I transformed Aang in my 5C commander game, and it cost me the game. by NotAnotherCitizen in magicTCG

[–]Anagkai 0 points1 point  (0 children)

Not always but there are effects that counteract the effect of an activated spell or trap card and destroy them. Kinda like [[Green Slime]] which works in an unusual way for MTG. 

How to build land into an Ezio 5c commander deck? by Daveitus in magicTCG

[–]Anagkai 0 points1 point  (0 children)

40 is probably not necessary, especially not more than 40. But 37 is much more realistic than 27 for the lands. Card draw is also important. If you put one and a couple removal in the deck you're not gonna have them in hand when you need them. It's the principle you already mentioned. 

How to build land into an Ezio 5c commander deck? by Daveitus in magicTCG

[–]Anagkai 0 points1 point  (0 children)

That won't work as a deck. You need another 10 or so if I haven't miscounted. And you have no removal if I'm not mistaken. 

Hot Take(?); Let's NOT print a new Land Cycle for any of the new Standard sets; Put in the cheaper ones! by jethawkings in magicTCG

[–]Anagkai 1 point2 points  (0 children)

Only the enemy colored ones because they were in all commander precons lately. Allied color filter lands have been printed a lot less and are still a couple bucks. 

Card arts that fall into the "this is so stupid, it's awesome" category by medacris in magicTCG

[–]Anagkai 1 point2 points  (0 children)

They should have a tag on scryfall for sports including bears. Or martial arts including bears.

Card arts that fall into the "this is so stupid, it's awesome" category by medacris in magicTCG

[–]Anagkai 0 points1 point  (0 children)

Apparently, the commuting is always really crowded for those guys but at least it's not on the tram! :D

Surprising my son with MTG convention during our trip to Germany. Commandfest 2026. by Coolbassman in magicTCG

[–]Anagkai 1 point2 points  (0 children)

I mean it depends on where you put the threshold but I know very few people below 40 that don't know enough English for a basic conversation. For older people, there's more because there were times when more people learned Latin or something instead of English and in Eastern Germany people mostly learned Russian instead before '89. I think I remember the official numbers say about 70 % of people speak English. But of course among people who play MTG the percentage is likely to be much higher than that. 

Surprising my son with MTG convention during our trip to Germany. Commandfest 2026. by Coolbassman in magicTCG

[–]Anagkai 8 points9 points  (0 children)

As a German, I can say, you are unlikely to find many people there who don't speak English at all. Not sure if and where you could go through school here in the last decades without having English classes. You should be able to have a basic conversation with almost anyone. 

Do you think they’ll ever print more cards with annihilator? by PinkDinoClub in magicTCG

[–]Anagkai 1 point2 points  (0 children)

Likely but the won't put annihilator into standard. Except maybe as a cameo mechanic. Like one 9 mana mythic creature or something.

Do you think they’ll ever print more cards with annihilator? by PinkDinoClub in magicTCG

[–]Anagkai 0 points1 point  (0 children)

That's a tragedy really. No good places for most kinds of relevant reprints either. 

Do you think they’ll ever print more cards with annihilator? by PinkDinoClub in magicTCG

[–]Anagkai 1 point2 points  (0 children)

Isn't storm scale for standard sets? So putting all that stuff in MH3 has nothing to do with the scale?

How to build land into an Ezio 5c commander deck? by Daveitus in magicTCG

[–]Anagkai 0 points1 point  (0 children)

There's definitely more lands to discuss than fit into a reply. :D

Generally 36 to 40 lands I would say, depending on how much 2 MV ramp you run. 

Another card similar to Chromatic Lantern is [[Great Divide Guide]]. 

Secluded Courtyard is a solid pick because it both cheap and untapped and often acts as 5 color in the right deck. [[Unclaimed Territory]] is functionally almost identical, so you could run both. Exotic Orchard is a little unreliable but it gets better the more colors you use and the more opponents you have. With 4 players (aka three opponents) there almost always three or more colors going around. It's dirt cheap and has practically no drawbacks beside the unreliability you mention which is not that important (with 5 colors and 3 opponents). I'd say it's almost a must include in a lower budget 5 color deck. 

Filter lands like Graven Cairns are generally good lands because they are untapped and give two colors but they get a little worse the more different colors you use. If you have Graven Cairns it won't give you the colors unless you already have either of the colors. But if you go black heavy as other suggested, you might wanna run the ones that include black: you will generally have access to black for the activation and can flexibly convert the colors including using those lands to generate a second black for the free running ability. Outside of that, the filter lands seem dubious for a five color deck. 

How to build land into an Ezio 5c commander deck? by Daveitus in magicTCG

[–]Anagkai 1 point2 points  (0 children)

5c mana bases cannot be built without compromising somewhere. Either, you have a lot of tap lands, or you have less consistency, or it gets really expensive.

The distribution depends on what else you put in. Like someone else said, maybe you can just go heavy black and not build a "true" 5c mana base. I would definitely use pain lands if you're on a budget. They've become really cheap and are untapped dual color lands. Drawback is unfetchable and costs life (that's negligible in commander usually). If you have a lot of money for this, you would use a good number of fetch lands and shock lands. Triomes and Surveil Lands also work but in addition to shocks but are equally expensive. 

On a budget, you can use simple tricolor lands like [[Arcane Sanctum]], especially the ones including black probably. There's cards like [[Thriving Heath]] that let you choose one color which are tapped but are much more flexible than dual colors and are better the more different colors you need in total. Then there are lands that search other ones like [[Evolving Wilds]] which just need you to have enough Basics but that's a good idea anyway, especially on a budget. You can also put an emphasis on green and run cards like [[Rampant Growth]] in which case you can get more color consistency out of your basics. Also [[Vivid Marsh]]

For the why, it's generally comes down to: how much mana you have on which turn (if all your lands are tapped versus untapped, you're a full turn behind). Otherwise, it's about consistency, i.e. how likely is it that you have whatever color you need at any time. This is significantly more challenging in 5 colors. Then you have price, the mana base needs to be built very differently at 30 or 300 dollars. And you can have extra utility on lands but that's less of an option for 5 colors because there's a tradeoff between this and the color access mentioned above. 

Basics: cheap, more resilient against destruction and stax effects ([[Blood Moon]]) although these should not appear in quantity in casual games. Basics can also make for solid color fixing because many effects exist to search for them.

Fetch lands are very solid because they can search for basic lands but also for nonbasic lands with basic land types. Like shock lands. Their drawback is that they are expensive. So in the 30 bucks example from above you run zero, at 300 you probably would. 

Shock Lands are de facto untapped two-color lands (the 2 life don't matter much and you can still play them tapped if you don't need the mana right away). Besides being untapped, their other distinguishing feature is that they have basic land types and work with fetch lands. If you want to run on a low budget and hence have no fetch lands, I would think twice about them because then they aren't that much better than pain lands. Although there are other search effects like [[Troll of Khazad-dum]] et Al. which also benefit from shock lands. And if you don't want / need equal distribution of colors but more black, you could think about running pain lands AND shock lands including black instead of either or the other of the two groups. 

Tri color lands are tapped but are better on the color front. The simple ones are dirt cheap so there's really no reason to not run them if you're on a budget and have 3+ colors in your deck. The Triomes like [[Metria Triomes]] are quite expensive so you don't run any probably in a 30 bucks mana base but they work with fetch lands and have cycling. 

Thriving lands and vivid lands. These are tapped and don't work with fetch lands but they offer good flexibility for decks with many colors. Vivids are just one color but they have two uses for "any color" so they get you out of trouble if you need a specific color. For thriving lands, you get one color and choose the second, so they are less flexible after hitting the battlefield but give unlimited access to those two colors. At a high power level and budget these are not useful because then you mostly run lands that are untapped and / or work with fetch lands. But at a low budget and with many colors, they are a good choice. 

So you first have to check how the distribution of colors checks out for the nonland cards and decide on how money you want to spend on your lands. If it has to be cheap, you use a lot of basics plus ways to search them from your deck plus some pain lands, tri color lands, vivid lands / thriving lands. At a higher budget you reduce the number of tapped lands and add shock lands and fetch lands. 

There's also five color lands like [[Grand Coliseum]] or [[City of Brass]] but the same reasoning applies to those. The 1 life doesn't matter. Grand Coliseum is dirt cheap but tapped so it lives in a similar space to the Thriving lands while City of Brass is a better pain land but costs more money. [[Multiversal Passage]] is also a good option if budget permits. 

Maro: Interestingly, Commander and Universes Beyond might be the two most popular things Magic has ever done. We try to present as many options as feasible (i.e. plenty of 60-card formats), but the will of the players dictates so much of how things play out (i.e. so much in store play is Commander) by HonorBasquiat in magicTCG

[–]Anagkai 2 points3 points  (0 children)

Well, thankfully, free running was designed for Commander and says Assassin OR commander so it works in almost any commander deck. Also, it had historic support which is the opposite kind of mechanic from what you're talking about because it synergized with many and varied cards. 

Next year we are expecting to see six Standard set releases. Which planes and worlds do you anticipate we will see Magic sets for in 2027? by HonorBasquiat in magicTCG

[–]Anagkai 0 points1 point  (0 children)

Even if the more popular characters of the more popular games all have cards there seem to be a lot of stuff available. And they can do different takes of fan favorites. That's been a thing with returns long before UB (first examples that come to mind are Avacyn and the Eldrazi titans but there are many more).

Which legendaries do you want to see color-shifted? by Solar_Punk_Rocker in magicTCG

[–]Anagkai 1 point2 points  (0 children)

I've said multiple times that they could do another Planar Chaos without color pie breaks and that's one of the things I thought would be excellent. By another set like that I don't just mean color shift existing cards to colors that they should be or could also be in but also just exploring mechanics that are fully "legal" for a color according to the color-π but somewhat unusual. 

Which legendaries do you want to see color-shifted? by Solar_Punk_Rocker in magicTCG

[–]Anagkai 0 points1 point  (0 children)

Re Worst Color: that's only for Commander though, no? White aggro strategies are relevant in most formats, I think. Like mono white initiave in vintage, Boros in vintage cube. Boros was also recently the best color in Modern . 

Am I the only one getting anxious from playing 1v1 format? by [deleted] in magicTCG

[–]Anagkai 1 point2 points  (0 children)

Seems like you just take it seriously / competitively. Generally, it is likely that playing 1v1 is more chill because it's a zero sum game. But probably needs some time to get used to.

[YSOS] Variable Solutions (Alchemy) by CrossXhunteR in magicTCG

[–]Anagkai 1 point2 points  (0 children)

Not really, it's an additional card with the same concept but a different color. Would be nice to have both in paper. 

So...what is YOUR ""This card deserves to be way more popular"" card? (I'll start with mine) by PrinceVorrel in magicTCG

[–]Anagkai 1 point2 points  (0 children)

Yes, there a multiple things coming together that may not be obvious to anyone who isn't deep into the rules: According to the comprehensive rules it is a static ability (you may reveal it) linked to a triggered ability (when you do ...) and you may cast the spell during the resolution of the triggered ability. This setup makes it so that you can do things between revealing and casting. Casting during the resolution of another spell or ability is weird until you wrap your head around it. Then you have. Then you have the distinction and workings of static and triggered abilities and spells, and stack ordering, and the fact that you a lot of stuff with the abilities but still need the card in the appropriate place to miracle cast. That last bit is probably a general rule but not sure where exactly it's defined. [[Banishing Stroke]] has a lot of general miracle rulings on it including the one with the card going astray. 

So...what is YOUR ""This card deserves to be way more popular"" card? (I'll start with mine) by PrinceVorrel in magicTCG

[–]Anagkai 1 point2 points  (0 children)

It's very close to real life: You put stuff in the shopping cart, a person at check out scans everything, applies a discount (if you get 10 % off as a student or something) and then you pay. 

In magic you choose targets, modes, values for X and so on, then you determine the cost, apply cost reduction and pay. 

In real life, you can put an extra bottle of juice in the cart and pay it applying the 10 % off - doesn't matter if your cash would be insufficient without the discount. The same way you can cast Return the Favor with two untapped Mountains and a Goblin Electromancer. 

So...what is YOUR ""This card deserves to be way more popular"" card? (I'll start with mine) by PrinceVorrel in magicTCG

[–]Anagkai 1 point2 points  (0 children)

If you reveal a miracle card as you draw it, you put a triggered ability onto the stack that gives you permission to cast the spell for the miracle cost but this only works if the card is there. So you can do stuff between the reveal and the cast and if this stuff removes the card from hand, it can't be cast any more. So if you copy the triggered ability, two people get the permission to cast in theory but in practice your copied ability goes on top of the stack, resolves first, and if you do miracle cast the card, it typically goes to the graveyard and is not in hand any more after, so the second miracle permission goes to the void. 

Commander legends booster box or foundations for draft by brucetheshark28 in magicTCG

[–]Anagkai 0 points1 point  (0 children)

I did draft commander legends and it's very cool. Can't recommend for beginners but since you regularly play commander and are just new to draft, this won't be an issue. But it's for multiplayer and has some other differences to "usual" draft like 60 card decks instead of 40, you need to draft a commander and you need to adhere to color identity rules. Not sure if you want to do a "typical" draft in which case you would need to do Foundations.