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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Creature — Beast
Tap: Put an 8/8 Beast creature token into play that's red, green, and white.
2 months ago
I started playing with the first Portal, kinda. That was the first set I got cards from. I spent the next few years off and on, getting bits and pieces of collections from people who were leaving the game or offloading bulk commons and uncommons. (I managed to get both Pardic Firecat and Diligent Farmhand and had no idea what Burst meant. I thought it was some action, like untapping, that the rules later dropped.) I started digging in a little deeper in Time Spiral block, then really jumped in with Alara. Since then, I've been either in deep or sitting out.
Favorite block is Alara. It was the one that I really got in with (if you missed that two sentences ago). I usually prefer multicolor builds to monocolor builds, and I wasn't in for most of Apocalypse and Ravnica. It has a unique and deep setting insert Return to Alara screed here. And the cards are just cool: Maelstrom Archangel, Godsire (Secretly pandering to the OP? Never!), Progenitus, Wall of Denial, Conflux, Sphinx of the Steel Wind, Lich Lord of Unx... Add in stuff like Ad Nauseam, the Cascade mechanic, and Noble Hierarch, and the introductions of Nicol Bolas, Planeswalker, Sarkhan Vol, Tezzeret the Seeker, and Elspeth, Knight-Errant, and it had something for everyone. Planeswalkers were still brand new, and colored artifacts were a shocking and semi-controversial twist.
I don't like the one-set model. I understand that the three-set model and even two-set model had general dropoff after the first set, but the current model is too much, too fast. The mechanics are underdeveloped and unsupported. (In agreement with "it's always been that way" doesn't make it a good thing. I'm still waiting for Provoke to come back.) The planes are either shallow, limited in scope, or "open for exploration when we return" which may or may not happen.
The biggest and most disappointing change for me, though, is the official website. It used to have multiple articles a week: Making Magic, Savor the Flavor, From the Lab, Building on a Budget, Arcana, Card of the Day, theme weeks, it was all fun. Now, it's a couple of third-party articles, occasional short stories for the lore, and a bunch of promotion and self-advertising.
With my "it was better in my day" out of the way, I think the fundamentals of the game are in good shape. Aside from some cosmetic differences and minor rules updates, it's still the same game I was playing fifteen years ago, and there's a lot to be said for that. Sure, there's been some power and complexity creep, but aside from a couple of high-profile missteps that aren't totally without precedent (Urza block -> Mirrodin Affinity -> Zendikar Caw-Blade -> Throne of Eldraine/Ikoria), it's been well controlled compared to other popular TCGs. A deck from five, ten, twenty years ago can still find a home at least at the casual tables.
2 months ago
2 months ago
plakjekaas, the truth is, I really want Naya Tokens to be a solid thing in EDH. I know it already is with several builds, but the issue is that we have enchantments such as Parallel Lives and Anointed Procession, but nothing for red. Yes, I use Flameshadow Conjuring quite a lot, and this was heavily drawn from that inspiration. But, I wanted something stronger, more akin to the other two. With flavorful and mechanical red support, of course. The added was to help justify the wider effect, as yes I do recognize how powerful it is.
I want to eventually find a more laid back group who allows non-Legendary Commanders, such as Godsire. :) I think custom cards might be a bit far and I can't see any group allowing it - lest perhaps a balanced custom Commander, but definitely nothing within the +99.
3 months ago
Many of the lieges from Shadowmoor and Eventide either have not been reprinted in a long time or never reprinted, at all, so I definitely would like to see them reprinted, at some point.
4 months ago
Hey! Kinda late, but I would like to suggest some stuff:
(Disclaimer: I have a budget way lower than yours, but I've been tinkering with Ghired for almost two years - he's my favorite commander. I'll break the suggested upgrades down into categories for better organization.)
- You need them for Ghired and his tokens to attack right away, as well as to use your creatures with tap abilities on demand. Please consider Hammer of Purphoros in addition to Lightning Greaves and Fires of Yavimaya. The Hammer can even create tokens if needed.
Ramp: Run at least 15 ramp cards to make your deck flow smoother and faster.
As an aggressive deck, speed is fundamental. Fellwar Stone, Nature's Lore, Three Visits, Skyshroud Elf, Bloom Tender, Faeburrow Elder, Chromatic Lantern, Coalition Relic, Wood Elves, Skyshroud Claim and Mirari's Wake can ramp and heavily fix your mana, taking the place of Gyre Sage, Solemn Simulacrum, Rampant Growth, Sakura-Tribe Elder and Xenagos, the Reveler - the latter is a win-more ramp, and his 2/2 token is not large enough to synergize with the power-based card draw, while the other four fix for a single color of mana (Ghired decks can sometimes be color-hungry), and this deck can't abuse the sad robot for value.
In the land department, Krosan Verge and Blighted Woodland pull their weight, and synergize greatly with Avenger of Zendikar and Rampaging Baloths. Maybe remove Cascading Cataracts? (Your spells are not THAT color hungry.)
Have you considered Warstorm Surge and Terror of the Peaks as a mean to do damage even before attacking? The dragon can even be cloned with Flamerush Rider, Flameshadow Conjuring and Soul Foundry for extra copies of the same effect (the game ends quiiiickly after that). I'd remove Dragonmaster Outcast for that, since its effect is slow (albeit amazing if he lasts on the field).
Extra combats: You don't have to worry about your opponents' answers if they never get to their turn, so...
- Moraug, Fury of Akoum, Aurelia, the Warleader, Combat Celebrant, Scourge of the Throne (I believe there is an infinite combo involving those two), Savage Beating, Response / Resurgence, Breath of Fury (always attach it to your disposable tokens to keep attacking).
Winds of Abandon might replace Hour of Reckoning. I don't really like to lose Ghired on a boardwipe, since he costs 7 mana to recast. Winds of Abandon also works as evasion for your creatures, since your opponents won't have creatures to block. As for the ramp it offers, an opponent can't do anything with the extra lands if he/she's dead, right? :-)
Card draw: Alongside ramp, it is my main concern with Ghired. I want to be able to rebuild my board after a boardwipe.
I believe that Camaraderie can be substituted for Shamanic Revelation as the latter cost less mana. Mouth / Feed is another option that creates its own big token. Return of the Wildspeaker can either draw cards or buff creatures for an alpha strike.
Keeper of Fables triggers all other power-based card draw, while giving easy draw triggers to all your trampling creatures. Elder Gargaroth is a buffed, more versatile version of it. And remember: both can be cloned for extra juicy draw or extra tokens.
Sylvan Library is an overall great card filter for your regular draws. It gets better with shufflers like fetchlands and tutors.
Since your deck is focused on attacking and getting extra combat steps, Etali, Primal Storm might be a fun way to play your opponents' cards while lowering their life points.
Some cards I suggest you to remove:
- Sundering Growth: you already have enough flexible removal. You will almost never be in a situation in which the token to copy and the artifact/enchantment to remove are optimal choices. Since you're running Eladamri's Call, Reclamation Sage might be worth including (and cloned for the enjoyment of your friends).
- Starnheim Unleashed: one token is too little for a whole card slot in the deck. If you're foretelling, it costs a lot of mana to be worthwhile. The game might be over before that.
- Growing Ranks: waiting a whole rotation to get a token which does not even have haste is not ideal.
- Ghired's Belligerence, Full Flowering: good for a late game play, mostly dead until then. I like those, but I removed them in favor of more mid-game cards, since I might not last until 9+ mana.
- Trostani, Selesnya's Voice: while on-theme, it does little to advance your win condition.
- Thunderfoot Baloth: not an amazing buff. Your creatures are big already, and Garruk's Uprising takes care of the evasion.
- Feldon of the Third Path: all-star when there is a lot of graveyard filling - there is none in this deck. (I really tried to keep him on my deck because I like the card, but most of the time there was no creature in my graveyard.)
- Eldrazi Displacer: are you using it for a combo? I couldn't identify it.
Some cool lands for you to try out: (landbase is my favorite part of deckbuilding)
- Castle Garenbrig: how easily do you have access to a Forest for it to be worth including in your deck?
- Rogue's Passage: can sometimes help you to finish an opponent.
- Scavenger Grounds: if you face graveyard-centric decks (you don't seem to use your graveyard much).
- Hanweir Battlements Meld: another haste enabler.
- Gargoyle Castle: sometimes you need a flying token. (I rarely use it, but I like to have the option.)
- Gemstone Caverns: a turn-0 ramp when the first turn is not yours.
- Bonders' Enclave: card draw on a land (easily accessible).
- Mana Confluence, Battlefield Forge, Karplusan Forest, Brushland, Horizon Canopy, Sunbaked Canyon, Prismatic Vista, Cragcrown Pathway Flip, Branchloft Pathway Flip, Needleverge Pathway Flip: more untapped dual lands.
I hope I've been of some help to you. I didn't suggest many token-related cards because I believe that, as long as you have decent ramp, draw and removal in your deck, you can win to your heart's content. Wanna throw in a Godsire? Do it. Prefer to clone your opponents' creatures with Hate Mirage? Go ahead. But the fundamentals of the deck is what makes it flow consistently. Have fun and smash 'em all (and run Doubling Season for extra fun) ;-)
4 months ago
Ooh... Okay so I know it already has a card, but I'm using the name since I can't think of another name for it. Sorry.
Legendary Artifact - Equipment
Loyalty abilities of equipped Planeswalker cost an additional +1 to activate.
You may activate abilities of the equipped Planeswalker an additional time during each of your turns.
Big cost for big reward. I wonder how R&D works with this... If you equip your Planeswalker, activate twice, blink TCV and re-equip, can you activate a third time?
What if you have 12 mana and two walkers? When attached to, say, a Jace and you activate twice, can move to a Tezzeret and activate twice, then move back to Jace for a 3rd time?
OG TCV is still better, but this fulfilled the challenge so there ya go.
Turn Godsire into a Legendary Beast.