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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
( can be paid with either or )
Cast this spell only before attackers are declared.
You choose which creatures attack this turn.
You choose which creatures block this turn and how those creatures block.
carpecanum on Bright Palm's pep talks
6 days ago
Abzan Falconer or a couple of the other Outlast cards. Maybe Kalonian Hydra
Since you have to attack to activate the second ability you could use something that lets you attack with impunity. Bedlam, Vigor, Iroas, God of Victory, Master Warcraft, Cosmotronic Wave etc.
StopShot on Is my custom card legendary …
2 weeks ago
@legendofa, Hello! Thank you for your comment. I appreciate your feedback a lot!
The creature typing really isn't a big deal to me as I'm describing what the AI artwork generated. (My art input was just water-color fantasy wall/barricade with red hues, and I picked the one that was the most fitting with MTG art-style.) Reach was also picked over flying based off of card art and it didn't seem off with recent red creatures such as Tuktuk Rubblefort, Brimstone Trebuchet and Weaver of Lightning. As for why have reach or flying, Sentinel of the Eternal Watch the inspiration behind this would be able to lockdown a flier per combat if it needed to and so this card would share that similar capacity.
"Protection from you" and +0/+2 are both used as a means to make combat less messy. Being able to block regardless of player you're attacking could be obnoxious if I slap on a pump spell on my wall or if I use protection attachments to deny enemy removal effects and the +0/+2 counterracts what combat damage the commander deals, so the opponent needs not factor it into potential blocking power. It makes the behavior of an omnipresent wall more predictable and less oppressive. Plus, it's beneficial if the attacking creature survives combat as it will be weaker due to wither making it an easier target for the opposing player to get revenge on during that player's next turn and thus giving me another opportunity to block. (Hence why its name implies it manifests spite. You snipe an enemy's creature, your creature gets smaller making it easier to be sniped back.)
I ran into some spacing issues with the second ability, and what I came up with was able to fit, but I didn't know it would turn a triggered ability into something that's half static ability and half triggered. I'll have to fix that before showing it to the group.
Provoke was given to tempt my opponents into attacking each other and sniping one another's creatures while my wall reaps benefits off of their fueds. Say I'm player A and Player B's 4/4 is going to provoke Player C's 3/3 for example as a "free trade." Kind of like a mini Invasion Plans or Master Warcraft. The problem with provoke is it snowballs hard if you have the dominant boardstate of creatures over everyone else. If I give their biggest creature provoke it can beat anything it wants furthering their boardstate advantage, but if I give their weakest creature provoke their weakest creature plus their stronger creatures can turn sideways and the smaller creature would be able to force the enemy's best blocker to block the smaller creature instead of the bigger threats coming their way. Skulk makes it a lot less of a "win-more" effect in a number of ways by (1) stopping the weakest creature from forcing a block from best blocker in times of all-out assault (2) allows under-developed boardstates to snipe small/mid-sized creatures more safely from the over-developed boardstates as skulk prevents big creatures from double blocking with the weaker provoked creature that's forced to block. Besides, the intent was never meant for the chosen creature to provoke my wall, as the chosen creature would also have haste and given my wall has protection from haste, it would be an invalid provoke target. By giving an enemy's creature both haste and provoke I'm making it more favorable for the chosen creature to attack someone else and less favorable for it to attack me if that makes sense.
I do like your version of my card and I will probably tinker around with it if that's alright with you.
JoosetheMuice on It Get the People Going
4 months ago
The plan was to make this token themed correct? Assuming that's still the case, I would definitely like to see more producers and support. Some ideas"
Deep Forest Hermit - producer Tempt with Vengeance - producer Anointed Procession - support Ghired, Conclave Exile - producer Jetmir, Nexus of Revels - support Assemble the Legion - producer One Dozen Eyes - producer Rith, Liberated Primeval - producer
Aside from that I feel like Master Warcraft is a must here. Soltari Foot Soldier is a cool possibility to trigger Marisi and Soltari Champion could be kinda scary. Mother of Runes also seems really good here. Trample lands like Kessig Wolf Run and the rage pits could also be nice.
Rhadamanthus on How much power to control …
8 months ago
It does most of that but not everything. You just decide which creatures attack. The attacking player is the one who gets to decide who they attack. My playgroup misplayed this for a long time before we found out how it really worked.
The Gatherer entry for Master Warcraft includes the following rulings note to clarify what happens in a 2-player game when the defending player controls one or more planeswalkers, but the concept can be extended to the example of a game where there are multiple defending players.
4/1/2008 If the defending player controls a planeswalker, the person who cast Master Warcraft first chooses the complete group of creatures that are going to attack. Then, for each of those creatures, the active player chooses who or what it's going to attack.
FatFreddiesCat on How much power to control …
8 months ago
Comprehensive Rule 802.2 says "As the combat phase starts, the attacking player doesn’t choose an opponent to become the defending player. Instead, all the attacking player’s opponents are defending players during the combat phase." Can I cast Master Warcraft Master Warcraft and then choose who will be (legally) attacked with which creatures (and then, of course, choose all defending creatures)? And can I force the active player to actually attack even if they had no plans to do so in the combat phase?
9-lives on Lure Spells
10 months ago
Master Warcraft is exactly what I need! TYYYY!! It's about useful in its mana cost.
seshiro_of_the_orochi on Lure Spells
10 months ago
Master Warcraft, that is. Got the names mixed up.
Fuzzy003 on Pattern Recognition #243 - Into …
11 months ago
Let's not forget Master Warcraft. Can be used as spot removal on 2 opponents or use one to take the other out leaving the attacker open for a swing.
Both forced attacks and blocks can be used in any color thanks to things like Magnetic Web or Nemesis Mask.
Ize19 I'd forgotten that combo... may have to remind my play group of it next session :)
|Have (2)||Rogue_Prince , Galdelonian|