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Dec 10, 2018Taleran posted a message on Confirming something for myself about Conspire and As an Additional CostOh that is cool thanks for the info.Posted in: Magic Rulings
Dec 10, 2018Taleran posted a message on Confirming something for myself about Conspire and As an Additional CostIf I control a Wort, The Raidmother and one other green creature I will not be able to conspire an Eldritch Evolution because by the time either part of the Conspire ability is checked either Wort will not be alive or I will not have enough creatures to conspire.Posted in: Magic Rulings
That is correct right?
Dec 10, 2018After a very long break from this deck I have come back around to it with a lot of new tools and lot of new ideas for themes and sub themes and ways to expand this thing in a lot of different ways.Posted in: Multiplayer Commander Decklists
Dec 8, 2018You seem to have a critical mass of Goblins and use of a lot of X mana Mana Echoes seems like it could do a lot of work here. This idea rules I may have to try putting something like this together.Posted in: Multiplayer Commander Decklists
EDIT: Well that was a lot of fun to throw together:
I did not have a copy of either Glorious End or Final Fortune(or its variants) lying around so I went with a different form of Mono-R Hail Mary in the form of the top of this decks curve Hazoret's Undying Fury
Also rather than Krenko, Mob Boss I opted for Zada, Hedron Grinder who when combined with TwinFlame Heat Shimmer or Crimson Wisps can really make some magic happen (I couldn't find a spot for Kari Zev's Expertise but it would be lots of fun)
Also a side not Zada + Seize the Day is typically only used in a deck with more colors that can provide Vigilance to make a lot of combats very good however if you also have Neheb, the Eternal it will create mana of an excessive degree.
Gemstone Array filters all the Mana Echoes mana that should be generated into a color that can be used better
And I made room for some more copies including Bonus Round and stuff like Mizzix's Mastery
Fiery Confluence by itself deals 6 damage to all opponents therefore alone it requires 7 copies to kill the table.
Insult // Injury makes that 12 and thus it will take 4 copies to do the job
Bonus Round cast before both of those is enough by itself to make it lethal
3 Cards in Hand and 5RRRRR is a dead board from an empty board, also possible to hit all 3 of these off of a Hazoret's Undying Fury
Dec 5, 2018Taleran posted a message on Don't know how to use gatherer, turning to you guysYeah so just throw in a Paradox Haze and then it will work and that can be found by ZurPosted in: Commander (EDH)
Nov 29, 2018Posted in: Commander Rules Discussion Forum
Discard outlet is very different than Entombx2
Nov 26, 2018Posted in: Multiplayer Commander DecklistsQuote from DasNekros »This might sound a wee bit blunt, but I'm really not seeing the purpose in Tana (and green in general) in the list, if you want to focus on casting non-creature spells and getting tokens. Doubling Season can realistically become Anointed Procession, there are plenty of red haste enablers to replace Concordant Crossroads, and Tana herself seems a little weak when you don't buff her and rely on there being no blocks for her to generate Saprolings.
Looking at the other partner commanders, perhaps... Kraum, Ludevic's Opus flies and draws you cards on occasion.
In any case, I think that you should include Talrand and the Mystic as well for more tokens. Rampant Growth should probably be Cultivate unless the mana difference matters. Since you loot, perhaps consider Wonder and Anger.
So when I built the deck originally it was Akiri, Line-Slinger and the green cards were basically all artifact mana and some other things and the deck was Jeskai.
The main difference for me IMO between the two is two fold, if I am playing Green I can then not play any artifacts really and then I can run cards to disable that archetype more thoroughly one that goes well with a Token theme in Aura Shards and the other that just can turn off certain decks in Stony Silence.
Tana is partially there for the tokens partially there for the fact that she is the only Gruul Partner and I think she will get in far more often than you think if the rest of the deck is working well. Also playing more dorks allows for the playing of Edric, Spymaster of Trest which makes the token theme explode with card advantage, and yeah I use Rampant over the 3 CMC ones because I only really like Harrow out of that mana cost in ramp spells unless the deck has a lot of open slots or wants to have a lot of lands in hand or play.
Thanks the for the post, I am probably gonna try to sneak Mystic and Talrand in here somewhere.
Nov 25, 2018I really like Monastery Mentor, Young Pyromancer and friends, so I decided to set out to build a deck whose primary win condition was those kinds of effects. The deck was going to end up playing a lot of non-creature spells so a control style deck that also keeps my army alive seemed like a good idea which eventually lead to these twoPosted in: Multiplayer Commander Decklists
Each of them also largely represent the two halves of the deck that come together to hopefully win some games.
Here is the list:
Now between, Monastery Mentor, Young Pyromancer, Docent of Perfection and The Locust God the only really good synergistic token machines at this point would be Talrand, Sky Summoner and Murmuring Mystic and I can't quite figure out if I should include all of them or not or even what to cut at that point for them.
The general strategy I think is pretty clear the deck uses the Mana Dorks & a couple spells to ramp and the cantrips mixed with Edric, Spymaster of Trest and Skullclamp for main sources of card advantage.
Holds down other artifact decks with removal and Stony Silence and Aura Shards is a card that should prove to be a nightmare to most opponents if it gets running.
The rest of the deck is tutors and disruption and board protection with a swath of counter spells to allow Ishai to get some counters in all this.
Purphoros, God of the Forge & Impact Tremors represent the alternative ways to knock down a board where as The Soul Sisters act as a stabilizing force to allow the deck to swing all out and gain enough life to survive the swings the other direction.
A couple of sweepers round out the deck as oh ***** buttons along with some pieces of recursion for those longer drawn out games.
Thanks for taking a look any suggestions are welcome as I just put this together and haven't even gotten a chance to play it yet.
Nov 24, 2018Posted in: Multiplayer Commander Decklists"I give my blood, my life, all I have in exchange for victory."
Life Gain and Life Loss two abilities that fuel some of the dumbest and most powerful cards in all of magic, so lets mix them with some fire and to make it difficult we will keep to it to Mardu and risk everything. This deck in some ways behaves very strangely in that its spells allow it to go very quickly if you choose that but the Commander in some ways desires a bit of time to be bid to set up the best plays.
Cards I am Thinking aboutMagic OnlineOCTGN2ApprenticeBuy These Cards 1 Tainted Sigil
1 Spoils of Evil
1 Repay in Kind
1 Liliana's Caress
The goals of this deck are both very simple and very complex. In essence the goal is either to gain a lot of life or to lose all of it. Once these are obtained other cards in the deck can be used in conjunction with these states and sometimes a lot of mana to engineer a kill.
I find Mardu Spellslinging and Ritualing to have more built in challenges than using the other colors to smooth them out which makes for very interesting games especially in how this deck and swing in terms of life total and general delay in cast the Commander due to most cheap sources of life gain being not that good.
The find for this deck was Hide // Seek which is either an amazing piece of removal for any Artifact or Enchantment or it is an amazing exile spell with the potential for some good life gain.
Thanks for taking a look.
Nov 22, 2018Taleran posted a message on [C18 2/4] Estrid, the Masked - The Enchantress with the Spark (Bant Enchantments)It destroys things in the extreme corner cases everything else is returned.Posted in: Multiplayer Commander Decklists
If you for example gained control of something an Opponent owned it would not return it and instead destroy it. But for the purposes here it would just put everything back to hand for recasting for profit, like using Retract in the right situations with artifacts.
I guess they just had to word it really wildly because Aura's operate much different than artifacts or just enchantments ever would.
Nov 22, 2018Taleran posted a message on [C18 2/4] Estrid, the Masked - The Enchantress with the Spark (Bant Enchantments)Very silly thing I came across looking for something else that I did not know existed.Posted in: Multiplayer Commander Decklists
Enchantment Retract! Which would basically turn this deck into Cheerios.
Here is what the cards says these days:Oracle Text: Return to your hand all enchantments you both own and control, all Auras you own attached to permanents you control, and all Auras you own attached to attacking creatures your opponents control. Then destroy all other enchantments you control, all other Auras attached to permanents you control, and all other Auras attached to attacking creatures your opponents control.
Nov 22, 2018Taleran posted a message on A bit of math discussion: How many of X do you put in a deck before you will play YObviously the potency of the cards in the question will change this equation every time but generally where do you stand on things like this.Posted in: Commander (EDH)
Some common examples:
How many enchantments to run an Argothian Enchantress or Eidolon of Blossoms
How many 0 or 1 CMC artifacts before Trinket Mage gets a slot
How many 4 or less R/W instants before Sunforger finds a home
How many lands entering the graveyard or effects that do the same before Crucible of Worlds comes out.
This is probably even more personal and subjective than I think it is but in general do you have any guidelines or formulas you follow for this kind of thing?
Nov 22, 2018Posted in: Commander (EDH)Quote from Dormammu »Quote from greywyn »No. Anything goes.
Echoing a post above: if you don’t like a particular card or strategy, punish it. Destroy it. Disallow it (with cards, not house rules).
I’ve yet to run into any real problems with this approach.
This is the cEDH approach. Nothing wrong with the playstyle but I think it’s pretty clear a large majority of play groups don’t want the game to play out this way.
In my case, the trouble with it is that the card pool dwindles over time as everyone’s lists get closer and closer to the Top 25 lists on this site. I like EDH for the much greater variety than many other formats and anything goes kind of kills that.
Especially when “almost anything goes” allows for orders of magnitude more quantity of viable cards. But your group has to be ok with fuzzy guidelines for deck building and that won’t work for everyone.
Playing cards to disrupt others is the Game of Magic not limited to Competitive or not.
Also having no limits on the cards you play doesn't automatically remove those limits from how you build decks and choose to play the game.
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