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Time Walk Discussion
12 hours ago
Ah so the dream would be landhate in modern. I didn't really explain much in the description as I didn't expect anyone to see this. It's a concept for now. The Plow Under is quite evil as it can basically Time Walk someone when played at the right moment. (Either they lose 2 lands or they don't draw any gas for 2 turns)
4 days ago
Hey So I am constantly trying to make this better or more consistent, I'm actually headed to pickup a Keranos, God of Storms to finish out my god collection. If nothing else the deck is fun to play cause you can use all the best cards from every color, ie, Demonic Tutor, Vampiric Tutor, Time Walk, Time Warp, Birds of Paradise, Regrowth, etc. I never seem to have mana troubles so that part is never a problem, however, living long enough to turn all the god's into creatures has been a challenge. I see you built your deck with more of an enchantress style, which is cool, and I have considered it, except for the fact my other favorite deck is my enchantress deck, and all my good enchantresses are in that one, lol. You have some nice cards that I don't have. How well does your deck work, is it Consistent?
6 days ago
cdkime I think we had a misunderstanding here. When reading through the comments, this statement of Rzepkanut got stuck: Like you could just draw your infinite combo and not cast it. I don't always choose the "most optimal" line on purpose, just to make games more interesting.
This is what I meant with intentionally playing worse than you could with your available cards. Someone knows what the best available Play is, chooses not to make it because he assumes the opponents can't stop him anyway and would not want the game to end yet. That's a really awful behaviour imo, it's essentially saying "wait, let me kill you in a more complicated way. that's more fun (for me) but I could win anyway if I only wanted"
That's something completely different than pubstomping, where you already outrace the opponents in deckbuilding because of more monetary and strategic investment. Pubstomping doesn't create fun games (you pretty much addressed that in your comments), but playing intentionally worse than you could does as well. What I meant is that "spike" behaviour is something different than pubstomping and can be done on every power level...it's trying to play optimally within your means and that shouldn't be discouraged imo.
On the topic of proxies: I'm personally in the lucky position of not needing proxies in general. I have started playing early enough (6th Edition) to have purchased lots of legacy and vintage staples (which are now also EDH staples) for cheap prices. In my local meta we are mostly players around the age of 30 and most have either started playing early or have enough money to buy at least some of the staples for the deck of their choice. Now, we are playing competitively, which means there are cards needed for certain strategies that you definitely won't just buy with pocket money if you don't already own them today. Timetwister, The Tabernacle at Pendrell Vale, Mishra's Workshop, Underground Sea...you know what I mean. Again, I don't even need proxies for these cards because of my playing history but the newer players with well paying jobs are already not able or willing to just invest that much at once into their deck(s). They might miss like 5 cards max then, which is still fine in order to keep up but if some younger guys want to play along with us there's absolutely no chance they could do so if we didn't allow proxies.
To address your 6 points above:
If you establish proxy use in the local meta, people coming into that meta have to accept it or choose to play somewhere else. If you go somewhere else, it's the other way round obviously. It probably depends on how dominant your local group is in a larger area...for example where I play we have the only actually competitive EDH meta within an hour by car in all directions. If we didn't allow proxies, people who want to play at that power level would have to spend more money or they wouldn't be able to play because there's no other place nearby to play competitively. If we go somewhere else to play (we've recently visited a shop in another town to check if there are potentially competitive players to connect with) we don't change our decks and switch out proxies if there are some and in the beginning we would play among ourselves, letting other people watch, before we have games with strangers. It's rather unrealistic that anyone will have objections to a few proxies when the value of the real cards involved at the table would buy a nice car.
Buying cards often happens online, especially when the LGS has higher prices on average. You can buy a whole deck and not automatically support the LGS with that
Respecting wotc these days is a lot to ask for. Just look at their newest money grab with the new masters set...on a side note, buying eternal staples on the secondary market is something that wotc doesn't profit from anyway. The company doesn't care if you buy your timetwister from another player or print it on a piece of paper instead, the unlimited booster packs have been sold 25 years ago and wotc doesn't sell singles.
Absolutely true and it's the reason why I still buy cards today. I like to have the deck look nice, with exclusive versions of cards, foils, foreign cards, alters...that's a good reason for buying real cards imo, apart from the investment aspect. That's everyone's personal choice though and it shouldn't have an effect on the gameplay. having original and fancy cards is just for the feel and looks imo.
Obvious. Proxies shouldn't obscure what the card is. Writing on another card really sucks for gameplay and shouldn't be done imo...print the card out and put it in the sleeve in front of another card, so that it covers completely what is behind. Using a hqcp is debatable since they might be passed off as originals in sales and trades, which is definitely not ok. If you don't plan on selling anything out of your decks, chances you could confuse them accidentially are basically zero though.
Power 9 is banned in EDH (except timetwister), so that's not a reason against proxies. Obviously, someone proxying Time Walk for EDH wouldn't be ok - just like using the real card. Proxies can only be used for legal cards anyway and that creates an even playing field despite budget differences within a meta. If the fully original decks aren't budgetless yet, proxies could be a problem if the proxy decks become better. A possible solution for bringing the newer players up to the level of the established players might be to check the price of the most expensive original deck in the meta and allow everyone to proxy up to that total deck price. That way you could keep the maximum level at the deck price that the most invested player owns. I much rather prefer to have completely budgetless builds for everyone, but this is because we play cEDH. In my own meta that suggestion wouldn't cap the power level because there are fully original decks in our arsenal with tabernacle and workshop and stuff...For casual groups that want to cap the power level at what is "realistic", orienting everyone at the most expensive real deck might be a trick though.
6 days ago
Also, consider running Swan Song to target your useless Time Walk, Ancestral Recall, or Timetwister and get yourself a 2/2 with flying for ! This incredible play will effectively half the 20 turn clock that is pushed on your opponents with Storm Crow.
4 weeks ago
First I want to stress that there is no universally "correct" stax deck - the best deck for my meta is likely TOTALLY different than the best deck for yours. My list may serve as a good starting point, but everyone will need to tune things individually for their own games!
At this point there is little to no creature aggro in my meta (which now consists of T1/T2 CEDH decks). I suspect this is true for many other CEDH metas, as creature aggro is generally not viable at the strongest of tables (it is possible to kill players with this strategy, but often difficult to actually win the game entirely). As a result, my answer to the question of, "How do you deal with low-to-the-ground token/aggro decks?" is simply, "I don't have to." Of course, some sweepers are still extremely useful for destroying generals, utility creatures, mana dorks, etc, so you'll see a few in my list (Toxic Deluge, Yahenni's Expertise)... BUT, I don't have to always be prepared to stop a token horde on T4... it's simply not an issue I need to deal with.
Of course, my experience is unique and totally different than many metas! If your opponents have more combat-focused decks, swap in tools to deal with them. Again, my deck is a good general starting point, but will need lots of tuning for any particular meta. You could consider repeatable sweepers like Pestilence/Crypt Rats, one-timers like Shrivel/Drown in Sorrow/Infest, more exotic workarounds like Living Death (these cards vary in competitive viability, but you get the picture)... what about Archfiend of Depravity? It's not a comp-viable card but if you are constantly facing down token swarm, it seems pretty darn good.
Note that if your opponents are more devoted to creature combat, that means they're LESS devoted to the things MY particular build is designed to stop - you may find that the slots for Trinisphere and Damping Sphere are better filled with creature removal; if that's true, then it's a change you should make!
Your more specific questions:
- Grim Flayer - He is basically a better Sensei's Divining Top in this deck. Being able to plow through your topdeck if you don't like your options is extremely useful when our goal is to stall out the game (Top is much worse - it costs you mana and you're stuck with what you see). The fact he beats and blocks well is nice, but he is played for the card sifting.
- Midnight Reaper - In some respects this is actually a BETTER Grim Haruspex - because it draws cards for itself when it dies (Grim Haruspex excludes itself). The life loss is unfortunate but the tradeoff for an extra card and more versatility (being OK with it dying) is the benefit here. However, remember that in more comp games, this isn't drawing us 30 cards, it's drawing like 2-4 (so the extra card off itself, bumping that number to 3-5, is actually a big deal). In more casual games with many more creatures on the battlefield and more draw triggers it's probably better to go with Haruspex to save yourself the life loss.
- Necropotence - I cut it as an experiment to see how the deck ran without it. Currently undecided on whether I will put it back. Obviously Necropotence is a card advantage powerhouse, but it's just awkward to actually play - the colors are rough to hit early on, and in an early hand, its timing often conflicts with the stax or interaction you need to be playing.
- Animate Dead and Regrowth - Currently testing these out to see if they help the deck's flexibility. Obviously, a lot of the recursion engine relies on Meren - and if there isn't an opening to play her or she dies, it can really create issues. This give us alternatives for making sure the effects in our graveyard remain accessible.
- Tangle Wire - Just play this ASAP. The earlier it hits, the harder it hits, and waiting until after Meren is almost surely too late. Remember, Tangle Wire is inherently asymmetric (taps the table for 4-3-2-1 and taps us for only 3-2-1-0 [or 2-1-0-0 once you consider you can tap Tangle Wire itself]). Additionally, we already play tons of mana dorks and mana rocks, so we are usually the least affected by the tap effect in the first place. If Tangle Wire hits too late, opponents have enough permanents to pay for it and can play around it - but a VERY early Tangle Wire (pre-Meren) can Time Walk the entire rest of the table 1-2 times, while we can often still play around it (due to so many dorks/rocks and asymmetric tap tax) and leap far ahead.
1 month ago
I play both, and yeah, against animar, a well-timed Linvala, the Preserver, Tocatli Honor Guard, Torpor Orb, Hushwing Gryff, or any of my other creature hate normall at least Time Walks them, if not Time Stretches them. Getting a few to stick is enough to make them scoop. Otherwise, I haven't played agaisnt Sisay with my Animar, so I don't know too well about the outs.
Side note, what does this deck do to a resolved Humility?
2 months ago
or... keep the draw spells including Brainstorm just in case you have two Wheel of Fortune in your hand. Add Time Walk just in case you need more time. play Paradoxical Outcome floating a black mana and 2 blue and 5 white, play Time Walk, Barren Glory, then One with Nothing
2 months ago
@: Sorry to say, neither of those links helped in the slightest; TT3 really didn't have the Stax Decks I've been looking for as inspiration, & Lab Maniacs, although would probably think the final result of this deck is "Pure Capsaicin-Level Spicy" (I'll have to Playtest when this is damn done.), had nearly zilch Esper Stax, & I'm not counting Zur as it's Tier 1 status is out of this 8yr.'s standards. I did, though, make a post on the Deck Help forum regarding such a situation. You're welcome to join if you wish...
Anyways, time to remind myself of some notes of previous status:
*Asymmetrical cards of note in Esper still need to be found.
*This is a great link for all of us from TCGPlayer about Breaking Parity: http://magic.tcgplayer.com/db/article.asp?ID=8334
*What kind of Rocks are we dealing with? Stasis shuts down untaping, & you'd need an outside source that works. Got a lot of them though...
*Temporal Mastery seems promising here as infinite turn potential; & at Time Walk Miracle cost to boot. Aminatou can supposedly work with this; giving her +1 use. Any other suggestions for that part of her abilities besides Miracle Cards?
That's... Really all I have to say. I also want input on Megalomania's thoughts on all this, if he's around, please. Thank you.