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Messages - crimsonking

Pages: [1] 2 3 ... 42
1
Deck Comments / Re: Emry - Comments
« on: March 17, 2024, 04:37:21 pm »
I forgot to mention that, if you go for Mesmeric Orb + Basalt Monolith, normally you'd want also Conjurer's Bauble to put Thassa's Oracle back into your library etc.

2
Deck Comments / Re: Emry - Comments
« on: March 17, 2024, 04:32:34 pm »
Hi mashes94,
I saw your comment on my Emry deck and I thought it could be a good idea to have a look at yours.
I see you play Mesmeric Orb. Typically, if you play that you'd also want Basalt Monolith to self-mill your entire deck, then unearth Fatestitcher to untap Emry (if tapped) and go off from there.
Cards I generally think you should include:
- Minamo, School at Water's Edge
- Grinding Station
- Mystical Tutor
- Muddle the Mixture
- Reshape
- Trinket Mage
- Tribute Mage

3
Deck Comments / Re: Lady of the Lake - Comments
« on: March 17, 2024, 04:16:15 pm »
Hi mashes94,
Sorry for the delay, but I didn't notice you've also commented on this deck.
Unfortunately, I have to say I haven't played it too much. I just like to build decks, even if I'm not planning to play with many of them.
This one in particular takes a lot from this decklist: https://www.moxfield.com/decks/Ns1U8bi1fEap3ZT7Is5WmA. It has a very well written primer. In fact, it even appears in the cEDH Decklist Database, although among the outdated decks.
In my understanding, Emry is not really competiftive in the actual meta. Being mono-color is already a big handicap and the commander is not a one-card combo like for instance Godo, Bandit Warlord is. It really depends on what you've got in your graveyard: you can win on the spot but also just do a whole lot of nothing.
Moreover, graveyard-based strategies are quite easy to disrupt and, in any case, Urza, Lord High Artificer is ten times better as a mono-blue artifact commander. So I definitely wouldn't recommend Emry for current cEDH metagame.
This said, I do believe Emry is very fun to play: there are a lot of tricky interactions and you're highly rewarded for setting up things, instead of just playing the cards one after the other.

4
Deck Reviews / Re: Urza (no stax - no combo) Deck
« on: March 11, 2024, 07:21:21 pm »
What I'm saying is that all those counterspells are 1-for-1 or worse, meaning that you're going down a card compared to the other two opponents. That's the opposite of value.
Conversely, a single stax piece can stop several spells/permanents at once, which can be seen as virtual card advantage.
That's why it doesn't make much sense to claim: "no stax, only value" and then load the deck with counterspells.
About Rings of Brighthearth, Grim Monolith is 4 mana to untap, +2 mana to copy it = 6 you're producing. That doesn't go infinite, Basalt Monolith does.
In this deck, Rings of Brighthearth does nothing unless you have Urza in play. In fact, the same is true all your other "value" pieces.
Moreover, they're all fairly mana intensive cards, only to get one extra construct once in a while, which is not that impressive after all.
OK, you polymorph your construct into stuff, but you can't even control what you get. I mean, you could get Deadeye Navigator and blink Urza, but then you're basically at the same point as before, only with an extra 6/6 on the battlefield (again, not that impressive).
Let's say you have Arcum Dagsson: you're typically tapping out two turns in a row, then passing in the hope nobody's reacting until your next turn. All this to fetch at best The One Ring, which is strong, no question, but it doesn't win you the game either.

5
Deck Reviews / Re: Urza (no stax - no combo) Deck
« on: March 10, 2024, 04:50:45 pm »
Whatever. It's 6 mana to cast and you have no real way to fetch it. Let alone that without Urza it does absolutely nothing.

6
Deck Reviews / Re: [Duel Commander] Zirilan
« on: March 10, 2024, 04:45:05 pm »
I mean, I don't need to be an expert of the format to understand that a mono-colored commander that costs 5 mana and does nothing until next turn (even if you grant it haste, it's 3 mana to activate. You do the math...) is not a good pick for 1-v-1.
Moreover, you're not even going for the combo kill, you're kind of activating it for value (or so you believe...).
As you said, I'm surely missing something fundamental here, because I thought I were looking at a mediocre deck that could only get decent at best, now I see I'm facing someone who knows better and wants to play tournaments with it.
What to say? Good luck. Let me know if you manage to ever win a game...

7
Deck Reviews / Re: Urza (no stax - no combo) Deck
« on: March 10, 2024, 04:16:04 pm »
In all honesty, you're playing a fairly pushed commander already, a bunch of blatant cEDH cards, plus a nonsensical amount of counterspells and other 1-for-1s (or even worse, like with Force of Will, Force of Negation and March of Swirling Mist) not really fit for a casual game, that your premise of no-stax-no-combo-just-value doesn't make much sense.
Moreover, I don't understand many card choices, like: what's the point of having Rings of Brighthearth but not Basalt Monolith? What's the point of having Polymorph, Proteus Staff and Hullbreaker Horror if you run other creatures too? Where are the artifact creatures that's you're supposed to sacrifice to Arcum Dagsson? What creature is supposed to be blinked with Deadeye Navigator? What Displacer Kitten is supposed to interact with? But on top of all this, where are the artifacts that you're supposed to tap with Urza (most of them already tap for mana, the rest are too high-costed for it to make sense)? Am I missing something?
It looks like you've picked a plain cEDH deck and butchered it. Then, since the commander is stupidly pushed and it can still hold by himself in a casual table, you call it a value deck, but it's not. It's just a bad deck with a stipidly pushed commander.
Why don't you pick something like Sai, Master Thopterist instead? It would make for a decent value deck that would actually make sense...

8
Deck Reviews / Re: Some input help for Tyvar Deck
« on: March 10, 2024, 03:15:39 pm »
I'm not looking to combo out as much.
That's a tough statement, when your deck specifically revolves aroung mana dorks producing 3+ mana. Anyway...

9
Deck Reviews / Re: [Duel Commander] Zirilan
« on: March 10, 2024, 02:07:28 pm »
Hi,
I don't play Duel Commander, so I have no idea how a normal EDH deck will play out in that format, but I've had a Zirilan deck since many years now, so I think you may want to take a look at it anyway:
https://deckstats.net/decks/54477/386493-zirilan-s-deck
The main point is that, provided you have something like Minion Reflector or Flameshadow Conjuring (or Molten Echoes, although my deck doesn't play it), if you tutor for Worldgorger Dragon with Zirilan of the Claw, you can win on the spot.
Regardless of if you want to run the combo or not, here are some general comments:
  • You can surely improve your land compartment by adding stuff like Ancient Tomb, Crystal Vein etc.
  • You definitely need more ramp. Stuff like Mana Vault and Fellwar Stone are a must (I guess even Mind Stone would be fine).
  • If you're playing Valakut, the Molten Pinnacle, I suggest you to put more land ramp, like Myriad Landscape etc.
  • Crucible of the Spirit Dragon is a trap card. It's too slow and you're not playing that many dragons to really justify it, after all. Moreover, your plan is to cheat them into play with Zirilan, not to actually cast them and, even so, stuff like Urza's Incubator would be better.
  • I don't see how Curse of Opulence could be worth it in this deck, especially in 1-vs-1. I mean, you're not going to attack that often and, when you do, you're likely to have already plenty of mana.
  • Crucible of Fire is another trap card. Think about it: 4 mana to give a dragon +3/+3, provided you have one in play... If you ever get to have more than one dragon in play, you're already kind of winning (and that's surely because you didn't waste time casting this).
  • Stuff like Scroll Rack and Winds of Change help you shuffle costy dragons from your hand back into your library, so that you could tutor them with Zirilan.
  • Changeling Berserker might be a valid option to protect your commander at instant speed.
  • Dragon Tyrant is possibly the best dragon you can tutor for, when it comes to beat faces.
  • I don't think you have enough discard outlets to reliably have Anger in your graveyard.

10
General Magic / Re: Doubt on "cards milled this way" effects
« on: March 10, 2024, 01:15:04 pm »
I confirm Example 1.
Jace's Mindseeker has the same exact wording of Summons of Saruman ("You may cast an instant or sorcery spell from among them without paying its mana cost.") and has the following ruling:
Quote
If the five cards are put into a public zone such as exile instead of a graveyard (perhaps due to the ability of Rest in Peace), you can cast one of those instant or sorcery cards from that zone. (2013-07-01)
The library is not a public zone (I've used hidden, which may not be the correct terminology, but the point still stands), so you can't cast Nexus of Fate.
Conversely, if the Example 2 involved Summons of Saruman, I'd say you can 100%. Since the wording of Fallaji Archaeologist is slightly different, I don't know for sure.

11
General Magic / Re: Doubt on "cards milled this way" effects
« on: March 10, 2024, 12:58:07 pm »
Example 1:
I believe you cannot cast Nexus of Fate, because you shuffle it back into your library and the library is a hidden zone.

Example 2:
I'd say yes, although I'm not 100% sure.
I know for sure that Grenzo, Dungeon Warden bypasses Rest in Peace, though. So I'd say this is the same.

12
Magic has always been ridiculous (eg a squirrel equipped with a sword defeating a zombie), but at least there was some manner of consistency in the flavor.
Yeah, all the cyborg aliens, transforming mech vehicles and all the LotR things are really ruining it for me. I want to go back to the days where we only had a few cyborg aliens and transforming mech vehicles, and only clones of LotR stuff.
I agree: WotC is being very lazy with the setting of their expansions, lately.
I mean, Phyrexia: All Will Be One is just the Invasion 2.0 (i.e. a self-rip-off, so to say), Crimson Vow is just a rip-off of the red wedding from Game of Thrones, Strixhaven is a rip-off of Harry Potter, Kaldheim is a carbon-copy of norse mythology, Ikoria is just Godzilla vs King Kong etc.
The last new setting that felt really original to me was Ixalan, 6 years ago (and even that was a clear reference to the age of conquistadores).
This said, MtG hasn't always been like this and, while a point can be made that any high-fantasy setting is basically a rip-off of the Lord of the Ring, I think it's still a kind of unfair statement.

13
It looks like a mix between Sword of the Animist and Smuggler's Copter, plus a third random ability.
Both cards are quite strong in EDH (although not remotely as omni-present as Arcane Signet) and the versatility is surely a plus.
Personally, I'd have preferred it to be 2 mana to cast and 1 to equip, instead of the other way around.
The way it is costed, it won't trigger before turn 3 (worse than any 2-mana rock or any 1-mana dork, then) and, even then, it will basically pays for its own equip cost.
Moreover, it grants no static buff so, unless you're choosing the +1/+1 ability (the worse of the bunch, I'd say), the equipped creature must be already worth attacking by itself.
A neat card, but nothing spectacular, I'd say. Although the story teaches us that Umezawa's Jitte's three abilities, while unassuming when picked individually, made for a ground-breaking card when merged together.
Time will tell...

14
Commander Discussion / Re: Removing Enchantments
« on: March 10, 2024, 12:17:42 am »
All I know is that there is a card that brings back all enchantments from your graveyard back to play (maybe even for all players? Not sure)

I played against an almost all enchantment deck and didn’t know such a card existed. Dude was a new coworker so when I had a chance to kill him, left him and another guy with 1 life (the 4th and I had plenty) instead of killing him to be nice. Dude had like 10-15 enchantments in his GY that got there over the course of the game. He plays the card, brings them all back.

He won the game I think (I lost before him at least).

After that, I still don’t want to add any just enchantment removal to my deck. It would have been me chipping away at random enchantments that all did next to nothing until he got lucky enough to have a ton all at once. So I am not afraid of those (I should have finished the guy when I could, lesson learned).

I do fear Rain of Gore specifically, but if I see that, and someone didn’t slot it in for my deck specifically, I would just treat it as an amazing challenge and see if I can possibly deal with it or win around it.

All the newer enchantment creatures would have made me think twice, but all the best ones are gods with indesctructable so now I need an enchantment exiler…
The card is Replenish.
Any Enchantress deck plays it, except for budget reasons (it's in the reserved list).
Moreover, it's only one card (don't know if WotC recerntly created a replacement) and you should run some amount of graveyard hate anyway.

15
Commander Discussion / Re: Removing Enchantments
« on: March 06, 2024, 09:53:44 pm »
You're right: I forgot Chaos Warp.
Other black removals you're citing are pretty narrow (I didn't know about them, but I honestly don't think they're relevant anyway).
Wild Magic Surge looks like a second Chaos Warp, but I'd say it's too dangerous (you'd swap enchantment for enchantment, not enchantment for random land or even nothing).
It's true that Pyroblast and Red Elemental Blast could hit blue enchantments, but I'd say that's beyond the point (technically, we could include Anarchy as well, then).

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