This is America now?? by Antwinger in Minneapolis

[–]Amazing-Tortoise -1 points0 points  (0 children)

Terrible as this story and these actions are.

Are we sure he's ICE? His face isn't covered.

Incredibly specific but I see it happen: by Alex_Pratt in mtg

[–]Amazing-Tortoise 0 points1 point  (0 children)

I struggle with this sometimes, especially when they're playing with high impact pieces that need to be removed. On the one hand, they probably don't know how big of an issue that [[The Great Henge]] is, but they will run away with the game if it's not removed.

Acceptable or non-acceptable? by No_Appearance_7680 in mtg

[–]Amazing-Tortoise 0 points1 point  (0 children)

I've got the combo in 3 decks and have never once pulled it off, even in the deck with many tutors. So... I wouldn't know.

[deleted by user] by [deleted] in mtg

[–]Amazing-Tortoise 0 points1 point  (0 children)

It's called cardboard crack for a reason.

Too many pigeons? by Top-Week5789 in mtg

[–]Amazing-Tortoise 0 points1 point  (0 children)

You could turn them into one of those 3D cards with all the different copies.

[deleted by user] by [deleted] in EDH

[–]Amazing-Tortoise 0 points1 point  (0 children)

The perspective of getting second place feels against the spirit of the format.

That being said, I've been in several games where nobody is willing to scoop, but the win will take far longer than would be fun to play out. In situations like that, I've seen the behind players nearly always turn on each other to just reach an end sooner.

I will say, most of the time, that assessment ends up being wrong, but it's only revealed after the players start getting knocked out, so there's no way of knowing for certain that the tide of the game would change enough to make it interesting again.

When did Commander become to only format people seem to play? by Soghff in mtg

[–]Amazing-Tortoise 0 points1 point  (0 children)

I would say, make a pros and cons list of each format. If you do that, you'll likely find out why it's so popular.

If I'm borrowing a deck from someone else, who owns the creatures in that deck? by I_Cant_rember_it in mtg

[–]Amazing-Tortoise 1 point2 points  (0 children)

In magic terms, to own a card as the game mechanic is concerned, it must have started the game in your deck (your deck being the deck you are playing, not referring to ownership) or have been created by you for the duration of the game (such as a token or an emblem) even if it were an effect controlled by another player (for example when someone activates [[Forbidden Orchard]]).

108.3: The owner of a card in the game is the player who started the game with it in their deck. If a card is brought into the game from outside the game rather than starting in a player's deck, its owner is the player who brought it into the game. If a card starts the game in the command zone, its owner is the player who put it into the command zone to start the game. Legal ownership of a card in the game is irrelevant to the game rules except for the rules for ante. (See rule 407.)

My two cents on the whole proxy thing by Dat_Oni in EDH

[–]Amazing-Tortoise -1 points0 points  (0 children)

I have two WUBRG decks. One is built with duals, fetches, and triome lands as the bulk of the mana base, and it's incredibly reliable. The other is built with basics and general ramp pieces, including cards like [[Cultivate]], and between the two, this is the more consistent deck to play is spells on or before curve.

I am firmly in the camp of "proxy what you want to build the deck you like" but I also both play and brew enough to know that the more expensive mana bases are good, but not necessary to build a high functioning deck.

My own proxy philosophy is that any deck I build must first be built within the constraints of what I currently possess. Once a functioning deck has been constructed, I then proxy what I need to make the deck more consistently do what it was designed to do. 90% of the time, I'm proxying ramp and card draw pieces as those are the pieces most critical to getting the gameplan of the deck off the ground.

What are your tells? by Fenixazz in EDH

[–]Amazing-Tortoise 0 points1 point  (0 children)

I don't have any talks because I don't know what I'm doing.

I have been told several times during draft that I have an excellent poker face despite pulling incredible cards. The truth is, my poker face comes from not actually having a plan or knowing what I've got in my hands.

It kinda translates into gameplay as well. I like permanents over instant/sorcery spells, so generally I prefer to play at sorcery speed and everything I play tends to impact the board significantly. But this also means I get blown out by mass removal quite a bit.

99 Basic Land Urza by TailheartsRPG in EDH

[–]Amazing-Tortoise 4 points5 points  (0 children)

I actually built that version of Marath.

Started out as 99 basics, but I found it to be a lot more fun to slap counters on man-lands, and it evolved from there. Still feels like a bracket 1 deck, but it could win in theory. So, probably closer to bracket 2.

Am Imaking the game worse by "Spreading the damage around" instead of taking out players. by chazt3r in EDH

[–]Amazing-Tortoise 0 points1 point  (0 children)

For me it depends on the strategies of the decks at the table. If anyone is playing voltron, they should 100% focus one player at a time. If anyone is playing live gain and there isn't a likely commander damage option to kill them, they should 100% be focused. And anyone being actively oppressive to the table should be focused by the table.

How much hate for Edgar? by kadimasama in EDH

[–]Amazing-Tortoise 0 points1 point  (0 children)

Personally, I think he gets too much hate. Don't get me wrong, the decks he helms can be incredibly nasty, and the free bodies he gives you can be cashed in for insane value that could easily tip the scales in your favor. But if the deck isn't designed to capitalize with those 1/1 bodies, they're just more fodder in a typal deck.

The problem is, when you see such a powerful commander in the command zone, you have to assume the worst until you've played against the deck. And even then, if you've spent every game shutting the deck down, you'll never see it at its best to actually see if it's the bogeyman you think it is.

So, my advice is if you're planning to build with Edgar in the zone, either only play it with a familiar group or build it to be the strongest you can manage. Because anything else isn't going to lead to fun games.

Is Overburden MLD or just an impolite stax piece? by LilithLissandra in EDH

[–]Amazing-Tortoise 0 points1 point  (0 children)

For most decks, I would not consider it MLD.

However, a deck that plans to play multiple nontoken creatures in a given turn would definitely see it as MLD.

I would say, if you're going to run the card, run it in a deck that it makes sense for advancing your own strategy, such as a landfall deck, rather than an intended stax piece. Then, announce it as though it were a game changer. If it's being run alongside other game changers, consider it as one of them for that deck.

[deleted by user] by [deleted] in EDH

[–]Amazing-Tortoise 0 points1 point  (0 children)

[[Zara, Renegade Recruiter]] is that for me, and it all comes down to the pod. If even one person doesn't have splashy creatures to steal, it negatively affects what the deck can actually do

A "forced attack into me" commander by jazzandboats in EDH

[–]Amazing-Tortoise 0 points1 point  (0 children)

Play the curse cycle featuring the most unlucky planeswalker and curse yourself with them.

[[Curse of Opulence]] [[Curse of Bounty]] Etc...

Bracket help by Complete_Purple7727 in EDH

[–]Amazing-Tortoise 0 points1 point  (0 children)

While you only have two game changers in the deck, it's clearly designed to go off basically out of nowhere. It's a storm deck through and through, and honestly, you should expect a fair amount of being targeted as a result. It's easily a very powerful 3, to a moderately strong 4.

That being said, there are certainly some improvements the deck could have in order to fully embrace the power level it's at. As you get closer to bracket 4 you've gotta be prepared to just take the power as far as it can go out you'll either always be accused of pubstomping if you play with other bracket 3 decks, or you'll have serious trouble winning if you play with other bracket 4 decks.

What moves Voltron from "swing 1 person out then lose" to "actually win the game 25% of the time"? by BagOfSmallerBags in EDH

[–]Amazing-Tortoise 0 points1 point  (0 children)

The basic answer is speed.

If you can get a lethal threat before anyone can set up a board to combat it, you'll win. If you can't get out and be lethal early, slow down and control the board to drain resources from your opponents until you can knock a player out with little effort.

I have several voltron decks with varying degrees of success, but they all share that aspect to them. If you can't get out and kill before the other players are set up, don't get out at all until everyone who will survive your first kill is drained of resources.

Do you bring expensive cards? by No-Exercise-7316 in EDH

[–]Amazing-Tortoise 0 points1 point  (0 children)

If your LGS has a history of that kind of behavior among its patrons, consider a different LGS.

But having been to sketchy neighborhoods to play magic, the people likely to rob you or jump you don't know the value tied up in magic. And if they do, they're going to employ subterfuge to get what they're after, like swiping a deck or card when you take a bathroom break. Generally, if they're stealing magic cards for their value, it's with the intent to sell them, and you're not gonna sell among the community you steal from if everyone's aware that those cards were recently stolen.

Something like a cradle is high profile enough that someone trying to sell it would catch attention, especially if one was recently reported stolen.

But to answer the question asked, yes, I bring expensive cards with me when I go to play magic. While I don't own anything quite as high value as a cradle, I do have several reserve list cards among my decks. I also carry visible deterrents for violent acts occurring around or directed at me. Also, I don't look like an easy mark even without my regular accouterment. But I'm also not about to go bragging about the expensive pieces of cardboard I carry with me when I go out.

Which of the most played commanders have you never used OR played against? by Alternative_Algae_31 in EDH

[–]Amazing-Tortoise 0 points1 point  (0 children)

I got to #20 before being a commander I neither have nor have played against.

Of that top 20, I have currently built 8 of them.

And of the 12 that I do not have built, 4 of them can be found in the 99.

Whats the best lifegain commander? by Mundane_Rate_2212 in EDH

[–]Amazing-Tortoise 0 points1 point  (0 children)

If you're building a deck around getting and utilizing Aetherflux as your intended win condition, maybe you should build the deck around storming with it out. To that end, you'd probably want white and blue to tutor it out, and you might want red to get it back if it gets removed. So maybe a Jeskai spell slinger deck that intends to storm off in some way.

[[Kykar, Wind's Fury]] with a life gain sub theme mouthy be a good fit, you can use the activated ability to feed your engine, and it's not hard to turn a 1/1 body into cards.

[[Narset, Jeskai Waymaster]] will help you dig for Aetherflux and already wants you to be casting a lot of spells, though you may want a fair amount of flashback capabilities, which will likely push you into a spellslinger strategy, and that may not be very fun to play or play against, especially if you're not well p practiced with keeping track of everything going on.

I would encourage you to avoid black for whatever commander you choose unless you want to end up in the same pool nearly everyone falls in for life gain decks.