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  • posted a message on 2013 Evasive Maneuvers
    The be-all, end-all combo with Derevi is Winter Orb, hokori, dust drinker, or rising waters. And by "combo" I mean "way to make everyone hate you".

    Decklist in my sig if you want a pretty hardcore Derevi deck.
    Posted in: Commander (EDH)
  • posted a message on Minimum number of counterspells to be useful?
    minimum number to be useful? 1, obviously.

    Typically I go for around 6-10 for a normal blue deck, 10-20 if I'm going heavyish control. Counterspells are certainly useful, but with a few exceptions they're not a great solution for multiplayer, because they're often excessively proactive. For instance, someone casts an ulamog - would you rather have a counterspell or a path to exile? I'd vastly prefer the path, because as long as ulamog's not swinging your direction then he's not a problem. If the guy to your left has a counterspell, he's not a problem. If someone else is trigger-happy with their removal, he's not a problem. But with a counterspell you have to decide to use it before you know if it's going to be a problem. In 1v1 counterspells are great because obviously everything of sufficient power is a problem. But in multiplayer, I'd generally prefer to run more removal, and fewer counters.

    For instance, my newest deck (Ephara) runs 7 counters and 13 pieces of removal.
    Posted in: Commander (EDH)
  • posted a message on [[SCD]] Random Card of the Day (12/31) - Time Stop
    Maybe in Fumiko? Or Basandra?

    Oh, who am I kidding, no one plays Basandra. NO ONE.
    Posted in: Commander (EDH)
  • posted a message on Is my hatred for Sen Triplets irrational?
    I don't think it's terribly justified, but it's certainly common. I tried triplets once and quickly stopped. I don't think I ever managed to keep them alive long enough to be active. Everyone absolutely loathes them. And even if you do keep them alive - hooray, you get to cast cards from other peoples' hands that have little or no synergy with your own deck, thus tapping out on your own turn while playing a color combo that revolves around instant-speed control tricks.

    For a competitive deck, the best thing I see her doing is blocking countermagic for her own combo win, which Teferi does about a billion times better. I think for a casual deck she could be fun as a theft-based general, but Geth does it waaaaaay better.
    Posted in: Commander (EDH)
  • posted a message on Ephara - Flash 'n Dash Control
    I'm working on this decklist too, mine looks similar-ish to yours. One gem I found in the dustbin of history is Saltskitter. Works great with Ephara. Not only do your opponents' creature plays give you free draws off him, but you can also double the draw power of whitemane lion, mistmeadow witch, etc, and he's also easy to protect from removal with any flash creatures or instant-speed tokens on hand.

    You can check out some of the other ideas I had in my decklist, it's probably easier than listing them all out:
    http://forums.mtgsalvation.com/showthread.php?t=591237
    Posted in: Multiplayer Commander Decklists
  • posted a message on Commander Decklist Database
    2 new ones that I don't think anyone else has done yet:

    Brimaz, King of Oreskos - http://forums.mtgsalvation.com/showthread.php?t=587748

    Ephara, God of the Polis - http://forums.mtgsalvation.com/showthread.php?t=591237

    Thanks!
    Posted in: Commander (EDH)
  • posted a message on Ephara, God of the Polis - first thoughts
    Noticed that no one has a decklist for this snazzy new legend, so I figured I'd crank one out. I mean, make a decklist. Shut up.

    The god design is really cool but so far none of them really excite me THAT much. Most of the theros gods are pretty goodstuffy, except purphoros who is more aggro, which also doesn't interest me much. They're not even good at voltron because everything you'd want to pump them up with generally doesn't contribute to animating them.

    Of the second round, there's a bit more specialization but I'm still not thrilled. Karametra is boring old ramp. Mogis is clearly not designed for EDH. Kruphix is great at a strategy that sucks and will always suck and also is boring. And Xenagos is aggro, which as I mentioned is not my favorite flavor of ice cream.

    So that leaves Ephara. At first she looks sort of drab, a honden of the seeing winds as long as you're playing enough creatures. But luckily she's got one element that makes her more interesting - her ability triggers each upkeep. inb4, this ability is vastly improved in a multiplayer format. But how to exploit it?

    So to my thinking, there's about 3 ways to really exploit her ability:
    -token production (abilities, instants)
    -creatures with flash
    -flicker effects (abilities, instants)

    The great part about her is that she's a very resilient draw engine, and being in WU she has both the ability to counter the odd enchantment tuck effect aimed at her and also the ability to tutor herself back to hand if the worst happens. So most of the deck can rely on her for draw, and focus on exploiting her ability and providing some control elements.

    Anyway, here's my first attempt at building around a god:

    Posted in: Multiplayer Commander Decklists
  • posted a message on Print This Wizards (so I can put it in my EDH/Commander deck)
    Nightforger 3
    Artifact - Equipment
    Equipped creature gets +4/+0
    UB, Unattach Nightforger: Search your library for a blue or black instant with converted mana cost 4 or less and cast it without paying its mana cost. Then shuffle your library.
    Equip: 3.

    Because wizards is never going to print a RW legend I don't loathe.

    Actually let's color shift everything black and just save ourselves some time.
    Posted in: Commander (EDH)
  • posted a message on [[Official]] General Discussion of the Official Multiplayer Banlist
    Quote from fzian
    My argument was actually in response to Raining Frogs who explicitly conceded that "Artifacts may be faster and more explosive than creatures but dudes will win the long game" (citation below).

    But for the sake of argument, how are you getting fast mana with Gaea's Cradle (say, within Turn 2ish)?

    With Tolarian Academy, we were seeing explosive starts to the extent of a fairly consistent: -
    Turn 1: Land, Sol Ring and maybe a Sensei's Divining Top to check the top 3 (Note that this can be a little worse if this was say, Mind Stone instead of Sensei's Divining Top and the first land drop was a Seat of the Synod)
    Turn 2: Tolarian Academy for 2UUU, probably sufficient for an early Bribery or Tezzeret (or whatever board-impacting spell which you can quite readily find at 5 drops) or the player could sit on that mana for an end of turn Fact or Fiction (or counterspell, if needs be).

    Note that the above scenario is not even the Magical Christmasland version of it -- that is actually the watered down version of the more broken plays. I suspect that the Magic Christmasland version would likely have the first land as a Seat of the Synod and include a Mana Crypt somewhere for a cool 10 mana by turn 2 (Turn 1: Seat of Synod, Sol Ring, Mind Stone; Turn 2: Mana Crypt, Tolarian Academy for U++++UUUU=5UUUUU for, oh-I-don't-know, maybe an Omniscience?

    Contrast this with Gaea's Cradle. Just theorycrafting, what would your most likely play (up to turn 2) assuming that you already have a Gaea's Cradle in hand?

    You are likely going to consistently get a similarly high amount of mana after, say, Turn 4 at the earliest. Mind you, Green getting lots of mana can be pretty daunting too but this is nothing close to the explosive start we mentioned earlier and honestly, green ramping to lots of mana by turn 4 isn't exactly the most exciting news. Heck, with Green, a theoretical: -
    Turn 1: Forest, Green Sun's Zenith for Dryad Arbor
    Turn 2: Forest, Azusa, Forest, Forest, Rofellos, Llanowar Emissary
    Turn 3: GGGGGGGGGGwithout even playing a land on turn 3 sans Gaea's Cradle

    Note that, while these lands are superficially similar, it is also worth noting that Gaea's Cradle is easier to disrupt; statistically, creature removals / sweepers are more likely to be played than artifact removals / sweepers.


    Yep, agreed with this. Cradle is awesome turn 4+, but on the very early turns, turns when a lot of mana can be a big problem, TA is definitely more explosive.

    That said, your argument could just as easily say that sol ring and mana crypt should be banned. Really, with both of those banned TA starts to look a lot more acceptable since there aren't many 0 drop artifacts that are popular in EDH, and 1 drops that don't produce mana don't really let TA ramp up much faster than cradle.

    I'm just saying, if you take sol ring and mana crypt out of the equation (and let's say mana vault too), it's a lot harder to come up with a realistic situation that results in getting way above the curve earlier than turn 3-4 or so.
    Posted in: Commander Rules Discussion Forum
  • posted a message on [[Official]] Unreleased and New Card Discussion
    Quote from FieryBalrog
    That's pretty unintuitive and dumb from a rules perspective. I mean, I don't see any reason at all why "exchange" is disallowed when one of the objects is no longer in the right zone, but it's allowed when both of the objects are controlled by the same player.

    In fact, more than that, it really should be limited to situations where each party controls the respective object. If you need to make two opponents exchange things, simple: "you may have those players exchange [objects]." The idea that I can exchange something I don't control is a failure of the rules.


    Man, really? There's no reason it should even happen if people are being at all smart. Why would you bother firing 2 removal spells at it anyway? After the first one, either it's dead or you have control of it (barring some other interference). Y'all need to relax. This card is no more complex than confusion in the ranks and everybody loves that card. I think.
    Posted in: Commander (EDH)
  • posted a message on [[SCD]] Global Ruin
    incredibly good in 5-color decks imo. sets you up 2-3 lands ahead of everyone else most of the time. In my child of alara deck, some people thought this was the most powerful card in the deck...could be because I kept recurring it.

    whinging that it doesn't fully reset is silly - obviously it's subpar for 1-2 colors, decent for 3, but in 5 color it's absolutely amazing. Admittedly it's not the same thing as geddon, but it's also less symmetrical. It's not necessarily an instant win like geddon with a superior position, but it's also much more castable without a strong board position, which imo makes it more versatile.

    That said, you must - MUST - have an expensive manabase to justify this card. duals and fetches to the max.
    Posted in: Commander (EDH)
  • posted a message on Letting Go
    My system is to keep a big box full of singletons, and then make a decklist and build it from the box. Then I can disassemble it into the box and keep the decklist, so it's only a few minutes away from being rebuilt at any given time.

    That said I never degrade decks. it's all or nothing with me, baby. If it's not my original, perfect decklist, it ain't anything.
    Posted in: Commander (EDH)
  • posted a message on [[Official]] General Discussion of the Official Multiplayer Banlist
    Quote from somanarga
    Sylvan Primordial is noncreature permanents, guys, not "target land". you can hit artifacts and enchantments before you even need to consider hitting lands.

    if you have someone playing primordial simply to blow up peoples manabases and not as an efficient noncreature removal spell, something that green has ALWAYS HAD, by the way, thats a degenerate PLAYER, not a degenerate CARD.

    learn the difference, it could save your life.


    What? So if someone uses a card well, they're degenerate? They have to intentionally choose bad targets?

    That's silly. You're silly.
    Posted in: Commander Rules Discussion Forum
  • posted a message on [[Official]] General Discussion of the Official Multiplayer Banlist
    Quote from Galspanic
    I haven't seen homeward path more than twice since it came out. Chimera isn't that good on its own and Homeward Path is trash 98% of the time, so if people start running these cards together that will make their decks worse.... That doesn't sound like anything the RC needs to be involved in.


    I agree that he won't be a problem, but I think he has a lot of potential. Once he's on the field he really stifles what most people will be willing to play. Seems like a pretty potent counter to a lot of bomby strategies - even if you don't have control of him anymore, he's blocking a lot of potential shenans.

    Homeward path won't be a big commitment in a mono-blue deck. For multicolor I guess it depends on their color requirements.
    Posted in: Commander Rules Discussion Forum
  • posted a message on [[Official]] General Discussion of the Official Multiplayer Banlist
    Quote from nope.avi
    I will probably be sick of seeing chimera+homeward path awfully quickly especially with seedborn muse or prophet.


    even so:
    only 1 creature at a time
    not repeatable vs a sac outlet
    doesn't stop wraths
    doesn't stop 2 removal spells if one's an instant

    It's not exactly unbreakable.
    Posted in: Commander Rules Discussion Forum
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