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  • posted a message on Secret Lair x The Walking Dead
    Quote from Phosphorus »
    So I've given it a couple of days of thought, and my conclusion is twofold:
    1. There are three-and-a-half major arguments for banning these in EDH.
    2. None of them hold up.
    1. "These are a cash grab/intentionally limited, so we should ban them on principle."

    2. "TWD doesn't belong in Magic, so we should ban it on principle."

    3. "The RC should be the voice of the community, and the majority has spoken for a bam."

    3.5. "I don't like TWD."
    So I read your post, and my conclusion is twofold:
    1. You ignored several of the major arguments while misrepresenting or oversimplifying the ones you did list.
    2. Of course they won't hold up when selecting the weakest arguments and not removing bias.
    Just off the top of my head, here are some of the points you ignored:
    - Broken promise - WOTC went into this knowing exactly what kind of backlash they got the last time they did a mechanically unique promo only available to limited people for a limited time and not in an actual expansion. They also knowingly broke their promise, made after that incident, to not do this again. We should not encourage this behavior.
    - Limited global accessibility - Only available to players of certain nationalities. Don't live in the right country? No cards for you. Commander is a world-wide format, but now, not all cards are.
    - Dangerous precedent - Remember True-Name Nemesis? Nexus of Fate? What happens when they print a staple this way, but again, only people who were in the right country at the right time with the extra spending cash could get it because it wasn't in a product in stores?
    - Speaking of stores - Selling mechanically unique cards from their website that cuts out the LGS distribution model, without functionally equivalent versions elsewhere. Previous Secret Lairs offered alternate art on cards already in the LGS. This does not.
    - There are several other arguments (probably a good dozen floating around), but I feel these are some of the stronger ones that you ignored. This list is by no means exhaustive.
    Posted in: The Rumor Mill
  • posted a message on Secret Lair The Walking Dead
    I know this is being discussed elsewhere, but I'm not about to start using Twitter or the discord just to weigh in on this.

    Secret Lair The Walking Dead will contain mechanically unique, all new cards that are black-bordered, eternal-legal, and only available for a limited time for about $50+shipping.

    So far, I've heard a number of reasons why they should not be legal:
    - WOTC selling direct singles available nowhere else
    - Singles found exclusively behind a high paywall
    - Not available to players of all countries
    - "They should have been silver-bordered like MLP or Grimlock"
    - They don't have an MTG name or MTG identity (like the Godzilla alternate versions)
    - Issues of character morality (specifically Negan)
    - Setting a precedent
    - These cards could never be reprinted (pseudo reserve list) unless they were functionally identical with different names, allowing 2 copies
    - Maro said if it becomes popular, they can reprint, but we already have a dearth of popular cards being reprinted (fetchlands)
    - Promises made after Nalathni Dragon
    - "These may not be good but just wait till the Nexus of Fate equivalent"

    I probably missed some. Are there other reasons people oppose this? Are there any arguments in favor of keeping the cards legal?

    The RC has acknowledged the player backlash and "is listening to what you're saying, taking notes, and weighing options. We'll have something official to say in the near future, and certainly before the SL drop date." (Sheldon's Twitter)
    Posted in: Commander Rules Discussion Forum
  • posted a message on Looking for advice for a stupid commander idea
    Quote from looshkin »
    So I am trying to put together a commander deck that doesn't have a pre-built in wincon. I am trying to borrow cards from my opponents to come up with a way to win on the fly each game. I think this could be a fun challenge and it would make the game a little different each time I get to play.
    Quote from looshkin »
    thanks for the reply. Volrath seems pretty sweet and he is in my favorite colors.
    If you go with Volrath, it can be a lot of fun. Green for ramp, blue and black for copy, control, and recursion. You can avoid some of the more standard inclusions to make sure it "doesn't have a pre-built in wincon" (obnoxious things like Blighted Agent and Needle Specter), but you would want to consider some of the others that enable you to copy what your opponents are running. One amazing benefit of the all-clones type decks is that you're not just copying one player. Sometimes you copy one thing from Player A and something else from Player B, and suddenly you have a combo or the most powerful board. Or you can simply enjoy having a bigger version of their creature. And once they know you're all clones and copy, they sometimes have to adjust what they play so you don't get a copy.

    Here are some fun recommendations for the deck:
    Faerie Artisans - You get all their ETBs. And occasionally something really spicy.
    Experiment Kraj - Seriously, get all the abilities. Also place counters for Volrath.
    The Mimeoplasm - Get what they had, only bigger.
    Tetzimoc, Primal Death - Keep it in the hand to place counters for Volrath to copy creatures. Cast it if you need to level the board a bit. Nice and versatile.
    Evil Twin - Their creature, but also able to kill their creature.

    You can also look here: https://edhrec.com/commanders/volrath-the-shapestealer-clones-theme
    Posted in: Multiplayer Commander Decklists
  • posted a message on Looking for advice for a stupid commander idea
    Tribal clones and copy effects. I did this with Lazav, Dimir Mastermind once - had a side group that always complained about power level no matter how casual my decks were, so I built all clones and copy spells so I would literally depend on them for strategy and wincons - and it was actually quite fun, even in my regular group. If I were to build it again, I'd probably go with Volrath, the Shapestealer.

    I'd suggest you avoid group hug like the plague. I used to play group hug but now actively target anyone playing it. It ruins games.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Brainstorming ways to weaponize Kenrith
    Kulrath Knight is good. Switching persist back on is an interesting idea. Not quite where I was going with the weaponize question, but certainly worth considering. I'll add it to the list.
    Quote from Ryperior74 »
    How about containment priest effects for the B
    A friend had suggested that to me, too. I'm not a fan of how it shuts off the B ability for me, but I was considering Mistcaller as an alternative that selectively turns the ability to exile rather than reanimate. I can even use the B ability to bring it back on another turn, plus it can turn off other reanimation decks at will while allowing me to reanimate when I want.
    Posted in: Commander (EDH)
  • posted a message on Searching for Themes in MTG Artwork
    Quote from Jaysands »
    Use tagger scryfall. People tag artwork like things you are interested in.

    Okay, that is a super cool feature I never knew about. Sadly incomplete when I type "gorgon," but still cool. I'll have to find out how to tag cards.
    EDIT - nevermind - the incomplete search was searching card names rather than tags.
    Posted in: Magic General
  • posted a message on Brainstorming ways to weaponize Kenrith
    Tainted Remedy weaponizes Kenrith's white ability.
    Willbreaker and Dismiss into Dream weaponize his green ability.

    I'm looking to build a list of options that twist his abilities against the opponent. Not just synergy, like "have lots of big creatures for the trample from his first ability," but more devious options. I am not looking for infinite combos, though.

    I would prefer cards that can be good on their own, but that isn't necessary.

    Some of these can backfire (like Cowardice and Horobi), but throw them out there and let's see what we get.


    Dismiss into Dream
    Horobi, Death's Wail
    Kulrath Knight
    resetting persist creatures (Woodfall Primus)

    Tainted Remedy
    Vito, Thorn of the Dusk Rose
    Vizkopa Guildmage
    Sanguine Bond

    Psychosis Crawler
    Niv-Mizzet, Parun
    Niv-Mizzet, the Firemind
    The Locust God
    Words of Waste

    Gather Specimens
    Containment Priest (shuts down the ability for us, though)
    Posted in: Commander (EDH)
  • posted a message on So when is Commander gonna get fixed?
    Quote from LeoninKha »
    Uhm, I doubt you can say its easy to shuffle. Heck, I bet most of you here separate your decks in two and shuffle them like that.

    Thats a problem, don't deny its there.
    Nope, I don't cut it in half. I single sleeve and have large hands, so it's not an issue for me. Even if it was, you could always table shuffle.

    You want a deck too big to shuffle? Years ago, I had a friend with a 300 card Prismatic deck that he would play against 60 card decks. He bought one of the white cardboard boxes and had to mash shuffle cards into the box because the deck was simply too big to handle (don't worry, the sleeves protected them). And he did it by choice, no complaints.

    So, yeah, I do deny that 100 is a problem that could be solved by dropping to 85.
    Quote from LeoninKha »
    Brands would still sell packs of 100 sleeves (they did WAY before Commander was this popular).
    Did they? Aside from penny sleeves (which I doubt a person who double-sleeves would ever consider), I'm fairly certain they only sold packs of 80 or 60 before EDH/Commander became popular. I recall quite clearly people being frustrated that you couldn't sleeve a Commander deck without buying too many or too few.
    Posted in: Commander (EDH)
  • posted a message on Zendikar Rising for Peasant Cube
    Quote from Julian »
    Is Vastwood Surge better than Migration Path in a dedicated ramp deck? I can imagine still wanting lands 9 and 10, and the counters are worth a card.
    I personally would prefer Migration Path. Vastwood Surge is only better if you have eight mana, a board of creatures, and still want two more land. How many creatures does it require to make that worth it? If you've run into removal and have 0-1 creatures, I'm pretty sure I'd rather cycle and draw into something else. 2-3 creatures? Depending on what they are, and what is facing you from the opposite side of the board, that may or may not make a difference. Sure, it might end a game sometimes, but I can imagine too many situations where I just don't want to cast it, let alone kick it. Having eight mana with nothing better to do hurts.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Zendikar Rising for Peasant Cube
    Went through the whole spoiler, and I don't think I'll be adding anything from this set. There are a couple of considerations like Merfolk Windrobber and Bubble Snare, but I'm not sure; I am most unhappy with my blue section, so I might change my mind. Most of the other cards are just overcosted, too weak, DFC, or a combination of all three.

    They are in the process of depowering Standard, so it's no surprise that we have less for Peasant Cube, but in the year of the never-ending spoilers, that's not a bad thing.

    Still good cards for Commander, though.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Rules committee narrow minded?
    How i feel about competitive players and casual players in EDH: The competitive are german tourists, the casual are italian tourists, both in a italian beach. The italians asking themselves "why are the germans here?" make a legitimate question, the answer is because the beach is beautiful, no matter the country you came from. The italians wanting to ban the germans are dumb, because if the germans pay for their stay and follow the rules like everyone else, they have the right to be in the beach. Hovewer, if the germans started to ask themselves "why are the italians here?"... they would be dumb as hell.
    I know your signature has been around for a while because I remember reading it a couple years ago, but I've never found it more fitting than a thread like this where people insist Commander has evolved past the RC and that they're out of touch. It makes me wonder who is actually narrow-minded.
    Posted in: Commander (EDH)
  • posted a message on Rules committee narrow minded?
    Quote from Cranky »
    As to your second point, I'm not sure why you're being so combative.

    ...New players enjoy the RC's style..., and for the most part very quickly evolve their play into something more inherently interesting as they grow.
    I'm going to jump in and suggest it may have to do with the dismissive assumptions you state as fact. There is nothing "more inherently interesting" about your preferred playstyle over another person's preferred way, and the fact that you assume it is inherent means you are blind to your own bias.

    Now, I happen to agree that new players don't appreciate things like watching their mana curve and running less-splashy utility cards. I also think that they can grow through experience and speaking with more experienced players. But growing does not equate to changing playstyle. You can grow and build better decks that are still intended to achieve more casual fun. It's all a matter of what you want to get out of the game.
    Quote from Cranky »
    Not everyone gets to the point where they find a cEDH level of interaction and complexity enjoyable, but I've been playing EDH for a decade and watched new players slowly lose interest in the stale ramp>dragon>swing format the RC advocates and move into more complicated, interactive decks with more engaging play patterns and knobs to turn.
    I've been playing EDH since 2009, and I've seen it go both ways. I've seen people try to go more competitive, and I've seen people get sick of competitive and just want to have fun and be social. I myself have fluctuated multiple times, whether to match an evolving group's power level (down and then back up as they got better) or simply because I found combo decks super boring and linear.

    Interaction and complicated gameplay is a spectrum, not a binary state. Your rather dismissive opinion of the RC's playstyle makes it sound like there isn't any way to play casually and be interactive, but that's just a disingenuous strawman.

    One of the great things about Magic is it can be played different ways. The RC likes one pattern of play - great! The format has grown steadily under their supervision. Wizards started promoting it, and it grew more - great again! You know what hasn't had the same consistent growth? Standard, a format entirely under WOTC control, with so many bans that players get whiplash. I've seen lots of players leave standard because they got sick of the format when it was dominated by one deck/playstyle or because they got sick of cards they bought not being usable anymore either due to bans or rotation.

    Personally, I tend to side with the RC even when I don't always agree with them. I'd rather see a conservative approach to managing the format than a meddling, micro-managing one. You can't please all the people all the time, and even attempting to do so would be a disaster. The format has been doing well under their purview, and I hope to see it continue.
    Posted in: Commander (EDH)
  • posted a message on Zendikar Rising for Peasant Cube
    Hey, look - Malakir Rebirth gives us a worse Undying Evil/Supernatural Stamina variant.

    This set has some Commander goodies, but I'm just not feeling it for peasant cube.

    I'm not a fan of the DFCs from this set. I don't have DFCs in my cube already, but the way they keep making them overcosted or underpowered compared to other options just doesn't make up for the versatility of a ETB tapped land in my opinion. Hopefully something comes along in the rest of the set.
    Posted in: Pauper & Peasant Discussion
  • posted a message on [ZNR] Moraug, Fury of Akoum— r/MagicArena preview
    Quote from ChristianKl »
    Walking Atlas doesn't go infinite with this. The minotaur doesn't give you additional mainphases and the untap is only happening after the mainphase.
    Aren't additional combat phases always followed by an additional post-combat main phase?

    EDIT - I just looked through all the cards that grant an additional combat phase. Had never noticed before, but there are two distinct wordings. Anything that happens at sorcery speed, during a main phase, says an additional combat phase followed by an additional main phase, while anything that during your combat phase creates an additional combat phase after this one gets to leave off the "followed by an additional main phase" wording. Neat.
    Posted in: The Rumor Mill
  • posted a message on [ZNR] Inscription of Ruin— @maki_michiru preview
    Haha! Another card for the Tiny Leaders Cube. It's honestly not a bad card in several formats. Being a charm with multiple good options but also the ability to get all three is super valuable. It may not be flashy, but it offers good utility.
    Posted in: The Rumor Mill
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