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Mensajes - Somewhitedude001

Páginas: [1]
1
"Strong" is definitely playgroup to playgroup. When in doubt, you can ask your friends what they think makes a deck "Good", and run fewer/none of those things.

To Rose's point, good cards make bad decks good, and generally good cards are expensive. In my fun decks I intentionally play worse versions of staples, either to keep the theme or to keep the deck slow enough so that I don't overstep the table's intended power level.

If I had to just take a few blind shots-

Yavimaya, Cradle of Growth
Perfect Mana makes any deck strong, and getting to completely ignore one of your 3 colors is very, very good.

Burgeoning: 70% of games it does nothing, 30% of games it'll spike you completely out of control to the win. Consider running Exploration instead if you absolutely feel the need to play extra lands, Kodama of The East Tree if you want the same effect but at a fairer amount of mana, or Court of Bounty if you want the slowest, most situational version

Deflecting Swat
Free spells will always feel oppressive. Try Wild Ricochet / Ricochet Trap if you really like the retarget effect, or just a regular counterspell if you really only want the interaction. Artistic Refusal is funny because you make tokens, Archmage's Charm has a lot of utility in its' options, and Cryptic Command is always a good standby

Heroic Intervention
It isn't specifically overpowered, but name-dropping it will get you some looks. Tamiyo's Safekeeping and Tyvar's Stand are the fairer single target versions, Eldrazi Monument is a funny replacement for indestructible that also buffs your Snarmy (Snake Army)

Prowling Serpopard
Being told "You can't do XYZ" is the easiest way, imo to make a deck seem oppressive. I'd consider replacing it altogether

Purphoros
He's just difficult to remove after he lands on the board. You can run stuff like Impact Tremors or Witty Roastmaster since it can actually be destroyed

Kozilek
It's mostly that you can shuffle without expending any resources, imo. I'd consider Commit//Memory or Elixir of Immortality so there's an actual opportunity cost

2
Commander Discussion / Re: Proliferate and Stun Counters
« en: Septiembre 21, 2023, 05:28:24 am »
It would 100% work like that, but I don't think creatures staying tapped is that strong, playgroup depending.
Generally, if I want to remove a creature it's for one of a few reasons-
1- I'm gonna die if it attacks
2- I can't attack effectively into it
3- It has a static ability I care about
4- It's being used to generate value

For 1 and 2, keeping them tapped forever would be good. For 3 and 4, not so much. Blood Artist still has its triggered ability while tapped, Drannith Magistrate still has his static ability, etc. Pillow fort cards like Ghostly Prison cover the first 2 just as well with fewer cards needed, and a good 'ol fashioned Damnation covers all 4.

If my deck cared about how many tapped creatures an opponent has, for effects like "Borrowing 100,000 Arrows, I'd consider running stun counter cards.

Edit: Missed a "0"

3
Commander Deck Reviews / Re: Liesa loves the Colony
« en: Agosto 08, 2023, 11:01:50 pm »
You might want to consider using Relentless Rats as your x33 creature, instead of Rat Colony. I know they cost an extra black pip, but they also gain toughness per rat. If you're worried about them dying from blockers, or if your playgroup runs a lot of damage or -x/-x based boardwipes (B. Act, Toxic Deluge, etc.) then Relentless will perform better.

4
Commander Deck Reviews / Re: Looking for EDH deck suggestions
« en: Julio 24, 2023, 08:15:28 pm »
In my opinion, you'd be best served picking a commander that only cares about one fundamental part of the game.

I think Xenagos Battlecruiser could be a good fit, it doesn't involve much of anything beyond attacking and can still pull off wins.
Ruric Thar arguably has an even narrower build path, but with less payoff. He still almost exclusively cares about "Turn big creature sideways".

5
I think, like most cards, it'll depend on your playgroup/LGS.

My group doesn't run a lot of thief effects. Historically we tend to focus whoever takes our stuff until they've lost, and that's caused our playgroup to avoid running cards like Roil Elemental, Bribery, Etali, etc. As such, I think I've only seen Homeward Path a few times.

Overall it enters untapped and still makes mana, so I don't think there's a strong argument against running it. I wouldn't compare it to Rogue's Passage, they have completely different use cases.

6
Commander Discussion / Re: Urza's Saga
« en: Junio 07, 2023, 05:37:22 am »
I like using it to get Skullclamp and comboing out of nowhere ;D

7
General Magic / Re: Helm of the Host / Copying rules question
« en: Mayo 24, 2023, 10:07:20 pm »
https://mtg.fandom.com/wiki/Copy

Specifically,
"Copying permanents

Effects that copy permanents either cause a card to enter the battlefield as a copy, change an existing object into a copy, or create a token copy. Only the "copiable values" of an object are copied - essentially the attributes that would be printed on a card directly - not subsequent modifications such as counters, attached permanents, or spell effects. "

Mondrak + Procession aren't independent, you'd make 4 tokens. 1 from the Helm, Mondrak makes that 2, then Procession makes that 4.

From the oracle text, "If you control two Anointed Processions, then the number of tokens created is four times the original number. If you control three, then the number of tokens created is eight times the original number, and so on. (2017-04-18)"

Bastion Protector isn't a factor, only one (or two, if you have partner commanders) card can be your commander at a time. The token copies aren't your commander, so they don't get +2/+2 and indestructible.

What you get is your Commander, OG Mondrak, is an 8/8 Legendary Phyrexian Horror Angel with Flying and Protection from Green. You then get 4 copies of Mondrak, that are 4/4 Phyrexian Horrors with Haste.

As for your next turn, you have six(6) doubling effects at that point. 1 from OG Mondrak, 4 from the Draklings, and 1 from Anointed Procession. You'd make 32 Mondrak 4/4 Phyrexian Horrors with Haste.

I'm not a judge, somebody else feel free to proofread and @ me if I missed something, haha. Hope this helps

8
Commander Discussion / Re: Countering Creature Spells
« en: Mayo 10, 2023, 10:15:02 pm »
With the foreword that this is anecdotal and every playgroup is different, I'm always finding that I both have the mana to cast and need a broader counterspell. Specifically against creatures, protecting my combo is all well and good but ending up in an untenable boardstate against value creatures makes you just as dead. I'm actually swapping out some of my counterspells in blue decks for regular interaction like Pognify & friends to handle the creature-heavy meta I'm in

9
Commander Discussion / Re: My new "favorite" mana rock
« en: Abril 24, 2023, 06:16:09 pm »
I like it in theory, but it comes down too late for my playgroup. On turn 4 I'm usually trying to build my board state, resolve a threat or hold up mana to stop someone else winning the game, spending 4 mana on a rock doesn't do any of those things.

That being said, I'd put it in any deck that proliferates (Modular, Superfriends), any deck that untaps permanents (Unwinding Clock, Seedborn Muse), any archetype that prefers to play the long game and any deck with a higher than average curve.

10
The best control commander I've played against is Rashmi, Eternities Crafter. She basically reads "Whenever you counterspell, draw your next counterspell", and since you're in Simic you can make a lot of mana very quickly.

11
Commander Discussion / Re: Chulane or Shanna?
« en: Marzo 16, 2023, 03:55:31 pm »
For what it's worth, I have a K&T deck where the land base is $6. I run the temples, Thriving lands, typed snow lands from Kaldheim, Command Tower, Exotic Orchard and some basics, everything entering tapped does slow the deck down a bit but getting to Growth Spiral for free on your end step really speeds it up

12
Commander Deck Reviews / Re: Baral's Compliant
« en: Noviembre 18, 2022, 02:31:14 pm »
"This deck is meant to control. Plain and simple." is the first line of your description, haha. Here's my only question- in your experience, does your deck actually win the game in a decent amount of time?

I've played against people who play control with no wincons on purpose, their "wincon" being other players quitting after 20+ turns 'cause they don't have any lands and can't resolve any spells. Those decks (and people) are unreasonable, and laughably unfun to play against. As long as your deck wins in a reasonable amount of turns, I wouldn't be that upset.

As for power? Honestly, if I'm comparing it to what I'd consider a "control" deck I'd call it mid-weak. You're running a bunch of weird, expensive interaction, a bunch of (CMC) expensive mana rocks, and a lot of non-control cards. It could be a lot worse, you could be running the pacts + force + fierce guardianship, negate, swan song, etc.

Páginas: [1]