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  • posted a message on [SCD] All Hallow's Eve
    Quote from DeadManSeven
    Current Gatherer wording says it uses scream counters. Play it for that reason alone.


    +1 to this.

    I read the oracle text and my first thought was: "This is now the most awesome card in magic."
    Posted in: Commander (EDH)
  • posted a message on Exclusion Ritual on a Commander - Glorified O-Ring?
    Quote from K405
    Could try to pull off some kind of shenaniganery with Teferi, Mage of Zhalfir and Mindslaver and have them chose to imprint their general on it.


    If you really want to go the *********** route, mindslaver isn't needed.

    Just use Mystifying Maze or similar effect on their commander. Usually people won't command zone for that, and then you can stifle the return to play trigger and leave them commanderless.

    EDIT: language
    Posted in: Commander (EDH)
  • posted a message on One-Drop Edric, Aggro Control [Competetive EDH]
    Toss in an inkmoth, and it can finish up the poison at no card slot cost. Otherwise standard overrun effects can be quite good. I find Garruk to be helpful in many situations.
    Posted in: Multiplayer Commander Decklists
  • posted a message on GMAD #248: Pyromancy
    I was gonna go with tainteds, and urborg, tomb of yawgmoth.
    Also, we're going to be discarding stuff from turn 5 on, so we won't need to flash it until we have 9 or so lands, we should be fine by then.
    we can also use the hybrid filter land. graven cairns
    Posted in: Casual & Multiplayer Formats
  • posted a message on Donald's Edric, Spymaster of Trest
    Ok, so both my laptop and my tablet are officially dead. Now I actually need to WALK between my cards and my computer.

    Alright, here comes another massive update; now that I'm building the deck, I could use some experienced feedback on some cards.

    I found 2 more one drop evasives, but they have a tax:

    How do you experienced people feel about the tax? will it hurt too much?

    Other one drops I am considering:
    skargan pit-skulk - evasion in the early turns? cant be blocked by birds, hierarchs, gemstone slivers, utopia trees, etc.
    Cosi's trickster - non evasive, but may be able to simply crash into things.
    Magus of the vineyard - will his advantage help opponents too much, or will it help us ramp faster?
    [c]


    Now for the important parts: counterspells. I have found that there are enough cheap ones that anything over 3 has to be exceedingly impressive to make it.

    lowercase are the known ones that are in decks. uppercase are some I see with potential?
    counterspell optionsMagic OnlineOCTGN2ApprenticeBuy These Cards
    mana (1).
    1 envelop - hard, sorcery only
    1 spellpierce - pay 2, non-creature.
    1 flusterstorm - pay 1, instant/sorcery, storm (so at least 2)
    1 ABJURE - hard counter, sac a blue permanent.

    mana (1). seem to have been cut
    1 force spike - pay 1
    1 disrupt - pay 1, instant/sorcery, DRAW A CARD

    mana(1U)
    1 daze - pay 1, free
    1 unified will - hard, must have more creatures than opponent
    1 negate - hard non-creature
    1 delay - hard, 3 turn pause
    1 arcane denial - hard
    1 mana leak - pay 3
    1 RITES OF REFUSAL - pay 3 per card discarded
    1 RUNESNAG - pay 2
    1 EVASIVE ACTION - pay 2
    1 SPELL SYPHON - pay 1 per blue permanent controlled*
    1 SCENT OF BRINE - reveal cards, pay 1 per blue card revealed*

    1 LILTING REFRAIN - visible, they have to play around
    1 HESITATION - we can burn a small creature on it if wee need to.

    mana(UU)
    1 counterspell - hard

    mana (3) - these must have GOOD secondary effects.
    1 forbid
    1 spell crumple
    1 hinder
    1 VOIDSLIME - someone mentioned problems with activated abilities, this adds versatility

    mana (4) - must be AWESOME
    1 cryptic command - ? the UUU worries me, but the capability to avert any disaster appeals to me

    mana (xu) - 1u, pay 1 types, gaea's cradle = hard counter.
    1 condescend - pay x, scry
    1 syncopate - pay x, exile
    1 broken ambitions - pay x, clash

    mana (free)
    1 force of will
    1 daze
    1 foil - ? this one i think still hurts
    0 pact of negation - too high a cost
    0 thwart - same

    counter stick
    1 voidmage apprentice - is a 2 manacost bear too expensive for a counter on the board? is the archmage better?



    Also, would divert or stifle be one mana contenders, or are they too restrictive. Divert can counter opposing counterspells in a war. I think divert will make it for me at least. squelch and reality ripple can be examined for the 2 spot. I have never been displeased with reality ripple in other decks. never.

    Also, we run the chrome and diamond mox for mana accel at a disadvantage early game. Also some lists have lotus petal.

    Gemstone Caverns a bad mox if its in the openning hand, if its not, you already kept the mana you needed to start and you can just let it be discarded.
    elvish spirit guide is an extra lotus petal. and an elf.


    and finally, how do you feel about Knowledge exploitation? My meta doesn't run a lot of extra turns, so it won't be a time walk for me, but red can have extra attacks, green can have ramp, or praetor's councel, I just don't see how it can go bad. Wanderwine prophets can be an extra time walk, but we only run about 3 merfolk...
    Posted in: Multiplayer Commander Decklists
  • posted a message on GMAD #248: Pyromancy
    And it looks like we both fixed it to the same spot, I'll take that as verification that the list is finally fixed.
    Posted in: Casual & Multiplayer Formats
  • posted a message on GMAD #248: Pyromancy
    I had voted against, but it got nullified:
    Quote from DLink123
    This deck is a good example of where Browbeat actually does what it is supposed to do. Vote to keep.


    Burning Pitch! - 65 cardsMagic OnlineOCTGN2ApprenticeBuy These Cards
    Lands: 24 (2 vote to remove 1 land)
    22 Placeholders
    2 Rix Maadi, Dungeon Palace

    Enchantments: 6
    4 Pyromancy
    2 Bottomless Pit

    Sorceries: 14
    4 Slice and Dice (1 vote to remove 2)
    4 Dark Withering
    2 Volley of Boulders
    4 Browbeat (-2)

    Creatures: 14
    4 AEther Membrane
    4 Pitchstone Wall
    4 Demigod of Revenge (-1)
    2 jaya ballard, task mage (-1)

    Artifacts: 3
    3 Ensnaring Bridge (-2, 1 vote to add 1)

    Instants: 4
    4 Fiery Temper



    I think this is fixed now.

    I'm still curious about the fiery tempers though. There were 2 votes to cut, and 2 saves, but never any reason for the saves. How is temper better in this deck than withering?
    Posted in: Casual & Multiplayer Formats
  • posted a message on GMAD #248: Pyromancy
    Rchrchs, there are still mistakes on the list. Jaya should not have been removed, she was at -2 by your post, ryzorz did not vote to remove, I voted to keep. That puts her at -1, depending now on zeromd. Demonic Tutor arrived from nowhere, no one added it to the list. It should be, but no one did. I mentioned it, but I had already added cards today, I was suggesting that it fit in the range of the rules.

    Fixing this:

    "61 cards"Magic OnlineOCTGN2ApprenticeBuy These Cards
    Lands: 24 (2 vote to remove 1 land)
    22 Placeholders
    2 Rix Maadi, Dungeon Palace

    Enchantments: 6
    4 Pyromancy
    2 Bottomless Pit

    Sorceries: 10
    4 Slice and Dice (1 vote to remove 2)
    4 Dark Withering
    2 Volley of Boulders

    Creatures: 14
    4 AEther Membrane
    4 Pitchstone Wall
    4 Demigod of Revenge (-1)
    2 jaya ballard, task mage (-1)

    Artifacts: 3
    3 Ensnaring Bridge (-2, 1 vote to add 1)

    Instants: 4
    4 Fiery Temper



    @zeromd I'm not sure if your edit is voting to remove Jaya, but I voted to keep her first. If you did vote to remove her in your edit, I did not count it here, since I wasn't sure what you were actually implying there. Please vote to remove again if that was your intention.

    Demigod vs. Bridge.
    The way I see it, is that this deck is meant to be around the pyromancy. Demigod steals a deck by himself, as he is a 5 dmg swing alone, but he is never alone. If we wanted to swing with Demigod, there are much better discard outlets than pyromancy. I feel that with the high costs in the deck, a lock down favors pyromancy more. It only takes 3 hits of 7 to kill with it. From what I gather from the sentiments of the thread, Pit+Bridge has been done before, and there is some resentment to it. So my question is, is this a Pyromancy deck, or Demigod using pyromancy to dump in gy?
    Posted in: Casual & Multiplayer Formats
  • posted a message on The effects of tucking on themes and fun.
    Every time they play azusa, they drop 2 more lands, killing her makes her cost 2 more mana. I don't see how you are slowing down.

    And suggesting to add Aether Flash, really?

    People aren't accepting a good card as an answer to ALL forms of tuck, so you suggest a terrible EDH card that only answers ONE problem general?
    Posted in: Commander (EDH)
  • posted a message on GMAD #248: Pyromancy
    Quote from rchrhds
    Fiery Temper had a vote against it that Peter missed but I'm going to vote to keep it so now it has no votes against it again. Okay now list is updated. Also Jaya Ballard, Task Mage isn't out yet it has two votes against it (I think we need to get it out though)


    I'd like to hear your reasoning on keeping the tempers over the witherings, if you please, I really think the witherings are a stronger card in this deck.

    I also like Jaya, she's the only way we have right now of pitching extra land so the pyromancy doesn't hit it by accident. I'll vote to keep her.

    EDIT:
    Ryzorz, I dont see jaya on your list, did you vote her out? Because I don't see it.
    Posted in: Casual & Multiplayer Formats
  • posted a message on GMAD #248: Pyromancy
    I just fixed mine from rchrhds, I think. I am double checking now.

    Quote from PeterRiviera
    First: Bobthefunny, your 1 vote does not negate both votes to reduce the[...]

    Whoa dude, relax. There was clearly a lot of nathing going on, and I was clearly on a quote to an earlier post. Hence my immediate edit to the top saying "chill out, I'm fixing my post, don't use my decklist for a few min". Which I later changed to point out that rchrchs was taking control.

    I think mine is now correct to his post preceeding mine.
    Posted in: Casual & Multiplayer Formats
  • posted a message on GMAD #248: Pyromancy
    Whoa, got a lot of replies while writing this, rchrhds is fixing all of this confusion.

    Since we have black, and the limit is $20, Demonic Tutors make it in at $17.

    For mana accel, signets tend to be a solid choice, in any situation, though since we have few things to do early game, wayfarer's baubles might be good. Another idea would be pentad prism: its a one shot accel by two mana the following turn, though we have no use for it after.

    I like pyrokinesis and cave-in.

    Reckless Wurm - I like the direction of the ensnaring bridge control. While dropping a 3 mana wurm with the pit is sexy, it doesn't do any good if we can't attack. Nath'ing my vote here, due to conflict of interest, rather see how this plays out for a sec and reevaluate. The Demigod is better aggro tech?
    vote to remove: Demigod - Same reason. We're running into a conflict of interests here.
    vote to remove: Lightning surge. The average damage from playing this is the same as pyromancy discarding it, at lower cost. The flashback cost is rather prohibitve, and I'd rather flashback the volley of boulders. Overall, it doesn't really impress me in any way. gone
    vote to add: 1 ensnaring bridge. I like the direction of the ensnaring bridge control, with the high cost spells, I can see just using the pyromancy as a kill outlet. Doesn't take may hits at 7 damage a pop to kill someone.

    I would rather lose the fiery tempers than the witherings and a 1 madness. 6 damage and a kill for 4 seems better than 3 and 3 for the same cost.
    Vote to keep the witherings, vote to remove the tempers.

    Burning Pitch!Magic OnlineOCTGN2ApprenticeBuy These Cards
    Lands: 24 (1 vote to remove 1 land)
    22 Placeholders
    2 Rix Maadi, Dungeon Palace

    Enchantments: 8
    4 Pyromancy
    4 Bottomless Pit (2 vote to remove 2)

    Sorceries: 10
    4 Slice and Dice (-1, 1 vote to remove 2)
    4 Dark Withering (2 vote to remove 2, 1 vote to keep)
    2 Volley of Boulders

    Creatures: 18
    2 Jaya Ballard, Task Mage (-2)
    4 Reckless Wurm (-2)
    4 AEther Membrane
    4 Pitchstone Wall
    4 Demigod of Revenge (-1)

    Artifacts: 3
    3 Ensnaring Bridge (-2, 1 vote to add 1)

    Instants: 4
    4 Fiery Temper (-1)


    24 Lands
    45 Non Lands
    67 Total Cards[/QUOTE]
    Posted in: Casual & Multiplayer Formats
  • posted a message on GMAD #248: Pyromancy
    I guess it comes down to if we want an aggro/burn or control/burn idea. I'm leaning more towards control because of the cost to use pyromancy.

    Quote from Aereas
    Bottomless Pit is a very strong addition. Plays well with Ensnaring Bridge to turn off aggro, and wrecks control by itself. Can't ask for any more than that from a supporting card. Once we have the game in a soft-lock, Pyromancy can easily win so I support cards which get us set up to that point, moreso than cards which equate to "hey this looks cool to pitch".

    Thanks for the support. These were the two cards I thought of after I had already added Rix Maadi yesterday; I think if I had suggested Squee then, more could have come from it and he'd have been a strong addition as people could incorporate him more solidly in, but with the current build, Pit is by far the better choice. Also, its just awesome in general.

    Another card that fits for that flavor would be pain magnification which would be great, as you can hit them with the pyromancy on their draw step.
    Posted in: Casual & Multiplayer Formats
  • posted a message on [[Primer]] Riku of Two Reflections - Born of the Gods Edition (post #1595)
    Quote from HaxorSK
    You know, I put in the Elixir to avoid decking myself... but now that I think about it, I've only used it once.... Birthing Pod is in. As for Crystal Shard, I've been abusing Eternal Witness with it, so it's hard for me to justify removing it, but I think that is a whole separate topic.


    Decking is simply not an issue in EDH. I have a deck in which just about every other card says "draw a card" with the sole intention of burning through my deck, and I still cannot do it.
    Posted in: Multiplayer Commander Decklists
  • posted a message on GMAD #248: Pyromancy
    Woot! New day!

    Adding 4 Bottomless Pit. I was torn between it and Squee, Goblin Nabob, depending on whether we wanted more sculpting of the opponents hand, or more card advantage. Unfortunately I don't think Squee will do much more us, he's good fodder for Jaya, but he'll only dilute our discard for pyromancy.

    The pit gives us an easier time with the opponent, as well as a free discard outlet early for our wurms, so we can actually play them for 3. Right now we need to pitch them to either Jaya for 5 (4 if theirs a blue player), pyromany for 6, or rix maadi for 7, none of which are terribly great for early game defense. Ripping an opponents hand, and dropping some early fatties or flashback seems like a baller.
    ---
    I think this will give us plenty of discard, and with all of the flashback we have, we'll have some stuff to do for a while even without a hand, that I think we can cut a Rix Maadi; By the rime we get around to using it most people will be on top deck mode anyways. I'll vote to remove 1.

    I like browbeat in general as a card, but as with any of the 'choice' cards, I find it always ends up being the choice you don't want, more so with more players. I agree we need card advantage, but I don't think this is the one we want. One vote to remove.

    I like the pitchstone wall. The ability to play some combat tricks, a sizable blocker, and late game card filtering... I'll round out the +1 vote.



    I also vote to change the deck name, :p Burninators wasn't quite doing it for me, so I added a play on 'Pitch.'
    Posted in: Casual & Multiplayer Formats
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