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Mensagens - stuffnsuch

Páginas: [1] 2 3 ... 10
1
Commander Discussion / Re: How can you play the Gitrog monster?
« em: Fevereiro 09, 2024, 01:37:40 am »
Absolutely.  You can definitely play him as a value piece.  All you really need is a way to play lands from the graveyard or a bunch of draw and or mill paired with play an additional land effects (or both, both is always good), then just have a handful of great landfall/sacrifice/graveyard payoffs and go crazy.  There are really endless directions you can take this deck, many of which are still pretty powerful, even without the combos that Gitrog is best known for.  You could even probably play Gitrog voltron and have a decent time.

2
Commander Discussion / Re: Legal Unfinity Deck Question (EDH / Commander)
« em: Fevereiro 09, 2024, 01:30:31 am »
If you're going to run a Barbarian Class, Pixie Guide, Wyll, Blade of Frontiers, ways to tutor for them, ways to copy them, etc. then you should always pile up the highest number, since you'll be able to get everything every time, or at least most often.  If you're planning to just let it be random, I'd start by spreading things out, then maybe start pairing complimentary effects.

3
They are legal, as long as the people you play with don't mind.  This is, first and foremost, a game.  If everyone is having fun and enjoying themselves, you can play any card you want.  If you can figure out how to make a Pikachu or a Red Eyes Black Dragon work, and the people you play with don't mind, by all means play them.  I'd be down for the other thumb and the D&D Sword at my table, and so would most people I've played against.

4
Commander Discussion / Re: Your Go-To Lands
« em: Fevereiro 09, 2024, 01:18:26 am »
My go to land cycle is the basic land cycle first introduced in alpha.  I've played plenty of one and two color decks (and one Jund)  that work really well and don't need any non-basic lands.  I even carry 3 or 4 of each basic in my 5 color decks, which comes out to nearly half the mana base.  Obviously, there are better lands, but I've generally been happier to get a basic than a tapped dual at any point of the game.  I prefer to fix my mana through ramp, not through a overcomplicated mana base.  Yes, I run lots of non-basic lands, but, that's generally out of convenience, like "Hey, I've got this nice dual land that matches my new commander's color identity, I guess I'll throw it in."  You could probably manage even a WUBRG deck that ran only basics, if your ramp was on point.  Enough mana rocks and ways to grab the basics you want, and not too many cards that demand a very specific casting cost, and you'll be fine.

5
Zur is only linear if you feel a need to build and play it optimally.  I haven't played him, but I've played commanders that can tutor a couple times, and it is possible to self-impose variety, either by choosing to fetch different cards each time, or build a deck that doesn't have a clear path.  With Zur, you could put in a bunch of cards that only really work depending on your opponents, like token hosers and graveyard hate and color specific effects and such.  Then you could play some group hug stuff, so your opponents get lots of stuff going on for you to react to.  The early game could be group hug, and then you can scout out your opponents' decks and try to figure out the puzzle of how to shut down each strategy and take over the game.  It'll mean sometimes you draw completely dead cards, but it'll also mean that each game will feel like a new puzzle to figure out.  It may not be the winningest Zur deck, but it won't get boring very fast.

K'rrik can definitely be built as a goodstuff commander.  I'm not a big goodstuff fan, but, if I was building mono-black goodstuff, he'd be towards the top of my list of potential commanders.

6
Deck Reviews / Re: New player, help request
« em: Fevereiro 09, 2024, 12:52:45 am »
No worries.  I knew you didn't mean limited, because you have cards already.  Unless you're playing sealed, in which case getting help from someone else is kinda like cheating, since the game is as much about deck building as about playing the deck, you wouldn't have a list of cards to build from if you were playing limited.  That being said, I came up with something.  There are some cool combos and interactions, but the basic plan of the deck is to get a lot of little creatures early to chip in for damage, then sacrifice them for value later.  There's some evasion and a couple big finishers.  It's not perfect, but it's not a bad deck considering the limited card pool. I hope you enjoy it.

Deck: For cmbcmb123

(I'm assuming you have access to basic lands.  If you can't get ahold of a handful of Mountains and Swamps, you really aren't able to build a deck.  Most players can easily part with a handful of basic lands, though, so don't worry about needing to get those if you don't have them already.)

7
Deck Reviews / Re: [pioneer] Orzhov curses? - Opinons/feedback needed :)
« em: Fevereiro 08, 2024, 12:52:32 am »
Rather than ramp, a Starfield Mystic or two (or Starnheim Courser or Transcendent Envoy) might help speed up your game.  Obviously, Godless Shrine and Caves of Koilos would be great as would be Concealed Courtyard and Isolated Chapel for mana fixing.  You don't need all your lands to add White and Black, but it would be good to not just have basics.  Sram, Senior Edificer could provide some card draw, as you're hopefully casting a lot of curses.  You may want to up the control elements (more boardwipes and removal) while cutting back on creatures, but I know control isn't for everyone.  If you are wanting to go a little more aggro, an All that Glitters wouldn't hurt.

8
Deck Reviews / Re: New player, help request
« em: Fevereiro 08, 2024, 12:22:59 am »
If you want more helpful help, you may want to include a couple things:

  • What format are you playing? (60 card constructed and commander are the most likely answers for new players, but decks are drastically different between the two formats)
  • A link to a digital database of your cards.  Create the list you've already given right here on deckstats, so we can look at it all at once, filter it different ways, etc.  A pdf of all your cards makes it really difficult to figure out what you have, even for those of us that play a lot, we don't remember every card name, so don't make us look up each individual card for you.
  • What sort of way you like to play.  Do you like to create big creatures and smash your opponent?  Do you like tricky plays that keep your opponent guessing?  Do you like to just stall out your opponent so they can't win while you assemble your master plan?  Do you connect more with any of the 5 colors?  Are there creature types you like?  You don't have to know all those answers yet, but, I assure you, you'll have a much better time as a beginner if you get a deck that you like rather than a deck that wins games. 

That being said, welcome to Magic: The Gathering and to Deckstats.  Good luck as you begin your journey!

9
General Magic / Re: Rule question regarding Gandalf of secret fire
« em: Fevereiro 08, 2024, 12:06:40 am »
The important distinction here is between cards and spells.  Splice adds an effect to a SPELL.  Suspend exiles a CARD.  A spell is what we call cards when they are on the stack, and no other time.  If they're on the board, we call them permanents, and everywhere else, they're cards.  So, you added the effect to the spell, but Gandalf exiles the card, not the spell.  The spliced effect doesn't exist on the card.  The card still says the exact same thing it always has.

So, you cast spell A, reveal card B to splice on the effects of spell B.  Then you get both effects and suspend card A.  Over a few turns you remove some time counters, and cast spell A.  You could, at that point, splice the effects of spell B onto the newly cast spell A, but you'd still have to pay the appropriate costs, otherwise you just get spell A's effects.

10
Suspend is only as complicated as any other time you have multiple triggers that trigger on the same time.  The important thing to remember is that triggered abilities (like "at the beginning of your upkeep remove a time counter from this card") don't just happen automatically.  You decide what order they happen and can respond to them, and respond between triggers as well.  For your specific questions:

1. As long as you resolve the trigger to remove the last time counter from Complete the Circuit first, you'll then get a trigger to cast it.  Complete the Circuit gets cast before you've even resolved the trigger to remove the counter from the other spell, so, when you resolve that trigger, you'll get a trigger to cast that spell, and can cast it, which will put the delayed trigger from Complete the Circuit on the stack allowing you to copy it.  That whole interaction involves 5 separate triggers, so don't feel bad about being confused.  I'm a little confused myself.

2. You can't cast a spell without legal targets, so Insidious Will will remain exiled for the rest of the game.  I spent a while trying to puzzle over a way you could get another spell on the stack while the "you may cast Insidious Will without paying it's mana cost" trigger was on the stack, but they'll always resolve first.  You can't respond to a trigger going onto the stack before it hits the stack, so counterspells just don't work ever with suspend, as far as I can tell.

3. Technically, Snap can be taken advantage of with instants, of course, and with abilities, and with the few effects that cause mana to stop emptying from mana pools, and even with cards that care about tapping and untapping, but, yes, in the vast majority of cases, Snap's untap up to two lands clause is pretty useless off suspend.

11
General Magic / Re: The Worst Art
« em: Fevereiro 07, 2024, 06:50:07 pm »
Word of Command comes to mind, as one of the least interesting pieces of art.  Stasis is a great example of less than exceptional art, on a particularly unpleasant card as well, plus, I don't really get what the art is trying to convey, despite it's simplicity.  Coils of the Medusa was a winner for most childish art, until they released the secret lair where they literally just had kids draw the cards.  But the granddaddy of bad art is Invoke Prejudice.  It literally had to be banned because of how racist it was.  It's not great art from an artistic standpoint, and it's clear reference to the KKK, by a known supporter of white supremacy, makes it the very worst thing possible in MTG Art.

12
General Magic / Re: Question about land
« em: Fevereiro 07, 2024, 06:34:34 pm »
It looks like you're making a typical beginner mistake of confusing mana and lands.  This is extremely common, and is one of the problems I deal with several times a year teaching new players, so don't feel bad.  I found thinking about the story being told really helps most beginners understand:

  • Mana is a temporary form of power/energy/magic, however you want to think about it.
  • You can use mana to pay for magic spells, like summoning creatures or throwing a fireball at your opponent, but if you don't use it, it just goes away.
  • Mana typically comes from the land you connect with as a sorcerer.
  • Each turn, you can connect with a piece of land enough that you can then draw power from that land.  The more lands you connect with, the more powerful magic you can perform.
  • Once you've drawn on the power of a specific land and gained a mana from it, we tap it to show that it has been used for the turn, but you'll still be able to use it again next turn.
  • There are five types of lands that are most common and produce just the five basic forms of mana, White, Blue, Black, Red, and Green.
  • Some land, however, can provide you with more than one color of mana.  Mistvault Bridge connects a place with abundant water to a place of death and decay, so you can draw upon it once each turn to get blue mana or to get black mana.

Another thing that would be helpful would be to look at what a basic land actually does.  When I started learning Magic, an Island actually said "Tap: Add one blue mana to your mana pool." (It had the symbol for "tap" and "one blue mana", not the words, but you get the idea.)  That's what all basic lands actually mean, even now, but the game designers have tried to simplify it, which, unfortunately, can lead to confusion for beginners.

13
Commander Discussion / Re: Things you never thought you would get to say
« em: Fevereiro 07, 2024, 01:22:00 am »
The most awesome thing I got to say was, "I don't have enough dice for that, because there aren't enough dice."

For context, I had over 2000 copies of Adrix and Nev, Twincasters on the board and I'd just made a token.  When you double 1 2000+ times, you end up with more tokens than there are atoms in the universe, by many orders of magnitude.  All the pips on all the dice in all the world doesn't even come close.

14
Commander Discussion / Re: Need some ideas a commander deck.
« em: Fevereiro 07, 2024, 01:16:32 am »
My very first EDH deck was Kamahl, Fist of Krosa.  I believe this would be an ideal commander based on your deck restrictions and playstyle.  You ramo like crazy, use Kamahl's ability to pump your team, and swing in with a dozen 30/30 tramplers.  Highly recommended!

(Also, if your opponent boardwipes, you can always turn their lands to creatures to punish them)

EDIT: Looks like you'd already discovered Kamahl.  Still, highly recommend.  Hope you had fun.

15
Commander Discussion / Re: Banlist Justifications
« em: Fevereiro 07, 2024, 01:13:21 am »
I have a hard time believing that cost was actually a primary factor in any of the bannings.  My guess is that may be a factor to why that particular stax piece or land destruction or whatever was banned, maybe as an example of cards that aren't generally acceptable, but not that it was the reason that it was even considered in the first place.  I'm guessing that having an explanation is n overall good thing, but that the explanations need a little more context on what was happening at the time in the overall world of EDH.  I'm also totally in favor of the banlist being centered only on cards that don't function as intended in the format based on their design, like cards that expect 40 life to be rare or expect you to run 4 of almost every card you play.  I don't agree with about 70% of the cards being on the list, and think that any casual game doesn't really need a ban list.

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