Umm yeah so didn't used to have text. Now it is required. Sooooo....... bye now.

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Said on How Many Lands ......

#1

There are plenty of legacy decks that commonly run 18 or less. You don't need free turn 1 draws, you just need to be able to consistently execute your game plan on 2 mana. I said "as little as 18 in extreme cases". I'm not saying that it is likely that the average player will ever create a deck that requires that few. I am saying that there are decks that can function on that few. With the existence of Manaless Dredge and Oops All Spells I feel that the statement "as little as 0 in extreme cases" would even be accurate. They are after all multiple cases and at the extreme end.

April 4, 2020 8:54 a.m.

Said on How Many Lands ......

#2

I realize that it is extreme for your liking. I was one of the people telling you to drop your 60 card decks to a maximum of 24 lands a few weeks ago when you were asking for help cutting cards. This particular deck I would start testing with 22 lands.

Your mana curve peaks at 3, so you ideally are going to be focussed on 3 lands by turn 3. I found a CFB article about land drop consistency. 22 lands gives you a 90.5% chance to have 3-by-3 on the draw or 84.7% on the play. Compared to 97.1/94.2 with 28 lands. If we look at how the article describes flooding (seeing 8 lands by turn 7 on the draw) 22 lands floods 7.3% of the time and 28 floods 26.8% of the time. Adding the average of the two screw scenarios with the flood number gives us a bad mana percentage of 19.7% for 22 lands and 31.1% for 28 lands.

The decks I am talking about that can run 18 lands because their curve is so low are the ones running play sets each of Monastery Swiftspear, Eidolon of the Great Revel, Goblin Guide and then 30 functional reprints of Lightning Bolt. Decks with average CMCs under 1.5.

April 3, 2020 7:46 p.m.

Said on How Many Lands ......

#3

You need a maximum of 24 lands in a 60 card deck unless there is a very good reason to run more. Lower curve decks run better with 20 or even down to 18 in extreme cases.

April 3, 2020 1:33 p.m.

As dragonstryke said Sewer Nemesis's first ability is not a triggered ability so Yarok has no interaction with it.

If we use something that does have an ETB that is also part of a set of linked abilities the other ability will see and interact with both choices. For example Phyrexian Ingester will get buffed from both cards exiled with its Imprint ability.

607.3. If, within a pair of linked abilities, one ability refers to a single object as “the exiled card,” “a card exiled with [this card],” or a similar phrase, and the other ability has exiled multiple cards (usually because it was copied), the ability refers to each of the exiled cards. If that ability asks for any information about the exiled card, such as a characteristic or converted mana cost, it gets multiple answers. If these answers are used to determine the value of a variable, the sum of the answers is used. If that ability performs any actions on the exiled card, it performs that action on each exiled card.

April 2, 2020 4:48 p.m.

Said on I need your ......

#5
March 30, 2020 1:53 p.m.

Said on Ramp for Gruul ......

#6

The most common use of Defense you are going to find is to grab two card creature combos like Mikaeus, the Unhallowed + Triskelion or Emrakul, the Aeons Torn + Xenagos, God of Revels .

March 29, 2020 10:47 a.m.

Said on Ramp for Gruul ......

#7

Nature's Lore and Skyshroud Claim are amongst my favorite ramp cards. They only grab forests, but Cinder Glade is a forest. There is also Farseek, but it puts the land in tapped.

March 27, 2020 9:06 a.m.

Said on Rule Zero...

#8

Depending on if there is a specific commander you are wanting to play, you are open to choosing a commander to fit the group, or if you are sitting down for a few games with the same group and will be changing commanders throughout the conversation will change.

Multiple games: "Hey, I enjoy games under an hour with decks that are consistently building toward the endgame from turn 1. I do have a couple of decks that don't threaten to start eliminating people until turn 7, but will want to play decks that are winning by then at some point. To that end most of my decks include tutors and combos. I do have one deck that wins consistently turn 3, 4 through disruption, and sometimes on turn 2; if we want to play that sort of game at some point."

Single game, open to what commander: "Hey, I have a few different decks with me today. They range from turn 10 win Voltron to a combo deck that can win as early as turn 2. What sort of game are we looking for?" (Proceed to single game, set commander explanation of the deck that you think best fits the game the group is looking for to verify that the group agrees.)

Single game, set commander explanation for my Xenagos, God of "You're Swinging with a HOW BIG?" deck: "Hello, I would like to play my Xenagod deck. It ramps into big creatures with evasion or trample and then doubles their power. Ideally I will be swinging for 15+ on turn 4, turn 5 with bad luck. I have swung lethal trample on turn 4 before, but that is rare. I am light on removal and protection, but heavy redundancy and some tutors."

March 26, 2020 1:56 p.m.

Said on Rule Zero...

#9

I'm glad that people are finally writing articles calling out high quantitative analysis with low qualitative as worthless for MtG in general and Commander in particular. "Rule Zero", while poorly named in my opinion (it can be conflated with tabletop rpg Rule Zero which is the antithesis of MtG), is the only way to ensure that everyone is having a good time.

March 25, 2020 8:54 a.m.

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Gidgetimer — 5 years ago

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