If this thread has become TL;DR for you, let me see if I can sum it up:
Some people think that the 'strategic concession' is just fine.
Some people think that it's really bad.
Neither side is likely to win the other over to their argument.
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Sheldon posted a message on Quitting the Game to Prevent Combat TriggersPosted in: Commander (EDH) -
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Sheldon posted a message on Power Creep, Local 'ban' lists, Travelling, Newer Players and You.Posted in: Commander (EDH)Quote from GundamGuyI'm not a fan of local banned lists, this is one of the areas I disagree with the RC. Never knowing if the deck you take on travel or to a tournament in another area is going to be over-powered / under-powered, follow house rules, be frowned upon etc is well just annoying.
Hitting the sweet spot is really hard to do.
This is actually the purpose of the Banned List--so that you know exactly what you're getting into when you go to an "untrusted" environment. House rules are meant for four people sitting around a kitchen table, not the city of Peoria. -
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Solemn Sim posted a message on [[Official]] Unreleased and New Card DiscussionHas anyone mentioned how nice Spelltwine will be with Talrand? That's 3 tokens in one spell. Also with Riku, if you've 5UUUUUURRRRR spare.Posted in: Commander (EDH)
And the Hellion-making land is probably OK. Sad thing you have to sacrifice it, though. - To post a comment, please login or register a new account.
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Because the link has brackets I it , the url tag thought it ended earlier than it did. Next time try putting the link in using the link button from the inline editor, or manually make a url= tag, and put the link in quotes.
Op: be cause the card has green mana symbols in the rules text, it is only accessable to commanders with green in their color identity.
Please direct even Commander-specific rules questions to the Rulings forum.
Fyi: //gatherer.wizards.com/Pages/Search/Default.aspx?action=advanced&subtype=+[%22Equipment%22">&text=+[trample]"]linky
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Why didn't you simply win off of mystical or personal tutor (personal gets sorceries, which are like instants, but less fun).
1) cast tutor, get copy.
2) copy puts reiterate on top. Cast with buyback, get copy, have lots of tutors.
3) get reset or turnabout. Make the manas, lots of them, since you have reiterate.
4) get any spell that deals damage, reiterate the **** out of it.
5) you still have a mystical tutor copy (at least) plus you have reiterate and infinite mana. You can cast every instant in your deck an infinite amount of times, if you so desire.
I'm not saying this to say your play wasn't impressive, I personally don't play infinites myself, but Melek + mystic is a one stop shop to value town. Even if it's not on the top, you tutor for mystic retrieval, get back the tutor (+ something), tutor for brainstorm, flash back retrieval to get back the tutor again, then brainstorm it on top and go to value town.
different people have different fun. My T&L deck acts a bit similar though far less powered. Blue-Red can have a lot of crazy interactions on the stack that some people enjoy, or can sometimes even enjoy watching. High powered games can also be interesting to some people, though I personally prefer longer mid-powered games without the infinites, but I can see where people appreciate a different type of challenge.
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As aDubiousNotion said, the singleton rule only pertains to cards during construction, elsewise, even our humble clones would not work.
You're absolutely free to beat people in the face with as many Essence of the Wilds and you can possibly crank out.
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Dauthi Embrace, Traitor's Clutch, and Tainted Strike.
All can practically single-handedly get a commander kill in somewhere.
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Magic is a game of resources, in no order, here are the major resources in magic:
Life, Cards, Mana, Board Presence (creature/etc).
What is green good at?
Positive and Negative Life changes. Green is secondary on life gain, and while it lacks direct damage, has overall among the highest quality of creatures (tied with white), boosting P/T while white favors better abilities.
Positive Card gain. In recent sets, green has been set up to trump black as the secondary card-draw color. Red is finally getting put into 4th place, eeking it away from being tied in last with white.
Positive and Negative Mana flow. Green is number 1 on the ramp, with every single other color having little to no capabilities of it. Whereas Red used to dominate land destruction (with white as secondary), with Mass LD as all but gone, Green has taken over the land destruction with generalized non-creature destruction capabilities (Acidic Slime, Bramble Crush), or break and boost a la Mwonvuli acid-moss. Red has seen barely any effective land destruction in ages.
Positive and Negative Board Presence. Green has some of the best capabilities to fill the board, partially through its exceptional ramp/draw, as well as its higher quality of creatures, but also sports some of the best protection spells and permanents though its dominance of shroud and hexproof, typically blue associated, find their way in global granting green enchantments (Privileged Position, Asceticism) and instants. Green has the best P/T combat tricks as well. Green also has excellent creature filtration and tutoring. Green also has the most Splurge from deck into play spells. In a negative aspect, Green also has among the best single-target non-creature destruction, and overly decent Artifact wraths and enchantment wraths, leaving Creatures the hardest permanent to deal with in green, Unless it flies, where green is then king. Given that green has the best quality of creatures, with the best combat tricks, as well as the highest count of death-touch creatures, makes this almost a non-issue for green.
In short, Green has trumped Black as the jack-of all trades color, and there is almost not a single resource green cannot both positively and negatively affect. With Cavern of Souls printed, and green's land search capabilities, not even blue's stack dominance really is a terrible issue.
Wizards, stop giving everything to green.