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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
|Pauper Duel Commander||Legal|
- new eldrazi sicons and the old ones
- Eldrazi Mimic with Walker of the Wastes
- with the new wastes mana (not shur what is it called right now) does Kruphix, God of Horizons turn it in to that?
- If my general has no colorless mana in his color identity, can I include wastes in the same deck with the aforesaid general?
- Now with the new basic Wastes, could Draco only cost 4?
: Add . ( represents colourless mana.)
1 month ago
Personally i would run a Wastes over mirrrorpool, in case someone plays Field of Ruin, or you need to ghost quarter your own tapped land to get a land in the graveyard to reduce emrakul's cost, or your wandering archaic copies a rampant growth.
2 months ago
Try this to speed up a little.
-3 Ulamog's Crusher \ +3 Sludge Crawler.
-6 Wastes \ +2 Sanctum of Ugin +4 Sunken Hollow.
I believe those cards are all from your chosen expansion, and should help colour fix your early game a little.
2 months ago
My understanding of the Eldrazi is that they are extensions of a more complete being within The Blind Eternities. That Emrakul, Ulamog and Kozilek are actually one-in-the-same and are mirages of something larger and more compelling. And that individually, the Eldrazi that are spawned from these three titans are in fact extensions of themselves, as well.
If this is true, I believe it would be similar as to why we have generally not seen a Compleated Elemental or something, because it is not "technically alive", nor is it biological. Same with a Phyrexian Spirit or a Phyrexian Nightmare. But, that said, I don't see why a little creative hand-waiving can't be done to establish new lore that allows this to happen.
The Insatiable One
Creature - Eldrazi
Wasteswalk (This creature can't be blocked as long as the defending player controls a Wastes.)
Whenever The Insatiable One deals combat damage to an opponent, target land they control becomes a Wastes. Then, if that player would lose the game this turn, you draw cards equal to the number of Wastes they controlled and you may play an additional two lands this turn.
So is being compleated like a whole surgical process? because i thought it was just getting some glistening oil on your skin and the oil converts your biology into like wires and oil and hoses and stuff?
make a human card that transforms from a human into a phyrexian
2 months ago
3 months ago
I've played both Hearthstone and Gwent. In Yu-Gi-Oh, I hit Platinum 5 and KOG in Master Duel and Duel Links multiple times. A good Yu-Gi-Oh player can win a game by activating one hand trap at the right time. If you Ash a Trade-In, even if the game doesn't literally end, you already won.
One thing people don't notice is that in Yu-Gi-Oh! it's possible for BOTH players to brick, and because there are no mulligans, the matches become very interesting. I've seen games where players won by setting an Effect Veiler as a wall or normal summoning a Skull Meister to swing for lethal.
Hearthstone's mana system is bad because it's linear and always guarantees one crystal a turn, and all crystals are identical. You have Overload, but that's not very common. Every match feels the same.
Is there a card game that takes your land/mana/energy and debases it by adding weaker cards like Wastes so that you still build your deck, but it's just watered down? Off the top of my head, I can't think of one. It's certainly worth playtesting, if nothing else.
It seems like a good compromise between Hearthstone always guaranteeing your land drop every turn and Magic where you can literally play manaless dredge.
And I would be playing Duel Masters over MTG if it had a good PC client. I've played Kaijudo on Tabletop Simulator, but it's really janky and the entire playerbase worldwide was just me and my friend
3 months ago
If I didn't like the game, I wouldn't be trying to fix it. It's easy to become myopic after playing only MTG for a long time. Did you know Duel Masters and Yu-Gi-Oh! don't even have mulligans?
And Yu-Gi-Oh! doesn't even have lands to begin with, so mana screw/flood is impossible. You can obviously draw too many or too few hand traps, but at least on a brick you can still take game actions.
How would we determine how many lands and spells you can put in a deck? Can I just put 10 spells in my spell deck and 50 lands in my land deck?
Exactly, we can't let people play an unlimited number of lands because they could outnumber the Wastes we're debasing their manabase with. I assumed 24 was a decent number, not counting the Wastes which are shuffled in afterwards. In Shandalar, it's worth noting that if your deck had fewer cards than the minimum, the game would shuffle in random basics to get you up to the correct deck size. This is not really unprecedented.
Or do we restrict it and say you HAVE to have at least X amount of lands and X amount of spells?
The manabase would be separate from your library. I don't think you would need to cap the number of cards in a library as long as you can still shuffle unassisted. Certain companions may become wonky with these changes, so that is a potential problem. But Lurrus and Lutri have been problems in other formats before, never mind the entire Companion mechanic being errataed, so it's not unimaginable that changes may have to be made.
Likewise, Collected Company and Aether Vial may become OP. But why are we warping the RULES of the GAME on behalf of some cards that aren't even legal in all formats? We should fix the problems with the ruleset first and then worry about card design later.
3 months ago
My apologies, I'll elaborate. Artifacts should cost any kind of mana but be weak while colored spells are more powerful but harder to cast. The design space of most artifacts is negated by the existence of most spells that are colored but splashable.
Look at unplayable chaff Brainstone. In the current ruleset, you would never play a card that is just an overcosted jank version of a U instant. If the game used color screw as negative variance instead of manascrew, suddenly a control deck could run one or two as insurance in case they were drawing badly.
Cards that require heavy devotion SHOULD be more powerful. Look at Necropotence. I think all cards that take three or more pips should be pushed just as much as high CMC cards are, because then you have to balance ramp against your color access, making power levels a graph with both an X and Y axis instead of just an exponential curve that goes parabolic at 7, where any spell instantly wins the game.
I was testing variants of the manabase rules in paper. Obviously I couldn't play as both players AND record at the same time. I was just commenting on my observations.
Wastes is the best-designed card in the game. By incorporating it in the structure of the game as the default land, suddenly even drawing a basic Island feels like a relief. If I can just play fetches and 4x Trop, 4x U-sea, 4x Volcanic, why do we even have colors at all?
Choosing between land and nonland on draw when you have a 5-drop in hand you lack the colors for and you're losing on board is interesting. Do you gamble on hitting the the correct colored mana source from your manabase or just take a spell from your library you know you can cast?
Regarding Khans of Tarkir, you have to remember that most 3+ color lands either come in tapped or ping you like City of Brass. Colorless cards being easy to cast but weak while colored spells are sick but hard to cast is interesting, and that's how the game was meant to be played anyway.
Brimaz is a great example. No deck that runs Brimaz would ever be screwed off casting him because YOU WOULD BE PLAYING DUALS ANYWAY. And why would 3+c control want a 1CC potato that dies to Day of Judgment?
I still believe that color screw should replace mana screw and bad artifacts like Armillary Sphere should get another chance