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Messages - stuffnsuch

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Commander Discussion / Re: Idea: A community created reprint set
« on: December 01, 2020, 10:58:34 pm »
Wizards can reprint cards from the reserved list, and actually has done so.  There are several cards that have been on the reserved list that are no longer there, and are now eligible for reprinting.  Who know's maybe the Reserved list will one day die out, but, when it does, I bet they still won't reprint the duals in anything but box toppers, collectors boosters, secret lairs, that sort of thing, and they'll be basically as hard to come by as they are now.

That being said, we could make the list much more easily by saying that any card that any mythic costing less than $15, and rare costing less than $5, any uncommon costing less than $2 and any common costing less than $1 aren't really in need of a reprint.  We also take out cards from the reserved list and anything still in standard.  That narrows it down to a much smaller card pool, then we could have a poll that picks the top desired cards for each rarity.

Commander Discussion / Re: Next tribe to get a commander
« on: December 01, 2020, 10:50:09 pm »

Commander Discussion / Re: Voltron: focus or spread?
« on: December 01, 2020, 10:47:53 pm »
I always try to get one person out, usually as a surprise out of nowhere when possible.  Once you've taken someone out, you're absolutely more of a target, though, so you have to be ready for retaliation.  Sometimes, I get someone where I could take them out (but they don't know it) and then I start working on getting the rest of the table in similar range.  Then, when i start taking people out, everyone's already close, and if someone threatens to win or ruin my plans, I can end them.  It depends on how well you can protect your commander, how easily you can recover from removal or a board wipe, if there are opponents that can win out of nowhere, how effective your evasion is, and more.  Play each game in the strategy that's right for that game.  If you don't appear a threat or an easy target, let your opponents whittle away at each other while you set up a surprise win.  If you have to win fast before you're facing an impenetrable wall of blockers, take out the biggest threat as quickly as possible.  Be aggressive, that's what Voltron's all about, but don't just attack for attacks sake.  Think through each turn and several turns ahead.  Be smart, read the board, and don't be too impulsive, even if that's your commanders "thing".

I saw this was more math than I wanted to deal with, so i made this.  Thought I'd share!

Commander Discussion / Re: Which commander deck would you like me to build?
« on: December 01, 2020, 09:53:38 pm »
I don't get everyone liking Ezuri.  Seems like a weaker version of Kamahl, Fist of Krosa to me, and still probably very powerful, since Kamahl is seriously OP.  I don't really enjoy going for a straightforward and consistently powerful approach, but if that's you, Ezuri might be right for you.

It really depends on what sort of deckbuilding and play experience you're after, but I can't recommend highly enough looking for weird and strange options that no one see's coming.  If you are going with Ezuri, there's not much in the way of options besides Elf Tribal.  If you go with Borborygmos, you can go Voltron, Stompy, Tokens, +1/+1 counters, some combination of those, or probably several other strategies I'd not thought of.

I'd recommend Palladia-Mors, the Ruiner, and see if you can make it into a one hit kill before it looses Hexproof.  There are several ways to do that, Auras, Anthems, Pump spells, Damage Doublers, etc. so be creative, and make it your own.  Good luck.

You've got 3 cards listed as "Win" all of which are cards that literally say "you win" on them.  They all, however have very different objectives and directions to take the deck.  Is your goal to win with one of those cards?  Is your goal to win through some other means?  The easiest way for me to trim down a deck and fine tune it is to start with how I want the game to end, then focus on what I can do to get there.  I'd not run Simic Ascendancy unless you're planning to really go all in with those +1/+1 counters.  I'd not run Helix Pinnacle unless you're really hoping to generate a lot of mana (more than just having a dozen lands on the field), and I'd not run Jace, Weilder of Mysteries unless you have ways to draw your entire deck in a single turn.  Whatever your win conditions are (and you should have a few options) they should all expect you to play a certain way to get to the end result.  With Tatyova, you've got at least two main lines of play, dig through your deck for a combo, or generate value off of landfall triggers to outpace and overwhelm your opponents.  Decide which of these you're going for (or come up with another), and focus on reaching that goal.
Rather than worry so much about which cards are good and which are bad, start thinking about which cards more you towards your primary win condition and which don't.  Does a card really add to what you need to happen to win, or does it just do something cool (maybe even powerful), but not relevant to your strategy?  If it's the latter, you may want to consider cutting it.  There are exceptions, but that's not a bad rule of thumb to follow.  Decide how you want to win, and cut cards that don't really help with your game plan.

Commander Discussion / Equilibrium Alternatives
« on: September 29, 2020, 11:04:30 pm »
I'm building a deck that's hoping to cast and recast a bunch of free creatures.  I just need some ways to bounce them back to my hand for 1 mana or less.  They'll have haste and the ability to tap for mana and they'll generally be changelings, so there's some flexibility there as well.  So far, Equilibrium is a sure thing, as are Cloudstone Curio and Tidespout Tyrant.  I'm considering adding Spectral Shepherd, Kogla, the Titan Ape, Walker of Secret Ways, or Temur Sabertooth as they both bounce for 2, but I can't currently go infinite with them.  I feel like I'm missing something that bounces creatures of a certain creature type for 1 mana or for tapping a single creature.  Wirewood Symbiote is almost helpful, but has that once a turn restriction and can't bounce itself.  Are there any other good repeatable bounce cards out there that I'm missing?

Commander Discussion / Accidental Combos
« on: September 24, 2020, 11:29:59 pm »
My Teysa deck, like most aristocrats decks, has a lot of synergy.  So much so, that I find that every once in a while I find a completely unexpected infinite combo.  The most convoluted of which happened just a couple weeks ago.  I had out Pitiless Plunderer, Twilight Drover, Teysa Karlov, Fallen Angel, and Phyrexian Plaguelord.  I had a +1/+1 on the twilight Drover already, so I paid the 3, removed the token and got 2 spirits, which I then sacced to the Plaguelord to start widdling down my opponents creatures.  The spirits dying gives me 4 treasures and 4 more counters on the Drover (thanks to Teysa), which is enough to do it again.  After clearing the board with the Plaguelord, I started booting my Fallen Angel until both her and the twilight Drover were large enough to take out one opponent each.  The crazy thing was, I could produce infinite mana, creatures, removal, and power, but ultimately could only take out 2 opponents that turn.  What a weird combo.

Has anyone else discovered a bizarre, convoluted, or simply unexpected combo as they were playing?

Commander Discussion / Re: One-shot mana bursts? Are they useful?
« on: September 24, 2020, 11:04:14 pm »
I really only like to run them in decks that have a use for them in the late game as well as an early source of ramp.  If I never need more than 5 mana on a turn, getting to 5 and then drawing a ritual is basically a dead draw.  I'd just as soon draw another land at that point.  However, if I'm interested in playing lots of instants and sorceries, recurring spells, or if I just have a lot of high cost finishers, it's a great draw early or late game.  I run a bunch of ritual effects in my Dragonstorm deck and in a deck that runs a few Tendrils of Agony (where they can provide turn 1 lethal with the right draw), but they aren't common in any of my EDH stuff.  I run a Dark Ritual in my Teysa deck, a Mana Geyser in a few of my red decks, and that's about it.  Mana Geyser had such a high ceiling that it's definitely worth it if you're in red and have anything in your deck that might appreciate 10, 20, or even 30 mana.
2 more thoughts, a ritual usually costs you more than 1 card.  You'll almost always play something off it, giving you one spell for 2 cards.  That can thin out your hand really quick if you're doing it too often and eventually you'll be top decking and falling back behind again.  Also, ritual and the like are more impactful in a short game than a long game.  You may love to get your commander out a turn early, but that doesn't matter that much in a 10+ turn game.  In a 3-5 turn game, though, it can be hugely significant. 

Commander Deck Reviews / Re: Skirk Fire Marshal Secret Commander
« on: September 24, 2020, 10:28:49 pm »
Okay, I put in Brash Taunter.  I figure, worst case, he's another goblin on the field, and best case, he's holding back opponents while I set up the combo, picking off mana dorks, or redistributing big damage to whatever I want.

Commander Discussion / Re: Community deck building- Niambi, Esteemed Speaker
« on: September 13, 2020, 01:36:31 am »
Now who's going to build it and give us some game play videos so we can see how well it works?

Commander Discussion / Re: Tribal Tribal
« on: September 13, 2020, 12:33:10 am »
So, I found a really interesting interaction.  I included just about every tribal cost reducer (such as the Scourge Warchief cycle and the Morningtide Banneret cycle) and with Morophon reducing colored mana costs, my Changelings all become free spells.  With a Cloudstone Curio, Tidespout Tyrant, or Equilibrium in play, I can usually get unlimited ETBs, so whether I'm drawing my library with Wirewood Savage, destroying the board with Reaper King, or just dealing damage to the face with Dragon Tempest, once I get going, it's pretty close to game over.  A bit of ramp to drop Morophon early and some haste enablers and Cryptolith Rite effects, and this has become a really exciting deck.  It went a completely different direction than I expected (who knew I'd end up focusing on an infinite combo as my wincon in a tribal deck?) but I think that's what makes brewing so fun.  I found an interaction I never would have expected and now I've got a really cool deck.

Here's what I've got so far (the mana base is crazy expensive, but I can't really afford the deck anyways as it stands, so why not dream big?):

Tribal Tribal

Commander Discussion / Re: Messing with a mana base- cool or foul?
« on: September 12, 2020, 01:55:09 am »
It's generally not cool, but every once in a while, there's some land hate that sparks interest and is worth including.  I once had to preak up an infinite combo and did so by storming off with Temporal Fissure.  I bounced all the lands back to the players hand, giving us a couple turns of relief.  He still won, because he eventually got two lands down again which was enough to go off, but bouncing the lands was by far the most interesting thing that happened that game.  It was temporary (if he'd had to draw into more lands, we'd have really stopped him), it was targeting a present threat, and it was using a card that's not strictly for land hate.  I think in that situation it's absolutely okay.  Most of the time, however, not the target isn't able to recover really ever, and that's just not cool.

General Magic / Re: Favorite Build Arounds
« on: September 12, 2020, 12:26:35 am »

Totally brewed a Dragonstorm Deck and a Epic deck (finally a perfect place for a set of Paradox Haze).  Lots of fun.

General Magic / Re: Favorite Build Arounds
« on: September 11, 2020, 05:57:39 pm »
Any particular format you're looking for?

60 Card Constructed or Commander

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