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  • posted a message on Combatting Ramp
    Quote from JWK »
    Quote from An"she »
    Quote from JWK »
    Quote from An"she »
    Quote from JWK »
    In a social game, people want to be able to play.

    Vandalblast to blow up everyone's rocks? They use their lands to cast more rocks and other stuff and keep playing.
    Assuming they have more in hand, actively tutor them, recover their prior rocks, or luckily draw into them. Can result in "draw-go" if it stops a deck from progressing further as the pilot hopes to find more to put them back into the game. Which can result in the game stalling out based on the impact except for the person who did it.

    Wrath effects to zap all the creatures? Players use lands to cast more creatures and other stuff, the game moves on.
    See points on rocks.

    Blow up all the lands? Most of the players, save those (including, non-coincidentally, the one who played the MLD) who are prepared for this, draw cards hoping to draw into something that might put them back into the game. Most of the time they draw and go. Even if they draw a land, they mostly draw and go until they do that a couple of times. The game crawls to the stall, unless the MLD guy can pull off a win pretty much immediately.
    See points on rocks.

    People who don't see the difference in these conditions either should play only with people who like the same thing, or maybe just stick to playing competitive formats. Or playing with themselves, I suppose.
    Same could be same about basic destruction/disruption.


    You are clearly one of the guys the lost point was aimed at.

    The point is, if you still have your lands, unless you have built your deck really badly (or strangely, reflecting a few fringe cases), you can rebuild a lot more easily than is usually the case when you don't have lands. Even if you are a dedicated rock-user, you will probably not have the as your only mana sources; you will initially use lands to fuel your playing rocks. If you still have lands after your rocks go kablooie, you can draw into more rocks and cast them, or do something else (presumably your deck has more in it than just rocks). Same with creatures. Blow up someone's critters, they're still behind, but they can cast something else with that land (and maybe other mana) they have available. Everyone being able to do something, even if some of their stuff is blown up, lets people play and maybe continue to have a good time. Blow up the lands, this slows things down a lot more. This is important if your primary goal is to win. If your goal is for everyone to have an enjoyable, social game, not so much, especially if your win doesn't come immediately after (or perhaps as a result of) the MLD.
    I think you missed my point actually. I personally believe you are misrepresenting land destruction VS other forms of disruption which can stall out a player.

    Also social aspect is already inherent within MTG, its called interacting with the person or people who are your opponent(s) with words, emotions, body language, facial expressions, and physical contact (Example: Handshake for a good game).

    You are also doing that thing I personally despise about these types of arguments: You are conflating different aspects of the game as if they meant the same thing. These aspects in this case are: social interaction, personal enjoyment, and gameplay. These aspects can be in conjunction but are also are distinct from each other and are never always all together.


    Yeah, no. Giving someone the finger is a social interaction. Calling someone an ******** and pissing on their cards is also a social interaction, albeit not a very appropriate one. The social aspect of EDH is about more than socially interacting, which is indeed inherent to the game. EDH/Commander was designed as a social format, with "social" in this context referring to "creating a mutually enjoyable social experience." If everyone in a play group enjoys MLD, then cool, but the majority of players of this format are not cool with that, and for good reason: Because it is much harder to recover from MLD than from other, more acceptable forms of disruption. Other forms of disruption will rarely, if ever, disrupt the whole game the way MLD will, and if it does, people will almost always recover more slowly.

    You can despise that reasoning all you want, but that reaction on your part doesn't change the facts about the social contract and its place in the format, or make your insistence that the game should be played a certain way regardless of whether people are having a good time any less wrong-headed when applied to this specific format of Magic.

    If you just care about winning, play with other competitive players, or at least ones who are cool with the same thing, or play other competitive formats. This one was designed to be different, in that it specifically takes things like everyone's enjoyment into account (something that is irrelevant to, say, Legacy or Modern), and is about more than winning. People can choose to play it with the primary concern being competition, and that is cool, but that is not the default, and certainly not the one right way to play it.
    Because the topic is about one gameplay aspect and how to deal with another gameplay aspect. Not one about to deal with a gameplay aspect with social contract or its effects on personal enjoyment of others. That you are muddying the thread about gameplay with your social-politics is what irritates me.
    Posted in: Commander (EDH)
  • posted a message on Combatting Ramp
    Quote from JWK »
    Quote from An"she »
    Quote from JWK »
    In a social game, people want to be able to play.

    Vandalblast to blow up everyone's rocks? They use their lands to cast more rocks and other stuff and keep playing.
    Assuming they have more in hand, actively tutor them, recover their prior rocks, or luckily draw into them. Can result in "draw-go" if it stops a deck from progressing further as the pilot hopes to find more to put them back into the game. Which can result in the game stalling out based on the impact except for the person who did it.

    Wrath effects to zap all the creatures? Players use lands to cast more creatures and other stuff, the game moves on.
    See points on rocks.

    Blow up all the lands? Most of the players, save those (including, non-coincidentally, the one who played the MLD) who are prepared for this, draw cards hoping to draw into something that might put them back into the game. Most of the time they draw and go. Even if they draw a land, they mostly draw and go until they do that a couple of times. The game crawls to the stall, unless the MLD guy can pull off a win pretty much immediately.
    See points on rocks.

    People who don't see the difference in these conditions either should play only with people who like the same thing, or maybe just stick to playing competitive formats. Or playing with themselves, I suppose.
    Same could be same about basic destruction/disruption.


    You are clearly one of the guys the lost point was aimed at.

    The point is, if you still have your lands, unless you have built your deck really badly (or strangely, reflecting a few fringe cases), you can rebuild a lot more easily than is usually the case when you don't have lands. Even if you are a dedicated rock-user, you will probably not have the as your only mana sources; you will initially use lands to fuel your playing rocks. If you still have lands after your rocks go kablooie, you can draw into more rocks and cast them, or do something else (presumably your deck has more in it than just rocks). Same with creatures. Blow up someone's critters, they're still behind, but they can cast something else with that land (and maybe other mana) they have available. Everyone being able to do something, even if some of their stuff is blown up, lets people play and maybe continue to have a good time. Blow up the lands, this slows things down a lot more. This is important if your primary goal is to win. If your goal is for everyone to have an enjoyable, social game, not so much, especially if your win doesn't come immediately after (or perhaps as a result of) the MLD.
    I think you missed my point actually. I personally believe you are misrepresenting land destruction VS other forms of disruption which can stall out a player.

    Also social aspect is already inherent within MTG, its called interacting with the person or people who are your opponent(s) with words, emotions, body language, facial expressions, and physical contact (Example: Handshake for a good game).

    You are also doing that thing I personally despise about these types of arguments: You are conflating different aspects of the game as if they meant the same thing. These aspects in this case are: social interaction, personal enjoyment, and gameplay. These aspects can be in conjunction but are also are distinct from each other and are never always all together.
    Posted in: Commander (EDH)
  • posted a message on Tolaria West (and other utility lands)
    Quote from Pokken »
    Quote from An"she »
    [
    Also it can tutor for:
    lots of cards
    Now you tell me, would I want to ever have the option for tutoring for just a 0-drop with such options avaible?



    Well, this kinda goes to the core of the versatility argument. There are a lot of cool things it can get but there's an opportunity cost of an ETB tapped land, being sorcery speed, and being fairly inefficient.

    Most of those things can be tutored for with one of the variety of 1-2 CMC tutors, many of which are instant speed. Or can spread their cost for multiple turns (e.g. map). Or can be tutored for with Trinket mage, or count as an artifact for purposes, or can be recycled.

    Putting a land back in your hand is quite a bit more difficult than putting a spell back in your hand, so using TW as an engine is pretty hard vs. something like Vampiric Tutor.

    All things being equal I always find myself cutting Tolaria West unless I have really important cards that are core to my gameplan that it can get, that my color combination struggles to find. I think it's somewhat more niche than you have suggested. But that's just my opinion of course.
    Vampiric is great but it places the searched card on top of the deck instead of the hand which is a fairly big difference in a reason to search for a card as the searched card is now eating your normal draw.

    Trinket Mage I will give you is a step up as its useful for the artifacts.

    It being a sorcery-speed card isn't that big of a determent unless the other tutors it is competing with are
    1)Instant-speed
    2)Places the searched card into the hand
    3)Equal or cheaper in the mana spent.
    Posted in: Commander (EDH)
  • posted a message on Combatting Ramp
    Quote from JWK »
    In a social game, people want to be able to play.

    Vandalblast to blow up everyone's rocks? They use their lands to cast more rocks and other stuff and keep playing.
    Assuming they have more in hand, actively tutor them, recover their prior rocks, or luckily draw into them. Can result in "draw-go" if it stops a deck from progressing further as the pilot hopes to find more to put them back into the game. Which can result in the game stalling out based on the impact except for the person who did it.

    Wrath effects to zap all the creatures? Players use lands to cast more creatures and other stuff, the game moves on.
    See points on rocks.

    Blow up all the lands? Most of the players, save those (including, non-coincidentally, the one who played the MLD) who are prepared for this, draw cards hoping to draw into something that might put them back into the game. Most of the time they draw and go. Even if they draw a land, they mostly draw and go until they do that a couple of times. The game crawls to the stall, unless the MLD guy can pull off a win pretty much immediately.
    See points on rocks.

    People who don't see the difference in these conditions either should play only with people who like the same thing, or maybe just stick to playing competitive formats. Or playing with themselves, I suppose.
    Same could be same about basic destruction/disruption.
    Posted in: Commander (EDH)
  • posted a message on Tolaria West (and other utility lands)
    Quote from FetalTadpole »
    I used to swear by Tolaria West but I've cut it in almost every deck that ever played it. It never feels good to draw. Early game it's just a tapped Island, midgame do you really want to spend 3 mana to fetch a 0 drop?, late game the thing you'd search for is useless. MAYBE I'd play it in Dimir if I really wanted to run Coffers, but I don't have UB deck right now. If you really want to fetch a land Expedition Map is better.
    Better in the colorless sense for its ability to be run outside of blue deck, but also has the downsides. Map can be countered for being cast, affected by a stony silence, stopped by nevermore/meddling mage, more vulnerable to discard effects because of it being a nonland, or being forced to etbt by kismet/frozen aether/root maze. It also can't tutor for 0-mana spells.

    A Tolaria West can only be stopped by a pithing needle effect or by countering the transmute ability. Its only downside is the UU in total cost paid for its effect rather than 2 but for the effective payment of 3 mana like map. Sure it etbt as a land and is the equivalent of an island, but not even expedition map doubles as a mana source.

    Also it can tutor for:
    Now you tell me, would I want to ever have the option for tutoring for just a 0-drop with such options avaible?
    Posted in: Commander (EDH)
  • posted a message on Challenger Decks 2019
    Maybe one of the decks will be a Gate deck.
    Posted in: The Rumor Mill
  • posted a message on What is Primalcrux? (Warning, sort of silly topic)
    Its a concept made manifest, as with every elemental its from the minds and actions of the other denizens. That its name is that result. This applies to every elemental within Lorwyn/Shadowmoor.

    For this you will want to look at the definitions of "Primal" and "Crux".

    Primal
    1) Relating to an early stage in evolutionary development; primeval.
    2) Essential; fundamental.
    3) Original, Primitive
    4) First in importance : Primary

    Crux
    1) A puzzling or difficult problem : an unsolved question.
    2) An essential point requiring resolution or resolving an outcome
    3) A main or central feature (as of an argument)

    Next take what its flavor text talks about: "When nature is backed into a corner, just like its children, it lashes out."
    Posted in: Magic General
  • posted a message on New Wizards & Wizkids boardgame - Ravnica Inquisition
    Meh, no cards to play with? Kinda sad
    Well there are cards but they aren't typical magic cards. Grin
    Posted in: The Rumor Mill
  • posted a message on Tolaria West (and other utility lands)
    Tolaria West is great. To me its like a sorcery speed crop rotation for a higher cost but +0 card advantage instead of -1.

    Vesuva is wonderful even if the deck barely runs any utility lands as it can become a 2nd copy of a dual land or gate for mana fixing.

    Amonkhet/Hour deserts, to me, are a mixed bag. I personally find the "Desert of the [trait]" to be clunkers when it comes to consistency and speed of plays, usually resulting in me debating on replacing those with the cycle lands such as Tranquil Thicket from onslaught. The mono pain deserts on the other hand I find to be much more useful for the plays they can provide. Now my favorite of these is ones like Scavenger Grounds and Endless Sands for their utility purposes.

    Mikokoro, Center of the Sea I personally find is great at being a kingmaker card.

    Soldevi Excavations If you play Coral Atoll, you may want to consider upgrading to this (No ETBT, repeatable Scry 1 effect)

    Isolated Watchtower I personally have only run this card in one deck, and that is in a Jace, Vryn's Prodigy combo deck.
    Posted in: Commander (EDH)
  • posted a message on Print this Wizards (so I can play it in EDH)
    Quote from An"she »

    Chimalli the Jailer WUR
    Legendary Creature - Spirit (R)
    First strike, flying, vigilance
    Whenever ~ deals damage to a player, put an Imprisonment Counter on target creature or planeswalker they control. Permanents with Imprisonment Counters have defender and "This permanent's abilities can't be activated".
    3/4


    Add 1 and haste for an awesome lightning angel reference
    Done and done.
    Posted in: Commander (EDH)
  • posted a message on Can PoK return after a few years in exile?
    The issue is just simply how much mana you actually have than appear to.

    Say you only have five lands with PoK out in a four player game. You basically have equivalent of 20 lands worth of mana that is broken in increments of 5 across 4 turns. Have a Llanowar Elf out alongside PoK? Equivalent of 24 lands of mana in increments of 6 across 4 turns. Everyone else might be at 4-7 lands with 0-3 mana rocks, but they aren't multiplying their mana based on how many players exist within the game while also vomiting the creatures from their hand during every player's turn unless they are also running PoK.
    Posted in: Commander Rules Discussion Forum
  • posted a message on The Boros Commander Problem
    Lucille McCoy, Tejas Sheriff WR
    Legendary Creature - Human Gunslinger (MR)
    Reach, vigilance
    When ~ enters the battlefield or attacks, return target noncreature card in your graveyard with a convereted mana of 2 or less to your hand.
    1, Discard a card: ~ gains grit until end of turn.
    3/1

    Grit (The next time this card would be destroyed by lethal damage this turn, prevent it instead.)

    Posted in: Commander (EDH)
  • posted a message on The Boros Commander Problem
    Grumpy Greg, Grizzled Gladiator 4WR
    Legendary Creature - Giant Barbarian (MR)
    Undaunted, vigilance
    Whenever a player taps a land for mana, if it's not that player's turn, destroy that land.
    4/4

    Grumpy Greg, Grizzled Gladiator 4WR
    Legendary Creature - Giant Barbarian (MR)
    Undaunted, vigilance
    Your opponents can't search their libraries.
    If an opponent would begin an extra turn, that player skips that turn instead.
    4/4

    Grumpy Greg, Grizzled Gladiator 4WR
    Legendary Creature - Giant Barbarian (MR)
    Undaunted, vigilance
    When ~ enters the battlefield, choose odd or even. (Zero is even.)
    Each creature with converted mana cost of the chosen value has haste.
    Each creature without converted mana cost of the chosen value enters the battlefield tapped.
    4/4

    Grumpy Greg, Grizzled Gladiator 4WR
    Legendary Creature - Giant Barbarian (MR)
    Undaunted, vigilance
    Whenever an opponent taps a land for mana, ~ deals 1 damage to them.
    4/4

    Grumpy Greg, Grizzled Gladiator 4WR
    Legendary Creature - Giant Barbarian (MR)
    Undaunted, vigilance
    When you cast ~, choose a basic land type.
    When ~ enters the battlefield, tap all lands of the chosen type.
    Lands of the chosen type don't untap during their controllers' untap steps.
    4/4

    Grumpy Greg, Grizzled Gladiator 4WR
    Legendary Creature - Giant Barbarian (MR)
    Undaunted, vigilance
    At the beginning of your end step, target enchantment deals damage equal to its converted mana cost to its controller unless that player sacrifices it.
    4/4

    Grumpy Greg, Grizzled Gladiator 4WR
    Legendary Creature - Giant Barbarian (MR)
    Undaunted, vigilance
    When ~ enters the battlefield under your control, flip a coin until you lose a flip. For each flip you won, create a token that's a copy of ~ except its not legendary. Those tokens gain haste. Exile them at the beginning of the next end step.
    4/4

    Grumpy Greg, Grizzled Gladiator 4WR
    Legendary Creature - Giant Barbarian (MR)
    Undaunted, vigilance
    Whenever a player casts a spell from their hand, that player exiles it, then exiles cards from the top of their library until they exile a card that shares a card type with it. That player may cast that card without paying its mana cost. Then they put all cards exiled with ~ on the bottom of their library in a random order.
    4/4

    Grumpy Greg, Grizzled Gladiator 4WR
    Legendary Creature - Giant Barbarian (MR)
    Undaunted, vigilance
    At the beginning of your upkeep, exile the top card of each opponent's library. Until end of turn, you may cast nonland cards from among those exiled cards, and you may spend mana as though it were mana of any color to cast those spells.
    4/4

    Grumpy Greg, Grizzled Gladiator 4WR
    Legendary Creature - Giant Barbarian (MR)
    Undaunted, vigilance
    Whenever a land enters the battlefield, tap all lands its controller controls.
    4/4

    Grumpy Greg, Grizzled Gladiator 4WR
    Legendary Creature - Giant Barbarian (MR)
    Undaunted, vigilance
    Whenever you cast a spell from your hand, reveal the top X cards of your library, where X is that spell's converted mana cost. You may cast a card revealed this way with converted mana cost X or less without paying its mana cost. Put the rest on the bottom of your library in a random order.
    4/4

    Grumpy Greg, Grizzled Gladiator 4WR
    Legendary Creature - Giant Barbarian (MR)
    Undaunted, vigilance
    At the beginning of your upkeep, sacrifice a land.
    Players can't play lands.
    4/4

    Grumpy Greg, Grizzled Gladiator 4WR
    Legendary Creature - Giant Barbarian (MR)
    Undaunted, vigilance
    Discard a land card: ~ deals 2 damage to any target.
    4/4

    Grumpy Greg, Grizzled Gladiator 4WR
    Legendary Creature - Giant Barbarian (MR)
    Undaunted, vigilance
    R: You may put a creature card from your hand onto the battlefield. That creature gains haste. Sacrifice the creature at the beginning of the next end step.
    4/4

    Grumpy Greg, Grizzled Gladiator 4WR
    Legendary Creature - Giant Barbarian (MR)
    Undaunted, vigilance
    At the beginning of combat on your turn, separate all creatures defending player controls into two piles. Only creatures in the pile of that player's choice can block this turn.
    4/4

    Grumpy Greg, Grizzled Gladiator 4WR
    Legendary Creature - Giant Barbarian (MR)
    Undaunted, vigilance
    Players can't untap more than one creature during their untap steps.
    4/4

    Grumpy Greg, Grizzled Gladiator 4WR
    Legendary Creature - Giant Barbarian (MR)
    Undaunted, vigilance
    At the beginning of your upkeep, ~ deals X damage to target opponent, where X is the number of cards in your hand minus the number of cards in that player's hand.
    4/4

    Grumpy Greg, Grizzled Gladiator 4WR
    Legendary Creature - Giant Barbarian (MR)
    Undaunted, vigilance
    Cumulative upkeep—Add R. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
    4/4


    Grumpy Greg, Grizzled Gladiator 4WR
    Legendary Creature - Giant Barbarian (MR)
    Undaunted, vigilance
    When ~ enters the battlefield, choose a player.
    The chosen player can't cast creature spells while ~ is on the battlefield.
    4/4

    Grumpy Greg, Grizzled Gladiator 4WR
    Legendary Creature - Giant Barbarian (MR)
    Undaunted, vigilance
    Each noncreature, non-Equipment artifact is an Equipment with equip X and "Equipped creature gets +X/+0," where X is that artifact's converted mana cost.
    4/4

    Grumpy Greg, Grizzled Gladiator 4WR
    Legendary Creature - Giant Barbarian (MR)
    Undaunted, vigilance
    Creatures your opponents control can't block.
    4/4

    Grumpy Greg, Grizzled Gladiator 4WR
    Legendary Creature - Giant Barbarian (MR)
    Undaunted, vigilance
    As ~ enters the battlefield, choose a creature type.
    Creatures of the chosen type don't untap during their controllers' untap steps.
    4/4

    Grumpy Greg, Grizzled Gladiator 4WR
    Legendary Creature - Giant Barbarian (MR)
    Undaunted, vigilance
    You may look at the top card of your library any time.
    You may play the top card of your library.
    You can't play cards from your hand.
    4/4

    Grumpy Greg, Grizzled Gladiator 4WR
    Legendary Creature - Giant Barbarian (MR)
    Undaunted, vigilance
    T: Create X 1/1 red Elemental creature tokens with haste, where X is ~'s power. Exile them at the beginning of the next end step."
    4/4

    Grumpy Greg, Grizzled Gladiator 4WR
    Legendary Creature - Giant Barbarian (MR)
    Undaunted, vigilance
    Whenever a player casts a spell with converted mana cost 3 or less, ~ deals 2 damage to that player.
    4/4


    Grumpy Greg, Grizzled Gladiator 4WR
    Legendary Creature - Giant Barbarian (MR)
    Undaunted, vigilance
    Whenever a creature dies, that creature's controller sacrifices a land.
    4/4


    Grumpy Greg, Grizzled Gladiator 4WR
    Legendary Creature - Giant Barbarian (MR)
    Undaunted, vigilance
    Whenever you win a coin flip, put a luck counter on ~.
    At the beginning of your upkeep, if ~ has ten or more luck counters on it, you win the game.
    4/4


    Grumpy Greg, Grizzled Gladiator 4WR
    Legendary Creature - Giant Barbarian (MR)
    Undaunted, vigilance
    Whenever an artifact, creature, or enchantment enters the battlefield, its controller chooses target permanent another player controls that shares a card type with it that isn't ~. Exchange control of those permanents.
    4/4
    Posted in: Commander (EDH)
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