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    posted a message on Sheldon's Thoughts on infinite combos
    I disagree with some of the posts that I was reading. The way that some people want to play shouldn't be the way that everyone plays. While I agree that there are certain cards that need to be banned to create some diversity in the format, cards like fast mana I feel are fine because yes they do alot in the early game but if you aren't able to establish a win, everyone will catch up or blow up your board state. Additionally if you are far enough into the game, drawing a sol ring turn 7-10 is almost always a dead draw outside of specific circumstances. You are playing risk and reward. People have a stigma of playing hate cards. If fast mana is plaguing your play group, then stony silence, null rode, collector ouphe,and treasure nabber are among some cards that you should consider that help reduce this kind of an issue. For most decks in the format, there is almost always an answer to dealing with that issue that isn't a counter spell. Most people need to recognize that hate cards shouldn't be frowned upon because it helps deal with problematic issues that most playgroups face.

    If you want to play craw worm beats while the rest of your table is openly playing around level 7-8 decks then it shouldn't be a surprise when you are losing without playing anything. Having a deck for different levels is what I feel most players need to learn to do. You can have your pet deck which is tuned and dressed to the 9. However you should also have a deck where it doesn't need to be optimally played and doesn't try to gun for the finish line right out of the gates. While some players may argue that they do not have the budget to make several decks, you would be surprised to see how strong some $25.00 USD budget decks can become and conversely how jank they can get when you aren't building with winning in mind.

    I feel that this the main issue is that people don't like to lose. Its ingrained in us that losing is bad and that you have to be a winner and is the reason that Sheldon sees more people that try to assemble an inf combo faster and faster. This attitude is an issue with many players that I play against. I feel that for any play group that isn't playing cEDH, there needs to be a points system which rewards players for winning, while also rewarding players for doing interaction and doing interesting plays and penalizes players for doing the same repetitive combo in every game. That way even if the game ends in an infinite combo, they still get points, but they get less and hopefully are less incentivised to do so again. A example of a points scoring would be the VS live commander videos that the SCG youtube channel does. While i personally would change/add/remove certain ways for scoring or removing points, i feel that it lays out a general ground work that most playgroups could use.

    Of course these are all just thoughts that i have from playing with a variety of play groups, some which i love playing with to some that i actively try to avoid when they try to get a game night together.
    Posted in: Commander (EDH)
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    posted a message on Yuriko, the Tiger's Shadow - TCGPlayer Spoiler
    honestly switching the two words around would have made it so much more bearable ninjutsu commander sounds so much better than commander ninjutsu
    Posted in: The Rumor Mill
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