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May 20, 2019Wow, force of negation is great but force of vigor might be even better. Exactly what I want - the ability to interact with hyperspeed combo, without sacrificing value for the slower grindier games.Posted in: Commander (EDH)
May 20, 2019Yeah, in limited any pump is pretty nuts synergy. With all of standard, though, competition for pumps is pretty steep.Posted in: Decklists
I focused mainly on those with useful bonuses like life gain, scry, counters, protection, etc.
May 20, 2019Force of negation is very likely to make it into phelddagrif. The turn clause is almost irrelevant and the noncreaure clause still leaves it very strong. 3 is super reasonable for a backup cost, too. Love it.Posted in: Commander (EDH)
May 19, 2019I don't think it does enough. I generally avoid cmc >1 unless it's really doing work, usually in a long-term-value sense.Posted in: Decklists
The one thing that's cool is targeting an enemy creature with one target to screw up attacks in multiplayer. But I don't think that's enough to justify it. Doesn't play into my synergies or give value, and it needs fairly specific boards to be good.
May 17, 2019Gotta say, not a fan of deckstats to look at sealed pools. Is there really no way to sort the entire pool by color? I can only figure out how to do it for the deck you have selected. I think one obvious solution is - only provide the pool, not your build of the deck. Makes it more likely to influence people, rather than getting an unbiased opinion.Posted in: Sealed Pool & Draftcap Discussion
Your pool looks like the stone nuts, btw. Actually quite insane. Your UB is obviously a little light on playables, but your top end is so insanely good it doesn't matter.
Your red, otoh, I think is incorrect. Of the 4 you're splashing, 2 cost double red, and 2 are fairly tempo-critical - chandra's drops off in effectiveness, and spellgorger is pretty meh if you can't reliably play it early, before you play your noncreature spells. None of these things are good splashes, and your fixing isn't worth the slots really (guild globe is fine I guess).
I'd put in your mediocre vanilla creatures to fill out your UB, and cut the red.
Alternately, you could cut the blue and go BR, but I think that deck is overall weaker - although both are very good.
If you find yourself is a very control-heavy match where value is paramount you could consider switching into 3-color, but I definitely wouldn't go into a game with that plan.
May 17, 2019DirkGently posted a message on Welp it’s finally happening for black/rakdos players...Interesting. We haven't had a color capable of removing enchantments but not artifacts before.Posted in: Commander (EDH)
Initial thoughts are that an overcosted demystify in black won't get played. Realistically, even a 4cmc destroy creature or enchantment is still pretty weak, even as an instant (definitely as a sorcery). To really see play here, it needs to be really efficient or really powerful, which "with limitations" doesn't really sound like to me. But we'll see.
May 16, 2019Hoo boy, I don't know that I'm really interested in a long debate about this. I'm flying to Germany in like...30 hours. And I'll not pretend to be super familiar with cEDH - I've played against cEDH decks occasionally, and with a cEDH deck a couple times, but not nearly enough to have a particularly educated opinion on it. So feel free to dismiss my opinion as ignorant because it mostly is.Posted in: Commander (EDH)
My main point that I think I was a bit unclear on is that cEDH drastically reduces the number of cards people are likely to play, and reduces the commanders/lists you're likely to come up against. The number of things you need to expect is cut down considerably because as soon as you see the commander, you know a fairly high percentage of the cards in their decks, which makes it easier to expect and play around the right things. Whereas in a normal commander game, there are basically no limit to the sorts of things that could happen. People play some crazy stuff sometimes.
Granted, this doesn't really matter if you're playing edh in an insular meta and know what you expect from everyone, but I tend to play in big, public groups where there's almost always decks at the table I've never seen before, and I've always got to be on my toes. It could be cEDH level, or it could be draft chaff, and playing well means being able to figure out which it is, and how to handle it. In a sense, normal EDH encompasses all of cEDH, because playing against anything includes cEDH, as well as everything else.
This is basically the same reason I'm not a big fan of any competitive-level constructed magic - it's the same decks, over and over. Magic is still a very complex game, and cEDH is much more complex than, say, standard, but it's not as complex as normal commander because the possibilities are so cut down.
Another, unmentioned point is that cEDH generally involves using decks - or at least archetypes - from established lists, possibly with tweaks that usually won't broadly change the goal of the deck. That doesn't say anything about the gameplay that I haven't already said, but I prefer magic as a biathlon of deckbuilding and playing - hence why limited is my favorite competitive format, by far.
May 16, 2019Posted in: Commander (EDH)
I don't think I can let that one slide. I'd say playing cEDH drastically reduces the number of interactions to worry about because the pool of played cards is so much fewer, as are the number of decks and archetypes. It also drastically reduces the number of important decisions in a game because it's so much shorter. Granted, those decisions are much more likely to be life and death than any of the myriad mostly-irrelevant decisions made in a normal commander game, but I think being able to identify the critical junctures in a normal commander game from among all the unimportant ones - and to make the right choice in those decisions - can be a lot harder than making the right decisions in a fast combo game, because in the fast combo game it's mostly the same kinds of decisions every game. Whereas in the normal commander game, the kinds of decisions can be enormously diverse and require more critical thinking and less rote memorization.Quote from benjameenbear »Combo decks [...] generally raises the playskill of everyone involved; if you miss a single opportunity, it could cost you the game.
Not that the play skill of most normal commander players is high - it is not. And the skill of cEDH players tends to be higher, partly because you have to be fairly invested and familiar with the game to buy in at that level. But there's way, way more room to perfect your gameplay in a normal game of commander than a cEDH one, at least imo.
May 16, 2019Posted in: Commander (EDH)
Yeah, this is part of why this gets really vague. Most, say, legacy decks are either explicitly going for a combo from which they win essentially every game, whereas most commander decks, in my experience, may have a combo or two but also have myriad other ways to win. I wouldn't really call it a "combo deck" unless it's something close to a dedicated combo deck - in which case, it's probably cEDH or close to.Quote from schweinefett »2. Even if a deck isn't a dedicated combo deck, just having a combo finish means it becomes a combo deck (even if the main plan is to aggro people to death).
So I think if people are rating decks as "combo decks" because they're either synergistic in a non-infinite way, or because have a few combos that they use occasionally...i would not call either of those combo decks.
I might be speculating a little too much, but I think this poll mostly asks "so, the run-of-the-mill value midrange ramp/draw/synergy/bomb decks...would you call those combo, aggro, midrange, or control?" Because they're kind of all of them, from a certain point of view.
So this poll seems like it might be more of a Rorschach test for how people see the average commander deck, more than anything about those actual metas.
May 15, 2019I don't think commander breaks along these lines in the same way other formats tend to.Posted in: Commander (EDH)
Combo is pretty similar to its non-EDH counterparts when in cEDH, but outside of cEDH there are plenty of decks that are basically midrange with one or two combos that come together occasionally. Not sure where that would fall, archetypically.
Control tends to be a lot lighter on the "control" and lot heavier on the draw and wincons. Where a control deck in another format might dedicate most of its nonlands to interaction, most commander control decks do not (although some do).
Aggro, at least traditional aggro, is rare bordering on nonexistent, and tends to be replaced with a lot of what could be called midrange, although that's a bit broad. But basically anything that's trying to put together a big mass of synergistic stuff and win through some mixture of value and tempo. Usually starting with ramp.
Also, just generally, I think the lines are a lot blurrier here than in other formats. Often midrange decks will still have plenty of board wipes, for example, where that tends not to be the case in traditional formats. Mostly, I think, because in other formats you can plan to almost always be the aggressor as an aggro/midrange deck, whereas most commander games you'll have to play both offense and defense.
I'd say the average group I've been in looks like...
3% dedicated combo (cEDH)
22% control, to varying degrees
70% midrange synergistic decks, maybe with a combo or two thrown in
May 15, 2019DirkGently posted a message on Random Deck Discussion: Outcryqq - Roon of the Hidden Realms [5/19]Shouldn't the title say 5/13?Posted in: Commander (EDH)
May 15, 2019Got to run this a couple times 1v1 last night, against my friend's decks. We were fairly evenly matched when I played my Ugin deck, with a few painful weaknesses that tended to give him the win (especially cleansing nova, grr), but with Feather I absolutely decimated. Turn 6-ish kills pretty consistently. I did have some solid starts, so remains to be seen how consistent it is, but so far it seems reeallly strong. I might try running it versus some commander decks on Thursday...hopefully there won't be another idiot who thinks I have an advantage by playing a brawl deck (yes, this actually happened at my old playgroup)!Posted in: Decklists
May 13, 2019Solid card in brawl.Posted in: Commander (EDH)
Overall a big goodstuffy for most commander decks, and not quite good enough of stuff.
Still a solid card, though - it's nice that it's usually not worth burning a pte/stp on, so it can just tank board wipes like nobody's business. But at the end of the day, a 4-power flyer, even an immortal one, is a pretty slow wincon, and red decks don't tend to have as much of a sac theme as black ones.
May 13, 2019Having already made a commander deck from Feather, brawl looks quite a bit different. With a much more limited selection of instants and sorceries, you don't have a ton of auto-include 1-mana targeting cantrips, and you can't focus on one specific synergy nearly as much, because the depth just isn't there.Posted in: Decklists
So for this deck I focused on a couple different things: lifegain, damage, and power.
Lifegain is provided by the spells desperate lunge, healing grace, integrity // intervention, moment of triumph, battlefield promotion, and take heart. This lifegain is used to trigger ajani's pridemate, resplendent angel, gideon's company, and firesong and sunspeaker.
Damage is provided by the spells blindblast, jaya's immolating inferno, rile, reckless rage, integrity // intervention, and dual shot. The damage triggers raptor hatchling, trapjaw tyrant, and needletooth raptor.
Lastly, there are many instants which pump power, which provides some synergy with krenko, tin street hooligan and aurelia, exemplar of justice. Plus those two cards are just nutty good in general.
Besides that, the other creatures (plus primal amulet) trigger off casting/targeting instants and sorceries of any type, which obviously has broad synergy with all the spells. And there are some generally-useful instants and sorceries whose purpose is generally pretty self-evident.
May 13, 2019He was pretty clear that the idea of this deck is to selectively benefit opponents, rather than true group hug where everyone gets the same benefits. Presumably he would not be giving benefits to the more powerful decks.Posted in: Commander (EDH)
This robin hood "rob from the rich, give to the poor" strat is very similar to what my Phelddagrif deck does, although the execution is a bit different. Still, my primer might be worth a read, for political pointers at least.
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Apr 30, 2018Was anyone really saying legends is a bad set? It's iconic as hell and has tons of powerful cards, maybe only second to alpha (although urza's saga puts up a good fight).Posted in: Articles
Not sure I'm convinced the legends rule is good (I don't even really see an argument that it is). Flavor-wise, it is (or at least used to be) a big win. These days...idk man. Having both versions of jhoira is fine, but having 2 of the same version isn't? Maybe it's supposed to be a multiple timelines thing, but then why can you and your opponent have one, but one poofs as soon as one switches sides? It feels like a top-down rule that's proven to be bad for gameplay, and at this point wotc is just trying to pay lip service to the flavor motivations while essentially destroying everything mechanically important about it.
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