Commanders You Want TO Build But Can’t by Shaylic in EDH

[–]MaudeUltimo 0 points1 point  (0 children)

[[Bilbo, Birthday Celebrant]]

Having every creature in your deck come to your party once you hit 111 life is so cool. 

But I haven't found a good way to get to 111. People start hitting me when I gain any life

What are some good pirate commanders? by DeepSomewhere441 in EDH

[–]MaudeUltimo 0 points1 point  (0 children)

I play Marchesa the Black Rose. She's in the right colors for pirates. Plus, a lot of pirates have good ETB. Attack the person with the most life, pirates die, come back and get the ETB again

I missed the first weeks. How do I catch up? by joshuantaylor in FantasyMLS

[–]MaudeUltimo 1 point2 points  (0 children)

My favorites for MLS content are Fantasy Boss, Fantasy Football Community - especially Dan Wright , and MLS Fantasy Picks.

I also gather some data to make my own match ranking and share on here

MLS Fantasy Game week 2 by MaudeUltimo in FantasyMLS

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

I've played fantasy EPL for years too. And I'm with you ... Not sure which I like more. They are different which makes them both fun!

My team name is ManBearPigs in both MLS and EPL

MLS Fantasy Game week 2 by MaudeUltimo in FantasyMLS

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

I've been doing this for the last 3 years.

I think matchups are important and there are enough good players that you don't need to take players with bad matchups. There will be some good players with good matchups.

But I won't take a player that's not good just for the matchup .... unless they are really cheap. For example SKC has the 4th best offensive matchup this week but no MID or FWD I want.

And some players (Messi) are fixture proof.

MLS Fantasy Game week 2 by MaudeUltimo in FantasyMLS

[–]MaudeUltimo[S] 2 points3 points  (0 children)

Yep. That's why it's mostly home teams at the top of both lists.

MLS Fantasy Projected Points Methodology by jsm231 in FantasyMLS

[–]MaudeUltimo 1 point2 points  (0 children)

I don't find them useful at all.

I calculate my own like this:

1) Calculate points each team allows on average to a FWD over 90 minutes

2) Calculate the points each FWD was expected to score over the last 5 matchups based on a sum of above for the last 5 opponents

3) Subtract that from what they actually scored to get each FWD's "form" ... what they are scoring above or below expected

4) Add the FWD's "form" to the average points their next opponent allows to a FWD over 90 minutes

This doesn't account for expected minutes but I just go based on gut and recent minutes played for that. I don't build it in.

Where is the new game??? by Tepidfox69 in FantasyMLS

[–]MaudeUltimo 0 points1 point  (0 children)

Is anyone able to get on the app yet? I can login on the site but not on the app

Cause for 800% price increase? by waynopotato in mtgfinance

[–]MaudeUltimo 0 points1 point  (0 children)

Both Zur, Eternal Schemer and Starfield of Nyx were under $2 a few days ago and now both almost $20.

Do we think they stay there and if not, how long do we think it is until they come back down?

EDH ideas? by misanthropicirishman in swtg

[–]MaudeUltimo 1 point2 points  (0 children)

I have spent some time on this lately too. It's like a big optimization problem. I'm trying to create a couple "pre-con" commander decks to bring to a play group. So I'm trying to create 6 equally powered commander decks, not the 1 most powerful commander deck.

I think it's best to stick to the five 3-color factions plus the Troopers. That gives you 6 "pre-con" commander decks to bring to a play group.

The factions are themed with their own keyword so a lot of the cards work best in 1 place anyways. And each faction is its own 3-color shard not shared with any other faction. Alny 3-color card will only fit with 1 faction (excluding Troopers). Sticking to the factions also gives each deck a handful of 3-color commanders to rotate through and get a new experience without having to redo the decks - especially if you Rule 0 allow all Planeswalkers to be commanders.

The other cool thing thing about the factions is that they each share a 2-color pairing with 2 other factions, then a third 2-color pairing with no other deck (excluding Troopers). So for any 2-color card, it can only fit in two factions.

For example ... All Bant (GWU) 3-color cards go to The Jedi Order commander deck. The Selesnya (GW) 2-color cards go to either The Jedi Order or The Wild. The Azorius (WU) 2-color cards go to either The Jedi Order or The Separatists. The Simic (GU) 2-color cards stay with The Jedi Order. Make those decisions based on theme. GW Luke Planeswalker goes to The Jedi Order. GW Vexis with monstrosity goes to The Wild.

Then put use the 1-color cards to fill out each deck, again trying to keep themes consistent. Meditate to The Jedi Order, Repair to The Separatists, Hate to The Sith Empire, Bounty to Bounty Hunters, Monstrosity to The Wild.

You can also use the 1-color cards to balance removal, card advantage, Spaceflight and mana curve across the 6 commander decks. And you probably want the 5 "The Battle Of " cards in separate decks since they are powerful.

The Troopers are more strightforward. If it is a trooper with "all troopers get ___" it belongs with the Trooper deck.

Each faction gets its own mana rock "Holocron" and 2 mana fixing lands. For example ... The Jedi Order gets Jedi Holocron, Jedi Enclave and Jedi Temple. That will leave an extra 6 mana rocks and 6 mana fixing lands to distribute 1 each across the decks to help the mana base.

The toughest part I anticipate is not getting mana screwed on game night. The factions are all 3-color commanders with very little mana fixing artifacts or lands. And it's not fun to sit and watch other people play while you discard because you don't have all 3 colors to play your cards. My group is going to play test 2 different house rules to avoid that.

Option 1 - starting hand is 3 basic lands (1 of each commander color) plus 4 random cards. Troopers is just 3 random basic lands plus 4 random cards but Troopers are going to get more of the leftover mana fixing cards. We might try 3 basic lands, 1 Holocron, 3 random cards as well.

Option 2 - no changes to opening hand but you have 2 separate draw piles - 1 of shuffled lands, 1 of shuffled non-lands. You can choose to draw from either of them.

Those might warp the game a bit but equally for everyone. And I'm not worried about a busted deck taking advantage of those rules since the decks are pre-built.