So, I have been reading a lot about cube recently because I want to update the multiplayer cube. There aren't a lot of resources about multiplayer cubes on the internet, but I am going to apply a lot of lessons from articles about regular cubes and from observations of what makes a good draft format based on sets that Wizards points out. One of the biggest changes that I think will make it more fun and strategic to play is to change the variability in power level so that it isn't just all the best cards in multiplayer magic. This would lead to more flexibility in what cards could be good enough to be played in the cube allowing for more interesting cards and more synergies.
Additionally, I am looking to move more towards making the cube have flexible themes that you can build your deck around. Like in regular draft sets, I want these to have some overlap so some cards are good in multiple themes or good enough on their own, so there won't be many cards that only fit in one archetype. So, based on all this, my question for you guys is what mechanics or keywords do you think are the most fun to play with in the multiplayer magic and might warrant being an archetype in the cube?
I'd also be interested in hearing any other ideas you might have about how to go about reworking the cube.
Showing posts with label mtg. Show all posts
Showing posts with label mtg. Show all posts
Sunday, January 15, 2017
Wednesday, May 18, 2016
Bachelor Party Format
Let's brainstorm some a new format for us to try out for my bachelor party so we can start deckbuilding. I was thinking of a format where we commander decks where you have to build them using only cards from three sets from different blocks and planes. This would mean that you couldn't just do all three sets from mirridon plane sets and build an affinity deck, but instead would require more creativity.
If you all are down for this format, here are some questions I have about setting up the rules.
1. Should we allow the commander to be from any set, not just your three? Or should we allow any rare creature from your sets to be played as the commander?
2. Should we choose all three sets at random? Allow each person to choose all three sets? Or some combination of the two? Having only sets chosen at random means that someone could get unlucky and get like homelands, mercadian masques, and ice age. Maybe we should require one set be chosen at random from large sets that are more modern.
3. I am thinking each person should have three different sets with no overlap just to make a wider variety. Should we allow for any shared sets?
4. Is three the right number of sets or should it be more? I was thinking three would be good to make the decks less powerful and require us to play with more cards we wouldn't usually think to play with.
5. Should commander/planechase/conspiracy/modern masters sets be fair game?
Tuesday, April 5, 2016
The Utter End Conundrum
Although I love being able to play wraths and get much more card advantage, spot removal is important in commander. It is more often instant speed and allows you to deal with threats once they are attacking you or right before they gain hexproof or indestructible. It lets the treats stay on the board and attack other people until just the right moment (usually after Ruhan has attacked Justin 4 times in a row). My go to spot removal spells are typically STP, Pongify, and Go For The Throat, since I really value making maximum use of my mana and I hate keeping a bunch of mana open and then not using it. However, I am wondering now if it is better to play more flexible answers that allow you to remove many kinds of permanents at one time. Sometimes the most critical permanent you need to remove is not a creature and you might be better off with an utter end, mortify or puetrify instead of the creature only removal, even if they cost a little more. What do you guys think? Is it better to have lower costs or more flexibility? Is this meta-game dependent? How many fireballs do you think I can fit into my mouth at one time?
Saturday, February 20, 2016
House Rules Question
How do the wishes work in our house rules? If I am playing a deck with 4 Hedron Alignment, should I be allowed to search up another Hedron Alignment from outside the deck with Golden Wish? California Pedophile Skateboarding enthusiasts want to know.
Friday, October 2, 2015
Revenge of the Losers EDH Deck
Inspired by Justin's recent foray into shitty Legends commanders, I have decide to build a Torsten Von Ursus EDH Deck.
So, since this guy is probably one of the worst commanders of all time in terms of power level, I was at first not sure what to do. Then I started thinking about what I love about this art. This guy is carrying a comedically large shield, wearing a checkerboard-kilt, has crazy giant wings on his helmet, gardening knee pads, and a child molester mustache. What the hell is going on with this guy? He looks like a toddler that dressed himself for the first time. How does he not get laughed off the battlefield by all the angry, mean goblins? Well, all of brought me to the simple fact that I should build a loser-themed EDH deck. So the context of this deck is that it should feature only art that has people or creatures that were made fun of when they went to (Tolarian) High School. They might be awkwardly dressed, creepy, nonathletic, nerdy, way too obsessed with one hobby, off their meds, mocked for being gay, way too much of a spaz to have any friends, or so in to playing their musical instrument that they practice on Friday nights, whatever, as long as they have reason that the preps and the jocks would mock them.
One of the beautiful things about making this deck so far is that I am coming up with an elaborate and often humorous backstory for many of the people/creatures in the art about what their time in high school was like. For example Vigilant Sentry took his job as hall monitor way too seriously and always sucked up to the assistant principal. Lord Magnus spent way too much time walking alone in the woods and smoking pot until one day he got lost and never returned home. Thelonite Druid took his senior pictures in full medieval gear while pretending he could talk to trees.
I have started looking for a number of good cards for this deck and it seems like older sets are a gold mine, since a lot of the art was goofier or worse back then and way fewer of the creatures just look like badasses. The cards I have so far are below, but I need your help. I am having trouble finding a lot more to fill out the rest of the deck and could use any ideas or suggestions you guys have. All the cards don't necessarily have to be creatures, but they should feature some kind of loser character in the art somehow (like Archery Training where the guy clearly took archery as his elective so he could avoid all the jocks pulling down his shorts in weight training). Hit me up with any suggestions you have. Also, I am considering making a jocks deck next, but I'm not sure what commander that deck should have, so let me know if you have any suggestions for that.
Here is a deckbox link to see the pictures (although some would be from an older set than what is pictured):
https://deckbox.org/sets/1218223?v=v
Here is the decklist so far:
Torsten Von Ursus
Beloved Chaplain
Archery Training
Martyr's Cause
Ardent Militia
Squire
Pyknite
Juniper Order Druid
Thelonite Druid
Titania's Chosen
Volunteer Reserves
Deranged Outcast
Shieldmage Advocate
Border Patrol
Revered Elder
Tonic Peddler
Devoted Hero
Deepwood Drummer
Nightshade Peddler
Vigilant Sentry
Charm Peddler
Crossbow Infantry
Devout Harpist
Tragic Poet
Cartographer
Abbey Matron
Daughter of Autumn
Samnite Alchemist
Serra Inquisitors
Lord Magnus
Ivory Guardians
Scavenger Folk
So, since this guy is probably one of the worst commanders of all time in terms of power level, I was at first not sure what to do. Then I started thinking about what I love about this art. This guy is carrying a comedically large shield, wearing a checkerboard-kilt, has crazy giant wings on his helmet, gardening knee pads, and a child molester mustache. What the hell is going on with this guy? He looks like a toddler that dressed himself for the first time. How does he not get laughed off the battlefield by all the angry, mean goblins? Well, all of brought me to the simple fact that I should build a loser-themed EDH deck. So the context of this deck is that it should feature only art that has people or creatures that were made fun of when they went to (Tolarian) High School. They might be awkwardly dressed, creepy, nonathletic, nerdy, way too obsessed with one hobby, off their meds, mocked for being gay, way too much of a spaz to have any friends, or so in to playing their musical instrument that they practice on Friday nights, whatever, as long as they have reason that the preps and the jocks would mock them.
One of the beautiful things about making this deck so far is that I am coming up with an elaborate and often humorous backstory for many of the people/creatures in the art about what their time in high school was like. For example Vigilant Sentry took his job as hall monitor way too seriously and always sucked up to the assistant principal. Lord Magnus spent way too much time walking alone in the woods and smoking pot until one day he got lost and never returned home. Thelonite Druid took his senior pictures in full medieval gear while pretending he could talk to trees.
I have started looking for a number of good cards for this deck and it seems like older sets are a gold mine, since a lot of the art was goofier or worse back then and way fewer of the creatures just look like badasses. The cards I have so far are below, but I need your help. I am having trouble finding a lot more to fill out the rest of the deck and could use any ideas or suggestions you guys have. All the cards don't necessarily have to be creatures, but they should feature some kind of loser character in the art somehow (like Archery Training where the guy clearly took archery as his elective so he could avoid all the jocks pulling down his shorts in weight training). Hit me up with any suggestions you have. Also, I am considering making a jocks deck next, but I'm not sure what commander that deck should have, so let me know if you have any suggestions for that.
Here is a deckbox link to see the pictures (although some would be from an older set than what is pictured):
https://deckbox.org/sets/1218223?v=v
Here is the decklist so far:
Torsten Von Ursus
Beloved Chaplain
Archery Training
Martyr's Cause
Ardent Militia
Squire
Pyknite
Juniper Order Druid
Thelonite Druid
Titania's Chosen
Volunteer Reserves
Deranged Outcast
Shieldmage Advocate
Border Patrol
Revered Elder
Tonic Peddler
Devoted Hero
Deepwood Drummer
Nightshade Peddler
Vigilant Sentry
Charm Peddler
Crossbow Infantry
Devout Harpist
Tragic Poet
Cartographer
Abbey Matron
Daughter of Autumn
Samnite Alchemist
Serra Inquisitors
Lord Magnus
Ivory Guardians
Scavenger Folk
Tuesday, October 14, 2014
Monday, August 4, 2014
Thursday, June 27, 2013
Top 10 Dragon's Maze Cards for Commander, Part 2
5. Sire of Insanity
4. Master of Cruelties
3. Teysa, Envoy of Ghosts
2. Pontiff of Blight
1. Debt to the Deathless
Honorable Mentions:
Trostani's Summoner
Savageborn Hydra
Obzedat's Aid
Ready/Willing
Wear/Tear
Monday, June 24, 2013
Top 10 Dragon's Maze Cards for Commander
Now new and improved with (hopefully) 100% fewer silly mistakes, my top ten commander list is back with Dragon's Maze to make your day 110% more exciting.
10. Zhur-Taa Ancient
While he does come with his risks, Zhur-Taa Ancient is a sizeable body for only 5 mana. Seven power is nothing to sneeze at, allowing him to command some decent board presence. However, the real reason this old guy with the huge neck makes it on the list is his mana doubling ability. At first glance, doubling everyone's mana at the table might seem like it is putting you at a massive disadvantage since all of your opponents get access to double the mana before you do. Yet, they will not necessarily be using all of that mana to go after you, especially if there is someone more powerful at the table and in the right position it can be an excellent way to boost certain players at the table to accelerate their board presence or pull off a massive fireball to catch up with a player who is running away with the game. Also, since he is only 5 mana, later in the game, you could easily be able to play him and some other meaningful spells within the same turn. In fact, if you build your deck correctly, you should be able to take advantage of his effect better than anyone else at the table because you are playing mana ramp and/or awesome X spells like genesis wave. His biggest downside that stops him from being higher on the list is the Hunted Wumpus effect (where someone just drops a nekrataal to kill it when his enter the battlefield ability triggers) since one of your opponents could play some huge creature and then have mana left over to throw a STP at the ancient.
9. Ruric Thar, the Unbowed
At number 9, Gruul slams in there with another explosively game-changing, if awkward beater in Ruric Thar. Ruric has a potent combination of abilities with vigilance, reach and most importantly dealing 6 damage to a player whenever they cast a noncreature spell. The last ability will vary greatly in power; it will completely hose some decks and do almost nothing against creature heavy decks. It's hard to believe that any player who will be messed up by this card will not want to kill it as soon as possible taking six damage in the process to avoid much more later. However, it is a great way to give an aggressive deck more reach, since it punishes your enemies for clearing the board or countering your kill spells to stay alive and they are in real trouble if they are at 6 or less life. Yet, despite its aggressive pedigree, it still serves as an excellent blocker, killing or trading with all but the most massive fliers in commander. His biggest downside is the fact that he has to attack every turn. Sure, the vigilance helps mitigate some of this downside, but the truth is that sometimes the board will be so clogged where anyone he attacks will kill him and that is just terrible to lose an impressive creature for no reason. I guess Wizards wanted to emphasize the recklessness of Gruul this time around with these two.
8. Progenitor Mimic
Like all clone effects, Progenitor Mimic takes a big hit in commander from the new legendary rules changes. Not being able to take out any commander despite hexproof or other shenanigans, makes clones much less flexible. However, repeatedly copying the best nonlegendary creature (even if it has hexproof on the board is an ability that can carry the game away post haste. Imagine the mimic copying Terrastodon or Simic Sky Swallower every turn. The mimics biggest downside is it needs time to start working. If somebody wraths or if you are under a lot of pressure, it is not the best creature to be playing, but in games where you can get him to stick around for multiple turns in a row gaining you massive board presence or card advantage in the process, there are few better creatures.
7. Melek, Izzet Paragon
Melek is a fun, build-around general unlike any of the other Izzet generals in that he isn't overpowered and annoying like Jhoira of the Ghitu, screaming for infinite combos like Niv-Mizzet, the Firemind or absurdly underpowered like Tibor and Lumia. Playing with all the most powerful instants and sorceries and finally having a general that supports those cool instant/sorcery cards like Sphinx-Bone Wand seems like a blast and a deck that would play differently that your average commander deck. Melek is one of those rare cards that feels like he hits a home run for both Timmy and Johnny and I'd expect to see a lot of him at kitchen tables for years to come.
6. Tajic, Blade of the Legion
From the piddliest of 0/1 to overcosted 3/3s, any creature that has indestructability has to be on your radar for commander playability. Darksteel Gargoyle is a French vanilla creature that costs 3 more mana than he would without indestructability but he is still a servicable addition to commander decks. So when I saw a legendary indestructable rare with an explosive ability in the same vein as Konda but much cheaper, I wet pants a little bit. Sure if you are unable to get batallion to trigger he is little better than the likes of Darksteel Gargoyle (although any general that is hard to kill deserves consideration in voltron strategies), but unblocked his batallion ability makes him a three turn clock. Cramming your deck full of the best voltron equipment, holy mantle effects and evasive utility creatures and beaters to trigger batallion (hello Soltari Guerillas) will make a fun aggressive deck. Sure, you have to jump through a few hoops to make him as effective as possible, but having built in protection makes your strategy much more resilient to much of the removal played in commander.
Check back soon for the top 5.
Sunday, November 13, 2011
The Zombie Horde
Here is my first draft of the zombie horde that I have put together in physical form for you evaluation.
2 Noxious Ghoul
1 Army of the Damned
1 Endless Ranks of the Dead
1 Unbreathing Horde
2 Dross Crocodile
1 Twilight's Call
1 Undead Warchief
1 Skulking Knight
2 Severed Legion
1 Death Baron
4 Cackling Fiend
1 Carrion Wurm
3 Maggot Carrier
1 Fleshbag Marauder
2 Vengeful Dead
2 Soulless One
2 Delirium Skeins
2 Infectious Horror
2 Nested Ghoul
1 Yixlid Jailer
1 Forsaken Wastes
2 Syphon Flesh
2 Bad Moon
1 Plague Wind
1 Call to the Grave
5 Zombie Giant Tokens
2 Noxious Ghoul
1 Army of the Damned
1 Endless Ranks of the Dead
1 Unbreathing Horde
2 Dross Crocodile
1 Twilight's Call
1 Undead Warchief
1 Skulking Knight
2 Severed Legion
1 Death Baron
4 Cackling Fiend
1 Carrion Wurm
3 Maggot Carrier
1 Fleshbag Marauder
2 Vengeful Dead
2 Soulless One
2 Delirium Skeins
2 Infectious Horror
2 Nested Ghoul
1 Yixlid Jailer
1 Forsaken Wastes
2 Syphon Flesh
2 Bad Moon
1 Plague Wind
1 Call to the Grave
5 Zombie Giant Tokens
55 Zombie token card
Sunday, April 19, 2009
Yeeass, I Have Treassahold
Lands
6x Mountain
4x Forest
2x Plains
4x Jungle Shrine
4x Terramorphic Expanse
1x Riftstone Portal
2x Nantuko Monastery
Creatures
4x Fledgling Dragon
4x Wild Mongrel
4x Anger
4x Mystic Enforcer
4x Werebear
4x Golgari Grave-Troll
4x Llanowar Mentor
1x Gigapede
Other
4x Song of Blood
3x Grizzly Fate
Comments? Suggestions? Custard Pies?
6x Mountain
4x Forest
2x Plains
4x Jungle Shrine
4x Terramorphic Expanse
1x Riftstone Portal
2x Nantuko Monastery
Creatures
4x Fledgling Dragon
4x Wild Mongrel
4x Anger
4x Mystic Enforcer
4x Werebear
4x Golgari Grave-Troll
4x Llanowar Mentor
1x Gigapede
Other
4x Song of Blood
3x Grizzly Fate
Comments? Suggestions? Custard Pies?
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