Just curious, I got a GP coming out this December tho, out of the decks from my signature which one do you think is more consistent and can combo them out? Im thinking of Ghaves running persist combos, infinite token combos might work.
Depends on what you're running I guess. Do you have decklists?
What my old group used to do was play with a larger group, perhaps 5 or 6 people, and play for first and second place. If someone did combo off and could kill everyone, he would bow out and take first while the rest of the players fought for second. Obviously if there are two combo decks in the same pod then the latter combo deck will have a little more time to finish up, but generally in my experience there has been one per pod at big tournaments. I think it's a good idea, worth looking into.
Again, please don't mistake what I say for just complaints about competitiveness. I assure you that is not my intent.
Interesting. I'm not seeing the connection between competitive equating to "being a dick" or "takes the fun out of the game."
I find being around competitive environments to be the most fun, and being around competitive players who can hold casual conversation w/o getting emotional over the game state allows me to strengthen my feel for the game all while meeting new magic buddies.
Perhaps it is time for EDH to have separate clearly defined formats as to keep people with different ideas of "fun", in the groups they want to belong to.
I run Zur and Azusa- it is not a question about competitiveness. The wins with the BUG players were well played, TAN into Vorinclex Paly and then oona, I get it, we've seen these. The same goes for Hermit Druid and everything that the combo entails. While most of these combos die to a well placed counterspell or removal, especially if there are three other players looking at them, I had thought of EDH to be the more casual of the formats. It is easy to be casual at a table. This is still just a game, there is no need to get emotional about a loss or a win. All I am saying was that the consistent turn three win was getting old after a while.
I played against two BUG combo decks in two different games. It was then that I realized they must be hated off the table. Third game I won but I was really disappointed that the fun was being taken out of EDH.
Being a Zur player myself, I can see that this list is very similar to mine lol. Anyway:
Strong Zur Targets- Have you considered Empyrial Armor? It would really work well with Necropotence, even without it you are most likely to have cards in your hand.
Accel- There are a couple of mana rocks from the Mirrodin block, I like them more than the signets because you don't need mana to tap them, which can be really great for getting stuff out earlier. Talisman of Dominance and Talisman of Progress. Also I personally like Mana Vault. When you need it you use it, with Solitary Confinement out you don't take damage, and later in the game you can untap it if you so desire.
Enchantress Effects- As far as that goes, I have been looking for some as well. Unfortunately some of them are only green, and some only work if you cast the enchantment from your hand, which is not the goal of Zur. Personally I like having Brainstorm handy when Jace isn't out, it gets those pesky enchantments in your hand back into your library.
Other- Have you considered Mistveil Plains? It's another good out for dead enchantments. Also Condemn and Oblation are some really good tucking effects against powerful generals.
Depends on what you're running I guess. Do you have decklists?
Again, please don't mistake what I say for just complaints about competitiveness. I assure you that is not my intent.
I run Zur and Azusa- it is not a question about competitiveness. The wins with the BUG players were well played, TAN into Vorinclex Paly and then oona, I get it, we've seen these. The same goes for Hermit Druid and everything that the combo entails. While most of these combos die to a well placed counterspell or removal, especially if there are three other players looking at them, I had thought of EDH to be the more casual of the formats. It is easy to be casual at a table. This is still just a game, there is no need to get emotional about a loss or a win. All I am saying was that the consistent turn three win was getting old after a while.
Strong Zur Targets- Have you considered Empyrial Armor? It would really work well with Necropotence, even without it you are most likely to have cards in your hand.
Accel- There are a couple of mana rocks from the Mirrodin block, I like them more than the signets because you don't need mana to tap them, which can be really great for getting stuff out earlier. Talisman of Dominance and Talisman of Progress. Also I personally like Mana Vault. When you need it you use it, with Solitary Confinement out you don't take damage, and later in the game you can untap it if you so desire.
Enchantress Effects- As far as that goes, I have been looking for some as well. Unfortunately some of them are only green, and some only work if you cast the enchantment from your hand, which is not the goal of Zur. Personally I like having Brainstorm handy when Jace isn't out, it gets those pesky enchantments in your hand back into your library.
Other- Have you considered Mistveil Plains? It's another good out for dead enchantments. Also Condemn and Oblation are some really good tucking effects against powerful generals.
I need to get my hands on a Lim-Dul's Vault...
Anyway I hope this helps.