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  • posted a message on Breaking Splintering Wind
    Quote from Froze Over
    USe the bazaar trader to give the tokens to your opponent.


    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.

    {2}{G}: Splintering Wind deals 1 damage to target creature. Put a 1/1 green Splinter creature token onto the battlefield. It has flying and "Cumulative upkeep {G}." When it leaves the battlefield, it deals 1 damage to you and each creature you control. (At the beginning of its controller's upkeep, that player puts an age counter on it, then sacrifices it unless he or she pays its upkeep cost for each age counter on it.)


    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.
    Posted in: Casual & Multiplayer Formats
  • posted a message on Breaking Splintering Wind
    Quote from TANE
    use it with Retraced Image and Splinter


    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:

    RWG SplintersMagic OnlineOCTGN2ApprenticeBuy These Cards
    Creatures
    4 Tamanoa
    4 Vigor
    2 Purity - triple white cuts them back a bit

    Enchantments
    4 Splintering Wind
    4 Fecundity
    4 Rite of Passage - keep tamanoa alive

    Lands - 24
    1 Gaea's Cradle



    From here you can add your ramp/draw/answer package as you like; mine would be something like:


    RWG SplintersMagic OnlineOCTGN2ApprenticeBuy These Cards
    Creatures - 13
    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

    Spells - 10
    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


    Posted in: Casual & Multiplayer Formats
  • posted a message on Donald's Edric, Spymaster of Trest
    I even run mind harness in another deck (Pirates! Arrr!) and it slipped my mind for this, nice call Donald. I actually really like the card, there's always a good target in green (seedborn muse? plz and thx).

    I'm going to be making room for Chain of Vapor I've had a few problem enchantments at various points.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Doubling Season
    10/1/2005 If there are two Doubling Seasons on the battlefield, then the number of tokens or counters is four times the original number. If there are three on the battlefield, then the number of tokens or counters is eight times the original number.


    The effects are cumulative.
    Posted in: Magic Rulings Archives
  • posted a message on 2 Card Combos!
    Quote from Lathia
    Lifeline + Fleshbag Maruader


    this... doesn't do very much... Lifeline is synergistic, it brings back their creatures too.
    Posted in: Commander (EDH)
  • posted a message on [SCD][INN] Curse of Stalked Prey
    The way I see it, is that I don't care if my opponents get +1 counters, because they won't be attacking me. It also seems like a good card if someone has been picking on you, shutting you down all game, so that you can sit back and watch them collect the love.

    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.
    Posted in: Commander (EDH)
  • posted a message on [SCD][INN] Curse of Stalked Prey
    When the commender precons rolled out, I appreciated the Vow cycle, but disliked the strictness of them; I much prefered cards like Edric, Spymaster of Trest which were so much more subtle about their politics. And now we get the Curse of Stalked Prey:



    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.
    Posted in: Commander (EDH)
  • posted a message on Best Lords for a changeling deck?
    Eladamri, Lord of leaves gives forestwalk and shroud.
    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.
    Posted in: Commander (EDH)
  • posted a message on Rules? can someone help explain?
    So, first part, this still belongs in the rules forums. There's even a nice sticky about it.

    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.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Can Lord of Tresserhorn be competitive?
    Quote from hi-val
    I actually play a Lord of Tresserhorn deck, so I feel like I'm qualified to comment on this!

    No, LOT cannot be competitive. He won't win at a table featuring Zur or Jhoira or the like. The reason is this: if you want to play him, you need to play small, cheap dudes that you don't mind losing. RBU is really bad at doing this! You end up playing a lot of chaff dudes at the loss of powerful spells. You are not likely, for example, to sacrifice a Bogardan Hellkite and a Sakashima The Imposter to get LOT out.

    I play Lord in a Zombie Tribal deck, where there are enough zombies and enough synergies to make it decent. You will never make a Lord of Tresserhorn deck that actually accomplishes your goal of Tainted Striking people and killing with General damage.

    That said, he's a really good general for multiplayer; great politics with the draw, and a 10-power regenerator is a superb rattlesnake. Nobody attacks into that guy!


    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.
    Posted in: Commander (EDH)
  • posted a message on [Theme] Take what you can, give nothing back! - Ramirez Di Pietro - Deck of Piracy
    So last week, I played a game where I sadly ended up in 3rd place. Turns out Greed can be a bit painful, especially when faced later in the game with an opponent having both Seizan, perverter of truth and spiteful visions out at the same time....

    But it was still amazingly fun as I got to steal everything that hit the table! Everything.
    Posted in: Multiplayer Commander Decklists
  • posted a message on [[Primer]] Nemata, Lord of the Mana Flare
    Overrun effects are really not needed. Even if I attack you with 10 saprolings, and you block 6, you are taking 28 damage.

    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.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Share Your Hidden Gems [First post contains a master list of all Hidden Gem suggestions.]
    It's a cantrip that ignores land, reveals itself to your opponents and does a bit of damage.
    Posted in: Commander (EDH)
  • posted a message on Can Lord of Tresserhorn be competitive?
    Thats what the other 98 cards are for. You need to get him through somehow, which typically either involves giving him shadow, giving him trample (loxodon warhammer, tenza, godo's maul), making him unblockable (DISTORTION STRIKE, which was noted right above it...), among other things.

    When you play psychotic fury, it is a one hit kill, or you're an idiot.
    Posted in: Commander (EDH)
  • posted a message on Riku overshadowed Wort?
    Riku is more powerful, yes, in the sense that he has blue, and can copy creatures as well, which is extremely helpful.


    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.
    Posted in: Commander (EDH)
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