same name as the set it's printed in?


    And Coldsnap to some degree.
    All but Conflux weren't printed in their named sets, though.

    And don't forget Morningtide.
    Posted in: The Rumor Mill
  • 1

    posted a message on Unesh, Criosphinx Sovereign (Let's Brew)
    While it's nice to finally have a good Sphinx Lord, I dread playing against it. Having to resolve multiple FoF triggers each turn is going to make turns take forever to resolve.
    I was goldfishing with an Unesh list I made when I realized my best play for my turn was casting Rite of Replication on my Unesh.

    That is thirty FoF triggers.

    I imagine most opponents would concede once I tell them I have Ulamog in the deck.
    Posted in: Commander (EDH)
  • 4

    posted a message on MTGGoldfish spoilers: Hate cards
    This and Phyrexian Unlife makes you invincible! ... Until they remove one of your enchantments that is heh.
    Posted in: The Rumor Mill
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