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CharlieFoxtrot
Mar 27, 2007

organize digital employees



MrL_JaKiri posted:

The argument that Elesh Norn will a) disproportionately affect casual EDH games because of play styles and is b) disproportionately likely to appear in casual EDH games compared to more broken cards because it's the face card of an incredibly well selling set, and one the story has been based around for a long time, is one that I think has some merit. Not enough to ban it, but enough to be concerned about casual asymmetric power creep.


I did just hear Brian Coval in one of his videos where he was playing Stern Proctor talk about how miserable it was to have MOM stuff all the etb triggers in a commander game he was playing

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Arivia
Mar 17, 2011
If they’re concerned about power creep in commander they should have banned 1 cmc mana rocks already.

Charity Porno
Aug 2, 2021

by Hand Knit

Arivia posted:

If they’re concerned about power creep in commander they should have banned 1 cmc mana rocks already.

Yep this is why I can't take anything Sheldon says about what's "bad for the format" seriously.

wei
Jul 27, 2006
I spent too much time in LGSes over the weekend. Pioneer RCQ on Saturday, 4-2 with mono W humans for 13th/49. I then played a ONE RCQ on Sunday, which I won :toot:

3-0-2 (double ID after starting 3-0) for 5th/29 with this Sealed deck.



This was the top 8 Draft. I really wanted more 1s and 2s but there were 2 other (!) RG drafters in the pod. Also low on interaction, but the 4s and combat tricks were great at turning the corner.



Super relieved to have won the only Limited RCQ in my city, so I can totally neglect Pioneer until closer to the 3rd RC (June). Gives me more time to focus on Standard for the Aussie RC in 3 weeks.

fadam
Apr 23, 2008

wei posted:

I spent too much time in LGSes over the weekend. Pioneer RCQ on Saturday, 4-2 with mono W humans for 13th/49. I then played a ONE RCQ on Sunday, which I won :toot:

3-0-2 (double ID after starting 3-0) for 5th/29 with this Sealed deck.



This was the top 8 Draft. I really wanted more 1s and 2s but there were 2 other (!) RG drafters in the pod. Also low on interaction, but the 4s and combat tricks were great at turning the corner.



Super relieved to have won the only Limited RCQ in my city, so I can totally neglect Pioneer until closer to the 3rd RC (June). Gives me more time to focus on Standard for the Aussie RC in 3 weeks.

Congrats!

Khanstant
Apr 5, 2007

Tism the Dragon Tickler posted:

Yeah and their advisory was, in this case, wrong as gently caress.

Wrong by design, presumably... follow the money. When an ETB Think Tank makes a massive donation to the committee, and a few days later we get Sheldon's outcry? Don't spit in my eye and tell me I'm whistlin' -- I know a drat bribe when I see one

Time
Aug 1, 2011

It Was All A Dream

wei posted:

I spent too much time in LGSes over the weekend. Pioneer RCQ on Saturday, 4-2 with mono W humans for 13th/49. I then played a ONE RCQ on Sunday, which I won :toot:

3-0-2 (double ID after starting 3-0) for 5th/29 with this Sealed deck.



This was the top 8 Draft. I really wanted more 1s and 2s but there were 2 other (!) RG drafters in the pod. Also low on interaction, but the 4s and combat tricks were great at turning the corner.



Super relieved to have won the only Limited RCQ in my city, so I can totally neglect Pioneer until closer to the 3rd RC (June). Gives me more time to focus on Standard for the Aussie RC in 3 weeks.

Hell yeah

flatluigi
Apr 23, 2008

here come the planes

CharlieFoxtrot posted:

I did just hear Brian Coval in one of his videos where he was playing Stern Proctor talk about how miserable it was to have MOM stuff all the etb triggers in a commander game he was playing

it really does feel like people are conflating a card being unhealthy for commander because it's super powerful with it being such because it's miserable to see across the table in your game

sure, they're often the same thing, but if a card is designed in an unfun way and isn't super powerful, it could definitely be a sign they might come out with a more powerful and more unfun card in the future even if it doesn't break anything itself

there's a recent card that I can't remember the name of but showed up in LRR content that was a mirror that, whenever a creature gets played (anywhere on the table) it gets exiled under the mirror and the last creature that was exiled exits the mirror. it started off being really funny and quickly became a huge headache and iirc both games it showed up in someone's commander was permanently exiled because the mirror was blown up with it under the mirror. it's a card that isn't really good but it's absolutely one that people would hate if it was powerful enough to see significant play with the same effect

Khanstant
Apr 5, 2007
There's an Attraction that can permanently phase a commander from the game with no possible recourse if the Attraction itself gets removed. It's called Ferris Wheel and it's the best one.

Weird Pumpkin
Oct 7, 2007

Khanstant posted:

There's an Attraction that can permanently phase a commander from the game with no possible recourse if the Attraction itself gets removed. It's called Ferris Wheel and it's the best one.

I thought commanders can always go back to the command zone for some reason, but I have only the vaguest understanding of those rules

flatluigi
Apr 23, 2008

here come the planes

Weird Pumpkin posted:

I thought commanders can always go back to the command zone for some reason, but I have only the vaguest understanding of those rules

it's a replacement effect you can choose when they move between zones -- any two zones, even if it's something like them bouncing it back to your hand from the battlefield. if there's no zone movement, there's no opportunity to return it to the command zone instead & some cards just aren't templated to move things when they get removed

Charity Porno
Aug 2, 2021

by Hand Knit
I'd say 90 percent of the time the correct tactical play when your commander changes zones is to put them back in the command zone UNLESS it's going to your hand, in which case that's almost always fine

The 10 percent is when it's hitting your GY and you're going to bring it back imminently, or you're flickering it yourself

Pocky In My Pocket
Jan 27, 2005

Giant robots shouldn't fight!






Related Rules question, if mirror of life trapping leaves then reenters play, will s trapped.creature come back, ir is that a way to lock out everyones commanders

Khanstant
Apr 5, 2007

Weird Pumpkin posted:

I thought commanders can always go back to the command zone for some reason, but I have only the vaguest understanding of those rules

Not for Phase Out effects I don't think. Ferris Wheel is supposed to release whatever it phases out when you roll 3 or less. The card isn't destroyed or exiled for the option to send to command zone, it's just temporarily phased out. But if you always roll lucky or you have the Ferris Wheel removed, there's no trigger left to un-phase the creature.

It's a gnarly trick you'd think would turn you into a hate target, but people are rightfully not all that threatened when you're playing an attraction based commander. Even on a nuts roll, lol, watch out I'm going to get mild value!!

Charity Porno
Aug 2, 2021

by Hand Knit
What a stupid card

Pocky In My Pocket
Jan 27, 2005

Giant robots shouldn't fight!






Charity Porno posted:

I'd say 90 percent of the time the correct tactical play when your commander changes zones is to put them back in the command zone UNLESS it's going to your hand, in which case that's almost always fine

The 10 percent is when it's hitting your GY and you're going to bring it back imminently, or you're flickering it yourself

I have definitely messed up returing to exile after playing one of the black flicker-on-deatg spells

Sit on my Jace
Sep 9, 2016

Pocky In My Pocket posted:

Related Rules question, if mirror of life trapping leaves then reenters play, will s trapped.creature come back, ir is that a way to lock out everyones commanders

As soon as it changes zones, it's a new game object. Even if it's the same card, the new mirror can't see creatures exiled by the old mirror.

Fajita Queen
Jun 21, 2012

Khanstant posted:

Not for Phase Out effects I don't think. Ferris Wheel is supposed to release whatever it phases out when you roll 3 or less. The card isn't destroyed or exiled for the option to send to command zone, it's just temporarily phased out. But if you always roll lucky or you have the Ferris Wheel removed, there's no trigger left to un-phase the creature.

It's a gnarly trick you'd think would turn you into a hate target, but people are rightfully not all that threatened when you're playing an attraction based commander. Even on a nuts roll, lol, watch out I'm going to get mild value!!

This is really funny and would probably cause problems if it weren't for how attraction decks work

Ineptitude
Mar 2, 2010

Heed my words and become a master of the Heart (of Thorns).

big cummers ONLY posted:

My LGS has a commander league where you buy a precon to start and every week you can sub out 3 cards. Doing something like that might be fun with your group. You can do more than 3 cards if that's not enough to keep it spicy, or put other restrictions on what you can sub in so it doesn't become a credit card arms race.

We are just 3 family fathers with entirely too little spare time and zero deck building skills so this is probably not a good fit for us :D



big cummers ONLY posted:

Most of the cards won't see play in constructed. A lot of stuff is "draft chaff" that only gets used in limited, because other cards do what they do, but better. I would just buy the cards you need, as you need them.

I suspected as much, but good to see it confirmed.
My reasoning was that if i bought 4 of common sets i'd have ready playsets of "all" cards for future decks or metas to try out, and wouldn't have to buy any more cards. The price difference between a complete set and buying just the cards i need from the set (for some of the sets) was fairly close as well.

Buying a complete product also feels more future proof; easier to sell off in the future. It is comforting to know that i can recoup some/all of the cost for this (expensive) hobby if i get tired of it. (Not trying to ~invest~or anything, just would be nice to get my money back) Maybe that is just a pipe dream, dependent on the meta not changing, something i have zero control over.


Im assuming the same is true for Commander and buying complete full sets?
I.e. buying a full set of each of the sets legal in Commander (within reason), so that i could make any commander deck. There is less overlap in card usage compared to pauper as well so i would be able to make several decks at the same time. But the cards that are shared between decks are the ones that are expensive...probably not a good idea this one either.

Buying cards where i live is such a pain, so i am just trying to discover methods to make that easier

Maybe i'll just stick with precons.

ram dass in hell
Dec 29, 2019
Probation
Can't post for 3 hours!
would absolutely not recommend buying a complete set of commander legal sets as a cost saving enterprise

Twelve by Pies
May 4, 2012

Again a very likpatous story

big cummers ONLY posted:

My LGS has a commander league where you buy a precon to start and every week you can sub out 3 cards. Doing something like that might be fun with your group. You can do more than 3 cards if that's not enough to keep it spicy, or put other restrictions on what you can sub in so it doesn't become a credit card arms race.

One of our customers talked about how his group is doing a commander group where the total cost of the cards in the deck has to be less than fifty dollars, so like you could have a 30 dollar commander but then you have just 20 dollars to spend on the remaining 99 cards. It sounds interesting at least.

Toshimo
Aug 23, 2012

He's outta line...

But he's right!

NutShellBill posted:

Yep, this is Mirrodin/Darksteel all over for me.

And this set doesn't rotate out until 2024? Later? And it will permeate into Commander, the actual format I spend money on? Can't wait to watch that format burn to the ground to turn 3 infect wins.

I think I'm done for another 2-3 years, at least.

Poison isn't doing anything 8n commander, so I wouldn't worry about that.

Charity Porno
Aug 2, 2021

by Hand Knit

NutShellBill posted:

Yep, this is Mirrodin/Darksteel all over for me.

And this set doesn't rotate out until 2024? Later? And it will permeate into Commander, the actual format I spend money on? Can't wait to watch that format burn to the ground to turn 3 infect wins.

I think I'm done for another 2-3 years, at least.

lol turn 3 poison wins in Commander

22 Eargesplitten
Oct 10, 2010



Does anyone have a recommended run-down on different styles of play that different color combos can have? I'm trying to build a deck out of these 1000 cards that I bought and oh boy am I getting overloaded with options. I'm leading towards maybe black/red because it seems like I've got some pretty good options in both colors but I don't remember what the synergy is between those two colors from when I used to play. It's pretty much going to be a pauper deck at first because I want to play for a while to make sure it's something I'll stick with before I get into this game's notorious :homebrew: and if I do that I already know what I'm going to be building.

flatluigi
Apr 23, 2008

here come the planes
it depends entirely on what cards you have because cards can do a lot of different things and a pile of 1000 assorted cards might have synergies but they just as likely might not. i'd maybe go look at the intended draft archetypes for the last few years of sets to see what the devs have put into each 2 color combo, but other than that it again really depends

rickiep00h
Aug 16, 2010

BATDANCE


22 Eargesplitten posted:

Does anyone have a recommended run-down on different styles of play that different color combos can have? I'm trying to build a deck out of these 1000 cards that I bought and oh boy am I getting overloaded with options. I'm leading towards maybe black/red because it seems like I've got some pretty good options in both colors but I don't remember what the synergy is between those two colors from when I used to play. It's pretty much going to be a pauper deck at first because I want to play for a while to make sure it's something I'll stick with before I get into this game's notorious :homebrew: and if I do that I already know what I'm going to be building.

Basics:

WU: Aggro - lots of little, possibly flying guys. Control - slow board control and counters with big finish creatures or planeswalkers.
UB: Aggro - flyers and currently Toxic dudes plus Proliferate. Control - same as above.
BR: Aggro - low to the ground, above-rate cards like Bloodtithe Harvester. Midrange - heavily leans on sacrifice synergies with things like Oni-Cult Anvil.
RG: Aggro - fast creatures backed up by burn for removal. Midrange - largely werewolf-based.
GW: Aggro - enchantment-creatures from NEO. Lots of brewing around Toxic.
WB: Aggro - sort of a mix of WU and UB playstyles. Control similar as well.
UR: Aggro - mostly based in small evasive and/or pumpable dudes plus lots of spells. Midrange/Control is similar but less focused on many small creatures in favor of bigger threats like Haughty Djinn
BG: Aggro - Toxic and Proliferate. Midrange/Control - graveyard shenanigans.
UG: Aggro/Midrange - Toxic and Proliferate. Big Mana/Ramp into massive creatures with ridiculous ETB benefits or other bonuses beyond stats.
EDIT: realized I forgot one
RW: Aggro - usually focuses on lots of little dudes with burn backup. Sometimes there's an equipment theme, sometimes there's a tribal theme. But that's almost all you ever see from RW. It's gonna be creatures.

It's worth noting also that the three-colored allied "shards" also have synergies/styles associated with them at the moment:
WUB: Control through card advantage and planeswalkers plus the Connive mechanic
UBR: Midrange with counters.
BRG: Midrange with removal and medium-sized creatures and the Blitz mechanic
RGW: Apparently there's a Humans deck out there but I haven't personally seen it.
GWU: Midrange with counters and board control; this tends to get pretty unfocused but can be really capable.

*I AM NOT GOOD AT MAGIC* and as such take this all with a grain of salt. The current metagame is in flux as ONE just came out and everything is adjusting to the cards therein. If you want an overall look at how design has looked at pairings, check out the Guild designs from the original Ravnica block--it basically set the table for modern multicolor Magic design. The allied "shards" are covered in Alara block and more recently in New Capenna, and the enemy "wedges" are from Khans block and Ikoria.

rickiep00h fucked around with this message at 02:36 on Feb 13, 2023

big cummers ONLY
Jul 17, 2005

I made a series of bad investments. Tarantula farm. The bottom fell out of the market.

Ineptitude posted:

Buying a complete product also feels more future proof; easier to sell off in the future. It is comforting to know that i can recoup some/all of the cost for this (expensive) hobby if i get tired of it. (Not trying to ~invest~or anything, just would be nice to get my money back) Maybe that is just a pipe dream, dependent on the meta not changing, something i have zero control over.
Im assuming the same is true for Commander and buying complete full sets?
I.e. buying a full set of each of the sets legal in Commander (within reason), so that i could make any commander deck. There is less overlap in card usage compared to pauper as well so i would be able to make several decks at the same time. But the cards that are shared between decks are the ones that are expensive...probably not a good idea this one either.

Buying 4x playsets of commons isn't too expensive if you're just gonna do it as sets come out. You will still never use most of them, and the cards that don't get used aren't going to make it easier to cash out of the game. Most of the cards you buy like this will be sold off in bulk for pennies on the dollar when you decide to quit.

You can make more money back when you cash out of commander, but you will still be spending hundreds of dollars, several times a year to buy one of every Commander-legal card. You still probably won't break even when you decide to cash out. Plus, it takes time and effort to sell all those cards one at a time.

In both of these scenarios, a portion of your storage space will be taken up by MtG product that you will never use and will likely lose money on when you try to sell it. It is guaranteed loss and nuisance, with no upside.

You don't want to build decks, right? Since you're averse to even swapping out 3 cards in a commander precon. This means you have no use for any card that isn't in a deck you own at that moment.

So if I had your constraints and with your use-cases in mind, the only things I would buy are:
1) Precons and play them unaltered
2) Entire decklists that have good reviews and look fun, almost like buying a precon but with more steps
3) Jumpstart 2020/2022 and make a little battlebox with them, making sure to keep the packs separate so you can mix and match them forever

e: also, making this post made me realize how irrationally angry I am with WotC that I now feel compelled to explain the difference between Jumpstart 2020/2022 and set Jumpstarts, to make sure uninformed consumers don't purchase the worst Magic product on the market instead of the best one. The best and worse products have the same name loving lol

big cummers ONLY fucked around with this message at 01:34 on Feb 13, 2023

22 Eargesplitten
Oct 10, 2010



rickiep00h posted:

Basics:

WU: Aggro - lots of little, possibly flying guys. Control - slow board control and counters with big finish creatures or planeswalkers.
UB: Aggro - flyers and currently Toxic dudes plus Proliferate. Control - same as above.
BR: Aggro - low to the ground, above-rate cards like Bloodtithe Harvester. Midrange - heavily leans on sacrifice synergies with things like Oni-Cult Anvil.
RG: Aggro - fast creatures backed up by burn for removal. Midrange - largely werewolf-based.
GW: Aggro - enchantment-creatures from NEO. Lots of brewing around Toxic.
WB: Aggro - sort of a mix of WU and UB playstyles. Control similar as well.
UR: Aggro - mostly based in small evasive and/or pumpable dudes plus lots of spells. Midrange/Control is similar but less focused on many small creatures in favor of bigger threats like Haughty Djinn
BG: Aggro - Toxic and Proliferate. Midrange/Control - graveyard shenanigans.
UG: Aggro/Midrange - Toxic and Proliferate. Big Mana/Ramp into massive creatures with ridiculous ETB benefits or other bonuses beyond stats.
EDIT: realized I forgot one
RW: Aggro - usually focuses on lots of little dudes with burn backup. Sometimes there's an equipment theme, sometimes there's a tribal theme. But that's almost all you ever see from RW. It's gonna be creatures.

It's worth noting also that the three-colored allied "shards" also have synergies/styles associated with them at the moment:
WUB: Control through card advantage and planeswalkers plus the Connive mechanic
UBR: Midrange with counters.
BRG: Midrange with removal and medium-sized creatures and the Blitz mechanic
RGW: Apparently there's a Humans deck out there but I haven't personally seen it.
GWU: Midrange with counters and board control; this tends to get pretty unfocused but can be really capable.

*I AM NOT GOOD AT MAGIC* and as such take this all with a grain of salt. The current metagame is in flux as ONE just came out and everything is adjusting to the cards therein. If you want an overall look at how design has looked at pairings, check out the Guild designs from the original Ravnica block--it basically set the table for modern multicolor Magic design. The allied "shards" are covered in Alara block and more recently in New Capenna, and the enemy "wedges" are from Khans block and Ikoria.

Thanks. I'm just playing casual right now so I don't have much in the way of restrictions on blocks but it seems like most of these are from sets within the past few years.

Barry Shitpeas
Dec 17, 2003

there is no need
to be upset

Winner POTM July 2013

Khanstant posted:

Not for Phase Out effects I don't think. Ferris Wheel is supposed to release whatever it phases out when you roll 3 or less. The card isn't destroyed or exiled for the option to send to command zone, it's just temporarily phased out. But if you always roll lucky or you have the Ferris Wheel removed, there's no trigger left to un-phase the creature.

It's a gnarly trick you'd think would turn you into a hate target, but people are rightfully not all that threatened when you're playing an attraction based commander. Even on a nuts roll, lol, watch out I'm going to get mild value!!

If the Ferris Wheel is removed, the creature will still phase in if you roll a 3 or less, the duration was part of the original trigger. Although if you no longer control any attractions at all you never have to roll again

Charity Porno
Aug 2, 2021

by Hand Knit
It feels weird and dumb that it phases instead of exiles since Phasing has a specific trigger in the rules to take effect. It seems like it SHOULD have been worded that each opponents upkeep you roll and on X it doesn't phase back in but I guess making rules clean isn't a priority on your joke monkey cheese set

Jiro
Jan 13, 2004

Weird Pumpkin posted:

I thought commanders can always go back to the command zone for some reason, but I have only the vaguest understanding of those rules

Oubliette can do something similar, removing a commander from the game entirely without hope to bring it back unless you get rid of Oubliette.

Khanstant
Apr 5, 2007

Barry Shitpeas posted:

If the Ferris Wheel is removed, the creature will still phase in if you roll a 3 or less, the duration was part of the original trigger. Although if you no longer control any attractions at all you never have to roll again

Ohh okay good to know, not as scary as I thought in commander especially since you can't even tutor out the specific attraction anyway.

The Wicked ZOGA
Jan 27, 2022

the Sheldon Elesh Norn thing is hilarious to me because he's an extremely small tail thinking he can wag an extremely large dog. the commander council's job is to sit down and shut the gently caress up

The Wicked ZOGA
Jan 27, 2022

sheldon: we're banning thing
wotc: OK we're taking commander in-house. now you can't claim to be kind of a big deal in the mtg nerd community
shelly: no!! anything but that!!!!!!!!!!!!

MasterBuilder
Sep 30, 2008
Oven Wrangler
It would be a pretty dumb decision for Wotc to take edh in house. Think of how many headaches they don't have to deal with by having an "independent" rules committee that deals with bans. If I was wotc I would pat Sheldon on the head and say "that's nice dear" and continue printing the next chase card.

Fajita Queen
Jun 21, 2012

Why would Wizards ever stop offsourcing a bunch of headaches to dudes eager and willing to do unpaid labor for them while letting them rake in millions of dollars in sales?

The commander RC is the best thing that's ever happened to the company.

Kashuno
Oct 9, 2012

Where the hell is my SWORD?
Grimey Drawer
'WotC is one step away from getting rid of the RC' comes up every time any member of the RC isn't in direct lockstep with what WotC does, and it has been repeatedly shown that they have no interest in actually taking over Commander.

flatluigi
Apr 23, 2008

here come the planes
it's kind of amazing the range of projected relationships between the commander groups and wotc in the last dozen posts

Khanstant
Apr 5, 2007
You don't even have to listen to the RC when playing commander. It's a suggestion club.

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OneDeadman
Oct 16, 2010

[SUPERBIA]

Khanstant posted:

You don't even have to listen to the RC when playing commander. It's a suggestion club.

Yeah but what if you want to play EDH competitively like some kind of weirdo???

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