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  • posted a message on How good are these utility lands?
    Quote from RxPhantom »

    I'm kind of baffled by the hate on Reliquary Tower. Unless my intention is to discard for reanimation purposes or other shenanigans, I generally like to keep my cards in my hand.

    This is exactly why the card is so heavily overplayed.

    It has been said a few times now, but I feel redundancy has value here, given how widespread the issue is.
    For Reliquary Tower to be worth including instead of a colored source (basic land), it needs to provide value from its secondary effect the significant majority of the games it is played. Value in this case means more than simply preventing you from discarding a card or two - the weakest card in your hand that would have been discarded needs to be relevant to the outcome of the game, and that is simply so rarely the case. In most circumstances, the best seven cards in hand is effectively just as good as all eight or nine, because your ability to play those cards is constrained by more than simply having them.
    This also requires you to consistently consistently reach more than seven cards in hand at the end of each of your turns. Something not easy to do for most decks. Even decks that consistently draw multiple cards a turn will often need to deliberately stunt their own development to pull that off. And then we look to the graveyard. Decks that actively play from their graveyard in some fashion are common, and unlikely to be inconvenienced by discarding a card rather than holding it in hand. The only real value Reliquary Tower has here is the niche of protecting unplayed cards from graveyard disruption, provided the other requirements for its use have also been met. Even then, preventing you from discarding in such a deck can easily become a drawback.
    Assuming yhe deck actually meets the requirements for Reliquary Tower to be good, we now get to look at what other utility lands it is competing with. The number of colorless land slots is not limitless, and goes down rapidly as the colors in the deck increases,
    The ones that will always be included before Reliquary Tower are Ancient Tomb, Strip Mine, and Wasteland. Other high priorities include, if the deck allows them, Kor Haven, Phyrexian Tower, and Yavimaya Hollow. There is a slew of other utility lands with more niche roles, but are universally better than Reliquary Tower in the decks that want them.
    It is simply extraordinary rare that Reliquary Tower's niche is better than the other options available, and the deck simply runs out of allotted space for such lands before it should be added.

    Just because the card helped that one time you drew 40 cards from Blue Sun's Zenith and didn't immediately win does not make the card good.
    Even against Cyclonic Rift, unless it is cast at the end of my turn explicitly to force me to discard, I will rarely end up losing more than one or two things - little more than an inconvenience.
    Posted in: Commander (EDH)
  • posted a message on Why is Gifts Ungiven Banned but Intuition isn't
    That is... an incredibly misguided argument. I do not think it is fallacious, but it certainly includes aspects of a few fallacies.

    First, we have already established that Gifts Ungiven behaves vastly differently in Commander than other constructed formats due to the unique deck construction rules. It Interacts Poorly With the Structure of Commander.

    Second, I already pointed out that the scale of the effect makes Gifts Ungiven incomparable to Intuition in their impact on a game, derived from the difference in power of the cards.

    Finally the power of a card is very much a factor in ban decisions. It is a key factor in Problematic Casual Omnipresence, and often contributes to Creates Undesirable Game States.
    Posted in: Commander Rules Discussion Forum
  • posted a message on How good are these utility lands?
    Homeward Path
    Detection Tower
    Arcane Lighthouse
    These cards are very meta-dependant. If you need those effects to counter your local group, play them and tutor effects to find them (Expedition Map)

    Reliquary Tower
    Good in very specific decks, garbage everywhere else. The vast majority of decks playing this card would be noticeably improved by replacing it with a basic land.

    Temple of the False God
    Acceptable as a budget alternative to Ancient Tomb in ramp-heavy decks. Otherwise unusable.

    Myriad Landscape
    Useful ramp option in non-green mono color decks. A little slow; may not be usable in stronger metas.
    Posted in: Commander (EDH)
  • posted a message on Why is Gifts Ungiven Banned but Intuition isn't
    A lot of you seem to be under the misconception that the power difference between Intuition and Gifts Ungiven is minor.

    There are two aspects that traditionaly would make Intuition a better option.
    First is the mana cost to cast. While Intuition is better in this regard, the difference is less significant in Commander than in other constructed formats.
    Second and more significantly is the search restriction on Gifts. This is a significant comparative drawback in other constructed formats, but so niche as to be entirely irrelevant to any discussion between the two in Commander.

    Searching for a fourth card, and putting a second card into hand, is far more significant than costing 1 more to cast. So much so that the two are not really comparable in terms of power.
    Gifts has another niche but relevant use that Intuition does not - the ability to control what cards are put into your graveyard by not searching for the full four - a `double Entomb`.
    Posted in: Commander Rules Discussion Forum
  • posted a message on Why is Gifts Ungiven Banned but Intuition isn't
    Quote from Pistallion »
    I would even argue that Intuition can be the more powerful card


    Hah!
    Wrong!

    Also, this is the incorrect forum for this.


    Edit:] To give a little context - myself and a few others in my area use Intuition in different decks. When played correctly, the game tends to end the turn it resolves (or next turn for an End of Turn casting).
    If given the option to play one of Intuition or Gifts Ungiven, every one of us] would, without hesitation, cut Intuition in favor of Gifts. And suddenly games would start ending when it resolves even when played incorrectly.
    Posted in: Commander Rules Discussion Forum
  • posted a message on The right way to play
    Wrong way to play Commander?

    If you are not casting Possessed Portal on turn 2, you are doing it wrong.
    Evil Lol
    Posted in: Commander (EDH)
  • posted a message on Are there cards you don't play for power reasons?
    I am not particularly fond of the power level of Craw Wurm or Wood Elemental.
    Do not imagine myself ever playing either of those in the future
    Posted in: Commander (EDH)
  • posted a message on Mana Web
    I usually pair it with Winter Orb, Propaganda, &/or The Tabernacle at Pendrell Vale effects.
    Fun for the whole table.
    Posted in: Commander (EDH)
  • posted a message on The earliest your deck can win with a perfect hand
    Tuen 1: Mishra's Workshop, Mox Opal, Mana Crypt, Trinisphere, Ophiomancer
    Turn 2: Ancient Tomb, Possessed Portal, attack for 2
    Turn 3: Attack for 2
    Turn 4: Attack for 2
    ...
    Turn 61: Attack for 2, eliminating third opponent.
    Posted in: Commander (EDH)
  • posted a message on [[Official]] General Discussion of the Official Multiplayer Banlist
    Quote from Ninja Bob »

    In commander, in the right deck, it's at the same relative power level as Mishra's Workshop, Bazaar of Baghdad, or The Tabernacle at Pendrell Vale.

    As someone with extensive experience playing with said cards, no, it's not.

    Library of Alexandria very much needs to remain banned.
    Posted in: Commander Rules Discussion Forum
  • posted a message on The most fun EDH Cards - Version 2
    Desolation Angel has always been a personal favorite, though I have not had a good deck for it for a while now.
    A few years ago, I cast it with kicker three times in a single game.

    I have also greatly enjoyed Possessed Portal. That card is just fun for the whole table.
    Posted in: Commander (EDH)
  • posted a message on Masterful Ninja
    Forwarding the question to Rosewater is a good suggestion. I will see about doing so.

    Quote from Xyx »

    Common sense would suggest that you can't "return" a thing to a zone that it's already in, so you cannot pay that cost.

    The closest analog we have is
    400.8. If an object in the exile zone is exiled, it doesn't change zones, but it becomes a new object that has just been exiled.
    This suggests that a hypothetical cost of "Exile an exiled card" could in fact be paid.

    Now with the Ninja, there are a few notable differences. Obviously it is not exiled, and as the Gatherer rulings do nothing to suggest it becomes a new game object (doesn't become untapped or removed from combat, affected by 'summoning sickness' if it loses Haste, or have attached objects 'fall off'), we can conclude that it remains the same object on the battlefield. Becoming a new object in the hand is a null point, being a hidden zone, even if that is the case.

    The ambiguity comes from the ruling not stating that the card cannot be returned to the hand, but that doing so does nothing.
    Posted in: Magic Rulings
  • posted a message on Yuriko, Eldrazi's Shadow (Let's Brew)!
    Neither of those cards function as "another" Ninjitsu enabler.
    If you are truly concerned about those effects, you have access to many far superior options of dealing with them, many of which are probably already included in the deck by default.

    Those faeries are bad.
    Posted in: Commander (EDH)
  • posted a message on Which C18 Commanders are you building?
    Lord Windgrace is a considerable disappointment. He is still, unfortunately, the best option for a Jund Lands (destruction) deck I have been planning, and will likely end up being used.

    Yuriko, the Tiger's Shadow has some design elements that irritate me, but is a card I like quite a bit, and will finally allow me to effectively play the archetype I most enjoy - aggro-control.

    Commander Ninjitsu? Really?
    What could possibly have been so hard about updating Ninjitsu in the CR to function from "the hand or the command zone", and just giving her that. That would even have allowed the two other such Lengendary creatures to finally be viable choices as well, with a nearly nonexistent cost of doing so.
    Posted in: Commander (EDH)
  • posted a message on Yuriko, Eldrazi's Shadow (Let's Brew)!
    Quote from Sheriff-K »

    Any particular reason no one has Cabal Coffers/Stronghold and Urborg in their lists?

    Because more often than not, Cabal Coffers is a bad card outside of mono-black. That is most certainly the case here, where we care about speed. Coffers is quite a bit worse than tapped lands.
    Cabal Stronghold is always a bad card.

    Quote from Sheriff-K »

    Cruel Tutor, what about this? It's basically a 3-Mana Sorc-speed Vampiric Tutor, but it may be a better option that Demonic, seeing as how you can setup for Yuriko/Temporal Mastery.

    Do not play Cruel Tutor. It takes deliberately bad building for it to not be the worst card in the deck.
    The only place you could plausibly argue it is better than Demonic Tutor is in Vaevictis Asmadi, the Dire, where top of library cheats the mana cost. And you would still be wrong.
    Posted in: Commander (EDH)
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