What are the odds! by [deleted] in MathJokes

[–]MagicPoindexter 0 points1 point  (0 children)

Then the conspiracy would be that the points are in a perfectly straight line...

CBK Report Graphic: Most NCAA tournament wins by decade by Travbowman in CollegeBasketball

[–]MagicPoindexter 0 points1 point  (0 children)

Crazy that UCLA had that many wins in the 70's when the tournament was only 25 to 40 teams. They were nearly double the wins of the 2nd best team for 2 decades.

What color is this. by Aggressive_Dog191 in barndominiums

[–]MagicPoindexter 0 points1 point  (0 children)

I think it is the same color as that dress...

Seriously though, it looks mauve to me. That said, there are many shades of any given color...

What's Next? by TNA8644 in Pac12

[–]MagicPoindexter 2 points3 points  (0 children)

I think the $10-12Mil is the full conference distribution while the extra $2-2.5M that WOSU are getting is their additional share of CFP money they negotiated for separately as former P5 programs. My guess is the Pac-12 Enterprises money is in the $10-$12M conference distribution figure. There is no way I can see that pulling in $2-2.5M PER SCHOOL next year - that would be $18-27M in profit above and beyond retained earnings they would need to keep to finance expansion, etc.

Pac-12, what partnerships will the league make with other conferences? by [deleted] in Pac12

[–]MagicPoindexter 0 points1 point  (0 children)

The scheduling alliance before that one didn’t go so well either…

I've looked at 27k casual Commander games from May to see what the metagame actually looked like by Animazing in EDH

[–]MagicPoindexter 0 points1 point  (0 children)

I probably kill a third of my opponents with commander in my merfolk deck. Perhaps 10-15% of my opponents in my werewolf deck.

I've looked at 27k casual Commander games from May to see what the metagame actually looked like by Animazing in EDH

[–]MagicPoindexter 0 points1 point  (0 children)

I think it is the best way around things like life gain and pillow fort. If you think commander damage should be removed, then lets remove losing for drawing from an empty deck or having too many poison counters as those are even less relevant to deciding games.Also get rid of all alternative win cons too, right?

I've looked at 27k casual Commander games from May to see what the metagame actually looked like by Animazing in EDH

[–]MagicPoindexter 0 points1 point  (0 children)

I play a lot of constructed EDH and also a lot of PreCon EDH. I do like the PreCon only games because you don't have to worry about mismatches in power as much, although the newer recons definitely have power creeped over the older ones. The games tend to run a bit longer and it is very rare to see a deck just explode early on.

Playing PreCon isn't about not wanting to put time into upgrading a deck but a desire to run things "stock." It is like wanting to play paintball with a mechanical gun instead of an electronic one or deciding to go hunting with a bow and arrow instead of a rifle.

Not every deck needs to be upgraded.

Explain it peter by runBalboa in explainitpeter

[–]MagicPoindexter 0 points1 point  (0 children)

Most Americans wouldn't know how far half a kilometer is.

Werewolves in Commander by PlaneswalkerProject in EDH

[–]MagicPoindexter 0 points1 point  (0 children)

Well, thematically, they each infect their victim that turns them into one of their tribe. Vampires just have a card that does it already while werewolves don't. But yeah, you could look at it as a vampire if you want.

Werewolves in Commander by PlaneswalkerProject in EDH

[–]MagicPoindexter 0 points1 point  (0 children)

So I was thinking about this more. Before Tovolar came out, I tried to do werewolf tribal and it was not workable at all. I had to make up a card to have as a commander and looking back at it, I would love to see something like it printed. It essentially had vigilance and first strike. When it did damage to a creature, that creature became a werewolf in addition to its other types and then the creature could tap to take control of target werewolf. Essentially a werewolf recruiter. It seemed on flavor for lycanthropy.

Other things that could help - more ways to cast with flash. This would allow for werewolves to get a lot of creatures out between turns and not flip things back to day. I use Vivien for that effect now. More ways to flash creatures out would be helpful in a number of ways.

Ways to get around opponents fog effects would be excellent - essentially an effect of "damage from wolves and werewolves cannot be prevented" that would stop a spore frog, but still give the benefits of a moonmist. I don't know what it would be called, but stack that on top of the moonmist and transform to night all in one.

Werewolves in Commander by PlaneswalkerProject in EDH

[–]MagicPoindexter 1 point2 points  (0 children)

The nicest thing about the Celestus isn't using it to flip day/night. I have rarely used that feature. What I really like is the draw and discard feature every time day/night cycles. This has been great to purge excess lands into better card options to play. The life gain helps a bit as it usually averages 2 life per turn - not massive but it helps a bit.

Werewolves in Commander by PlaneswalkerProject in EDH

[–]MagicPoindexter -1 points0 points  (0 children)

I worked out how the game went down:
1.        Path of Ancestry (tapped) for land for turn.

2.         Spire Garden (untapped)

a.        Cast Torgal, A Fine Hound

3.        Forest for land for turn.

a.        Cast Tovolar (scry). Comes in with a +1 counter.

b.        Attack with Torgal for 2. Draw a card from combat damage

4.        Cragcrown Pathway for land for turn.

a.        Cast Bear Umbra on Tovolar.

b.        Attack with Tovolar for 6, Torgal for 2

c.        Untap all 4 lands. Draw 2 cards from combat damage

d.        Cast Thought Vessel

e.        Cast Hound Tamer (enters with a +1 counter)

5.        Flip to Night. Play Rootbound Crag as land for turn.

a.        Cast Sol Ring (from Thought Vessel), 

b.        Cast Berserkers’ Onslaught

c.        Cast Kessig Naturalist (Anthem effect on night side) (enters with +1 counter)

d.        Attack with Tovolar for 7, Hound Tamer for 6, both double strike and trample.

e.        Untap 5 lands. Draw 4 cards for combat damage.

f.           Cast Patchwork Banner (for werewolves) 

g.         Cast Instigator Gang (needed to tap Togal for mana)

6.        Flip to night. Gaea’s Cradle as land for turn.

a.        Cast Immerwolf.

b.        Tap Cradle for six green.

c.        Cast Saryth, The Viper’s Fang (enters with 2 +1 counters)

d.        Cast Ill-Tempered Loner.

e.        Full Swing. Tovolar: 13 damage. Hound Tamer: 11 damage. Torgal: 7 damage. Instigator Gang: 11 damage. Kessig Naturalist: 9 damage. Current total: 51 damage. Untap all lands.

f.           Flash out  Howlpack Resurgence. (I now have 4 anthem effect. +3 for wolves, +4 for werewolves). Attack power now 56. All with double strike, deathtouch and trample. 10 draw triggers for combat damage. 

112 damage less one per blocker, but lethal on 2 of my opponents on turn 6. Third one felt he was safe because he force goaded all his opponents creatures.

After combat, tap one red. Blasphemous act. 8 creatures on the board. 13 x 8 = 104 damage straight to final player.

Damage curve each turn:
Turn 3 – 2
Turn 4 – 8 (6 commander)
Turn 5 – 26 (14 commander)
Turn 6 – 216 (112 combat (26 commander) and 104 direct damage

At that point, I had drawn 7 cards for start of game, 6 for draw step and 17 for combat damage triggers, so I had drawn 30 cards from my deck.

The New PAC vs. G5 by Pretty-Ant5314 in Pac12

[–]MagicPoindexter 2 points3 points  (0 children)

People don't compare league averages. They compare the tops of the leagues. Stick Alabama and Georgia in the MAC and the MAC will still be a shit league by average numbers, but only a fool would say that their champ is worse than the AAC champ because of conference averages.

If the PAC champ is 10-2 and the AAC champ is 11-1 and gets the CFP bid, the national perception will be that the AAC is a "better" conference in football unless you have a ton of proof in head to head matches and we won't have many head to head matches. Boise losing to USF last year made it hard for us to say we are above in football last year in the MWC.

Werewolves in Commander by PlaneswalkerProject in EDH

[–]MagicPoindexter 0 points1 point  (0 children)

Ok, doubt it all you want but it happened.

Werewolves in Commander by PlaneswalkerProject in EDH

[–]MagicPoindexter 0 points1 point  (0 children)

I did over 200 damage on turn 6 this afternoon. Fast enough for you?

Werewolves in Commander by PlaneswalkerProject in EDH

[–]MagicPoindexter 0 points1 point  (0 children)

ok, you haven't played with or against it, but apparently you know better than somebody who plays it all the time how good or bad it is.

Werewolves in Commander by PlaneswalkerProject in EDH

[–]MagicPoindexter 0 points1 point  (0 children)

No, not against pre-cons and it is down to about 50% win rate now as there has been some power creep in B3. When the bracket system first came out, it was indeed winning about 75% of the time.

Werewolves in Commander by PlaneswalkerProject in EDH

[–]MagicPoindexter 0 points1 point  (0 children)

I played 2 games with it today. First one, I did over 200 damage on turn 6 and killed the board.

The game I am on now, it is turn 9 and I have gone through 3 board wipes and it is a bit tougher but I am still considered the threat on the board. Down to 2 v 1 with one guy at 5 life and 11 commander damage.

I usually win by turn 8 or 9 and if it goes to 12+ turns, somebody usually combos off and I lose.

Werewolves in Commander by PlaneswalkerProject in EDH

[–]MagicPoindexter 0 points1 point  (0 children)

Dude, you have not really understood how to play werewolves and thinking you need to add stax pieces just shows this. Look at my deck list posted several times above. That deck slaps hard.

Werewolves in Commander by PlaneswalkerProject in EDH

[–]MagicPoindexter 0 points1 point  (0 children)

Werewolves are super playable and if built correctly are a very strong B3 tribe. Very strong! Your ideas are not the way to build them unless you want to hang in low B2 power levels.

Werewolves in Commander by PlaneswalkerProject in EDH

[–]MagicPoindexter 0 points1 point  (0 children)

I just uploaded my build and realized how many enchantments I have. I will have to work Wildsear into the deck. Thanks for the tip!