cdkime Esquire

TypicalTimmy says... #1

Enabled chat, but I don't know how to send private messages on here. I haven't done it before and don't see a "message" tab / icon to start with. Sorry.

November 7, 2018 1:50 a.m.

SynergyBuild says... #2

Apologies, I do not understand the chat system, can you message me to test it out, I clicked the 'Enable Chat' button on this page.

October 19, 2018 11:02 a.m.

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Said on Xantcha test...


I'd suggest running Ashnod's Altar as a sacrifice engine. When you kill a player who controls Xantcha, she reverts to your control. To avoid others killing you with your own commander, it's a good idea to have some ways to return her to the command zone.

November 15, 2018 1:26 a.m.

Said on How Much Could ......


I agree the Spirit theme was excessive. I'm okay with tribal sets and cards that benefit a specific tribe, but Kamigawa went over the top. As an example, the block contained 47 cards that read "whenever you cast a spirit". While these also triggered off Arcane spells, making them a tad more versatile, it still is a little bit excessive. There were more "whenever you cast a spirit" cards in Kamigawa block than there were Vampires in Innistrad.

There also are a number of cards specifically designed to remove or hamper spirits, without use on other tribes. Those kinds of unfriendly cards are, at best, sideboard material in Limited and worthless in constructed formats.

Finally, Spirits got an exclusive ability in Soulshift.

I'd like to see Spirits as a tribe, but that doesn't mean the entire rest of the set should be focused on them.

November 15, 2018 1:19 a.m.

Question 1: Helm of the Host will copy Ormendahl, Profane Prince.

Rule 706.8: When copying a double-faced permanent, a face-up meld card, or a melded permanent, only the copiable values of the face that’s currently up are copied. (See rule 711, “Double-Faced Cards,” and rule 712, “Meld Cards.”)

Question 2: You get an unflipped version of the permanent. The status of being flipped is not a "copiable value" defined by Rule 706.2.

This rule creates some interesting implications. Hypothetically, let's say there's a flip card that's the opposite of Homura, Human Ascendant--it starts as an enchantment, and becomes a creature. You could equip Helm of the Host to the creature (the flipped version), but the token that's created will be the enchantment.

Since flip cards are unlikely to return, we will probably never see this specific rule irregularity. However, it does can occur with planeswalkers like Gideon of the Trials--if you equip the Helm to Gideon when transformed, you get a planeswalker token.

November 15, 2018 12:15 a.m.

I would recommend asking someone ahead of time, either a member of the group who you intend to play with, or, if you just plan on going to your LGS, ask the store's owner. Have a couple very specific questions, such as what turn players generally win on, what commanders are being run, and what type of lands players use--that should give you a good starting point.

If you're still unsure, it's better to undershoot your meta than overshoot it. While you can always adjust in either direction, if you start out too powerful you're going to (a) paint a target on your back and (b) if you later try to weaken your deck, make others feel as if you are patronizing them. Neither of those is particularly ideal.

November 14, 2018 11:15 a.m.

I think Arvail hit the nail on the head. Being "too spiky" is entirely dependent on the meta you play in--there are groups where a turn 5 win might be considered "too spiky" when the same deck would be woefully inadequate in others.

I wanted to add one additional thought to Arvail's point. Lands are such a fundamental part of the game that players don't usually consider them "spiky." However, as everyone knows, if you take two decks, one running Bad River, Dismal Backwater, etc., and another running Polluted Delta, Underground Sea, and Watery Grave, all other things being equal the second deck will be faster and more "spiky."

When trying to avoid being too "spiky" for your meta, pay close attention to what lands others are playing. Don't bring Shocks, Fetches, and ABUR lands to a table full of lands that enter tapped. You'll be seen as too both spiky and winning because of money, not because the rest of the deck is better.

November 14, 2018 10:44 a.m.

Please remember to link cards, as Kogarashi previously demonstrated.


Ghoulflesh has a static ability that gives -1/-1. This is distinct from a -1/-1 counter, and will not remove any +1/+1 counters placed on the creatures. As such, undying will work as normal - it would not return the creature if it had a +1/+1 counter on it.

November 13, 2018 7:59 p.m.

Interesting rule fact, +1/+1 counters and -1/-1 counters only cancel one another out because Rule 121.3 says they do. Other opposing counters, such as Ebon Praetor's -2/-2 counters and Dwarven Armory's +2/+2 counters will not cancel one another out, and both will remain on the permanent. Likewise, two +1/+1 counters will not cancel out a -2/-2 counter and -1/-1 counters can't can't cancel +2/+2 counters. None of these would interact with Ebon Praetor's +1/+0 counters (it's a pretty strange card).

Cards with unusual counters are both rare and have not been printed for a long time, so it's unlikely relevant to anything you'll ever actually see in a real game.

November 13, 2018 4:59 p.m.

While assisting someone on a Magic question, I happened to stumble upon this gem hidden in Mairsil, the Pretender's Gatherer Rulings.

If Mairsil has an equip ability, activating it won’t cause anything to happen. Mairsil doesn’t become attached to a creature. They may remain friends.

It's nice to know that, dark and scary as he may be, he can at least make friends with your other creatures.

Which, of course, has me curious what other oddities might be hidden in the Gatherer.

November 13, 2018 4:51 p.m.

Said on Why Does Vivien ......


This thread was moved to a more appropriate forum (auto-generated comment)

November 13, 2018 2:57 p.m.

I wasn't really thinking about forum placement in my initial post, but I'm not sure this really belongs in Lore. At its inception, this thread was speculating about Wizards' behind-the-scenes card design policy, not Vivien's place in the lore, which would place this firmly outside the purpose of the Lore forum.

As the conversation has developed, it's gotten a bit more into the color philosophy, which is arguably lore-related, but that's been based in part on non-canon sources, such as MaRo's postings (he is, after all, coming from the card design perspective, not the lore perspective). Further, there is discussion of mechanics and card proposals, which also are outside the realm of the Lore forum. I've taken the liberty of moving the thread.

Alas, I don't really like leaving boring posts without a substantive response, but there's lots of discussion here that I want to give the proper amount of attention. I'll try to provide a more interesting post when I get the chance.

November 13, 2018 2:57 p.m.

I think the issue is less with what Magic is trying to do, and more their general mediocrity when it comes to writing. As Boza said, Magic is not particularly creative when it comes to color identity--they have very firm ideas of what is "Green" and tend to stick with that formula. In some of his early comics, MaRo made fun of this, with many mono-Red characters complaining about how Red is the color of emotion and passion, but Wizards always seemed to limit that down to "Angry!" in their stories.

There's a pretty good reason behind this--Magic's story is written by a number of different individuals and keeping characters limited to simple archetypes ensures continuity between different authors.

So, applying this to Green, we get: militant environmentalists (Nissa), who are eventually tempered down to "generic nature lover" to make them fit more in with the Gatewatch; hunters and trackers, who are effectively apex predators; and... nothing else.

Could they have gone with a Druid or something else creative? Perhaps, but it's much easier to stick with a tried and true formula.

November 13, 2018 11:27 a.m.

Said on How does this ......


To add a point of clarification to Boza's post - just because one control-changing effect is currently applicable does not cause any others to go away. Control-changing effects are in Layer 2, and the game remembers these effects when a new effect is put on top. So, if Player A owns a creature, Player B takes it, Player C takes it, and Player D uses Act of Treason, the creature will revert back to the next highest control-changing effect in the layer--Player C.

It's also important to drive home the point that Bribery is a bit strange and is not really a control-changing effect. Bribery does not allow you to "gain control" of a creature--the creature enters the battlefield under your control without having ever been under another's.

This very minor distinction makes a critical difference in multiplayer games--in fact, Bribery is specifically mentioned in the examples to Rule 804(a).

Why is this important? When a player loses the game, the first thing that happens is all control-changing effects end. So, if a player using Act of Treason loses the game, their control changing effect will end, and the creature will revert back to whoever is next highest in the layer.

Bribery, however, is not a control-changing effect, since the creature was never under another's control. It will not revert back to its owner, but rather will be exiled (Then, if there are any objects still controlled by that player, those objects are exiled.)

Example from Rule 800.4(a): Alex casts Bribery, which reads, “Search target opponent’s library for a creature card and put that card onto the battlefield under your control. Then that player shuffles their library,” targeting Bianca. Alex puts Serra Angel onto the battlefield from Bianca’s library. If Bianca leaves the game, Serra Angel also leaves the game. If, instead, Alex leaves the game, Serra Angel is exiled.

November 13, 2018 9:02 a.m.

Overall, he's got a terrible set of abilities that don't even justify his casting cost. Even in decks where he might fit (few and far between--perhaps a Madness deck), there's always a better way to use two mana. To provide more detail:

  1. His draw ability is not actually card advantage, and gets worse the longer the game goes on. The later in the game, the fewer cards you have in hand, and the more likely you've drawn one of your bombs. Overall, his +2 ability is bad to begin with and only gets worse from there.

  2. His -4 ability requires Tibalt to stick around until turn 4, while using his terrible +1 ability twice. By turn 4, your opponent is likely low on cards, so you're killing your planeswalker to do 2-4 damage. Compare to the two Lightning Bolts you could have cast on turn 2.

  3. As a general rule of thumb, you should never judge a Planeswalker by its ultimate--with the exception of some very dedicated control Planeswalkers, you're almost never going to fire off an ultimate ability in a real game. Now, discounting that, Tibalt's last ability seems pretty good, but the earliest you're going to be able to use it is turn 6. Even if you did somehow activate it, there are a number of decks that don't run run creatures, so it is completely worthless in a not-insignificant number of matches.

  4. His starting loyalty is very low. We see "dies to lightning bolt" thrown around a lot when talking about creatures--Tibalt is a Planeswalker that "dies to lightning bolt" even after using his plus ability.

November 13, 2018 2:08 a.m.

Purphoros, God of the Forge is a decent mono-Red commander. I would argue he makes a better tribal goblin commander than zaneanderman's suggestion of Krenk, Mob Boss.

For mono-White, here's a couple neat options, bushido_man96's suggestion of Sram, Senior Edificer is solid. Card draw is scarce in mono-White, so having a commander who provides card advantage is invaluable.

Some other options to consider:

  • Isamaru, Hound of Konda can be surprisingly explosive as a Voltron commander, as you can start swinging for commander damage on turn two. Personally, I find its strategy a bit too straightforward for my taste.

  • Odric, Lunarch Marshal can be good for a lot of different, interesting creatures.

  • Eight-and-a-Half-Tails has very interesting abilities and can make for some fun mindgames with your opponent.

  • Avacyn, Angel of Hope is very powerful, and combos nicely with Wrath of God.

  • If you're looking for a less popular commander, you could try Soraya the Falconer. Unfortunately, mono-White, particularly mono-White birds, are not great alongside Banding. But, if you could make it work, you'd be in the interesting position of using (and explaining) one of Magic's unfairly maligned abilities.

November 12, 2018 3:30 p.m.

Said on Black green...


Overall, this deck is a bit directionless. It's a mix of decent cards, but not too much synergy between them. That's fine in many kitchen table settings, but will be problematic in more competitive environments. Lifegain alone isn't a great victory condition in competitive environments, as it tends to scale poorly in longer battles.

I think you can stand to add some better interaction - you need some early-game kill spells. Bile Blight on its own will not get the job done, and Stab Wound is not all that great. Black has access to some great budget kill spells, such as Victim of Night, which can be used to remove even large creatures.

Radiant Fountain doesn't do much for you. It is slow mana, and might hurt your ability to play two colours. Two life is insubstantial--after all, players are willing to burn two life for Overgrown Tomb without a second thought.

TypicalTimmy - the text of the card (and the rules) are very clear--it is one search. You're not looking through your library multiple times--you're looking through the library once and pulling out multiple cards.

November 12, 2018 12:18 a.m.

Said on Opinions Please...


Mini tutorial on how to link decks:

First, you're going to need the deck slug. This can be found in the URL for the deck:

You then use either of the following codes:



Black green

Black green

Unknown* SuperHumanJon2


Hope that helps!

November 11, 2018 11:51 p.m.

Said on Am I Being ......


Giving this list a second look, I'm not sure you want Azors elecutors at all. It's a fun card, and feels very satisfying to win with, but isn't entirely compatible with your deck.

Detain slows down your opponents and gains you tempo, but it does not lock down the board completely. Looking at the cards you have here, it will take a lot of mana per turn to keep your opponents' locked down completely, which is what Azors elecutors really requires.

You'd probably be better off with some powerful and difficult-to-remove finisher; but I understand wanting to go with the style points of Azors elecutors.

As for cards to consider cutting:

  • Blood Clock - way too slow for Modern. By turn 4, your opponent is already looking to win, and they can always just return their worst card or pay an insignificant amount of life.

  • Norn's Annex - Decent card in Commander, not sure it's all that great in Modern. Ghostly Prison would be a better alternative, but, even that I find lacking after a couple turns.

I think you could also stand to cut some of your under-performing Detain (or pseudo-Detain) cards, and then run more copies of your best ones.

November 11, 2018 11:39 p.m.

Said on Can I react ......


You cannot, as State-based actions do not use the stack, and thus can't be responded to. (Rule 704.1).

Also, you do not sacrifice a creature due to the Legend Rule--you choose one of that Legend and the rest go to the graveyard. The result is similar--you're picking permanents to send to your graveyard, but there's very different implications. The Legend Rule, for example, won't trigger Bloodbriar, and you can't use Assault Suit to circumvent the Legend Rule (Rule 704.5j).

Rule 704.1: State-based actions are game actions that happen automatically whenever certain conditions (listed below) are met. State-based actions don’t use the stack.

Rule 704.5j If a player controls two or more legendary permanents with the same name, that player chooses one of them, and the rest are put into their owners’ graveyards. This is called the “legend rule.”

November 10, 2018 11:36 p.m.

Said on None...


I don't think there is a way to do it by yourself, but I know the site administrator, yeaGO, can do it manually.

November 10, 2018 7:29 p.m.

Said on New to MTG...


Spazik008 I take some issue with this statement:

“You generally want a slight drop from 1 to 2 and then a more significant drop from 2 to 3, which helps ensure that you can reliably cast a spell every turn.”

Specifically, the “generally” portion. Most decks want more two/three mana spells than one mana spells, so you’re going to want to increase from one to two, not “drop”. The reason is pretty simple - you want to be able to do something on turn one, but the effectiveness of one mana spells drops later on. This is particularly true in Standard, where you don’t have access to Lightning Bolt, Path to Exile.

This is why it’s called a mana curve - it should rise and fall, making a little bell chart when you look at mana costs.

Now, since we are talking about a hyper aggressive RDW (Red Deck Wins) deck, the curve should be very low - you want to maximise your chances of playing spells every turn, and multiple spells once you can.

November 10, 2018 1:34 p.m.


240 Card Modern Battle of Wits

Modern cdkime


Mr. Smith Goes to Ravnica

Modern cdkime


Pinball Wizard - Karona, False God EDH

Commander / EDH cdkime


Finished Decks 28
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Playing since Seventh Edition
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