- trancer99
- Registered User
-
Member for 12 years, 11 months, and 5 days
Last active Sun, Aug, 22 2021 15:26:59
- 2 Followers
- 1,603 Total Posts
- 43 Thanks
-
1
Airithne posted a message on Playing Commander to WinPlease keep in mind that this isn't the place for a competitive v. casual discussion. We have a thread for that.Posted in: Commander (EDH) -
2
Pokken posted a message on Walls deck win!!! - WIPThere is only one wall commander, his name is DoranPosted in: Multiplayer Commander Decklists -
2
Burntgerbil posted a message on Walls deck win!!! - WIPI'd think that Doran, the siege tower would be the premier wall commander.Posted in: Multiplayer Commander Decklists -
4
Zombie Shakespeare posted a message on [[Official]] General Discussion of the Official Multiplayer BanlistPosted in: Commander Rules Discussion Forum
You understand that Scott Larabee, a Wizards of the Coast employee, is on the Rules Committee right? And that he is Wizards' go-to source internally when they have questions or concerns about the format? And while Aaron Forsythe and others within WOTC are big fans of the format they aren't as involved with it as the current Rules Committee members are on a day-to-day basis. So how would they have a better understanding of the format and be able to make more informed decisions than the Rules Committee?Quote from Cranial_extraction »The simple fact is that WotC should take over the official banlist. Period. -
1
bigbearlyke posted a message on [[Competitive]] Jeleva's Grixis StormJust wanted to get my most current list posted and explain some choices:Posted in: Multiplayer Commander Decklists
I didn't include the land base because it's pretty much identical to Mox's. Other then Urborg, I'm starting to think I'm not going to run any lands without a subtype. I'm running 32 total lands and in around 8 real games and 20+ gold fishing games I've never had a land issue. I think I might try going down to 30.
Didn't list a commander either because I plan for a little bit of a rotation there since I do play with weekly groups and I don't want to much meta gaming against me.
Rakdos Signet will probably become a Goblin Electromancer.
Love Bubbling Muck. I think you guys should give it more of a chance. Especially if you have the Rakdos duals and Urborg, Tomb of Yawgmoth in your mana base.
I also love Helm of Awakening. It has the chance to help opponents but it almost always benefits me more. However, I would replace it with Candelabra if I could. -
1
Moxnix posted a message on [[Competitive]] Jeleva's Grixis StormDeck tech video part 1 35 minutes http://youtu.be/Z0Ah3TKtA04Posted in: Multiplayer Commander Decklists
Deck tech video part 2 35 minutes http://youtu.be/xNuJnwIJV08
Deck tech video part 3 17 minutes still uploading for next 3-4 hours http://youtu.be/-WzrXFlaE-0
long and i would guess fairley boring but explains all current decklist choices the last video thats uploading has a sample game in it will post updates if i shoot some more live games happy hunting storm troopers -
1
ambivalentduck posted a message on [Competitive] Maelstrom WandererIf you're at a table with zero other blue decks, you're heavily favored to win and happy to have a dead card. It's not unlike a sideboard: it's there to make the bad matchups better, not to improve the matchups that are already good.Posted in: Multiplayer Commander Decklists -
4
Jostin123 posted a message on Sharuum, Everyone's Favorite KittyPosted in: Multiplayer Commander DecklistsQuote from Jostin1233) Karn Silver Golem - This card is only as broken as the pilot's imagination, and required more intimate rules knowledge to exploit to its fullest potential. This card is valuable not just because it interacts with your cards, but because of the many unique applications it can have on your opponents' cards. A lot of people have questioned this card in their lists. As a vintage player, I play with a lot of respect for Karn, and have seen Karn interactions win tournaments. The EDH playables card pool is a lot larger than that of Vintage, so I will put together a segment I will call the Karn Clinic, to illustrate the points where Karn has repeatedly had the most value on the table.
And without further ado, I give you...
The Karn Clinic
Karn, Silver Golem provides Sharuum with a lot of solid interactions, oftentimes extending advantage, either through raw card advantage, resource conversion, or punishing answers. The flowing is an in-depth analysis on Karn interactions. In order to understand the interactions, one must have a good grasp of the comprehensive rules, in order to know when and how it would be beneficial to use Karn. I will break down the interactions with card by card type and/or engine where applicable. Before we do that, I want to explain Karn's unique interaction with combat.
As an attacker, he will get in for 4 damage on a defenseless opponent. However, he is an even better defender. Most of the popular aggro generals lie in the 6 power to 7 power range, making Karn a very efficient defender. In addition, there are specific instances where you do not want to damage or kill the incoming attacker but still protect your life total. He defends very well against the following popular cards and more:
- Academy Rector
- Phyrexian Obliterator
- Mogg Maniac
- Seedguide Ash
- Solemn Simulacrum
- Stalking Vengeance attackers
Equipment - Karn has the ability to function as a supercharged Tower of the Magistrate. To use Karn in this manner, you have to know timing and interaction rules with equipment. From the Comprehensive Rules
- 702.6a Equip is an activated ability of Equipment cards. "Equip [cost]" means "[Cost]: Attach this permanent to target creature you control. Activate this ability only any time you could cast a sorcery."
- 301.5c An Equipment that's also a creature can't equip a creature. An Equipment that loses the subtype "Equipment" can't equip a creature. An Equipment can't equip itself. An Equipment that equips an illegal or nonexistent permanent becomes unattached from that permanent but remains on the battlefield. (This is a state-based action. See rule 704.) An Equipment can't equip more than one creature. If a spell or ability would cause an Equipment to equip more than one creature, the Equipment's controller chooses which creature it equips.
With both these rules, Karn can offer you maximum flexibility with controlling equipment in the game. Karn can slow the tempo that the "Sword" cycle can generate. Karn is also an excellent answer to Umezawa's Jitte as it has as a big butt (which can be bigger after combat) and can keep Jitte from netting counters by unequipping it before combat damage. However, there are instances where you would want to prevent a creature from being equipped. Grafted Exoskeleton kills a card that it becomes unattached from. If your opponent has a card with a death trigger that you want to prevent, by animating G.E. with Karn while the equip trigger is on the stack, the equip effect will fail, preventing that Reveilark from resurrecting a creature, or preventing an Academy Rector from tutoring an enchantment into play. In Sharuum, I have animated a Sword of The Meek as an extra blocker, just to prevent extra damage and get it back when I sac it to Thopter Foundry.
There are lots of different equipment, and Karn's interactions with them can help you skew combat math and play equipment activated abilities and their combat triggers. Just as each equipment has a different ability, so is Karn's utility just as different with each equipment and each change in the board state.
Non-Equipment Non-Creature Artifacts -
Karn has the ability to change an artifact's card type, which is a rare effect in this game. Here are the rules for type changing effects as per the Comprehensive Rules
- 205.1b Some effects change an object's card type, supertype, or subtype but specify that the object retains a prior card type, supertype, or subtype. In such cases, all the object's prior card types, supertypes, and subtypes are retained. This rule applies to effects that use the phrase "in addition to its types" or that state that something is "still a [type, supertype, or subtype]." Some effects state that an object becomes an "artifact creature"; these effects also allow the object to retain all of its prior card types and subtypes.
- Example: An ability reads, "All lands are 1/1 creatures that are still lands." The affected lands now have two card types: creature and land. If there were any lands that were also artifacts before the ability's effect applied to them, those lands would become "artifact land creatures," not just "creatures," or "land creatures." The effect allows them to retain both the card type "artifact" and the card type "land." In addition, each land affected by the ability retains any land types and supertypes it had before the ability took effect.
- Example: An ability reads, "All artifacts are 1/1 artifact creatures." If a permanent is both an artifact and an enchantment, it will become an "artifact enchantment creature."
By gaining the creature type, an artifact is now subjected to all the game rules that creatures are subjected to. Here are some relevant rules creatures are subjected to. As stated in the Comp Rules
- 302.6. A creature's activated ability with the tap symbol or the untap symbol in its activation cost can't be activated unless the creature has been under its controller's control continuously since his or her most recent turn began. A creature can't attack unless it has been under its controller's control continuously since his or her most recent turn began. This rule is informally called the "summoning sickness" rule.
Creature Damage and Toughness-
There are rules that govern how creatures deal and receive damage. As per the Comp Rules
- 302.4b A creature's toughness is the amount of damage needed to destroy it.
Karn can animate 0 cost artifacts, killing them on sight. In this regard, Karn is a colorless Gorilla Shaman.
Karn's type changing ability allows him to work very well with specific cards. In this section, I will begin with interactions specific to my list, and then branch out into common interactions with Karn in Sharuum lists, ending in interactions with cards you can anticipate out of different archetypes and generals.
Salvaging Station
The most important of my engines is the Salvaging Station engine. The tap ability is amazing, but it is it's triggered ability that Karn facilitates. My list runs a number of "cogs" (non-creature artifacts which cost 1 mana or less, some people nickname them "trinkets". By animating some of these cogs, you can force Salvaging Station's untap trigger to go on the stack, for your benefit.
Karn + Salvaging Station + Mana Rocks -
Interactive pieces:
A) Seat of the Synod, Ancient Den, Vault of Whispers, Mox Opal
B) Mana Crypt
A) You can mana fix by tapping your colored sources, then using off-color or colorless mana to animate your colored source, killing it, which triggers S.S., which you can then use to reanimate the artifact, tapping it again to fix your colors
B) If you do the above with Mana Crypt, you can generate infinite colorless mana, which will enable you to generate infinite colored mana through the above process. Note that all the above mentioned pieces as well as Darksteel Citadel will enable to generate infinite morbid triggers for no mana deficit to you.
As a side note, whenever you use Karn to kill one of your opponent's artifacts, that morbid trigger will untap YOUR Salvaging Station. Most people forget that.
Karn + Salvaging Station + 1cc cogs
Interactive pieces
A) Tormod's Crypt, Nihil Spellbomb, Dispeller's Capsule, Executioner's Capsule, Expedition Map, Expedition Map
B) Aether Spellbomb, Voyager Staff
C) Sensei’s Divining Top / Nihil Spellbomb
A) When Karn animates these artifacts, Salvaging Station can bring them back for use a second time before your next turn.
B) These cogs don't have a tap ability, so you can use Salvaging Station to reuse these cogs for as many times as your mana allows. Just spend the extra 1 mana to animate before you use them.
C) By animating these cards and sacrificing them, you generate a mini card-draw engine. You can tap your STD, and then with the ability on the stack, sacrifice it to an effect. Then, with the draw ability on the stack, use salvaging station to bring it back. You get to draw a card and since the Top is a new object, it won’t be put on top of your library. It is similar with Nihil Spellbomb: animate it, sacrifice itself to trigger S.S., and you’ll need to pay a black mana to draw a card each cycle.
Also note that this method also has different applications. Salvaging Station, Karn, and mana can:
1) generate enough "persisted" blockers as you have Cogs and mana.
2) Blunt or Prevent net loss of permanents from Annihilator triggers
3) Allows you to make multiple thopter tokens without access to Sword of the Meek by using your cogs, at no net permanent loss to you
4) Allow you to take infinite turns with Time Sieve (when you have a minimum 5 cogs and 5 mana, and is a great way to come back with infinite turns when your Thopter/ Sword combo is broken up.
5) Generate morbid triggers to break open Bitter Ordeal (which, even if not enough to rfg all libraries, can neuter enough from everyone's library to still make a HUGE impact on the game).
6) Protects Sword of the Meek from Crypt effects
7) Protects your cogs from exile effects for availability and reuse later in the game
Salvaging Station + Karn in combat-
Everyone knows that Karn can make blockers, but many don't realize that Salvaging Station offers combat tricks. For 2 mana, you can off an artifact, untapping S.S. And animating it to block. Salvaging Station is an even better attacker. When swinging at an opponent who has a low life total, or attacking a planeswalker an opponent strategically needs to protect, Salvaging Station is a huge body that gains "Vigilance" when it's killed its blocker.
Karn + Trading Post -
Karn allows Trading Post to Regrowth any artifact in your graveyard to your hand at the cost of an artifact in play.
Karn + indestructible artifacts -
Karn allows indestructible artifacts to become your best attackers and blockers in combat. The most common of these is Darksteel Ingot and Darksteel Forge. Indestructible artifacts are the best way to clog the ground and go a long way to giving your planeswalkers the time needed to go ultimate.
Karn + Duplicant -
This is a great way to exile artifacts. This is very useful for dealing with indestructible artifacts, and the new annoying legendary equipment in Theros. You will just want some things to stay dead.
Karn + Tawnos’s Coffin
Protect your non-creature artifacts from targeted removal, or take someone else’s out of the equation.
Karn + Mycosynth Lattice
Karn allows you to Stone Rain any land in play for 1 colorless mana
Karn vs. Intruder Alarm -
Karn can allow you to generate a wealth of mana by animating your artifacts in response to the I.A. triggers. You can also animate Oblivion Stone and use I.A. to put counters on multiple permanents a turn.
Karn vs. Drop of Honey/Porphyry Nodes –
Save your creatures by animating other creatures for these effects to pick off.
Karn + The Abyss
The Abyss pick off non-artifact creatures every turn, keeping a contained battlefield contained. Karn allows you to use your mana artifacts as an army to swarm the table to close out the game that The Abyss can’t touch.
Karn vs. Wrath of God effects
Karn can punish those who use sweeper effects by animating their artifacts so they’ll die along with all the creatures on the table, or animate your own artifacts to save them from some conditional sweepers (such as Barter in Blood). I’ve killed many artifacts in response to Sunblast Angel’s trigger by animating the same artifacts it’s caster used to pay its cost.
Karn vs. green removal
Most popular green removal spells in EDH have a clause specifying that it cannot kill creatures, such asWoodfall Primus, Terastadon, and Sylvan Primordial. By using Karn, you can animate an artifact in response to the targeted spell, saving your artifact.
These are only a few of the hundreds of niche interactions where Karn’s ability can alter the outcome of an interaction, board state, or line of play. His use is only limited to the rules knowledge and awareness of the pilot.
-
1
MiffedMoogle posted a message on [[Official]] Unreleased and New Card DiscussionPosted in: Commander (EDH)Quote from DirkGently
But generally a cycle should be relatively power-level comparable, and in this case, not only does the green curse break the templating of the other curses, it's also leagues and leagues better than they are. I mean, I haven't seen a cycle this badly balanced since cranial plating. Wizards should know better, imo. The curse should have said "one or more creatures attacks, put a +1/+1 counter on target creature".
Wizards have shown they have no belief that cycles should be comparable in power, a lot of recent cycles have been assymetrically skewed to certain colours. It's more common than you would think.
1. Titan Cycle - Green is far and away the best. Black and white are sorta acceptable, others have nowhere near same power.
2. Allied colour mythic Dar Ascension Gold card - Huntmaster of the Fells was far better than others and less situational.
3. Lorwyn Command Cycle - Cryptic Command is vastly better than others, no one would argue against this.
4. Lowyn Race Cycle - Faeries was undoubtably the best tribe (blue/black).
5. Zendikar rare land cycle - Valakut only one that was remotely usable.
There are other examples, but often green gets utterly shafted, so they make up for it with a really powerful assymetrical card in a cycle once in a while. Most often blue has the best card in a cycle by far, as it is a counter or just better (from Force of Will to Cryptic Command). -
2
Jostin123 posted a message on Sharuum, Everyone's Favorite KittyThe theme for Shruum happens no be a hypercompetitive one: artifacts. Gouging artifacts to be printed, you (usually) need one of three things to happenPosted in: Multiplayer Commander Decklists
- either need a pushed set to be printed (which would contain broken artifact accelerants or artifacts with low cost/ low activated abilities, like Mirroden/ scars of Mirroden )
- a format to be imbalanced to the point that Wizards would print a solution that the entire color wheel could utilize to solve that problem (think pithing needle, Phyrexian revoker, etc). Cards that fit under this type that are too powerful for newer formats can still be printed in specialized sets, like planechase or commander sets, where format and set restrictions can keep them in check.
- Design space that is explored that has not previously been explored before (The introduction of equipment in 2003, gravestorm, colors gaining space into new abilities, cards being printed with abilities never seen before... Etc)
When you look at the pace that wizards is on for the next 11 months with regard to standard printings, most of these factors will not graze the areas that would make Sharuum a stronger general. Wizards has vowed to push away from combo, so it is doubtful that you will get a stronger end-game than bitter ordeal. They are purposefully printing cards at a higher curve than we've seen the last few years: efficient accelerants will not be coming from standard. So far, players aren't whining about any specific decks dominating formats, like they did about Jace and Survival of the fittest, and modern is becoming a noob's dream: a mishmash of midrange and aggro control decks. It depresses me that the format has become essentially one deck type, but the masses are happy. No one expects anything to need to get solved in Legacy, Vintage or Modern, so printings to either shake things up or solve format issues are not necessary or are doubtful at best.
Competitive list thrive on Wizards printing mistakes, especially when you have a card pool as deep as vintage. Nothing More than Fringe-playable is going to be printed in the coming year. With that said, design space is opening up for other Commander decks we'll be sitting across, which is why I said that state by discussion may be the better route here. Yes, they may print new GENERALS, but those push our colors in other directions and focuses.
I suggest Sharuum players get a lot of testing in because for the next few months, we're going to have to address new problems with the same answers. - To post a comment, please login or register a new account.
1
Lets make this less clunky...
Archaeomancer + Essence Flux + 1 Inalla Copy
Archaeomancer returns Essence Flux, copy returns Time Warp. total mana spent 4UUU (with Time Warp cast)
Spellseeker can grab Essence Flux and something else with the copy... say Entomb
Use Essence Flux on the Spellseeker to get Reanimate and something else..Flusterstorm?
Entomb Achaeomancer, Reanimate Archaeomancer and copy it to get Essence Flux and Entomb back
Entomb Time Warp, then Essence Flux Archaeomancer to start taking infinite turns.
The options with Inalla is just silly with a blink engine.
Funny thing you mentioned thinking about building Aminatou, This is the 2nd time I have built Inalla, the first time didn't go so well, this time I built her because I was fed up with my Aminatou deck. The combo's in Inalla are much more compact than Aminatou, Aminatou felt bulky and clunky to me.
..
1
..
1
Has anybody thought about Earthcraft? Seems like we bring all these creatures into play just to sac them, we could get un-taps from them as well.
..
1
Its a challenge for me, ever since ZombieShakes introduced me to pauper many years ago, its been about challenge. Anybody can put the most expensive cards in a deck and wreck face some of the time, but if you can build something on a budget that terrifies even the rich kids, thats saying something. Thank you for your suggestion but, mono blue with an 8+ mana commander does not seem very competitive to me in any format.
1
Day's ends your turn, its probably the worst thing you could run, when going for budget, focus on cards that are the best you can afford of any type, and not necessarily fill a similar role.
..
4
1
1
Petals of Insight its a digger, a storm builder, an experience builder, and card draw all in one card.
..
1
I did some checking on these guys and the reason they are bashing everyone else's decks is because they are in the business of SELLING deck lists. So yeah, any credibility of their lists just dropped to the floor for me, I think that is lower than low. Furthermore their extensive "testing" is done solely on cockatrice and as you guys know, people will scoop out on cockatrice for any silly reason, lay down a Winter Orb and people just don't want to deal with a slow game, and leave the room. This is why they are saying all their decks are "turn 3 wins". These guys are not sitting down at a pods matches for prizes to test their decks, they are just cockatrice trolling.
..
..
2
I was getting bored with the format, and some of my favorite deck ideas were put to death very quickly by commander tuck.
This recreates the format for me. I am very happy with the change.
..