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  • posted a message on Three More Reprints - Tolarian Community College Spoiler
    I assume Opt will be at uncommon, if not rare - that's a lot of value for 1 mana.
    Opt is a common in Ixalan. There will be plenty to go around.
    Posted in: The Rumor Mill
  • posted a message on Inalla, Archmage Ritualist Multiplayer commander deck.
    I do not know how I overlooked Sunken Ruins. I even own a copy. Thanks. It will make its way into my deck. Cascade Bluffs and the non-shock, non-original duals are already in the deck.

    The problem with running Flood Plain, Bad River, Rocky Tar Pit and Mountain Valley with the non-shock, non-original duals is takes two turns to get at the mana early game when it is most needed. If you aren't fetching duals I prefer Evolving Wilds and Terramorphic Expanse, as I own them. Well I do own a copies of Bad River and Rocky Tar Pit but in my opinion when I fetched a dual two turns was far to long to wait to use it most of the time, so I took them out. I am thinking about buying Blood Crypt, Steam Vents and Watery Grave. If I do I will revisit the tapped fetches.

    Again thanks for the ideas.

    Posted in: Multiplayer Commander Decklists
  • posted a message on Inalla, Archmage Ritualist Multiplayer commander deck.
    It does.

    Shadowmage Infiltrator does some real work in the deck often drawing me 5 or more card before a sweeper kills it. No one uses removal to kill it as its damage is so minor and it never "combos off" like many of my creatures. My other, on paper better, draw creatures tend to die a whole lot as every piece of removal heads their way, and there's plenty of targeted removal in my metta.

    My metta is also heavy on large creatures with multiple vulton style decks running around. Separatist Voidmage has saved me many of games by after the first time using a creature like the separatist to "capsize" there one touch death machine to their hand they look elsewhere while I have mana up.

    And Lich Lord of Unx with Voidmage Prodigy often forms a soft lock on my most dangerous win from nowhere opponents. Plus he works really well with Galecaster Colossus, Azami, Lady of Scrolls, Nin, the Pain Artist, Patron Wizard, Riptide Director, Information Dealer, Patron Wizardand a cast Inalla, Archmage Ritualist. Can you honestly ask more out of a three mana creature?

    You are probably right about Riptide Director. I will think about its slot in my deck. It tends to die before I ever use it, even once, and it does cost a lot to do its thing. My deck could find better things to do with its mana. Like sack a Lich Lord of Unx created zombie wizard to Voidmage Prodigy counter something that could cause me issues.

    Here is what I really like about your deck that is missing in mine, Volrath's Stronghold. I will have to find a home for it. And you are right about Trinket mage and Trophy mage. I will likely find a home for them as well. I will think a bit about what to cut.

    OK new deck list up. Added several targets for Trinket mage to find. Also added a way to win minus going infinite in Docent of Perfection and when it comes out I am going to add Vanquisher's Banner as with Riptide Director out I am in need of another way to draw a few extra cards. There are a few small changes here in there as well.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Inalla, Archmage Ritualist Multiplayer commander deck.
    You have a point on Hailfire and disk. I will edit it a bit. They where there only because I like them. They are gone now.

    What wizards do you find iffy?
    Posted in: Multiplayer Commander Decklists
  • posted a message on Inalla, Archmage Ritualist Multiplayer commander deck.
    Thanks, it is something I didn't think of. Now what to take out.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Mothership Spoilers Confirmation of Leaks and new Spoilers
    I am no longer looking forward to this set. I am not a fan of ether flip cards nor vehicles and this set prolongs them in standard and puts the both in the same draft format. Boo.I especially dislike flip cards. They tell everyone exactly what you are drafting, add logistic issues of hunting down enough flip cards or buying sleeves, and slow game play by having to take them out of sleeves to flip them. I really dislike the fact they are back
    Posted in: The Rumor Mill
  • posted a message on Inalla let's brew
    Quote from Hawk7915 »
    Next, Wizards with intriguing tap abilities are decent since they get to activate immediately due to her granting haste - Arcanis, the Omnipotent is the big one I think,

    That won't work, I doublechecked on the rules question forum a few days ago. The legend rule kills your Arcanis copy before you can make use of it. Unless you mean to sac the original but then you just spend 7 mana on a Concentrate so that's probably not what you mean Smile
    It might be given Arcanis is part of a few nasty combos that just end the game. If the game state in my being built Inalla deck was right I would do just that as I would be using that 7 mana "Concentrate" as I will be using it over and over till I win the game.
    Posted in: Commander (EDH)
  • posted a message on Inalla, Archmage Ritualist Multiplayer commander deck.
    Key combos that if allowed to go off can win in game in a hurry.

    Wanderwine Prophets+ Inalla, Archmage Ritualist+ Rogue's Passage+ 12 mana= nearly infinite turns

    Bloodline Necromancer+ Ashnod's Altar or Phyrexian Altar+ Inalla, Archmage Ritualist= Infinite wizard recursion, infinite Bloodline Necromancer hasty tokens and with Ashnod's Altar infinite colorless mana. wizards with ETB effects can be looped

    Changeling Berserker+ Ashnod's Altar or Phyrexian Altar+ any ETB effect wizard= equal infinite ETB triggers, with Ashnod's Altar+ Inalla, Archmage Ritualist you also get infinite hasty tokens and colorless mana.

    Laboratory Maniac+ Mind Over Matter+ Arcanis the Omnipotent or Niv-Mizzet, the Firemind or Azami, Lady of Scrolls= alternate win condition.

    Ghostly Flicker+ Gilded Lotus+ Archaeomancer+ Ashnod's Altar+ Inalla, Archmage Ritualist= Infinite sorcery and instant recursion and infinite Archaeomancer hasty tokens.

    more minor but key combo

    Inalla, Archmage Ritualist+ Sundial of the Infinite= I get to keep the tokens if the wizard came into play on my turn.



    Card draw=11
    Posted in: Multiplayer Commander Decklists
  • posted a message on Inalla, Archmage Ritualist Multiplayer commander deck.
    DeckMagic OnlineOCTGN2ApprenticeBuy These Cards
    Comander (1)
    1 Inalla, Archmage Ritualist

    Wizards (32)
    1 Metallic Mimic
    1 Laboratory Maniac
    1 Galecaster Colossus
    1 Bloodline Necromancer
    1 Changeling Berserker
    1 AEther Adept
    1 Anathemancer
    1 Arcanis the Omnipotent
    1 Archaeomancer
    1 Azami, Lady of Scrolls
    1 Barrin, Master Wizard
    1 Ertai, Wizard Adept
    1 Havengul Lich
    1 Information Dealer
    1 Lich Lord of Unx
    1 Trophy mage
    1 Mercurial Chemister
    1 Niv-Mizzet, the Firemind
    1 Patron Wizard
    1 Trinket mage
    1 Sage of Fables
    1 Nin, the Pain Artist
    1 Separatist Voidmage
    1 Teferi, Mage of Zhalfir
    1 Thalakos Deceiver
    1 Voidmage Prodigy
    1 Venser, Shaper Savant
    1 Niv-Mizzet, Dracogenius
    1 Shadowmage Infiltrator
    1 Wanderwine Prophets
    1 Vedalken Aethermage
    1 Glen Elendra Archmage

    Support (11)
    1 Docent of Perfection
    1 Vanquisher's Banner
    1 Kindred Discovery
    1 Leyline of Anticipation
    1 Mind Over Matter
    1 Sundial of the Infinite
    1 Herald's Horn
    1 Vedalken Orrery
    1 Crystal Shard
    1 Ghostly Flicker

    Tutors (2)
    1 Demonic Tutor
    1 Vampiric Tutor

    Control (8)
    1 Terminate
    1 Kindred Dominance
    1 Crosis's Charm
    1 Disallow
    1 Silumgar's Command
    1 Damnation
    1 Cyclonic Rift
    1 Hero's Downfall

    Mana rocks/ mana sack outlets (10)
    1 Astral Cornucopia
    1 Chromatic Lantern
    1 Darksteel Ingot
    1 Dimir Signet
    1 Gilded Lotus
    1 Izzet Signet
    1 Ashnod's Altar
    1 Sol Ring
    1 Phyrexian Altar
    1 Wayfarer's Bauble

    lands (37)
    6 Island
    2 Swamp
    1 Mountain
    1 Great Furnace
    1 Seat of the Synod
    1 Cavern of Souls
    1 Path of Ancestry
    1 Riptide Laboratory
    1 Vault of Whispers
    1 Dimir Aqueduct
    1 Rakdos Carnarium
    1 Darkslick Shores
    1 Drowned Catacomb
    1 Ifnir Deadlands
    1 Izzet Boilerworks
    1 Smoldering Marsh
    1 Spirebluff Canal
    1 Sulfur Falls
    1 Sunken Hollow
    1 Volrath's Stronghold
    1 Urborg, Tomb of Yawgmoth
    1 Fetid Pools
    1 Canyon Slough
    1 Cascade Bluffs
    1 Crumbling Necropolis
    1 Lotus Vale
    1 Terramorphic Expanse
    1 Rogue's Passage
    1 Command Tower
    1 Evolving Wilds
    1 Sunken Ruins

    This is a deck I brewed with cards I already have and the commander 2017 deck Arcane Wizardry that I pre-ordered. I am starting to play with a more competitive group and need a new deck. This is what I have at this time but I am willing to put another $30 or so into it at this time and will likely be looking to tweak it out a bit over time. Any Ideas on how to make this deck better? I am a bit worried about the mana base given the need to cast blue spells requiring UUUU and red and black spells costing RR and BB as well. Do you think the mana base will be stable enough? So what do you think of the deck over all?
    Posted in: Multiplayer Commander Decklists
  • posted a message on How do you deal with people who make playing commander unfun for those at the table?
    Well in your case the problem is easy to fix, if Eldrazi with annihilator are the issue, run more removel. Most of them die to common easy to find removal like Terror, Swords to Plowshares, or auras that nurture them like pacifism, or just counter them. Most colors have access to flexible answers to said problem that are cheap to buy. It isn't like creatures with annihilator are cheap to cast. That is the answer to anything legal in commander with annihilator.

    But I sense the real problem is power level. One player ether is a better player or has a much more powerful deck, making games unfun, more than the the simple issue of the mechanic of annihilator. It is a real problem. I am on the other side of the issue.

    I have friends I play commander with. They are intelligent and fun to be around, but they just aren't good at magic and their decks just aren't good.I love magic. I love hanging with these people, but winning most if not all games unless it becomes the table vs my deck is not fun for anyone. I now save the decks I build for games with another group and play premade commander decks with them. I still have the power edge but it is more fun for all.

    So one of three things needs to happen to fix this power or skill differential. First and best, your group needs to up your game. Annihilator is hardly unbeatable. Add more removal that can kill those big Eldrazi if annihilator is giving you and your group fits. Learn what makes his decks work and build decks that have ways to deal with it. I say this is the best answer as it will make you a better player and it is 100% in your fiends and your control.

    The second, is have the new player play lower power decks. This is what I did in the reverse situation.This may be the best situation if there is huge insurmountable differences. As a well established player with a large collection and years of experience, it is unlikely my friends who were both newer to the game and lacking the card options I had to quickly catch up. So I powered down to a level more fair place, and more fun for all. Best part is my friends are growing as players and I think soon I will be able to start powering up again.

    The third and in my opinion the worst option is to have someone move on. You can find different people to play with. You could exclude the new guy by not playing with him, or by ganging up on him and making it unfun for him. But I feel this is likely going to diminish you as a player and remove opportunities for friendship. It isn't like the guy is a jerk or anything right?

    When power levels don't match well it isn't any one person's fault. Just communicate and often solutions can be had. Maybe blend answers to the problem
    Posted in: Commander (EDH)
  • posted a message on Ixalan FNM / Game Day changes
    Quote from Havrekjex »
    It will be exciting to see what tokens they will print. I hope they will do lots of universal ones, like regular elves and goblins, saprolings, 3/3 beasts and stuff like that, but my gut tells me they will do stuff from the latest set. Ragavan tokens and eternalized Dreamstealer will not be as well received as thopters and 2/2 zombies, that's for sure. 99% of people who get blue/red insect tokens with flying might as well get a nicer bookmark.
    They have stated it will be for the current set during the season so only if 2/2 zombies is a thing in Ixalan are we going to get 2/2 zombie tokens in its season. Your Gut is telling you exactly what they said the tokens will be only from the last set. So if you want saprolings better hope something makes them in Ixalan.
    Posted in: The Rumor Mill
  • posted a message on Does anyone miss blocking?
    I do miss blocking. The lack of incentive to block as a rule makes limited control builds difficult. I am a control player at heart and early defencive creatures are key to a limited control deck. Blocking is how limited control survives till the late game where it has the advantage. Given all the recent combat keywords favor the attacker, blocking effectively or even trading is much, much less common. And lets be honest anything with a toughness less than 4 is useless as a blocker as many, many 2 drops now swing for 3. This hurts control, doubly so because because in Hour of devastation and Amonkhet there is only 4 common/uncommon creatures that have a toughness of 4 or greater for that same two mana. If 2 drops can attack for 3 turn 3 that just is not enough.
    Posted in: Limited (Sealed, Draft)
  • posted a message on Imminent Doooooooom
    I seen it used very effectively in a midrange/control R/B/U deck that ran a few Traveler's amulet, a few Crash Through, and at least one Proven Combatant. But the other times I have seen it, Imminent Doom has just been awful. I think in most decks that card is a solid "F", but if you're lucky to find the right support it is a solid "B+". Only a "B+" as it is almost always awful late game. The power is there it is just really hard to pull off effectively in limited. I would take a chance on it if I was in red and it was mid to late in the pack. I would not draft around it, and would cut it far more that play it BUT if the one drops was there, and if I wasn't strictly aggro, I would be very happy to play it.
    Posted in: Limited (Sealed, Draft)
  • posted a message on Ixalan FNM / Game Day changes
    Quote from Yatsufusa »
    Quote from Greyimp »
    This I agree with.

    I wish Prof had addressed the idiotic attempt to force people who give them money to change their life habits from Fridays to another day because they feel like it. Promos cost them nothing and have the potential, when used properly, to gain them attendance and dollars.

    Who the hell uses 1 data point to make a decision on anything?? Jan vs June? Winter vs Summer, totally different Standard environment, zero advertising for better promos, and they didn't do a survey of people attending to see if they came for the promo or not. Complete logic fail.

    You never force customers to do what you want when you want. You cater to what/when they want and draw them in with shiny things.

    This reply isn't directed at Greyimp (or anyone specifically), but I quoted this because it compacts one of the aspects I wanted to raise.

    Not going to argue about the data/communication issue (which I already stated here before is their blatantly weakest aspect - 3 days data for Felidar Guardian, data 13 years ago for Kamigawa...) and that better promos definitely drive better attendance, that's common sense.

    But among all these "FNM is the only time I can play MTG and I play competitively" and "what customers (or more accurate, "I") want you need to cater to" really pointed out something though - the sense of entitlement on the assumption you are pretty much that the only type of player/customers that WotC has.

    Like I said in my earlier post, the whole FNM "turning to casual" thing has a lot of people riled up and bemoaning the loss of tradition and while it's a legit point that even if the measures WotC put up to segregate the two (casual/competitive) from the "messed-up-across-LGS-around-the-globe" FNM system has repercussions (basically Standard Showdown on weekends prevents people like them from attending), the sense of entitlement that they think are the only competitive players around - it's like competitive players who can only play on weekends but not Fridays don't exist like that. Sure, we don't see them often, but they don't have almost 2 decades worth of tradition to have them be so visually obvious either.

    I mean, think about it, imagine they went the other way round - FNM now features chase rares that's bound to turn almost every FNM into a cutthroat battle and Standard Showdown were introduced as "Casual Clashes" on weekends. People who play casually and can only play on Fridays will lose their Magic-playing day/incentives as well and judging from the general sense of entitlement, we'll get the exact same complaints here just from different people.

    Despite all my relative defense for WotC (which they need because like I said they're totally bad at communication), I'm not saying the change was perfect - they could create Standard Showdown in the first place, what's stopping them from revamping both systems (FNM and showdown) to function on both Fridays and Saturdays instead. The prizes/foils alone will ensure the correct playerbase for each event, so I think it's honestly really stupid of them to not capitalize on it and maximize attendance on both days instead of attempting to dictate days for casual/competitive.

    This thread frustrates me to some degree because while I do agree that WotC is making stupid decisions, a lot of people only think about themselves here as well and instead of coming up with some plan that can cater to all, they pretty much only complain about what affects them, which if you think about it in abstract makes them no different from the typical corporate decisions companies make done only for themselves.

    Short story - they have two systems, they want to define them clearly as casual and competitive, so FNM gets the boot to Casual realm, so yeah, while we lose some promos and tradition, we get the definition for each system.

    WotC wants to bait out to see if there are competitive Saturday/Sunday players using Showdown, it works so WotC banishes FNM to casual, but forgets about the Friday-only competitive player (those most clearly upset here). Said players complain about changes but pretty much doesn't acknowledge the other group WotC baited out and every suggestion is basically "revert changes/cater to me only".

    Meanwhile Saturday-only-Casual players pretty much have nothing and continue to have nothing and nobody cares about them. Nobody on any division thinks of putting both systems on all the days (Friday, Saturday and Sunday) instead so regardless of alignment and/or time-free, you can play Standard (yeah I know other formats got flattened but WotC has blatantly stated through actions they wanted to flattened "YGO-formats" anyway).

    EDIT/DISCLAIMER: I do understand not everyone only thinks for themselves, but after reading through the last 2 pages of complaints I got really frustrated that the thread was emitting that aura and I needed to vent that frustration out. While it's true WotC is terrible at data and communication, I'm even more frustrated that people aren't seeing their actual intentions, instead taking the miscommunication and stacking it with self-entitlement in complains rather than pointing out the simplest solution for everyone. It's true WotC is bungling hard with thinking it can dictate customers, but from some comments thinking self-entitlement is enough for a single group/type of players (of their type) to dictate both WotC and all other groups/types of playerbases is honestly no different.
    Thing is my store is already very casual. No one net decks. Everyone helps the new players. I actually give newbies enough common to build their first deck and will help them learn important concepts like card advantage and manna curve. Thing is since the store is so casual many spikes don't show up there and well attendance is very hit or miss. There has been times when events didn't launch. Given the standard and modern events are free the store can't afford to give too much support so one random pack and one for the winner is all that is offered. Take away wizards support are the incentive just isn't there to spend the money to play (gas isn't free and neither is deck building). If we lose people just a few our FNM dies.

    Yes I am thinking about my groups needs, thus my needs. But we have what wizards wants for FNM already. This change can kill our play group. If it dies I will quit playing in tournaments except prereleases. I have no desire to face the same net decks over and over. I have no desire or ability to spend hundreds of dollars per deck to be competitive. I have a tight budget and can't afford to draft weekly even though draft is my favorite format. This change could kill one place that is like wizards dreams FMN could be. Because let's face it most tokens are tossed anyway, so what kind of prize support are they anyway? They just aren't. FNM promo's usually was worth much but you could at least play magic with them. My days of real competitive magic are behind me. I did the GP thing and won more games than I lost, but it wasn't fun for me. I want to play FMN with a bunch of casual players who build their own decks. This change threatens that. That is why I oppose it. And yes it is 100% for selfish reasons. I don't want the tokens. Those I play with don't care about them. And even if only a few stop showing it could kill FNM at the store I play at. And with a pack and a pointless token as support it will be hard to attract new steady players to the store.
    Posted in: The Rumor Mill
  • posted a message on Ixalan FNM / Game Day changes
    Here is a new article on the changes.
    Posted in: The Rumor Mill
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