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Messages - Mynus

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31
This was a my-bad. I forgot that the bounce dorks could bounce themselves. I thought you were relying on a two creature loop.

No worries. Yeah, if it was a two creature system, that would be really bad. This is already a meme idea, don't need to complicate it any further.

32
This is because all of your cost reducers only reduce colorless.

Besides Morophon, what other cards reduce costs by colored mana?
I am not aware of any.

33
With Morophon as the commander, the goal will be to wait till I have the pieces and play it naming the piece type I have. Morophon should never come out till I am set up, I don't need it to affect every creature, just the current one I have to get the ETB loop. I will also incorporate a few bounce/return to hand spells to make sure I can change the creature type with Morophon if necessary.

Again, my main question is asking about what to ETBs to cut and which to keep. 

34
Morophon - Free Creature Monument Bounce - EDH

Okay, so this is an extreme work in progress. Many cuts to make and a few additions. Obviously, there is no lamp/ramp/mana base yet; the other part that will be added is the interaction/protection unit. But I think you can see what I am going for here.

The basic idea is to use Morophon and other cost reducers to cast the bounce creatures for free, endlessly bouncing them, and creating infinite ETBs. The storms are there for good measure.

Obviously, I can't keep an ETB section that large. So I am mainly looking for suggestions on which ETBs to keep, and which to cut. Let me know what you think.

35
Off-Topic / Re: How's life?
« on: May 06, 2021, 09:10:00 pm »
Just living and enjoying life. Going to breweries every weekend, playing commander almost every Friday, only 2 weeks left of school then summer break (teacher life is the best life), saying goodbye to a great class of seniors, but they are going off to start the next stage of their lives, so again all good things.

We live in a crazy world and I don't want to be afraid to keep living it, so I have fully embraced a return to normal life.

36
Commander Discussion / Re: Command Zone's deck building template
« on: May 05, 2021, 06:56:59 pm »
I get the feeling there are a lot more decks/strategies that should ignore generic templates like these than there are decks/strategies that should fit within these templates.

I tend to agree with this. I think these templates are good starting places, and are especially good for newer players. I have only been playing for about a year and a half, and I keep these in mind as I build, but they are starting to affect me less and less.

I tend to focus my deck building on my commander, and most of my decisions deal with that. The questions now for me usually centers around - is this card in my deck because it is inherently good or does it actually have synergy with my commander/goal. I would prefer to have cards that are synergistic as opposed to just "good" cards.

37
My playgroup has about 8 people, but each week it is typically the same core 3-4 with others showing more sporadically. Our powerlevels since I have joined have all started to rise with players upgrading to compete, which causes others to upgrade, and so on and on. This is about the extent that it affects my deck building.

I build decks with budget in mind, I am usually aiming for the cards I purchase to be under $100 total. If it works and I like it, I do a few small upgrades to get it to a point that it has some consistency to it, after that I leave it alone and enjoy playing it. But I don't stay on a deck for too long, I end up brewing something new every couple months. I occasionally circle back to the decks I really enjoyed and invest a couple more cards into them. None of my decks will ever make it to cEDH power level (on purpose), but I never really feel underpowered in our games. I also heavily invest my deck building strategy with the commander, I want my deck to reflect the goal that my commander has set (which I think can be a hindrance to power level at times). At the end of the day, I would rather build an entirely new budget deck, then spend that money to upgrade any deck past a certain point. Building the deck is much of the enjoyment for me.


We have one player that builds higher level decks, but with politics and everyone else usually assuming he is the threat, the games are typically fair. Does he win on turn 4 occasionally, yes, but that means we get to go to the next game.

38
Commander Discussion / Re: What is your favourite win condition?
« on: April 26, 2021, 06:19:32 pm »
All the stuff y'all have mentioned is fun and cool and it all feels good when it works, but there is something satisfying about swinging in with a huge hit and being able to say, "That's 147 damage with trample."

39
Off-Topic / Re: American Education System contextualisation
« on: April 07, 2021, 09:12:30 pm »
Most private (which usually means religious in some way) have a uniform. Many of them require a a certain look, like khakis and a collar for boys and a skirt and oxford shirt for the ladies.

Some even go as far requiring clothes to be bought from a specific supplier.

I teach at a k-12 Private Christian school and we require our students to buy their uniforms from a specific supplier. We have what we call spirit dress every Friday, but even then we have requirements on the jeans they are allowed to wear and their shirts must be a school related shirt of some kind - like from athletics or extra-curricular activities.

41
Commander Discussion / Re: Rule 0 lurrus companion
« on: April 07, 2021, 07:06:04 pm »
I don't get it. That article says nothing that undermines the idea of disregarding color identity for one deck as a playgroup fits into rule zero. It mentions that rule zero doesn't mean there are no rules, but neither does this build idea. It's still 100 card singleton with a commander, 40 life, and multiplayer. Bending one rule with your playgroup doesn't mean you're no longer playing commander.

It mentions color identity as a foundational piece of commander; I agree with this. I believe there are some rules that can very easily be bent with Rule 0. However, IMO, color identity is more than just a bend.

As long as the group is having fun  who cares what rule 0 is? It's made to be broken in playgroups. So back to original topic..... using lurrus as a companion I need some advice on on who to companion with. Thrasios/x seems good for casting hydroid krasis a bunch for card advantage and power. But going just black/red/white (like with jari) allows me to to cast aristocrats style cards. Problem is I can't figure it out as am having trouble finding good 2 drops to fill spots depending on color. I have the good stuff (hexdrinker, valki, kroxa, krasis, dragon master outcast) but can't figure out too much creature base post that.

Like I said before, my thoughts have nothing to do with what the OPs actual group is doing, and they probably don't care about my ideas. I was just having a discussion on what I believe the intentions of Rule 0 are.

As for your actual question, for the two MV creatures, are you wanting them in the color identity of the commanders you end up going with? or just looking for solid two MV cards and then choosing a commander around that?

42
Commander Discussion / Re: Rule 0 lurrus companion
« on: April 07, 2021, 06:18:47 pm »
I would say rule zero is more about being willing to disregard the rules of the format for the sake of fun. Groups often use rule zero to modify the banlist and restrictions on commanders having to be creatures or designated planeswalkers, both core aspects of EDH. Sure, using rule zero to say you can make a commander deck with no commander, sixty cards with up to for copies of each, twenty life, and only standard legal cards might be pointless, but lesser deviations are essentially the spirit of rule zero.

I think there is a difference between modifying banlist or using a plainswalker as a commander and breaking deck-building rules. Using a plainswalker as a commander you would still be following color identity and other deck-building rules.

I see the original issue here more along the lines of me wanting to play Niv-Mizzet as my commander, but using Rule 0 to allow for me to use green ramp spells. Again, I would argue this is inherently different than the aspects you brought up about banlist and non-traditional commanders.

I still argue the spirit of the rule is intended to improve play experience for all to make sure everyone has an understanding of the expectations of the game they are about to commit time in playing.

I tend to agree with the points being made here:
https://articles.starcitygames.com/2020/05/17/rule-0-what-it-is-and-what-its-not/


Edit
I tried to find the Rule 0 information on the commander rules site for the actual wording, but either I don't know where to look or it's not actually there.

43
Commander Discussion / Re: Rule 0 lurrus companion
« on: April 07, 2021, 04:51:59 pm »
Akiri was up there in choice as it does give red and white for things like FoD and dragon master outcast. But with rule 0 break, I was considering more like thrasios/akiri. Something like that for color diversity.

I don't think Rule 0 is intended for breaking the rules of deck building. Commander is a format built around those, if you break those rules you are no longer playing Commander, which I guess is fine. In my mind, it would be like our group saying we are using Rule 0 to move from a singleton to doubleton format, it might be fun, but it is no longer Commander.

Rule 0, I believe, is intended to talk about game experience, like power level, or competitive nature, or mulligan rules, or using a silver border or banned commander, or discussions about levels of counter magic or interaction or combos, or the ideas of stax or land destruction, or proxy use, or even game length. Most of these things have nothing to do with the actual "rules" of the game.

I think there are things that Rule 0 is not intended for, like undermining the format rules. I don't think Rule 0 should be used to break the rules of the format, and for commander the format is almost entirely about deck-building rules.

I am not sure if this matters to what is going on here or that your group would even care, but that's my two cents.

44
Commander Discussion / Re: Rule 0 lurrus companion
« on: April 05, 2021, 05:40:27 pm »
Then allow me to clarify. We're using rule 0 to build decks we want: like with lurrus being able to be used without fully matching color identity as in standard and such. So my thoughts were to build something with lurrus as a companion with more colors, similar to lurrus jund from standard or even with 2 partners and lurrus .

So you are looking for commanders that at least contain black/white and may be a good fit with Lurrus? I will think about it, but finding commanders that are 2 cmc and under is gonna be tough.

Edit
Looks like the three legal options are already listed above. Personally, I would pick Killian, Ink Duelist

Double Edit
Forgot about Partners
For black you could go: Miara, Thorn of the Glade

Then your options with white are:
Livio, Oathsworn Sentinel
Keleth, Sunmane Familiar
Akiri, Line-Slinger

These at least give you a little more flexibility.

45
Commander Discussion / Re: Rule 0 lurrus companion
« on: April 04, 2021, 05:28:43 pm »
Anyone else confused here?


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