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.
A 1 in 4 chance at him flipping does not really excite me.
I think we'll see it more in standard for the turn 1 creature, then hold on counters for the rest of the game. It'll make a very boring decklist.
I'm going to guestimate on my list. I run about 10 counters, 4 time effects, 2 recursion and snap. That's a 17% chance.
With things I've likely forgotten (GSZ), and factoring in deck thinning with sac lands, its probably around a 20% chance, give or take. 1/5 isn't good odds.
As far as vanishing, I really like the card. It does a LOT in a lot of situations. I'd say try it. It certainly stops any direct removal on him, and is essentially a reusable counter in that way.
Ekundu Cyclops
Wolverine Pack
graxiplon! It's a blue beast! //gatherer.wizards.com/Pages/Search/Default.aspx?action=advanced&color=+[U">&subtype=+[%22Beast%22]"]there are actually a few
Sakashima the imposter (it's a rogue that copies abilities) / experiment kraj (a mutant that gains abilities) / Quicksilver Elemental
rampart crawler (conversely, here's a //gatherer.wizards.com/Pages/Search/Default.aspx?action=advanced&text=+[shadow">&color=+[B]"]list of black shadow creatures and here's a //gatherer.wizards.com/Pages/Search/Default.aspx?action=advanced&color=+[B">&text=+[unblockable]"]list of black unblockables.
ecape artist
diamond faerie
Memnarch
clone
sabertooth alleycat
This doesn't actually work very well, your copy will go on top of their timestretch, giving you two turns after their turn. Then their stretch resolves, giving them 2 turns before your two turns. At this point you are tapped out (probably) and they get to go infinite or whatever. Your turns are still qued up, but only after the jerk is done jerking off.
Now, a Wild ricochet on a time stretch! That is some sexy business.
Animar and man-o-war can probably do similar.
Your analysis is incorrect; The General will move command zones, if it is there. If it's in the Library, it stays in the Library for the Sub Game, if it's in play/graveyard/exiled, it stays where it is in the Main Game.
If the general is in the Command Zone at the end of a sub game, it moves up to the command zone in the higher game, if it is anywhere else, like say, in play beating you up, it gets shuffled back into its owners library at the end.
Because White needed another Tuck Effect.
Also, if you run Eldrazi Monument the tombstone zombies don't get destroyed at end of turn, so you start amassing an army quickly.
Desert Twister
Naturalize
etc...
A good example of mine is my Nemata, Grove Guardian deck. Nemata is an expensive general, with a fairly expensive ability, that you want to use a lot. So I built the deck around lots of ways of getting mana, and then a few ways to use it other than my general. Once that was in, I noticed a large weakness to air, so a bit of patchwork later and I am rather happy with how the deck sits. There's still room for improvement, but it's mostly minor tweaks at this point.
This used to be a favored card of mine for combo enabling with faceless butcher, wormfang drake and the like when I was playing constructed, but I stopped using it for EDH due to it's symmetrical nature.
I had recently been looking to revamp my Riku deck into a more creature/ETB type of action, and began to take a second look at it's strengths:
1) combo enabler: A faceless butcher becomes a one-sided wrath, or infinitely recurs your ETB creatures. (champion creatures/wormfang drake also recur your ETB infinitely)
2) prevents generals from being played. (a strong theme in my Riku deck with clones)
3) abuses any creature you play.
weaknesses:
1) Symmetrical.
2) If you have other token copy effects, kill spells can take out large swaths of your army.
How do other people feel? Does giving your opponents free token copies outweigh the potential strengths of the card?
+Skull of Orm - on theme (treasure/skull, the dark version) and nice to return my controls.
-Gorvern the Guildless - Pirates don't care if you're in a guild!
Upcomming Changes:
Night Dealings Has got to find a spot in this deck now. I mean, really? THEFT counters? That is awesome!
Also, I have no idea how Coastal Piracy got overlooked.
+Night Dealings
+Coastal Piracy
+Wrexial, the Risen Deep
-Krovikan Whispers
-Captivating Glance - cool and political, as you can shuffle a creature around the board... but...
-Star Compass - We only need one compass, and the Mystical Compass is clearly superior!