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  • posted a message on Casual: Good but not too good enchantments and artifacts?
    There's a lot of enchantment-focused decks out there.

    There's the classic Opalescence deck. It used Attunement to filter through cards, then Replenish to return a bunch of enchantments at once. Opalescence turns them all into creatures. This can also enable some dirty stuff - if you've got Parallax Wave as a creature, you can target it and it will exile itself and then immediately return itself to the battlefield. So you can target a bunch of other things, then respond by targeting it, and it will flicker itself, then permanently exile everything else - since it's a new object, it will no longer track the cards exiled by the "first" copy and they won't return the next time it exiles itself. You can permanently exile every opposing creature (and enchantment) this way. Throw in Parallax Tide as well and you permanently exile all opposing lands as well.

    There's another Opalescence deck that uses a bunch of Leylines. Drop them all into play on the first turn of the game, then use Serra's Sanctum to play an Opalescence and start attacking.

    Opposition is one of my favorite older enchantments. Combine it with token-generating enchantments like Squirrel Nest, Zendikar's Roil, and similar, and you can easily tap down all of your opponent's cards and keep them from doing anything. Like Diversionary Tactics but on steroids.

    There was a standard deck that used Assemble the Legion plus Descent into Madness to Assemble the Madness. Assemble gives you an evegrowing army, Descent asks for an ever-growing sacrifice. You can feed your army to the Descent to stay ahead while your opponents lose more and more of their board or hand.

    There's also the classic Enchantress deck. You use cards like Enchantress's Presence, Argothian Enchantress, and Eidolon of Blossoms to draw from every enchantment you play, then play a bunch of cheap enchantments like Wild Growth, Utopia Sprawl, and similar. Throw in stuff that protects you like Elephant Grass, Sphere of Safety, Solitary Confinement and you can become nigh unkillable, and grind your opponents out with Words of War.
    Posted in: Casual & Multiplayer Formats
  • posted a message on The Other Format Price Discussion Thread
    Quote from Stoogeslap »
    Apparently this new turn 1 kill is gaining momentum. Someone designed a deck around it here:

    https://www.mtgsalvation.com/forums/the-game/casual-multiplayer-formats/multiplayer/809359-neoform-turn-1-win-deck

    The cards that are gaining attention and naturally price jumping are:


    Mostly due to the interaction w/ Neoform (a 40 cent uncommon, but it's the catalyst).


    It's unsurprising that Rider is spiking again as it did so when Eldritch Evolution came out too. Chancellor spiking is a new one, but the card has been fringe playable in decks like Belcher for a while.

    I think the true catalyst to this is that there's potential in Modern for this deck, especially as the London mulligan heavily rewards combo decks like this.
    Posted in: Market Street Café
  • posted a message on Found a Sealed Beta Starter - What would you Do?
    Moved to Market Street Cafe
    Posted in: Market Street Café
  • posted a message on [540][Powered] wtwlf123's Cube
    Quote from 7Dahl7 »
    The Elderspell seems like a nice card Smile


    Venturing a guess that it's too narrow, since it requires planeswalkers in play to do anything.
    Posted in: Cube Lists
  • posted a message on What's the next major story arc?
    We know the next plane we're visiting in the fall is a brand new plane. My bet is that whatever plane we see will get invaded by Phyrexia, kicking off a Phyrexian storyline that can tie in NPH, Elspeth's Homeworld, Theros (to rescue Elspeth from the Underworld), Dominaria, etc.
    Posted in: Baseless Speculation
  • posted a message on [CUBE][WAR] God-Eternal Bontu
    I feel like last year before we got Doom Whisperer, this guy would have been much more attractive. Now, Black finally has a good density of powerful 5-drops, so this guy doesn't seem to be worth considering unless you're at 630 or more and are looking for a fourth.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on Why has EV (Expected Value) of sets from RTR to the Present been so low?
    It's mostly just a matter of things getting further out. Sets appreciate in value over time. Some sets are legitimately bad and will forever be low - I don't expect BNG or Dragon's Maze to ever be highly sought-after. But over time, sets gain value as the last vestiges of the supply dry up and demand continues to increase.

    RTR looks like a big dip because one of its big money draws - Shocklands - is currently in-print in Standard, depressing demand. But before Shocks were reprinted, there was a smoother transition with RTR falling between the sets that came before it and the sets that came after it in value.
    Posted in: Market Street Café
  • posted a message on new commander format
    thanks for the advice to answer your question
    1. the second commander is any legendary card that either isn't a creature or cannot be your commander so you can use a legendary lands or artifacts in addition to your commander or commanders if your using partner

    Okay so you answered one question - you can use legendary lands. But you didn't answer my other questions. Are legendary sorceries like Kamahl's Druidic Vow okay? How does Color Identity apply here - does your second card need to be within your first Commander's color identity (like Oathbreaker), or is the color identity of your deck the combination of both of your Commander cards' identities (like partner)?
    2. you cannot run a second copy of your commanders and do you think lowering the number of cards you can run a second copy like 5 or 10 this rule was added because some of the people i group tested wanted a little more consistency

    I really think this is a bad idea. Part of the point of Commander formats is that the slower games, larger deck sizes, and singleton restriction allow more cards to be playable because you need to include more unique cards in your deck. Removing the singleton restriction means that rather than play 60-65 nonland cards, you're playing 2 copies each of ~30 nonland cards and maybe a couple of singleton tutor targets. It's going to raise consistency by more than a little. 5-10 doubled copies alleviates this a little, but most people will probably just double up on tutors and you end up with a lot of the same problems. It's also going to deter people from trying your format, as many people only have one copy of staple cards (especially expensive stuff like Duals, Mana Crypt, etc) and won't be able to build a tuned deck without shelling out a lot.
    3. this was to stop combo players because the second commander gives a lot of variety and the extra copy give combo decks a lot of power so the rule was made to midi gate it

    This sounds like some great feedback as to things that do not work in your format. You're giving *way* too much consistency to your combo decks with the 2-of rule, and trying to "solve" it with a clunky, hard-to-track rule that doesn't shut down a lot of problematic combos isn't helping much. I look at this rule and my first thought is "Wow this guy must just really hate combos and is building this format to avoid having to play against them". Which I guess is somewhat legitimate, but it seems to me like most of the fun of EDH comes from having those big explosive turns that you're not going to see with this rule. It feels like you're throwing out the baby with the bathwater, when there are other, less drastic steps you could take like pinpoint bans, reversing the "2-of" rule, etc if there are actual things that are problematic in this format.
    4 it probably would be better to ban those cards and i've been looking at other cards to ban like gias cradle, dark depths, enter the infinite and if you can think of more please post

    If you feel you have to ban time magic, so be it. But I feel like this is one of those things that can be left up to societal pressure. If someone is regularly casting Time Stretch/Expropriate and not immediately winning, and durdling around for all their extra turns, just shun and shame them until they stop, or stop playing with them. Trying to make draconian rules against things that aren't super problematic in Commander proper just seems weird, especially when there's a bunch of stuff that's at least as frustrating to play against that you haven't mentioned, like Stax, Mass LD, Chaos, etc.
    Posted in: Commander (EDH)
  • posted a message on Nissa's Triumph, (Nissacosplay preview)
    Quote from Melkor »
    double green sorcery speed and you don't even get to play one? idk, it's not an effect I have much experience with, but it seems weak


    There is no card in the game that unconditionally searches for two lands at two mana, even if it's only putting them into your hand and even if it's restricted to basic forests. The closest is Gaea's Bounty at three mana. All of the Cultivate variants are three mana as well.

    There are very few cards in the game period that give you an unconditional two-for-one at two mana.

    And that's before taking into account the Nissa mode, which turns this into a three for one and drastically broadens what you're searching for, letting you assemble combos like Stage Depths, all 3 Tron Pieces, multiple Cloudposts, Urborg + Coffers, etc.
    Posted in: The Rumor Mill
  • posted a message on War of The Spark Name and Number Crunch
    Quote from thatmarkguy »


    Including or excluding Domri? That hasn't been officially shown yet... maybe that's the missing multicolored?

    Edit: I see his quote now:

    "
    There are twenty uncommon planeswalkers. Two five-card monocolor cycles and one ten-card hybrid cycle.

    There are thirteen rare planeswalkers. Two colorless, five monocolored and six two-colored.

    There are three mythic rare planeswalkers. Two monocolored and one three-colored.

    There is one Buy-a-Box planeswalker. He is two-colored.

    This is all off the top of my head, so I could be slightly off on something, but I think I have it right.
    "

    That last sentence... makes me think this wasn't a reliable list. It doesn't sound like he was certain of its accuracy so we shouldn't be.

    To me, the *sensible* breakdown is: two rare or one mythic per monocolor, and five 2-color. So 6 and 5 rather than his top-of-head 5 and 6. That he possibly tallied Tezzeret among the multicolored when doing a quick mental checklist and forgot entirely about whichever of Tamiyo/Narset is rare.

    It also would seem weird to me that our early leaked image... would have had specifically five of the six 2-color planeswalkers. Why omit one?


    It is feasible that MaRo provided incorrect information (he said so himself), which could mean that Tamiyo and Narset are both mono-blue. I'm operating under the assumption that he provided correct information.

    As to why the leaked image provided the cards it did... we have no idea where these were sourced from. It's very likely that this was not an intentional set of cards. Why put Roalesk and Niv in the mix when everything else was walkers? Why spoil Karn but not Ugin? Why spoil all of the Gatewatch but not the other mono-colored rare walkers?
    Posted in: The Rumor Mill
  • posted a message on new commander format
    So with the huge amount of plains walkers being made me and my friends started working on a new commander format and i would like any advice or cards to be banned
    1. You have 2 commanders one a creature or plains walker that can be ran as your commander and a legendary non creature card as your second commander
    2. you can run 2 copy's of cards in your deck
    3. you can only do 10 of the following actions, cast spells, trigger ability's and activate ability's. you can ignore this rule if a spell forces you to
    4. on extra turns you cannot take extra turns
    thank you for any help


    Some interesting ideas here, but I have a few questions/concerns:

    1) Two "commanders" is an interesting idea and a few variants of this have been thrown around, including Partners in actual Commander, "Lieutenants" as a second commander within your colors, and Oathbreaker which has a Legend/Planeswalker + a "Signature Spell". Can you elaborate on why the second commander has to be a non-creature? You can already have a non-creature (Planeswalker) as your main commander, and the options for non-creature, non-planeswalker legendary cards are pretty restrictive. Can the second card be a legendary land like Gaea's Cradle? Can the second card be a legendary instant or sorcery like Kamahl's Druidic Vow? How is color identity determined? Does the second card need to be within the first card's color identity, or is your deck's color identity determined from the union of both cards?

    2) Why two copies? It seems like this adds a ton of consistency (100 cards with 2 copies of each is going to be more consistent than 60 cards with 1 copy of each) and probably limits brewing space a lot because suddenly every "auto-include" is worth auto-including twice. Can you include an additional copy of your commander(s) in your maindeck? Can you run two of the same planeswalker as your commanders?

    3) This rule seems designed to discourage combo-type play, but it also seems like it's incredibly hard to track and overly restrictive. And if discouraging combo is your primary goal, rule #2 seems really backwards. Like, I could build an insanely powerful Hermit Druid combo deck that would win within these constraints - Activate Hermit Druid (1) milling your entire library. Two Narcomoebas enter the battlefield (3). Flashback Dread Return (4) targeting The Mimeoplasm, exiling Hydra Omnivore and Lord of Extinction. Dragon's Breath triggers and returns (5). Swing, deal ~100 to your opponent, Omnivore triggers dealing 100 to each other opponent (6). Even has room for a couple of counterspells. Alternatively, Dread Return brings back Angel of Glory's Rise which triggers (5) returns Laboratory Maniac and Azami, Lady of Scrolls, tap either (6) to draw a card which is replaced by winning the game. And when my deck can include 2 Demonic Tutor, Vampiric Tutor, Imperial Seal, Worldly Tutor, Sylvan Tutor, Green Sun's Zenith, and other tutors, plus two copies of every fast mana artifact like Sol Ring, Mana Crypt, Chrome Mox, Mox Diamond, etc I can easily do this turn 2 or 3 basically every game.

    4) This rule seems fine, discouraging people from running a bunch of extra turn spells, but the way you've worded it here seems weird. Does this *just* mean I can't take 3 turns in a row? Or does it mean that I can't add additional extra turns to the stack if I'm in an extra turn? It sounds like you mean the latter, which means I could still cast Time Stretch and Twincast it a few times and take 5+ turns in a row. If it's the former, it drastically alters how Time Stretch and cards like Temporal Expropriation work. If that's the intent, why not just ban those cards?
    Posted in: Commander (EDH)
  • posted a message on War of The Spark Name and Number Crunch
    Well It could also be that all are monocolored:
    Sarkhan R rare
    Narset U (uncommon or rare)
    Tamiyo U (uncommon or rare)


    Negative, MaRo provided a mono/multi breakdown at rare that indicates we are missing exactly one monocolored and one multicolored.
    Posted in: The Rumor Mill
  • posted a message on War of The Spark Name and Number Crunch
    We are only "unsure" of Sarkhan, Narset, and Tamiyo.

    Sarkhan can be the mono-red Rare or he can be multi. However, RU and RG already have rare walkers and RB already has two rares, so unless he is RW, he has to be mono-red.
    Narset could be the last blue uncommon, a blue or white monocolored rare (more likely Blue as MaRo says she's centered in blue), or a multicolored rare. BUT UW and UR already have rare planeswalker (and RW is unlikely because she's centered in blue), so she is almost certainly *not* multicolored as there is no open pair that would make sense.
    Tamiyo could be the last blue uncommon, a blue rare, or a multicolored rare. UW is again taken, but she could be UG.

    The most sensible remaining configuration is:
    Narset U uncommon
    Sarkhan R rare
    Tamiyo UG rare

    Theoretically these two are possible, though it seem unlikely:
    Sarkhan RW rare
    Narset U uncommon
    Tamiyo U rare
    -or-
    Sarkhan RW rare
    Narset U rare
    Tamiyo U uncommon
    Posted in: The Rumor Mill
  • posted a message on Jaya, Venerated Firemage and her greeting
    Quote from Manite »
    Jaya and her Greeting were revealed at Cubeapril.

    So, Sarkhan's going to be rare then. He's either monored or BR.


    Notably, BR already has two rares, and there are only 42-44 multicolored cards. That means each color has 2 uncommons and 2 rares/mythics, plus Bolas, Niv, and maybe 1-2 other odds and ends. It is extremely unlikely that there is another BR rare (and it would also force a backslide in his color identity). If Sarkhan is multicolored, the only possibility at this point is RW (which also doesn't make much sense). By this, we can conclude that Tamiyo must be the remaining multicolored planeswalker at UG (as UW is taken).
    Posted in: The Rumor Mill
  • posted a message on MTGO opens multiple match windows on start
    Moved to Magic Online as this is not a bug about our forum.

    Unfortunately I'm not certain how to help you.
    Posted in: Magic Online
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