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  • posted a message on The "New meta": commander shutdown cards
    Phyrexian Revoker.

    Song of the Dryads dodges sac outlets, especially if you cheat it into play.

    White can run Angel of Jubilation alongside darksteel mutation, Arrest, etc.


    I am just happy Terminus no longer takes me out of the game. And happy I can take Grand Abolisher out, since I hate when it gets cloned.
    Posted in: Commander (EDH)
  • posted a message on [[SCD]] Random Card of the Day (12/31) - Time Stop
    Instant speed reanimation in white!?! I thought Makeshift Mannequin was the only card that could get back an Ulamog, the Infinite Gyre. And mannequin negates the indestructibility.

    I admit, white doesn't exactly fill the graveyard, but it is definitely something. If you have considered casting Vigor Mortis, I imagine you would consider this.

    Posted in: Commander (EDH)
  • posted a message on Which commanders were helped most by the new "no tucking" rule?
    Answers to Derevi,

    Pithing Needle
    Song of the Dryads
    Phyrexian Revoker
    (Control Magic)
    (Darksteel Mutation)
    (Lignify)


    From what I can tell, Blue loses the most in its ability to deal with generals. I think Crumple and Hinder were the biggest offenders, as you couldn't sac your general, bounce it or give it protection to save it. As blue is really strong in this format, I am okay with this. Blue players can play more expensive answers, like Perplexing Chimera.

    Red losing Chaos Warp sucks. I hope it gets more punisher cards to at least hurt players for playing things Red can't deal with.
    Posted in: Commander (EDH)
  • posted a message on Commander Tuck Discussion
    Not so sure I need to run Grand Abolisher any more in Karador, Ghost Chieftain. His primary purpose was to stop Karador from being crumpled. I also used to run Gaea's Herald for the same reason.

    Spell Crumple and Hinder were the major problems to me. You could always not attack with your general into Condemn. Oblation gives you two cards. Chaos Warp gives you something else. You can also respond to these, by sacrificing your general or giving it protection.

    Spell Crumple and Hinder were very hard to deal with, and gave you nothing to make up for the tuck. For that reason, I am okay with the change.

    Posted in: Commander Rules Discussion Forum
  • posted a message on Dragons of Tarkir: What Card(s) are you most looking forward to playing?
    Quote from Decimator1 »
    Dragonlord Dromoka easily replaces Spellbreaker Behemoth in my Mayael deck, seeing as Dromoka is basically a much better version of the behemoth.

    Narset Transcendent will likely find a home in either the Narset, Enlightened Master deck or the Angus Mackenzie deck, depending on how testing goes.


    Note that there are morphs and activated abilities that could counter your spells with Dromoka out. It is not always better.
    Posted in: Commander (EDH)
  • posted a message on [[Official]] General Discussion of the Official Multiplayer Banlist
    I never really used tucking anyway. I like building around my commander, and I dislike tutors, so in general tucking my commander has locked me out of the game. I never complained, because it is a legitimate strategy that punishes my build. At the same time, I didn't use tucking because I didn't want people to feel bad about it.

    I don't really care about this change. I just hope they don't start saying that we can't Pithing Needle or Meddling Mage commanders.

    And if you're running Spin into Myth or Oblation for tucking generals only, you can replace those slots with other types of answers.
    Posted in: Commander Rules Discussion Forum
  • posted a message on Sharing cards among commander decks
    I currently have 4 active commander decks and one Tiny, and 3 commander decks with cards pulled (largely cards being used in Standard).

    I don't swap cards amongst my 4 commander decks and my tiny. Sure, there are cards I would play in more than one deck... but I just prefer to have the decks at different power levels. One example is Sulfur Falls. I expect this card to be reprinted, so I do not want to spend money on getting more than one, although I have three decks right now that could use it. I put it into the deck that needed it the most.

    If I am playing in an EDH tournament and I know which deck I will use, I might swap some cards before. Otherwise, I'm content with not playing Venser, Shaper Savant in all of my decks. I will just use him in my best blue deck. And thus my less powerful decks are less powerful. I like having a gradient to the power of my decks to suit different types of players.

    In Standard, I have played 3 sultai decks since Khans of Tarkir. I bought 200 identical sleeves to sleeve all 3 decks simultaneously. On any given night, I just need to grab the appropriate cards. Commmander may be a bit bigger, but if you know which cards need to be subbed for each deck, then you can do this rather quickly. You can even keep lists of the cards being swapped in case you forget.
    Posted in: Commander (EDH)
  • posted a message on [[SCD]] Random Card of the Day (12/31) - Time Stop
    I could see people playing Trumpet Blast, and I think this is better.
    Posted in: Commander (EDH)
  • posted a message on [[SCD]] Random Card of the Day (12/31) - Time Stop
    Dirge of dread is almost always better. I would prefer to have fear than intimidate most of the time. And dirge is never all that dead.

    If you need a second effect like this, I could see it played. Maybe in Ashling, the Extinguisher, if you have a lot of creatures without evasion that need to hit, like Liliana's Reaver and Ink-Eyes, servant of oni.
    Posted in: Commander (EDH)
  • posted a message on Thoughts on Maelstrom Wanderer Commander
    I love MW. One bounce thing I really like is Tradewind Rider. MW gives it haste. Good for bouncing an opponent's threat or end of turn bouncing MW to your hand. With Prophet of Kruphix, you can do it every turn (or twice a turn with Kiora's follower in play).

    It's a fun deck. I play a bit of library manipulation, but not too much. Part of why I like MW is that it is unpredictable.

    I was way behind a couple of days ago, and I cast MW on turn 6, and flip Balefire Dragon and Blatant Thievery.

    The bant deck you are thinking about is very different. MW is a proactive deck, while that seems like a controlling deck.

    My only goal with MW is to cast him as early and as often as possible. I am trying to kill people before they assemble a combo.

    I recommend making two decks. They will be very different.


    And consider this.

    Turn 1. Forest, Sol Ring, Izzet Signet.
    Turn 2. Island, Gilded Lotus, Phyrexian Metamorph (on gilded lotus), Somberwald Sage.
    Turn 3. Mountain. 15 mana - Maelstrom Wanderer: 1st Cascade = Malignus. 2nd Cascade = Spelljack. Recast Wanderer. 1st Cascade Tooth and Nail pay entwine, get Progenitor Mimic (on Malignus) and Thunderfoot Baloth. 2nd Cascade = Rite of Replication pay kicker, copy Progenitor Mimic 5 times. Now attack for 170 hasty trample damage. Kill 4 opponents.

    And then consider this:

    Turn 5: MW. 1st Cascade = Farseek. 2nd Cascade = Rampant Growth.


    So many possibilities!
    Posted in: Commander (EDH)
  • posted a message on [[SCD]] Random Card of the Day (12/31) - Time Stop
    If you want a deck that has all the extort creatures, then I could see this making it in. But in any real bleeder deck, you are going to replace this with something that does something.
    Posted in: Commander (EDH)
  • posted a message on Need help deciding...
    Do something not green. Zurgo.
    Posted in: Commander (EDH)
  • posted a message on Fair and/or Fun Things to Do with Mind Over Matter?
    I will Krosan Grip that card immediately any time I see it. It is an utterly broken card that can't be used fairly. There are less powerful things you can do with it than Arcanis the Omnipotent, but I still think it's busted. And I will always assume you intend to go infinite with it.

    Merieke is maybe less powerful, but it turns every card in your deck into a kill spell.

    I feel bad saying this.. it is an elegant card. It is very powerful though.

    I say hold on to it until you want to build a combo deck. Then it is very good. Combo decks are legitimate, but anybody who can destroy this card will. Which is why you try to protect it.
    Posted in: Commander (EDH)
  • posted a message on new spoiler (kolaghan's command?)
    Quote from Golblin »
    Quote from Lord Ruby34 »
    Quote from Golblin »
    Quote from Lord Ruby34 »
    Quote from Golblin »


    I'm noticing your only argument is that it can kill small creatures. The only relevant artifact in the format is Whip, which fine, maybe this will see some sideboard play. That's fair. I don't see it in a mainboard in any standard event, even an FNM. Since Whip is the only relevant artifact, against most decks that ability is just pointless. Because the creatures it kills are small, a Mardu deck in general should prefer to run Mardu Charm. Because if you want to go on versatility, Mardu Charm is able to do 2 of the 4 things this card can do, and if the creature is too big and their hand is too small, you always have the 2 1/1 option. This one relies on either a Whip deck, small creatures which can be killed with countless red and black spells in the format, a creature you desperately need to return to your hand, or a knowledge of their upcoming cards. Given Courser and Whip are leaving very soon, two of those options become worse in rotation. If I return a creature to my hand, it will likely take anywhere between 1-2 more turns before I can attack with it again, by which point they likely will have obtained another removal spell or a creature to deal with it. And the 2 damage is worse removal in a removal-filled deck.


    I think that your missing the fact that it can do all of these things. That's super relevant, as is the fact that it's a two colored card as opposed to a three colored one. Killing small creatures is often relevant, destroying an artifact is amazing when it matters, disentomb is great when it comes stapled onto something else, and the discard is fine if not amazing. All together this becomes a very playable spell that's relevant in almost any situation.


    It can do 2 of those things at a time, not all of them. And if I'm looking to do anything this card can do, I'd rather play cards that can be relevant more often, even if only doing one of the things, than casting a spell that won't get there. As I've said now, Whip is the only artifact that matters, which makes this a sideboardable card at best. Killing small creatures is indeed relevant, which is why we have those lovely cards like Lightning Strike, Magma Jet, and Bile Blight to kill them for cheaper. Disentomb is great when stapled with something else that will do something to the format, not really niche benefits. And the discard is only good in a lategame scenario with Courser, or they're running combo and you remove one of their pieces and they can't draw another. Put two of these options together and what do you have? A Whip destroyer that made them discard a powerful reanimation creature, dealt two damage to their lifelinked face or to their Satyr Wayfinder or already-activated Hornet Queen, or brought back a creature that's going to get Hero's Downfalled/Murderous Cut. Or you dealt two damage to a Rabblemaster, which likely is going to come back very soon when they draw a second copy/cast the second in their hand, and either made them discard a land or brought back something that's going to get Stoked. Yay?


    In that last example you just two for oned them. With your three drop. And it affected the board. How is that not good? If this was a Mardu Charm it couldn't have achieved that. This is a card that wants a deck that cares about getting value and maintaining card advantage. I don't understand how you can't see that.


    You didn't really 2-for-1 them. You killed a rabblemaster, which isn't even a guarantee since they can still Titan's Strength it, or if they're in Boros, which is the new MonoRed Aggro, they can Valorous Stance it. And they discarded something they never would have used in the first place, which is IRRELEVANT, or you brought back something that gets to die again instantly. Because if we're being honest, if you have the time to freely cast something against Monored and NOT have to sac it in a block or watch it get burned, you're playing against a game you've already won. A 2-for-1 shouldn't be OH BOY I GOT TWO VERY SITUATIONAL AND LIKELY IRRELEVANT THINGS OFF, YIPPEE! It should be "Alright, I killed a guy and got something that gives me a serious advantage." For example, Ojutai often gets drawing a card plus a free small guy. That's an advantage. The Atarka one has a free land drop. In a ramp deck, you now made a humongous leap ahead in your plan. Silumgar also allows you to remove multiple problems, whether they're planeswalkers, small guys, big guys, or problematic spells. What does this one allow you to 2-for-1? A small guy and that's basically it. Discard will never get you something valuable, artifacts are only good against whip, in which case now killing a small guy is irrelevant, and bringing a guy back will likely mean he's dead again. Oh boy, I've really showed them, I totally removed their early game so that they only have late game on the battlefield! Thanks Kolaghan!


    1. There are other formats than Standard. I think in the current standard that this is not sideboard worthy. In singleton formats, the versatility definitely makes it an option. I can tell you it would be amazing against my TinyLeader - kill my Young Pyromancer and a sword... In Modern, I'm thinking about putting this into my sideboard in place of Rakdos Charm. I never seem to play graveyard decks anymore, and this seems very good against afinity.

    2. This card is always a 2 for 1, which is amazing for a sideboard card. You may think that discard is irrelevant, and you seem to have indicated your penchant for aggro, so maybe it is in your experience, but I play grindy decks, and instant speed discard is nothing to laugh at.


    For those people who are comparing it to Blightning... this is very different. Blightning doesn't impact the board, and is a bad topdeck as it turns into an expensive Lava Spike. Also, the option of using it at instant speed is relevant if you're playing a discard deck.


    I like this card. It is not a format staple like Ojutai's Command might end up being, but it is pretty strong against the right decks.
    Posted in: The Rumor Mill
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