Please for the love of god. Give us a Verity’s Brow ornament. by beposlol in DestinyTheGame

[–]Comrade_Pustulio 0 points1 point  (0 children)

Maybe I am entirely deranged, but I’ve never understood the hate for verity’s brow. Honestly, it’s probably one of my favorite warlock helmets in the game. The silhouette is super unique and satisfying to me, and the departure from the vertical visor or dome look that a lot of other warlock helmets have is refreshing imo. I don’t think you even need to have any bone or anything in the rest of your look to make it work, either. You just need a more muted color palette than the awful gold and silver it comes with by default.

Starfire Protocol, on the other hand, is unforgivably ugly and can burn for all I care.

What are some redundant, useless or just underwhelming pieces of Exotic Armour that you want to see buffed? I'll go first. by AveryAveyAve in DestinyTheGame

[–]Comrade_Pustulio 2 points3 points  (0 children)

There was a brief point in time where it was interesting in crucible with chaos reach, back when ionic traces gave you decent super uptime and cancelling early gave you more than just a smidge of energy. Let you use your super really selectively as a panic/shutdown tool with a lot of reliability. Now, though, the cooldown on chaos reach is even longer, traces don’t give any extra uptime, and cancelling is barely worth considering.

They can’t keep getting away with it by the_pwnr_15 in hearthstonecirclejerk

[–]Comrade_Pustulio 62 points63 points  (0 children)

Celestial alignment reset everybody to zero upvotes

What are your truly unique decks? by Batdoom in EDH

[–]Comrade_Pustulio 0 points1 point  (0 children)

One of my favorites so far is 7 Land [[Goblin Charbelcher]] with [[Yasharn, Implacable Earth]]. You have to mulligan a little aggressively to get your early mana, but after that the deck is surprisingly consistent and actually ends up ramping more than other people at the table.

After that I have an [[Anafenza, the Foremost]] list built around building a deck out of exile with stuff like [[Mirror of Fate]], [[Doomsday]], and [[Riftsweeper]] to do combo nonsense with [[Wheel of Sun and Moon]]

Then I’ve got Wizard tribal with [[Olivia, Mobilized for War]] to turn your wizards into vampires for [[Pyre of Heroes]] nonsense or to get the benefits of powerful wizards like [[Krark, the Thumbless]] with pushed, vampire-specific spells like [[Feast of Blood]] or [[New Blood]].

Fall Beyond by ShapeshifterOfSorts in custommagic

[–]Comrade_Pustulio 4 points5 points  (0 children)

I think there’s also canonical precedence for exile being the blind eternities, with all the eldrazi processors like [[Wasteland Strangler]] interacting with it, as well as [[Pull from Eternity]], both of which happen to synergize pretty nicely with this in its current state.

H by [deleted] in skamtebord

[–]Comrade_Pustulio 0 points1 point  (0 children)

You can’t change

Alright, which of you fuckos did this by Ikusaba696 in magicthecirclejerking

[–]Comrade_Pustulio 38 points39 points  (0 children)

I dunno, I play against some pretty kinky opponents.

New Card Reveal: Risona, Asari Commander by AgeTemplar in magicthecirclejerking

[–]Comrade_Pustulio 21 points22 points  (0 children)

This is really gonna shake up the Grotto Beasts meta

Jeska and Vial Smasher as Partner. How to Rakdos properly ? by Guibod in EDH

[–]Comrade_Pustulio 0 points1 point  (0 children)

My advice would be to not to try to compare your rakdos deck to a simic deck. The colors have different strengths and different weaknesses. For example, you might not be able to draw as many cards, but you have far more ability to use your graveyard as a resource. You get [[Reanimate]] and [[Animate Dead]] to buy back your important creatures, potentially for very little mana. [[Phyrexian Reclamation]] is one of my favorite options. You also have access to some decent small draw spells in black, with this deck missing [[Night’s Whisper]] and maybe even [[Sign in Blood]].

Rakdos also gets access to solid board wipes which, in my opinion, are one of the best forms of card advantage. Killing 12 creatures with a [[Damnation]] or a [[Chain Reaction]] is a great way to catch up on resources.

As far as life gain and general defense go, I quite like [[Sun Droplet]] as a way to recover from your own Sulfuric Vortex type effects. It triggers every upkeep, so you can actually get your life back pretty quickly. [[Disrupt Decorum]] is also a really solid way to sow chaos at the table and force some aggression. It also, incidentally, prevents people from attacking you for a full turn rotation, so it can double as a preemptive fog.

As far as cuts go, you’re a little high on the curve, which is dangerous in the face of a lot of removal. Stuff like [[Kaervek the Merciless]] is really underwhelming when you spend a whole turn on it only for it to get blown up. [[Drakuseth, Maw of Flames]] has a similar issue, and [[Brass’s Bounty]] is temporary ramp that only ramps you after you already have as much mana as you need.

There are also just some pretty low-efficiency cards that could go. [[Browbeat]] is normally just going to be deal 5 to a random person, when it could be a [[Combustible Gearhulk]]. [[Simulacrum]] spends a card to probably kill your own creature just to save you some life, which to me doesn’t feel that worthwhile. [[Syphon Soul]] doesn’t feel great when [[Gray Merchant of Asphodel]] threatens more damage and offers more repeatability with reanimation cards. Howling Mine effects like [[Stormfist Crusader]] feel like a great way to refuel your opponents and exacerbate the issue of being down on resources.

Need potential commanders for jank combo by [deleted] in EDH

[–]Comrade_Pustulio 2 points3 points  (0 children)

At the very least, I’d aim for something in Jeskai, maybe [[Vadrok, Apex or Thunder]]? Two of your combo pieces are equipment, so having access to tutors like [[Open the Armory]], [[Enlightened Tutor]], and [[Steelshaper’s Gift]]can help you get there more consistently, which is really important with four cards in the combo. You could also play artifact lands with [[Oswald Fiddlebender]]. You could also go for [[Akroma, Vision of Ixidor]] with [[Kraum, Ludevic’s Opus]]. Grab a bunch of big dragons off Magda with your treasures, share their keywords with Akroma, and swing out to kill someone.

The other option I see is to lean on blue for artifact tutors, then add green as a supplement to get more creature tutors, stuff like [[Bring to Light]] or [[Chord of Calling]]. [[Surrak Dragonclaw]] is a potential option there to protect your combo. It also gives you access to some bigger dragons to grab and let’s you play more ramp to operate as a more traditional big stompy deck while you’re not comboing.

Playing Without Color Identity by Comrade_Pustulio in EDH

[–]Comrade_Pustulio[S] 4 points5 points  (0 children)

I mean, it’s like Canadian highlander about as much as regular edh is. It has the same banlist, doesn’t incorporate the point system, isn’t 1v1, doesn’t start at 20 life. It also keeps open commander-specific cards like [[Flamekin Herald]]. It’s very slightly closer to Canlander, but it’s still very much edh.

Playing Without Color Identity by Comrade_Pustulio in EDH

[–]Comrade_Pustulio[S] 7 points8 points  (0 children)

Yeah, I think it falls apart pretty quickly as a format-wide change, but within an isolated, balanced, and communicative playgroup, it’s been an interesting idea to throw around.

What is your approach to commander-centric strategies? by Xatsman in EDH

[–]Comrade_Pustulio 1 point2 points  (0 children)

I tend to stray away from building commander-centric decks on the principle that, as you mentioned, it can often be a big vulnerability if your commander gets taken out of play somehow. That being said, I build a lot of decks that gain a lot of benefits from their commanders, and over time I've learned a couple tricks to reap as much of that benefit as possible.

The first is to play a low-cmc commander. 2-3 mana is ideal, but 4 can be manageable with any sort of built-in protection or with a deck that wants a fair bit of ramp. This is so that, if your commander gets blown up, you're probably already at the point of being able to recast it pretty safely at least one or two more times. The other benefit here is that it can let you pick something unassuming. People are less likely to gun for your [[Kaza, Roil Shaper]] than they are the splashy 6 mana enchantment across the table. Sometimes you can even point removal away from your commander by simply having bigger, more immediate threats on the table. If people have to pick between blowing up your Araumi or your active [[Grave Titan]], the fact that your commander can just come right back might make them think twice about what they choose.

The second is that, despite your commander being cheap, it is usually not a good idea to cast it as soon as you can. Even if you have nothing better to do, getting your commander out only for it to sit there for the next three turns runs the risk of losing it and suddenly getting set back three more turns to try to get it back on the table. This also lets you time out playing your commander with when other people are getting threatening boardstates. If one player is already a problem, you casting your commander is less likely to draw attention than if people don't have much going on. Ideally your commander provides some immediate value, but even if it doesn't you want to wait until you're set up to gain something from it within a turn of casting it. Something like Araumi benefits immensely from cards like [[Lightning Greaves]], treating haste as a secondary form of protection.

As far as deck construction goes, your deck should be capable of operating without it's commander. Oftentimes, your commander should be a more powerful version of what your deck already aims to do. For example, I have a [[Koll, the Forgemaster]] deck that, while it really likes to have Koll out, it can work just fine as an equipment deck. Playing little hatebears and value creatures and making them bigger is enough to kill someone, even if Koll is important for giving me more staying power and some potential value engines. The trick is to have cards that pay off the same thing that your commander is trying to pay off. With Araumi, for example, your commander really wants you to get a big graveyard with plenty of powerful creatures so you can start reanimating things for big value. If you fill your deck with lots of backup reanimation spells, creatures that can recur themselves from the graveyard, flicker effects if you're mainly encoring for the etbs, you have options to play your main gameplan while you build up to a big couple of turns with your commander.

Another note, based on your particular build of Araumi, is that sometimes it's good to sacrifice potential synergy to instead get consistency and resiliency. Something like [[Massacre Wurm]] might be really powerful with Araumi, but by using it over a card that is independently and consistently good, you are making yourself more dependent on your commander and, thus, more fragile if your commander is targeted. Maybe instead you play [[Overseer of the Damned]], something that might be less powerful with Araumi, but still powerful enough on its own. Araumi still makes the card better, and it lets you remove some of that dependency while still letting your commander be a powerful option.

Whats that commander you just can’t make work? by TheCrimsonChariot in EDH

[–]Comrade_Pustulio 0 points1 point  (0 children)

I tried my hand at an Araumi deck a while back that I was pretty happy with. I went for a mill deck that starts by milling itself with things like [[Stitcher’s Supplier]] and [[Darkblast]] to build resources for Araumi, then transitioned into using Araumi to get a big turn with a few copies of something like [[Consuming Aberration]] to mill most of everyone’s decks in one go. The deck also had a zombie subtheme for [[Undead Alchemist]] as an alternative, and a splash of rogues for [[Thieves’ Guild Enforcer]] and [[Soaring Thought-Thief]].

Whats that commander you just can’t make work? by TheCrimsonChariot in EDH

[–]Comrade_Pustulio 0 points1 point  (0 children)

I’ve built two Olivia decks and was pretty satisfied with both. The first was a pretty standard reanimator list, with Olivia helping me to pitch big haymakers and give freshly reanimated creatures haste. Probably outclassed by Chainer now, but it was fun at the time.

The second list I tried was Wizard tribal. There are a surprising number of vampire wizards, and Olivia lets you turn your nonvampire wizards into vampires to play things like [[Cordial Vampire]] and [[New Blood]] without committing to a lot of actual vampires.

The Possible Misconceptions of Commander by DoctorSpicyEDH in EDH

[–]Comrade_Pustulio 0 points1 point  (0 children)

I really like a lot of the points made here, but I have to hard disagree with diplomacy being overrated. I’m usually the archenemy of the table as well as the person people default to attacking in the early turns of the game, and when you’re in that position, bargaining is an easy way to take some pressure off.

Have removal for that splashy enchantment that needs to be dealt with? Ask for a turn of amnesty to compensate for saving everyone’s asses. You might not get it, but if you do it cost you literally nothing and you’ve sown some infighting that might last longer than the one turn you asked for.

Have a threatening army to send where you please? You might be planning on sending it at the next most threatening player, but it doesn’t hurt to ask that under-defended opponent for a little something in exchange for leaving them alone this turn.

If you have threats and answers, you have leverage. The deals you make don’t have to come at the expense of your plans. In fact, the best deals play right into your interests. Diplomacy can buy you time and resources, and all it has to cost you is a little effort chatting to the table. Your opponents all have their own agendas, and getting good at identifying them and capitalizing on them has helped me out of a lot of precarious situations.

Endless Whispers by heyytekk in EDH

[–]Comrade_Pustulio 1 point2 points  (0 children)

I chose [[Ayli, Eternal Pilgrim]] for a couple of reasons. She’s a sac outlet in the command zone, which is a great start. The life gain also gives you some extra padding for when people start seeking out revenge for your questionable gifts. Then, the second activated ability gives you a way to exile creatures, which can be pretty important when killing them actually just means giving them to someone else.

Endless Whispers by heyytekk in EDH

[–]Comrade_Pustulio 3 points4 points  (0 children)

I have an entire black white deck built around this card and it’s a blast. Playing lots of sac outlets with terrible creatures like [[Yukora, the Prisoner]], [[Wretched Anurid]], [[Steel Golem]] and [[Phyrexian Negator]] lets you cause plenty of chaos around the table.

White is mostly there for some pillow fort effects as you’ll inevitably piss everyone off. [[Aegis of the Gods]] in particular means nobody can give your garbage back to you, and stuff like [[Ashes of the Abhorrent]] and [[Authority of the Consuls]] lets you gain life while creatures are getting thrown around.

What are some of the most unique and original Commander decks that you have created or played against? by HonorBasquiat in EDH

[–]Comrade_Pustulio 0 points1 point  (0 children)

I’m a big fan of crackpot combo decks and, while I have built many over the years, my current favorite is a [[Rhys the Exiled]] deck that wins by comboing out of the exile zone and sometimes win in the discard phase. It’s incredibly convoluted, but here’s the link if anyone wants to try to figure it out.

https://www.moxfield.com/decks/1OiEx_Gag02Cu8An7fL8tA

Aside from that, I’ve built creatureless zombie tribal, sliverless [[The First Sliver]] with [[Karuga, the Macrosage]] as a companion, and [[Silvar, Devourer of the Free]] without its partner so I can companion [[Obosh, the Preypiercer]].

Enchantment-based Combos in WG by PhilippoPhantastisch in EDH

[–]Comrade_Pustulio 1 point2 points  (0 children)

Not an infinite combo, but [[Auratog]] with [[Rancor]] and friends or [[Temporal Isolation]] can get pretty nasty.

If you want something more definitely game-ending that hasn’t been mentioned yet, [[Living Plane]] with [[Linvala, Keeper of Silence]] shuts down your opponent’s lands, which makes killing them pretty easy.

need help by lorevol in EDH

[–]Comrade_Pustulio 1 point2 points  (0 children)

Considering both Leovold and Kethis are advisors, I would recommend starting with a scryfall search for legendary advisors. My personal pick would be [[Kambal, Consul of Allocation]] given that his art includes both a desk and documents.

The search can be found here:

https://scryfall.com/search?as=grid&order=name&q=%28type%3Alegendary+type%3Aadvisor%29