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  • posted a message on Most Annoying/Infuriating Decks?
    Land destruction irks me. But only the stone rain type effects. If you armageddon with three creatures in play I'm good. If you power out a turn one deus of calamity I'm good. It's the goddamn single destroy lands until you canmt do squat and beat down with a 2/2 10 times decks I can't stomach.
    Posted in: Magic General
  • posted a message on What trait bothers you most about an opponent?
    Body odor. I don't care if you tilt and rage. I don't care if you riffle my deck. I don't care if you angle shoot or try to tilt me.

    But for the love of god, if you can't be bothered to buy a 4$ stick of deodorant and apply it on tournMent morning then god damn it'll rustle my jimmies.
    Posted in: Magic General
  • posted a message on [[Primer]] Norin the Wary - Heads I win, Tails you lose.
    I'm giving goblin kaboomist a try. The artifacts he generates are nice with trading post and confusion in the ranks. Plus, they really add up. They stick around after the goblin dies too. My meta is rampant with stuff like hero of bladehold and small beaters.

    Plus, I absolutely adore the flavor of the card.
    Posted in: Multiplayer Commander Decklists
  • posted a message on What deck has the best matchup against RW Burn?
    Junk has some good tools against it. Nyx-fleece ram is a damn good card too. Double fleece ramp into courser is pretty damn hard to beat for burn, and you can play stuff like duress and blood Baron (protection form warleader helix) or obzedat.
    Posted in: Standard Archives
  • posted a message on [[Primer]] Norin the Wary - Heads I win, Tails you lose.
    Quote from buddha84 »
    teferi's puzzle box is getting the axe for me. Besides failing to be able to play it when i have more than 4 cards, I have a fellow player who uses Spirit of the Labyrinth in his Zur deck, and this combo gives him several turns' worth of time to close the game.

    has wurmcoil engine already been discussed here? it's a decent card by itself, and bonkers with either pandemonium or goblin welder (and functional copies).


    Wurmcoil engine is just a bad EDH card. It's a ground beater that doesn't fly in for damage and it only gives you three creatures. Myr battlesphere does everything wurmcoil does, but better. You know those genesis chamber myrs? Yep yep :D. It's 8 power off pandemonius and surge, but you get to snipe utility bears better and it's better with purphoros. The 4/7 colorless body is great at blocking sworded critters too.
    Posted in: Multiplayer Commander Decklists
  • posted a message on [[M15]] Act on Impulse
    Norin thanks you for this humble offering, and may finally be rid of the scrappy viashino racketeer.
    Posted in: The Rumor Mill
  • posted a message on Cutthroat Casual Meta, combos and MLD everywhere! Help me decide on a General!
    Zedruu, the greathearted is one hell of a playmaker with tons of build path. Plus you get to run wild research. You're casting obliterate? Boros charm. Trolololo! You even have blue for counteahic and your own combos (but that's boring. You have a goat. You dont need combos.)
    Posted in: Commander (EDH)
  • posted a message on 1 Commander and 99 non-creature spells
    Proteus staff?

    Meet

    Epic experiment.

    Posted in: Commander (EDH)
  • posted a message on [[MCD]] Monblue Wincons
    The mindslaver lock is nice. Academy ruins/mindslaver/13 mana. Easy to tutor up, too.

    Infinite turns is easy. Deadeye navigator/crystal shard/riptide laboratory+archaeomancer. Easy tu disrupt, but all the pieces do things.

    Pickles lock(brine elemental+vesuvan shapeshifter)+frozen aether usually elicits a scoop.

    Posted in: Commander (EDH)
  • posted a message on #1 Priority in deck construction
    I start with a commander. Once I have that, I build the manabase and figure out the number of ramp spells Inwant to play. I enjoy the big mana playstyle. In a format dominated by 5-6-7-8 drops, mana wins games. Then I add sole stales for my color (personal preference. I run mystical teachings in every UB deck, same with teygon predator or pernicious deed). Then I figure out my theme. Once I have that, I add every card that relates to that theme. This gies me about 100-120 cards without the mana. I then trim until I have 100 cards, and feverishly rotate out cards to test them. When the list feelq like it can never improve more, I take the whole thing down and build a new deck.
    Posted in: Commander (EDH)
  • posted a message on Best Non-Blue Mono Color EDH/General deck for Control
    White staxx would be a nice way of doing it. You run stuff like armageddon+crucible of worlds and tons of sweepers. Getting card advantage might be iffy, but you have acccess to some (skullclamp, memory jar, mind's eye).

    Potential generals;

    Heliod, god of the sun (enchantment based prison. Go ham with serra's sanctum)
    Eight and a half tails (aggro-control)
    Mageta the lion (the wrath guy)
    Thalia, guardian of thraben (aggro stax)
    Elesh norn, grand cenobite (huge beater with utility)

    People seem to be in love with mono black, but you have no reliable ways of dealing with enchantments/artifacts, whereas white loves disenchants.
    Posted in: Commander (EDH)
  • posted a message on Creature-based mana acceleration.
    I suggest devoted druid. If you're in jund colors, you have access to some pretty adesome combos. He goes infinite woth mikaeus the unhallowed, you can play quillspike alongside stuff like puppeteer clique and woodfall primus to justify it and have another one. Any effect that makes it bigger is neat and it ensures 5 on turn 3 if you're willing to bin it, which can be huge.
    Posted in: Commander (EDH)
  • posted a message on Combat Against Blue/Counterspells for Orzhov
    Attacking their hands is a nice way of doing it. Mindslicer, bringer of the black dawn, mind swords and sadistic hypnotist are nice. Giving your things flash with vedalken orrerry and winding canyons is also pretty neat, as they need to react during their turn.
    Posted in: Commander (EDH)
  • posted a message on Minimum number of counterspells to be useful?
    I run on average 6-8 in my builds. The counters I run are either efficient or offer more. For example, I run counterspell in all decks because it's two mana. I run force of will in all decks that support it because it lets you tap out. I run soul manipulation in the mimeoplasm because it lets me rebuy fatties or utility critters (countering a C-hoof and rebuying eternal witness is sweet). I run perplex in Nekusar because people usually have full hands and I can always tutor for a wheel/windfall. I run arcane denial in a ton of my U/X/X decks because it's easy on the manabase and it's a really neat political play. The flavor text of reparations sums that up pretty neatly.

    Short answer: between 6-8, but your counters should be doing more than countering spells.
    Posted in: Commander (EDH)
  • posted a message on Temp Banlist Thread: DRS Banned, BB/Nacatl Unbanned!
    Seattle wins and pod is still legal ? Today was a good day . Grab those bitterblossoms while they're low.
    Posted in: Modern
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