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Magic: The Gathering- Cards flippin and floppin all over
Posts
A mono-white deck packing Amrageddon.
It's tough to fog/holy day twice with only 1 mana available.
But apparently it's not interactive enough to be enjoyable to play with/against (which I'm fine with, I mostly built it for the sake of trying something new), so I think nearly winning with it will have to suffice as a proof of concept, and deconstruct it in favour of a nomad mythmaker/eldrazi conscription deck.
Now, to buy some Eldrazi Conscriptions.
RE: 20 lands...
Take the current iteration of RUG from standard - a deck that uses jace tms, preordain and oracle of mul daya as well as explores and it runs 27. Missing ANY land drop when you absolutely need to reach 6 lands (or more, since you might want 8 in play for a double mana leak) is CRITICAL. Do not underestimate the necessity of extra lands.
Mmmmm....toasty.
I'm not, I just haven't found it to be that much more beneficial to have that land in there. I'd much prefer to have my scalding tarns replaced by misty rainforests, but otherwise I haven't run into issue with this setup.
If someone Mindslavers a player, can another player (or that mindslaved player himself) then mindslaver the same player again to regain control of the turn?
Example: Steve uses Mindslaver on Jimmy. After it resolves, Johnny uses mindslaver on Jimmy. Does Johnny now have control of Jimmy's next turn?
Example 2: Steve uses Mindslaver on Jimmy. Jimmy lets it resolve, then before the end of Steve's turn uses mindslaver on himself. Does he then have control of his own turn back?
I know in example 2 it would break it, but legendary rule still exists.
Well, in this case it was because I had It That Betrays out. Opponent mindslaved one of the generals, and since mindslaver has to be sacrificed I got control of it immediately.
edit: I don't think it's changed, but the rules I'm semi-quoting was pre-M10 and I currently can't seem to find it in the rules.
edit2: Found it, rule 711.1a.
For real fun, psychic possession with plagiarism in multiples and place bets on whose head explodes first!
Your personal experience is not a useful thing to make a judgement on when dealing with a random event. The math is. The math says 20 lands is not enough. If you have to preordain/ponder to find a land that's one less mana you have to counter a spell with. Oracle of muldaya is not even all that useful in a deck with 20 land. Do what you want, but it's not correct and makes the deck objectively weaker.
I think the argument being given was the definition of "Player's next turn." Mindslaver says take control of player's next turn. If Jim takes control of John's next turn, my opponent argued that John's next turn was now Jim's next turn, and that if I mindslavered, I would gain control of his NEXT turn, or next next turn.
Yeah, well, Magic has its own vocabulary that is separate from English. Understandably, this confuses some people.
One issue in reading up on this is that I now know many different ways people cheat at this game >.<
Technically you control the player, not the turn. Think of it as an Act of Treason effect that targets players instead.
Gaming Unplugged columnist and video game reviewer at Snackbar Games
Pack 2. Open a Hoard Smelter Dragon. Slam it without even thinking. Get passed a Myr Battlesphere.
Yesssssss
I proceed to draft R/G fatties and finish with this deck.
1 Hoard Smelter Dragon
1 Myr Battlesphere
1 Alpha Tyrannax
2 Acid Web Spider
1 Wall of Tanglecord
2 Iron Myr
1 Leaden Myr
1 Gold Myr
1 Carapace Forger
1 Sylvok Replica
1 Turn to Slag
1 Arc Trail
1 Arrest
2 Horizon Spellbomb
1 Panic Spellbomb
1 Contagion Clasp
1 Trigon of Corruption
1 Sylvok Lifestaff
3 cards I cannot remember
17 lands
I 3-0 the draft without dropping a game. Beating R/W Metalcraft, B/G Infect, and G/W Trainwreck. One of the games I showed my opponent my hand on turn 5 (land, Acid Web, Tyrannax, Battlesphere) and he just scooped.
DINOSAURS.
Who the hell passes a Myr Battlesphere?
People who open foil wurmcoil engines?
Gamertag: Cunning Hekate // League of Legends: FeroxPA
So, infect dudes pass it.
Having 60 singles to toy with in terms of deck space is kind of refreshing after spending so many years working with basically 7-9 playsets and a smattering of 1-3 of's based on available cards and necessity within the deck.
EDH is a ton of fun, I played a 3 hour game on saturday, lots of time twist/reversal/etc etc. I'm building a jhoira one now, this will be deck number 6 for me.
Always remember the cardinal rule of multiplayer EDH - Don't Be a Dick.
EDH was created to be a fun group game where big stompies and giant sorceries rule the game. Degenerate combos and excessive countermagic are agains the "spirit" of EDH.
Mind you, there are extremely competitive EDH groups out there who are as cutthroat as the most vicious Standard win-a-box tournment. So learn what kind of group you're playing with, and mould your 100-card creation to fit in.
Don't be that guy who runs 5-colour EDH exclusively so he can run all the tutors and wishes and either set off hive mind + pact of (insert name here) or hive mind + shaharazad. Folks just won't play with you after that.
Mmmmm....toasty.
Oh I know, we all just are all dicks to each other. I just play casually, the jhoira deck is for fun anyways.
Currently running:
Horde of notions (5 color elemental)
Rafiq (esper control)
Skithiryx (1v1 poison)
Mayael (naya giant creatures)
Rhys, the redeemed (token generation)
I tend to alternate in which deck I play, unless it's a 1v1 game, then i'm just a dick with skittles, if I feel like it
I meant it as more of a reply to Forar, who is just getting into the awesomeness of EDH. Didn't have any quibbles with what you had said...sorry for the forum quoting faux pas.
Mmmmm....toasty.
Planeswalkers (1):
1 x Venser (want 2)
(want to add 3 belerens in here too somewhere)
Creatures (7):
2 x Sun Titan
3 x Sea Gate Oracle
2 x Sphinx of Magosi (probably gunna swap for Sphinx of Jwar Isle)
Spells (26):
3 x Duress
3 x Doom Blade
2 x Sign in Blood
4 x Preordain
4 x Cancel
4 x Mana Leak
3 x Day of Judgment
3 x Journey To Nowhere
Land (26):
4 x Sejiri Refuge
4 x Jwar Isle Refuge
2 x Glacial Fortress
2 x Drowned Catacomb
2 x Halimar Depths
2 x Tectonic Edge
3 x Plains
3 x Swamp
4 x Island
any thoughts to make it better? (don't say Jace 2.0 I can't afford that)
Abuse Sun Titan to bring back Beleren, Sea Gate Oracle
Bounce Halimar Depths to order my draws
Swap Journey to Nowhere around..
I thought those justified him, what do you think
Also, you HAVE to use 4 Marsh Flats and 4 of the UB SoM land if you're going to be using any amount of Duresses above 0. Duress is a frequent whiff past turn 2, and is most assuredly best turn 1.
In fact, I'm not sure why you're playing black in there at all.
Again, this is for FNM, Just figured I'd try my hand at building my own deck with a little bit of netdeck flavour.
Once she gets going you're constantly playing a game of Magic instead of sitting on your thumbs waiting for your turn to come around.
Anyone want a list?
Oh, I'm not out to build the most broken things I can, that's for sure. The Sliver deck is mostly just an extension of an old 60 card Sliver deck I had built with the 4 ofs (Crystaline, Muscle, Sinew, etc) stripped down to 1 and a pile of extra Slivers I had laying around thrown in. It's something I'm finding refreshing about EDH deck building; instead of "MUST HAVE 24 LAND AND 9 PLAYSETS!" (with some variance), it's "MUST HAVE 40 LANDS AND THEN A WHOLE PILE OF AWESOME SHIT JUST GO CRAZY!"
Uril morphed out of a long standing appreciation for Auras, the fact I had one around, and the murdering of a Green/White Enchantress deck for the bare bones of it.
Last night I pulled together a white Angel deck (not purely tribal, I just don't have enough angel singles to pull that off, leader is Akroma) and a black Zombie deck (much easier to build, leader is Balthor the Defiled). Tonight I'm hoping to build a Blue/Black control/discard deck (Oona for leader), a Red/Green/Black Dragon one (not sure), and maybe start glancing at a Blue/Green (edit: Blue/White/Green perhaps, there's only 2 U/G leaders?), Blue/Black/White and perhaps a black/green infect/persist/wither.
Basically, EDH has become an extension of my love of taking a colour combo or mechanic and just throwing it together, but with space for a lot more cards.
When the dust and sleeve shuffling settle, I figure I'll go from 20 decks built to 9 EDH and 5 'regular' decks built, which will conveniently fit into the same 4 fatpack boxes I've been using to carry the 20 around.
Now I'm just struggling to figure out where the last deck cut is going to be. I really like all 6 as regular decks, but need to axe one more for sleeves. Perhaps White/Black Clerics; I've managed to pull off the 'infinite life' combo once, it's past its proof of concept stage.
There is absolutely nothing wrong with counters, land destruction, graveyard hate, and artifact/enchantment removal. MORE MORE MORE people need to be running these in everydeck if you want to hate instant win combo off the table. I always have a counter in my hand to stop that stud mind over matter, palinchron, insurrection, etc.
I hate combo in EDH, hate it. It's boring. Thing I enjoy least in magic is watching someone else 'go off'. Easy to setup infinite combos are against the spirit of EDH. Not countermagic. Using countermagic to protect your combo sucks though. Absolutely nothing wrong with Mana Draining someone's Obliterate.
Note I did say "excessive" countermagic. If your deck is nothing but a counterbalance deck with multiple ways to counter multiple spells a turn, that's excessive. Saving that Desertion, Mana Drain, or Stifle for somebody's board-affecting mega spell, that's ok. Countering every spell you can is excessive for EDH.
Mmmmm....toasty.
You know what's annoying and unfun? Mind Twist into losing your whole fucking hand.
Makes for a very slow game after that.
Mmmmm....toasty.
Every deck should play strip mine, every deck should play artifact, enchantment, and graveyard hate, every black deck should play bojuka bog. Relic of Progenitus should make the cut in just about every deck unless blowing up your own GY would hose you as well.
Otherwise I try to win through conventional means.
What is your guys' opinions of the 3 Eldrazi Titans in EDH (Emrakul, Kozilek, Emrakul).
I am personally of the opinion that they shouldn't be allowed in EDH, because even 1 annihilator trigger suddenly makes the game unfun.
Mmmmm....toasty.
I do see Serra Ascendant pop up now and then. Nothing like having a Baneslayer Angel on turn 1. Then slamming down Felidar Sovereign for the win. Okay, that last one never happened. Now that is a dickish card.
But I'm going to be tweaking the shit out of these decks. Axing fifteen 60 card decks has opened up a LOT of cards for EDH builds. It's surprisingly easy to convince oneself that you're not so much 'losing' a deck as you are 'gaining' a new card in 3-4 different EDH decks. I'm wavering on axing the last 5 'regular' sized decks under the assumption that my group probably won't be playing much but EDH for a while now, and those last few do contain some really sweet cards. On the flip side, one of them hasn't even been played yet, and I'd like to at least give it a run or two before breaking it down again. Hell, 8 of the cards are still in transit from Ebay.