If they are trying to get the biggest audience possible, I doubt they will go for the Brother's War, Urza's Saga or the Weatherlight Saga. Those stories are too old and I doubt that most of the people interested in MtG nowdays ever heard of those or even know who Urza is.
Remember that in these forums we are just a small minority of the playerbase and those stories ended 18 years ago with Apocalypse, so even the nostalgia factor would only hit with a minority of a minority.
Not to mention I'm sure that if they went with the Weatherlight saga there would be heavy changes to avoid "offending" snowflakes on social media and avoid the twittermob of people who are not even interested in the series, but just complain for virtue points.
Just some Exapmles:
- Volrath was the son of Sidar Kondo, so he is/was a black human and now is evil? That's "racist!"
- Hanna and Gerrard have a romantic interest in each other? That's too heteronormative and as such "problematic".
- Tahngarth shows too much "toxic masculinity", so he must be removed from the show or changed into a female minotaur.
- Orim is a woman in a nurturing role? What? Are you sexist or something?
ecc...
Petty things that get petty people riled up, but big corporations seem to pander to these kind of people just to avoid drama and get virtue point.
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AtraxianShade posted a message on Magic Animated Series Coming to Netflix - Due 2020Posted in: The Rumor Mill -
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nekorin posted a message on Do people like infinite combos?Posted in: Commander (EDH)Quote from Cranky »A question for everyone who mentions some ephemeral 'creative' or 'original' combo: What qualifies?
Is there really any combination of cards that could -ever- qualify, unless it's the very first time you (personally) have seen a combo using some brand-new card? And why does it matter? This concept confuses and enrages me.
While I'm totally fine with playing infinites and be on the receiving end of them, there are some of them which kind of saddens me a little, from a deckbuilder's perspective. But this is just me, so take it with a pinch of salt. I like combos to be on theme with the commander. Like for example if the commander is Zedruu the Greathearted, combos that are on theme with the commander are:
1) Zedruu donates Elesh Norn, Grand Cenobite to an opponent. Cast Karmic Guide and combo off with Ashes of the Abhorrent due to Karmic guide having 0 toughness when it ETBs causing the ETB trigger able to target itself in the gy.
2) Zedruu donates Price of Glory to an opponent. Cast Sacred Ground and combo off with infinite mana/landfall during an opponent's turn.
Combos which aren't really on theme with Zedruu are Kiki combos, Isochron+Dramatic Reversal combos etc. It is not like these combos are bad per say, I like to see all kinds of synergy and combos but they don't seem to gel well in Zedruu. Another example is the Samut Yisan combo which goes like
- Samut and Yisan in play
- Yisan fetches Quirion Ranger (1 counter)
- Quirion Ranger untaps Yisan, fetches Bloom Tender (2 counters)
- Samut Untaps Yisan, fetches Village Bell-ringer, untaps everything (3 counters)
- Yisan fetches Restoration Angel, blinks Bell-ringer and untaps everything (4 counters)
- Yisan fetches Kiki-Jiki, combos off with Restoration Angel. (5 counters)
This is awesome in a Samut, Voice of Dissent deck. But I'll give this combo a thumbs down if a player puts it in another Naya deck that doesn't use tap-untap creatures as the primary focus of the deck. The combo is just in that deck because it is on color only.
Which is kind of why I don't really like to pilot/make cEDH styled decks, most if not all of them run combos based off their efficiency instead of being inline with the commander. Taigam, Ojutai Master runs Isochron combo, Tasigur runs Isochron combo, Kess runs Isochron combo. Don't get me wrong, cEDH decks are great decks and players who made them are awesome players who can build decks with such consistency. It just feels so "uncreative" (at least to me) to have the deck runs and ends the same just like another deck with a totally different commander.
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DirkGently posted a message on Responding to weak playgroupsPosted in: Commander (EDH)
Probably not worth bringing up, but you're preaching to the choir about deck construction. I'm more than capable of building a strong deck and I've got every legal card worth playing. So I'll assume you're using the rhetorical "you".Quote from 3drinks »No. It's not my responsibility to limit my power level because you can't handle it. We all have access to the same card pool, you know your deck better than I do. If you know a strategy is extra good against you, it's up to you to build counter-measures to that strategy into your deck. If you don't, you're accepting you're going to lose to whatever strategy that is that you're extra susceptible to. That's like knowing you get awful gas mileage and choosing to skip over the gas station to travel 300 miles, then getting mad when you ran out of gas halfway there.
This is a social format, but it's also a responsible one. Attempting to ostracize a player because they beat you is as much immature and anti-social as the guy with power nine that beats up on middle school kids. Take responsibility for your deck's weaknesses and learn to cope, even minimize them. You don't need that fifteenth six drop as much as you could have fielded a much lower to the ground response or other means of disrupting that opponent. This you can do regardless what price point you're playing at. And if you don't know what kind of response you could have used? Ask. I can't speak for everyone, but people know me as a sort of walking encyclopedia of Magic cards, I can come up with a card better for the situation for almost anything you're in.
That said, there's lots of fun to be had trying suboptimal things. Is Celestial Kirin ever likely to be any good? Probably not, but it's fun to try to make it work as well as possible, and in a more casually-built setting, it might be able to win every once in a while. At least it might not get totally embarrassed. In an environment where everyone is playing powerful decks, though, it's most likely going to lose very badly over and over, and be very little fun to play (especially when someone throws down T4 flashfires and says "that's what you get for playing mono-white"... ). Playing only powerful decks severely limits the sorts of decks that can be played at the same table with any reasonable chance of winning, and that lack of variety makes the game a lot less interesting.
The problem with constructed tournament Magic formats is that eventually everyone's playing the same handful of decks. Because everyone is building to maximize their win percentage, eventually the highest EV choices emerge and the meta becomes stale. There's no way to prevent this - there will always be the best decks, and people will always choose to play them when the stakes are high. The games are fair contests of skill, but they're very limited in their possibilities.
Commander offers something different than that, by taking away the monetary incentives for victory, making the format multiplayer, and suggesting a gentleman's agreement. As long as everyone agrees to avoid building high-powered decks, the field becomes vast. There are countless choices to be made and infinite strategies, good and bad, to be explored. The games can still be fair contests of skill, with everyone restricting themselves in a similar manner, but with so much more variation and replayability than the same decks against each other over and over like standard and modern. With nothing on the line, there's no motivation to break the gentleman's agreement, and we can all play fair games while still enjoying greater variety than any other format. And with huge playerbase as well, since the format can be played with a reasonable chance of winning for the low cost of $30 or so. Do you think commander would have grown to the popularity it now enjoys if people like you were sitting at every kitchen table? I think not.
I get the feeling you think you're a terribly good player for building a few (semi) powerful decks. You strike me as simply a medium-sized fish in a tiny pond. Building powerful commander decks is a solved puzzle, and not a terribly interesting one for most of us. Could we build powerful decks? Yes, easily. Trivially. But if we did that, we'd lose so much of the potential variety and novelty that the format has to offer. We don't build suboptimally because we're incapable, but because we want to enjoy the format with intentional naiveté. To recapture something like what the game was like when we first started learning, and we were exploring strategies without a compass or a heading. And someone driving a bulldozer through that with a "competitive" deck isn't showing how much better at the game they are, but rather how much they don't understand what makes the format great.
(all that said, if your opponents are fine with the power level of your deck, go nuts. Sidebar: I'm pretty sure you didn't read the context of VidarThor's post because he's not agreeing with you on anything you care about) -
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nylarotep posted a message on Best Ways to kill planswalkers in standardPosted in: Standard ArchivesQuote from BusinessmonkeyI'm not a fan of plainswalkers, and that's why I run 4 Dreadbore.
I'm not a fan of plainswalkers either, that's why I run 4 Great Wall.
Off-topic jokes without constructive content are considered spam. -Sasky. -
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blackkithkin20 posted a message on Sacrifice Kresh HelpIn case you haven't figured out your token producers:Posted in: Commander (EDH)
Bitterblossom
Awakening Zone
Goblin Assault
All three are pretty good. Each works very well with Skullclamp. -
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Weebo posted a message on Sacrifice Kresh HelpPosted in: Commander (EDH)Quote from CExplosionhow many "every players sac" effect is enough for a deck like this one???
maybe i could hurt myself with so many?
Depends on your group and how you play. My Vish Kal deck with a similar strategy that uses about 4, but there's additional hate in there as well. You can get around hurting yourself with recursive creatures like Reassembling Skeleton, Bloodghast, and Nether Traitor, or with the abundant token generation cards in green and black. Play with the deck a bit and you should be able to find a nice balance. -
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Weebo posted a message on Sacrifice Kresh HelpPosted in: Commander (EDH)Quote from grimafaciaI'd rather pay 1 and sac Phyrexian Dreadnought for 12 power, than pay 8 and get 14 power from the Wurm. And with a Grave Pact in play, you could add a couple more power to Kresh.
They fill different roles. Dreadnought is a single shot Kresh buff. Wurm gives you sac fodder for days. If you're playing Grave Pact effects, Wurm is going to get you a lot more mileage than Dreadnought will. It's also better if things aren't running smoothly or if Kresh isn't in play.
Tainted Aether isn't a bad one. Anyone who complains about land hate can sac off their creatures, and anyone who wants to keep their creatures can sac off lands. Once you get Kresh in, it doesn't really affect you.
Reassembling Skeleton and friends are also solid, seeing as you're going to want plenty of non-Kresh creatures to sac.
If you run a little black heavy, Savra, Queen of the Golgari is another Grave Pact effect.
Anowon, the Ruin Sage is another upkeep sac trigger, as is Kuon, Ogre Ascendant, as is Woebringer Demon.
Innocent Blood, Smallpox, and Syphon Flesh are all one shot effects that hit each player or each opponent. -
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Barinellos posted a message on [RtR] Nissa?Posted in: SpeculationQuote from nsecordPretty much read my mind right here. Despite Sorin's many warnings she released Emrakul and friends from their prison and so they nomnomnomed Zendikar. Literally the only good thing that she has ever done was allow me to windmill Emrakul (my favorite play).
And to what end did she have good reason to trust Sorin?
He more or less kidnapped her, enslaved Anowon, walked around killing everything in front of him and trying to intimidate what he couldn't, lied to her constantly and when the truth finally won out, he had a condescending attitude and treated her like a servant that wasn't particularly bright. (She wasn't familiar with vampires outside of Zendikar, which have very distinct physical signs of their condition. So no, she wasn't an idiot for thinking Sorin was HUMAN.)
Sorin gave her no relationship in which she could trust what he said.
And she didn't care about the rest of the multiverse, so she thought the Eldrazi would leave.
It was naive, but it wasn't stupid and Sorin was a grade A jackass the entire time. You're getting blinded by the fact that he wanted to keep the Eldrazi under wraps. Don't forget either, that he was willing to wipe out Zendikar to make sure they didn't nomnomnom Innistrad. - To post a comment, please login or register a new account.
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But i just don't enjoy them, if i die to it im ok with it and i wont complain... Everyone have to run disruption anyway...
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"i like to play competitive not playing 7-mana-fatties-battlecruiser-turning-creatures-sideways etc etc etc"
I don't play turn 3-4 combos in any of my decks but are not crawwurm.dec as many of the players here seem to think, but with all said you can now understand why some play like that, because in some way they think they are superior than the rest.
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yeah maybe i can play a t2-3 deck that can defeat Breya but i lose to the rest of the field..... and is not even close.
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You can see it in action right here.
1 Mogis, God of Slaughter
Lands
1 Akoum Refuge
1 Bloodfell Caves
1 Bojuka Bog
1 Dragonskull Summit
1 Ghitu Encampment
1 Howltooth Hollow
1 Kher Keep
1 Lavaclaw Reaches
1 Molten Slagheap
9 Mountain
1 Nykthos, Shrine to Nyx
1 Rakdos Guildgate
1 Strip Mine
16 Swamp
1 Temple of the False God
1 Tresserhorn Sinks
Spells
1 Ashes to Ashes
1 Black Market
1 Black Sun's Zenith
1 Blasphemous Act
1 Bloodchief Ascension
1 Chaos Warp
1 Commander's Sphere
1 Darksteel Ingot
1 Death Cloud
1 Death Pits of Rath
1 Decree of Annihilation
1 Decree of Pain
1 Demonic Rising
1 Demonic Tutor
1 Diabolic Revelation
1 Dreadbore
1 Everflowing Chalice
1 Extinguish All Hope
1 Gravestorm
1 Impending Disaster
1 Jokulhaups
1 Ob Nixilis, Reignited
1 Magmaquake
1 Mind Shatter
1 Mind Stone
1 Molten Disaster
1 Necropotence
1 Pestilence
1 Phyrexian Arena
1 Phyrexian Etchings
1 Price of Glory
1 Pyrohemia
1 Rakdos Keyrune
1 Rakdos Signet
1 Rakdos's Return
1 Read the Bones
1 Repercussion
1 Sign in Blood
1 Silence the Believers
1 Sol Ring
1 Spreading Plague
1 Staff of Nin
1 Starstorm
1 Tainted Æther
1 Terminate
1 Thran Dynamo
1 Wayfarer's Bauble
1 Worn Powerstone
1 Æther Flash
1 Damnation
1 Toxic Deluge
1 Dark Petition
1 Bane of the Living
1 Deathbringer Thoctar
1 Demigod of Revenge
1 Erebos, God of the Dead
1 Gray Merchant of Asphodel
1 Magus of the Moon
1 Mindslicer
1 Sire of Insanity
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I don't really want to play a format where the game can be over by turn 4...
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