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#precon process
screamscenepodcast · 2 years
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Is it Gothic? Is it... horror? It's MY WORLD DIES SCREAMING (1958, Daniels), aka TERROR IN THE HAUNTED HOUSE, the very first picture in... psychorama! Starring Gerald Mohr, Cathy O'Donnell, William Ching and John Qualen.
From the origins of subliminal messaging to the Satanic Panic, we cover a lot of ground in this week's episode!
Context setting 00:00; Synopsis 35:04; Discussion 52:27; Ranking 1:16:08
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markrosewater · 3 months
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Inspired by all the Detective cards, I recently opened my Esper-colored Warhammer Commander precon, Inquisitor Greyfax, and starting putting together an Investigate Commander deck. I ended up with "draws matter" and "artifacts matter" themes to go with the Clues and lined up numerous Doctor Who UB characters (mostly companions) and one or two from the Stranger Things Secret Lair drop. Lastly, I found Starscream from Transformer in my Brother's War stuff and he went along nicely with drawing matters. While this is certainly a strange combination of properties, building the deck was fun and I've been embracing UB as part of the process. The Fallout set looks amazing and I've always been a fan of the series. I'm pretty neutral on Assassin's Creed and even Marvel, but good card designs get me excited no matter who the characters are, so I'll be picking some up surely.
So there's some positive feedback for UB. To make this an ask, is there a place we can suggest possible properties to seek out for future UBs? I have a wish list.
Tell me and I can pass them along.
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loreholdlesbian · 7 days
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I've been loving your 'custom precon' work, and wanted to try my hand at one too. Can you go a little into your thought process on making them? (I've been particularly struggling with finding existing characters that fit for the legends, but maybe that's nitpicky.)
Sure!
(Here's the two precons being mentioned: Saproling, and Sea Monsters)
Don't worry too much about finding existing characters unless things just fall into place or you really want to. If you do really want to, try using that character as a starting point. Otherwise, just try to think about what characters this precon might be a good opportunity for based on the colors and themes.
Diversify- try and cover a range of different things, don't make your designs too close to each other. In my sea monster precon, I didn't want all the cards to just be sea monsters, so i made sure to throw some noncreature cards that work with the theme in other ways in there- I made a ramp card, a reanimator card, and a sea monster typal card that's a sorcery. Spices things up a little. Sea monsters is also a narrow theme, so I decided to make some cards reward big stuff rather than the sea monster batch, so that they'd work well with the theme but would also go well in other decks. I think it's important for these precons to have cards that work well in other decks, because they are ultimately still made for beginners and that lets beginners take apart the deck and get pieces for something else. It's less isolated. To that end, I like to make cards that work well with the deck theme but also hint at another deck theme you could do- the eldrazi in the sea monster precon, the board wipe in the saproling deck that would work just as well in decks for any of the other types mentioned, etc. Don't skimp on the cards that do help the main theme though- even with the narrower theme of the sea monster precon, I wanted to make sure to give ample reason to build that theme, so in addition to the commander I threw one sea monster batch reward into each color.
Subthemes and backup commanders- this is an important one. Try and find one that ties in naturally with what the deck is already doing. Tokens for the saproling precon is perfect because a token reward is something you're gonna want in this deck anyway, it really doesn't stand out, but if you're building a deck for that backup commander instead of throwing it into this deck, that deck would look pretty different since it's not nearly as constrained. Same with the cheat-stuff-into-play theme from the sea monster precon. I knew I wanted the main commander to help you get sea monsters out, and at first I tried ramp but eventually I realized reanimator would tie in black a lot better and gives the deck more texture with a graveyard subtheme. From there, a backup commander that rewards cheating creatures into play felt perfect.
Think about the theme's weaknesses- especially for the commander. In the saproling precon, I wanted to make sure to throw in wincons, so I threw an anthem of a sort on the commander, as well as the poison card, the board wipe to clear the path, Mycelium Networker to make your fungi all big. For the sea monster precon, its early game really hurts so I focused on that- the commander is on the cheaper side and helps you get expensive stuff out, I did everything I could to sneak smaller versions of the usually-big creature types in, and I threw in some ramp and such for the early game as well. On a similar note, think about what colors are more naturally represented in the theme and try to fill out the others. It gives more of a reason to want those colors in the deck.
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nehebthewordy · 2 years
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Aminatou, the Fateshifter (Fall 2022 Update)
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Hey everyone! It’s been a long while, but today I’ve got an update on my very best commander deck: Aminatou, the Fateshifter. When I first bought her precon not quite a year after it came out, I quickly stuck her into my collection and stripped the deck for parts. After a while though, when my old Vona deck grew old, I started looking into a new angle. Thus, the first iteration of Aminatou (or at least my version of it) was born.
She started as an amalgamation of a flicker deck (based around her -1 ability) and an old superfriends angle I’d been working on for some time. This origin remains a visible part of the deck’s identity even today, with a total of eight ‘walkers and nearly half a dozen planeswalker support cards. Today, we’re looking into the absolute 15 must-have cards for building her yourself. Though these cards a numbered for the sake of this list, the number assigned is entirely arbitrary and not related to the card’s relevance to the deck relative to each other.
#1: Felidar Guardian Card transcription: 3W, 1/4 Cat Beast. When it enters the battlefield, exile another permanent you control, then return it to the battlefield under its owner’s control. Those of you who played Standard during the early days of Aether Revolt will recognize this cat as the pivotal partner of the Saheeli Rai infinite cats combo, which functioned by using Felidar Guardian’s enter-the-battlefield effect to essentially “reset” Saheeli, allowing her to -2 to create a duplicate Felidar, with each duplicate gaining haste and repeating the process. It does the former with Aminatou, using her -1 to flicker the Felidar and then Felidar flickering Aminatou in turn. Combine this with Panharmonicon or Oath of Teferi for infinite flickers as either Aminatou flickers something else before flickering Felidar (Oath) or Felidar flickers Aminatou and something else when it enters (Panharmonicon). Add in anything that draw cards and you can have infinite mana and draw with which to seek your win condition. Alternatively, these two with either Vela the Night Clad or Corpse Knight allows you to win on the spot if an opponent can’t stop you.
#2: Panharmonicon Card transcription: 4, Artifact. If an artifact or creature entering the battlefield triggers a permanent you control, it triggers that permanent a second time. Panharmonicon has gained a sort of infamy in EDH, and for good reason. It can double any enter-the-battlefield trigger, from Acidic Slime to Gray Merchant of Asphodel. As stated above, it’s a key combo piece for Aminatou.
#3: Oath of Teferi Card transcription: 3WU, Legendary Enchantment. When it enters, exile another permanent you control until end of turn. and You can activate loyalty abilities of each of your planeswalkers twice each turn. While much more niche to planeswalker decks, Oath of Teferi is an absolute powerhouse, though it must be included in a deck that already runs both blue and white. Activating each of your planeswalkers twice each turn is amazingly powerful in a deck that has both a planeswalker commander and seven others, and with Aminatou specifically it essentially functions as a second Panharmonicon.
#4: Rings of Brighthearth Card transcription: 3, Artifact.Whenever you activate a non-mana ability, you may pay 2 to copy that ability. While the constant cost of 2 mana for each ability being copied (which becomes more pressing once Oath of Teferi hits the board), some of those abilities are certainly well worth the cost. If you choose to run Basalt Monolith (which will not be appearing on this list), Rings of Brighthearth can essentially grant you infinite colorless mana, paying for all the planeswalker ability copies.
#5: Callous Bloodmage (honorable mention: Charming Prince) Card transcription: 2B, 2/1 Vampire Warlock. When it enters choose one: Create a 1/1 Pest; You draw a card and lose 1 life; or Exile target player’s graveyard. Transcription (honorable mention): 1W, 2/2 Human Noble. When it enters choose one: Scry 2; Gain 3 life; or Exile another creature you own until end of turn. Charms have been historically appreciated for their flexibility, and modal creatures are essentially charms with repeatable effects in flicker decks. While both Callous Bloodmage and Charming Prince are amazing, our list will focus primarily on the latter. The Bloodmage’s token production is negligible, however the latter two options both have powerful options: drawing a card is always great and the third exiles an entire graveyard, severely hindering a reanimator deck (popular examples include Meren and Muldrotha) on its own. With the option to choose a different effect every time it enters, you have a one-card toolbox with a gadget for multiple occasions.
#6: Dakkon, Shadow Slayer Card transcription: WUB, Legendary Planeswalker. It enters with loyalty equal to the number of lands you control. +1: Surveil 2. -3: Exile target creature. -6: Put an artifact from your hand or graveyard into play. In the initial version of this deck, this variable slot was occupied by the 2nd Zendikar block Ob Nixilis. Dakkon, however, fills your needs at a lower mana value, has higher average starting loyalty, and can easily reanimate your artifacts (which, as you’ve no doubt noticed, there are quite a few that this deck loves). Even when you aren’t using his ult, his removal option is more powerful than Ob’s and gaining card selection rather than draw is a negligible difference.
#7: Liliana, Death’s Majesty Card transcription: 3BB, Legendary Planeswalker. 5 loyalty. +1: Mill 2 cards and make a 2/2 zombie. -3: Reanimate a creature from your graveyard. It becomes a zombie. -7: Destroy all non-zombie creatures. While her ultimate is largely irrelevant, Lili’s -3 ability is a substantial boon, allowing you to reanimate creatures while dodging expensive or color-intensive mana costs. Her plus is also moderately relevant, creating a blocker for herself while also digging for something to reanimate.
#8: Omen of the Dead Card transcription: B, Enchantment. Flash. When it enters, return a creature from your graveyard to your hand. This simple common from Theros 2 is easy to skip over, and that’s where its power lies. For 1 mana as an instant, you can recur a creature back to your hand, and your various flicker cards can abuse it to grab more creatures from your graveyard. Because it’s so simple, seemingly low-power, your opponents often won’t think to remove it at first. It’s just an ordinary common, right?
#9: Omen of the Sea Card transcription: 1U, Enchantment. Flash. When it enters, scry 2 and draw a card. The blue omen is good for essentially the same reason as the black. It’s cheap, it has flash, and it provides a moderate benefit. Really, the only one of this cycle that isn’t worth playing in Esper is the white one.
#10: Oath of Jace Card transcription: 2U, Legendary Enchantment. When it enters, draw three and discard two. and At the beginning of your upkeep, scry equal to the number of planeswalkers you control. This deck will likely want to run most, if not all, of the Gatewatch oaths it can. Oath of Jace, however, is a particularly powerful card advantage piece. As you accumulate planeswalkers on your board, it can scry deeper into your deck, and when in doubt you can just flicker it to immediately draw three. Discarding the two isn’t much of a problem with the amount of recursion that naturally fits into the deck.
#11: Restoration Gearsmith Card transcription: 2WB, 3/3 Human Artificer. When it enters, return an artifact or creature from your graveyard to your hand. Restoration Gearsmith’s effect is simple recursion, much like what you have plentiful access to. What makes it significant, however, is its ability to grab both creatures and artifacts, allowing it to retrieve Mulldrifters and Panharmonicons alike.
#12: Cloudblazer (honorable mention: Mulldrifter) Card transcription: 3WU, 2/2 Human Scout. Flying. When it enters, gain 2 life and draw two cards. Transcription (honorable mention: 4U, 2/2 Elemental. Flying. When it enters, draw 2 cards. You can cast it for 2U to sacrifice it immediately upon entering. Perhaps one of your best cards for draw (second to Oath of Jace), Cloudblazer’s ability to gain life as well helps buy more time with which to draw and play win conditions. Mulldrifter is nearly identical, but it trades the life gain for a cheaper casting option.
#13: Yorion, Sky Nomad Card transcription: 3HH (Hybrid: WU), 4/5 Legendary Bird Serpent. Flying. When it enters, exile any number of other nonland permanents you control until end of turn. While not a powerful combo piece like Felidar Guardian or a draw engine like Oath of Jace, Yorion certainly brings his own might to the table. On entering, you can use him to re-trigger the enter-the-battlefield effects of any permanent you control other than a land, and he can reset the loyalty of any of your planeswalkers. Since his effect also triggers on his own entry, you can flicker him to flicker your entire board at once.
#14: Gray Merchant of Asphodel Card transcription: 3BB, 2/4 Zombie. When it enters, each opponent loses life equal to your devotion to black. You gain life equal to the total life lost this way. As many of you who’ve played commander extensively know, Gray Merchant of Asphodel (or Gary) can be powerful even outside of mono black decks, making it the most versatile of the devotion cards. Besides Vela or Corpse Knight, Gary is your most reliable win condition, blasting each opponent from anywhere between three and eight life every time it enters and gaining you a bunch of life of your own. In a flicker deck, that difference adds up very quickly.
#15: Sanctum of Eternity Card transcription: Land. Tap: Add one colorless mana. 2, Tap: Return a commander you own from the battlefield to your hand (only during your turn). While it certainly feels weird finishing this list off with a land, Sanctum of Eternity deserves it. With the deck centering around Aminatou’s -1 ability, she’ll run out of loyalty very quickly; Sanctum allows you to bounce her back to hand before you spend her last loyalty counter, so you can replay her fresh to keep going.
She may have been a small child for the past four years, but Aminatou has grown a lot since I first built her deck. While the core identity hasn’t changed, she’s improved her approach significantly, and remains a blast to play even next to many commanders of today. So whether you want to have fun with my take on Aminatou or are simply looking to inspire your next brew, I hope to see you all on the battlefield.
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twiainsurancegroup · 1 month
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daydreaming-deer · 7 months
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New Commander Deck
Hello and welcome to my first post. With the release of the new Doctor Who Universes Beyond decks (and the 40k being the first product I bought) I thought now would be the perefect time to talk about a Commander Pair I'm looking at building with the help from Blast from the Past. Presesnting The Third Doctor and Jo Grant
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Now this may look like a favourite awkward pair without any Synergies, and this seems to be confirmed with the fact that there isn't a single result of these two being paired on EDHREC. But I'm gonna quickly go over my thought process as to why I wanted to build this list, and maybe give you some extra ideas on how the theory is within the 99, or 98 because of two commanders.
Now I knew I wanted to build Jo as a commander because of the pseudo archetype she puts every historic in, and thats the ability to cycle them for 2 and a White. But my biggest concern was that all of the big cards that benefit cycling are even in the wrong colour combinations, or benefit cards in the Graveyard with the ability, which our cards no longer will. Luckily I found a few options in cards that let you interact with the board when you cycle.
Blink-18Who
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Astral Slide basically says anytime a player cycles a card, you get the option to flicker a creature on the board until the end step. Theres also a few cards that help reduce the cost of Cycling. Fluctuator makes the Cycle only cost 1 White, and New Perspectives make its cost nothing once we're able to establish it on the board, and keep our grip. The Third Doctor then became the best option to flicker while still giving us access to 3 Colours. We Need Tokens Damnit. Next job was fitting in extra creatures that either made noncreature tokens on entry, or synergised with the amount of tokens we're making. Cards like Bill The Pony and Rosie Cotton are perfect inlcudes from the LOTR set. My favourite one I found from that set is Brandywise Farmer, which makes a food whenever she ETBs or LTBs, so every flicker with her is guaranteeing 2 Foods. Academy Manufactor was another immediate add in to pile of cards to add in. With a lot of the Doctor Who stuff making Foods and Clues, being able to make an extra mana rock as well is always something you can't turn down. The Grave is no Place for Historics. The last thing I wanted to add to the list was ways to utilise the cards that will eventually end up in the Graveyard. Teshar was an immediate option when I realised a lot of the Creatures are in that 2/3 mana value range. Celestine is a card I've always found to be an immediate addition to any lifegain deck, and while we're making foods, we can be gaining life. One other addition that probably seems weird is Emry, Lurker of the Loch, my reasoning for her is the access to extra artifacts if we used them early for drawing, but also when we pair it with encroaching mycosynth, we can access any nonland in the graveyard each turn.
Conclusion
Thanks for getting this far, I know this is definitely a lot to talk about as a first post but hopefully you get a rough idea on why I think the idea for this deck is fun. I've not been playing the game for too long so a lot of the staples you might expect wont be in the deck, but this is made with the Precon, and 27 cards swapped in total. https://archidekt.com/decks/5641208/blink18who Here is the decklist I've got if people want to look, and let me know what you think.
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preconsfurnaces · 1 year
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hiranigroup · 1 year
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darkaviarymc · 2 years
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Ooh, favorite commander deck! Favorite tribe? Favorite color/guild? Please info dump about mtg
Ooooh okay YES I SHALL INFODUMP
Currently my favorite deck is a green/red/white lands matter deck. It's the Zendikar Rising "lands wrath" precon with Obuun Mul Daya Ancestor as the commander. I put about $30 into upgrades because I needed some life gain (especially with the Rakdos burn shenanigans my housemates like to pull 😑) and a way to cheat my way around hexproof and indestructible. Let's just say if you're running green and don't have Bonds of Mortality I don't know what you're even doing with your life. Especially if that one bitch in your play group runs Boros angel tribal... she brings that fucker out and I wonder why we're even friends /j /lh.
My other fave deck is one I built myself that I'm still working on getting juuust right. It's a Selesnyan human tribal with Kylar Siguardian Emissary. I can go big, wide, or both, seeing as how the synergies work in a way that counters give me creatures, creatures give me counters, and it's very easy to have a massive army of flampling beatsticks by turn 6-7 (I am kissing you on my mouth, Odric Lunarch Marshal)
I would definitely say that my favorite color is green, seeing as how all of my favorite decks as well as a lot of decks I'm in the process of building have green in them. Selesnya and Simic are probably my favorite guilds, though I'll occasionally mix it up and steal one of my partner's Dimir decks.
I'm really excited about getting my Golgari aristocrat deck with Mazirek put together! It's a pricey one though, so I'm plinking away at it piece by piece. So many good, repeatable sac outlets are fucking EXPENSIVE (looking at YOU, Phyrexian Altar)
Thank you for the opportunity to gush about MTG, Anon!
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easyprecon · 2 years
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radramblog · 2 years
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Forms of Magic: The Gathering playing (and how Cube is the ultimate one)
I’m not sure if this is actual game design theory or me just being a bit wank.
When one first starts playing Magic: The Gathering, typically they start with either a preconstructed deck or by borrowing one from someone else. Fundamentally, you cannot effectively learn the game without actually playing it, and you’re not going to devote time outside playing a game on that game without knowing you enjoy it, so you’re pretty unlikely to start building a deck having not played the game. Thus, the precon. Level 1 of M:TG- playing the game.
Eventually, most will want to branch out. Part of what makes a trading card game great on a casual level is the customizability of its fundamental game objects, and so as one gets a more solid grasp on strategy and what parts of their initial understanding work and don’t work, you get to tinkering with actual deckbuilding. This is where things like the Deck Builder’s Toolkit come in, as well as where a lot of kitchen table players and casual fans end up. The second stage of playing M:TG- building a deck.
From there, where you go is a bit variable, and no two players are going to take the exact same path. Most commonly, I think, people will start building more and more decks- particularly with Commander blossoming as a format as of late, considering it’s the peak of what casual Magic tends to be. You get people going harder into competitive formats like Standard or Modern, which have their own progression paths and learning curve to go with them. Some, like myself for a while, devote themselves to Limited- its own microcosm of Magic’s fundamental processes, as it requires meta knowledge, deckbuilding strategy, and gameplay strategy to succeed. Some people do a mixture of all of these and more, in what I’d label the third stage of Magic fandom, where you start going hard. I think this is where most devoted fans land, and its where knowledge of cards and interactions starts taking up more brainspace than is really necessary. I also know that people have tried to start at this stage- immediately jumping into competitive, or being thrust into EDH or Draft day 1, and I don’t recommend it- I guarantee you this is going to lead to a much higher chance of bouncing off the game entirely. I still remember the guy who didn’t have Draft properly explained to him and so he picked up basically every nonbasic land in a BFZ draft- and since there were common ones, he didn’t exactly make playables.
There is no clean separation between stage 3 and 4 in my eyes. It’s sort of just, the point where fandom becomes obsession. Commander Decks start ending up in the double-digits. Consistent tournament appearances and successes, or grinding online events until your eyes start to bleed. Becoming a Content Creator, or considering becoming a Judge. This is the point, I would say, where one’s understanding of the game becomes deep enough that you can actually hone in on design elements and play with them in your own time- like, newer players will design custom cards all the time, you see those all over the place (they’re universally awful), but only a well-invested fan can make interesting ones, let alone design full custom card sets as some do.
However, I restrict stage 5 to Cube, which I personally consider to be the ultimate form of Magic. Not because it’s inherently better (I obviously like it more, though), but because it requires a level of understanding beyond all else to get right- an understanding of the fundamental rules of how Magic is designed, and the commitment to maintain a game state for more than just one person to interact with.
Cube is akin to game modding, romhacking, or other forms of recursive design. They say you need to know the rules to break them, but you definitely need to know the rules to make them. Cube requires an encyclopaedic knowledge of Magic to do effectively, and outside of literally working for WoTC, is the only way in which you can really actively participate at this level with this game. A cube designer is thereby the ultimate form of a Magic player- one who has learned so much that they are able to design their own iteration of level 3 Magic, and to teach their players how to play their version of the game while doing it.
Q.E.D. Qube is Excellent, Dude.
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jones-friend · 3 years
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I’ve been playing mtg/EDH just short of ten years now. It can be a really fun time, and building new EDH decks is always an exciting thing. What I’ve also worked through is the process of dismantling a deck, how to figure out if you don’t love it anymore, and what to do with the pieces. These are some tips I’ve learned over the years.
You don’t lose anything if you don’t sell anything. The mtg market can fluctuate pretty quick and you might feel the need to sell so you don’t lose value. Generally, you don’t lose anything from not selling. If you don’t love a part of your collection or a specific deck set it aside for a while as if you had sold it. If its absence makes you sad keep it around a while longer. If you don’t care one way or another maybe its time to dismantle the deck.
Keep anything you don’t want to buy again. It can be really tempting to sell off all your expensive cards right away to buy the pieces of your next deck. That Bitterblossom might fetch a good chunk of store credit, only for you to realize you needed it for your new orzhov aristocrats build. Certain cards have broad uses: Phyrexian Arena is good draw in any deck running black. Doubling Season fits counter and token centric decks. However. Some cards have narrow uses. The Ur-Dragon is really best as your commander specifically, and if you’re not using them for it and don’t intend to selling might be your best bet. Its also ok to hold onto a card that was expensive to buy, so much so you don’t want to buy it again but you don’t have a slot for it at the moment.
Keep all special prints from Commander decks. Even the commons and uncommons. As we’ve seen from the likes of Loyal Guardian these one off prints can become sought after well after their original printing. I myself keep a “time capsule” of cards I don’t want to sell or don’t have use for that may become more valuable at a later time. These have low print runs and can fall victim to spikes like Ezuri’s Predation. Hold onto precon special prints, you’ll hate buying them back for $6 each.
Sell anything above the power level you enjoy playing at. Sometimes we make decks that come out swinging because we added that Coat of Arms we pulled from Mystery Boosters. These are cards you don’t intend on rebuying (rule 2) because they’re stronger than you want them to be for your meta. Don’t feel bad selling these because you don’t intend on buying them again, they’re above the power level you want to play and make you feel bad.
Keep cards you like. You’re not obligated by some force to sell the entire deck. If you like that foil Unexpected Results keep it! You’ll definitely find a way to run your favorite cards again. You shouldn’t feel bad for holding onto a select number of cards you love, the whole point of all this is to have fun.
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charmedhypno · 4 years
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Submission for classes for Charmed! Online 2021 is open!
We've worked out the problems with our event submission software, and are proud to announce class, evening event, and precon submissions are now live.
https://pretalx.charmedhypno.org/charmed2021/cfp .
Submission Deadlines are as follows
10/15/2020 – Deadline for proposing Preconference classes
11/30/2020 – Deadline for proposing classes
12/15/2020 – Deadline for proposing evening activities
Submission Notes:
Preconference will be different than years past (and years future). We want to make these 4 hour, longer block classes, with a goal of going deep and teaching the topic so the students can walk away saying "I can do that" rather than "That looks cool!" We want to take class levels from all across the experience spectrum, from 101's up to advanced play. We have not decided how many preconference slots we want, so don't feel intimidated that there are only so many slots.
You can submit classes and evening activates starting today! Don't wait for the previous deadline to submit the next topic! If there's an evening activity that is important to you, and you're willing to run it, don't wait for someone else to submit it! If we get multiples, we have in the past contacted people to help them work together/asked around about who wants to take point. Bury us in submissions, we'll work out the details.(Also we are starting fresh with PreTalx this year, so if you made an account in the past you get to enjoy the process again in the new system... fun right?)
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indigodice · 5 years
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APPARENTLY 5E IS KILLING MTG
And to prove a point CrimsonDice bought all the commander precons. Fun was had.
CrimsonDice piloted Mystic Intellect
I piloted Merciless Rage
meanwhile Third piloted Primal Genesis
Third supposed that Primal Genesis and Mystic Intellect were the better decks since their commanders seemed less narrow than Faceless Menace or Merciless Rage. I favored Merciless Rage since, although narrow, Anje seemed like a very fast commander to me. And I’ve always thought agression like Ghired’s was not ideal for commander. Ghired’s aggression was very cool though, and populate on a commander lets you do a lot of tricky things. Fortunately red also lets you do very cool things with tokens, unfortunately not a whole lot of cool tricks seemed to be in the deck.
We played mostly blind. And these precons seemed admirable compared to the previous precons. I remember playing with the first set and a few of the sets in the middle with eminence abilities.
Or it could be me looking at MTG with rose tinted glasses.
For the first game Third and I piloted with the faces of the deck Ghirad and Anje respectively, while CrimsonDice used Pramikon.
I closed out the first game quickly by not missing land drops and dropping several beaters on the board. It didn’t demonstrate the speed of Anje, but it was interesting to have my turn at the end of other players’ turns. Playing Anje felt like playing a kind of draw-go control deck.
Meanwhile Pramikon seems to draw hate like no other. Ghired managed to create an army of rhinos, but the deck couldn’t deal with the flier I sent overhead.
During the second game, Third chose the Atla Palani. I switched over to Greven since I wanted to be convinced he was any good. CrimsonDice switched over to Elsha. Elsha managed to not miss land drops and keep a full hand and graveyard most of the game. I managed to get several hits on both players with Greven and ran out of gas. Meanwhile Third was manascrewed and didn’t draw much aggro. In the middle of this game Forth arrives and brings his Xenagod deck.
In the third game I switch back to Anje, Third keeps with Palani since he didn’t get to use her much, CrimsonDice switches back to Pramikon, and of course Forth is on Xenagos. I had a choice to use my own Scarab God deck, but decided against it since Forth was excited to play. He was likely to win against precons. Even though I had this thought process I still resented losing to Xenagod when it inevitably happened which I guess is just human nature.
Pramikon hit the board relatively early and set Crimson to catch Palani aggression and me to catch Xenagod’s aggression. Xenagos and Anje conspired to destroy Pramikon and eventually did, meanwhile Palani kept back and built up a board. Unfortunately our boards couldn’t keep up with then Xenagod’s, and he eventually comboed out after drawing thirteen cards through a Garruk.
Palani and Pramikon seem like they have interesting deckbuilding potential. Meanwhile Anje seems narrow but physically fun because of all the movement and speed in her hitting the board. I’d like to expore those decks here. But since this is getting long I feel like ending here. One day I’ll have interesting blog posts.
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dang-fool · 5 years
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JMS style deckbuilding in Arena after WAR release
How to combine a JMS "Steady Improvement" process using cards in Arena? There are no precon decks. I have bought many, many WAR boosters and also had several saved booster I had accumulated and with this pot, I opened them to see what I might have to work with. I ended up with 5 Mythic Rare Planeswalkers:
2 Gideon Blackblade 2 Nicol Bolas, Dragon-God 1 Tezzeret, Master of the Bridge
I don't see much synergy between these even if Nicol Bolas and Tezzeret share UB colors. Looks promising, eh? Gideon is much more to my playstyle than Nicol Bolas, but I won't dismiss things too quickly.
So let's look a little deeper in my new pool. Rare Planeswalkers include:
1 Chandra, Fire Artisan 2 Sarkhan the Masterless 2 Vivien, Champion of the Wilds 2 Karn, the Great Creator 1 Domri, Anarch of Bolas1 Teferi, Time Raveler 3 Ajani, the Greathearted 1 Raj, Storm Conduit 3 Tamiyo, Collector of Tales
While other Mythic Rares include:
1 God-Eternal Okeira 1 Finale of Revelation 1 Finale of Eternity 1 God-Eternal Bontu 1 Niv-Mizzet Reborn
I'm going to sit on this for another day or more as I poke about. Anybody have some thoughts?
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asketchyperson · 2 years
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Proxies at Home and in the Wild:
Using proxy cards in EDH can be a bit of a touchy subject. Most other formats do not need to worry about them because if you are playing Modern, Standard or most other 60 cards formats at your local game store, proxies simply are not allowed. You can’t use fake cards when there are WoTC sanctioned prizes on the line. EDH on the other hand is not played in any kind of sanctioned tournament setting and is widely considered to be a casual and fun environment, so there really aren’t any hard fast rules unless the game store sets them. So how do you feel when you sit down at a table and someone plays a card that was not printed in a WoTC factory?
For me, going to Commander night at my LGS and seeing a proxy is completely fine. The person next to you might be playing a Doubling Season they printed at home and slapped onto a basic land, while the person across from them has a real Tropical Island, Bayou and masterpiece Sol Ring on board. There is always going to be someone with more disposable income than you, or someone who has been playing since Magic first hit the shelves and has a deck worth more than your entire collection combined. The person who just wants to run Doubling Season in their Saproling Tribal deck, but still wants to eat for the rest of the week is not hurting anyone. If the store doesn’t have a problem with it, I certainly don’t either.
Proxies in your playgroup however, can be a different story. Odds are, if you have a group of friends who you see and play with consistently, one person’s deck is going to shape how everyone else’s decks are built. For most people, you might start with precons or just building decks around the cool legendary you drafted when you all pooled some money together and bought a box. But as time goes on and you play more games, you will build more decks, buy more cards, and swap some cards out for an upgrade here and there. This process is natural, and will scale with the competitive spirit of your play group and your collections as they grow.
But then, someone gets a pay raise and has more money to put toward individual cards. Or someone finds a budget decklist or builds an insanely synergistic deck that no one else in the group can keep up with. Part of the playgroup has leveled up, and naturally, everyone else will want to do the same. The easiest way to do this if your personal resources are limited is to proxy. It starts with one card, maybe a Craterhoof Behemoth to just give your elf tribal deck a reliable win con. But then your friend proxies a few shock or fetch lands to make their 3 color vehicles deck more consistent. And then someone else is proxying a Mana Crypt and a Grim Monolith and so on.The freedom to use any card can explode into an arms race of who can make the craziest deck and print out the cards the fastest. Now you’re playing something that looks more like cEDH, and it is nothing like it was at the beginning.
Now, this isn’t necessarily a bad thing. If everyone in your group wants to be playing the fastest, most powerful combos possible, proxying the cards to get there is the cheapest option. I know for me and my group though, that is not what we are aiming for. I have been watching a lot of Playing with Power recently, and as insane and cool as turn 1 Inalla win is to watch, that is not the power level of Magic that we are looking for.
So what is the solution? Can you proxy cards in your playgroup without it spiraling out of control? The answer is absolutely yes. The key here is the same as all other issues people struggle with in EDH, and that’s communication and intent. Talk to your group and ask how they feel about proxies, and just as important, ask them and yourself why you need them. Are you just curving out the top of your deck with a win-condition that’s a little out of your price range? That should be perfectly fine. Are you proxying every black tutor you can think of and along with Exquisite Blood in your Vito deck to power out a combo win by turn 4? Maybe you’re going a little too hard. Again, check with your playgroup, see what everyone is ok with and how you want your games to play out, and then use your printer responsibly along those guidelines. As long as everyone is having a good time, it doesn’t matter if you have 1 proxy or 60 in a deck. Just keep in mind that your standards of what is fun might not be the same as someone outside the group, so don’t just expect everyone you meet to have the same thoughts on proxies.
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