PDA

View Full Version : EDH Challenge: Old-frames only



Richard Cheese
11-07-2016, 01:09 PM
Backstory: I work in higher ed at a small, STEM-focused school. I would like to be more active in the student community, and there is a Magic club that I've been to a couple times. Problem is, they pretty much exclusively play EDH, and I've just never been able to get into the format. I'm hoping you guys can help me change that by helping me build a deck that at least appeals to me on a nostalgic level. My hope was to make something that isn't completely terrible using only old-framed cards.

I've found this article:

http://www.starcitygames.com/article/25546_For-The-Love-Of-Legends.html

and liked the idea of Sol'kanar because Grixis + sweet RKF art, and maybe just going for Commander damage? Is that completely nuts? I feel like I'm trying to write a novel in Icelandic and asking native speakers for plot advice.

Davran
11-07-2016, 01:20 PM
You're not nuts at all. I have a Nebuchadnezzar deck that doesn't contain any cards printed after Alliances. It's not going to win at any competitive tables, but I have won with it before and it is fun to play. Also, +1 to sweet RKF art.

Honestly, the hardest part of the whole thing is the mana fixing. If you're going all old border and not "old school" like my list you'll have an easier time. You'll also get access to better creatures, which are decidedly lacking in my deck.

As for winning, I get there with:

Power Artifact and Basalt Monolith for infinite mana and then either Braingeyser or Rocket Launcher. I've got a Recall in there to get the Braingeyser back to kill multiple people.

I also run Clone and Vesuvan Doppelganger to borrow some more powerful creatures from my opponents.

H
11-07-2016, 01:47 PM
The first EDH deck I ever had was a Multani, Maro-Sorcerer deck, is it for multi-player? You could probably build it all old-boarder, since Primal Rage was printed in Stronghold. The deck had it's greatest moment, killing three players itself in one game and then I basically retired it.

It wouldn't cost much to make either, not like most old Green cards are worth anything. You just resign yourself to not being able to play creature removal, (well, you could use Drop of Honey). You still can get access to Creeping Mold and Desert Twister though.

Davran
11-07-2016, 01:51 PM
The first EDH deck I ever had was a Multani, Maro-Sorcerer deck, is it for multi-player? You could probably build it all old-boarder, since Primal Rage was printed in Stronghold. The deck had it's greatest moment, killing three players itself in one game and then I basically retired it.

It wouldn't cost much to make either, not like most old Green cards are worth anything. You just resign yourself to not being able to play creature removal, (well, you could use Drop of Honey). You still can get access to Creeping Mold and Desert Twister though.

Do you by chance have a list somewhere? I picked up a Multani a while ago, but I can never seem to get 99 other cards together. Well, 97...because Storm Seeker and Sol Ring obviously make the cut.

H
11-07-2016, 02:07 PM
Do you by chance have a list somewhere? I picked up a Multani a while ago, but I can never seem to get 99 other cards together. Well, 97...because Storm Seeker and Sol Ring obviously make the cut.

Unfortunately it was before the days where I thought anyone would really want to see a decklist for it, so I never bothered to type it up (or at least, I'm pretty sure I never did).

Primal Rage was definitely a key card though and I ran what little removal I could, Naturalize and all those. A key card is also Concordant Crossroads because it is rare anyone lets Multani live a turn, if they can help it. I think most of it is outside the scope of this thread. If you want to make a Multani brainstorming thread I can try to dredge my brain for more of what I might have been running back in the day.

Ace/Homebrew
11-07-2016, 02:17 PM
Definitely do-able, but it'll be difficult.
Grixis RKF options are limited, but there are actually a ton of fun/interesting options for generals in old-border.

A couple that stick out:
Captain Sisay
Hanna, Ship's Navigator
Zirilan of the Claw
Lin Sivvi, Defiant Hero
Eladamri, Lord of Leaves
Llawan, Cephalid Empress
Chainer, Dementia Master
Karn, Silver GolemMultani, Maro-Sorcerer is also very easy to make a lasting threat in multiplayer games, even with the cardpool restriction.
These guys all seem easier to build without the deck just becoming 'Grixis Good Stuff From Olden Days', but if that is what you want then you should build it. They also generally avoid the problem of getting color screwed (which will take you out of X% of games just by nature of going 3-color with a restricted card pool).

Either way, it'd be interesting to see how this progresses if you stick with it. :smile:
Bonus points for incorporating new cards that were printed as promos in old border!

Davran
11-07-2016, 03:27 PM
Back on topic, here's where I'd start:

Commander: Sol'Kanar, the Swamp King

Lands:
Volcanic Island
Underground Sea
Badlands
Bloodstained Mire
Polluted Delta
Underground River
Shivan Reef
Sulfurous Springs
City of Brass
Strip Mine
Temple of the False God
Volrath's Stronghold

Spells:
Vampiric Tutor
Demonic Tutor
Gamble
Fact or Fiction
Terror
Shattering Pulse
Counterspell
Arcane Denial
Dissipate
Desertion
Bribery
Decree of Pain
Opportunity
Lim-Dul's Vault
Ashes to Ashes
Fork
Blatant Thievery

Creatures:
Royal Assassin
Clone
Vesuvan Doppelganger
Shivan Dragon
Flametongue Kavu
Nekrataal
Bone Shredder
Withered Wretch
Gilded Drake
Nichol Bolas
Filth
Wonder

Artifacts:
Sol Ring
Fellwar Stone
Nevinyrral's Disk

Enchantments:
Animate Dead
Phyrexian Arena
Rhystic Study
Necromancy
Control Magic
Treachery

There's tons more options out there, too...this is just off the top of my head.

Richard Cheese
11-08-2016, 04:08 PM
Thanks for all the suggestions so far. Couple questions...

First, is it just flat out better to go Grixis Goodstuff than to try and run a bunch of stuff like Phantasmal Terrain and Evil Presence to win with Swampwalk + Commander damage?

Second, is targeted land destruction even worth running? I'm assuming it's not really a viable strategy in 4-player games, but wasn't sure if there were enough annyoing utility lands out there to at least warrant waste/strip/sinkhole?

H
11-08-2016, 04:45 PM
Thanks for all the suggestions so far. Couple questions...

First, is it just flat out better to go Grixis Goodstuff than to try and run a bunch of stuff like Phantasmal Terrain and Evil Presence to win with Swampwalk + Commander damage?

I think so, because 5 power isn't exactly a "fast clock" even trying to get to 21 Commander damage, when your creature doesn't protect itself. Not to mention both of those cards are pretty bad on their own.


Second, is targeted land destruction even worth running? I'm assuming it's not really a viable strategy in 4-player games, but wasn't sure if there were enough annyoing utility lands out there to at least warrant waste/strip/sinkhole?

I think Wate/Strip are pretty close to auto-includes. Sinkhole is a little lose and low-impact I think, since there is no real way to man-deny the table (is this going to be a multi-player deck?). The reason why Wasteland/Stripmine is so good is because it's not a spell and can cast spells while still getting rid of annoying things like a Maze of Ith, Gaea's Cradle, etc..

Ace/Homebrew
11-08-2016, 05:36 PM
I think going for mana denial as a strategy will only end up making you a target when normally you wouldn't be...

But...
http://www.cardshark.com/images/Magic/Promotional%20DCI%20Judge/75.jpg :cool:

Utility lands are definitely a thing and you'll at least want Strip Mine. Good Stuff could be the way to go because at least you'll like the cards you're slinging.

Richard Cheese
11-08-2016, 08:14 PM
I've definitely got the judge foils of Crucible, SoFI, and SoLaS, but I'm debating whether or not they adhere to the theme. I mostly wanted to play LD for nostalgic reasons, but it doesn't seem worth it without going for something like Wildfire, which I've heard is considered un-fun. I guess if I'm going for pure nostalgic effect, I should look more towards Jund colors since that's mostly what I used to play.

Are straight-up burn spells like Bolt/Chain not worth running for some reason?

Ace/Homebrew
11-09-2016, 02:13 AM
Are straight-up burn spells like Bolt/Chain not worth running for some reason?
I'm sure you've heard EDH is 'battlecruiser' Magic. It's cliche but true. All that you know about mana efficiency and tempo from Legacy has to be rethought. In a 4 player pod, a counter spell puts two of your opponents up a card on you.

You'll typically get 5 turns or so of unmolested opportunity to set up an advantage engine. If you can protect and exploit the engine, you're in a good spot to win.

Consider constructing your deck to focus the early turns on developing your mana or assembling an engine. Mid game uses the mana investment to your advantage or protects/reassembles the engine.

If you go Jund, a Survival engine is a lot of fun and will give you a toolbox to exploit.

Davran
11-09-2016, 08:26 AM
Second, is targeted land destruction even worth running? I'm assuming it's not really a viable strategy in 4-player games, but wasn't sure if there were enough annyoing utility lands out there to at least warrant waste/strip/sinkhole?

I'd say that Wasteland and Strip Mine are staples if your mana base can support them. There are TONS of utility lands worth destroying in this format, and still being able to tap them for colorless if there's nothing particularly threatening out there is definitely a plus.

I wouldn't run Sinkhole/Stone Rain and friends simply because trading a card for a single land isn't worth it when you're facing down 3 people. You're rarely going to knock someone off their colors due to the ramp/mana rocks most decks play, and while it can be great to hit a Gaea's Cradle or something they aren't played often enough that you really have to pack hate for them. I think if you're going to run LD you have to take the Armageddon route and go for broke.


Are straight-up burn spells like Bolt/Chain not worth running for some reason?

Above all things, the key to success in this format is card advantage. For every card you draw, your "opponent" is drawing 3. Suddenly a spell like Duress just traded for 1/3 of a "card", which really isn't all that great. Instead you might try something like Syphon Mind that puts you ahead.

I usually tell newer EDH players that the average P/T of a threatening creature at an EDH table is somewhere around 5 or 6. Your Lightning Bolt will certainly have targets, and some of them may even be excellent ones (Hermit Druid for example)...but you're still probably better off with Terror, and even better off with Ashes to Ashes.

Richard Cheese
11-09-2016, 12:48 PM
This is all good stuff to know...guess I probably won't have this ready for tomorrow. Too bad my collection has ballooned to a size that makes it impossible to haul around or I'd let the kids build it for me.

Is there a list of EDH staples somewhere?

Also maybe some info about the meta will help. From what I've seen, there are a couple kids that play "competitively" but mostly they're running modified versions of the pre-cons. Lot's of Meren last time I was there.

H
11-09-2016, 01:13 PM
This is all good stuff to know...guess I probably won't have this ready for tomorrow. Too bad my collection has ballooned to a size that makes it impossible to haul around or I'd let the kids build it for me.

Is there a list of EDH staples somewhere?

Also maybe some info about the meta will help. From what I've seen, there are a couple kids that play "competitively" but mostly they're running modified versions of the pre-cons. Lot's of Meren last time I was there.

This is probably a reasonable place to start (http://www.mtgsalvation.com/forums/the-game/commander-edh/203883-the-top-50-list-week-1-black-creatures?comment=2).

Davran
11-09-2016, 01:35 PM
Is there a list of EDH staples somewhere?

Probably? I can give you my own personal deck building strategy:

1. You're going to want at least 36 lands, though the vast majority of my decks end up at 37 or 38. Some people seem to shave that number down, and you might be able to depending on your strategy, but actually being able to cast things is a big deal. Of those 38 or so lands you should certainly have some basics, as well as as much fixing as you can muster. The singleton nature of this format means you're only ever fetching out one Tundra or whatever, so you'll also want Hallowed Fountain and some other "worse" duals. You'll also want some utility lands. Some of the more common ones are Reliquary Tower, Bojuka Bog, Strip Mine, Temple of the False God, and High Market...but your choice in utility lands should complement whatever your strategy ultimately is.

2. Once you've got your lands, you need to think about ramp. People most often refer to EDH as "battlecrusier magic", and in many respects they're not wrong. Battle cruisers are expensive to cast though, so getting ahead on mana is a must. Sol Ring should be the first card in your list, and you should aim for at least 5 or 6 other sources of ramp. Personally, I prefer double duty ramp cards like Mind Stone or Sakura-Tribe Elder that do something later in the game, but really it's up to you. I also tend to prefer putting lands into play rather than artifact mana if I can help it, mostly because of point #3.

3. Sweepers are common. They're the most efficient way to deal with threats, and often give the caster the greatest advantage. With that in mind, you're going to lose some or all of your stuff to "attrition" at least once during a typical game. To help mitigate that, you'll want cards that do as much as possible. Solemn Simulacrum is great - you get some ramp, you get a body, and you get a card when it inevitably dies. Nekrataal is a Terror and a body. The list goes on. You'll also want to try and pack some sweepers of your own if your strategy warrants it (I wouldn't personally run any if I was playing aggro).

4. Recursion is your friend. Since you only have one copy of each of your cards, running some ways to get them back for later use is always a good idea. Regrowth, Eternal Witness, Animate Dead...all staple cards and with good reason. Again, flexibility is key here, and something like Restock might even be better than Regrowth in some cases.

5. Graveyard hate is a must. Lots of players seem to ignore this at their own peril. Since recursion is good, it stands to reason that someone might try to get something back you'd rather they didn't. I try and pack at least one Tormod's Crypt type effect into my decks, sometimes more.

6. Lots of Good Cards (TM) in other formats are Good Cards (TM) here. Sylvan Library, Survival of the Fittest, Demonic Tutor...all powerhouses. What you want to try and avoid is tons of 1-for-1 effects. Counterspell still has it's place, but trying to counter every spell you see really doesn't.

7. Last, and certainly not least, is deciding how you're going to win. You can try and do 120 damage via attacks (40 life per player, less any damage taken from other attacks). You can try to deal 21 commander damage to each other player. You can run some sort of combo (though these can be frowned on). You can play politics and sweep up the mess once a couple people have killed each other (my personal favorite). Once you've done that, some of the stuff for my other points above will fill itself in for you. You'll probably want a Plan A and a Plan B, incase one or the other is disrupted somehow.

As for the meta, I would say it's highly variable. I've played against everything from fresh out of the plastic WotC pre-constructed decks to turn 4 "you lose now" combo decks. The goal (in my mind anyway) is to build something you personally will find fun to play, and that hopefully everyone you play with will find fun (or at least tolerable) to play against. A piece of advise I often give is to maybe borrow a deck from someone (or multiple someones) in your new playgroup for a week or two to get an idea of what sort of things they're into.

Ace/Homebrew
11-09-2016, 03:10 PM
I feel like I'm trying to write a novel in Icelandic and asking native speakers for plot advice.
This is a very fitting analogy. It's one thing to explain EDH theory, and another to brainstorm deck ideas with interesting card pool restrictions. But to do both simultaneously is very much as you described above. :wink:

My easiest and probably best advice, especially given that the group largely plays pre-cons out-of-the-box, is to spend $35 on a pre-con and get your feet wet. The one I hear most people discuss as 'fun' and 'good as is' is the Daretti, Scrap Savant deck.

The kind of permanent that is good in EDH is the one you look at and say ":eek: If I untap with that, things'll get crazy!" But these are also the kinds of permanents you'd never consider for Legacy because you won't get to untap with it. Think Mana Reflection, Mind's Eye, Doubling Season, Consecrated Sphinx, Assemble the Legion, Elspeth, Sun's Champion.

Playing EDH also involves getting other people to willingly interact with you during their free time. And most people (filthy casuals) want to play their spells and feel like they were 'in' the game at some point before it ended. This means it is generally bad etiquette to play cards like Blood Moon, Tangle Wire, Smokestack, Armageddon. Having said that, there is a world of difference between playing Armageddon and having the game stagnate into a durdlefest for 10 additional turns versus playing Armageddon and winning within a turn or two.

Building on that last sentence, in a 4 player pod you are the active player for only 25% of the game. Most of 'battlecruiser' Magic is playing things at sorcery speed, so other than declaring blockers you mostly twiddle your thumb when it isn't your turn. Time Walk effects tend to suck the fun out of a game because it extends the 'not playing' feeling for the rest of the group.


Have I turned you off of the format yet? :tongue:
Here are some of the appealing aspects:

You start with 40 life, so the spells that grant a strong effect for life are even stronger in EDH. Necropotence, Sylvan Library, Serra Avatar

'Other' zones are easier to casually exploit. Phyrexian Reclamation, Panglacial Wurm, Possibility Storm

Passive effects slowly build to game-changing levels. Blind Obedience, Mind's Eye

Modal spells or spells that give an amplified ability under specific conditions are very good. Austere Command, Return to Dust

Things like Lord of Extinction, Multani, Maro-Sorcerer, and Recurring Insight have a much larger effect when you have 3 opponents.

You always have access to a legendary creature of your choice. And that creature lets you get around any infinite life shenanigans your opponent might try to pull off.

Richard Cheese
11-09-2016, 05:27 PM
So I played a friend's Daretti deck a couple times, not the pre-con but similar playstyle, and to be honest I hated the whole experience. It just felt like solitaire for 6-7 turns until people started lobbing haymakers at each other. After that, it was haymaker gridlock for a while until someone ended up with the "best combo" and closed things out...over an hour later.

I'm aware that I may just not be suited to the format no matter what, but I thought if I'd give it an honest go again. I'm trying this approach because deckbuilding has always been my favorite part of the game, and nostalgia was a big part of what got me into Legacy in the first place.

Ace/Homebrew
11-09-2016, 06:16 PM
It was haymaker gridlock for a while until someone ended up with the "best combo" and closed things out...over an hour later.
Yeah, that's pretty much how games go. They can definitely be different, but your card pool restriction really limits options. I've seen a pretty neat soft prison deck using Mishra, Artificer Prodigy as the general. Those games definitely don't go as you described.

Throw cards together into a pile and give it a go. Worst case scenario you reconfirm what you already know. Best case you enjoy yourself and tweak the deck for next week. :smile:

Richard Cheese
11-09-2016, 06:42 PM
Well thanks to your post I just realized that Necro is legal and so maybe...maaaaaaybe I can stay within my self-imposed limitations and manage a semi-competitive version of the OG combo deck: fruity pebbles. Is that a thing? Seems like it could be a thing.

Ace/Homebrew
11-09-2016, 07:08 PM
Is this the deck?
http://magic.wizards.com/en/articles/archive/feature/fruity-pebbles-2009-01-06

I don't see Necro in there... Did you run a black version or did the discussion just make you realize the cards from Fruity Pebbles were all old-bordered?

Richard Cheese
11-09-2016, 08:13 PM
Is this the deck?
http://magic.wizards.com/en/articles/archive/feature/fruity-pebbles-2009-01-06

I don't see Necro in there... Did you run a black version or did the discussion just make you realize the cards from Fruity Pebbles were all old-bordered?

Oh sorry, I guess it was called Cocoa Pebbles once people figured out everything's better with Necro.

http://magic.wizards.com/en/articles/archive/feature/cocoa-pebbles-2009-01-09

I just realized that not only are all the cards old-bordered, but it can deal an arbitrary amount of damage to any number of targets, so it works in multiplayer. It also doesn't seem too broken/annoying, and compact enough that you could still run a bunch of RWB goodstuffs.

jdmdave
11-09-2016, 08:38 PM
Can't you build Solkanar storm combo with 100% old frames? LED/Will/Storm cards/Rituals/Draw 7s/artifact mana et. al?

Ace/Homebrew
11-09-2016, 09:01 PM
I just realized that not only are all the cards old-bordered, but it can deal an arbitrary amount of damage to any number of targets, so it works in multiplayer. It also doesn't seem too broken/annoying, and compact enough that you could still run a bunch of RWB goodstuffs.
Only problem is that Dega doesn't have any old bordered Legends... :frown:

Richard Cheese
11-09-2016, 11:51 PM
Only problem is that Dega doesn't have any old bordered Legends... :frown:

True, although there are several 5-color options. You probably want blue for counters and draw anyway, and green might not be bad since you get Worldly Tutor, Sterling Grove, and Aluren. 5-colors with no new borders seems like kind of a manabase nightmare though.

@jdmdave - I did see all the good storm stuff in Grixis, but wasn't sure how that would work with 4 players and all singletons?

jdmdave
11-10-2016, 12:56 AM
Fear not, my friend, for the dark cabal of yawgmoth shall will it, his demonic tendrils shall bargain for it, and the freezing tides of fortune shall desire it!

High tide focused storm is your friend.

Technics
11-14-2016, 03:21 AM
https://edhrec.com

This is a GREAT sight to help guide you into commander builds. That said I am currently just playing UR Storm. Not old border but it's 100% old school feeling and you get to go all in on Minds Desire.

Richard Cheese
11-18-2016, 07:26 PM
https://edhrec.com

This is a GREAT sight to help guide you into commander builds. That said I am currently just playing UR Storm. Not old border but it's 100% old school feeling and you get to go all in on Minds Desire.

Missed this reply but I'll check that site out. In the meantime, this is what a friend and I came up with:


1 Necropotence
1 Enduring Renewal
1 Goblin Bombardment
1 Shield Sphere
1 Crimson Kobolds
1 Crookshank Kobolds
1 Ornithopter
1 Phyrexian Walker
1 Academy Rector
1 Gemstone Mine
1 City of Brass
1 Fellwar Stone
1 Birds of Paradise
1 Aluren
1 Enlightened Tutor
1 Demonic Tutor
1 Vampiric Tutor
1 Gamble
1 Badlands
1 Bayou
1 Taiga
1 Scrubland
1 Battlefield Forge
1 Bloodstained Mire
1 Windswept Heath
1 Flooded Strand
1 Brushland
1 Caves of Koilos
1 Darigaaz's Caldera
1 Karplusan Forest
1 Llanowar Wastes
1 Plateau
1 Polluted Delta
1 Rith's Grove
1 Savannah
1 Sulfurous Springs
1 Undiscovered Paradise
1 Wooded Foothills
4 Swamp
4 Plains
2 Mountain
4 Forest
1 Worldly Tutor
1 Sterling Grove
1 Auramancer
1 Uktabi Orangutan
1 Gorilla Shaman
1 Wall of Blossoms
1 Wood Elves
1 Reanimate
1 Replenish
1 Sylvan Library
1 Yawgmoth's Will
1 Vindicate
1 Eladamri's Call
1 Yavimaya Elder
1 Tithe
1 Scroll Rack
1 Survival of the Fittest
1 Sol Ring
1 Regrowth
1 Wild Research
1 Grand Coliseum
1 Phyrexian Tower
1 Diabolic Intent
1 Diabolic Tutor
1 Wheel of Fortune
1 Animate Dead
1 Wrath of God
1 Innocent Blood
1 Nekrataal
1 Abyssal Gatekeeper
1 Monk Realist
1 Monk Idealist
1 Furious Assault
1 Fleetfoot Panther
1 Retribution of the Meek
1 Withered Wretch
1 Mogg Fanatic
1 City of Solitude
1 Lim-Dûl's Vault
1 Tendrils of Agony
1 Tariff
1 Demonic Consultation
1 Peacekeeper
1 Mind Stone
1 Deep Reconnaissance
1 Nature's Lore
1 Rampant Growth
SB: 1 Cromat


I really wish Cockatrice kept things in order when you use the copy function. Anyway, if there's anything we missed that should be an auto-include, or something that's worthless, let me know. The core combo is Renewal + Bombardment + 0-cost guy. Furious Assault + Aluren + Fleetfoot Panther is an alternative, as is Aluren + Fleetfoot + Tendrils. It's basically a bunch of bad 3-4 card combos + all the tutors I could afford (up yours Cruel Tutor for $20).

On a related note, I got the not green precon and took it to the club meeting last night. Actually won my pod and didn't have a terrible time, so that's a start!

Richard Cheese
03-03-2017, 12:35 PM
If anyone actually cares, the deck isn't great, but it does work. Was able to win a 6-man "monarch" pod on T7 last night. Necro is really good in a format where you start with 40 life.

My question...is that too "unfair" in a room of mostly precons?

H
03-03-2017, 12:48 PM
If anyone actually cares, the deck isn't great, but it does work. Was able to win a 6-man "monarch" pod on T7 last night. Necro is really good in a format where you start with 40 life.

My question...is that too "unfair" in a room of mostly precons?

I think the only place where Necropotence is "fair" is Vintage. Everywhere else, except maybe some odd Cube, the card is super-busted.

That being said, can't they let you have one good card? :laugh:

Ace/Homebrew
03-03-2017, 04:05 PM
Was able to win a 6-man "monarch" pod on T7 last night.
What's a "monarch" pod?
Depending on how the rules for that work... You might want to considering asking a group of 6 if they'd rather break into two 3-pods.

With 6 people, you are really only playing 17% of the time and 'watching' the other 83%.
With 3 people that switches to 34% playing and 66% watching.

Richard Cheese
03-09-2017, 11:49 AM
What's a "monarch" pod?
Depending on how the rules for that work... You might want to considering asking a group of 6 if they'd rather break into two 3-pods.

With 6 people, you are really only playing 17% of the time and 'watching' the other 83%.
With 3 people that switches to 34% playing and 66% watching.

It basically gives everyone different roles/win conditions so the game doesn't last 9 hours. Nobody knows who has what role except the Monarch, who gets to start with 50 life. I think the others were 1x bodyguard (protect the monarch), 1x assassin (be last man standing), 1x usurper (if you kill the monarch you become monarch), and 2x barbarians (just kill the monarch). If you've ever played Bang!, it's essentially the same deal. Not my favorite, but it worked to my advantage because my deck has practically no protection so 3-man pods are really bad for it.

Ace/Homebrew
03-09-2017, 12:13 PM
Ahhhh! Okay, I'm somewhat familiar with Bang!

Without your added context, I assumed it had something to do with the Conspiracy 2 mechanic. :wink:

Kap'n Cook
03-09-2017, 05:54 PM
I've been doing a similar project for my edh deck, going all old-border cards. I'm using Chainer and am about 10 cards away from completion. I also said screw the commander format banned list and have a Braids in there because Odyssey Block and Braids are the shit. I'll post some pictures of the deck when I get closer to being finished.

Richard Cheese
04-21-2017, 11:50 AM
This deck is amazing. I took down a whole pod last night with Furious Assault, Fleetfoot Panther, and Aluren.

What stupid shenanigans should I get up to next? I'm thinking crazy cat ladies after the new Amonkhet cat lord was spoiled.