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  • posted a message on Horde Magic, the Next 'For Fun' Magic Set?
    I'm building a horde rpg game. There are a couple ideals you could take from it.. it seems that horde decks are easy to some because their edh decks are good or just straight out brutal. Having a pool of balanced cards for player to draft from is a good way to make the game interesting. In this "horde cube rpg" players create a 40 card mono color deck from a 100 card pool in each color. They then partake in a story and fight a themed horde deck. They level up their decks and the Horde decks get harder and harder. And the story gets juicier and juicier. The Theros challenge decks are also in the horde cube. Everything in well balanced as it was constructed that way.
    Posted in: Speculation
  • posted a message on MTG RPG Using Actual Cards
    I'm working on an rpg for mtg as well. The stories are very short and can be completed in as little as an hour if you understand the concept of how things work. To keep things short and simple. It's pre-built cube designed to play against horde magic decks like zombies, wolves, bounty hunters, elves, Tower defence, dragon hunting and improved event decks like face the hydra, battle the horde, and defeat a god. Players play with a 40 card mono colored deck that they can build from the cards in the cube after they choose a level up "hero/commander" card ex: Ikiral Outrider. All 5 colors are available but no player can share colors. Their starting life totals are a low 13. Almost everything is upgradeable through payment with gold coins. Such as deck size, life totals, powerful or synergistic cards like veteran's Armaments that reside in the command zone just as your hero does, hero cards from Theros prerelease and experience counters that determines what level your hero is whether he/ she is on or off the battlefield. There are 5 different, 3 chapter, stories to choose from so far. Players are given choices in each story that can help them discover side missions, informations, treasure or cause dire consequences down the line.
    Posted in: Homebrew and Variant Formats
  • posted a message on Commander 16 discussion
    I would like to talk about how some of the characters in the new set could possibly be creatures from older sets. Like Breya, Etherium Shaper which is most likely a legendary creature. Shares simular art to Master Transmuter. Secondly, what's up with the last commander sets having Phyrexians in them. Are we going back to Phyrexia? What does conflux have to do with the future? Idk. I'm confused with what I'm seeing. Does anyone have any educated guesses as to what's going on. Does tezeret have anything to do with the Phyrexians?
    Posted in: Commander (EDH)
  • posted a message on Master & Commander. Lets make a new singleton format
    What? Commander 16 contains my idea? Crazy. This partner mechanic. Lol. Xenphire, in your face! I can have my cake and eat it now. Lol
    Posted in: Commander (EDH)
  • posted a message on Naya Sunforger(...?)
    I have a ruhan sunforger toolbox deck and its super fun to play. I'm thinking about converting to uril sunforger just because I want to see what green has to offer to the package. But what sunforger needs just for it to even get a few activations is lots of mama, plenty of tutors to grab it, and recursion to get it back from the hate it gets. Green is perfect for that.
    Posted in: Multiplayer Commander Decklists
  • posted a message on What are the 3 best edh multiplayer decks?
    I would have to say a well built ruhan deck can do a number. Sigarda's Aid sunforger Assault Suit voltron counter spell combo. It works for me
    Posted in: Commander (EDH)
  • posted a message on Kingdom, possibly a edh variant you want to try
    TheWMan came up with this concept. 3-6 player game called kingdom and these kingdom/thrones start in the center of the table for any player to claim by meeting it's unique investment cost. the design of the card and game play is that you are to be a good king and gain loyalty to your throne and once there is enough loyalty you reap the benefits the most and utilize your power. You might be wondering what is a kingdom? A kingdom is a new colorless permanent.

    Here are the links vvv
    http://imgur.com/zhWQh05
    http://imgur.com/UfszxJS
    http://imgur.com/r8RvnXc
    http://imgur.com/mzDLIo9
    http://imgur.com/o2Qcofz
    http://imgur.com/GhtwcxR

    Here is a list of rules that are still being added to.



    305.1. A player who has priority may play a kingdom card from the command zone during a main phase of his or her turn when the stack is empty. Playing a Kingdom is a special action; it doesn’t use the stack (see rule 115). Rather, the player simply puts the Kingdom onto the battlefield. Since the a kingdom doesn’t go on the stack, it is never a spell, and players can’t respond to it with instants or activated abilities.305.2. A player can only play one Kingdom during his or her turn.
    305.5. Kingdom subtypes always have one or more words and are listed after a long dash. Kingdom subtypes are also called Kingdom types such as throne, war zone, castle, see... for a list of subtypes. Each subtype contains different characteristics and are interacted with differently than one another. See list for identifications and rules. Kingdoms may have multiple subtypes. If a player controls two or more Kingdoms of the same subtype that player chooses one of them at that moment, and the rest of the same subtype kingdom(s) are put into the command zone. This is called the “kingdom uniqueness rule.” See rule 704.



    306.5. Loyalty is a characteristic that planeswalkers and Thrones have. A throne is a subtype of a kingdom.
    306.5aThe loyalty of a throne card not on the battlefield is equal to the number printed in its lower right corner.306.5b A kingdom is treated as if its text box included, “This permanent enters the battlefield with a number of loyalty counters on it equal to its printed loyalty number.” This ability creates a replacement effect (see rule 614.1c).306.5cThe loyalty of a throne on the battlefield is equal to the number of loyalty counters on it.306.5dEach throne has a number of loyalty abilities, which are activated abilities with loyalty symbols in their costs. Loyalty abilities follow special rules: A player may activate a loyalty ability of a permanent he or she controls any time he or she has priority and the stack is empty during a main phase of his or her turn and only if none of that permanent’s loyalty abilities have been activated that turn. abilities of thrones that say you may use this ability anytime you could an instant can be used once per a turn and only if that permanent has not already used an ability. see rule 606, “Loyalty Abilities.”306.6. thrones can be attacked. (See rule 508, “Declare Attackers Step.”)306.7. If noncombat damage would be dealt to a player by a source controlled by an opponent, that opponent may have that source deal that damage to a throne the first player controls instead. This is a redirection effect (see rule 614.9) and is subject to the normal rules for ordering replacement effects (see rule 616). The opponent chooses whether to redirect the damage as the redirection effect is applied. 306.8. Damage dealt to a throne results in that many loyalty counters being removed from it.306.9. If a throne loyalty is 0, it’s put into the command zone.

    408.1. The command zone is a game area reserved for certain specialized objects that have an overarching effect on the game, yet are not permanents and cannot be destroyed. 408.2. Emblems may be created in the command zone. See rule 113, “Emblems.” 408.3. In the Planechase, Vanguard, Commander, Archenemy, and Conspiracy Draft casual variants, nontraditional Magic cards and/or specially designated cards start the game in the command zone. Each variant has its own rules regarding such cards. See section 9, “Casual Variants.” the command zone for Kingdom is a collective of any number of play sets from the kingdom series. Anyone my play from the collective during the game. There is no comander tax on kingdoms. If a kingdom would change zones from the battlefield it goes back to the command zone.
    Posted in: Commander (EDH)
  • posted a message on Master & Commander. Lets make a new singleton format
    We all want a lil salt and pepper. But yeah I think that taking out a slot for the Master in an edh deck would do it. It would make for some scarry fast games possibly. I think I am going to have to make Odric's War Angel. And you know Xenphire, this is just for funzies. But I would like to work out some of the kinks in this hair brain idea. More over, tiny leaders tried to go big. I just want to try this out with my pals and give it a name. Yeah. I'm sure it won't go anywhere. But that doesn't mean I can't try something new in my group. And if they like it they can take it where they want. Now that jsNZ helped me smooth out this idea I had
    Posted in: Commander (EDH)
  • posted a message on Master & Commander. Lets make a new singleton format
    If we were to stay with a color identity within the two commanders. I think that, that should help simplify the variant more. Even tho saying goodbye to 4 color for a bit will be hard. Odric's War Angel could be a good build. Odric, Lunarch Marshal + Jenara, Asura of War. These games could get out of hand with 2 perfect commanders. Since basically having them both right there is almost like a tutor/animation affect at the sametime at a taxed price. Idk. Maybe an uncommon might have to be the "commander". There is too much power that has not been explored.

    Even with this, it might become a removal build variant.

    On the upside, if it was kept at shared color group then that's just one card the builder has to change if players do want to play M&C. And thus easier to test out and play.
    Posted in: Commander (EDH)
  • posted a message on Master & Commander. Lets make a new singleton format
    You are on to something here. The reason why the it worked in the video was because the chosen commanders were random.

    In this case, you do choose essentially 2 commanders and you do have to stay with in the colors of those commanders. But in doing this we get to play with different combos we weren't able to play with before.

    It's definitely a kitchen table game. But if it were to be up there with two headed giant, which like you said people go with combos. It still wouldn't be a format you would see on mtgo. Like 2HG was taken off mtgo.

    More over, this has never been tested. So I don't actually know what would even work.

    I also can imagine a 6 inch double sleeved deck spilling everywhere. Lol.

    The end result for what I'm looking for is a double commander singleton format that relies on both commanders and that is interesting enough for others to try, yet simple enough to pick up on. What the heck would that look like?
    Posted in: Commander (EDH)
  • posted a message on Master & Commander. Lets make a new singleton format
    Starcitygames has a YouTube channel and I love watching the commander vs series. Here is one that was different.

    https://youtu.be/O7W8VrfLlY4

    It got me thinking of a new way to play the singleton format. You know, spice it up. I don't have anything set in stone but the idea is like the roles on a boat the Master is the "high-grade" sea captain. So he she (insert any Legendary Creature here) will retain all rules that apply to a typical commander. Additional rules apply... you cannot cast your "Master" unless your "Commander" is on Deck/"battlefield" or has been cast more than two times.

    Now with the "Commander" the lesser ranked position (insert any Legendary Creature here with cmc less than 4) he/she reduces your master's cost by (1) generic mana when on the battlefield. your "Commander" will have commander tax of (1) just as your "Master" has (2) for each time it goes to the command zone. And maybe your "Commander" has no tax if your "Master" is out. So the the lower the cmc of your "Commander" the more appealing of a discount to your "Master". Maybe?

    Are you still with me?

    They both start out in the command zone.

    Colors of your deck can be 1-5. yes, 4 color decks can happen.
    Now with the deck itself, it’s now 98

    Life? Stays the same.


    Of course there will be broken synergies. But let's not get worried about that right now. Just like every format there is a banded card list. Just not right now for this one.

    Does this sound interesting at all?

    Is it too complicated? If so, what can we simplify?

    Do you have any questions?

    I'm thinking with all these new 3 cmc or less commander coming out, there would be a lot that people can choose from. And with 148 cards, there would be enough variance that could make or break this. I have not tested anything but I would like to present this idea to some guys at my lsg. But before that, I want to bounce it off you guys. There definitely can be some things I haven't thought of regarding this

    Posted in: Commander (EDH)
  • posted a message on The theory of group hug. Exploring all aspects of group hug
    Your input is legitimate and I appreciate it. I'm very happy with the direction this forum is going in. It seems to me from what I gathered is that political/group hug/play to win seems to be a legitimate archetype. But with this goal, what few commanders could pull it off the best? What would the strategy/synergy look like?
    Posted in: Commander (EDH)
  • posted a message on The theory of group hug. Exploring all aspects of group hug
    Quote from Ruggley »
    My group's version on Group Hug is more political than hug. It's about making deals and tactically breaking those deals. The catch is this: We custom made the one political deck and always play 4 player FFA with it. It's a blast since clone hug decks got boring af


    A group political deck? Combination with the new Monarch mechanic? Please please may we all discover something new together. How can this happen especially with 4 color commanders around the corner. Remember to brew according to the responsibility theory in this forum

    This joint political deck interests me. Though it is not group hug it does share qualities of interest for those seeking.

    Please. Share a link with this new theory of political deck in the future.
    Posted in: Commander (EDH)
  • posted a message on The theory of group hug. Exploring all aspects of group hug
    While I like playing my group hug deck. I see cards that are a hassle for everyone. Including myself. Example Warp World
    But most all, Scrambleverse. These cards have their place, but I feel it takes away from the game progression. IMO, that is what's important for a responsible group hug vs a silly group hug.

    Another topic is for those who say they go after the group hug deck first. The hugger might just king make the guy next to you and proceeded in politics. Because there is such things as exclusion hug and single hug. Giving your friend the gun so they can do the dirty work or just leaving you out of the hug effect
    Posted in: Commander (EDH)
  • posted a message on The theory of group hug. Exploring all aspects of group hug


    For Bant group hug i'll choose Angus Mackenzie. Fog you to stay alive or can even fog an opponent to protect him


    I didn't even think about him. He looks pretty good. It reminds me of Sunstone and snow lands, which anyone could put in their deck if they like the idea of having power over who lives and dies.

    As far as choice of hug I see how mixing more than two of the strongest 4 could make the game crazy. 1) extra mana 2) extra cards 3) low cost/free spells 4) free direct to play permanents. Sticking with one or two of these major hugs sounds feasible. For instance, my deck aims to give players cards, spells, tokens and life. There is however, some chaos like Mass Hysteria and Bedlam. These mostly work out for narset to get going. It also keeps the game moving forward in theory. But they are new additions to the deck and need to be tested. The pillow fort side of the build protects me from those who fall into the chaos
    Posted in: Commander (EDH)
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