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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Sphere of Resistance
Spells cost more to cast.
6 days ago
If you're looking for help making cuts, the first step I would take is to look at your symmetrical stax pieces and see which ones hurt you the most:
Deafening Silence, Grafdigger's Cage, Containment Priest, Ethersworn Canonist, Hushbringer, Kataki, War's Wage, Leonin Arbiter, Rest in Peace, Sphere of Resistance, Spirit of the Labyrinth, Thalia, Guardian of Thraben, Trinisphere, Sanctum Prelate, Rule of Law, Thorn of Amethyst, whew I think that's all.
Of these, you want to look at the ones which most hamper what you want to do, or have negative synergies with other cards you run. You have a few cards that say "draw", so Spirit of the Labyrinth is IMO the very first cut you should make.
The next ones I'd cut could take one of two routes: so, I'm thinking of cards like Ethersworn Canonist and Sphere of Resistance. These kind of innately have negative synergy - if people are paying more for spells, they're less likely to be able to cast multiple spells in the first place, meaning the Canonist's ability is wasted. You should consider going for one type of effect or the other, not both. (I wouldn't run either symmetrically in mono-white, personally).
Council's Judgment can probably be cut - you have great enough removal without running it.
kataki definitely needs to go with how many artifacts you're running.
4 weeks ago
Like come on bruh lol
3 months ago
As people in the thread said, if you really wanted your playgroup to hate you, things like Armageddon, Null Rod, Deafening Silence, Spirit of the Labyrinth, Rule of Law, Archon of Emeria, Angel of Jubilation, Thorn of Amethyst, Sphere of Resistance, Winter Orb, and Smokestack are all super fun cards you can run.
3 months ago
Hinata, Dawn-Crowned doesn't reduce kicker costs, but it does work with kicker cards like this because it reduces the total cost to cast the spell. The total cost to cast a spell is the base mana cost (or an alternative cost that's replacing the mana cost), plus any mandatory or optional additional costs (kicker is an optional additional cost), plus any cost-increasing effects (Sphere of Resistance, etc.), minus any cost-reducing effects (Hinata, etc.), and then applying effects that set it to a specific amount (right now Trinisphere is the only effect that does this).
So let's say you cast Comet Storm with X=4 and kicked 3 times because you want to have 4 targets. The total cost is then (base) + (kicker) - (Hinata) =
4 months ago
4 months ago
It seems that all the decks that your mates are running are based on cheating things into play or casting things for free. Grafdigger's Cage is an absolute must. One mana to fuck over both Rashmi, Eternities Crafter and Narset, Enlightened Master. Weathered Runestone is also good for this.
Meanwhile, for Rashmi, Eternities Crafter, the method to tackling her is to tax the ever-loving shit out of her. Thorn of Amethyst, Trinisphere, Sphere of Resistance, etc. Even if they are able to cast spells for free, they still have to pay the tax. Void Mirror is also an excellent option. Note, all of these methods can also stop the Narset deck.
Meanwhile, Yuriko, the Tiger's Shadow is harder to deal with in my opinion since she's putting cards directly into their hand as opposed to having them draw cards. I think the main method of going about stopping them is boardwipes such as Anger of the Gods and Sweltering Suns, as these can help kill the creatures that she hopes to attack with to cheat herself into play for the card advantage. Spot removal such as Lightning Bolt works too.
5 months ago
I got into a debate with a friend of mine who plays magic over the use of Blood Moon- is it fair to play more 'casually', between us, or not? We both have quite powerful decks and play often for fun, and I personally find that in these kind of environments, where it's not some sort of tournament, we should steer clear of cards that can create bad feelings.
In a general synopsis, I feel like instantaneous feel bads that you can rebuild from (from something like a counterspell to a wrath) are acceptable, but effects that cause people to be unable to do things, like Blood Moon, give opponents no goals (such as rebuilding from a wrath) and are negative. I don't doubt their effectiveness, but it's really the mentality of it.
Summarizing the case against this is a bit more difficult- there are many aspects we likely did not mention, on both sides. For example, I win consistently on turn 4- is playing Blood Moon in a situation like that, no matter how 'casual', unfair? His synposis was this: "Blood Moon is similar to other effects, and the actual results aren't something that won't be produced in other ways. Blood Moon doesn't create a game state that's less fun than other cards in the deck or other decks in the meta create."
Nonetheless, Below, though, are some parts of our debate, if anyone would like to see some of the points and counters. Please note though that I am not trying to get him to stop playing Blood Moon- I'm just debating the ethics of it. I would absolutely love to hear some of the points that the community here can think of and debate, and I hope to create a debative atmosphere without toxicity.
Me (M): while staxxy cards can be effective, is it nor better to just avoid them in more chill games?
Him (H): why do you say that?
Me (M): they can create bad environments where your opponents are unable to do most things. decks with high dork levels (etc.) can do things, but many can't and one shouldn't rework their deck just to not be susceptible to blood moon effects.
Him (H): I feel decks that aren't high on rocks and dorks are also usually at a power level where I wouldn't want to play Blood Moon or other cards of its power, but at metas where mana can be fast and combo kills cam happen it's reasonable. I don't think they're that different from other forms of interaction to the point where you should run those instead
Me (M): Fair, but other forms of interaction are more instantaneous and dont cause your opponents to be completely slowed down. Should we not run cards that can be instantaneous or cards that rather speed ourselves up in this level of power as opposed to cards that slow the rest down?
Him (H):but Imprisoned in the Moon is alright?
Me (M): Imprisoned in the moon affects a single thing, cards that can completely shut someone down completely sets for a bad environment. When were talking cards that are longer term, greater effects, it can be negative. Sphere of Resistance is long term, hatebeary, but it doesn't make people unable to do things in a way that Blood Moon usually does. Its the long term part, combined with its effect.
Him (H): Imprisoned in the Moon completely shuts down many strats
Me (M): how so?
Him (H): it locks commanders
Me (M): that doesnt prevent them from casting other spells, effects like blood moon can completely shut down most use, again, moon has a single targetted effect
Him (H):but it's not complete like that, things can still be done through Blood Moon
Me (M): affecting someones mana like that I feel like is generally a no go though their individual pieces are usually okay.
Him (H): why is that?
Me (M): when you start affecting their ability to do anything whatsover, usually coming from ability to use mana they are unable to do much at all. locking key pieces is to be expected, locking out ability to do things at all is not
Him (H): when you win you take away someone's ability to do things
Me (M): but that is quite literally the point of the game
Him (H): what makes dropping Blood Moon different from me killing you
Me (M): the fact that I now go draw a card, pass until you win if it was a combo, it is instaneous, cleanup, go again
Him (H): but you're okay with me taking turns- what if I did a Charmbreaker loop and took infinite turns
Me (M): taking turns speeds things up for you, like ramping hard. But blood moon is directly affecting me- people usually dont even like that kind of long turns, but for this debate its specifically about an inability for a player to do things because of individual cards.
Him (H): I think Charmbreakers is relevant, but if you also think it's bad then things get more interesting
Me (M): well personally i dont, but when people take long terms some get annoyed they want to play magic so they can play magic not play magic to watch others do things for long periods of time.
Him (H): Storm will always take long turns it's an innate issue with the deck
Me (M): thats fair and fine its bound to happen with some decks, again, its not a huge issue
Me (M): its when people really cant do things on their own turns when they should be able to that bad environments are created
Him (H): but what makes that different from it just being my turn the whole time if the same real world time passes
Me (M): effectively nothing, its the mentality of it- its the ideas that can create bad environments. its the idea that it is now my turn, and I cannot do the things I want to do because of blood moon
Him (H): but that's created by so many things
Me (M): if it is your turn, and your doing the stuff your deck is made to do, it doesnt create as bad of a mentality it can be removal for example can create bad feelings but its instantaneous
Him (H): knowing that they have interaction, getting wrathed, knowing they have the win coming all of that is unpleasant
Me (M): agreed, but I am still able to do things after that even if now I have to start from something else.
Him (H): not if you untap two or three times, can't do things because of the wrath or the threat, and then I win
Me (M): again, the mentality: for me, I am not building up to something: rebuilding blood moon, while same for you wise, now caused me to not have any goal. I cant do anything, I'm not building or rebuilding im just waiting
And that is around when the debate wore off