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  • posted a message on [ELD] Rosethorn Halberd
    damn, i guess Unholy Strength needed some re-balancing.

    I mean, as long as you're not playing humans, the halberd is strictly better? It can be reattached if the creature holding it dies, albeit at a rather high cost.
    Posted in: The Rumor Mill
  • posted a message on Mothership 9/18 - the great henge (the green legendary artifact)
    I'm going to need a copy of this for my Dino deck.
    Posted in: The Rumor Mill
  • posted a message on [ELD] Castle Garenbrig (Mothership)
    Though it might be less flashy than the others, I think this one might actually see more actual use in mono-green or two-color decks because its ability is applicable in far more situations. If you want to play creatures are activate abilities on creatures for at least 6 mana, this one will get tapped for its special mode.

    The other members of this cycle will mostly see use as a mana sink when you have nothing better to do with your mana. That is still a useful niche, of course, but it means that this card will more often do more than a basic land then the other members of the cycle.
    Posted in: The Rumor Mill
  • posted a message on [ELD] brainstorm brewery preview - Escape into the wilds
    It's nice that this one is untill the end of your next turn, increasing the chances of those 5 cards being useful.
    Posted in: The Rumor Mill
  • posted a message on Beating a dead horse: Tutors in commander
    Quote from Macabre »

    Regarding green land-ramp tutors - I strongly feel that land-ramp focused decks tend to dominate most non-competitive tables. It's really kind of sad of just how little hate and negative attention this gets. The sheer volume of landramp tutors that cheat extra permenants in to play is insane compared to what other tutors do. Lands tending to be the hardest to deal with card in the game, and if you happen to run MLD you may be classified as a terrible person.

    Mass land-ramp decks tend to plaque casual tables and green/blue/x casual ramp decks are, imo, the worst. I have a typical ramp bant deck and it feels like every win was never deserved. I honestly feel that they are the catalyst for most issues in the format. To answer a deck that can consistently put 8 lands into play around turn 5 to 6, you have to make a quicker deck full of fast mana (which people complain about), and a fast combo win (which people complain about), and the tutors to get these parts (which people complain about).

    That's not really my experience in my local meta. There are a couple of fairly fast-ramping decks, but there's also a bunch of non-ramp decks. One player mostly plays control decks, another one has a mono-black deck, and neither of these players tend to be out-performed by those that do bring ramping decks to the table, and they don't run fast-combo wins or anything like that.
    Posted in: Commander (EDH)
  • posted a message on [ELD} Castle Vantress (Amanda Yeo spoiler)
    I like these lands. It seems like they should be in pretty much every EDH deck that shares the color.

    Maybe not in 4-5 colour manabases as those are often light on basics (and their bonus isn't good enough IMHO to be worth coming into play tapped), but I'd definitely run these in all mono, two and three color decks if they aren't too expensive.
    Posted in: The Rumor Mill
  • posted a message on The Magic Mirror- Brad Nelson Spoiler
    Hmmm, interesting tool for a mill deck. Donate it to your opponent once it has some counters, then proliferate and double them to the point that they have to draw more than their deck allows.

    I mean, this is completely impractical as a win-con, but imagine the look on their face if you pull it off :p
    Posted in: The Rumor Mill
  • posted a message on [ELD] epic downfall
    That flavor text is great XD
    Posted in: The Rumor Mill
  • posted a message on Does Elsha of the Infinite and Graftdiggers Cage work together??
    Don't forget card tags:
    Elsha of the infinite
    grafdigger's cage
    And they don't work together. grafdigger's cage specifically forbids the casting of any spells from the library, so Elsha's second ability won't work while grafdiffer's cage is on the field.
    Posted in: Magic Rulings
  • posted a message on [ELD] Kenrith, the Returned King -the buy a box
    Quote from joejack8445 »
    I love this card, and it's design is pretty nice, but with so many 5 color designs recently, I feel it's been cheapened and makes me wonder what the point of running commanders in less colors when they keep making commanders that do what they do, but in all colors.

    I reckon because you don't generally need 5 colors to do everything a deck might want to do? 2-3 colors will net you all the specific removal and answers, without having to either shell out for a massively expensive manabase or risk getting color-screwed.
    Posted in: The Rumor Mill
  • posted a message on [ELD] Scorching Dragonfire- MPNumbers preview
    Unfortunately, it can't target players, which is a not insignificant downside.
    Posted in: The Rumor Mill
  • posted a message on Will The New Urza Ever Get Banded?
    Quote from Rasalghul1989 »
    True. However, Urza, Lord High Artificer is what makes Winter Orb dangerous because if Urza, Lord High Artificer is out, he can just use any artifact for mana, mana rock or not, for mana so his/her lands only untapping one per turn is no longer a big deal. He can also just tap Winter Orb before his turn so he isn't effected by it at all. Also, Winter Orb is just one example of how Urza, Lord High Artificer can lock out games. The Commandzone and Jumbo Commander did a deck tech on him on YouTube and displayed how to pull off some of the easy/one sided game locks.

    Also, until a player gets an artifact removal, this is going to give the Urza, Lord High Artificer player a massive advantage being able to progress rapidly while others are progressing very restrictively.

    I had a bad gameplay experience with this so I am definitely coming at this one sided and probably sound like I'm complaining a lot (which I am, LOL). I just feel that in a format where getting ahead on mana is such an advantage, it doesn't seem fair to have a Commander that can so easily mana ramp, especially in the color blue. Then in addition, have an easy way with multiple different artifacts to just lock out the game.

    Yeah, I don't disagree that this wasn't fun and that the Urza player's deck is probably too optimized for your meta. The only thing that I disagree on is that this indicated that Urza itself is in any way broken and needs to be banned. The player could have had a similar mana-advantage by focusing on an artifact based manabase and the like. Urza might make it a bit easier, but I don't think he is required for this tactic. The ramp you mention is also something that a number of green decks should be able to keep up with, unless the urza player plays lots of 0-cost artifacts, in which case he needs to play a lot of costly draw spells.
    Posted in: Magic General
  • posted a message on Will The New Urza Ever Get Banded?
    So he just basically emptied his hand to play that, meaning it all falls flat if someone blows up the winter orb on the next turn. And he could only play this because he drew a sol ring in the first place. In effect, he could have the same set-up on turn 2 without urza by playing sol-ring and a mana rock.

    I mean, it obviously isn't fun to play against this, but Urza isn't the enabler of this tactic, winter orb+sol ring is.
    Posted in: Magic General
  • posted a message on Will The New Urza Ever Get Banded?
    I am rather curious how a mono-blue deck managed to get 6 mana on turn 2.

    Anyway, I don't think he'll get banned anytime soon (but I'm not an expert at all). He doesn't really do things that are uniquely broken, and it's not that hard to run some artifact destruction to shut him down.

    If you don't enjoy playing against him, and this is a deck in your local playgroup, sharing that sentiment might not be a bad thing. Commander is first and foremost a social game, and its everyone's job to ensure everyone is having fun. If no one likes playing against such hard-lock decks, then its reasonable to agree to just no play such decks
    Posted in: Magic General
  • posted a message on Can't we have good art all the time??
    Would you be willing to pay $7 for normal set booster packs? It wouldn't surprise me to learn that each of these arts cost about as much as 2-3 'regular' arts to commission.

    Then there's also the thing about different tastes. There probably exist people that like the 'boring fantasy-realism' arts more than these stylized works, so by making both styles they make sure to have something for everyone.
    Posted in: Magic General
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