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  • posted a message on The Zirilan of the Claw Compendium
    Hey, thanks for giving it a read. Glad people are getting use out of it. Now if only it could get a real primer status...but after the nightmare of getting Phelddagrif tagged I don't really feel like doing it again.

    Anyway, I think including strip mine, wasteland, scavenger grounds etc are all great inclusions if they answer common problems in your meta. They're relatively free inclusions, with the only real downside being that it doesn't work with gauntlet of might, and of course you can't go too overboard or you might have color problems, so consider which colorless lands are going to be the most useful carefully.

    As far as other silver-bullet hate cards, I vastly prefer artifacts because of hoarding dragon making them much more reliable to get when needed. Blood moon is a great card in some situations, but if it's only 1 enchantment out of 99 in a mono-red deck there's a good chance you won't draw it when you need it, and of course you can draw it when you don't need it. I guess there's always Gamble.

    In general I think Zirilan is fairly all-in on synergy because you have to dedicate a lot of slots to making him good - dragons that are otherwise pretty overpriced, and ramp to get him activated early enough to be powerful (plus being mono-red you're somewhat restricted in what sorts of non-synergistic powerful things you can do). That still leaves a decent number of slots, which I usually dedicate to control pieces, so if you want to include blood moon you should be able to find room for it. But I probably would run around 80% zirilan-oriented cards - lands, ramp, dragons, sac outlets (if you aren't running sac outlets then extra dragons so you don't run out), and other synergy. That leaves usually 10-20 cards to do what you want with. Experiment and see what works best for you, whether that's staxy control like blood moon, more reactive control like chaos warp, or just other bomby red stuff that might work as a fallback plan.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Random Card of the Day: Chandra Flamecaller
    Run it in a 5-color deck with all the cards that cost WUBRG?

    I have a feeling it plays like a worse Zur's Weirding - everyone stops and kills you so the game can progress. Except maybe not, since if people are slamming big dumb spells they probably won't leave up the mana to counter any other big, dumb spells, so maybe it just gets ignored.
    Posted in: Commander (EDH)
  • posted a message on Arixmethes, Slumbering Isle - Lands control
    Quote from yeedeehege »
    I have a version which is between yr version 1 and 2. Here are my experience with the deck.


    The deck is relatively fast, but
    1. golden guardian and azor's gateway are hard to flip

    2. Not enough cards in hand

    Are you still working with the deck or any updated version?
    Sorry, I generally only play with my decks for a few weeks before moving on to the next thing (I just have one of all my cards, so I usually disassemble before building something new). I don't recall having too many problems with cards in hand, though, I think the deck usually had pretty high value.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Best Black Politics general?
    Of course, you never can trust people these days :p Naturally being aware of what might happen down the line is important threat assessment - that stony silence looks fine up until they play a mycosynth lattice. A savvy player might hold up removal or a counter as insurance, while benefiting from the situation until it becomes necessary to intervene. No reason to go trading cards 1:1 until it becomes YOUR problem. And in the land equilibrium case, you can probably bet the wort player is a lot more interested in dealing with it than you are. Let them exhaust their resources solving it, at least until it becomes a significant problem for you and it's clear the wort player doesn't have the right cards. You get the idea.
    Posted in: Commander (EDH)
  • posted a message on Going Infinite and "I Win" Combos Outside cEDH.
    I used to play Magic with a Pheldagryff guy fairly regularly, and he was pretty much Purple Man/Killgrave from Jessica Jones at the multiplayer table. Players followed his suggestions like they were orders, against all semblance of self interest. It was unreal.
    What would you dooOOOooo for a hippo token? (to the tune of the klondike bar jingle)

    I tend to favor a lighter touch of merely manipulating the board state to motivate people to do what I want. But sometimes people need a little hippo-shaped incentives to do my bidding. Muhaha.

    Also this is pretty off-topic, but is everyone else seeing this comment as having -1 upvotes? Looks like there's some bug with the software, I liked it, then later it acted like I could like it again and it went up to 2, and then when I refreshed the page it was at 0 and if I removed my vote it went to -1.
    Posted in: Commander (EDH)
  • posted a message on Best Black Politics general?
    If you had a land equilibrium and I knew one or more of the other decks was a ramp deck (say wort, the raidmother) and my deck wasn't particularly high-mana or had a lot of artifact ramp, then I could certainly see being in favor of it. After all, it's going to push the wort player to fight the stax player, and I'm not particularly hampered, this seems like a pretty good tradeoff.

    And then there are other things that might not affect me at all, but might affect certain players a lot. Like, say, stony silence if I'm playing a deck with very few artifacts. No skin off my back. Stax away.

    Politics is kind of nebulously defined in commander, but personally I would apply it to any situation where you're considering the reaction of the table when making decisions. In 1v1 you're motivated simply to make the best play, which will give you as much advantage and your opponent as little as possible. But in commander things aren't so simple, sometimes it's worth letting someone else have an advantage because it hampers someone else, or even because it can take the heat off what you're doing or planning to do. Being able to read the table like this is, imo, core strategy to the format and not optional for anyone trying to be good at the game, regardless of what type of deck they're playing.
    Posted in: Commander (EDH)
  • posted a message on Combatting Ramp
    This is def getting off topic, but there are quite a few colorless artifact/enchantment removal cards (karn, ugin for enchantments, that 7 mana instant, spine of ish sah, probably others I can't think of instantaneously) plus tutors for them (ring of wishes, phyrexian portal, planar portal). Admittedly most of them are pretty pricey and harder to cast without artifacts, but presumably you can still cast cheaper things that do something in the meantime, while you're waiting to drop lands. And I mean, if you're building a deck that's almost pure artifacts you've got to have some awareness that you ought to plan ahead for the weaknesses that entails.

    MLD is especially problematic imo because (1) it affects every deck, somewhere on the spectrum between "pretty big deal" to "instantly lose the game deal" and (2) there's really no telling where it's coming from, and (3) it's hard to prepare for, especially given how rarely it comes up. It's the sort of thing that, if commander was best-of-3 with sideboarding (don't ask me how) it would be a much lesser deal, because it IS play-aroundable to a certain extent, by preventing the MLD player from ever getting too far ahead (although that's still a lot to ask for a single 4-mana card). The problem with its status in commander right now is that it's unexpected, extremely high impact, and difficult enough to play around that it's generally incorrect to do so given the rarity and generally frowning-upon it receives. If a meta consistently plays MLD then it will probably be less of an issue (though still, imo, too high impact) because people will play accordingly, but playing MLD in a meta that isn't expecting it is especially unfair imo.
    Posted in: Commander (EDH)
  • posted a message on Combatting Ramp
    Quote from PhroX »
    You won't find me disagreeing with that, and I certainly wouldn't force a group that didn't want to play MLD to start running it or vice-versa (and for the record, my playrgoup's attitude to MLD [as with most strategies] is "fine, but not every game"). I'm really just trying to get my head round the attitude of "MLD is uniquely bad" that some people seem to have by pointing out the experiences I've had with this format in which other effects that seem far more tolerated will do the same thing as 'Geddon and that the "can't play at all" experience of the latter isn't something I see that often.
    I think it's weird that your defense of MLD in a thread about combatting ramp is "well, it's not that bad as long as you're ramping."

    Quote from PhroX »
    I think there's a difference between a full on ramp deck which is trying to completely break the 1 mana/turn baseline, and a "normal" deck that still wants to have a bit of acceleration/fixing from spells. My group is mainly the latter, although we certainly have a few "big mana" decks around (mostly green based, though I do have a Kozilek deck with a rather ridiculous amount of rocks - that's a deck for which a Bane of Progress or, god forbid, an early Null Rod is far more harmful to my ability to play Magic than an Armageddon).
    If a deck consistently has ramp in the first few turns, you'd expect probably like 10% ramp? Idk, I'd call that a ramp deck. Doesn't have to be all-in.

    And null rod you can just remove, that's way more interactive than geddon, even ignoring the part where geddon can completely remove mana while null rod usually cannot.
    Posted in: Commander (EDH)
  • posted a message on Combatting Ramp
    I mean, it's fine anywhere people are fine with it.

    That said, I think it's a sad state of affairs when all decks are ramp decks. Yawn.
    Posted in: Commander (EDH)
  • posted a message on Combatting Ramp
    I don't think there's a problem with destroying "the bulk" of someone's mana. As I've said I'm fine with natural balance. The problem is in destroying ALL of someone's mana. Which will very rarely be the case for artifacts or creatures.
    Posted in: Commander (EDH)
  • posted a message on The Boros Commander Problem
    Quote from Taleran »
    That would be an entirely new design space I don't think there is an effect in the game that prevents the playing of lands.
    territorial dispute comes to mind.

    Oh god, why does that come to mind? I don't think I've ever played that card, or seen anyone play it, hell I don't know if any living human has played that card. Yet it came to mind in seconds.

    I swear, if I could figure out how wotc made magic cards so easy to remember I'd be able to memorize the library of congress in a week.
    Posted in: Commander (EDH)
  • posted a message on Combatting Ramp
    True, but it's much harder to exploit and much easier to interact with than armageddon and co. Plus it costs 8, although that matters a lot less here.
    Posted in: Commander (EDH)
  • posted a message on Combatting Ramp
    Quote from Taleran »
    Land Destruction is still being printed, it isn't as good as it has been printed in the past but I think generally you can only say that is not true of Creatures these days with a straight face.
    Targeted land destruction, yes, MLD, not really. No reasonable person thinks targeted LD is a serious problem, especially in multiplayer. There's stuff like the great aurora that you could kiiiind of claim as MLD but it's a real stretch. By far the closest we've had was fall of the thran, but that's a very far cry from armageddon and is much closer to stuff like natural balance.

    There have been some real MLD as recently as TSP, kamigawa, etc, which isn't so long ago (or maybe I'm just old). But I think part of the issue is that MLD isn't nearly as big a problem in the more classic magic formats - 20 life, 1v1. In a faster format like that, beating MLD is much easier - just kill them before they play it, or have enough on board that they can't afford to play it. In commander, that solution is much more difficult to pull off, unless you're playing fast combos. Unless you already know the decks, you don't know who to kill, and MLD is in multiple colors so most decks could conceivably be packing, so that solution is basically off the table. Which means your options are to either never let someone else be ahead, or to be running counterspells. Pretty limited avenues of interaction. Now that commander is one of the most popular formats, I think wotc is a lot more hesitant to print MLD, even overpriced MLD that won't see play in standard, because it's going to be powerful at casual commander tables at almost any sane price.

    To be clear, I think in a cEDH context they're fine because the ability to win before they resolve, or win afterwards even with just a couple land, is very plausible. But in a lower-powered meta I think they're way too powerful.
    Posted in: Commander (EDH)
  • posted a message on Best Black Politics general?
    Quote from FearDReaper »
    competitve decks dont play politics period.
    I think this is one of those opinions that would probably go away if commander ever had a pro tour.
    Posted in: Commander (EDH)
  • posted a message on Combatting Ramp
    Quote from Taleran »
    A card can be multiple things at the same time.
    It's about as much of an anti-ramp card as tooth and nail, or any other win-the-game card, is. I mean I guess winning the game does stop ramp, you've got me there.
    Posted in: Commander (EDH)
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