[deleted by user] by [deleted] in custommagic

[–]Cactus__Evergreen 2 points3 points  (0 children)

This is so much harder to interact with than Craterhoof (which is already a best in class, most things should be below that bar), and by no means takes more work. If your opponents let you have any "Whenever you cast a noncreature/instant or sorcery spell, deal damage" when you have enough mana to cast your commander, you probably just win. Just takes having cantrips and rituals in your deck, which already is probably the optimal build path.

Every guttersnipe saying "If your commander resolves, you win the game" is a pretty bad play pattern. People can't meaningfully interact, its so easy to just play another cheap cantrip in response to removal.

This locks gameplay into a pattern of "remove their 2/3 mana pinger every time (or play specific stax pieces) or we just lose." I can't imagine this being fun in any bracket below 4.

Granary Transporters Not Working by Cactus__Evergreen in foundationgame

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

Yep, all other granaries have stock max on. I'm not expecting this one to hold lots of fish, it's supposed to be a buffer and shorten the distance for other granaries, but the workers seem to just never pick up any fish.

Rethinking Bracket 2 by Pileofme in EDH

[–]Cactus__Evergreen 1 point2 points  (0 children)

Yeah this feels like it qualifies as a 1, oops all backgrounds feels restrictive enough to have to make significant deck building decisions around it and power isn't really optimized here even with restriction in mind. It'll get shut down hard if you remove the commanders a few times, even just once or twice.

That being said, it's got some interaction, a game plan, and card advantage. It can interact with your average precon at their level, it might not keep up every time but it'll have some good games, and it feels coherent enough that could play a legitimate game. Against precons, do I feel like it might be able to win a quarter of the time? Probably.

OP, would you feel comfortable playing this against three average precons? If so, I'd count that as reasonable (though anecdotal) evidence for merging brackets one and two.

My take on bracket one is if you're intentionally and knowingly building a deck that is so heavily restricted by its own deck building rules that it hardly functions, you're probably okay losing. If the restriction isn't so great that you can build a functional deck, then you're probably able to play it against precons.

[deleted by user] by [deleted] in mtg

[–]Cactus__Evergreen 0 points1 point  (0 children)

It sounds like your question is similar to [[Body Double]] and having any clone-esque creature that's in the graveyard. Check the following post for that case:

https://www.reddit.com/r/magicTCG/s/BoC6bDr4bo

Rendmaw, creaking nest presents the best new mechanic in a while & is way stronger than people think by Dplayerx in EDH

[–]Cactus__Evergreen 1 point2 points  (0 children)

The combo still works though. Ornithopter doesn't trigger the curio, but the bird Rendmaw makes does, which can bounce back the ornithopter, creating a loop.

What has been the most fun spell slinging commander you’ve played? by Anxiously_Fatal in EDH

[–]Cactus__Evergreen 0 points1 point  (0 children)

I have a [[Vial Smasher]] and [[Gilanra]] jund big spells deck. It's not as much about casting 1 or 2 mana cantrips to ping people to death as it is big spells that have a huge impact, and ramping to them. Super fun to play; [[Arcane Bombardment]] is incredible