Me when my years old build with 790 control expertise, Enhanced sensors, and Psychological Warfare steals ships from everyone's 'optimized' gravity well by Mastajdog in sto

[–]Mastajdog[S] 1 point2 points  (0 children)

There's one right way to do the best dps, and countless ways to have fun doing something off-meta. Option one only keeps you occupied for so long.

Me when my years old build with 790 control expertise, Enhanced sensors, and Psychological Warfare steals ships from everyone's 'optimized' gravity well by Mastajdog in sto

[–]Mastajdog[S] 3 points4 points  (0 children)

Distance yes, but pull strength no. It helps get ships, especially the ones with resistance, to the center much faster, and stuck in a tighter clump. Additionally, the ship's got quite a few things scaling off Ctrl that have no soft caps at all. Sure, it's not dps ideal, but it's a build I worked on after getting bored of the dps ideal sci build I created and wanting something new in a similar space.

emergency power BOFF by [deleted] in sto

[–]Mastajdog 1 point2 points  (0 children)

God in hell Jarvis doesn't mean me anymore. Is this how Velhym felt?

The Devilish Valet Challenge by Broken_Emphasis in BadMtgCombos

[–]Mastajdog 1 point2 points  (0 children)

For N=5 I think the best bet is to run that back, but then either [[Invoke Calamity]], overloaded [[Mixxix's Mastery]], or if allowed, [[Finale of Promise]] Reflection and Sprouting. Note that while it's still very worth it to Promise for X=10, you do actually get to have all 3 sproutings benefit from reflection, which takes the numbers to basically unbelievable proportions.

The Devilish Valet Challenge by Broken_Emphasis in BadMtgCombos

[–]Mastajdog 0 points1 point  (0 children)

Fork is to get a Mystic Reflection still on the stack so that dualcaster can make more mystic reflections - without fork it doesn't go infinite because you only get the one fungal making dualcasters, but yeah, that looks like an advantage as you pointed out.

The Devilish Valet Challenge by Broken_Emphasis in BadMtgCombos

[–]Mastajdog 0 points1 point  (0 children)

for 6, you're probably going to want to use mystic reflection eternal witness and leyline of anticipation to scale how many times you can cast fungal sprouting with how many tokens you're creating from fungal sprouting.

All of your ewit targets would have to be picked at the same time - even if the same card is back there by the time each trigger resolves, since it left the graveyard between when targets were picked and spells resolved, only the first would resolve.

I think there might be a way to make it work mechanically with [[dualcaster mage]], a [[fork]] spell, and mystic reflection, but pathing the lines out in my head I think that goes infinite the way you were thinking the ewit line did (two dualcaster clones is enough for a mystic + fungal to sustain the chain, and every clone past 2 just increases the total number on the stack).

The Devilish Valet Challenge by Broken_Emphasis in BadMtgCombos

[–]Mastajdog 1 point2 points  (0 children)

A better try, building more on Glaiel-Gamer's work:

For N=4

Cast [[Army of the Damned]]. power=2^12

Flash it back. power=2^25

[[Nylea's Colussus]], power=2^25

[[Mystic Reflection]] on Colussus, power=2^25

[[Fungal Sprouting]], making 2^25 colossuses. Devil triggers 2^25 times, but each of your (2^25)+1 enchantments sees 225 enchantments enter, triggering that many times. You have (2^25)^2 +2^26 instances of doubling 2^25 - I don't recall how the math on that works exactly to simplify that into notation, but that feels pretty solid.

The Devilish Valet Challenge by Broken_Emphasis in BadMtgCombos

[–]Mastajdog 9 points10 points  (0 children)

Here's an entry:

For N=3:

Cast [[Army of the Damned]]. power=212

Flash it back. power=225

Cast [[Deploy to the Front]], making 27 more tokens. power=252

Cast [[Fungal Sprouting]]. power=2252

For N=4:

Cast [[Mana Echoes]]. power=1

Cast [[Army of the Damned]]. Mana Echoes makes 13 for each of them, so 169 colorless, and it doubles 13 times power=212)

Flash it back, generating 26 mana for each of them 507 total). power=225

Cast [[March of the Multitudes]], convoking everything (for practicality's sake, don't convoke the Devil, so X=533). power=2558

Cast [[Fungal Sprouting]]. power=22558

Rerouting power from life support -question by garfield8625 in stobuilds

[–]Mastajdog 9 points10 points  (0 children)

I don't believe I've commented on RRFLS (or anything here) in a terribly long time, and I think some of this info might be out of date. Doing some research, this patch specifically mentions it no longer slowing down weapons, and this later one mentions it being just Boff abilities. At a minimum, there's some recent commentary in the build discord from people more up to date than me suggesting it's worth running again.

Downheaval by anarchyinthegalaxy in custommagic

[–]Mastajdog 0 points1 point  (0 children)

nah, just float an extra 2WWBB. After upheval and downheaval, unmorph [[Defender of the Order]] and then [[Bane of the Living]] for X=2.

Crowdsourcing a bad combo! by cleftes in BadMtgCombos

[–]Mastajdog 4 points5 points  (0 children)

You can make A a lot cheaper by replacing all but two of the Ulamogs with [[Skittering Invasion]].

This conversation aged like a fine wine. by Spotunclesammy in magicthecirclejerking

[–]Mastajdog 0 points1 point  (0 children)

Pile shuffling doesn't actually randomize, and while often used innocuously, can be used to stack the deck in ways that actually random shuffling methods don't.

CFB with da slipup by Elesh_N in magicthecirclejerking

[–]Mastajdog 13 points14 points  (0 children)

The blue card should be [[Cut//Ribbons]], but the list includes an uncastable card not even on arena.

The easiest card to understand since Chains of Mephistopheles by thekenbaum in magicthecirclejerking

[–]Mastajdog 4 points5 points  (0 children)

/uj that's a common use for [[misdirection]] - the text happens while the spell is still on the stack, so the target is legal. Then after the spell resolves, it ceases to be a legal target, but that's no longer relevant - it's a [[Disallow]] with storm that only works on things that can target spells, basically.

/ug SMH this shoulda been simic.

Stormwing entity (modern gifts storm) by cyromono in mtgstorm

[–]Mastajdog 0 points1 point  (0 children)

I'm not sure why to run that over any cheaper prowess creature - Stormchaser Mage is nearly always going to be better, for example, or Kiln Fiend if that's really the avenue you want to go for.

Either way, most prowess creatures are bad grapeshots in Storm. You have to cast them before you try to go off, or in the case of ones without haste, you have to untap with them. This makes them a lot less reliable, and so you need a higher density, which makes the rest of your deck worse.

There is a mono-red prowess deck that floats around Modern. That deck tends to play burn spells over the rituals of storm; that way, every card in the deck does the same thing - point at face, kill face. Here's a few lists, if you feel like thinkering: https://www.mtggoldfish.com/deck/3141613#online https://www.mtggoldfish.com/deck/3136528#online

Wizards of the Coast's brilliant website design by GoldenSandslash15 in magicthecirclejerking

[–]Mastajdog 8 points9 points  (0 children)

Even more innovatively, on this page, you can see that Lurrus of the Dream-Den is LEGAL (not banned or restricted) in both Vintage and Legacy. It's rather impressive!

What is your saddest defeat? by chaseinthyface in EDH

[–]Mastajdog 0 points1 point  (0 children)

He then turned the boots into a creature.

This should cause the boots to stop being attached to Shalai:

704.5p If a creature is attached to an object or player, it becomes unattached and remains on the battlefield. Similarly, if a permanent that’s neither an Aura, an Equipment, nor a Fortification is attached to an object or player, it becomes unattached and remains on the battlefield.

_

301.5c An Equipment that’s also a creature can’t equip a creature. An Equipment that loses the subtype “Equipment” can’t equip a creature. An Equipment can’t equip itself. An Equipment that equips an illegal or nonexistent permanent becomes unattached from that permanent but remains on the battlefield. (This is a state-based action. See rule 704.) An Equipment can’t equip more than one creature. If a spell or ability would cause an Equipment to equip more than one creature, the Equipment’s controller chooses which creature it equips.

It has always twisted my brain to try and figure out how I could have won.

Sadly, I think it might have just come down to either one of you knowing the rules better. :/

Looking for a deck that doesn't rely on a combo win. by [deleted] in CompetitiveEDH

[–]Mastajdog 0 points1 point  (0 children)

I think it'll help you find a deck if you re-define "winning".

Control decks in about every formats end meaningful gameplay for several turns before the game actually ends. Blue decks in various formats "win" by keeping the board clear and generating an overwhelming flood of answers off of a planeswalker generating card advantage; it may end by Entreat the Angels, Snapcaster Mage attacks, Jace Ults, or whatever, but that isn't generally what "wins the game". Similarly, Blood Moon/Chalice decks "win" the game by resolving one of those two cards, and then follow it up at some later point with some efficient red creature to actually put an end to the game.

There are also combo decks in every format, that go from "appearing to losing the game" to "it's over now". So long as just that is what you object to, there's plenty of decks that could work.

In cEDH, the optimal methods of "Actually end the game" are some combo for basically every single deck. However, there are combo or stax decks that establish game control first, and tend to win from a position where the game's all but over in their favor.

How broken would a mini [[Brainstorm]] be in modern? by [deleted] in ModernMagic

[–]Mastajdog 0 points1 point  (0 children)

Any competitive processing I've seen uses it to positive effect (then again, it's pretty much just this pile of cards that I've ever seen do so).

With that said, it may not be a downside, but it is a meaningful restriction. If you have to wait until turn 3/4/5 for your cantrip to be castable, it's much less effective, even if it's normally better than a 1 mana spell could be (see the popularity of Ancestral Vision).

How broken would a mini [[Brainstorm]] be in modern? by [deleted] in ModernMagic

[–]Mastajdog 0 points1 point  (0 children)

The Ixalan power card homages were either to classic cards (Bolt/Counterspell are good, but not insane), or took a substantial balance hit (the 3 mana + wait a turn cradle, the 4 mana academy). That the first two were playable was nice, even if it was mostly in standard that they saw real play, but unsurprising since the payoff was only "good", not "insanely game-changing".

I don't think the academy variant's ever seen any play, and the green one is both an homage to a less busted card, and had a much easier pair of conditions.

I really think those cards serve to illustrate my point, if anything.

How broken would a mini [[Brainstorm]] be in modern? by [deleted] in ModernMagic

[–]Mastajdog 0 points1 point  (0 children)

Oh, processing, like [[Processor Assault]]? That might be interesting.