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Legality
Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Arena | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Gladiator | Legal |
Highlander | Legal |
Historic | Legal |
Historic Brawl | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Oathbreaker | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Rules Q&A
Asmoranomardicadaistinaculdacar
Legendary Creature — Human Wizard
As long as you've discard a card this turn, you may pay to cast this spell.
When this enters the battlefield, you may search your library for a card named The Underworld Cookbook, reveal it, put it into your hand, then shuffle your library.
Sacrifice two Foods: Target creature deals 6 damage to itself.
Icbrgr on Hollow One Legacy
2 months ago
i love hollow one decks! currently my Modern deck; any thoughts on Asmoranomardicadaistinaculdacar? or splashing for Psychic Frog?
legendofa on "Commonly Mispronounced" Tribal
2 months ago
I actually have no idea how to pronounce a lot of these. The ones that are real words I can get, but I don't know how most of the made-up names go--I can read them, but I don't know the official pronunciation--stress patterns, weird letters, etc. Maybe I should listen to more podcasts or watch videos or whatever.
A lot of them are just paying attention to letter order. Je gan tha, not Je nga tha. St ro mkirk, not St or mkirk.
Some of my (probably wrong) pronunciations Show
How did I do?
TypicalTimmy on Card creation challenge
7 months ago
Emil Irwinn, Symmetry
Legendary Creature - Human Elf Mutant Wizard
Hexproof
Whenever another nontoken permanent enters the battlefield under any players control, each opponent creates a token copy of it.
Ahh, at long last... Perfection.
3/3
Awesome challenge!!
Repeat, and use This link to make anagrams! :D
Protip: Use a card with a long name and multiple vowels. It'll make it a lot easier ;)
Bonus points if you make a card using Asmoranomardicadaistinaculdacar
wallisface on Timely tokens
7 months ago
Some thoughts:
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You never really want to play lands that are very likely to enter the battlefield tapped - all of Vineglimmer Snarl, Choked Estuary, Necroblossom Snarl, and Zagoth Triome are all waay too slow to be useful. If you can't acquire fetchlands, then I'd suggest trying to acquire the fastlands - Blooming Marsh, Botanical Sanctum and Darkslick Shores.
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With no basics, you automatically lose to Blood Moon if an opponent plays it. You also have absolutely nothing to gain if the opponent casts Path to Exile or Assassin's Trophy on one of your permanents.
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For Collected Company to have any reasonable chance of hitting at least 2 creatures, your deck needs to have at least 27 creatures within it - without this number there's no point to playing the card. At the moment, with only 15 creatures that the card can use, the card just isn't good enough.
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Once you remove Collected Company, your deck has a lot more lands than it will need - and you could easily drop down to 22 (or possibly even 20).
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Urza's Saga lends itself really well into finding various 1-of toolbox cards that can save you in certain situations. Having a single copy of cards like Shadowspear, Pithing Needle, Relic of Progenitus etc can help you put-the-squeeze on many opponents.
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Lonis, Cryptozoologist really wants to live in a deck with lots of creatures. Just like Collected Company, your creature-count isn't high enough to justify this card.
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If you're playing Asmoranomardicadaistinaculdacar, you probably want to play the full playset, as well as the full 4-ofs each of Ovalchase Daredevil and The Underworld Cookbook.
wallisface on Is WotC Being Inconsistent in …
8 months ago
I don't see any inconsistency here?
The "once per turn" or "activate only as a sorcery" text on cards aren't technically a downside, they're baked-in text to allow Wotc to strengthen the effect of the card itself - without that text they'd presumably be changing how the card functions (i.e. it'd be a completely different card), so the text isn't an upside-or-downside, just a tool for card-execution (I do get that when players read this text, that it's easy to assume its a setback on the card).
So purely on Wotc stance on downsides, I'm not seeing a dichotomy here.
Personally I'd also like to see more cards with downsides and/or restrictions - as these cards require more deckbuilding care and consideration instead of just being "auto-includes" in every goodstuff deck (some examples of cards I think have great downsides are Death's Shadow, Goblin Guide, and Asmoranomardicadaistinaculdacar, as all of these cards downsides aren't debilitating, but require you to build around them to avoid having a bad-time. And they're actually playable).
wallisface on Jund sacrifice
10 months ago
I think the big issue you’re going to run into is that the deck looks really slow - you currently have nothing to do on turn 1 which is going to put you a full turn behind your opponent (a really dangerous place to be). I’d be suggesting running at least 8-10 1-drops that are playable on turn 1. As you’re a sacrifice deck, cards like Cauldron Familiar, Witch's Oven, Asmoranomardicadaistinaculdacar, and The Underworld Cookbook can all be very strong here.
thesilentpyro on Casual CoCo Food Aggro/Combo
1 year ago
Also don't need to swap both Trail of Crumbs and Dispute for CoCo. Even without adding more creatures, math says 26 gives an 83% chance of hitting two, which is pretty dang good. Dropping either reduces the number of possible things to do on T2 (if we don't T1 Goose, at least), but that's not a huge deal. Trail is nice to be able to get the non-creatures I like so I'd want to keep it around, but it's hard for me to cut Dispute either since the treasure would help cast Company (and it itself can draw into Company where Trail can't).
Probably drop the Witch's Ovens for a creature-based outlet. Seer is the best one, but I like Varolz, the Scar-Striped because I have nostalgia for it and it supports the aggro side-plan plus leans into the same self-mill support Sam wants, but the creatures in the deck are all small when they're not on the field so it's not going to get big payoffs and is mostly just a mana sink. Yahenni, Undying Partisan is another option along the same lines, doesn't feed aggro as well but has haste and indestructible is slightly better than regeneration, and is a little easier to cast. Both are mainly in consideration because being legendary means Sam can get them back from the grave. Woe Strider is also a consideration as it comes with a chump blocker that also triggers Pippin, Chatterfang, and Rosie, and can revive itself repeatedly if you're not having a great game and need help stemming the bleeding until you can rebound.
So if I want to do the CoCo route, drop the Trails and Witch's Ovens, add CoCo and a creature-based sac outlet, and find room for some number of Sarinth Steelseeker and another Grist? Could trim a copy of Altar and Deadly Dispute. Having Cat without Oven makes me sad, but Oven is pretty lackluster, it only really does things with Cat and since the deck has a better plan than durdling with Oven now it should probably go away altogether.
I do need to make sure to keep enough food-makers in the deck. Oven is a cheap food engine that had some synergy even if its over power is low, so dropping it (and the Trails to a lesser extent) reduces that consistency. OTOH, Company is pretty good at finding the better food-makers (namely Sam and Pippin) anyways. A single copy of each of Merry, Warden of Isengard and Pippin, Warden of Isengard would be fun and help a bit with that, plus they synergize with the other side-plans of the deck. Rapacious Guest is good for this too. Tough Cookie might be the one that gets the slot, though. It's starting to get potentially crowded on 3-drops, and you can do worse on turn two than make two food, one of which is also a bear.
I could play Urza's Saga, keep a single Oven in, add copies of the on-color artifact lands (maaaybe the ETB-tapped indestructible dual ones?), a Springleaf Drum (fetching artifact lands doesn't take an extra card slot, but drawing Drum helps accelerate if you're also already making land drops), maybe a Pithing Needle/Executioner's Capsule/Portable Hole, Nihil Spellbomb, or Skrelv, Defector Mite. Gingerbrute to stay on-theme, be able to get a food instantly if you're really hurting and Oven won't do, and as just a great Rosie target (and it also keeps your creature density for Company up). Blade of the Bloodchief is a cute win-more way to support the aggro plan that is funny with Viscera Seer or Yahenni as the sac outlet of choice. I told myself I wouldn't play stupidly broken things in my casual 60-card decks, so Skullclamp should probably stay out. Sam being able to get back Saga seems good, and the Karnstruct will be a scary size. Colorless mana hurts in a three-color deck that plays so many colored one-drops though, especially since I'd probably want three copies. Monetarily it's even more expensive than Invasion, which is worth considering too. It does play into a lot of things the deck wants to do between the construct, fetching silver bullets, and being re-usable with Sam if we somehow get into the long game. Maybe just whatever copies (if any) I have that aren't currently in commander decks.
There's also the The Underworld Cookbook + Asmoranomardicadaistinaculdacar build which I feel like I should mention even if nobody else ever reads this, but that's a different deck and getting too close to Modern territory (even if it's not a great deck there, it does exist). I like my hobbits better.
Caerwyn on How many names does Wizards …
1 year ago
Realistically, never. There are hundreds of thousands of real world first names recorded - though granted a lot of these would be spelling variations (Peter vs Pytor; all the myriad spellings of Mohammed; Katherine vs. Catherine; etc.).
And they are not just limited to real world names - they can make up names as they wish.
Let’s say a pronounceable name would be either three, four, five, or six letters long, and is made of a series of pairs of vowel and consonant, with five-letter words ending in either a vowel or consonant. This is obviously not how names work, there are plenty of pronounceable names which do not involve alternating letters. That’s irrelevant - this is an illustration to show just how big the possibilities are.
There are six vowels (including Y) and twenty consonants. That means each pair of letters multiplies our pronounceable names by one hundred twenty (6 x 20 = 120).
For three letter names, we have 3,120 options. For four letter names, we get 14,400 pronounceable names (120^2). For five letter names, we get 374,000 options (120^2x26) For six letter names, we get 1,728,000 (120^3). That’s 2,119,520 total four and six letter names produced just using a very limited metric for name generation.
Wizards could make a unique legendary creature every single day of every single year, just using this metric of making names, and they would be able to name comfortably pronounceable legendary creatures for approximately 5,806 years.
What if we increase to add more letters? Seven and eight letter names are fairly common in the real world and are easy enough to pronounce. Seven adds 44,928,000 names to our list. Eight adds an additional 207,360,000. Now we are looking at 213,972,320 options, or ~586,226 years of names--daily names for longer than human existence.
Now, I am sure many of those might not be considered "decent"--but they would still be pronounceable, and anything pronounceable will sound "decent" to someone in a fantasy setting (Shluub and Glorpox, your stated examples for unacceptable names, for example, I could both see fitting in very well as MTG names).
Just for fun, what if we remove any semblance of reasonability and just go with "maybe pronounceable under this consonant and vowel formula.
The longest legendary name in Magic is thirty-one letters long - Asmoranomardicadaistinaculdacar. There are also two-letter names. So, let's apply our vowel alternating to every possible creature name between two and thirty-one.
Our formula is: Names = 120 + 120x26 + 120^2 + 120^2x26 + 120^3 + 120^3x26 + 120^4 + 120^4x26 + 120^5 + 120^5x26 + 120^6 + 120^6x26 + 120^7 + 120^7x26 + 120^8 + 120^8x26 + 120^9 + 120^9x26 + 120^10 + 120^10x26 + 120^11 + 120^11x26 + 120^12 + 120^12x26 + 120^13 + 120^13x26 + 120^14 + 120^14x26 + 120^15 + 120^15x26
We are looking at 4.1948529329125909512605042016804 x 10^32 names. Wizards could print cards using this naming convention for the next 1,149,274,776,140,435,877,057,672,384,022 years--1.5 Nonillion years--that's approximately 83,280,780,879,741,730,221 times longer than the current age of the universe!
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