- Sephon19
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Member for 10 years, 8 months, and 5 days
Last active Sun, Feb, 16 2020 17:51:33
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May 29, 2019Sephon19 posted a message on The End of an EraNOOOOOOOOOO AND ON MY BIRTHDAYPosted in: Articles
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Oct 15, 2017Sephon19 posted a message on The World of KamigawaPosted in: ArticlesQuote from silasary »The team at the time thought that if they were to print O-Kagachi, they'd need to do so before That Which Was Taken was taken. And O-Kagachi with his Divinity intact would indeed be too powerful.
When the Commander team returned to the character, they had a lot more freedom as to portrayal and timelines, and so chose to portray O-Kagachi after That Which Was Taken was taken.
Hence the 6/6.
I've heard this argument before and it just doesn't hold. The thing is the size of Progenitus - a creature that could arguably be smaller in P/T due to its ability. Why can i tbe taken down by a random Spider? I understand that Magic power scale is somewhat weird sometimes for gameplay reasons, but you just shouldn't make a world-sized creature at 6/6. Especially in a world they cannot retcon at this point, unlike Sergovia. -
Oct 14, 2017Sephon19 posted a message on The World of KamigawaHaha, indeed. Oh, I really hate that he ended up the card's size. They might as well not have printed him, to me.Posted in: Articles
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Oct 14, 2017Sephon19 posted a message on The World of Kamigawa"We can't print O-Kagachi... He's too powerful to put on a card."Posted in: Articles
(Years later)
"Here's O-Kagachi! He's a 6/6!" -
May 13, 2015Sephon19 posted a message on High Stakes Magic - A New Way to PlayOk, I think I'm going to start out with 100 cards, percentages are easier to work with that way. I'm going to do a theme of Zombies, Spirits and Infect. Death and decay.Posted in: Articles
Have you tried any of the Theros block hero cards or any utility lands? I'm personally going to use a lot of cards with activation costs so lands are actually possibly usable here. Using a mix of Zendikar block spell lands and a Leechridden Swamp.
Also interesting to see "colors matter" cards, such as normal slam dunks such as creatures with protection or intimidate. When all colors are readily available, it's much easier to answer a White Knight than if you were a normal black deck. -
May 12, 2015Sephon19 posted a message on High Stakes Magic - A New Way to PlayHave you found an optimal auction block deck size?Posted in: Articles
I'm personally going to make a Peasant auction block and call this format High Market (referring to Mercadia) or something because I personally find the High Stakes name unsexy. I prefer something that has more Vorthosian substance. Infact, after I'm done I'm doing a forum thread with my decklist.
Have you tried the Theros block Hero cards? I'm personally considering inserting a variety of tokens into the deck rather than vanilla creatures since mana costs don't matter anyways (even if I consider adding some devotion cards as well).
EDIT: What about land cards with utility btw? They can provide mana a good bit.
EDITEDIT: I additionally see your auction block is 200 cards. Do you find that the optimal size? - To post a comment, please login or register a new account.
Exactly. Current mana base is massively good. I'm actually relieved there's no rare land cycle now.
Also, exile removal should help a bit.
I understand that you want variance in deckbuilding, but I'm not sure taking out general tools because they're better than other cards is the solution. You're already at a minimum deck size of 80 cards, the red player has to add other cards to fill the removal quota anyways, Lava Coil is a single target spell in a multiplayer format (and is therefore overshadowed by mass removal by a long shot), and with the larger minimum deck size red already has problems with drawing its cards that would be answering graveyard decks. And red's already general weak in multiplayer, and you're talking about structuring the rules in such a way that you can up the access to high value cards such as Dreadhorde Invasion at the cost of restricting a general purpose removal spell! Think of how the two interact; Lava Coil would remove the Amass token only once, and only if it's a 4/4 or less, and then the opponent will get their zombie back the very next turn. In a multiplayer format, this is crucially more powerful for the amass player.
Thought 1) It's true that the singleton element should never be changed in Commander, but I believe the reason it's like that is different than preventing combos per se. Preventing combos was just a good sideeffect that has improved the health of the format significantly over how bad it could be. Initially it was probably intended to increase variance as much as possible, since so much deckbuilding was about optimization; remember that what makes this format particularly interesting isn't its singleton but its usage of commanders, its vast health stockpiles slowing the game down, and so on, founded back in Legends where combos just weren't as much as a thing. But this isn't really relevant for you, I just wanted to bring it up.
Thought 2) The deck construction rules are already quite complicated, infact moreso than Commander; figuring out multicard tracking in addition to that adds a lot of complexity to the deckbuilding that I'm not sure is benefitial for the format's spread. However as a format just between you and friends, it sounds really amazing; and in that case I'd just let people do 4-ofs, and then you can agree on bans communally. Especially with the restrictions you've noted, everything should be fine. What really pushes Commmander to combo is solely the starting life, by the way, and you seemingly plan to increase it by 5 (if 45 total). I'm not sure how the cumulative addition+loss of "commander" permanents translates into making it more or less combo friendly.
- This is Mahamoti Djinn, a creature for 6 mana. Today quite underpowered and would probably cost 5, so let's go with that. It's probably fine as one of the effects, but I'd set it as a 4/4 due to its mirale cost ceiling efficiency - already massively powerful, mind you - and lower the normal cost to 7
Shuffle your hand and library into your hand and draw 4 cards.
- Tidings costs 5, but without the shuffle I'd always choose this. Even with the shuffle, I'd probably always pick this. Shuffle seems to be there for the Miracle cost. I'd have it draw three straight.
Add a card you own from outside of the game to your hand.
- Haven't been strictly printed and it's a monoblack effect.
Return target artifact card from your graveyard to the battlefield.
- This is a white ability today.
Artifacts used to be primarily colorless and enchantments colored, meaning that each artifact could be playd in quintuple the number of colors as enchantments. As such it makes sense to me that more colors were able to remove artifacts.