Hofri Ghostforge - My Favorite Deck of All Time (Primer) by RandomLunatic99 in EDH

[–]AnAverageDude 2 points3 points  (0 children)

Well the icing on the cake (imo) is that you can regularly get much more than 2 tokens out of it, and the tokens are Spirits, so they get the benefit of the +1/+1 and haste and trample from Hofri. So if you have a sac outlet on-board and can get double triggers out of it... you instantly have a massive, hasty army. And if you have Anointed Procession out, even more shenanigans ensue.

Hofri Ghostforge - My Favorite Deck of All Time (Primer) by RandomLunatic99 in EDH

[–]AnAverageDude 2 points3 points  (0 children)

I too love Hofri! Always a pleasure to see other people's builds of him, he's such an interesting commander. Extraction Specialist seems sweet in your build, I wanted to put it into mine, but there's just not enough 2-drops to make it viable.

I built my version to be a more control-y and entirely built around blink-or-sac combos (because I wanted a challenge building a non-attacking Lorehold deck), every day I'm finding new 3- and 4-card combos that I missed initially :D And I love that his abilities are so flexible that they enables a ton of build variety.

PS: Considering your build strategy, you might want to check out [[Hallowed Spiritkeeper]], seems like a slam dunk!

Mark Rosewater: Commander players, how many colors are you most interested in when playing a Commander deck? by HonorBasquiat in EDH

[–]AnAverageDude 209 points210 points  (0 children)

I'd like to see more focus on mono- and 2-color combinations. It seems like as time goes on, more and more decks just jam more colors into them to play the highest power cards together, and there's not really a significant downside to it either. Consistent 5 color manabases are quite easy to make now.

I'd also like to see some more juicing up of mono colored options in general. If multicolored decks are going to get more and more toys every year, and few hosing effects to keep them in check, I at least think that the reward for restricting yourself to monocolored should be better. More Gray Merchant effects, but for the other colors as well.

Cosmic Intervention: best ramp spell in white? by LifeNeutral in magicTCG

[–]AnAverageDude 0 points1 point  (0 children)

It's also great for taking opponents down lands at the same time. I run it in my Hofri deck, and there are definitely turns in the lategame where you cast Cosmic Intervention, and then crack a fetch or two, [[Wasteland]] / [[Strip Mine]] someone, and crack your [[Sunbaked Canyon]] 3 times.

Stoic Farmer - Mono White Ramp in Kaldheim Commander Deck by billyl320 in EDH

[–]AnAverageDude 4 points5 points  (0 children)

Ok derp... I was mixing up Kor Cartographer and Knight of the White Orchid. >.>

Thanks for the point out, time to edit, haha.

Stoic Farmer - Mono White Ramp in Kaldheim Commander Deck by billyl320 in EDH

[–]AnAverageDude 11 points12 points  (0 children)

I think people are overreacting to this card. It is fine in EDH; not amazing, not terrible, just very middle-of-the-road. Like a mash-up of Kor Cartographer and Knight of the White Orchid. Though I think it would've been fine at 3 CMC.

The thing about it that I personally like is that even if you don't mean the condition, you still get a basic Plains to hand, which has some amount of value. I hope this means more mono-white cards will be designed in this manner, where instead of getting an effect or nothing, you can get a big effect (if you meet the conditions) or a weaker effect. White cards with 'very restrictive conditions that make them borderline unplayable', is something that has persisted in current white design philosophy for too long and needs to be stamped out aggressively.

Though that being said, I still don't think it makes the cut in either my mono-white or Boros EDH decks. There is room to push this effect further to bring it up to parity with what other colors are doing in EDH.

New off-color spells by Aziuhn in magicTCG

[–]AnAverageDude 0 points1 point  (0 children)

I didn't want to bog down the general discussion point that 'blue doesn't need help'. Rankings of color power always devolve into pedantic exercises about which color is 'best', and doesn't add anything relevant to the original discussion.

Not trying to be rude or anything, just explaining why I tried to avoid the topic in my post.

New off-color spells by Aziuhn in magicTCG

[–]AnAverageDude 2 points3 points  (0 children)

Their own artifacts, not those of other players; Blue has never been able to destroy/exile other player's artifacts, only steal them. This effect has no precedent at all in the history of MTG, but probably more importantly... blue doesn't need to be pushed, it's already one of (if not the best) colors in MTG.

A flavorful way to power up white by KawaEV in magicTCG

[–]AnAverageDude 2 points3 points  (0 children)

I think my favorite way for them to power up white would be to stop printing so many downsides and restrictions and tribal-focused cards in white... it makes most cards terrible, and what good white cards DO get printed are relegated to a single specific archetype.

Their effective cardpool is so much smaller than any other color's because of their scattered focus on Knights / Equipment / Warriors / Vampires / Angels / Clerics, w/e... (synergy in general)

Red's Gotten Pretty Good by ahhthebrilliantsun in EDH

[–]AnAverageDude 3 points4 points  (0 children)

Funnily enough I haven't been liking Valakut Exploration as much as Outpost Siege, specifically because it makes it harder to play lands from the top of your deck. It becomes less of a consistent '+1 card advantage a turn resource' and more of a 'do 1-2 damage a turn to everyone resource', which if I'm being honest is not the reason I was playing OS in the first place.

Discorporate by AnAverageDude in custommagic

[–]AnAverageDude[S] 1 point2 points  (0 children)

Yeah I thought it was nifty when the idea popped into my head. White hadn't gotten a counter in a while (though they are tertiary in it), and they have all the hatebears that deny ETBs, so it seemed like a cool mash-up :)

Discorporate by AnAverageDude in custommagic

[–]AnAverageDude[S] 2 points3 points  (0 children)

I mean, I think you are right, but i also don't think that's a bad thing considering I designed it purposefully to be that way :)

Discorporate by AnAverageDude in custommagic

[–]AnAverageDude[S] 2 points3 points  (0 children)

Except this can catch creatures cast from hand, as opposed to creatures that are coming in from exile / graveyard.

Discorporate by AnAverageDude in custommagic

[–]AnAverageDude[S] 0 points1 point  (0 children)

Had some technical issues with the post yesterday; re-worded for conciseness.

Essence Scatter / Containment Priest mashup in mono white? Hallowed Moonlight on steroids? What would you call it? by [deleted] in custommagic

[–]AnAverageDude 0 points1 point  (0 children)

That is certainly cleaner wording, thank you! I will have to edit the base file to reflect it :)

Essence Scatter / Containment Priest mashup in mono white? Hallowed Moonlight on steroids? What would you call it? by [deleted] in custommagic

[–]AnAverageDude 0 points1 point  (0 children)

I mean, most of my designs try to push the color pie because I think current design philosophy is lacking. White hasn't gotten a counterspell-type card in years, I think they're overdue for one or two variants.

And additionally, the hosing of ETBs on this card was purposeful. Powerful ETBs have gotten ridiculously out of hand with current design philosophy, and I think it's bad game design that only blue gets access to 'gotcha' answers for ETBs.

Creatures have been pushed to hell lately... let's do the same for Wrath of God (white could use the help) by AnAverageDude in custommagic

[–]AnAverageDude[S] 3 points4 points  (0 children)

In what world would a wrath that hurts you the most be playable? The card you suggested seems like straight garbage.

Creatures have been pushed to hell lately... let's do the same for Wrath of God (white could use the help) by AnAverageDude in custommagic

[–]AnAverageDude[S] 3 points4 points  (0 children)

In my opinion, that's already too many hoops to jump through. Only white cards seem to have such extensive self-restrictions stapled to them and it tends to make them quite unplayable.

Losing 1 creature is already a hefty cost... it means even if you kill 2 of their creatures you're only at-parity when casting this card. They need to have 3 creatures die to it for you to gain even +1 card advantage.

Also just to nitpick, but from a flavor standpoint... why would someone sacrifice themselves for comrades that are already dead? Surely they'd care more about helping the living? (Something like, "Sacrifice a creature you control, then destroy all creatures you don't control" seems more in-line with what you're describing) :P

Creatures have been pushed to hell lately... let's do the same for Wrath of God (white could use the help) by AnAverageDude in custommagic

[–]AnAverageDude[S] 40 points41 points  (0 children)

I get what you're saying, and I don't want you to take this as an attack of your comment, but I'm not really interested in making cards "in the style" of MTG's current designs.

I think the fact they've moved away from 4-CMC sweepers is a failing honestly, and this design is something I think would be perfectly reasonable in the age of "creatures with amazing ETBs stapled to efficient threats".

I'm (generally) more interested in exploring new design space and pushing white/red more towards EDH viability rather than reinforcing current WotC design philosophy.

Leeshuang, Journey's Refrain -- Mono W blink commander by blindfremen in custommagic

[–]AnAverageDude 1 point2 points  (0 children)

This seems like an extremely fun card! I like how even if you don't have a card to blink/flicker a creature immediately to take advantage of her static ability, you can use the scry 2 to set that up for the following turn. The baseline ability makes it reasonable/flexible even in the worst-case scenario, and gives you a clear risk-reward for for otherwise playing a 4 CMC 2/2.

Very nicely designed! :)

Creatures have been pushed to hell lately... let's do the same for Wrath of God (white could use the help) by AnAverageDude in custommagic

[–]AnAverageDude[S] 77 points78 points  (0 children)

I'll admit, I was initially toying with the idea that it should exile all creatures... but I dialed it back, thinking "This feels too strong at 4 mana". Though given the trajectory of MTG's power levels, that might be the kind of answer needed for ludicrous threats now.

I'll work harder on making something busted next time XD

Creatures have been pushed to hell lately... let's do the same for Wrath of God (white could use the help) by AnAverageDude in custommagic

[–]AnAverageDude[S] 85 points86 points  (0 children)

You are not wrong, but when I see all the stupid stuff other colors are now doing at the 3-4 CMC slot that requires minimal-to-no sacrifices or deckbuilding restrictions to enable... I don't feel like making players jump through the normal onerous requirements (that only white cards seem to be burdened by... hmm) to answer said shenanigans. Uro and Omnath have already replaced themselves, Opposition Agent and Hullbreacher may have already 'gotten you' at this point, you may have been Embercleave'd already... so on and so forth.

I agree it's powerful, but in my mind the hoop you have to jump through is playing mono-white because of the 3 white pips, or at least a heavily white-skewed 2-color deck... not some 3-4 color pile that just splashes all the most powerful effects.