|Commander / EDH||Legal|
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|Masterpiece Series: Amonkhet Invocations||Common|
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Counter target activated or triggered ability. (Mana abilities can't be targeted.)
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|Have (14)||, ToolmasterOfBrainerd , thetechzombie , perrin515 , tragic_slip , RubyStrings , Ellyreia , knto , philktoken8998 , DrLitebur , Spinalripper , DarkMagician , mymanpotsandpans , miracle|
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1 day ago
I don't mind people pointing out where I get things wrong. First, this is an opinion piece, rather than some factual dry discourse. It allows people to engage me in more detail on things I have missed, and in doing so allows me and everyone else to improve.
I merely posted the other person's problems in order to generate discourse, rather than Stifle it.
1 day ago
Maybe considers adding
Looks like a fine start.... we all know we never really finish building. Best of luck!!
1 day ago
Galecaster Colossus. Too expensive mana-wise to justify its ability. Can't bounce your own wizards either.
Harbinger of the Tides. Ability is too situational to be effective. Also can't bounce your own wizards.
Hollowsage. Without ways to abuse the ability, its effect is minimal at best.
Sea Gate Oracle. Effect not good enough to warrant its inclusion.
Thalakos Deceiver. Too situational to warrant inclusion. There isn't always a creature in play worth stealing. When this is true, it's a dead card.
Exsanguinate. It's a win more card. If you have the mana to actually make it effective, you should have won already.
Decree of Pain, Insurrection, Kindred Dominance. Too expensive mana wise. Your average cmc for this deck is 3.68 which is dangerously high. Consider either removing these entirely or finding less expensive versions of them. Doing so will help speed up your deck.
These are my suggestions for you off the top of my head. I also have an Inalla deck if you would like to see another deck with her as the commander. Might get some ideas to put in?
Commander / EDH*
SCORE: 2 | 4 COMMENTS | 24 VIEWS
2 days ago
Burhms I will preface what I'm about to tell you by saying there are no true replacements for Candelabra or Twister in terms of raw power level. This is not to say that there aren't budget options, but do not expect the same results. In terms of replacing Twister, Day's Undoing is a decent option that gives you a similar effect. The ability to draw a new 7 is very useful to this deck so I'd probably recommend that you play Day's Undoing for a budget option. I don't believe that Candelabra is as powerful to this deck as Twister and there aren't really any similar effects in the mono blue color identity for Candelabra. I'd recommend replacing it with a solid 1 or 2 mana wizard or possibly a tech card for your meta like Stifle or Spell Snare(I find that these cards are extremely undervalued and they tend to go quite far when you need them).
3 days ago
I almost feel like it's more fair. This Emrakul is countered by Disallow + Disallow, Stifle + Rout, Trickbind + Counterspell, and so much more! OG Emrakul is only countered by Stifle + Rout and a few other things.
This Emrakul is easier to deal with hardcast, but harder to deal with resolved.
2 weeks ago
epajula that's a pretty weird rule as it actually ruins the consistency of every deck to the point of pure randomness. If you don't know for sure if you can even find a legal target for something as simple as a fetchland, you can't really risk playing that card at all. Everyone who got their fetchland Stifle d at least once can tell that a wasted fetch is the worst that can happen if you counted on it.
I agree that people who search a library for too long are annoying, but only if the situation doesn't warrant taking a bit more time. For example if someone is trying to get an Intuition pile with a deck that they haven't played for a long time yet, it's understandable that it takes some calculations and thinking. If someone plays the same deck every week and still can't find his preferred targets for a Tooth and Nail it's a reason for avoiding games with that person.
When searching an opponents library you should also know what kind of card you are looking for and you should think about what you can possibly find when targeting a certain player. If that library has very unexpected contents (for example last week someone wanted to get a Mana Crypt from another player with Thada Adel, Acquisitor only to find out there wasn't a single 0 mana artifact in that library...which is indeed unexpected) it's also understandable that you might look through the pile a second time, but it still shouldn't take ages.
2 weeks ago
Summary Dismissal does not target, as is evident by the lack of the word "target" in its text. There's no reason to remind someone they can't target something on a card that doesn't target.
On a more rule-based answer, mana abilities are special actions that do not use the stack and resolve immediately. Since they don't use the stack, they can't be targeted nor can they be countered. (Don't confuse this with cards that prevent something from happening in the first place, such as City of Solitude which prevents players from even activating mana abilities on other's turns).
1 month ago
This is going to be more of a general draft of my experiences, rather than a direct answer
Are you wondering about improbable, or actually impossible? There are a lot of things falling in the latter category, but seeing as they're impossible to achieve, you won't need to prepare a lot of cards to sign - noone will achieve them. As an example, consider "win the game through Battle of Wits's triggered ability".
If you're looking for improbable, your Norin the Wary scenario is right up there, however I believe it's too specific to promote good game play. In practice, someone willing to strive for the achievement will probably build a UR control/burn deck with a single Norin in it, along with a few Stifle effects. They may as well get there, or snipe someone, but they likely won't present a very fun deck to play with because of its utterly weak concept in comparison to your average Commander deck, and will even lack win conditions (as burn in Commander tends to not work very well).
On the opposite end, countering five decks in a row is quite competitive, relatively easy to pull off, will reward players for playing "that blue deck" noone likes in casual Commander, yet cause them to make game decisions that are bad for them, such as not counterin a spell because they need to save their counterspell for countering the fifth spell of that one player that's already entirely out of the game because they had all their mana rocks and ramp countered. It seems like a scenario that's probably going to leave a lot of players at the table feeling cheated out of a good game, or possibly even playing into that player's strategy because they just want to get the achievement out of the way.
Other things, such as a permanent that is all permanent types, is either not currently achieveable because there are no cards that would allow you to do that - or they suddenly are, because a new card is released. In that case, a player can build a deck going for it, but again, you're still not having a game of Commander, but one of achievement farming - someone will be likely be unhappy.
In general, you have to consider that not everyone will necessarily like the idea, and if it's only one player interested in those goals, you will neither get a lot of acceptance for specific deck builds, nor will that player have a great sense of achievement for his awards, as they already know noone else cares about them.
That said, a number of Commander groups are using point-based victory awards, and those points are usually awarded for something similar to your list of achievements, while being a lot more achieveable in nature. Those lists share the same problems, and I've often seen that there's arguments about exact interpretations of those awards, but they're nevertheless a concept to make games more fun than "oh look, my combo decided the game, yay!", if your game group feels that way. In the same sense, I can imagine your idea working out to the better, but I'd strongly advise towards leaning in a direction that doesn't leave everyone in the dust that tries to just play Magic.
In the end, I guess what I'm trying to say is to go for goals that encourage fun games, not ones that could possibly do quite the opposite. I'm thinking of things like "put a player's land or mana rock that's been destroyed by a third player back on the battlefield, under the first player's control", but depending on your game group, you might have other things people don't like to see. I also just blabbered this out, it might have the same or even more pit holes as I've criticised above, but I feel like putting it here for brainstorming purposes.
Last but not least, I suggest making it a public list rather than a signed card system, simply because a public monument usually works better than a cup, as evidenced by arcade high score lists. I suggest having a single person that's mostly present (from the sound of it, that might be you) to take care of both judging whether the achievement's requirements have been met, as well as update the list with players who achieved those goals, possibly in chronological order.