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Messages - EMaxxi

Pages: [1] 2 3 ... 7
1
Commander Deck Reviews / Re: Question about first commander deck
« on: May 10, 2024, 12:01:32 pm »
If you want to go Orzhov or Rakdos Vampires there's no shortage of great options either.

It helps that we got 2 precons in less than 3 years  ;D


Also, if you don't mind losing access to red, new Vito from LCI lets you combine the Vampire tribal and aristocrats strategies.
https://edhrec.com/commanders/vito-fanatic-of-aclazotz

2
Commander Deck Reviews / Re: Question about first commander deck
« on: May 09, 2024, 09:38:43 pm »
Consider the overall power level of your playgroup.

Edgar Markov is a very strong commander.
Like, banned-in-1v1 strong.
He will attract a lot of hate from other people at the table and can lead to some frustrating experiences if the rest of your deck can't keep up.

Also, I find synergy-based decks like aristocrats more fun to play and build than just aggro, but that's me.

3
If you are going full on cheese I would build something with a lot of things that can search the transmutation font and a few things that investigate and make treasure tokens.  Once I had the font I would use it to grab Academy Manufactor to make sure you can easily get 3 different tokens.  then Rings of Brighthearth to double the next search.  Then Basalt Monolith and the Staff of Domination to produce infinite colorless mana and draw your deck.  Any number of things could just win you the game at that point.
Throw in an untap effect like Clock of Omens and you can do all that in the same turn

5
I think Blighsteel is a bit overrated, unless you have a combo to give it haste and immediately kill at least one opponent.

Other big dumb artifacts you might be interested in are Portal to Phyrexia, Darksteel Monolith, Mycosynth Golem, Darksteel Forge.

6
Commander Discussion / Re: Get your guesses in. Plot
« on: March 11, 2024, 09:12:27 pm »
Assuming the Irascible Wolverine leak ends up being real, it is just a boring retool of foretell.
Mythicspoiler has been very reliable in my experience.

7
General Magic / "Reworked" vs "Original" vs "Recycled" mechanics
« on: March 10, 2024, 04:28:52 pm »
For the last 2 years I've been under the impression that "reworked" mechanics have become more and more common. By that I mean mechanics that work similar to older mechanics and/or tap into the same design space.
Power creep aside, I think this is a very bad trend because it's getting harder to remember all the little differences between the mechanics. 
The most obvious (and most recent) example are Disguise and Cloak being power-crept versions of Morph and Manifest, and I think it was a terrible idea to put out a commander precon that mixes Morph, Megamorph, Disguise and Manifest in the same deck, especially when said deck is (allegedly) targeted at new players.

I preferred their design philosophy from mid/late 2010s, when they were more willing to straight-up recycle old mechanics and were generally introducing less new keywords per set (Tarkir and Ravnica sets being the notable exceptions).

What is your stance on this topic?
Are you having any issues keeping up with all the mechanics and their variants, or do you think this is fine?


EDIT: quick "recap" of all the mechanics that came out since 2021, the year when the shift to reworked mechanics became more evident - to me, at least:

- Kaldheim: Boast is a fairly generic payoff for attacking but I woud still consider it an original mechanic. Foretell is also something MtG had never done before.
- Strixhaven: Learn is the most "out there" mechanics we've had in a while. The only new thing Magecraft does is triggering off copied spells. Ward was a much-needed nerf of Hexproof (i.e. good but not original).
- D&D Adventure in the Forgotten Realms: Pack Tactics is another generic payoff for aggro, and a cross between Battalion and Formidable. Now, many people, (me included) have a love-hate relationship with Venture into the dungeon. Still, I think it was very original and probably the second most "out there" mechanic in recent memory (after learn).
(Where things start going downhill...)
- ISD: Midnight Hunt: Daybound/Nightbound is a desperate attempt at making werewolves tranformations "easier to track". It failed spectacularly, but because Graveyard Trespasser is so good, we kinda HAVE to play with it. Decayed Zombies were an interesting take on token makers because you had to find a way to use the tokens beyond attacking and blocking. Disturb was a flavorful take on flashback, but not very original. Coven was fairly novel imho. Returning mechanics: Flashback and Investigate.
- ISD: Crimson Vow: Training was advertised by MaRo himself as "reverse Mentor". Cleave is "reverse kicker". Disturb is back from Midnight Hunt and Exploit is back from DTK.
- Now, I'm gonna dedicate a paragraph to Blood Tokens and artifact tokens in general (Map, Scrap,...). We do NOT need all these tokens. Please stop. Clues (card draw), Treasures (mana) and Food (life) are more than enough. Any additional unique token ads complexity to the board.
- Kamigawa Neon Dynasty: The only truly new mechanic is Configure, a new take on equipment. It feels similar to Living Weapon, but it's different enough to count as an original mechanic imho. I don't consider Modified a mechanic, just an umbrella term for enchanted, equipped, and "counter-ed" creature. Ninjutsu and Channel are back from OG Kamigawa. For what it's worth, Neon Dynasty also introduces Compleated.
- New Capenna: Shield Counters are interesting for being the first counters with intrinsic rule meaning since +1/+1 and -1/-1. the other family mechanics are either variants (Blitz~Dash, Casualty~Kicker - yes every mechanic is just Kicker) or just lazy (Connive and Alliance).
- Skipping Baldur's Gate ...
- Dominaria United: Kicker is back, specifically off-color Kicker, and is the main set mechanic alongside Domain. the "new" mechanics are Enlist (generic aggro payoff that saw 0 play outside of limited) and Read Ahead (variant of Sagas).
- The Brother's War: Nothing special here. I can tolerate Powerstone tokens since they stay on the field and fill a different role than Bloods/Maps/Food/etc. Unearth is a returning mechanic, so nothing new (they changed the flavor from "Disentombing Zombies" to "Discovering ancient relics", but that's it). The return of Meld was nice, but the mechanic is too much "out there", imho.
- All Will Be One: The awkwardly named "For Mirrodin!" mechanic is just Living Weapon. Toxic is a harder-to-break Infect. Proliferate is Proliferate. Corrupted gets some free "novelty points" simply because it can only work in a set like Phyrexia.
- March of the Machines: Battles are a completely new card type, so very novel by default. Incubate introduces transforming tokens and it felt quite new to me. Same with Backup and ability-sharing shenanigans.
- The Lord of the Rings: Tempted by the ring is another love-hate mechanics like Dungeons. Proof that things can be too novel sometimes.
- Wilds of Eldraine: Bargain is just "Kicker-sacrifice an artifact, enchantment or token". Roles tokens are original. Celebration is nothing special, but still less lazy than Alliance. Adventures return.
- The Lost caverns of ixalan: I like the flavor of Descend, but in the end it's just a harder-to-abuse Threshold. Craft is just a special way of flipping DFCs.
- Muders at Karlov Manor: Disguise and Cloak are power-crept Morph and Manifest (and the whole reason I'm writing this). Cases are just Quests but with a better layout. Suspected reminds me of Unleash from RTR. Investigate returns.
- Outlaws of Thunder Junction: Crime and Outaws are umbrella terms for "targeting your opponent or their stuff" and "bad guys creature types" respectively. Plot is a cross between Suspend and Foretell. Saddle is just Crew but for living beings (mounts), which I think it's genius, but not very original gameplay-wise (very willing to change my mind, though).

Thanks for bearing with me  ;D

8
I hope WotC come out with a reskin slot in a future UB masters set or something for those who prefer to keep it 'in universe'.
I don't think it will ever happen. There is waaaay too much stuff to reskin today compared to 2 years ago, when they made the Stranegr Things Universes Within.
Also, they can't change the cards' text for gameplay consistency so, for example, a lot of the Warhammer 40000 cards can't be reskinned because they are using Warhammer-specfic creature types (Tyranid, Astartes).

9
General Magic / Re: Doubt on "cards milled this way" effects
« on: March 10, 2024, 03:32:38 pm »
Thanks.  ;D

10
I don't really see the comparison to Arcane Signet here. One mana to cast, two to equip, plus whatever for the body in the first place.
It's just a clunky weakened mix of Bear Umbra, Pirate Hat, and Armory of Iroas.
Yeah.
In my experience, raw power trumps flexibility these days. Especially in Commander, where everyone is trying to go over the top of the others.

11
Commander Discussion / Re: Get your guesses in. Plot
« on: March 09, 2024, 09:28:31 am »
In the end, it's a Foretell variant.
The key difference is that instead of paying [2] now to get a discount later, you pay the plot cost upfront and then you can cast it for free at sorcery speed.



Overall, it seems interesting. My only disappointment is that they are continuing this annoying trend of making mechanics that are similar to older ones instead of just recycling them. (I need to make a thread about that...)

12
Commander Discussion / Re: Get your guesses in. Plot
« on: March 08, 2024, 07:19:14 pm »
The spoiler for Fblthp, Lost on the Range has introduced a new mechanic, but none of the versions spoiled at this moment have reminder text for it.  What do we think plot is going to be exactly.  It is obviously some sort of alternate casting mode.  My guess is that it will be some sort of updated version of the foretell mechanic.

From Fblthp wording, I think it's more than just an alternate cost, because it's using "plot" as as stand-alone action (it doesn't say, you may cast them for their plot cost).
My prediction is that i's a retooled Suspend.

13
General Magic / Re: So what are your thoughts on the new bobbleheads?
« on: February 25, 2024, 03:21:49 pm »
Depends on the commander and what your playing yeah.

Running like 7 other mana rocks too (5 are cheaper)

Two of which are already Component Pouch and Vexing Puzzlebox

Similar to Luck but feels like need to be included in any Mr. House Deck.

Plus my deck has alot of need for haste effects and 1+/1+ counters.

And for finally for Luck win condition.... you can just use an infinity combo to copy the bobblehead right?

Lithoform Engine or The Mycosynth Gardens

Yeah, I was talking about them in general, not in a specific deck.

Don't copy Luck Bobblehed too many times, bcs you need to roll exactly seven 6s to win  ;D

14
General Magic / Re: So what are your thoughts on the new bobbleheads?
« on: February 25, 2024, 09:56:28 am »
I like Charisma, Perception and Intelligence as mana rocks that have utility in the late game if you flood.
But 3cmc is a high bar for mana rocks these days.  :-\

15
General Magic / Doubt on "cards milled this way" effects
« on: February 24, 2024, 02:58:38 pm »
I have a doubt on how cards that mill and then let you play/return to hand one or more cards "that were milled this way" interact with replacement effects.

Example 1:
If I cast Summons of Saruman for X>=7 and hit a Nexus of Fate, can I cast it or will it not count as "milled" bcs of its replacement ability?

Example 2:
I play Fallaji Archaelogist with Rest in Peace in play. Can I return a nonland, noncreature card I mill, since it doesn't specific that I have to return it from the graveyard.

Thanks

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