Showing posts with label mtg. Show all posts
Showing posts with label mtg. Show all posts

Sunday, January 15, 2017

Multiplayer Cube

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.

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

Utter End

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

Golden WishHedron Alignment

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.


Torsten Von Ursus

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

Thursday, June 27, 2013

Top 10 Dragon's Maze Cards for Commander, Part 2

5. Sire of Insanity
Sire of Insanity
Sire of Insanity will steal your lunch money and then use it to buy pornography and sneak the pornography in your locker and tip off the principal so you will get suspended and your mom will take away your Playstation. He is a jerk with the Midas touch and he does not fuck around. There is not waiting until he dies or until your next upkeep. No, he makes everyone lose their hand immediately while leaving his beefy body around to bully all the utility creatures on the board. Sire really punishes slower decks and if you are able to accelerate him out early could be quite devastation at bringing the game to a standstill while everyone is in top deck mode. Granted if people are playing graveyard recursion you might end up helping them more than hurting them, but you can always play graveyard recursion yourself or be packing a fair amount of graveyard hate. He is powerful and in the right situation can net you a huge amount of card advantage, but expect for your opponents to be unhappy if you play with him.

4. Master of Cruelties
Master of Cruelties
If Sire of Insanity is the school's worst bully, then Master of Cruelties is the kid that he is afraid of. Master of Cruelities is that kid that is lighting matches in the hallway and always talking about how he loves the smell of fire. He has never shared in his life, not even in Kindergarten, he has no concern for the well-being or feelings of others and his sole motivation in life is causing destruction. You have no doubts in your mind that he will end up in prison before the age of 18. Voracious Cobra is already quite a potent card in EDH at scaring away opposing attackers or getting in for damage  and this is a powerful upgrade for only one mana more. Except for a small subset of creatures like other first strikers or indestructible creatures, Master of Cruelties will be able to kill anything in combat and survive, yet it is essential for your opponents to throw their creatures away and block because they will often be taking 20+ damage from one hit from this guy. Being at 1 in a multiplayer game is one of the worst strategic positions you can be in since it makes you so vulnerable and forces you to play defensively to keep yourself alive. And lord have mercy if you equip a whispersilk cloak to him. Despite being a jerk of the highest magnitude and putting a huge target on your head, Master of Cruelties is insanely powerful and probably worth the risk.

3. Teysa, Envoy of Ghosts
Teysa, Envoy of Ghosts
Full disclosure: I have built a Teysa deck that was inspired by my Zuberica deck and although it a bit of a good stuff deck and still needs some work, I'm already quite happy with its power level and fun factor. Although since seven mana is a steep price to pay for a general, Teysa might be better as an inclusion in your 99 cards than as your commander, but I think she still has a lot of potential as a general. Also, despite having the built in protection from creatures which is an awesome ability to have on a commander, it is unfortunate to have Teysa killed by a wrath or spot removal right after you play her and then have to get up to 9 mana to recast her in colors that don't have much ramp. However, if Teysa does stick around she is amazing at stabilizing your board and discouraging people from attacking you. She can already block about any ground creature and live but also kills any creatures that do get through to you. Who will want to attack into Teysa and lose all their creatures unless they can kill you that turn? Meanwhile since your defenses are built up you can still be attacking with unblocked Teysa each turn and she wears equipment quite well. It is a rare card that can play defense so well, while also being a solid contributor on offense.

2. Pontiff of Blight
Pontiff of Blight
Extort is quite powerful in multiplayer and this is most powerful extort card from multiplayer that Wizards printed. Given a decent number of creatures on the board, this makes every spell you play have an exsanguinate kicker. All this damage and lifegain will add up quickly and allow you to play defense with all of your creatures while draining everyone out turn after turn. This guy might seem unassuming, but, in most cases, is one of those creatures you have to kill right after it hits the board if you don't want that player to run away with the game.

1. Debt to the Deathless
Debt to the Deathless
Exsanuinate 2.0. Yes, please. Sure it is much slower and more mana intensive, but once you hit seven mana this is simply better for the price than exsanuinate and the upside just gets better and better from there. From the fact that it plays so well with extort and that it simultaneously helps you kill your opponents while gaining you so much life, I expect this card to see a lot of play as a finisher in grindy, long-game decks.

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

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

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

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, 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

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
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?