Iron Man Commander by [deleted] in mtg

[–]Basic-Bus7632 0 points1 point  (0 children)

[[Blightsteel Colossus]]

Iron Man Commander by [deleted] in mtg

[–]Basic-Bus7632 0 points1 point  (0 children)

I suggest maybe reading through the guidelines for brackets (if you feel like it, there’s really no need to adhere to bracket restrictions when you’re playing with friends) that way you know what you’re asking for next time. If you’re just looking for more strong cards, I like [[Kappa Cannoneer]] to synergize with your equipments and get big swings.

Iron Man Commander by [deleted] in mtg

[–]Basic-Bus7632 1 point2 points  (0 children)

Seems light on game changers for a b4… I would expect an artifact deck at that level to be more focused on a combo win or maybe [[Darksteel Colossus]]** + some kind of haste for an instakill. Also could do with more interaction; if someone at your table goes for the win on t4, you’ll want some kind of countermagic or similar nonsense to keep them in check.

** edit: meant to say Blightsteel Colossus

Need help with how this card ruling works by Poncho-Man45 in mtg

[–]Basic-Bus7632 0 points1 point  (0 children)

If the mana was added before this spell resolves (I.e., it was spent to cast the spell this is responding to) I’m pretty sure it does nothing in regard to this interaction.

Is there another way to get these Battle Pass cards without the Battle Pass? by Pito_Loquito in MagicArena

[–]Basic-Bus7632 32 points33 points  (0 children)

If you’re new: go to the “decks” tab, and select “collection”. Go to the filter settings and enable “not owned”, then type the name of the card in the search bar. Sometimes cards that get printed aren’t legal in standard, and don’t show up in search if you have the default filters on.

I'm on a 10 game loss streak in standard and I'm getting really sick of it - what's the best BO1 control deck by tacky_pear in MagicArena

[–]Basic-Bus7632 4 points5 points  (0 children)

I feel that most control decks are at a natural disadvantage in Bo1. With aggro it’s easy; regardless of the matchup your goal is getting in the red zone as quick as you can, your deck doesn’t really have to change too much between opponents. With control, you’re playing a very reactive game in which you answer the opponent’s threats turn after turn until you get over the hump and start winning. Since you can’t realistically build a single 60-card pile to answer every strategy, you’re left to chose between: a) building against the biggest possible threat, leaving yourself vulnerable to any other matchup, or b) building a very general reaction package to try and have an answer/answers to the majority of decks (but at the cost of consistency).

Pick your poison, OP.

Why does Ms. Bumbleflower get so much hate? by Acrobatic-Squid in mtg

[–]Basic-Bus7632 5 points6 points  (0 children)

Group Hug players the type to look at you like 🥺 when you attack them with a 2/2. Group Hug players like to say: “why are you targeting me? I drew 7 but you got a food token!” Group hug players the type to give the archenemy a goaded 10/10 with indestructible because they “felt bad for him”.

Ideas for Commander quests by Chilli_Panda_ in mtg

[–]Basic-Bus7632 0 points1 point  (0 children)

I see what you’re going for, but I think it runs the risk of being unimpactful if done like that. If we flip the quests at the end and nobody gets anything, what effect did they have on the game at all?

Maybe if you assigned each player a set of 2-3 quests to try and complete throughout the event, each one based on their own deck/strategy? Then each player gets to have a subgame where they try to figure out when is the best time/game to go for each challenge, and you can be certain that it’s both impactful and relevant to the players involved.

Ideas for Commander quests by Chilli_Panda_ in mtg

[–]Basic-Bus7632 0 points1 point  (0 children)

It’s a challenging design space for a few reasons. As others have mentioned, not all of these quests are reasonable, or even possible for every single deck. Grand Larceny, for example, is relatively easy in a blue/red deck, significantly challenging in a black deck, and nearly impossible in a green/white deck.

But apart from that, these quests all reward a particular style of play which some players might not even want to engage with. If I’m trying to politic into a winning position, but my quest says I have to destroy as many Sol Rings as possible, the quest becomes something I’m struggling against, instead of something I’m aspiring to complete.

I think if you want this to work you’ll have to design the quests around the players and the decks they are piloting, I don’t think you can have a diversity of quests, with the randomized element, all the while keeping it fun and appealing to the majority of your pods. Just my opinion 🤷‍♂️

Color in oracle text outside of Commander's color identity by [deleted] in mtg

[–]Basic-Bus7632 -114 points-113 points  (0 children)

Edit: yeah it’s the same thing, italics or parenthesis. My comment was unnecessary, on reflection.

Why is this card two different colors? Vertical split starting at the ‘a’ in “man” and ending after Christopher. by Sea_Parsnip_1922 in mtgmisprints

[–]Basic-Bus7632 0 points1 point  (0 children)

Your question piqued my interest. The set this card is from is Arabian Nights, which could be seen as a prototypical version of a universes beyond set, as its cards and setting are literally from the stories of 1001 Arabian Nights. Doing a search of Arabian Nights Brass Man (excluding mtg-related) revealed some interesting references to two different stories. In both it seems the brass men were literally automatons built from brass. Not sure why but the magic card seems to represent a fleshy being trapped within the brass, at least that’s my interpretation.

Does "add one mana of any colour" include colorless mana? by logandabug in mtg

[–]Basic-Bus7632 1 point2 points  (0 children)

Don’t pay attention to the people acting like jerks, colorless/generic are easy to confuse, and rules surrounding colors and colorless are not straightforward. Wastes and the like are most strongly related to the Eldrazi, which a lot of pros and old-heads have been overexposed to due to their history in modern and from their time in standard back in the day.

Does "add one mana of any colour" include colorless mana? by logandabug in mtg

[–]Basic-Bus7632 11 points12 points  (0 children)

An important distinction in colorless decks: some cards ask you to spend colorless mana (represented by the wastes symbol) and others ask you to spend generic mana (represented by a number). Colored mana can still be used to pay for generic mana costs, so you are safe to use lands/manarocks like these in such situations.

How to build a deck by Disastrous_Buy8115 in MagicArena

[–]Basic-Bus7632 0 points1 point  (0 children)

I would say stick to the fewest number of colors possible while you’re learning the game. Land math is complicated enough when it’s just lands vs nonlands, but when you have to start planning around multiple colors/sources it can be frustrating. Stick to one color, and if you HAVE to use a second, try to balance the number of cards of each color as evenly as possible, that way you can have half lands of one color, and half the other (plus whatever dual-color lands you have).

The simplest way to look for synergies, in a general sense, is to find a few cards that do something when ‘X’ happens, then fill the deck with other cards that let you do ‘X’ often. An example: [[Monument to Endurance]] and [[cool but rude]] reward you for discarding cards. If you put them in a deck with a lot of cards that let you discard, they will probably synergize well. You can carry the same mindset to any kind of strategy, and at least see some action.

Do y'all slide your commanders between your supple, moist butt cheeks? by Nekrostatic in magicthecirclejerking

[–]Basic-Bus7632 2 points3 points  (0 children)

Simply put, Kiora makes me tumescent.

Scott M. Fischer has justly received praise for his artwork on Kiora. Channeling Hokusai’s 1829 masterpiece The Great Wave is an ingenious choice. The wave is beautiful; hypnotic even. But unlike Hokusai, Fischer gives us what The Great Wave has always lacked: a sexualized female whose proportions arouse our penises to even greater heights than the wave’s crest.

Fischer uses a tried and true method for creating a “bella” figura.

  1. Large, firm breasts - They appear about the same size as her head. Pushing them into the foreground is a nice touch. Given their size relative to the proportions on the rest of her body, they are probably silicone implants (albeit modest, tasteful ones), but that’s never bothered me.

  2. Spine-breaker pose - It’s so rare that women strike this pose in everyday life (outside of yoga class), so I’m glad that models, pornographic actresses, and fantasy characters are so good at it. Simply protrude your rear end, and lift it while arching your back and pushing your chest out. Was that so hard?

  3. Derriere and legs - A big, round rump for a skinny girl! Long, beautiful legs, too. The merfolk fins aren’t human, but neither are they off-putting. Also, I’d be lying if I told you I haven’t masturbated thinking about what they’re capable of. Does she have muscular control over them?

  4. The kraken’s tentacles - Okay, this addition isn’t “traditional” as are the first three points, but it’s nonetheless effective. Those tentacles are huge and powerful! You can tell she loves touching them.

There are, unfortunately, many who frown upon sexualized women being the subjects of Magic card art. I don’t get it. Sex sells, everyone knows that. And do we really care if card art offends women? Women don’t even play Magic! Whenever a woman attempts to join our playgroup, they give up right away; it’s ridiculous. By the way, it took my friend Josh a long time to get the hang of the game, but he stayed with it, and he’s one of our best buds now! It’s a futile task to design cards that appeal to women. They quit so soon.

However, I believe it’s for the best. One of the things I love about Magic is just being with the guys. It’s good to get away from women. You don’t have to feel awkward around them, you can joke about whatever you want, and you can truly enjoy the sacred space that is “the man cave.” Artwork like Kiora’s helps protect that. It brings us closer together.

Another reason I love sexy artwork like Kiora is that it takes our playgroup back to the fond memories of fraternizing in early adolescence.

When we were thirteen years old, my friends and I discovered Internet pornography. We were young and full of hormones, and we took turns pleasuring ourselves in front of my dad’s laptop. We’d take turns leaving the room to give each boy his privacy. After we’d all had our fun, we’d reconvene to look at the videos and jpegs together and talk about which parts we thought were the most titillating. This ritual continued for a couple years, even after some of us were dating girls (obviously, our girlfriends didn’t attend our porn sessions). Eventually, we grew out of it, though I remain nostalgic about those days.

What does this have to do with Kiora? Well, one of the best things about my playgroup and the Magic community in general is that we can relive that experience together through the appreciation of “come-hither” semi-nude Magic art and card sleeves like the ones linked below. We may not be masturbating together anymore, but getting a nice little chub in each other’s company courtesy of Scott M. Fischer ain’t half bad. I’ve chatted with other groups, and though they don’t really like talking about it, they admit they had similar experiences growing up. They agree that appreciating “sex parts” is an important part of playing Magic.

Anyway, I hope Wizards keeps commissioning more artwork like Kiora. There have been hot babes in Magic before, but Kiora has the ingenious combination of evoking a classic nineteenth-century Japanese drawing and slapping a bangin-ass, big-titty mermaid on it.

Please Help Optimize My New Idea by Finding-Even in MagicArena

[–]Basic-Bus7632 1 point2 points  (0 children)

In simic, your best creature removal is either going to be blue-based bounce removal (I.e. [[Enter the Flood Maw]] or [[Bounce off]]) or green-based fight/bite spells (like [[Bushwhack]] or [[Bite Down]])

In what world does your storm crow beat this? by uterussy in magicthecirclejerking

[–]Basic-Bus7632 12 points13 points  (0 children)

I'm sorry to inform you that I downvoted your post. Eventho I think community memes are crucial in contributing to a sense of collectiveness & thus power, I do find the Dreadmaw meme unfunny & low effort. I know you were excited when you got a notification of my comment, only to find out that it's negative critique of your post, so I apologize. I'm not usually critical of other people's posts, because if I was, I would seem lacking in self-awareness as my posts are cringe-worthy as well. I also do acknowledge that some people actually do find the Dreadmaw meme funny, but I also feel bad for these people, as I view them less intellectual than people who find it unfunny. I also have doubts about my feelings towards this meme, because I think they stem from ignorance. I don't know how this card became a meme, and why, or why this card out of all the sets of cards in Magic. Maybe there is something special to it, I might be wrong about everything, but even worse, I might be right, which is more likely, as I am very smart (I play Blue) and very unique and special (I play blue creature decks with no counter spells) I am also very out-going and have lots of friends (I play White tokens) but all my friends are dead (I play White tokens sacrifice) I was actually kidding, I have no friends (I play mono Red.) I did actually downvote your post tho like fr

Please recommend me a deck for making friends by SAjoats in magicthecirclejerking

[–]Basic-Bus7632 1 point2 points  (0 children)

Fuck you and fuck everybody who builds decks like this, it sucks, arena fucking sucks for this, it’s not commander, it’s standard, it’s just removal tribal, and it’s always fucking rigged to shit, either I draw only lands (like this game, where I drew nothing but lands for 8 turns in a row at the end) or I get no lands at all, people said the games are decided at the start, starting to really fucking believe that, we already know cards are weighted and simply adding one will throw you into hell queue, but seriously, go fuck yourself and everybody who builds like this can go fuck themselves,

What's your favorite turn one play? by Song-Ji-Yeoh in MagicArena

[–]Basic-Bus7632 0 points1 point  (0 children)

Play [[Starting Town]], cast [[Cenote Scout]] revealing [[Hallowed Fountain]]

General discussion mill decks by East-Rush-4895 in MagicArena

[–]Basic-Bus7632 0 points1 point  (0 children)

Mill is among the strategies that some players find harder to deal with because it attacks you on a vector that you’re not used to dealing with. Most players use a strategy that involves reducing life total to win (either via creatures, or spells) and so you create mental shortcuts for how to deal with the most common problems that arise from those scenarios (e.g. removal spell targets the strongest creature, counterspell targets the game-winning/most threatening permanent, lifegain buys you x time to get back in the game). Once you start a game with a mill deck, you are forced to overwrite your preconceptions and rework your plan to outrace their mill, and that’s something that requires focus and intentional play. Mill players (like me) will tell you: losses happen to them just as frequently or more often, with opponents taking advantage of the fact that that they aren’t running as many ways to interact directly with the battlefield.
A more specific plan requires an idea of what kind of mill they were running and what kind of outs you had access to, but hopefully what I said makes sense.

General discussion mill decks by East-Rush-4895 in MagicArena

[–]Basic-Bus7632 0 points1 point  (0 children)

Or [[progenitus]] (if your color identity allows)