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  • posted a message on Brainstorming 5 color Superfriends with new Teferi
    Also, any and all Time Walk effects are good. Basically gives you more activations of your walkers.
    Posted in: Commander (EDH)
  • posted a message on Valorous Stance
    Versatility is key and this card has it. Save your best creature, remove their best creature (most of the time). I like it.
    Posted in: The Rumor Mill
  • posted a message on Full art basics in preliminary plans within the next few blocks
    As great as Zendikar was, would like a plane that is more heavily nature focused. You could have some beautiful landscapes (all done by Terese Nielsen, of course) that just look amazingly natural. That is what I would want.
    Posted in: The Rumor Mill
  • posted a message on Tawnos's Coffin effects
    These are the cards I run in my Zirilan deck:

    (Strictly save/tuck)
    Rishadan Pawnshop
    Sundial of the Infinite
    Tel-Jilad Stylus
    Conjurer's Closet

    (Sac effects)
    Ashnod's Altar
    Helm of Possession
    Phyrexian Vault
    Goblin Bombardment
    Diamond Valley
    High Market
    Keldon Necropolis
    Miren, the Moaning Well

    (Shuffle GY specific back)
    Reito Lantern
    Probably one more I am missing

    Also, you can use cards like Erratic Portal and bounce it back to your hand to save it.

    Best of luck! Zirilan is fun!
    Posted in: Commander (EDH)
  • posted a message on What's your favorite Flavor text?
    Raging Goblin is a classic.
    Posted in: Opinions & Polls
  • posted a message on Is there a primary color?
    Very obviously blue. Besides most powerful cards, Urza. By himself trumps pretty much all other things (besides Yawgmoth).
    Posted in: Opinions & Polls
  • posted a message on Holiday Card 2014 - Mishra's Toy Workshop
    Great and fun card. Good job WotC.
    Posted in: The Rumor Mill
  • posted a message on Anti-Narset EDH
    Meddling Mage and Nevermore are still my favorites, I think.
    Posted in: Commander (EDH)
  • posted a message on Wild Pair Calculator?
    Not that I know of. I wouldn't adjust a deck too much around Wild Pair. It is a good card on its' own, and usually just gets you some added value.
    Posted in: Commander (EDH)
  • posted a message on Fastbond vs Exploration
    this is not a real question right Fast bond is extremely good it is a very good card compared to exploration eastbound lets you play much more lands per turn and that is why it is banned or restricted. It is to good


    Grammar dog...

    Fastbond is immensely better. Damage is minimal and irrelevant for the most part. Being able to draw a ton of cards also makes it ridiculous. If I combo off, draw 40 cards, need colored mana sources, I can drop all of the one's I drew for under 20 life. That is pants on head silly.

    Fastbond - 10, deserves banning.
    Exploration - 7, good in the right deck, great card though.
    Posted in: Commander (EDH)
  • posted a message on Anti-Narset EDH
    Quote from donfuan »
    Quote from FoskSnake »
    Quote from apocalypse31 »

    My Brago deck can still shut it down due to effects like Faith's Fetters and the ability to attach to hexproof/shroud due to the lack of targetting. Always fun to watch people rage and argue rules over that one. Reality Acid does it as well, but often will need a double trigger or something.

    I'm sorry, but Faith's Fetters doesn't go around hexproof/shroud, as any enchantment-aura does target. Rules:

    CR 303.4. Some enchantments have the subtype "Aura." An Aura enters the battlefield attached to an object or player. What an Aura can be attached to is restricted by its enchant keyword ability (see rule 702.5, "Enchant"). Other effects can limit what a permanent can be enchanted by.

    CR 303.4a An Aura spell requires a target, which is restricted by its enchant ability.
    CR 702.5. Enchant
    CR 702.5a Enchant is a static ability, written “Enchant [object or player].” The enchant ability restricts what an Aura spell can target and what an Aura can enchant.
    CR 702.5b For more information on Auras, see rule 303, “Enchantments.”
    CR 702.5c If an Aura has multiple instances of enchant, all of them apply. The Aura’s target must follow the restrictions from all the instances of enchant. The Aura can enchant only objects or players that match all of its enchant abilities.
    CR 702.5d Auras that can enchant a player can target and be attached to players. Such Auras can’t target permanents and can’t be attached to permanents.


    By these rules you can't attach Faith's Fetters to Narset by casting it, but a triggered effect that attachs it to a permanent whenever her performs any action (like entering the battlefield) could go around hexproof/shroud. It should be worded something similar to: "whenever [any type of permanent][action performed], you may attach target ["enchantment-aura" or "aura"] to it."

    On topic:

    The best way to deal with Narset are wrath effects or locks. Also Godsend goes around hexproof/shroud, since it doesn't target and her cost is quite high just for a trigger per cast.
    I think he just meant Prison Term.


    I did not. He corrected it in a later post. When Brago's flicker ability resolves, the Aura's enter the battlefield and can be attached to any legal permanent without targetting. If you played standard back in Innistrad block, often people would run Pacifism to deal with Geist of Saint Traft. They wouldn't cast it targetting it, but they would mill it with Forbidden Alchemy, attack with Sun Titan and when Pacifism came back to the battlefield, it wouldn't target, because Aura's only target when cast. It would simply just attach to it.

    Regardless, he figured out what I was saying later.

    Another good way to deal with Narset is simply Counterspells and artifact hate. The deck only has one goal, to drop Narset, stop either the cast or the rocks and it is far behind.
    Posted in: Commander (EDH)
  • posted a message on Anti-Narset EDH
    Quote from Lithl »
    Quote from apocalypse31 »
    Run them edicts.
    My Narset deck is pillowfort. Try and Edict me through Solitary Confinement. :p


    Exception and not the rule. I have never seen a Narset deck run Solitary Confinement, but if you are able to do it and still win on turn 3-5, good on you.

    I like the idea of Ruric Thar. Also, should be noted Pithing Needle doesn't stop it from triggering. Can still attack.

    My Brago deck can still shut it down due to effects like Faith's Fetters and the ability to attach to hexproof/shroud due to the lack of targetting. Always fun to watch people rage and argue rules over that one. Reality Acid does it as well, but often will need a double trigger or something.

    Also, should not be neglected wrath's. Narset is almost always about fast mana, so a simple Wrath of God will solve that problem, and it will take them at least 2 more turns to get it back again.

    Narset is good and strong, but I love that it forces everyone to run other good answers. Definitely beatable, probably tier 2 deck, maybe tier 1.5 but can definitely be answered.
    Posted in: Commander (EDH)
  • posted a message on Anti-Narset EDH
    Quote from Slarg232 »
    If I'm not mistaken, Gaddock Teeg seems like he would be the best choice.


    This. If anti-narset you want, Teeg is your man.

    Also, you can run a black deck with a ton of "target player sacrifices a creature" effects. Run them edicts.
    Posted in: Commander (EDH)
  • posted a message on [[SCD]] Random Card of the Day (12/31) - Time Stop
    I have seen it played before in decks that don't have access to Invisible Stalker. It is pretty much the closest thing green has to it.

    Carries a sword well, can be useful in Edric (has better options, though).

    Not the best card in the world, but more playable than several others.
    Posted in: Commander (EDH)
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