Check out these awesome EDH videos!
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Check out these awesome EDH videos!
Azusa Dech Tech.
Azusa Gameplay
Grand Arbiter Augstin IV Gameplay
Arcanis the Omnipotent Dech Tech
Arcanis the Omnipotent Gameplay
Duels of the Planeswalkers 2014 and MTG Giveaway!
Share it on here so more people can see!
Dragon's Maze Prerelease News
Wizards better explains the Dragons Maze prerelease!
Who else is excited for the Mythic Rare non-basic land?
Incoming $.25 mythic.
Not a chance, if it does anything remotely useful it will never be less than $2-3. EDH players have a substantial sway on prices now a days.
Dragon's Maze Prerelease News
Wizards better explains the Dragons Maze prerelease!
Who else is excited for the Mythic Rare non-basic land?
EDH Videos?
How many of you all would be interested in seeing some EDH videos from MTGO? I have a couple of decks on there and they're fairly easy to put together. Perhaps someday when I have a better computer I can think about livestreaming, but until then; deck techs and commentaries?
Shocklands will Replace Basic Lands in Dragons Maze!
Wizards put up an article explaining that there will be no basic lands in Dragons Maze. Instead shocklands will be popping up in your boosters!
Look!
This seems to indicate that there will be a fair amount of value in this set. I wonder what WotC has coming our way!
For those wondering, the announcement phrases it so that it seems it is for ALL packs of DGM:
"Dragon's Maze Booster Packs All Contain Nonbasic Lands
That's better! The fifteenth card in Dragon's Maze packs isn't basic land; it's nonbasic land"
Bloodbraid Elf and Seething Song Banned in Modern!
Here is a link to the official announcement
So what does this mean for modern? Well, these cards do two different things in two different decks; those decks being Jund and Storm. Let's take a look at Jund first. Without Bloodbraid Elf, the deck has lost what I like to call it's "critical mass" play. What I mean by that is, when playing Jund, almost anytime you reach 2RG with your mana on the battlefield, you would slam the Elf. This is because all of your other powerful value spells could be cascaded into once you had cast her. One of the greatest plays the deck could make was playing Bloodbraid and cascading into a Liliana of the Veil or a Kitchen Finks. Jund without one of its staple cards will certainly be weaker, and loses a lot of what it was good at, which was eeking out incremental value over the course of the game to the point where you just had more than your opponent, it never played huge gamebreaking spells, it just slowly gained card advantage and eventually won. It will be interesting to see what brewers decide to fill the spot with, but we will just have to wait and see.
Seeing Seething Song banned, on the other hand, makes me very happy. This is because it turns one of my worst matchups into one that I have quite a bit more breathing room with. I play Splinter Twin, which can go off consistently on turn 4 or 5 if you have a great hand and get your combo pieces. Storm was the only deck that I ever had to race, having to make risky decisions so that they could not combo out on turn 3 (which is just one turn too fast for a deck like mine). Removing Seething Song from the storm deck makes it at least one turn slower, if not two because it now only has 2 different ritual cards and they only add 3 red instead of Songs 5. Overall storm is going to be a much slower deck that it was, and will probably go more all in on playing Pyromancer's Ascension, because that card makes going off without Seething Song still quite easy; otherwise it's going to be very difficult to continue competing.
In my opinion, both of these bannings are good for the format. It neuters some of the more powerful decks in the format and also slows the format down somewhat. It will allow some new decks to begin popping up and will make for an exciting modern season.
This is my new favorite pet card. Especially when combined with Propaganda effects.
Need some cool EDH, Modern, or Standard cards?
I have a few for sale on ebay, go take a look!
OOOOOHHHHHHHHH
My thoughts on Standard right now…
Yeah, kinda.
Jumped into Standard again after playing EDH for the last few weeks. Played 5 matches and all 5 resolved a Thragtusk. First Delver (obviously not *First*, but recently) now Tusk. I can’t wait to see what Gatecrash’s bandwagon card is >_>
I Play 4! :D
Why I became a control player.
I believe that I was a lot like most players when they begin playing Magic, I liked the cool big flashy creatures that did cool things or killed your opponent quickly. The first decks I ever played were ones that allowed me to cast 6/6's one turn 3 or 4; although I should've known what was coming, because my other favorite deck was mono-black discard. This was all back when the kitchen table was my battleground, nowadays things are much different than they used to be.
When I first began playing competitively I wanted to kill my opponent as fast as possible, luckily there was this great mechanic in the format calledInfect. I could totally break this! I only have to deal 10 points of damage instead of everyone else having to do 20, look at all of these suckers! So I built Mono-Green Infect using things like Glistener Elf, Mutagenic Growth, Groundswell, and Vines of Vastwood. It was fun for a short while, and killing people on turn 2 or 3 was cool, but I found out rather quickly that if I didn't win in the first few turns, I was pretty much just dead and couldn't do anything else. Things had to change, I still wanted to win quickly and kill my opponent in one or two turns, but I needed a better option.
I became frustrated trying to fix the infect deck, so I started looking at other decks that I could play (and afford, for more context, this was during Jace, the Mnd Sculptor and Stoneforge Mystic's rule over standard). There was UB control with Jace, UW control with Jace, Mono-Red, and then this weird deck called Splinter Twin. Of those decks, I could only really afford Mono-Red, with Twin coming in at second. There was no way I was going to be able to build one of those decks with 4 Jaces! Who would want to play that kind of deck anyways, you don't let anyone play anything and it's really boring; I mean, you're killing people with Squadron Hawks!
For a while I stopped playing standard, and moved over to playing EDH and actually competed in a EDH tournament and taking 3rd place which won me enough prize support to actually build a standard deck. During this time Jace and Stoneforge got banned, which made the control decks much weaker, but it also made things much more affordable. After considering my choices, I decided upon playing Splinter Twin. I saw the deck being played, and it really impressed me; you mean I can kill people on turn 4 and they can't do anything about it? I get to play cards that draw me cards? I'm in!
I built the deck and proceeded to play in more and more tournaments, almost always going 3-1 or better, and much of the time going undefeated. I began to see the power of blue; drawing cards, countering spells, bouncing permanents. All of these things seemed extremely powerful. This combo deck was a pretty great balance between control and aggro, it played out fast enough where it won like an aggro deck, and it stopped your opponent from disrupting you and from doing their own thing as well. I began to realize the strength of control type spells, and what I could do with them, I played the deck until it rotated out of the format.
After Innistrad was released I played Wolf Run Ramp, which played a lot like a control deck in the fact that it just ramped and killed your opponents creatures until you just overwhelmed your opponent. This is around the point that I started to want to play more controlly type decks, I built a UB Oona deck for EDH that was super lockdown control and I loved every minute that I played that deck.
It's only quite recently that I realized that I am completely a control player, and why I like it so much. Control decks play a game where your choices directly determine whether or not you will survive the first few turns whereas the choices that aggressive decks have determine how long the game will go on. There is a certain thrill to trying to survive, and balancing your early turns between not losing the game and setting yourself up for your endgame. The decision trees that control decks have are much more complex than those of aggro decks, which is extremely alluring to me. The complex choices and situations that you get put in as a control player really allow you to flex your brain and figure out the correct line of play. Do you Azorious Charm that 4/4 so that you can stay at 6 life or do you go to 2 life against the aggro deck so that you can tap out for a Sphinx's Revelation that will probably win you the game? How many cards are left in their hand, is any of it burn? How many creatures have I killed already? Whats the chance of a Hellrider being on top to just kill me? Etc, etc, etc... All of these things and similar thoughts run through my head while playing control, I feel like I'm doing much more actual playing than when I'm just slamming creatures onto the table and turning them sideways.
The other thing that I really enjoy about control decks is the power that you have over how you opponent is going to play the game. I'm talking of course, about counterspells, the bane of most players existence. My opponents are trying to play cards that do unfair things, it's my job to make sure they play nice, and stop them from doing those things so that I can do my more unfair things. Any non-control player will complain for days about counterspells, but they are a necessary thing to have in the game, because if everyone can just do whatever they want without fear of repercussions or them being stopped, then things can get too out of hand (this is all in the context of a competitive environment, things may be different in casual formats).
Fast Forward to the current standard, I haven't played since rotation, and I'm unsure of what to play in the format. All of the sudden I come across Bant Control, a deck that hinges on stopping your opponents aggressive starts and slowly milling their library into their graveyard while you take control of the game. What a wonderful idea! I don't have to worry about life totals (as long as I'm not dying!) and I can still cause my opponent to loose, so their Thragtusks and Centaur Healers are irrelevant!
Playing this deck has solidified for me that I am a control player. I recommend all players take a walk on the dark side and see what they think, because even if you think you're an aggro player, you just might end up enjoying playing control.
(via http://forums.mtgsalvation.com/attachment.php?attachmentid=138819&d=1358282802)
Interesting… I don’t know wherever I’d ever play it as the first ability is so narrow and the second doesn’t give creatures more power or lifelink or anything like that, but it’s still interesting.
This seems like it can fit in alot of EDH decks. Even if the first ability is irrelevant, for 3 mana, you can send through an unblockable alpha strike or counter a spell or ability that targets a creature of yours. The first ability can randomly help against Geist or Uril or something like that.
I was going to post about how this didn't actually hit Uril, stopped by the Gatherer page to check the oracle text and was extremely disappointed that they errataed his text to hexproof. That makes me a sad panda.
This was my deck from the cube tonight... Storm combo
a bigger photo for those interested: http://i.imgur.com/PrlvY.jpg
Round 1 - Esper Control 2-0 :)
Round 2 Esper Tinker 2-0 8D
Round 3 Mono-Red 1-2 :/
The deck was insane, Heartbeat of Spring into Time Spiral into Lotus, Mana Vault, Mind's Desire to cast 5 copies then remand it back to cast way more after resolving the storm copies and casting Brain Freeze on my opponents was way more satisfying than it should have been.
My new classic card frame Azusa render courtesy of Zeerbe on MTGS! Check out the rest of his fantastic work here!
New EDH Help!
Having 4 EDH decks, you think that I would have enough variation in what I play and how I play it.
Well, I don't, and to add to the fact; I am currently feeling the need to create a new deck, however, I can't find a general that I want to build around, nothing seems interesting or fun, and I've been looking at a lot of different types of decks.
My current decks:
Azusa, Lost but Seeking Land Abuse
Uril the Miststaker Voltron Beatdown
Oona, Queen of the Fae Dimir Control (counterspell.dec)
Chainer, Dementia Master Big Black Reanimator
I want something that is really fun to play and maybe off the wall, I'm open to suggestions, please send them in! I am at the point of thinking of creating my own general and hoping that my playgroup would let me use it!
DESTROY TARGET CREATURE OR PLANESWALKER.