Search found 136 matches
- 4 years ago
- Forum: Previews
- Topic: [C19] Wall of Stolen Identity and Pramikon Sky Rampart
- Replies: 13
- Views: 2664
Re: [C19] Wall of Stolen Identity and Pramikon Sky Rampart
Cool walls, although I'm not sure what casual deck would want to run Pramikon as a commander. I mean, does it enable any fun strategies?
- 4 years ago
- Forum: Previews
- Topic: [C19] Mothership Spoilers 8/05 Volrath and More
- Replies: 26
- Views: 3608
Re: [C19] Mothership Spoilers 8/05 Volrath and More
Beautiful. Volrath is absolutely on flavor, Vesuvan Shapeshifter's new art trumps the original, and that black morph enchantment is a cool variation on traditional morph cards. I am officially excited for this set!
- 4 years ago
- Forum: Previews
- Topic: [C19] Pendant of Prosperity (Kitchentable Commander)
- Replies: 7
- Views: 2325
Re: [C19] Pendant of Prosperity (Kitchentable Commander)
Nice political card. Give it to the player who's behind the table on resources so that he/she can gain some advantage while returning the favor to you.
- 4 years ago
- Forum: Previews
- Topic: [C19] Sudden Exchange
- Replies: 12
- Views: 1960
Re: [C19] Sudden Exchange
So what happens if you exchange your own pact for creature? Seems like this design can be abused in few ways... It works just as you think it does. And I can think of far better combos currently present in the format that win the game on the spot. So I wouldn't worry about this card more than you s...
- 4 years ago
- Forum: Previews
- Topic: [C19] Sudden Exchange
- Replies: 12
- Views: 1960
Re: [C19] Sudden Exchange
Yes! Another good answer to Cyclonic Rift . Exchange it with a creature with an enters-the-battlefield effect, and watch as your foolish opponent, who just thought he was going to win, despair as you alfa-strike him with your board :cool: Also works nicely if you give your opponent a face-down creat...
- 4 years ago
- Forum: Previews
- Topic: [C19] Rayami, First of the Fallen
- Replies: 9
- Views: 2508
Re: [C19] Rayami, First of the Fallen
Interesting fact: it also works on your opponents' creatures, which means that, in addition to building your own deck to take advantage of Rayami, you can use it to hose graveyard-themed combos and strategies.
- 4 years ago
- Forum: Previews
- Topic: [C19] Commander '19 Preview Panels Thread
- Replies: 70
- Views: 11730
Re: [C19] Commander '19 Preview Panels Thread
RC EDH design desires: better red/white cards, interesting non-combat-related Boros decks, Feather as a good example; some counterplay to land ramp ("green is the best colour in the format - Sheldon); more "out there" legend designs I am glad to hear the RC is aware there are very, v...
- 4 years ago
- Forum: Commander
- Topic: Rule Change Ideas - SCG article
- Replies: 63
- Views: 7135
Re: Rule Change Ideas - SCG article
In case you didn't see it, Toby Elliot had this to say over on the official forums yesterday: Mark's completely wrong, and I've had extensive emails with him about this explaining the reasons why it's the way it is. He just doesn't like it. He also fails to see it for what it really is - a deckbuil...
- 4 years ago
- Forum: Commander
- Topic: Rule Change Ideas - SCG article
- Replies: 63
- Views: 7135
Re: Rule Change Ideas - SCG article
I agree with the users above me. If spells outside a deck's color identity would be allowed, then decks (and, consequently, games) would lose their identity and uniqueness. The format needs more restrictions, not less. I find it interesting that people often bring hybrid mana to this discussion… but...
- 4 years ago
- Forum: Commander
- Topic: Rule Change Ideas - SCG article
- Replies: 63
- Views: 7135
Re: Rule Change Ideas - SCG article
I've always been a defender of a starting life total of 30. It would personally solve a lot of issues I keep running into when playing Commander. With a starting life total of 30: 1) Combo decks have less time to prepare themselves and find their combo. Sometimes that extra 10 life really makes a di...
- 4 years ago
- Forum: Commander
- Topic: What Makes Bad Games?
- Replies: 107
- Views: 15301
Re: What Makes Bad Games?
My feelings are reflected in much of what has already been written here before, so rather than propagate the echo in this chamber, I'm going to focus on the aspects that have not been so developed yet in this post, such as: 1) Too much interaction (read: chaos decks, group hug decks) . Like it's wri...