I wish a Moe's Southwest Grill will be included in that strip mall they're building in my town.
A "Moe's Southwest Grill" will be included, of course! However it will no longer be what you remember. It is simply a new company who chose to keep the name of the business they bought out. They now sell laxatives.
So am I right in assuming that your deck is built to just draw into Vault/Key or Tinker and win?
Your mana base - I think Tolarian Academy is worth considering, as you'll likely draw one or two artifacts easily enough, and if you're wanting to combo out quite quickly with a three color deck then Gemstone Mine is a great card.
In all honesty, I'm not quite sure what to suggest at the moment. The cards that jump out to me as suboptimal, though, are Thoughtseize, Lim-Dûl's Vault and Chain of Vapor (great bounce card but Chalice of the Void at 1 is a real problem for this deck, so bounce at another CMC is probably better). Perhaps replace them with 3 Mental Misstep, 1 Rebuild, 1 Demonic Consultation, and then that leaves you with two open slots.
You have to understand though, my problem with my mana base is that it has to last for a while. I can't assume I will get more than one mana every game, so the mana I do have has to be able to reliably activate Voltaic Key every turn. I feel as though City of Brass might be a better option, but I still need some sort of land in there that wont be killing me. Maybe Forsaken City? With Tolarian Academy: what is it I need that mana for in this deck? Even if I did want that mana, my current artifact setup wouldn't support it. It seems almost as risky / rewarding as Demonic Consultation.
2) At the moment you're very vulnerable to Mental Misstep, I suggest adding some of your own.
I hope that helps!
I suppose I can't avoid not giving a breakdown of cards First of all, most of the cards are redundant copies of others as to create the highest possible consistency, while trying not to sacrifice speed by playing high costed spells. Isn't that everyone's goal? More specifically, there are only a few categories of cards in the 'Draw' and 'Tutors' sections. They are:
1.) Cards that cost 1 or less mana (this includes both Time Walk and Street Wraith). These cards either simply replace themselves - some of which have additional bonuses, gain you cards, or tutor for something.
2.) Cards that cost 2 mana. These cards almost always find whatever you need.
The cards labelled 'Protection' and 'Acceleration' are pretty self explanatory, as the goal of the deck is to go infinite and beat with a fatty. Originally I was playing both Mana Crypt and Mana Vault, but depending on my mana base, I may not be able to lose more life each turn as I wait to have enough mana to take another turn and cast Tinker.
I am not going to lie to you and say that I remembered that Mental Misstep was a card. Along with helping me build a mana base, I would love to know what you would take out for it.
My local area has decided that with our core group of legacy players that we could run a reasonably competitive vintage event from time to time, allowing 9 proxies. I don't know how standard that is, but I suppose it made sense at the time for the coined name of the grouping of eponymous cards that make vintage what it is. No, this is not SSV as is quite obvious, but I don't really know what else to call it. The deck has a sort of reanimator/belcher feel to it. Feel free to offer advice, as I am not seasoned in vintage. What I actually came here for, however, is a decent suggestion for the mana base.
I don't think UWR tempo deserves a tier 1 spot. I have found it to be too inconsistent and unreliable. I think the only "real" tier 1 decks now are Bant Control and a good Reanimator build.
Don't correct others unless you are correct yourself. The adjective before "Reanimator" needs to be removed to create parallelism. My list is as follows:
Currently there are four sets of rules for Pauper Commander, the two threads here calling themselves “Unofficial Official”, the rules from http://www.channelfireball.com/articles/raging-levine-paupin-and-lockin/ and of course d0su’s rules from http://forums.mtgsalvation.com/showthread.php?t=303509 . Talk about a confusing format! Here’s the thing though people will argue flavor, bicker over rules, etc… But there is really one thing that’s indisputable about why d0su’s rules are better, at the end of the day when I can’t find anybody to play by whatever “unofficial official” Pauper rules, my deck using d0su’s rules is still legal in regular Commander. So I’ll never lack for a game.
That doesn’t mean I don’t find the concept of an uncommon commander interesting, or that I’m not trying to get people to try it out… I definitely am. I’ve just been convincing people to play by d0su’s rules for 16 months with a fair amount of success. And after discovering that the greatest selling point of d0su’s rules is that it’s a cheap way to get into regular Commander as well… I’m finding the uncommon general a rather tough sell at best. *shrugs*
I can assume the main reason you would want any legendary creature to be able to be a commander is to play online. The goal for my ideology is to make the decks not able to completely be made around the commander. It also doesn't really make any sense to me to have to have it legal in regular commander too. In a way it is like the difference between multiplayer and 1v1 commander, and how there are unoffical changes between them.
You call my post a 'travesty', and follow such an accusation with this abomination.
You call this post 'Rules', when this is rather something you would tell your friends 10 seconds before a game starts to inform them of the format's existence.
You dare to even utter the word 'Official' in reference to your post, when you can't do your readers the simple kindness of using correct grammar and punctuation, along with the lack of any type of sentence structure.
Do you seriously believe that there wont be problems with lack of definition in your format? A Rules list will have information to solve problems should they arise. You don't read the comprehensive rules to find out how to play Magic, just like you wouldn't read my post to find out how to play Pauper Commander. You state that the things in my post are rules changes, but most of the time they are not: they are stated versions of unofficial rules. There is no substance here. If you want to inform friends about a format, then by all means do so. But that is NOT my goal, and for what reason should you insult my work, and then claim yours is better? They aren't even the same things. I hope you can understand that you should not be calling your post "Rules', but rather 'A Short and Sweet Description of Pauper Commander'.
I will leave you with this: You state that 'All the same rules as normal EDH / Commander gameplay still apply.' This may be the most incredibly vague sentence I have ever heard stated as a rule. Why did you not explain deck construction for this? If both the rules of EDH and Commander are both in effect, which of the following cards can be played in this format?
You could also throw in figurative ME5 cards with no paper printings into that mix. Maybe I do need to go further and explain the flaws of your plan, but I hope I don't. Do what you believe WoTC would do and try to get this turned into a format, not whatever this is.
A deck based around opponents having no idea what your cards do, in addition to making ridiculous / confusing board states. I NEED help building this, as it will be perpetually a WiP. PLEASE offer suggestions!
Exactly this. He's on the level of the other two jaces; sideboard material at best. It will be fun to see him initially massively over inflated due to his superficial similarity to mind sculptor; I can't see him being worth more than $15 in time.
He will be 30$ @ exactly 2 weeks after release. It will be interesting to see how accurate I am. Of course, this estimate could change up to the release date based on other cards spoiled.
I played as SCG Minneapolis today with Solidarity, ended up 5-3-1, so at least I got a little more than my money back... anyways, this was my list. I sort of learned how to play the deck throughout the tournament, and of course did better as it went on. I'm not going to bother offering improvements, as honestly High Tide is a better deck.
At this point I am able to combo off relatively far, get a high storm count, and go for the Brain Freeze thinking that with all 3 Eldrazi in zones I know about, he wouldn't have a fourth in his deck. Sadly on the second storm copy, he flips one over.
By the way, this is also turn 4 of time, and we are about 15 minutes past time at this point, however I do play fast, as did my opponent, and we weren't getting called for slow play. The best part about this was that nearly 50 or so people, or as many that could fit around the table, including 5 or 6 judges were watching this game, as it was the last game going by far.
I proceed to get back into my combo, and after another 10 minutes or so I get 42 mana in my pool with a Blue Sun's Zenith in my hand. I ask my opponent how many cards are in his library, and of course, there are 39. So I instead draw 20 or so cards, and ramp up to 60+ mana in around 5 minutes, and make him draw 25ish times two from Twincast.
Round 8: Jace Lands, Win (Bye)
Opponent didn't show up.
Round 9: Maverick, Win
Thalia came down way too late both games for him.
A "Moe's Southwest Grill" will be included, of course! However it will no longer be what you remember. It is simply a new company who chose to keep the name of the business they bought out. They now sell laxatives.
I want venison jerky.
You have to understand though, my problem with my mana base is that it has to last for a while. I can't assume I will get more than one mana every game, so the mana I do have has to be able to reliably activate Voltaic Key every turn. I feel as though City of Brass might be a better option, but I still need some sort of land in there that wont be killing me. Maybe Forsaken City? With Tolarian Academy: what is it I need that mana for in this deck? Even if I did want that mana, my current artifact setup wouldn't support it. It seems almost as risky / rewarding as Demonic Consultation.
I'm also not so sure I could cast Rebuild, but I can test Mental Misstep over Thoughtseize.
I suppose I can't avoid not giving a breakdown of cards First of all, most of the cards are redundant copies of others as to create the highest possible consistency, while trying not to sacrifice speed by playing high costed spells. Isn't that everyone's goal? More specifically, there are only a few categories of cards in the 'Draw' and 'Tutors' sections. They are:
1.) Cards that cost 1 or less mana (this includes both Time Walk and Street Wraith). These cards either simply replace themselves - some of which have additional bonuses, gain you cards, or tutor for something.
2.) Cards that cost 2 mana. These cards almost always find whatever you need.
The cards labelled 'Protection' and 'Acceleration' are pretty self explanatory, as the goal of the deck is to go infinite and beat with a fatty. Originally I was playing both Mana Crypt and Mana Vault, but depending on my mana base, I may not be able to lose more life each turn as I wait to have enough mana to take another turn and cast Tinker.
I am not going to lie to you and say that I remembered that Mental Misstep was a card. Along with helping me build a mana base, I would love to know what you would take out for it.
For me, it seems as though Tezzeret the Seeker will almost always be an overcosted Fabricate.
4 City of Brass
4 Forbidden Orchard
2 Forsaken City
Acceleration - 8
1 Black Lotus
5 Moxen
1 Lotus Petal
1 Sol Ring
Draw - 16
4 Gitaxian Probe
4 Street Wraith
1 Time Walk
1 Ancestral Recall
1 Brainstorm
1 Ponder
4 Preordain
4 Enlightened Tutor
1 Imperial Seal
1 Mystical Tutor
1 Vampiric Tutor
1 Demonic Tutor
2 Lim-Dûl's Vault
Protection - 9
1 Ingot Chewer
1 Hurkyl's Recall
3 Mental Misstep
4 Force of Will
4 Voltaic Key
1 Time Vault
1 Tinker
1 Inkwell Leviathan
Don't correct others unless you are correct yourself. The adjective before "Reanimator" needs to be removed to create parallelism. My list is as follows:
Tier 1: Epic Experiment
Tier 2: Omniscience
Tier 3: Everything Else
Please do not spam or troll the forums
Helix
4 Thragtusk
3 Restoration Angel
3 Armada Wurm
3 Angel of Serenity
3 Detention Sphere
3 Essence Scatter
2 Dissipate
4 Terminus
4 Farseek
I can assume the main reason you would want any legendary creature to be able to be a commander is to play online. The goal for my ideology is to make the decks not able to completely be made around the commander. It also doesn't really make any sense to me to have to have it legal in regular commander too. In a way it is like the difference between multiplayer and 1v1 commander, and how there are unoffical changes between them.
You call this post 'Rules', when this is rather something you would tell your friends 10 seconds before a game starts to inform them of the format's existence.
You dare to even utter the word 'Official' in reference to your post, when you can't do your readers the simple kindness of using correct grammar and punctuation, along with the lack of any type of sentence structure.
Do you seriously believe that there wont be problems with lack of definition in your format? A Rules list will have information to solve problems should they arise. You don't read the comprehensive rules to find out how to play Magic, just like you wouldn't read my post to find out how to play Pauper Commander. You state that the things in my post are rules changes, but most of the time they are not: they are stated versions of unofficial rules. There is no substance here. If you want to inform friends about a format, then by all means do so. But that is NOT my goal, and for what reason should you insult my work, and then claim yours is better? They aren't even the same things. I hope you can understand that you should not be calling your post "Rules', but rather 'A Short and Sweet Description of Pauper Commander'.
I will leave you with this: You state that 'All the same rules as normal EDH / Commander gameplay still apply.' This may be the most incredibly vague sentence I have ever heard stated as a rule. Why did you not explain deck construction for this? If both the rules of EDH and Commander are both in effect, which of the following cards can be played in this format?
High Tide
Death Spark
Earthbind
You could also throw in figurative ME5 cards with no paper printings into that mix. Maybe I do need to go further and explain the flaws of your plan, but I hope I don't. Do what you believe WoTC would do and try to get this turned into a format, not whatever this is.
Lightmine Field
This is called Peasant, not Pauper.
1 Cromat
What Does That Do?
1 Ice Cauldron
1 Balduvian Shaman
1 Raging River
1 Chains of Mephistopheles
1 Illusionary Mask
1 Dead Ringers
1 Snowblind
1 Animate Dead
1 Dance of the Dead
1 Necromancy
1 Takklemaggot
1 Lich
1 Humility
1 Opalescence
1 Sylvan Library
1 Trinisphere
1 Mindslaver
1 Knowledge Pool
That Is Just Silly
1 Eye of the Storm
1 Confusion in the Ranks
1 Warp World
1 Grip of Chaos
1 Psychic Battle
1 Radiate
1 Goblin Game
1 Impulse
1 Walking Atlas
Necessary to Make Others Dumb
1 Brainstorm
He will be 30$ @ exactly 2 weeks after release. It will be interesting to see how accurate I am. Of course, this estimate could change up to the release date based on other cards spoiled.
4 Brainstorm
4 Impulse
2 Flash of Insight
3 Cunning Wish
3 Meditate
1 Peek
2 Opt
4 Reset
3 Turnabout
1 Snapcaster Mage
1 Brain Freeze
1 Blue Sun's Zenith
1 Twincast
4 Force of Will
4 Scalding Tarn
2 Misty Rainforest
1 Spell Pierce
2 Flusterstorm
1 Counterspell
1 Mindbreak Trap
1 Meditate
1 Turnabout
1 Twincast
1 Brain Freeze
1 Blue Sun's Zenith
1 Echoing Truth
1 Hurkyl's Recall
1 Wipe Away
1 Surgical Extraction
1 Solidarity
Some rounds I will explain very quickly, some... were more fun
Round 1: Lands, Loss
Punted. I was bad at this point. Game one took forever because of Port. Other games Thalia, Chalice etc.
Round 2: Stax, Loss
Still bad, and a very very bad matchup.
Round 3: Rock, Tie
Nothing exciting, except me fizzling at one point. Honestly I had game 3, but time.
Round 4: BW Disruption / Torpor Orb, Loss
Thalia sucks; still bad.
Round 5: BUG Infect, Win
He really didn't play disruption, and honestly got really slow hands.
Round 6: Nic Fit, Win
What happens when you give your opponent literally all of the Islands in their deck? You lose.
Round 7: Eldrazi, Win
Best game by far. Here is the game 3 scenario.
Opponent has Candelabra of Tawnos, a billion Cloudpost mana, Eye of Ugin, Karakas, Emrakul, the Aeons Torn and Sensei's Divining Top, with a Mindbreak Trap and a Surgical Extraction in hand. So infinite turns and he is about to attack. I have 4 Islands in play.
I play High Tide. It resolves. I play Reset tapping out, with 4 mana in my pool, and he Surgical Extractions my High Tide in response. I Reset again in response; 2 mana in my pool. He Mindbreak Traps my two Resets. I Twincast it at itself and the Surgical Extraction. He Tops, can't find a Mindbreak Trap, searches with Eye of Ugin for Kozilek, Butcher of Truth, and Tops, still finding nothing. He untaps his lands with Candelabra of Tawnos, searches for Ulamog, the Infinite Gyre and Tops again, still finding nothing. Everything resolves and I have 8 mana in my pool with 4 untapped Islands.
At this point I am able to combo off relatively far, get a high storm count, and go for the Brain Freeze thinking that with all 3 Eldrazi in zones I know about, he wouldn't have a fourth in his deck. Sadly on the second storm copy, he flips one over.
By the way, this is also turn 4 of time, and we are about 15 minutes past time at this point, however I do play fast, as did my opponent, and we weren't getting called for slow play. The best part about this was that nearly 50 or so people, or as many that could fit around the table, including 5 or 6 judges were watching this game, as it was the last game going by far.
I proceed to get back into my combo, and after another 10 minutes or so I get 42 mana in my pool with a Blue Sun's Zenith in my hand. I ask my opponent how many cards are in his library, and of course, there are 39. So I instead draw 20 or so cards, and ramp up to 60+ mana in around 5 minutes, and make him draw 25ish times two from Twincast.
Round 8: Jace Lands, Win (Bye)
Opponent didn't show up.
Round 9: Maverick, Win
Thalia came down way too late both games for him.