- Burntgerbil
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Member for 18 years
Last active Thu, May, 25 2023 09:28:58
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Sep 10, 2015Burntgerbil posted a message on The Running Tally of Current Sets for September 4, 2015I use the black background layout and the black on grey isn't too eye-friendly.Posted in: Articles
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Feb 4, 2014Burntgerbil posted a message on Launch Giveaway!As an magic old-timer, I really miss the days of playing when Chaos Orb was legal. It's a pity it's usually frowned upon - I really miss how fun it was.Posted in: Announcements
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This most recent update has about 20 in and out:
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Nesting Grounds is in specifically to be able to yank the charge counter off of Blast Zone to hit all tokens. Cute but probably not reasonably useful.
I want to reiterate that out of all of the Commander decks that I've played, this one benefits from valuable cards the least. This is a fun-to-play pile and if I were new to the deck, I'd appreciate the advice to upgrade my manabases (shocks & fetches) as well as staples before considering getting something as ridiculous as a Mox Diamond solely for this deck. Enjoy yourselves out there and I hope this deck gives you as much fun as it still gives me!
My fear is that I won't be able to really test these cards for quite some time into the future, though.
These are some of the best cards I've added (with the hunch that they'd remain permanently) in a looong time.
I'm not sure about the lands - they'll be tested for a bit before I figure out if they stay in or not.
Additionally, I've reluctantly replaced Skyship Weatherlight with Scrapyard Recombiner.
There's not a ton of uses for modular - but it's tap ability seems pretty great. Currently the list of Constructs I'm running are:
Which are some of the best creatures in the deck. We get mana generation, token creation, card filtering, recursion, and combo pieces with this dude. I think he'll fly below the radar more often than the Weatherlight will - even though I hate to see it go.
War of the spark looks alright! So far, I'll be testing at least these couple of cards:
I'm hoping we get a few more new gems in WOTS and Modern Horizons.
What has worked much better is Natural Balance effects (Including a handful of custom planes and phenomena in my Planechase deck that address this) as well as talking to players about the kind of game we aim to play and what the expected pace of that game is. I've found that a few sentences before a game goes a very long way towards making sure everyone's got a shot at fun.
The above card inside a Prototype Portal along with a few mana rocks, an unwinding clock and one or two more cards that we'll get to later.
Timesifter isn't legendary - so really, any way to have 3+ copies of them triggering each turn (like mechanized production)will work - the goal is to let a handful of turn iterations go around and have these solid stacks of cards exiled from the multiple copies of timesifter.
Then, after everyone gets used to just tracking only the next turn to play, you hit 'em with a Time Stop (preferrably with rebound) during the second main or end step of a particularly long and complex turn.
Rarely will there be enough awareness by your opponents to know who's turn it becomes - particularly if you're modifying their exile piles with a Riftsweeper.
As a reminder, the current configuration of the deck is very modular - include any combo packages you like and season to yours and your group's liking.
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It's going to get you targeted the moment you cast it - because most Karn builds don't focus on attacking and once you cast this, to really get value from it, you're going to want to attack to regain it over and over. It certainly will shake a table up and get everyone attacking.
Here's a list:
https://www.mtgsalvation.com/forums/the-game/commander-edh/multiplayer-commander-decklists/511372-derevi-empyrial-tactician-enchantress-tactics-hour
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Stax effects are so universally frowned upon in each of my playgroups that the only effects I run (Skybind and Words of Wind) double as wincon engines.
Skybind + Heliod + Serra's Sanctum are a great combo
And treachery + Words of Wind with any mana aura and enchantress is fantastic also.
The Skybind combo you activate sanctum during eot - after the 'At the beginning of the end step' trigger happens - for as many Heliod tokens as you can, targeting as many vital permanents (including lands) as possible for the next player in turn order - and also your own sanctum (super important). The exiled permanents return during the next where you then target the next player's permanents plus your sanctum. You'll effectively lock each player out during their turn until you can alpha strike with tokens.
Treachery / WoW lets you cast treachery on your own creature and net card draw and mana - you turn both the card draw and mana into returning treachery to your hand and recasting it for more cards. Everyone else's permanents get bounced in the process.