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Messages - UrizenII

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31
Commander Discussion / Re: Is Ramp Too Good?
« on: April 24, 2023, 09:53:51 pm »
TL;DR: "Fast mana" (i.e. Moxes and Crypt), Sol Ring, Birds of Paradise, and Wild Growth are all "good."  Arcane Signet is generally an auto-include, and cards like Land Tax and Tithe can be incredibly useful.  Beyond that, it's all mostly situational.


To the points already made, it's kind of a prisoner's dilemma: if you don't run ramp but everyone else does, you might fall behind in development.  If you run it but nobody else does, you might find yourself behind in card advantage.  If nobody runs it, the game might take longer.  If everyone runs it, then the only thing that matters is who ramps hardest and/or most efficiently.

The answer really is "it depends," not only on deck construction (if you're a landfall deck or have a 6 CMC commander, then it's definitely good to have) but also on what constitutes ramp and how you define good.  If you're talking mana rocks, then generally I only consider ones of CMC two or less to be "good;" rocks that are 3 CMC or greater are quite situational (3-for-1 is not very efficient, Thran Dynamo is OK for slow decks at 4-for-3, and almost nobody runs Gilded Lotus anymore at 5-for-3).  Even in 3+ color decks, I will typically only run Coalition Relic or Relic of Legends because of the upside.  The Talismans and Signets are more efficient.  Fast mana, like the Moxes and Mana Crypt are objectively good and almost required if you want to play competitively. Sol Ring is as well because it is net one mana by itself, basically a poor man's Crypt.  I'm of the belief that you never have to justify its inclusion, but rather need to find a very good reason not to run it.  I feel like almost every deck should probably also run Arcane Signet.

Mana dorks are typically only a green thing, but do exist in other colors.  The problem with them is that, as creatures, they are far more susceptible to removal than any other form of ramp.  If they don't pay for themselves quickly, you'll end up going net negative.  Birds of Paradise is the premier mana dork.  1-for-1, and it taps for any color.  If you can run Birds in the deck, you should.  Then there are all the elves that tap for one.  Still at 1-for-1, they are very efficient ramp, but don't do a whole lot else unless you're playing elf ball or Raggadragga or something like that.  Worst case, you can use them as chump blockers.  There are more beyond that, but the more costly they are to play, the more situational they become.

Ritual effects, which serve as a one-off ramp, are very situational.  In competitive where speed matters, they tend to be more prevalent and important to get you to the one important thing you need to cast.  The slower or more casual the deck becomes, the less useful they become.  Exceptions are things like Mana Geyser, which tends to be more of a spell that ends games than one that is used for ramp.  Good for competitive or if they enable a big turn, but not super helpful otherwise.

Mana doublers can be considered ramp too.  Prominent in black with things like Crypt Ghast, they're great in mono-black and maybe two-color decks with black, but outside of that you basically have to have an Urborg, Tomb of Yawgmoth out for them to be of any value.  There are things like Zendikar Resurgent, Nyxbloom Ancient, and Caged Sun.  The problem with them is that their casting cost is typically so high that they are just "win more" cards; if you already have seven mana to cast a Nyxbloom, you probably don't need to be tripling your mana and could be doing other things to further your board state.  There are also effects like Extraplanar Lens and Gauntlet of Power, but they're kind of niche; both end up potentially benefiting your opponents.  That being said, I have a Maga, Traitor to Mortals deck that runs every single mana doubler and functional copy of Cabal Coffers it can because the point of the deck is to make as much mana as possible and then cast X kill spells.  I even run Doubling Cube.

Then there's white ramp, which we just don't talk about.  All it does is make sure you are on parity with other players in terms of land count.  You won't get ahead with it, but you won't fall behind either.  Notable exception is Smothering Tithe.  Salty card or not, if you're playing white and can run it, you probably should.  Unless it gets removed immediately, it very quickly spirals out of control and puts you so far ahead, even if only for one turn.  I guess it's kind of like a riskier ritual in that sense.

Green has a number of Auras that enchant lands to ramp.  I wouldn't necessarily consider them "good" because they typically aren't the most mana efficient and don't thin your deck as much as a Cultivate, but they can pay for themselves faster if you're able to use them the same turn you cast them, and they can help with color-fixing.  Wild Growth is probably the best one of these.  Another 1-for-1, and if you have a land and at least one other green mana, it pays for itself the turn it comes down.

If you're referring to traditional Rampant Growth type spells or extra land drop effects like Exploration in green, then yes, it is too good.  Top of the Storm-scale, Wizards plz ban.  The playgroup that got me into Magic (one person in particular) likes green a little too much... between a landfall deck and an Azusa deck replete with Eldrazi titans, it goes without saying that I'm biased against it.  I still run it though usually; in two- or three-color decks with green, I almost always run at least Rampant Growth, Three Wishes, Nature's Lore, and Sakura-Tribe Elder, throwing in Cultivate and Kodama's Reach depending on the curve.  The best thing about the latter two are that they also put a land to hand, so you can at least guarantee that you won't miss a land drop for one turn.

I almost never run spells that only put lands into hand.  That's not ramp, just deck thinning and making sure you don't miss drops.  It's paying mana without getting any back in return unless you can play the additional lands.  The only exceptions I can think of are Tithe and Land Tax; if you don't go first, they let you keep a one-land hand because you're guaranteed to not miss your drops for at least the next two or three turns (respectively).  Gift of Estates is also OK, but it's two mana and you can only cast at Sorcery speed.

32
Commander Deck Reviews / Karonavirus
« on: April 24, 2023, 07:13:42 pm »
This deck is something I've toyed around with for a few years (long before the pandemic).  It really took the Impetus cycle and other Goad effects to be viable.  It's effectively a hybrid between pillow fort enchantress and Assault Suit Zurgo Helmsmasher: enchant Karona, make sure she can't attack you, then watch as the other players kill themselves with your commander.

I'm constantly trying to fine-tune it and keep running into the same primary problem: I effectively need nine mana to cast Karona and attach either an Impetus or Vow Aura to her so that I don't immediately die to my own commander, so the deck is incredibly slow.  I've looked at changing the land base to include basics and then running traditional ramp spells like Cultivate, but it really doesn't help speed the deck up all that much.  Second problem is Karona simply getting removed.  Since she gives control of herself to other people, things that give a creature Hexproof do not prevent her current controller from targeting her.  Canopy Cover and Shielding Plax are the only cards of which I'm aware that outright say your opponents can't target the creature, regardless of controller.  Card draw is hit or miss as well: there are only 10(ish) sources in the deck, and several rely on casting enchantments, but a significant portion of the enchantments in the deck are ones that I want to save to cast on Karona.  If I had an Argothian Enchantress or a Rhystic Study, I'd for sure find a way to cram them into the deck.  As it is, they are $40 cards and I do not own either.

Recently, I added a number of the "Enchant land" auras that serve as ramp to help with this - in addition to some other minor tweaks - but now I need to make cuts to get back down to 100 cards.  There are a few on which I'd like a second opinion.  Any other ideas or advice beyond that is welcome.

Prismatic Geoscope - Cons: Five mana for a rock that comes in tapped and can end up doing literally nothing without the right lands.  Pros: Half of my lands have two or more types, I run Prismatic Omen and Dryad of the Ilysian Grove, and I have ways of tutoring for the triple-typed lands.  If this comes down enabled before turn six, it really gives me the gas I need to get Karona going.  Even if it comes down after, being able to tap a single thing for five mana is great if Karona gets killed.
Slimefoot's Survey - Cons: Basically five mana for Explosive Vegetation.  Pros: Tutor up two triomes and you also effectively scry five, plus you guarantee Geoscope and Collective Restraint are fully turned on.
Mazzy, Truesword Paladin - Pros: Serves as a way to give Karona some evasion and also gives some amount of protection to any Auras on her; considering Hall of Heliod's Generosity is the only recursion in the deck, if I can't cast them again and they stay exiled, it's not the end of the world.  Cons: Really doesn't do anything else by herself.
Privileged Position - Pros: Additional protection for my enchantments, which are core to the success of the deck.  Cons: This plus Sterling Grove makes it nearly impossible to interact with your board, which is not fun for anyone else and makes you a bigger target than you already might be.
Sovereigns of Lost Alara and Zur the Enchanter: Pros: serve as ways to cheat out enchantments onto Karona without needing to cast them (potentially saving three mana off the aforementioned nine if they hit the field before her). Zur can also fetch card draw, a little ramp, and some of the pillows.  Cons: I guess if they are both on the field at the same time, one is basically useless.

Holy Avenger, Errantry, and Umezawa's Jitte are currently not in the deck but are all interesting tech cards.  They didn't feel impactful enough, so I removed them.  Cards like Ethereal Armor would be good, but I do not have room in the deck for an effect that is only a straight buff.  Please forgive the massive maybeboard.  I tend to leave unused cards there for potential future reference as opposed to just cutting them outright.

https://deckstats.net/decks/115144/1156982-karonavirus-karona-false-god-e

33
The LGS to which I go to play Commander on Saturdays has a special theme every other week that adds something to the game or changes deck construction rules.  Once a month, the theme is that each player can choose a Vanguard from the original Vanguard sets to play with (some are banned for balance, of course, like Lyna).  This time, I'm building a Depala vehicles deck with Karn as the Vanguard, and I ran into a bit of a conundrum.

The Karn vanguard is effectively an Emblem version of March of the Machines.  He reads, "Each noncreature artifact you control is an artifact creature with power and toughness each equal to its mana value."  The rule for Vehicle cards in question is 301.7b: "If a Vehicle becomes a creature, it immediately has its printed power and toughness. Other effects, including the effect that makes it a creature, may modify these values or set them to different values."

I see two ways this interaction could work.  Take Smuggler's Copter as an example:
1) As it is cast and before it hits the battlefield, it is a noncreature artifact spell.  When it hits the battlefield, as a check of state-based effects, Karn sees it and makes it an artifact creature with power and toughness 2 (equal to CMC).  Now, since it has become a creature, per the first sentence of 301.7b, it now has its printed power and toughness (3/3).
2) Karn's effect supersedes the printed power and toughness of Copter and makes it 2/2, per the second sentence of 301.7b.

I believe the second scenario is the correct one.  Part 2 of the question: if this is true, can a vehicle "regain" its printed power/toughness if it is crewed?  A ruling on March of Machines from 7/15/07 reads, "If a noncreature artifact becomes an artifact creature this way and then another effect animates it, the new effect overrides March of the Machines’s effect. For example, Chimeric Staff is a 4/4 creature while March of the Machines is on the battlefield. If you activate Chimeric Staff’s ability and choose X = 5, Chimeric Staff will be a 5/5 artifact creature for the rest of the turn."  I understand that crewing the vehicle doesn't change its power and toughness values and that the vehicle in question is already a creature, but crewing it would "animate" it, allowing it to become a creature independent of Karn's effect.  Does that cause it to now gain its printed values, or are they still equal to the card's CMC?

Something like Cyberdrive Awakener or Workshop Elders is very clear, as they would set the base power/toughess of the vehicles as they become creatures.  All the other cards don't seem to be quite as clear-cut (Karn, Silver Golem; Karn's Touch; the +1 ability on Karn, the Great Creator; Sydri, Galvanic Genius; Titania's Song; Toymaker; Xenic Poltergeist; and the Karn vanguard).

34
General Magic / Re: MtG Never Have I Ever
« on: January 05, 2023, 09:59:58 pm »
I made a budget deck once. Corona hit card prices and now it's triple its original price.

I had a foil Karona when corona hit card prices and now she's triple her original price.


Never have I ever played a basic Forest.

35
General Magic / Re: What was your worst misplay?
« on: December 13, 2022, 07:22:04 pm »
I accidentally played a basic Forest once.  Definitely won't let that happen again.

But in all seriousness, I misplay so often that I can't think of the worst one, just the funniest one.  EDH game with my Karlov of the Ghost Council deck.  Only two players besides me left.  I had an Aetherflux Reservoir out at 51 life.  The guy immediately before me in turn order was about to wipe the board.  I wasn't too fond of that idea, so I Death Star'd his face to take him out.  Now it's my turn.  I start my upkeep with one life... and forgot I had a Phyrexian Arena still in play.

36
...Does anyone else have the sudden impulse to make a Deckstats GitHub to see if we can make the best automated deck templating script?
If I could actually remember how to use GitHub or knew (using that word lightly) anything other than C++/Java. When you have a CSci degree and then don't actually use anything you learned in school for nearly 4 years... lol.  Oddly enough, there was very little coursework I did that used Python.  Academia doesn't seem to particularly like Python for some reason.

As far as answering the actual question at hand, I tend to run Arcane Lighthouse in almost every deck (and Detection Tower if targeted spells are a focus of the deck).  I can only remember one instance where I actually got it into play and was able to use the ability, but it was pretty clutch.  Having a way to deal with untargetable, bothersome creatures without needing to wipe the board is quite useful.  I also like Coalition Relic as a mana rock in 3+ color decks.  I think it's underrated and frankly find it to be far better than Commander's Sphere.

37
General Magic / Re: Competent Vs Jank
« on: August 31, 2022, 05:33:41 pm »
I'm not keen on tutors in the command zone either, but it is the most efficient way to get a single card out of a 99 card deck.  When the deck revolves around a single creature that's not the commander, it is pretty important to be able to find it in the first place.  That being said, green does have access to a lot of creature tutors, and casting Finale of Devastation for X=1 to get Permeating Mass really plays into the humor of the deck.

While it's true that many oozes have similar effects that copy themselves, Permeating Mass is the one of the only - if not the only - card I am aware of that tuns other things into a copy of itself (plus, it's not an Ooze).  Switching to ooze tribal feels like a cop-out :P.

Using Ardenn for white and first strike is a pretty good idea (damage then turns the blocker into a copy of Permeating Mass before regular combat damage is done ensuring that your Mass survives).  Another issue though is that, since it's only 1 power, it's going to be hard to get people to want to block it in the first place.  You'd either need effects to discourage opponents from not blocking (e.g. Quietus Spike; Destructive Urge; Komainu Battle Armor; Marisi, Breaker of the Coil; Vorpal Sword) or effects/tricks to force opponents to block (e.g. Invasion Plans; Odric, Master Tactician; Courtly Provocateur; Predatory Impetus; Grappling Hook).  White is probably the best splash color to accomplish all this, but red can do it too and gives far more access to additional token copies of Mass.  That's why I feel like Temur has the best color combination for the deck and consequently why Riku of Two Reflections seems like the best commander: you get all the colors you need, and he can give you an additional copy of just about any clone spell you cast.  Throw in something like a Doubling Season to make even more tokens and you're well you your way to a Permeating Mass army.

38
General Magic / Re: Competent Vs Jank
« on: August 30, 2022, 09:58:35 pm »
Jank is always fun, but then again I suppose it depends on how you define "jank."  A deck that tries to pump out Permeating Mass clones to turn everything on the board into a Permeating Mass is jank.

I have a deck that does exactly this and I've never felt more validated in my life.

Thank you, friend.

I must have the deck list for this.  I proposed it as a meme deck to a friend years ago it never came to fruition.  I think the problem is that the most effective way to do it is to use Riku of Two Reflections as the commander, and so many of the clone effect cards can get a little pricey.

39
Commander Discussion / Re: Changes coming? August 29
« on: August 30, 2022, 07:46:22 pm »
Well... that was anti-climactic.  Just bringing more people onboard to the rules committee.

https://mtgcommander.net/index.php/2022/08/29/2022-august-rc-quarterly-update/

He did say that not all things they were discussing would be in the announcement, so there's still a possibility of something significant.  I just have to imagine that, if there was big news, they would have made it the announcement and not this.

40
General Magic / Re: Competent Vs Jank
« on: August 30, 2022, 07:35:48 pm »
Jank is always fun, but then again I suppose it depends on how you define "jank."  A deck that tries to pump out Permeating Mass clones to turn everything on the board into a Permeating Mass is jank.  Possibility Storm with Cascade is not jank, it's just irritating.

I enjoy trying to build around odd, niche ideas for fun.  I have a Karona, the False God deck where the whole point is to suit her up with goad and "can't attack you" effects, then pillow fort up while my opponents kill each other with my commander.  I have a Breya deck that is not at all tuned or competitive (but can win with a couple of infinite combos just in case the game simply has gone on way too long).  Instead, I try to make as many Thopters as possible and win by punching face (did it the other day with 12 Thopter tokens and a Hope of Ghirapur plus Coat of Arms and Shared Animosity).  Obviously, I called it ROFLThopters.  The LGS that I go to somewhat regularly on Saturdays has a casual Commander League where they will change the theme or rule set to encourage new deck designs.  For example, not too long ago they did Vanguard EDH (with life total changes from the Vanguards doubled to make them actually matter in commander), a week where any Legendary card except for lands could be your commander, and another where any commander could have one Background.  Sometimes it's just as simple as, "Each player has an Emblem with, 'At the beginning of your upkeep, make a Food token.'"  It's things like this that keep the game and deck building interesting. 

Unfortunately, the ability to have fun with and get away with jank is heavily dependent on your playgroup and the other decks at the table.  Most of the people I play with, whether it's friends or people at the LGS, tend to favor stronger decks - not quite cEDH (although they have some of those decks too), but still rather fast - looking to win before turn 8 if possible.  I don't mind battlecruiser slog-fests, but my friends quickly lose interest in an EDH game if it goes longer than 30 minutes or has more than four people at the table.  As a result, my decks are in a weird position where they're not good enough to be consistently competitive with those faster decks, but they're also too strong to be considered casual (except for Karona... 6 CMC commanders are a b***h to recast if commander tax applies).

All that said, I'll leave this here (MTGRemy's I've Played Everything parody): https://www.youtube.com/watch?v=JhFmdcbd1_A.

41
Sorry if this is something that's already been said (I went through the first three pages of past posts and didn't see any mention of it), but I would suggest that the behavior of forum posts is changed to not automatically insert a tag for card names that are included in the database.  Either that, or change the automatic tagging to be case-sensitive so that, when the text is parsed after a user hits "Post," it doesn't tag anything that doesn't exactly match the card name.  The latter would be more desirable and shouldn't be too difficult.  Unlike the tags for text styles (i.e. bold, italics, etc.), right now it is not possible to include a card name and NOT have it tagged - even if one edits one's post after making it to remove the flags for the card tag, they just automatically get added again once the post is saved.

It's great to not have to click an extra button to insert the card preview tag if I want to reference, say, Asmoranomardicadaistinaculdacar.  However, if I were to tell you that I want you to consider this an opportunity to change your game plan but will not despise you if you opt not to, there are words getting tagged that aren't supposed to be referring to a card in the post.  It's certainly not anything critical or even a nuisance, just a quality improvement thing.

42
Commander Discussion / Re: Gathering data: would you block?
« on: August 30, 2022, 12:07:22 am »
I like the idea behind the deck: forcing people to make tradeoffs when Ninjutsu is on the table.  Like you said, more often than not, Ninjutsu decks are just unblockable creatures and opponents have no control over what happens.  I really dislike decks where there's little to no opportunity for interaction, so forcing your opponent to make the risk assessment always seems more fun to me.  One of my pet cards lately that I think you really should consider including in a deck like this is Kusari-Gama.  I haven't been able to ever make it work well, but it just screams, "Play me!" in this archetype.

I'm a little late to the party, but I'll echo what has already been said and say that, unless my board state or game plan can't afford to lose the creature with which I'd have to block, I'd be hard-pressed to find a situation in which I wouldn't block.  Without the knowledge of what you might be holding, I'm more than happy to lose 5 life, eat a curse, or have you draw cards than get hit with an 8/8 at half life (and you still draw cards), get stuff exiled off the top of my deck for you to cast for free, lose half my life, or just flat out get killed by a Blightsteel Colossus.  Ninjutsu is just such a threatening mechanic that there are very few instances in which the known cost of blocking is greater than the potential threat that would come in unblocked.  It's less that you're giving the opponent a choice and more that you're trying to get value out of the Ninjutsu threat, but at that point it's just a sub-optimal use of the mechanic.  That said, I'd much rather play against this than standard Ninjutsu.  There's a guy at the game store that I frequent and play with on occasion who has a Satoru deck and plays a friend's Yuriko deck, and facing either is not exactly what I would call fun.

43
General Magic / Re: Rules Quesion - Upkeep triggers
« on: August 12, 2022, 11:17:53 pm »
When a spell or ability requires a target, then that target must be selected when putting that spell or ability on the stack.  If it is not targeting, then the required object is selected upon resolution.

That's exactly what I needed to know.  Thank you, my good geist.

44
General Magic / Rules Quesion - Upkeep triggers
« on: August 12, 2022, 07:07:34 pm »
I've asked a few different people this question and haven't been able to get a definitive answer.

I have a Karona, False God deck with a pillow fort package and I've considered adding Koskun Falls, but I'm not sure how the triggers interact with each other.  Karona reads, "At the beginning of each player’s upkeep, that player untaps Karona, False God and gains control of it."  Falls reads, "At the beginning of your upkeep, sacrifice Koskun Falls unless you tap an untapped creature you control."  Here's how I envision the situation:

1) Koskun Falls is on the battlefield under my control, but I do not control any creatures.  I own Karona, but she is currently on the battlefield under an opponent's control (the one directly before me in turn order).  That opponent passes his turn, so it is now my turn.
2) Untap, upkeep.  Karona and Falls both have upkeep triggers.  Triggers are placed on the stack in APNAP (active player, non-active player) turn order, so my Falls trigger goes on the stack first, followed by Karona's trigger last.
3) Karona's trigger will resolve first, so I untap Karona and gain control of her.  Then the Falls trigger resolves last, so I tap Karona and do not have to sacrifice Falls.

Is this correct, or would I have to choose a creature to tap at the time my Falls's trigger goes on the stack and before I gain control of Karona?  If it's the latter, then I would have to sacrifice Falls because I did not control any creatures at the beginning of my upkeep (i.e. at the time Falls's trigger goes on the stack, it sees that I have no creatures to tap, so I would have to sacrifice it after the stack resolves).


It's a similar situation with regard to some of the Background enchantments that have upkeep triggers, but I do understand how those interact with Karona.  Cultist of the Absolute, for example, reads, "Commander creatures you own get +3/+3 and have flying, deathtouch, 'Ward—Pay 3 life,' and 'At the beginning of your upkeep, sacrifice a creature.'"  Since I would not control Karona at the beginning of my upkeep, the sacrifice trigger does not go on the stack; I would not gain control of Karona until after all other upkeep triggers have been resolved, so I do not have to sacrifice anything (nor does anyone else as she gets passed around the table).

45
General Magic / Re: what cards can double this effect.
« on: August 12, 2022, 05:08:48 pm »
Conversely, if Mathas triggers twice he can give the effect to the same creature twice. That creature will get a second bounty counter, but it doesn't actually matter; one of them could be removed and it would make no difference, you'd still get two cards when it died.
I completely missed that; the second portion of his ability text (the death trigger) specifies that as long as the creature has a (i.e. at least one) bounty counter on it, opponents draw one and gain two life when it dies.  It doesn't matter how many counters are on it, as the death trigger only occurs once.

That being said, duplicating the death trigger that actually draws cards is much more difficult because you don't actually control it; Mathas's ability specifically states that the creature with the bounty counter on it has the ability, "When this creature dies..."  Since the opponent's creature and not Mathas is the source of that trigger, you don't control it, so things like Teysa Karlov, Lithoform Engine, and Strionic Resonator would not copy it.  You can copy the end step trigger that puts bounty counters on things, but not the draw triggers.

Also, Chevill, Bane of Monsters or anything else that uses bounty counters does not work with Mathas.  Ruling on 08/25/2017: "Creatures that receive a bounty counter other than from Mathas’s ability resolving won’t gain the triggered ability. Creatures that receive more than one bounty counter as Mathas’s ability resolves (most likely due to Doubling Season) won’t have the ability multiple times."  The reverse is not true, however; Chevill's ability does not care where the bounty counters came from, so his ability would trigger off counters placed by Mathas.

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