I agree, but I wanted to get the temperature, thanks for the input!
June 21, 2020 2 p.m.
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Ditto on Nekusar, the Mindrazer, because gameclock stuff. I like playing against Jodah, Archmage Eternal because I like unpredictable goodstuff. Brallin, Skyshark Rider Flip is super fun because I like how wheels wreck up plans. Thantis, the Warweaver is a romping good time. Mogis, God of Slaughter is a great game-clock slug deck that has a lot of equal opportunity destruction.
July 8, 2020 3:59 a.m.
If trying to boil things down to a 2-color foundation, then...
As above, Thor . Even Mjolnir itself is a symbol of building, growth of civilization, human solidarity: - Then on the flipside: destruction, wrath: .
Probably Shazam is . For many similar reasons as Thor. Also, a childlike temperament, even a mature child, is usually going to follow heart & instinct more than adults who are more concrete (knowledge) & less plastic.
can be any character known to overthrow a stale order to establish a new order & does this without self-benefit in mind. I'm not sure who that is describing, but I'm sure there are some characters who do this... Maybe Bane? (if his motivation truly does not involve becoming a tyrant after the he overthrows the yolk of civilization as it is).. Maybe Ra's Al Ghul, though I think he has been accused by Batman of having self-motivation with the Lazarus pits & whatnot. Hard for me to say since I'm not a Batman guy.
July 6, 2020 3:06 p.m.
It's a bit "winmore". It is worth it in slugfests for certain decks though. I've used it in Marisi, Breaker of the Coil for midgame hasty evasion (then I get immediate value) even if it is an inevitable removal magnet.
July 3, 2020 7:23 p.m.
Interesting, Nothing mind blowing from me: - For competitions & events (when prizes are on the line) adopt optional metagame conditions (process-driven). This way you could truly join a "casual" event vs a "competitive" event for Commander. Metagames & point systems have led to some great games when implemented well... In a nutshell, provide different incentives beyond just winning.
Develop some sort of player-driven feedback engine that tabulates the most lopsided cards in the game (maybe like a more data-based saltscore?) & THEN instead of banning those, use this engine to influence the printing of interaction & punishers. I believe there are few things in the game that cannot be addressed over time by simply printing useful interaction & punishers & once a reasonable volume of these are printed, cards are no longer unfair 'boogeymen'
This is more controversial BUT!! Lifelink should not provide more life than either a creaturess toughness, or life total, or planeswalker's loyalty total allow. Similar to how lifelink does nothing when a blocking creature suddenly sacs. Sure trample should have overflow, but to me lifelink should not reward more than the available life-pool allows. For eg. a 2/2 chump-blocker against 10/10 lifelink only nets you 2 life unless you have trample-link
June 27, 2020 11:22 a.m.
I like the line of thought on SynergyBuild original card, so I decided to go down the same vein, but combining the Rakdos party element & making a massive Allure of the Unknown effect for a general boardwipe interaction that will hopefully actually cause the opposite effect than intended for the boardwipe caster.
Void Rift -
This spell costs less to cast for each permanent that left the battlefield this turn
When you cast Void Rift target a spell or ability that causes permanents to leave the battlefield. The casting player's opponents each draw a card for each permanent they control that left the battlefield as a result of the spell, then those players put a permanent onto the battlefield for each permanent that left the battlefield.
... I can't really speak for verbiage, but it is a not-quite symmetrical punisher that slaps the boardwiper in the face & since it can benefit opponents I think it is an appropriately costed bomb.
June 26, 2020 10:42 p.m.
DuTogira good summary, I'll take it! :) Also, I never really argued that the card was specifically a "wincon", just more than a one-use answer card... It breaks parity, is unilateral (also makes it more than a simple wrath). I don't even agree that Cyclonic Rift itself needs an answer, I don't even necessarily like more "answers" in the game, I would argue that the mechanic & accompanying strategies with mass bounce or repetitive bounce should have more interactivity & punishment in general & this would address the lack of useful interactivity with bounce or return to hand. Maybe I have semantics issues with "answers", I do like interaction though.
June 26, 2020 9:25 p.m.
TonyStark9001 How do you make an absolute statement, saying "only" & then say it is not an absolute statement? You high?... Suddenly, pushing yourself X turns ahead of all opponents or inversely effectively pushing all the opponents x turns back is more than "only" an answer. This can be used as an outright resource attack or parity breaker Wincons & answers are not the only aspects to any given spell, particularly not rift. To dismiss it as only an answer... again, begs to be trolled.
June 26, 2020 7:55 p.m.
At least with traditional boardwipes there are TONS of punishers, aristrocrats, draw-for-death options, a variety of interactivity & answers. Answers with more complexity than counterspells
June 25, 2020 7:03 p.m.
You are totally begging for a trolling with the wording, wording with absolutes depending on your POV usually will land trouble. I most often see it more aggressively employed than just some game-lock breaking setback machine. I've seen rifts used many ways: aggressive free-swing splash spell in Simic, recursion lockout, even just frivolously as a winmore card - all to name a few other ways it is used beyond: "only" as an answer. But beyond rift, beneficial punishers to bounce in general would be nice. It just so happens that these could address the huge interaction void that a super-popular card like rift has as well.
June 25, 2020 7 p.m.
Omniscience_is_life That would be a good Gruul creature & all, but bounce is so often an engine that has minimal interaction in spellslinger or secondary wincon decks & "fighting" things already on the board could be pretty ineffective, particularly when they are just bouncing critters off the board in response. Rakdos is the party color for bomb, all players draw effects. There needs to be a card that depopulates the hand for repetitive bounce (hit them where it hurts) & something that scales well to mass bounce. Hence, less creature centric & more overall punishment that is almost always effective as long as the strategy in play is employed. TonyStark9001 for rift specifically I rarely see it employed as "an answer" & its not that answers don't exist (mostly in ), it is the volume of answers relative to the overall strategy. Bounce & nondeath "leaves the battlefield" could use some innovative punishers. Really the entire game could use this for several strategies.
June 25, 2020 9:23 a.m.
Wife agro is real. Didn't finish what the time punisher does with the cards. Oh well. Probably needs a little more reliable than top 10 because worse case scenario is a complete dead play.
I want a bounce punisher that does something like: any time an effect an opponent controls would cause a permanent to return to a player's hand that player chooses to sacrifice a permanent they control or discard a card for each permanent returned to an opponent's hand. Opponents draw a card for each permanent returned to their hand.
June 24, 2020 9:22 p.m.
Great topic: Game needs more punishers with upside... Sortof like Cindervines it is a removal spell + punisher.
Entropy, True Master of Time
If an opponent would take an extra turn this spell gains 'Split Second' & costs to cast. End the opponent's turn if an extra turn spell was cast this turn, the opponent's spell does not resolve.
Opponents reveal the top 10 cards of their libraries until 10 nonland cards are revealed. For any card revealed with extra/additional turns text take an additional turn after the next end step.
June 24, 2020 8 p.m.
I guess I said it kind of weirdly, it should have always been mandatory zone change to GY (if appropriate) then you decide (with priority) where it zone changes to from there, if you decide (with priority) that it is going to command zone then that is fine.
June 24, 2020 8:46 a.m.
Agreed, the reason for the change was stupidity; however, the rule as it previously was made was stupidity as well, so it all balanced out. Yes, state-based zone changes occur but that doesn't change the text on another card (if you used a kill spell or my commander was sacrificed, it died & therefore involves the graveyard). It was always ridiculous that the state-based zone change just wiped away something that had occurred. I always wondered why it couldn't basically (split-second) hit the GY mandatory & if there was an attempted interaction THEN you could still decide the zone change. Now, that is what they do in a nutshell, that kind of rule change is good, progressive work regardless of if it was done for the wrong reason. But, yes that is another primary argument against banning: it is not exactly process-driven... & now can be apparently used as a tool of political statement instead of being driven by gameplay.
June 24, 2020 8:43 a.m.
It is not like the alternative has been tried in a long time. EDH was fine when it was still the Wild West. But now that precedent is set, if there are enough complaints we can just head straight to banning. I hate feeling regulated in a format that doesn't need regulation. I think the RC should just say "figure it out for yourselves" more often & be more concerned for the foundation of the format, like deciding that commanders can have death triggers.
June 23, 2020 7:13 p.m.
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