▲ 82 r/EDH

Reasons for not auto-include Ghostly Prison etc.?

Hey together,

Tell me, what are you reasoning why [[ghostly prison]] and [[propaganda]] in bracket 2 or 3 isn't an auto include for you? It is 3 mana and does nothing for your game plan, I get that. But in the first 6 turns, nobody has the extra mana to attack you. So other players need to block with a creature and it could die, so the 3 mana invest is already paid off. And even in the late game it protects you efficiently against go wide strategies.

Perhaps the only downside is with a educated table to draw aggro. Even aggro decks feel confident in their pillow fort if they dont need to let blockers untapped.

In my really controversial hot takes by a noob post, I said it's on one level with rhystic study or smoothering thite. I dont play often against rhystic study, so it was a provocative exaggeration. But both have in common, that you need work together as a table against the card

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u/schmuo — 3 days ago

Deutschland/Europa Schnäppchenjagd?

Hallo Leute,

Gibts in Deutschland irgendwelche Läden, in denen ihr manchmal Schnäppchen findet? Alte Bundels, Booster oder Precons? In den amerikanischen Subs sehe ich manchmal wie jemand z.b. zu Marvel Spiderman irgendwelche günstigen Angebote schickt.

Ich glaube in Deutschland habe ich nur bei Müller außerhalb der LGS Magic Artikel gesehen.

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u/schmuo — 4 days ago

Surge to Victory and Full Throttle infinite combo?

I dont know, maybe I am too stupid to use the spellbook combo finder, but with the both cards there isn't a combo.

if you cast [[surge to victory]] and exile [[full throttle]], which is a sorcery, you can cast full throttle in your pre combat main and get two more combat phases. But after that phases, there isn't a main phase, where you can cast a sorcery. Is this the reason why it's not a infinite?

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u/schmuo — 4 days ago
▲ 20 r/EDH

Combat Tricks? Commander/Deck/Precon?

Hey, started with commander last year and at the same time MTG Arena. I have no paper 1vs1 deck and at arena I only play the color challenge decks, but I really enjoy playing them.

One thing i recognized is the absence from "combat tricks" in commander decks, i guess they are not worth it? Like some instants that gives Stats after declaring blocker or indestructible. Also i really liked the sneak ability from tmnt. Every attack and blocking step it feels like chess :) but in commander, most of the time, you attack and block without risk and you dont cast "battle instants".

So my question is, is there a commander with good combat tricks, where attack and block declarings are more important and interesting? Bonus points if it's a precon, because at the moment I am not allowed to build my own decks in my playgroup ;)

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u/schmuo — 16 days ago

Does [[Nature's revolt]] makes my deck bracket 4 because of MLD?

Hey,

I thought about including [[Nature's revolt]] or [[natural affinity]] in my [[rendmaw, the creaking nest]] deck to produce more triggers with playing lands.

But I have [[culling ritual]] and [[Massacre wurm]] in my deck as finishers. So technicallyI have MLD, but i would just use it as finisher for more burn triggers.

But even without my own Board Wipes, with the board wipes of the opponents they hit all lands because of my enchantment (Nature's revolt).

I know, I know, brackets are no laws. But this should be a conversation in rule0 or not?

Furthermore, when do you include Nature's revolt (or similar cards) in your deck? Is your own trigger of a commander and the possibility for a bigger finisher enough to include it? Which decks really profit from such cards?

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u/schmuo — 1 month ago

Does [[Nature's revolt]] makes [[rendmaw, creaking nest]] trigger for a land drop?

[[Nature's revolt]] or [[natural affinity]]

[[Rendmaw, creaking nest]]

Main question in title.

Is Nature's revolt a static ability or Replacement effect? Does it matter?

What about [[mycosynth lattice]]? Would it make every creature and Land to trigger Rendmaw? With [[echoes of eternity]] would rendmaw trigger twice since it's now colorless?

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u/schmuo — 1 month ago

Everybody knows the "one or more" trigger on cards. So is there any rule of thumb for the ruling on different cases?

Could you say all "one or more" that happens between two SBA checks count as one trigger?

So here are some cases:

A) one ore more ... die

A1)Pretty clear at the end of combat every creature that dies count as one.

A2)death by first strike and death by regular combat counts as two triggers?

B) one ore more leave the graveyard

B1) exile whole gy is also pretty clear only one trigger

B2) what about [[Queen Kayla bin-Kroog]] it reads like different actions to bring back a card from the gy.

C) i read something about card draw, that you always draw one card after the other, so would it be there always multiple trigger?

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u/schmuo — 2 months ago

Hey guys, quick question. If I play [[fury of the horde]] in the first main phase, after the first main phase, the additio al combat phase follows. Then there is an additional main phase. So what happens after that? The regular combat phase?

So A or B.

A: Main, Combat, Main, Combat, Main, End

B: Main, Combat, Main, Main, End

It just feels off playing this card in the first main phase.

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u/schmuo — 2 months ago
▲ 5 r/BudgetBrews+1 crossposts

Hey everyone,

i play mtg since december last year. this is my first try to build a deck or upgrade a precon without any other resources. i wrote a primer that i will also copy in this thread, so you can answer on reddit. Link to Archidekt

So if you take your time to read and respond to this, thank you a lot. I really appreciate it. passages in italic are somehow my own commentary to my own primer. Sounds stupid, but that are the doubts and thoughts i get while writing the primer.

If you take your time to read everything, look through the whole deck and comment sth, thanks a lot. When not, you could still help me with following questions:
-How to protect my commander in izzet without loosing my game plan? Should I protect it?
-Any more shenanigans with treasure tokens?
-How boring do you think is this deck?

Main Theme
This deck will create value trough the commander. Pretty straight forward, cast one big spell and get a x/x Token with flying and haste.

To maximize this value i picked some "cheaper-than-mv" spells. I added a category to filter cards "cheaper-than-mv", so you can see which cards i count into this category. But not only the mana value limits my game plan, also Roothas trigger, that only normally happens once per turn. So to cheat at this front I added battle doubler and turn doubler. They are in the category finisher, because most of the time, they finish at least one player.

Subtheme
Treasures
It's my first izzet deck, so i have no experience with ramp in that colors. But I really like the idea of treasures token as ramp, but I need to explore more about treasures. At the moment I have various way to produce treasure tokens. I love [[hell to pay]]. It gives you a big body, a small removal and mana for the next round or a big removal and no mana. Value Synergies with treasure are [[Goldspan Dragon]] and [[galazith prismari]]. For combat tricks [[mirrorform]] and [[Brudiclad, Telchor Engineer]] Anybody ideas for some more shenanigans with treasure tokens?

Balancing act Rootha only cares about one spell per turn. So you also need some mana value through creatures, so you don't only have sorceries or instants in your hand. Because without the value from Rootha your spells are just mediocre high cmc spells. For now I think this deck is balanced in this hinsight.

The good Good start options:
T1: Land
T2: Land+Manarock
T3: Land+Rootha+Fury of the horde = 21 Damage with flying
Or Rootha + any cost-free spells.

More important, what happens when we don't have Cost-free or really cheaper than mv spells the turn we play Rootha.

The Bad I don't have really a solution, we have [[lightning greaves]] and [[vanishing]] as protection against removal. So we could of course insert more protection, active and passive. But both don't move our gameplan forward. So at the moment this deck is a removal check. Either they have it or we come ahead. Playing Rootha on t6 or later, and you leave open mana for a counter spell could be a way, but since we have no mana sinks or atleast cheap instants to get the mana value used in an opponents turn, I like the idea to brutforce the commander into the game.
generally speaking, I don't like card categories with less than 5 cards. At least in theory crafting it doesn't feel consistent enough to include them, so some games i have no protection and still get along. So why even include it? Remember I am newbie trying to understand deck building.

The ugly Honorably mentioned is the play, after your commander got removed and everybody has established a good board. You can play [[blasphemous act]] for 1 red pip (most of the time) and afterwards cast Rootha. You cleared the board and you have Rootha and a 9/9 body with haste. Rootha don't have to be on the field when you cast the spell to get the body.

Final What i like about the deck is, that you can play big, fancy spells, that otherwise would see no play. And it's a good "last deck of the night". It's straightforward, short turns and can have around 50 attack points on the board with flying and haste at turn 6.
-easy, straightforward gameplan
-big, fancy spells
-short turns (at least not a trigger gangbang)
-short games if nobody responds with a removal

Now to the bad side. With the easy game plan, at least I assume, the deck will became boring after some games. I think it's strong and there is not much to play around. Draw, one big spell, attack face. If that doesn't work, there is no plan b. That leads us to the next con. Big spells can and should be countered by you opponents. And since you only want to play one big spell, If that is countered, you lost a lot value. At least you still get the elemental token. Well, at this point i am on the edge, if and how many counterspells as defense I should include in the deck. Perhaps any other defenses. Because the cheap counterspells will take deck slots, hand slots and more important, mana slots. It reduces the mv of my spells by one or two cmc. What speaks against this, I will never have enough counterspells and mana to defend my spells against the whole deck, as soon as I am the archenemy.
-glass canon (at least at the actual state of the deck)
-boring gameplan

u/schmuo — 2 months ago