The interface change is nice. My Curse username was Eric_Bauman for some reason, haha. I had to jump through some hoops to get there
Anyways, my favorite magic card is Fact or Fiction. I believe it to be the perfect draw spell if you build around it. PLaying it in a deck chock full of flashback spells and snapcaster mages is my dream in legacy, and resolving it in commander is always a really fun moment for everyone involved. It is the epitome of interactive card because both players get a say in the resolution of the card (even though I always get what I want. The Jace V Chandra one has the best flavor text in that regard.) I currently own four different copies (original, FNM promo, FTV 20 promo and JVC art)and they are all in either commander decks, casual decks or my cube.
MTGS is a great site and I look forward to brewing/discussing in the future!
-Hyugafan
Notion thief needs to be in there. Wheel+notion thief=everyone discards their hands, you draw a million cards.
I regret
nothingmy actions.three colors, not green, can be taken in a variety of directions and still have the option of just paying 7 and beating them down with thraxi.
Some examples I've seen:
Zombie tribal
Stax
Draw-discard burn
voltron
wincon-less control with thraxi as the only out
Warp-World
Goodstuff (all the best cards in the color wheel+thraxi)
Someone already mentionned the mimeoplasm. I used to play the hell out of it, and it was always stupidly broken whenever I cast it.
the argument for the 'command zone' is that a troublesome commander can be banished there for some time before it comes down. Oloro might just be 2/3 of a healing salve every turn, it still is a free spell each upkeep. If that wasn't enough, he generates massive amounts of CA when he does hit the board. standard aggro strategies don't really work, as the gain life from his 'passive' is kind of heartbreaking to the more 'beaty' decks. beating the deck entails milling the oloro player out or generating infinites, which is unfun.
This might just be me overstating things, but I feel like commanders that interact directly from the command zone were a mistake.
P1p6 - Late lightning strike.
P1P7 - Warrior's lesson is the better card, I think. You have a soldier, so GW heroic is a possibility.
P1P10- burnished hart? you might want to splash something, and it feeds the nemesis.
P2P2- why? Do you want to dip into UG?
P2P3- Now you take the hart super early. You couldve taken that dissolve and tried to go UG.
P2P4- passing a griptide.
P2p6- agent of horizons. So good in UG
P3P3- I take magma jet here.
P3P7: LATE dryad. that's a gift.
I think you made the correct call in using green as a core color. You were seeing a lot of it. What I disagree is going with the red. There was a lot of better blue around, and lots of THS decks get foiled by griptide. You could've ended up in a sweet UG deck with evasion, tempo and reach via splashed burn spells. The sphinx would've been a house.
EDIT: sorry about the double post, I lagged.
P1p6 - Late lightning strike.
P1P7 - Warrior's lesson is the better card, I think. You have a soldier, so GW heroic is a possibility.
P1P10- burnished hart? you might want to splash something, and it feeds the nemesis.
P2P2- why? Do you want to dip into UG?
P2P3- Now you take the hart super early. You couldve taken that dissolve and tried to go UG.
P2P4- passing a griptide.
P2p6- agent of horizons. So good in UG
P3P3- I take magma jet here.
P3P7: LATE dryad. that's a gift.
I think you made the correct call in using green as a core color. You were seeing a lot of it. What I disagree is going with the red. There was a lot of better blue around, and lots of THS decks get foiled by griptide. You could've ended up in a sweet UG deck with evasion, tempo and reach via splashed burn spells. The sphinx would've been a house.
I can pilot combo and control too, but it wouldn't be as fun.
At home: Beer or coca cola.
THS-THS-THS: Probably griptide. There are so many games where I just time walked people or just won off removing a
key blockernessian asp.RTR-GTC-DGM: Axebane guardians, verdant havens and the gate untapper. I think I forced 5cc every single draft and went 2-1, 3-0 with it multiple times.
M14: I hated m14. I never did better than 2-1 and nearly always 1-2'd. Maybe it was the gimmicky angelic accord strategies that drew everything against me or the fed blue players with 2 opportunities in their decks, or the nut mono blac guy in round 1. If I had to pick, it would be doom blade because all of my decks were Bx.
AVR-AVR-AVR: Screw this format. I'm going to say wolfir avenger because of all the work it did.
DKA-INN-INN: SPIDER SPAWNING! I loved that archetype. I probably have a million crappy mill cards at home because of that.
INN-INN-INN: Travel preparations. The insane curve of 2-drop, 3-drop, travel prep was nearly unbeatable. Except when your opponent blind-flips delver turn one.
Ice Age-Alliances-Cold snap: Anything with banding.
Nekusar. Notion thief+Wheel of fortune. Feels good, man.
it's possible to exploit the puzzle box with scroll rack. Respond to the triggered ability from the puzzle box by activating scroll rack. Tuck any number of cards you don't want cycled to the bottom of your deck. Let,s say three counterspells, a time warp and a land (fck yeah.). Youll draw 5 cards, which the puzzle box will make you cycle. Proceed to re-draw that awesome hand while your opponents scratch their heads. PLus, it's extra damage from nekusar!
also, take a look at recoup and mystic retrieval. In addition to wheels, they can get back dreadbores and wraths. Unlike Snapcaster mage, they can safely be pitched due to flashback.
If anything, I'd take phalanx leader here. Your first pick is just a pick. Who knows, maybe someone passes you shipbreaker kraken and you end up in a totally different deck. Worse comes to worse, white gets cut in pack two and you still get to play your awesome white cards as a second color.
Conley Woods? is that you?
In my case, it was cobblebrute back in triple rtr. the rare was pithing needle, the commons has nothing really great and the uncommons were golgari charm, fall of the gavel and the 'gain 7 life' instant.