Magic The Gathering

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I think I just like niche key word commanders. I might get the Sultai one if mutate ends up being good, and I agree that Jeskai cycling isn't that good. the 2/2s are bad but getting to decree of annihilation for free is pretty sweet. I wish it was in Esper that way I could you the discard mechanics from Amenket. I want to make a Convoke commander even though it probably wouldn't be that good.

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Silence and Annihilation both spiked a good bit once the deck was announced. DoS is now like $15-$20 when it was like $2-5 before that.
 
Silence and Annihilation both spiked a good bit once the deck was announced. DoS is now like $15-$20 when it was like $2-5 before that.
Oh god Decree of Silence actually being playable in commander? that is gonna be worse than Annihilation.
 
As someone who's never bought a Commander precon I'm wondering if I shouldn't just wait for the Zendikar commander decks. Nothing hear stands out except the FoW if you control a Commander card.
 
Whelp, time to stop playing standard for another 2 years the Blue/Black Flash deck manages to make playing against Simic Oko fun.
 
I hear standard is broken as fuck but I have to itch to play again after bowing out from Kaladesh and returning briefly for drafting M20.

So m question is, how is drafting now? Worth it to come back?
 
I hear standard is broken as fuck but I have to itch to play again after bowing out from Kaladesh and returning briefly for drafting M20.

So m question is, how is drafting now? Worth it to come back?

As much as companions are ruining constructed formats, they're pretty fun in draft. That probably has a lot to do with the sweet Jeskia cycling deck you can draft. It helps that 8 player pods on Arena seem to be working pretty well.
 
As much as companions are ruining constructed formats, they're pretty fun in draft. That probably has a lot to do with the sweet Jeskia cycling deck you can draft. It helps that 8 player pods on Arena seem to be working pretty well.

I think I'm going to check it out then. I did the math and if you get the $100 gem bundle you can run 13 drafts at about $7.50 a draft, not including the prize gems.
 
Is it worse than war of the spark for drafting?
I would say so, Mutate is one of the worst mechanics in a long time and the cycling deck is boros colored and just a durdle fest. The mana fixing is in the rare slot so good luck casting those 3 color bombs.

Edit : And companions are the worst mechanic they have ever printed, if they are gonna do shit like this just let standard have commanders.
 
Is it worse than war of the spark for drafting?

Just experienced what you meant. Arena was running a cheap WotS fast draft (where your "pod" is you and 7 computers). Oh your god, that was one of the most miserable draft experiences I've ever had. I even like WotS as a set, but the drafting is horrible. You pretty much have to draft some amass deck from Grixis or just abandon the tournament.

I would say so, Mutate is one of the worst mechanics in a long time and the cycling deck is boros colored and just a durdle fest. The mana fixing is in the rare slot so good luck casting those 3 color bombs.

Having recently done both, I'd give a slight edge to Ikoria. They have keyword lords you can grab and build around which I've found more fun than I thought. (In one tournament I kept getting passed the white/green Vigilance guy and built a deck that racked up 5-6 wins - only losing when the system would mana screw me hard.)

The biggest headache is that I think they made answers more rare in the set so players can get a mutate beast going, More than once I would hold onto an answer just to be ready in case a mutate train got rolling.

I wonder if they've been hosing all the draft-ability of the latest sets to prepare for that commander draft coming soon...

Edit : And companions are the worst mechanic they have ever printed, if they are gonna do shit like this just let standard have commanders.

I thought that was what Brawl was. ;)
 
Brawl's idea of a leaner commander format with planeswalkers as commanders was better done with Oathbreaker.

On that note, the Commander Rules Committee are probably being heavily leaned on to stop them from making Planeswalkers legal. After all, that'd gut the biggest thing differentiating Brawl from Commander and they desperately want that format to be a thing.
 
Brawl's idea of a leaner commander format with planeswalkers as commanders was better done with Oathbreaker.

On that note, the Commander Rules Committee are probably being heavily leaned on to stop them from making Planeswalkers legal. After all, that'd gut the biggest thing differentiating Brawl from Commander and they desperately want that format to be a thing.
I would bet it is the opposite, WOTC probably desperately wants Planeswalkers for Commanders as they are the new "face" of the game. WOTC actively gives no fucks about Brawl and it was a "throw it out there" idea that came up when standard sucked. The two don't even have much crossover because Brawl is almost entirely a 1 v 1 format and never caught on as a multiplayer format.
 
From what I hear, WotC hasn't exactly done much to encourage brawl save those four decks. Arena was only just allowing it as a format on Wed unless you paid. (The lockdown has changed this.)

There's not even a "brawl prize pack" for FNM. At some point it seems brawl isn't taking off because wizards isn't doing anything to help it grow.

That several legendaries and planeswalkers are being released that are degenerate really isn't helping manners.

(Also from what I hear, commander players aren't even fond of using planeswalkers to lead because they're so easy to kill.)
 
(Also from what I hear, commander players aren't even fond of using planeswalkers to lead because they're so easy to kill.)
Basically this, Planeswalkers are bad in Commander, though I think people mis-use them.

My Rule for planeswalkers in Commander are the following.

1. Unless you are going full super friends no more than 4.
2. One of their + or - abilities must be synergistic with what the rest of the deck is trying to do
3. Their ultimate has to be something so powerful that it will break a stalled field.

For the most part I use them as expensive Charms or Commands, however if you are playing a game where the 4 decks are evenly matched can lead to massive board stalls that a planeswalker ultimate can get around. A good example of this is Sarkhan Unbroken in my 5 Color Tribal Dragon deck, His + makes mana to cast the expensive things (and draws a card) the - makes a dragon for things like the Fate Refoged Dragons to trigger off of and the Ultimate wins the game almost outright unless somebody as an instant speed answer (in a pod with 4 balanced decks answers like that tend to get used before he gets the chance to drop dragons.)

And even if there is a Cyclonic Rift or Aetherize, something like Dragon's Tempest make for an instant kill.
 
Basically this, Planeswalkers are bad in Commander, though I think people mis-use them.

My Rule for planeswalkers in Commander are the following.

1. Unless you are going full super friends no more than 4.
2. One of their + or - abilities must be synergistic with what the rest of the deck is trying to do
3. Their ultimate has to be something so powerful that it will break a stalled field.

For the most part I use them as expensive Charms or Commands, however if you are playing a game where the 4 decks are evenly matched can lead to massive board stalls that a planeswalker ultimate can get around. A good example of this is Sarkhan Unbroken in my 5 Color Tribal Dragon deck, His + makes mana to cast the expensive things (and draws a card) the - makes a dragon for things like the Fate Refoged Dragons to trigger off of and the Ultimate wins the game almost outright unless somebody as an instant speed answer (in a pod with 4 balanced decks answers like that tend to get used before he gets the chance to drop dragons.)

And even if there is a Cyclonic Rift or Aetherize, something like Dragon's Tempest make for an instant kill.
My brawl deck is currently using the new Narset for it's commander. If i can get out Chandra, Acolyte before or at the same time as Narset, I can have Narset ultimate on her 2nd turn in play and then still keep her on the field.

It's been so good I've wondered what kind of superfriends deck I could build looking to abuse that Chandra since she hypercharges so many clocks. (by my count, with her, 29 red PW can ult on the 2nd turn they are in play - that includes Nicol Bolas, Planeswalker)

Also holy cow, how cheap was WotC to their artists? (I didn't notice this until now)
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That new Narset is sneaky good.
Still not as good as Kenrith. Played someone that just literally had him, and then every good card in standard. I saw Fires of Invention (whoever made that card should be shot) and Wilderness Reclamation both that game. Would put all his creatures in the graveyard then pull out as many as he could with Kenrith on both his turn and mine. It was so frustrating and dumb.
 
Still not as good as Kenrith. Played someone that just literally had him, and then every good card in standard. I saw Fires of Invention (whoever made that card should be shot) and Wilderness Reclamation both that game. Would put all his creatures in the graveyard then pull out as many as he could with Kenrith on both his turn and mine. It was so frustrating and dumb.
Fires is a shitty card, and we got another year of it in standard.
 
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