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will-weiss, 3 months ago

1x Outlaws' Fury

Recently

atingtdm, 3 months ago

DFT Update— February 17, 2025

In: Monument to Endurance, Vexing Bauble.

Out: Mask of Memory, Stone of Erech.

Neheb can't fit in Bracket 3 at my local meta. It's too slow to start the combat at turn 4~5. Consider facing only Bracket 4 decks, MLD could be back on the menu? We'll see.

Card Swaps - 2/16

B4sic411y, 3 months ago

Blind Obedience --> Haystack (Assassin's Creed) With how important Kaalia is to our deck's strategy, getting more protection sources in the list (especially repeatable ones) is important. I've found having to pay the Extort cost from Blind Obedience hasn't been viable through the games I've had it out, and while the tap effect is nice to slow the game down and allow us time to get online, I think just having the Authority of the Consuls is good enough.

2.01 - Minor changes

Faaln, 3 months ago

-Aquitect's Will Decided I'd rather have a better cantrip than have another islandwalk enabler; islandwalk just isn't super necessary for wins with Kumena.

-Thieving Skydiver Pretty underwhelming most of the time. 3 cmc to have a body that steals a sol ring is fun. But a lot of the time it's just too highly costed to want to use for fairly little effect.

-Thrasios, Triton Hero Just don't have any dead turns where we burn 4 mana on the ability.

+Mindspring Merfolk Another actually good 1 drop with card advantage.

+Ponder One of the best cantrips, back in town.

+Proft's Eidetic Memory Can really easily pump as a side effect of Kumena's middle ability.

EDH 1 / 0
Tishana, Voice of Thunder feature for Typhoon's Path

None

Piyh, 3 months ago

cut stonehorn dignitary sword of light and shadow angel of finality
EDH 4 / 5
Panharmonicon feature for Pringles

first game

Rennymoses, 3 months ago

Tested the deck in a tournament of 4 rounds, and went 2-2. Won game 1 against Boros Energy 2-0 convincingly Won game 2 against Izzet Storm 2-1, with some proper sequencing and trigger reactions. Lost game 3 against Mardu Energy 1-2 due to the 3rd game missing 3rd land for 5 or 6 turns. By then it was little too late. Lost game 4 against Ketramose mirror 0-2. I had Kaya and Vindicate where he had Wrenn and Leyline Binding. Overall, for the first time playing, it was pretty clear Ketramose is filthy. Couple of small changes that I came to, was to move the two Lili to the side. The meta is pretty fast right now, and as I didn't have a side for control, she will fill the role for that. To make the changes, the 4th wrath of skies as well as extraction has come out of the side. In the main, for the two spots, a 3rd cling to dust as well as a 3rd vindicate was added. Cling to dust has just shown so my synergy with the god, and to be able to escape it instant speed to catch opponent off guard (as it automatically turns on Ketramose in most cases, exiling 6 cards [5 from you, 1 from opp]), between the card draw and the life gain, I was searching for the card a lot of times in the games. In addition, I would much rather of had a vindicate to take care of the 1 pesky creature that manages to get past defenses and just spot kill it pending binding or march won't make the cut. Same can be said for problematic planes walkers or anything really... I won a couple games just picking off lands. All in all, will DEF take this to the next tournament and try to play smarter now that I am getting use to the build.

Mainboard Update v.1

Andramalech, 3 months ago

Looking forward to seeing your commentary below. Don't forget to leave an upvote!

  • Bookrook recommended that we use Blazing Rootwalla and I'm going to have to agree. For my playstyle, the Free-Fire-Gecko (the eff-gee-gee from here forward) is most certainly a welcome inclusion. I favored taking one-copy from a few secondary cards in my build, but I'm more than open to more suggestions. The very little play-testing I did do instantly confirmed that the inclusion was necessary.
MDN 12 / 9
Marauding Mako feature for Wolf-Shark

card changes

sloneketters, 3 months ago

Joraga Treespeaker For Burrowguard Mentor Fresh Meat For Aura Mutatuion Primal Vigor For Grand Crescendo Jaheira, Friend of the Forest For Charismatic Conqueror

What do you think of the CFP Brackets Beta?

Beebles, 3 months ago

I’ve seen some people bring up my guides as a comparison to the new Bracket beta. I figured I’d share my current thoughts on the matter here for people who might be interested. I think WOTC's Commander Format Panel (CFP) is kind of on the right track to come up with a framework that could be helpful for newcomers. The inclusion of card restrictions for each bracket helps in achieving that goal. At the same time I believe there’s a lot of ironing-out to do in both its contents as well as the presentation of their system. But given they've chosen to go with an iterative approach, that should work out fine, as this allows them to learn what works and what doesn’t from actual use and player feedback. I do see two downsides to the current iteration that I’d like to share here: 1. It communicates the wrong priority of pre-game talk topics to newcomers 2. The system relies on a common understanding of everyone involved ### 1. It communicates the wrong priority of pre-game talk topics to newcomers Even though the intent is to communicate 5 distinct experiences, the current visual places its focus on deck ingredients. That’s a double-edged sword in my analysis: on the one hand it makes it approachable for newcomers (which makes it work for the intended audience). However, that focus is ultimately not what commander is about or what we should learn new commander players to look for over everything else imo. Imagine you’re trying to decide where to go out for dinner with three of your friends. How would you go about having that conversation with them? Are you going to start with what kind of ingredients you’d like the restaurant to serve? Are you going to check and compare restaurant review scores? Or are you first going gauge what kind of cuisine everyone feels like having tonight? What kind of table experience everyone’s looking for? My stance has always been that yes, deck ingredients are important as some people have “allergies”, but that is not the thing that is the most important: in the end the proof of the pudding is in the eating. People should not be fussing about how much sugar or salt we all put in, but talk about if we feel like having pudding or pop tarts this time. About the kind of game we want to be having. And what that gameplay experience looks like. Having a list of cards that correlate with the resulting experience is fine, but there’s also common terminology and even quantifiable ways to describe the gameplay experience directly that could take centre stage instead. Ironically, such descriptors are included in their [article](https://magic.wizards.com/en/news/announcements/introducing-commander-brackets-beta), but I wish those would receive the spotlight in the system’s visual presentation rather than the deck ingredients. Because in the end, matching what your deck brings to the table in terms of gameplay should be considered more important than its ingredients, and the current visual seems to be communicating the opposite priority. However, that should be something they can fix relatively easily. ### 2. It relies on common understanding to work The system aims to become “common language” while at the same time is assuring people that they don’t have to use it. These two things don’t really seem to go together. This is the big thing that many people seem to comfortably glance over throughout the entire power level discussion. Regardless of the quality or contents of a system, it's only going to be serving as "common language" if everyone at the table is prepared to understand and use it properly. These kind of systems rely on buy-in from the whole group to work. There has always been this rigid desire amongst players to have one shared system that is going to solve all of their problems, but that is just an unrealistic dream scenario. Tools are inherently limited and prone to preference. Also, that whole intent is doomed to fail here as you're trying to fix a social challenge with a mechanical solution. You're never going end up with a system that everyone is going to use simply because not everyone is going to. That's the big illusion that keeps perpetuating itself. Granted, that is not really the intent of the developers of this tool, but that won't stop people from pushing it towards that use-case. This does highlight a difference in design goals and intended audience with my own efforts, as it’s the reason I tried to come up with something that can inform your own behavior, even if you'd never shared the chart with anyone. It can then still serve as a resource for learning more constructive behaviors yourself (e.g. what to ask, how to diversify you deck suite, what words to use to describe them, how to navigate mismatches in expectations). Then you have at least done what you can do to make the situation better. And forcing others to digest your preferred guide might not be that much different from forcing them to play EDH in your preferred way. --- I do believe this bracket system can make a positive difference for the community in the situation with randoms on the long run, which is what it is trying to achieve. Given the position of the CFP, the challenging task they had and the time they had to do it in, I think they can be happy with this first iteration. But they also still seem ways away from a system that will fully meet their design goals. I for one am curious to see what will happen next. GL & HF Beebles

Cathars' Crusade

xraider, 3 months ago

i removed fuel for the cause for cathars' crusade. Update description: Adding math test for cathars' crusade
EDH 5 / 0
Reyhan, Last of the Abzan feature for Math Test

Aetherdrift update

xraider, 3 months ago

Whir of Invention was sometimes difficult to cast due to the triple blue mana requirement. I'm replacing it with Repurposing Bay, which not only serves as a tutor but also remains on the battlefield, contributing to my artifact count. Brass’s Bounty is a good card, but for 7 mana, it feels underwhelming. I'm replacing it with Radiant Lotus, which provides a massive mana boost. Liberator, Urza’s Battlethopter is a great card in the right artifact deck, but I feel like this isn't the right fit. I'm swapping it for Guidelight Synergist, which aligns better with the theme I want to achieve. Whirlwind of Thought is a solid card draw engine, but given the aggressive nature of this deck, I prefer to focus more on artifact creatures that can hit hard. So, I'm replacing it with Mendicant Core, Guidelight. Lastly, Slip Thought Space is coming out in favor of Daretti, Rocketeer Engineer. Description update

Q1, 2025

atingtdm, 3 months ago

Brackets Beta Update— February 19, 2025

Based on Moxfield, "few" tutors mean under three. So I make some cuts to tune down for the bracket system.

And "no intentional two-card infinite combos": Technically, the Keen Sense combo isn't a two-card game finisher; you still need to fulfill the discard trigger. So I think this deck belongs to Bracket 2.

In: Agate Instigator, Magmakin Artillerist, ________ Goblin.

Out: Brazen Cannonade, Imperial Recruiter, Priest of Urabrask.

EDH 10 / 0
Gallia of the Endless Dance feature for She's A Maniac

Wednesday tournament

tobi89, 3 months ago

2-1
Elves: 2-0
I draw the combo in both games. Also the player was fairly new and made some questionable decisions. Did not attack although it would be beneficial for him and istead waited for his elves to grow even bigger.

Tokens glee combo: 2-0
I draw it sooner than him, ornithopters saved the situation - same as with elves, without them I would not have put the damage past the blockers.

RGB Dredge: 1-2
I won the first game in turn 3 with combo. After side he had pleathera of removal for artifacts and also creatures (it wasnt really classical dredge). I left the retraction helixes in deck after side which was a mistake, next time side it out and try to pump more creatures than he can remove.

+1 somber hoverguard in sb
PAU 2 / 0
Steelfin Whale feature for Blue steel

February Update Log

JBTomero, 3 months ago

- Added Glimpse the Core, cutting Mana Crypt. Another new CMC2 ramp was always going to be added, but Mana Crypt being banned made this an easy choice. - Added Shields of Velis Vel, cutting Scute Swarm. Not sure how this one slipped past me, but being able to make my opponent's creatures Sand Warriors when Hazezon leaves play making it a CMC1 instant-speed one-sided exile board wipe is just fantastic as well as being unique to Hazezon alone. Perfection. I like Scute Swarm, it's very fun when it goes off and maybe someday I'll add it back in, but ultimately by the time it becomes relevant Hazezon should be online and I'd rather this card slot do anything else other than make a bunch of dudes. - Added White Sun's Twilight, cutting Broken Bond. Another Martial Coup? Yes please. Board wipes take a while to recover from, but these leave me with a full board and zero opposition. This deck in general needed more removal since opponents keep getting faster and faster 1v1. Broken Bond gets cut for anything because it so rarely lived the dream (blowing up a Sol Ring to play a land); either there was no viable target or I'd already played all my lands in hand. - Added Enduring Courage, cutting Anger. This is just a straight upgrade. No need to find a way to get Anger in the bin (more and more of my sac outlets are exile), easier to find with tutors, is a body, and is cheaper than In the Web of War. - Added Cathars' Crusade, cutting Tears of Rage. I prefer mass pump that can be drawn into and played after the tokens are already on the board, but this previously cut card is going back in now that I'm leaning more on Field of the Dead. Tears of Rage was fine, but it just had zero interaction with tutors or cheat into play effects (eg. Genesis Wave) and was feeling outdated and outclassed. - Added Dollmaker's Shop / Porcelain Gallery, cutting Coat of Arms. Safely one-sided with a tiny bit of extra value on the left option that probably won't happen but is pure gravy when it does. Coat of Arms had bitten me on the backswing too many times. - Added Omenpath Journey, cutting Nylea's Intervention. This is lose-lose bait for my opponent. I will not add my best lands under here (eg. Field of the Dead) but instead five dual lands that I won't miss and are easily replaced if my opponent removes this enchantment. Either I get 5x steady ramp for amazing value, or my opponent spends their enchantment removal that they'll soon wish they kept. Mid to late game this also thins out my deck of lands so I will grab five lands and greed hard every time. - Added Faithless Looting, cutting Outpost Siege. Hazezon's greatest weakness is losing momentum and stalling before 7 lands, and when that happens I always still have cards in hand. While straight card draw would be nice, being able to trade out my worst cards for better ones in those key first few turns will make all the difference. Also, I get to play the best art in the game. Meanwhile, Outpost Siege is just too slow. - Added Titania's Command, cutting Oracle of Mul Daya. Another Hour of Promise that adds 2 lands of my choice plus 8 power across 4 tokens. Perhaps even more, since more non-basic ramp means a greater chance that Field of the Dead is already out and I can choose Vesuva instead for even more free zombies. Oracle of Mul Daya might seem a sacred cow but this card only did anything at all 1/3 of the time. It was always either immediately dying or only getting one land out since I'd played a land already to cast it or fizzling entirely. It was far too vulnerable and gambled away too much investment when its true purpose is to make non-land draws more consistent when I was incorrectly leaning on it for ramp. On average, for my goals and purposes, an Explosive Vegetation would have done more. - Added Bitter Reunion, cutting Mind's Eye. Same reasoning as Faithless Looting but with the added bonus of being a (telegraphed) haste enabler. Mind's Eye is just well past its prime. I learned I don't need additional cards in my hand on turn 6 as much as I need better cards turn 2 and 3. - Added Majestic Genesis, cutting Warp World. Gambling for 7 cards (the expected combined CMC of which averages more than the cost of this card, spread across multiple cards and effects - so effectively card draw) ends up being more cost efficient at this price than Genesis Wave. I'm proud of Warp World, but it was used just as often as a Hail Mary and was super annoying for my friends. It was good while it lasted. - Added Map the Frontier, cutting Exploration. There's plenty of ramp 2 spells out there, but this one finds a sac outlet: Endless Sands. That alone is worth it. Exploration was a win-more card, it was great when I had plenty of card draw, but more often than not it would quickly ramp me to 3 lands and do nothing while I waited to draw more lands off the top. I need way more than that to get me to 7 lands, so cards that count for 2 lands will be worth more than cards that count for 0. - Added Vesuva, cutting Sheltered Thicket. In order to stay alive long enough for Hazezon to matter I'll be leaning on Field of the Dead more during the mid-game. Being able to double that output might win games all on its own. Meanwhile, I depend on my land-count way too much to ever use the cycle option. - Added Jetmir's Garden, cutting Cinder Glade. It's a triome. - Added Commercial District, cutting Canopy Vista. I ramp for non-basic duals that come into play tapped all the time. Being able to do that and then surveil to make my critical first few draws more consistent is pure value. With Canopy Vista and the like, I don't run enough basic lands for this to be anything other than a vanilla tapped land. - Added Lush Portico, cutting Scattered Groves. - Added Elegant Parlor, cutting Alpine Meadow.

Trying out a Rule 0 card

Citridon, 3 months ago

I've liked Indris quite a bit on Arena. It's a really cool card. I even considered building a rule 0 Indris commander deck before I realized it overlapped with my existing decks too much (I've got Jeskai spell slinger, Golgari Storm, and this deck which looks to cantrip off the top a ton with mana rocks instead of rituals and modern storm-type stuff). But it does fit neatly here. So I'm going to try having a proxied copy sideboard for people cool with the card

Sideboard: +1 Indris, the Hydrostatic Surge - To come in replacing Atemsis, All-Seeing for games where people are cool with the card

-------------normal updates-------------------

-1 Pia and Kiran Nalaar, +1 Sakashima the Impostor

-1 Ancient Stone Idol, +1 The Capitoline Triad

-1 Soul of New Phyrexia, +1 Atemsis, All-Seeing

Add/remove

gacman8, 3 months ago

Cut Merchant of the Vale for Party Thrasher

Add/remove

gacman8, 3 months ago

Cut Fractured Identity for Dreamtide Whale

Add/remove

gacman8, 3 months ago

Cut Jace, Mirror Mage for Dreamtide Whale

None

dndcats, 3 months ago

lots of instant and sorceries and creatures with prowess.
VIN 0 / 0
Spell Pierce feature for prowess

Add/remove

gacman8, 3 months ago

Cut Coat of Arms for Banner of Kinship

Add/remove

gacman8, 3 months ago

Cut Dockside Extortionist for Fanatic of Rhonas

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