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Messages - Rust71898

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Commander Discussion / Re: Do we still use Counterspell?
« on: October 20, 2021, 08:11:49 pm »
So, taking the question at face: Yes, we still do use counterspell. As we all know in commander groups, there's someone who will play a card no matter how odd or bad it is.

In my own opinion: This question can't be answered in anything nearing an absolute, as our entire format is based on group dynamics and personal enjoyment over hard rulings and power levels.

In my own opinion, after I smack the academic and philosopher out of my thought process: Yes, I love Counterspell. It's UU to counter any spell. There's few better counter spells when looking at it in the void and none of them are anywhere near as cheap as this card.

Is it objectively worse then: Mana Drain, Force of Will, Force of Negation, Fierce Guardianship .....? Yes, no question. That being said the vast majority of players are not willing to spend the money for them or are willing to spike their play group by using them. Thus, this card fills that need. If you're in a really fast meta for your playgroup then cards like: Spell Pierce, Miscast, and Mana leak better? Yes, no question. However most commander decks are not that low to the ground that it only takes 1 or 2 early spells getting countered to end their game. Most players, if they have some experience anyway, won't tap out for something in M1 unless they don't care if it gets countered or they can't do anything about it anyway. Are there counterspells that do more for you like: Dissipate, Summary Dismissal, Rewind, Desertion ....? Yes, no question. However, those spells generally have a CMC of more than 2, making it a bit awkward to hold the mana for unless you have a Vedalken Orrery effect.

The repetition in that text wasn't for its own sake. The big reason why most people still use counterspell is because it falls in just the right place for most needs. It's not expensive or spikey. It's not too fast or too slow. It isn't too narrow. It doesn't give anything to your opponents. If you want a counterspell for a deck, but don't know which one your deck needs; you can always put in a Counterspell and swap it out later. Although it's a hair unfortunate that it's UU, but if that's the biggest complaint I have; I'm happy to play it!

Commander Discussion / Re: How do you start building your decks?
« on: October 20, 2021, 07:42:49 pm »
Personally; I never build around a specific commander or card. The primary reason is that it makes a deck "brittle". If you're in a play group that isn't playing 4 player solitaire, there tends to be wraths and removal flying around. Being forced into looking for 1-3 cards, then being forced to recur those cards after they get destroyed can get tiresome. This can get further compounded when you add protection for these cards and you have to find those as well.

I find decks that are constructed so robustly that you can use the commander as a threat or trump card to be much more fun. This form of construction also helps to keep the deck feeling fresh after your first 100 games or so; as you are not looking at the same card over and over again. It also helps you to become a better player, as your deck is flexible enough to offer multiple paths to play around obstacles that your opponents will throw at you.

To directly answer the question you posed: When I first started playing commander I would build around a combo or commander, but now I pick an archetype and build a deck around that. Before I really understood the nuance of commander games/ construction; it was much easier to pick a card I liked and brew around that. Now that I have been playing for commander for ~5 years, I don't really enjoy the narrow minded thought process of: does this card support the card(s) I'm building around?

[de] Deck-Bewertungen / Re: [EDH / Commander] Zur the Enchanter budget
« on: February 11, 2020, 05:05:24 pm »
I think the only time you should play a stacks deck in a casual group is if all the members express an interest in higher level play. Otherwise you should never play a stacks deck at a casual place.

My first surprise encounter with stacks was a month into my commander lifespan, with a The Gitrog Monster land destruction list. It was jarring going from my bad Oona, Queen of the Fae mill deck versus a deck throwing out cards like Death Cloud and Static Orb. Needless to say staring at cardboard for consistently 2 hour games while I was locked was not fun.

I can understand the want to explore this type of deck in commander as it's a very powerful one, but when you stop others from playing the game it can make a lot of feels bad moments. Luckily there's usually people that, after you express an interest in higher level play, they will also want to start playing stronger decks. However, therein lies another problem proliferation in the group. If you and another start powering up, you may end up with a play group that you all no longer find fun. All in all just have a healthy conversation with your playgroup before you invest in this deck.

[de] Deck-Bewertungen / Re: [EDH / Commander] Zur the Enchanter budget
« on: February 10, 2020, 06:18:22 pm »
Hello Mc.V,
So one quick bit of housekeeping: what you are calling combo's are referred to as stacks locks in the commander community. When you say combo in commander it usually means a set of cards that wins you the game immediately. As opposed to stacks locks which stops your opponents from playing the game. Stacks games can go on for hours if they managed to stop your win con before you locked them. If you ever intend to play this deck with other people, please be up front with them on what the deck does. Stacks games are not fun for people that aren't prepared to deal with them.

With that out of the way here's a few card swaps I would do:
1) Silence ---> Render Silent
2) Steel of the Godhead ---> Unquestioned Authority
3) Hanna, Ships Navigator ---> Mistveil Plains or Hall of Heliod's Generosity

Your list has a few awkward cards, that you can definitely play but may nonbo from time to time.
1) Monastery Siege and Spirit of the Labyrinth. On their own their fine, but with both you draw and discard as opposed to draw 2 discard 1. Given you have multiple locks that stop your opponents from playing, I'd suggest cutting Spirit.
2) Island Sanctuary does work in stopping ground attacks, but if an opponent slams a hasty Drakuseth, Maw of the Flames your in trouble. If you want another Zur target I'd look at Propaganda.
3) Lightning Grieves is a bit awkward because you are trying to get 2 to 3 aura's on Zur. This card is fantastic if your not on a Zur damage win con. You may want to look into Mask of Avacyn instead.
4)  Desolation, Mana breach, and Overburden are all very dangerous cards to have out if Zur dies and you cant re cast him. Look instead at Back to Basics and Mana Maze for mana based disruption. If your play group isn't very removal inclined, you can keep these in.

One last general note: This deck should have about 2 more rocks and 8-10 more pieces of card draw, because if someone powers out a turn 2 Nevermore or Phyrexian Revoker naming Zur your deck needs to function without him. Right now your card "draw" is Zur fetches and tutors, meaning you gain very little card advantage off of Monastery Siege and Brainstorm.

Deck Comments / Re: Ayli, Vegas for Eternity - Comments
« on: January 10, 2018, 06:25:48 pm »
Ana Disciple is illegal in this deck.

Deck Comments / Re: Talrand Mono Blue Control Budget - Comments
« on: October 27, 2017, 04:35:43 am »
Sadly Clout of the Dominus and Bringer of the Blue Dawn are illegal in your deck, but their awesome cards. Also you should consider running Snow Islands if you use Extraplanar Lens so no other people with islands can't get any value off of it.

Deck Comments / Re: Kumano Commander - Comments
« on: August 20, 2017, 03:00:14 am »
You should consider playing Snow Mountains so no one else playing red can benefit off of extraplanar lens.

Deck Comments / Re: Damia - Comments
« on: March 22, 2017, 10:57:09 pm »
Sweet list, but sadly Prophet of Kruphix is banned in edh. Damia is such an awesome card :)

Deck Comments / Re: Simic Evolution - Comments
« on: June 26, 2016, 09:00:18 pm »
Sure I'd love to see your build sometime! I thought about adding Experiment One to the list, but liked the value of Simic Charm over it as it gives a little more flexibility to answer a situation where you would need a regenerating creature by buffing in combat, hexproof to counter removal, and bounce for whatever. I see the value of theoretically infinite regenerates on Experiment One, so i could see it as a very strong sideboard card in many matchups. I hadn't thought of Avatar of the Resolute that sounds like a really great card for any Simic Evolution list. Usually mana isn't a problem as Gyre Sage generates ridiculous amounts of mana and even if i don't find one the combination of CMC 3 or lower (except for sky swallower/prime speaker) and Simic Growth Chambers keeps the deck fairly solid on mana.

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