Indeed. Your help in making these, to say nothing of what you've done for the forum have really been a solid support for us all. We'll miss seeing you in the mod cave.
I'm glad your last mod piece made it to publication though, and that you got to talk about Ephara.
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Jan 11, 2015bobthefunny posted a message on Word of Command #4 - Engines of CommandPosted in: Articles
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Dec 3, 2014bobthefunny posted a message on Word of Command #3 - Welcoming New CommandersYour method of letting players tumble out into their own camps can be a good one when you have enough room to do it. People will naturally gravitate into the games that fit their decks' schedules.Posted in: Articles
In smaller environments where you may only have one or two pods going though, it can be a bit more difficult. Also, you then get problematic players like me who like to play across the entire spectrum.
I also believe that casual environments can provide excellent learning areas, but you have to be careful of it as well. One trap that my own group has been running into now is being too lenient on take-backs. Originally implemented to allow the newer players some freedom of thought and to help them work through what courses of actions to take. It can start to be abused into not fully thinking through a situation. An example being that one player cast Council's Judgment to remove my Commander. The second player voted for another permanent in order to set up a double exile option for player C, and player C then mistakenly selected a third permanent for more exily goodness, at which point I selected one of the other targets for my vote in order to save my Commander. Player C hadn't really thought things through (and I'd also quickly jumped the gun on my own vote, I'll admit), but we ended up rewinding that play so he could properly select his vote.
I find it helps best to properly (and as honestly as possible) represent the board state for newer players. For example, with cards with the Will of The Council, such as Council's Judgment, I find that it helps to explain to newer players what the consequence of their vote will do to the options the next player in line will be able to make. After a while, you can scale back the aid you give to after the play or game is over, that way they can learn from their own choices, but still have the benefit of a different viewpoint.
In one game, my brother should have had lethal on me since he had a pro-black creature, and he was paranoid about a Duplicant in my Chainer deck's graveyard... except that he misplayed having forgotten that Chainer would reanimate it as a black creature and opted to spread his equipments out instead. Since my brother should have known better, that was an observation I made at the end of the game (a few turns later). He has never forgotten it again.
These kinds of interactions though can really help all players improve their own levels of play. -
Nov 8, 2014bobthefunny posted a message on Word of Command #3 - Welcoming New CommandersAbsolutely! The greatest way to truly learn anything is to teach it. It really makes you get an in-depth understanding of the subject.Posted in: Articles
I'm glad you enjoyed the article. -
Sep 28, 2014bobthefunny posted a message on Word of Command #2 - KHAAAAANS!Should have been Corpsejack Menace, I guess.Posted in: Articles
Indeed, much thanks to the entire editorial staff, this wouldn't be possible without them. -
Mar 29, 2012bobthefunny posted a message on Tibor & LumiaSol Grail, while getting points for being oldschool, has never impressed me in EDH. Here are a few alternatives (some less budget than others):Posted in: Deck Compilation
Coalition Relic - the most expensive of them, but far more useful.
Phyrexian Lens - a bit painful, but may be worth the added color utility
Star Compass - the best budget alternate. Taps for either color we have; CiPT, but costs 1 less, so same net mana gain when played.
Also, do not overlook Fire diamond and Sky diamond
Also, for storm count, do you have a Frantic Search? -
Aug 22, 2011bobthefunny posted a message on Being a substitute teacher is no substitute to teachingTeachers have been cut, this means there are less teachers that are teaching to get sick; this also means there are more teachers now looking for work, and thereby more substitutes looking for work.Posted in: Stoogeslap Blog
A full time teacher's resume will look better when a school is looking for a sub, so they'll be called in first. - To post a comment, please login or register a new account.
Same as with confusion in the ranks, this doesn't work. The Splintering Wind does the damage whenever the token leaves play, and the 'you' refers to the person controlling the splintering wind.
Note the period after the text saying the token has a cumulative upkeep and flying, that is all the token gets. The next line then applies to the splintering wind. When the token leaves the battlefield, the token does 1 damage to the controller of the wind, and each creature the controller of the wind controls.
Does not work. Retraced image puts the card in play. There is a difference to playing it.
If you want an infinite combo, your usual pieces of mana echoes and earthcraft can work here.
The humility route is another way, and kill all the opposition.
The Tamanoa / Purity / Vigor route is another.
I used to run a version with Confusion in the Ranks, but have recently learned this is a bombo, as the wind itself does the damage (curse that period in the rules text!): old rules post
You could try something like this:
4 Tamanoa
4 Vigor
2 Purity - triple white cuts them back a bit
4 Splintering Wind
4 Fecundity
4 Rite of Passage - keep tamanoa alive
1 Gaea's Cradle
From here you can add your ramp/draw/answer package as you like; mine would be something like:
4 Tamanoa
4 Vigor
2 Woodfall Primus - answer, vigor and rite of passage play nice with persist
2 Purity
Enchantments - 14
4 Splintering Wind
4 Fecundity
4 Overabundance - accel/killcon
2 Rite of Passage - keep tamanoa alive
4 Wrath of God
2 Krosan Grip
4 crop rotation
Lands - 24
1 Gaea's Cradle
1 Thawing Glaciers
1 Deserted temple
3 Selesnya Sanctuary
1 boros garrison
3 gruul turf
6 forest
4 plains
4 mountain
I'm going to be making room for Chain of Vapor I've had a few problem enchantments at various points.
The effects are cumulative.
this... doesn't do very much... Lifeline is synergistic, it brings back their creatures too.
Red also has a fair number of wrath effects to clean up afterward, although white does that bit better.
I suppose that I should add my philosophy on giving people choices.
Cards like moat deny your opponents the opportunity to hit you. It's a great defensive card, the player will resent the inability to hit you, even if he wasn't going to hit you to begin with, because you have taken that choice away. If it ever goes away, you may be smacked just on principal, or as a retaliatory, 'better do this while I can'. Think also of Sygg, River Cutthroat as people will mark you a target, just so you on't gain advantage on their actions.
Cards like Edric (when not your general, threat issues there) give your opponents a positive reinforcement for going elsewhere; so long as you are not overly threatening, it does the exact same as moat, nobody is hitting you. The end difference being though, that people will like you for it.
How does everyone feel about this? Do you think the +1/+1 counters make a strong enough incentive to mark someone else for death? Or do you think that singling someone out for pain makes you too much of a target (especially for that guy, who can't hit himself for counters, and may have a reason to dislike you)?
Red's not much of a power color in EDH, and I don't have a lot of decks running it, but I can't wait to try it out.
Lord of atlantis gives islandwalk and +1.
There are a few other mefolk that work well too:
merfolk sovreign for +1 and evasion
merrow reejery for untappiness fun
Sygg, river guide for protection
Recursion
Wirewood Symbiote Will return your "elves" to hand for saving and for more blowuppy shennanigans.
Horde of notions lets you play "elementals" from your graveyard.
Haakon, Stromgald Scourge lets you play knight cards.
Theres a zombie that gives +1 and returns zombies from graveyard to hand.
Immaculate Magistrate can make something big.
bramblewood paragon gives things +1 counters and trample.
all of the harbingers can tutor up more stuff.
Theres also a Mistform Ultimus deck in the decklists that has a lot of good blue lords.
1) Numot, multiple targets:
Answer: There is nothing restricting you to targetting the player you hit, so yes, you may target other people's lands with his ability, including your own.
2) Extra Legends in EDH
Answer: There is no rule about having non-general legends in your deck, In fact, this is what makes Captain Sisay such a powerful general.
3) Day of Judgement + tuk tuk
Answer: Yes, everything will die (unless regenerated or indestructible) and you will get a 5/5 token.
4) World slayer + tuk tuk
Answer: Worldslayer will destroy all non-worldslayer permanents, this would include Tuk Tuk. When he dies, you would put a 5/5 token into play, which is a new creature and will not have the worldslayer equipped. You may then proceed to beat face.
5) Day of Judgement + shroud/hexproof.
Answer: Shroud and Hexproof prevent your creatures from being targetted. Day of Judgement does not target. Shroud and Hexproof would offer no protection from day of judgement.
6) Regeneration + Day of Judgement + reverberate.
Answer: Day of Judgement Destroys a creature, regenteration will indeed save it from this. Reverberating a Day of Judgement will put another copy of the spell on the stack, if the person is able to pay the cost of regeneration more than once, they will be able to regenerate through each copy, however if they do not regenerate for each copy, the creature will be destroyed.
Keep in mind that reverberating a Day of Judgement has adverse effects on your Tuk Tuk plans. The first copy would resolve, kill Tuk Tuk, who would then put a token onto the battlefield, then the second (the original) would resolve and kill off the token.
Funny that, my brother runs a tresserhorn deck. It does win with tainted strike, distortion strike, and psychotic fury.
Clearly, there is more than one way to skin a cat.
But it was still amazingly fun as I got to steal everything that hit the table! Everything.
And I routinely have more than 10 saprolings when I go for the kill.
In honesty, the deck pulls out enough mana that replaying Nemata is not a problem, and my early game creatures are there to help defend and ramp. I actually want wraths to go off, as they buy me time to explode.
EDIT: To be honest, he actually used to be in the deck, and when I was beginning, I was considering making him my general.
When you play psychotic fury, it is a one hit kill, or you're an idiot.
Wort still does have some positives though:
1) 2 color vs. 3: Gives a more stable mana base, and keeps the deck for focused.
2) No extra mana needed to copy a spell: Riku essentially adds 2 to the cost of every spell. This means you need more land for him, and he spends a bit more time ramping. His threats come out a bit slower as well.
3) Threat. Now that Riku is out, people regard Wort as being a worse copy. People seem to have forgotten that there were rather competitive builds around her already, abusing things like plow under, and any spell that has the three magic words: "Draw a card." on it.
Since Wort can only copy spells, this also helps her remain more focused and allows more cards that have direct synergy with playing fewer card types like holistic wisdom.
Riku has a different set of advantages:
1) comes out a bit faster.
2) Has blue, this means more protection and more draw effects.
3) can copy creatures, this means you can abuse more ETB effects, and have direct visible threats. This can be a 2 edged sword though, as it draws more fire.