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Treasure Cruisin' Amulet's End
Magic Market Index for April 19, 2019
  • posted a message on I am working on a Belmont family themed deck for edh and need commander suggetion.
    The real question is "barbarian vampire hunter", who fits that? I actually can't think of anyone. (Even Homelands doesn't help, and it was all about taking creatures from various traditional fantasy settings and putting them together.)

    Your deck will definitely need Inquisitor's Flail though, just for being an obvious nod to the Belmont family's preferred weapon. (It started as a Castlevania reference anyway, just a flail is a better weapon than a whip.)
    Posted in: Commander (EDH)
  • posted a message on Random Card of the Day: Breaking // Entering
    Reanimation effects shouldn't target in the same Standard as Deathrite Shaman anyway.

    A bit steep at 8 mana for the whole card, and if you don't want the whole card, why not Grave Upheaval? I could see myself using it in Nekusar, since Breaking alone would at least be useful with an active Bloodchief Ascension.
    Posted in: Commander (EDH)
  • posted a message on What does the ideal meta look like to y'all?
    Quote from DirkGently »
    Quote from benjameenbear »
    Combo decks [...] generally raises the playskill of everyone involved; if you miss a single opportunity, it could cost you the game.
    I don't think I can let that one slide. I'd say playing cEDH drastically reduces the number of interactions to worry about because the pool of played cards is so much fewer, as are the number of decks and archetypes. It also drastically reduces the number of important decisions in a game because it's so much shorter. Granted, those decisions are much more likely to be life and death than any of the myriad mostly-irrelevant decisions made in a normal commander game, but I think being able to identify the critical junctures in a normal commander game from among all the unimportant ones - and to make the right choice in those decisions - can be a lot harder than making the right decisions in a fast combo game, because in the fast combo game it's mostly the same kinds of decisions every game. Whereas in the normal commander game, the kinds of decisions can be enormously diverse and require more critical thinking and less rote memorization.

    Not that the play skill of most normal commander players is high - it is not. And the skill of cEDH players tends to be higher, partly because you have to be fairly invested and familiar with the game to buy in at that level. But there's way, way more room to perfect your gameplay in a normal game of commander than a cEDH one, at least imo.

    Yeah, you could just as easily say Stax raises the skill level because you never know what "fun" little rules I have in store for you.

    A diverse meta is what I think raises the skill level more than anything.
    Posted in: Commander (EDH)
  • posted a message on Random Card of the Day: Breaking // Entering
    This card always irked me. This was an era when green was experimenting with removal beyond red but only against flying and black but only against flying and even white but only against flying, which produced white removal in green, Orzhov or Golgari removal in green, and the color pie is violated more than the rules of debate now. Fight was the actually good green removal, albeit sometimes in red. The rule was that red could have any two creatures fight, while green would require one of them be yours.

    So of course this one requires a ridiculous transform condition (even more ridiculous with flashback), and you still need red mana to fight. But if you fail to get all that, you can still use red but only against flying removal.
    Posted in: Commander (EDH)
  • posted a message on Random Deck Discussion: OCPunisher - Yeva Flash [5/15]
    Are you using Joraga Treespeaker as a better Fyndhorn Elder or do you seriously think your eight elves (well, seven, since Selvala, Heart of the Wilds has a better ability) can benefit?
    Posted in: Commander (EDH)
  • posted a message on Random Card of the Day: Breaking // Entering
    I honestly like this one. But I place a premium on dig, draw, and tutor effects in this format. Dig effects have the added benefit in that, unlike tutor effects, they don't have some variant of Aven Mindcensor, Ob Nixilis, Unshackled, or Stranglehold for tutors; Spirit of the Labyrinth, Alms Collector, or Underworld Dreams for draw.
    Posted in: Commander (EDH)
  • posted a message on Random Card of the Day: Breaking // Entering
    Quote from 3drinks »

    It's like a super Fact or Fiction that also casts the card(s) for free. What's not to like? Makes for a fine haymaker.

    It does, but FOF is cheaper, and fills your 'yard if that matters.

    I have to give it 8/10. Good, not stellar, its biggest problem is its insane mana cost.
    Posted in: Commander (EDH)
  • posted a message on What does the ideal meta look like to y'all?
    I would probably say more toward control, but only slightly. Mostly because if you weaken control too much (and the temptation is great), combo takes over.

    I would like to see more aggro and midrange than currently exists, though.
    Posted in: Commander (EDH)
  • posted a message on Random Card of the Day: Breaking // Entering
    Quote from GloriousGoose »
    It's a phoenix owl. Clearly, the best Magic card ever printed by a significant margin.

    So, a Kryptonian phoenix? (And yes, I know, the god Nightwing isn't an owl.)

    I like this one. I do. It fits into any Aristocrats deck because you can sacrifice it twice per turn. And while the token is 0/1, so only the second half benefits Kresh the Bloodbraided or Warstorm Surge, that can be fixed with anthems.
    Posted in: Commander (EDH)
  • posted a message on Random Card of the Day: Breaking // Entering
    Quote from Dunharrow »
    I find it so interesting how this is played so much more than Regrowth. EWit is easier to tutor, easier to recur, easier to abuse.... but do all decks seek to tutor, recur or abuse EWit in ways that Regrowth would not work?


    I think the prevalence of EWit gives some indication of how strong creatures are in commander vs spells.

    She's an easy default Conjurer's Closet or Sun Titan target. Panharmonicon exists. She has synergy with a lot of the same enters/attacks/dies triggers we all love. (So, Purphoros, God of the Forge, Aura Shards, Warstorm Surge, Blood Artist...)

    Regrowth has, what, Mirari? And it's kind of cute with storm, but nothing EWit can't do herself for G more.

    It helps a lot that EWit is green. Green doesn't really tutor instants and sorceries, and while it can recur them, it actually recurs artifacts and planeswalkers more (in the form of recurring any permanent), to give you an idea how frequently it recurs instants and sorceries.

    Beyond that, I play a lot of token decks, so if my combo hasn't come up, she can attack.

    Most often, though, I run both.

    Still wondering how they got away with this "metal bra growing out of her body" look not just here but on a few other female creatures (mostly humans) on Mirrodin.
    Posted in: Commander (EDH)
  • posted a message on best land ramp cards
    With Crucible of Worlds and a fetchland, you never miss a land drop again.

    Sun Titan works the same way, even better, but it costs twice as much.
    Posted in: Commander (EDH)
  • posted a message on Random Card of the Day: Breaking // Entering
    Quote from tstorm823 »
    I don't know if a blindfold really encapsulates "farsight", but it's certainly a good expression of "the opposite of Curiosity."

    Read the flavor text of Cyclopean Mummy and get back to me.

    It somewhat reminds me of Reparations, only it's damage instead of targeting. The fact that it's damage and not life loss can hurt it, though. Infect won't care since you'll be dead (or will soon be proliferated to death) anyway, so there's no benefit to making it damage. X-cost wincons also won't care. But making it life loss opens you up to Aristocrats, and Bloodchief Ascension combo (if it's close to active already). In addition, besides infect, Purphoros, God of the Forge combo, token swarm (since, besides the fact that you can now deck yourself, once some anthems show up, the same situation as infect shows up), and a lot of other things will just not care.
    Posted in: Commander (EDH)
  • posted a message on I think "this spell can't be countered" should become a more common ability
    Quote from Rezzahan »
    A quick gatherer search reveals, that there are about 50 of those cards in Modern alone, more than half of them nonblue. A large portion of that is green. And many of those cards have seen extensive Standard tournament play in their days. So it's not like that ability is lacking cards.

    Canonically, it's supposed to be more green and red because those colors hate blue. I call that "subtle hosing", in that it hoses a core game mechanic (such as counterspells) associated with one particular color (blue).
    Posted in: Magic General
  • posted a message on Orzhov spot removal choices
    Quote from Crypt Rat »
    That said, I feel like I still like it better than Despark when I remember that equipment, combo pieces, and sac outlets all dodge it. Given that I'm going to be running Swords to Plowshares and Anguished Unmaking regardless, I think I'm more willing to run Disenchant variant / Seal of Cleansing than spot removal that costs 4, but it does really come down to what else the deck has going on.

    My biggest issue with Utter End versus Despark is 4 versus 2 mana, and CMC 4 or greater. If I'm in a competitive environment, 4 mana might be too much just for spot removal that doesn't exile, doesn't offer card advantage, and doesn't hit a lot of targets (lands, a lot of cheap utility creatures and combo pieces). At the same time, I'm almost certain to see permanents with CMC 4 or greater even in competitive environments just because Titans exist, Gearhulks exist, Primordials exist, Felidar Sovereign exists, Steel Hellkite exists, a lot of removal or card draw with a body creatures exist. Beyond that, it does get rid of Cathars' Crusade, which is a combo piece for a few things.

    I like Vindicate, but keep in mind, I'm not dumb enough to only play sorcery-speed removal. It's there, but I'm not relying on it to kill combo pieces or things like Coat of Arms and Beastmaster Ascension which kill you the turn they drop.
    Posted in: Commander (EDH)
  • posted a message on Random Card of the Day: Breaking // Entering
    Quote from Kryptnyt »
    Quote from MRdown2urth »
    Oh, I like those elves. I was sick of humans-with-pointy-ears. Goblins can look wildly different among planes, but elves always have that base with few changes. Lorwyn block ones had horns, I guess. I like these alien ones as a change of pace.

    There are no elves on Theros and no satyrs on Lorwyn but they sure do seem to be remarkably similar, don't they?

    More so than the satyrs on Mercadia. What? Did you expect a "changelings are satyrs" joke?

    Anyway, I see this more as helping you have mana left over, or cast CMC=7+ things. Though of course, it's entirely possible likely you'll miss the next land drop as well. Its biggest issue is, cost reduction works best in decks like Stax and Stompy because you're in the shadow of a Winter Orb, but CMC=6+ tends to not be used in those types of decks.
    Posted in: Commander (EDH)
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