2019 Holiday Exchange!
 
A New and Exciting Beginning
 
The End of an Era
  • 1

    posted a message on Sheldon's Thoughts on infinite combos
    I do have some sympathy for Sheldon here, but I think it's important to distinguish between combos and dedicated combo decks. Even as someone who has a couple of the latter and enjoys playing them, I will definitely agree that decks built around pulling off one or two combos consistently (and usually quickly) can be a problem - they have a place in the format, but that place is playing against similar types of decks. Taking a traditional EDH deck up against cEDH decks will typically end with an unenjoyable game for the players. I don't want to see cEDH becoming a completely different format with separate rules and/or banlist, but I do think players need to be very careful with it, and moves towards such gameplay should be discussed with the group, and not unilaterally attempted by one or two players.

    Combos without the support of a dedicated deck on the other hand, well, I can't really see a problem. Yes, sure, they win the game, but so do all sorts of things in this format. What's the difference in losing to a combo on turn 15 and losing to some fatties punching you on turn 15? Despite the claims, combos rarely "come from nowhere" - there's usually plenty of development and play before someone will be in a position to combo, plus there's all sorts of non-infinite things that can go from nonthreatening to lethal very quickly, even more so if you're simply looking at lethal for one player. I've got a Titania, Protector of Argoth deck that regularly goes from untapping with nothing but the general and lands on the board to killing the table that turn. Nothing infinite there (there is technically a way to go infinite in the deck, but I have to draw my deck first, so...), but is there any real difference in the impact?

    And for the record, my decks range from Karador Spirit Tribal to Tasigur Sceptre combo, so you can see I love the janky highly "casual" side of the format as well as the competitive one.
    Posted in: Commander (EDH)
  • 1

    posted a message on Chainer, Dementia Master (Mono Black Reanimator)
    Razaketh, the Foulblooded is a very strong card. Though I'm probably going to cut it because I've gotten kinda bored of it being pretty much a no brainer wincon. If you can get him into play with Chainer and a bit of mana open, it's likely game unless your opponents can interact.

    As for grave hate, yeah, I wouldn't really rely on Bojuka Bog to stop real graveyard shenanigans thanks to it being a one shot sorcery speed effect. Having a creature that you can abuse with Chainer is much more reliable - Agent of Erebos, Crypt Creeper, Withered Wretch etc.
    Posted in: Multiplayer Commander Decklists
  • 1

    posted a message on Cards you think would suck in EDH
    Quote from 3drinks »
    I'ma just come out and say 'em.

    Lightning Bolt
    Chain Lightning
    Char

    Think about all the games where killing an x/3 at instant speed and/or 1cmc is relevant. Oh, and they also kill walkers....

    #micdrop


    If you're gonna list Char, at least include the original too: Psionic Blast. No-one expects blue burn.

    But yeah, I agree with these. Bolt in particular is a great EDH card. And Bolt the Bird is still good advice.
    Posted in: Commander (EDH)
  • 1

    posted a message on Chainer, Dementia Master (Mono Black Reanimator)
    I'm big fan of Chainer and have played him for quite a while now. Don't have much time to write up anything in detail, but here's a few suggestions:

    I'll start with the ridiculous: Chains of Mephistopheles is pretty damn sweet when everyone's graveyards are basically a second (and third, fourth and fifth) hand for you. Plus, well Chains, Chainer, it just fits. But unless you've got one lying around spare, you're probably not going to be adding it to the deck....

    Still not cheap money wise, but Xiahou Dun, the One-Eyed is very solid addition to the recursion package, letting you get back any black card for BBB and 3 life.

    If you want some more removal, Shriekmaw and Bone Shredder fit pretty well, being both cheap and self sacrificing. They do have conditions on what they can kill, so you do want other unconditional options, but as part of a larger removal package, they're worth considering (I currently only run the Shredder out of these). Faceless Butcher is another one to consider - you really need a sac outlet to be able to fully take advantage of it, but it's a fair bit cheaper than things like Duplicant, plus using in on your own stuff can sometimes be useful (e.g. in the face of board wipes)

    Life's Finale is on the expensive side for a symmetrical wrath, but Buried Aliveing an opponent as an extra can be pretty good (even if all you do is target the green player for his Reclamation Sage...), and mono-B can make plenty of mana.

    I've found Dark Deal to be solid for similar reasons to Chains - it disrupts your opponents plays while filling yards. Normally, I think it's a pretty bad card as it leaves you one down on your opponents (itself), but in Chainer, that's not really the case. Also silly with Sangromancer. And Chains....
    Posted in: Multiplayer Commander Decklists
  • 2

    posted a message on “Boros sucks” is a culture problem.
    Quote from Outcryqq »
    Whomever changed the title to “Boros” from “Boris” I love you. Every time I saw this title, and after the first time I clicked on it and realized the OP meant to type Boros, I felt like I was getting stabbed in the eyeball.


    Booo....

    It was far more interesting with the old title.
    Posted in: Commander (EDH)
  • 2

    posted a message on Thinking about switching reanimators
    As someone who plays and thoroughly enjoys both of these commanders, I'd say it really comes down to what you're looking for in terms of playstyle. Marchesa isn't really a reanimator general in the classic sense. You're not cheating things into play, you're not taking advantage of discard or Entomb, you're not using the graveyard as a resource in the way Chainer can. In fact, you don't really want to be interacting with the 'yard much at all - it's a place where your creatures will sit for a phase or two, nothing more. Marchesa generally tends towards aggression (with a correspondingly low curve), ETB/LTB abuse and an insane level of resilience.

    In all honesty, my suggestion would be to have both. There's not that much in the way of overlap between what the two commanders want - a few good black ETB creatures and sacrifice outlets and that's it really - and they play very differently. If I had to keep one, it would probably be Chainer - the ability to abuse other people's graveyards means there's always some new things for me to do in a game - although Marchesa is the stronger commander.
    Posted in: Commander (EDH)
  • 2

    posted a message on Best Black Politics general?
    If you end up pissing off everyone to the point where you're public enemy number 1, then you've failed at your politics. It does happen at times, even when you do the "right" things, but your goal is to avoid it. And, frankly, you probably shouldn't try to cover all avenues of attack with stax pieces, not only because it annoys everyone, but also for the simple fact that it's rarely feasible. Try to lock off the biggest chances of you losing (for a competitive deck, that's fast combo and storm), but don't necessarily go so far as to alienate potential allies. In particular, having a control player around is great. They want the same thing as you - a slow game - so avoiding needlessly antagonising them can be a good way to get them to help you. That's not to say you don't want to have some anti-control tools in your locker, just that you don't always want to play everything you have. Consider who you're playing against, what they're playing and what the board state is. Basically, be like a politician and tailor your message (plays) to your audience (opponents) Wink

    This sort of ties in with a mistake that many people make with stax - you should not be trying to completely lock everyone else out of the game. Why? Because it's really hard to do against 3-4 opponents. There's too many angles of attack that you need to interact with, and too much removal. Instead, stax should be considered to be a tool for keeping the game in check long enough for you to win (much like a good countermagic/removal suite). A good stax deck wants to slow things down, allowing them to develop their board and hand in relative safety, then see things out with reliable wincons (for example,the popular "BloodPod" competitive list runs a KikiJiki combo with several tutors for it).

    The problem with Grand Arbiter as I see it from a political perspective, at least regarding the general, is that it's often harder to come up with reasons why others will want him around. Unless there's a known storm deck around, he's going to be effecting the players in a roughly similar way - decks with lower curves will typically be built to have less mana sources - and he gives a significant benefit to his controller. He also suffers from the classic Azorious problem of not having good wincons. As I said before, having some way to see the game out in the end is important, and UW isn't that good at doing it, especially at a competitive level. So GAAIV tends to fall into the kind of deck that people really don't like playing - asymmetrical stax which takes ages to actually get to the end of the game.

    Diaochan is a really fun card, and lets you do all sorts of shenanigans (hint: give her protection from red) but she's not going to get to the competitive level. That said, if you like her, go for it. Not every EDH deck needs to be (or indeed should be) competitive.
    Posted in: Commander (EDH)
  • 1

    posted a message on Most fun commander?
    I'm currently having a lot of fun with my Raff Capashen, Ship's Mage deck. Being able to play almost every spell in the deck at instant speed allows for all sorts of interesting tricks, plus it encourages an interactive control strategy which is always good fun.
    Posted in: Commander (EDH)
  • 1

    posted a message on Best Black Politics general?
    How is Stax anti-political? From my experience, the opposite is true when I'm playing it. I'm always having to play politics. A stax deck cannot keep 3-4 other players down on it's own for the entire game. You need some help. Things like getting people to protect my stax cards that are hurting the other opponents more than them. I'm always talking to other players, trying to get them to support what I'm doing, pointing out how dangerous their other rivals are even if I'm the one with the annoying lock piece in play. That's more political to me than deciding who to hit with an 8/8.

    In general, I view politics as less about specific cards, and more about your interactions with the players. And at a competitive level, while you do get some games where someone just rushes into a combo before anyone else can react, often, due to the high amount of interaction the decks run as a reaction to said fast combo, there is a lot of interplay between the players. Threat assessment is often pretty difficult when the biggest dangers aren't sitting obviously on the board, so there's a good amount of advantage to be gained through playing politically, talking to the other players.
    Posted in: Commander (EDH)
  • 2

    posted a message on Combatting Ramp
    Regarding MLD as an answer to ramp decks.....be careful. If the ramp player has already dumped a huge amount of lands into play (e.g. Boundelss Realms), it can be great. But often, particularly if they know that Armageddon is a possibility (so they don't commit every ramp spell they have), people with a lot of ramp are actually better able to recover from losing all their lands. This goes doubly for decks that diversify their ramp package - if they're mainly about fetching up lands, but run a few mana dorks, leaving them with a Fyndhorn Elves means they're only one land away from a Rampant Growth to kickstart the rampsplosion all over again. Natural Balance has this problem - it doesn't actually stop their ability to ramp, it just negates the ramping they've been doing. Not saying that MLD shouldn't be part of the anti-ramp package, just that lines of thinking like "he's got 7 lands, we've got 4, so Ravages of War will hurt him more" are often wrong. A well timed MLD spell can really set back a ramp deck. A poorly timed one can give them the game.

    As a more general attitude though, don't be afraid to interact with their ramp. Nature's Claiming a Sol Ring is not a bad play. Counterspelling a Harrow is a good play. Flashing in Aven Mindcensor in response to a Skyshroud Claim is well worth doing. Cracking a Strip Mine on a land that taps for more than 1 mana is generally a solid move. And note that all these cards are just generally good and should usually be run anyway if you're in the colour.

    I'll also second the vote for Meltdown. Such an underplayed little card - if you're not reliant on artifacts for ramp (e.g. a GR deck), it can do so much damage to other players' acceleration when fired off at something like X=2 early in a game.
    Posted in: Commander (EDH)
  • To post a comment, please or register a new account.