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.
also: tainted strike and psychotic fury for the 1 shot kills.
At one point I had been considering time of need as I was running Azusa in the deck, and had a problem with tuck, but with Azusa out, it's an otherwise dead card.
Green Sun's Zenith would be by far the best one to consider, as now that I have Keeper of Progenitus, it could serve as an enabler to a mana flare. I could also add in Dryad Arbor at that point as the only flare effect that would not affect her is the Gauntlet of Power; the problem I have with her is that outside of GSZ she's just a land that's easier to kill in this deck.
I don't run nearly enough creatures for fauna shaman, survival of the fittest, or birthing pod.
And the biggest problem with most, even if they are an unconditional tutor is that I have nothing else I really want to get with them.
Scratch all that: I just recalled a lot of my removal is currently creature based, for some reason I had completely put them out of my mind. I still don't think that survival of the fittest has any room to play here, but Green Sun's Zenith and other direct tutors may yet have a role. GSZ at the least.
I may also need to add reclaim effects like eternal witness back into the deck. They came out a while back when GY hate was exceedingly rampant in my meta and they got replaced by straight up card draw. Praetor's Councel snuck back in, but it may be time to add the witness back in as well.
+ Green Sun's Zenith
+ Eternal Witness
+ Predator's Flagship
+ Doubling Cube
+ Dryad Arbor
- Forest - Dryad
- Sylvok Lifestaff - GSZ - can just get my warden now.
- Orochi Hatchery - E.Witness - GSZ can fulfill his role as well
- Baru, Fist of Krosa - Doubling Cube
- Gloomwidow's Feast - Predator
are looking like my proposed changes for now, I'll lay the deck out tonight and see how it looks.
Everflowing Chalice may also need to come out. While it has been helpful, I feel in the heavy mana situations its a win more that hearstone would better fulfill, and in the early game, its simply a worse sol ring.
Despite it also raising my curve, and my personal philosophy on him, Prime Time may actually make it into the deck.
Using it as a pseudo haste doesn't work very well. You can stock spells behind it you don't want to discard (vs. a mass discard deck like nath), but its really not an optimal use, and I would rather steal his spells and rip his hand right back.
To play something involves putting it on the stack and paying all costs. In this case, 6. (on top of the 4 to give it pseudo flash).
For examples, see spelljack and Intet, the Dreamer which both explicitly say being able to play without paying the mana cost, and praetor's grasp and Thada Adel, Acquisitor which do not.
The Acid web spider still feels like a weak link, but I like how it kills sword of feast and famine (as well as greaves and other pesky annoyances), which is fairly prevalent in my meta, so it doesn't get axed quite yet.
Sadly, the sylvok lifestaff has not really played out well for me. It was added in to help the deck stay around and recoup some damage taken in the early game, but honestly has just not provided enough incentive to use. While not settled yet, I think this will be the card removed for doubling cube.
If you really want the flying protection though, my Nemata Deck (in sig) has been modified to be able to survive the flyer onslaught.
The Nighthawk is a a valid target for its only longbow-given ability and could target itself. The deathtouch would apply to it like any other creature, and it would die. On dying Death Pact would trigger and your opponent would have to sacrifice a creature.
If someone did play one, I would simply scoop the mini game and treat it as a sorcery that says all other players lose half their life. As far as spells in EDH go, thats not even that terribly broken.
I like the theme of the deck though in general.
This is an issue of deckbuilding, if you aren't going to have the same mana generation as a green player, you probably shouldn't use the same mana curve. There are many efficient threats available.
The direct counter argument to your argument would be, all that land does you no good if you don't have anything to play with it. Also, keep in mind that those ramp spells cost you card as well; this ties in to cards being one of the most important resources in Magic, you alluded to it as well that many non green decks run more mana sources, and as such have less threat cards.
This is important because the value of a card to you is higher than it is to me. Conversely the value of mana to me is higher, as I will have less of it, and must use it more efficiently. Every ramp spell you draw is a non-threat card; every draw spell I get can be a multiple threat card (as well as getting more mana, I am simply more limited in how many I play a turn).
Card draw also scales better as a game progresses. Mana ramp is most useful at the beginning of a game, to get to your desired curve faster. It is about tempo. As the game progresses, anything past your target point is essentially useless, any land you cannot use has zero value.
For card draw, you have less mana early game, and such have less things you can do. As such you play fewer spells, which means you play fewer card draw spells. As the game progresses, your mana, through card draw turns into more threats, more mana, and more card draw. It is a self enabling process that enables you to use the most of all your available resources: in this case mana and cards. Finding the correct balance of card draw (such that you are not simply using card draw to draw into more card draw) is the challenge of deck building, to balance the usage of your resources to the best potential.
This is why direct color vs color comparisons don't work; most EDH decks are multiple color, so really the debate is more of, "what theme helps a deck more." My answer, for the reasons I have stated, is card advantage, specifically quantity over quality; when you get down to it, blue is the color most associated with card advantage, and especially the quantity of it.
This is similar to card quality, which is similar to tutoring, which is an extra mana tax to have the highest card quality possible. This mindset can be seen in the card sensei's divining top which is a very popular card in many EDH decks. My general point is that while card quality is good (many top tier decks run black for specifically that, and most casual decks run black and thus have access to good card quality), card quantity is better.
Essentially, while the focus of my post was Draw specifically, what it generally comes down to is card advantage is simply the most important thing in the game, and when you examine the colors for which can provide the most to card advantage, it is blue.
An extreme example of what I meant for be - using boomerang and counter spell would typically be viewed as a terrible 2 for 1 play, and it is, but if you have enough card draw that the number of cards that you expend is meaningless, then the idea of a 2for1 becomes meaningless in that situation and you can actually make plays like that if needed.
Perhaps putting those together was my fault. I meant for those statements to be taken separately. From what I have understood the most cometitive generals (in no order) are:
5color combo, sharumm, azusa, zur, (tier 2, uril, rasputin, etc.).
From the lists of those that I have seen, more of them have blue than any other color (followed by black). I believe this goes more for the strengths or the colors in that card draw, disruption, and control (blue) and tutoring (black) are most valuable at the competitive level where the combo field is stronger. This can be a very skewed list as the general's abilities themselves play a large factor, as much or more than their colors.
The second line was more for the strength of colors on a more casual front, from the masses. Black seems to have taken over, but blue remains almost tied at the forefront. I believe this ties into a longer games need to be able to recover from wipes and maintain threats and options. This testifies to the fortitude of recursion (black) and the strength of card draw (blue, with black in second place) which are both forms of card advantage. Even most other generalizations of this format (Advocacy of using sweepers instead of single target removal) tend to be decisions based on card advantage, and blue is simply the crown of CA, perhaps not every form of CA, but in general.
These statistics are often skewed by personal playstyle though, most people want to be the guy that gets to smash things, and DO stuff. Black and Green drop big threats fast, green gets you mana to be able to do MORE, and blue gives you card draw to just HAVE more stuff, as well as giving you instants and flash so you can do stuff on other peoples turns.
I really think the white is the most undervalued color in EDH, just on its strength of surviving and holding on, especially in casual. Casual games tend to be longer, and reward players who tend to be more retaliatory, who wait things out, and who survive. White is very good at this, but it is a very passive game style, which I would never have the patience for.
White is bad at all of that. What white has is staying power. White has creatures that simply survive. It doesn't care about replenishing threats after a wipe, because its stuff never went away. And if you attack a white player, you can go dig it back up, or you just gained some life, or the white player kindly asks you to stop attacking him. White is a very political color, and is very good at surviving and just staying in the game, and then can take the last contender on head to head.
White would lose in a removal war, for the points I raised in why I think blue is the strongest color, but it doesn't have to win. Yeah, if enough people attack the white player, they'll run out of answers. But no one wants to be the one to eat up the answers.
For me, the most important thing I consider when building a deck is card draw. In this format, and multiplayer in general where you are at inherrent card disadvantage as you are drawing only 1 card to your opponents four, card quantity is far more important than quality. No matter how sweeping your effects, you will always lose on the recovery as your opponents will still have 4 times the recovery that you do.
Card Draw is simply the most important thing in any deck building for me. The quality of my threats (green's big creatures or blacks pick) and the best advantage (x for 1 removals, etc) are worthless if you cannot keep up with the number of threats an opponent has.
Example: If I have a deck full of 3 for 1 removal spells, it does me no good if my opponent draws four threats for every removal that I draw. Card Draw aids in recovery of board wipes, or replacement of threats that are destroyed.
Example 2: z is a problem. If I have a removal spell that deals with x and y, it does me no good against z. If I have a tutor, I can get the answer for z, but then I am screwed by y, that drops later. If I have 3 removal spells that respectively deal with x, y, and z, I am covered, despite each individual card being worse. Card draw maintains options better than any other ability
Summary: Card draw enables you to maintain a good number of threat in hand. This means developing a good board presence, recovering from the loss of that board presence, and maintaining answers to any threat.
Every color has good card draw, every color has individual cards that are amazing card draw (Necropotence, greater good), every color has access to good card draw at the artifact level (Mind's Eye But in the average level of card advantage, and in drawing cards without another effect or conditional clause, Blue is the undisputed winner.
Even if Blue's threats or answers are less powerful, blue will make up for it by having more of it.
Whenever I build a deck that is not blue, my biggest problem is finding ways to get card draw into it. When playing blue, I rarely have any issue in factoring in the strength of a threat. With that much CA, threats make themselves.
There is no coincidence that among the most competitive generals, blue is the most prevalent color. In our own forum here is a Comprehensive Deck Guide where black and blue are the most prevalent colors (blue appears to have been surpassed! but not by green...).
Having a better threat is irrelevant, when every other player will be looking to answer it. Having a better answer is irrelevant when every other player will be dropping threats again afterward. Having the ability to always answer and retaliate is what is needed.
(for curiosity, my importance of stuff for EDh is Draw - Ramp - Threats, the draw lets me get ramp, which lets me draw more, which gets me more threats, which I can play more of, because I ramped.)
Sadly it doesn't. Kaalia has a triggered ability on when she attacks, not when she deals combat damage. This triggers once, when you declare attackers. Sunhome gives double strike, this does not make her attack twice, rather she deals damage in both the First Strike Damage resolution step, as well as the Normal Damage Resolution step.
The order of the combat phase goes: combat phase
Beginning of Combat Step
Declare Attackers - This is when Kallia Triggers.
Declare Blockers
First Strike Damage (If a creature has Double Strike or First Strike, otherwise this doesn't happen) - This is where Sunhome has an effect.
- to see more about the two combat damage steps, in the link above click on combat damage, and read through the last point.
Normal Damage
Cleanup
Having multiple combat phases (via Helkite, or relentless assault) will let you have multiple Declare Attackers phases, which will allow Kaalia to trigger again.
Sneak Attack is usually a backup plan. If Kaalia is going full force and its in your hand, you hold it. I realize your gameplan is to make Kaalia prone to 'not die,' but no matter how sculpted your gameplan, sometimes bad things just happen. The Sneak is for those times, when you don't want to pay full price for the big nasty surprises in your hand. It can also be used defensively to throw surprise blockers for R. It can also be used with rule of law as sneaking things out is an ability of the Sneak Attack, and not playing a spell. It can also be used defensively with kaalia as protection, by sneaking out something like lava zombie. (Zombie used by example, there are much better things out there).
It could be simply that your current deck plan has enough protection that Sneak Attack is rarely necessary as a back up, which from your answer seems to be the case for you.
Ah, spiffy guy. I'd say he's a pretty good inclusion for any kaalia deck. You still need a way to kill your own creature, but thats rather nice. The Magus actually works fairly well too, it seems.