Most of my decks on TappedOut are theorycrafting, seeing how a card interaction works or just messing around. I like grindy attrition decks, usually in some variation of --Turbofog, Lantern Control, discard, that sort of thing. Resource denial is a way of life. I also have a soft spot for Dredge and recursion.

Creature types that need more support: Bat, Plant, Scorpion, Shaman, Skeleton

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psionictemplar I can't get any live play in right now, but in goldfish playtests, not making the full sideboard switch just feels like it dilutes the Warriors plan with incidental land destruction. I'm also reviewing what the swaps should be, and I'm starting to like keeping Tattermunge Maniac over Pelt Collector. I'll update the description soon.

March 16, 2024 4:53 p.m.

Qilghal, Yeti Titan

Legendary Creature - Yeti

Partners with Bridgette, Arctic Lawmage

Tapped creatures you don't control get -2/-0.

Tapped creatures you control get +2/+0.

At the beginning of each upkeep, if you have at least 10 life more than your starting life total, you may tap or untap target permanent.

4/5


I've lost track of which factions need support and focus. Create a card for a faction you think needs help right now.

March 15, 2024 4:35 p.m.

What's worked so far post sideboard is T1 ramp for land destruction, T2 land destruction, T3 either more LD or two creatures, T4+ pressure. It's totally a casual gimmick deck (I've never used it against anything with Orcish Bowmasters, for one thing), but your thoughts make sense. I'll tune it up a little bit and how it shakes out. Thanks for everything!

March 14, 2024 9:37 p.m.

To make sure I'm tracking right, your suggested switch pattern is

-4 Pelt Collector

-2 Wrap in Vigor

-1 other creature

Pretty much the whole sideboard needs to come in for the Ponza line to work, and the remaining Warriors need to be able to apply pressure. Which eight cards would be your other switchouts?

March 14, 2024 7:40 p.m.

psionictemplar The Pillages are a meta choice, so switching one out for a final Stone Rain is a fair call. I'll make that the default.

For the Pelt Collectors, I don't disagree with you, but I'd like to know your reasoning. They're still reliably a 2/2 for 1, outclassing the Tattermunge Maniacs, and the Brighthearth Bannerets lose a lot of utility. Still gotta win once you've smashed their lands. I'm willing to be convinced, though, so what's the line you see?

March 14, 2024 2:45 p.m.

TypicalTimmy It means something.

Well, yeah, it means something. But what does it mean?

No, seriously, it's an abbreviation for the word "something".

Either that, or "somatotropic hormone" which is another name for human growth hormone, if you're into biochemistry or bodybuilding.

March 14, 2024 2:31 a.m.

Another option would be to have the winner decide whether or not to switch, then the loser gets to choose based on that. This might just force a lot of game 3s where the winner of game 1 has the advantage, though. Game 1, unknown matchup, I win. Game 2, I choose to stay, opponent chooses to switch, opponent wins. Game 3 opponent chooses to stay, I choose to switch, I win.

I guess my question is, does the opponent know whether or not you're switching? If so, when do they find out? If not, how do the judges keep the decision secret?

March 13, 2024 8:44 p.m.

Unlife That's really good reasoning for the mechanics and flavor. I was more wondering if it could add to the Merfolk type. Have them be flavored as as eel people, give them eel bodies, but the typeline says Merfolk to give them some utility outside of this set.

Basically, why make a new creature type? No wrong answers, just my own curiosity. If you just want them to be mechanically distinct from Merfolk, I'm all good with that.


Current challenge: Create a mono-green ramp card for Matzoth.

March 13, 2024 8:35 p.m.

It's an interesting idea, but it feels like it rewards prediction, or even lucky guesses, more than gameplay.

Let's say I'm in a Modern tournament, and I start with Yawgmoth. Opponent starts with Tron, and I lose to the bad matchup. I switch to Boros Burn, thinking I can win a race, but opponent switches to Izzet Murktide and grinds out a match win with lucky pulls from Ragavan, Nimble Pilferer. If either of us had started with our other deck, I would have had the better matchup in both games.

Yawgmoth < Tron

Yawgmoth > Izzet Murktide

Boros Burn > Tron

Boros Burn =< Izzet Murktide

So assuming both people know what the other one's bringing, and have a reasonable idea of the +/- matchups, once you see the other person switch decks you know what to do. The best way around this is to use the same boxes and sleeves for both, and not reveal whether or not you switched (put both under the table and pull one back out or something). And that just goes back to pre-and mid-match prediction/guessing, rather than gameplay.

March 13, 2024 8:27 p.m.

The first couple Ranger cards had the survival ability word, which wanted you to have four or more nontoken creatures (my creation), and Revenge (When this creature dies while it's blocking, create a 1/1 colorless Spirit creature token with flying that can't block) (sergiodelrio's creation), so I'm going to push for a little more of that. As the originator of the Rangers, my initial mechanical concept was for building up their resource flow and cutting off the opponents' resource flow.

Marking is good. Traps fit thematically, but how many should there be?

March 13, 2024 6:30 p.m.

How many original cards are you looking for? Five hundred original cards will take up ten full pages, not including other commentary. Not necessarily a bad thing by itself, but it would make it harder for people who aren't regulars to join in.

Unlife I like the Eelfolk idea, but are they mechanically different from Merfolk?

Guided by Light

Enchantment

Whenever a creature you control attacks, it deals 1 damage to target creature. If that creature was snow, it can't block or activate abilities until end of combat.

The brilliant light of the sun on a clear day lets a griffin see for miles. The only thing sharper than their eyes are their talons.


Trapped by Light

Enchantment

Prevent all damage that would be dealt to you by creatures with flying.

Whenever a creature with flying blocks, tap it and put a stun counter on it.

The searing shine of sun on fresh snow can blind a griffin. Their sharp eyes are no match for the sharp glare.


Create a mono-green ramp card for Matzoth.

March 13, 2024 5:16 p.m.

I doubt it's going to apply to all reanimation effects. There's a good chunk of black and white 4+ mana cards that rely on long-term reanimation. My current guess is, there's going to be something like Zombify + finality for or or something in the near future. Can't Stay Away is right there already.

March 12, 2024 10:34 p.m.

Said on Cast And You …...

#13

As I understand the Commander banlist (and as a very casual Commander player), it's kind of the "default" rule 0 discussion, intended for people who may not play with the same groups regularly. Personally, I'd rather have a default banlist and play a match than spend an hour debating whether or not Fastbond is fair in a deck that's "about a 7" whenever someone new shows up.

Once you have a dedicated and reliable group, it's perfectly acceptable to make your own banlist. If your group's okay with a proxied Ancestral Recall into Erayo's Essence  Flip + Arcane Laboratory lock in an otherwise mid-power deck, go for it! Your group, your rules. But two groups' definition of what's reasonable and fair can be completely different (which means a whole new rule 0 discussion from scratch), there has to be some level of compatibility between groups (otherwise it's not a meaningful format), and organized Commander tournament settings shouldn't be purely pay-to-win. The ban list is there to give a little bit of standardization for a format that's notoriously hard to standardize.

March 12, 2024 6:28 p.m.

So 's major mechanical themes seem to be artifacts, rogues, and anti-snow. Lorewise, while the Griffins are mostly concerned with removing the ice, and the Rangers aren't unified enough to offer a strong resistance, the Rogues are actively fighting with Bridgette's forces, which includes the Yetis. They're fighting both directly and indirectly through infiltration, and they're looking for ancient relics of the first Ice Age and the inter-ice periods that might help them. Some of these relics might still be owned by someone, and the owner might be convinced to help... Let's see how much of that I can tie together.

I like the Hideout tokens, but I don't think they should be a regular thing. One or two cards with them, showing the infiltrations, would be enough.

Steel and Fire

Sorcery

Choose one:

  • Steel and Fire deals X damage to any target.

  • Steel and Fire deals X+2 damage to target snow permanent.

Return up to one target artifact card with mana value less than or equal the amount of excess damage dealt this way from your graveyard to the battlefield.


We need more artifacts. Create an artifact for Matzoth. It can be something that the Rogues find, or something else. Only requirement is that it's an artifact.

March 12, 2024 1:31 p.m.

Said on New hubs to …...

#15

Last_Laugh I just need to be more careful in my proofreading.

March 11, 2024 4:40 p.m.

Said on Tiers of card …...

#16

jethstriker Good calls on those. I was considering using Wood Elemental as an example for worst of the worst, but went with less-infamous cards. Seriously, even in the early days, how did anyone think those cards would be usable? + sac two untapped forests for a 2/2 is bad compared to Barbary Apes or Radjan Spirit or, well, anything.

March 11, 2024 4:14 p.m.

Said on New hubs to …...

#17

Last_Laugh See above. Formatting quirk, can't edit.

March 11, 2024 12:10 p.m.

Said on New hubs to …...

#18

Last Laugh Historic's not already a hub?

Looks like it's not. I think that should go in as a mechanics checkbox, but if it doesn't get added soon, remind me and I'll add it to the drop down list.

March 11, 2024 12:07 p.m.

Said on Tiers of card …...

#19

Not all "bad" cards are created equal. As I see it, just like how there's build-around good cards, really good cards, and must-include cards, there's several tiers of cards that don't quite measure up.

At the top, there's the weird cards. These cards have unique effects. They're generally useful and/or interesting, but make lots of demands for deckbuilding and have no redundancy. Spellweaver Helix, Riku of Two Reflections, and Leyline of the Guildpact are some examples. Good for casual play and for "trying to make work".

Next is the draft fodder. Good if you don't have anything better, but easily replaceable. These cards get functionally reprinted a lot, and are usually pretty straightforward. I would put Cancel, Shock, and Alabaster Host Sanctifier as examples. You won't be ashamed to use them in Limited, and they work well as starters for a new collection, but they get outclassed quickly.

Next, and the first tier I would call truly bad cards, are the very inefficient cards and the cards that just don't do anything. They're significantly overcosted, or there's many better options. These cards might still be technically useful, or at least not actively harmful, but they can't compete with anything else. Mudhole, Razor Boomerang, and Aven Trooper go here.

Finally, there's the worst of the worst. The cards that actively hurt you and make it harder to play the game. If you put them in a deck, you're either trying to meme or you're going to Donate them. Alabaster Leech, Soldevi Steam Beast, and Goblin Elite Infantry fall into this group.

This is subjective and a continuum, so there's a lot of room to arrange individual cards. I've been reading Mark Rosewater's articles on bad cards, and designing Nihilist decks (example here), and there's been some forum discussion on what cards are worth using and which aren't. So it's been on my mind recently.

March 10, 2024 4:03 p.m.

Said on Dragonlords Wuberg...

#20

Ouch. Yeah, that's no good.

Do you want it to be Modern-legal, since you asked in the Modern forum? From what you remember, it sounds heavily , with ways to cheat around and . If it's Modern, that's going to cut out a lot of the cards you mentioned. Casual Legacy or Commander would let you hit all of them.

Were there any specific combos or synergies, or just big scary dragons?

To start throwing more cards out, Dragonspeaker Shaman, Dragonlord's Servant, Sprite Dragon.

March 10, 2024 12:44 a.m.

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