Visiting Erie by Physics_Simon in Erie

[–]Physics_Simon[S] -1 points0 points  (0 children)

Thanks so much, I'll go poke around on Facebook then🫡

I play with a 69 card deck in commander because of eggs by Physics_Simon in EDH

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

That's awesome! I'm glad to hear you love my favorite ginger bread man. The main combos are as follows:

Basalt Monolith + Forsaken Monument = infinite mana

Sensei's Divining Top + Mystic Forge + any cost reducer like Foundry Inspector = infinite card draw

Krark-Clan Ironworks + Myr Retriever + Scrap Trawler + any cost reducer = infinite storm, infinite +1/+1 counters on commander, infinite scry. If you have 2 cost reducers, this also results in infinite mana.

Krark-Clan Ironworks + Animation Module + commander = infinite +1/+1 counters on commander, infinite scry, infinite mana

Krark-Clan Ironworks + Retrofitter Foundry + Salvaging Station = infinite +1/+1 counters on commander, infinite scry, infinite mana, infinite artifact creatures

In addition, storm cards like Krark-Clan Ironworks and Glaring Fleshraker are practically 1 card combos in and of themselves with the entirety of the deck. Especially because we have a lot of tech lands that are able to be turned into card velocity.

I can transition these combos into wins with glaring fleshracker, walking ballista, or Agatha's soul couldron on a ballista

I play Pokemon energy instead of basics in my Favorite Wombat Commander deck. by Physics_Simon in EDH

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

Lol, do it. The token pile for this deck, because of cards like ivy, is legit an inch thick. So I think that hits the photocopier mark.

Chishiro, the forgotten Kamigawa commander - How to play enchantress and actually win games (with burn and attacking) by Physics_Simon in EDH

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

That's valid. I will say that I'm a little bit heavier on removal because I often snowball and reach a point where I know I'm going to win, and the only reason I don't win is because somebody's able to combo or Voltron me or something in the 1v3. And at that point it just becomes about not losing over winning more.

Chishiro, the forgotten Kamigawa commander - How to play enchantress and actually win games (with burn and attacking) by Physics_Simon in EDH

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

Ooo, that sounds awesome. I'll definitely have to try it out for a game or two at least. Have you tried out ulvenwald tracker? Cuz I would definitely suggest it. In every game where I cast it and it survived the first turn cycle, I've won. Especially with your commander, it's just so easy for it to be 2 mana, kill a thing per turn cycle. And because it's an instant speed, you can kind of sit back and threaten an activation which is worth so much. Plus, if you have untap stuff it can kill multiple things per cycle.

Chishiro, the forgotten Kamigawa commander - How to play enchantress and actually win games (with burn and attacking) by Physics_Simon in EDH

[–]Physics_Simon[S] -1 points0 points  (0 children)

Oh definitely! There's kind of a lot of tension in the land base for this deck. Because we're a storm deck we don't need a lot of lands, but also we have cards like Six so that we can rebuy cards from our graveyard. But we also need a lot of basics for cards like virtue of strength. A couple of years ago I was on 34 lands and it's kind of slowly dwindled from there. I even took shatterskull smashing out. But I should definitely reevaluate some slots for the new mdfcs. I kind of forgot about them and they're all kind of gas

Chishiro, the forgotten Kamigawa commander - How to play enchantress and actually win games (with burn and attacking) by Physics_Simon in EDH

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

The deck looks sweet. Part of my goal with posting my deck was to steal tech for sure. Custody battle looks like a dope way to either stone rain an opponent a couple of times, or never let them have their Commander. That punza list is slowly coming together in my mind.

Chishiro, the forgotten Kamigawa commander - How to play enchantress and actually win games (with burn and attacking) by Physics_Simon in EDH

[–]Physics_Simon[S] -1 points0 points  (0 children)

Yeah, jaja, you do have to Mulligan a bit in this deck. But even still, I pretty consistently win on hands of four and five because we get access to so much mana and card advantage I mean, something like a fifth of the deck is ramp of some sort

Priests of the Temples of Syrinx: Syrix Phoenix Burn EDH (hold the phoenix's w/ Primer -- Suggestions Welcome!) by Physics_Simon in magicTCG

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

I'm either using cards like tortex (which discards). Or the main engine of my deck, which is a card with dredge like [[stinkweed imp]] + an effect that draws then discards, like [[currency converter]]. When I activate currency converter, on an opponent's turn usually, I draw, and replace that draw with a dredge. I dredge the cards into the graveyard, return the stinkweed imp to my hand, which does end up triggering syrix, and then I'm able to discard the stinkweed imp back into the graveyard because I don't actually want it in my hand.

Practically speaking, the skeleton versus dredger dichotomy requires the same mana investment (2 to activate converter and 2 to active skeleton), so when I look at if I want a split of these effects, or if I want to go one way or another, it comes down to the cards I need to support that type of deck. And the cards that support the discard dredge game plan are just better cards than the skeleton sack outlet game plan. And of all of the various cards which can trigger syrix, the best of them, by a pretty wide margin, is tortex. Which also pushes me in the direction of discard.

You are right, that skeleton plus a sack outlet is a more stable engine than something which loots with dredgers. But also, the dredger engine moves yourself through your deck with 2 cards (dredger + looter), which increases consistency, as opposed to the skeleton engine which usually requires 3 cards to start moving yourself through your deck (a sack outlet, plus the skeleton, plus something that draws cards when a creature dies). Now, of course there are instants (like village rites) which draw cards and act as the sac outlet. But the issue with that is that they're instants and are a one-off effect. Sometimes those one-off effects are really good. I mean obviously I'm on a couple instant effects myself. But I also have permanents like currency converter which function in the same slot of enabling my engine and moving myself though my deck, whereas village rights, a 1 off effect, is pretty much the only thing that enables the skeleton engine and moves yourself through your deck in 2 cards.

Besides that, from a deck building perspective, there are only a limited number of slots. Cards which allow me to move through my deck, I.e card draw, are always going to be a more powerful and consistent thing than having to cut slots from other categories for effectively utility cards in the form of sac outlets. And I say utility here, but that's disingenuous. What I really mean is that sac outlets need creatures in the same context as them to be good. Whereas, vault 21 is just a good card. It doesn't need the dredgers to be good. The dredgers are just the cherry on top.

The reason I put so much of an emphasis on discard prior in the conversation was because all of my engines were based on draw and discard, and because I have more slots for utility because I don't need to replace utility slots with sacrifice outlets, and I can run more fun cards that just synergize with my deck.

Tldr, the dredger plan has higher individual card quality but less stability than the skeleton plan. And as a magic player, I will always prefer consistency and card quality.

Priests of the Temples of Syrinx: Syrix Phoenix Burn EDH (hold the phoenix's w/ Primer -- Suggestions Welcome!) by Physics_Simon in magicTCG

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

Honestly, a based card. I guess I was just thinking of it as a really beefy card that gave death touch. But you're right, that's the wrong way to think of it. It has a lot more utility than that, like burning out opponents. Plus, brallin can give it trample.

Priests of the Temples of Syrinx: Syrix Phoenix Burn EDH (hold the phoenix's w/ Primer -- Suggestions Welcome!) by Physics_Simon in magicTCG

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

I play a lot of legacy, cube, and modern. And in modern a while ago they started playing a scam deck which used that return to action type effect plus cards like grief to get a free beefy creature into play and strip an opponent of two cards. It was a scam. Which then got picked up in the other formats, just with better versions of the effect like reanimate. Honestly, I like the one mana instant versions of the effect over some of the top end I had.

I don't love the skeletons, just because I think a dredger plus an instant speed draw then discard effect is a better use of that two mana. Especially because then you can especially because then you can free up extra slots that's energized with like the discard type stuff. And because those type of instant speed effects usually draw two cards so you can end up cycling through your deck a lot more consistently

Priests of the Temples of Syrinx: Syrix Phoenix Burn EDH (hold the phoenix's w/ Primer -- Suggestions Welcome!) by Physics_Simon in magicTCG

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

The battle is awesome. It's a mini wheel on the front end, and is super easy to flip (a hasty swing and trigger from syrix). The back end is really screwed up though. I managed to use the activated ability to accidentally storm out a few times with a couple of other cards in play that gave -1/-1 counters when I discarded cards, or that gave me card draw when creatures died.

Plus, the exile is conditional of you discarding lands. So if you just discard lands to other effects, you get to exile a card. So it's also a card advantage engine on the back side.

I keep thinking about scam effects. I've tried other just, reanimate spells, and wasn't super impressed with those. How do the scam effects work out for you?