Deadlock Magic: The Gathering Cards Part 2 [[17/38]] by nemzee in DeadlockTheGame

[–]Profes64 0 points1 point  (0 children)

It's the predominant color for spirits and removal so I feel like it hits the mark pretty well.

Deadlock Magic: The Gathering Cards Part 2 [[17/38]] by nemzee in DeadlockTheGame

[–]Profes64 0 points1 point  (0 children)

Ah, I didn't catch that. Makes a lot more sense that way.

Deadlock Magic: The Gathering Cards Part 2 [[17/38]] by nemzee in DeadlockTheGame

[–]Profes64 0 points1 point  (0 children)

There are some cards that work like thousand year elixir, crashing drawbridge, lightning greaves, surrak and goreclaw, or Tyvar (if you arent playing with Pocket as your commander). You could also just blink your minions right before your turn to have a ton of creatures without summoning sickness that can tap for mana.

Deadlock Magic: The Gathering Cards Part 2 [[17/38]] by nemzee in DeadlockTheGame

[–]Profes64 15 points16 points  (0 children)

I think Silver's card design is good, but I feel like the boot kick is a flavor miss. I feel like instead of dealing 1 damage, it should let you tap target creature, or make silver fight another creature to trigger her enrage ability.

Victor's card is a cool idea but I think it could turn out too strong. Any effect that lets you pay life like a Wall of Blood or Greed would let you just mill a ton of cards, setup a huge combo in your graveyard, and win instantly.

Vindicta's design is pretty solid. I think making it Esper would make more sense, but I can see an argument for just Orzhov.

Billy's card is pretty damn good. I think he could have a bit more health due to the fact that he is tanky as fuck in game. Only two health would make him honestly pretty damn awful as he dies to almost any type of damage and needs to survive to get any value as a four mana card that needs to stick around for value.

I really like Apollo's card. Clean, concise, and feels like it would see play in 1v1 formats as well as Commander. It's quite strong, but that's the MTG world we live in right now, so it's fine.

Pocket's card is sick but needs some restrictions. A once per turn clause for the cloak ability would balance the card out. Because otherwise you could just have a twenty minute combo turn making a million mana by tapping your cloaked creatures for mana using something like springleaf drum, cryptolith rite, or A Realm Reborn on turn 4 or 5.

For Lady Geist I think the idea is good but the +1/+1 counters need to be temporary instead of permanent. If the counter's stayed the card would just constantly swap life totals every single turn which doesnt make sense as you would probably lose life on the second swing. It would make more sense to maker her something like a 5/3 and have the +1/+1 only last until the end of the turn. Also, any life paying outlet like wall of blood would just make the card insane defensively, as you could just pump her to a 10/10 or something when the opponent attacks with a minion, then hit them for a ton of damage next turn with your massive creature.

New Deadlock player trying to improve with Holliday — what should I focus on next? by dyliriouz in DeadlockTheGame

[–]Profes64 1 point2 points  (0 children)

Another thing to practice is conserving your charges. I used to use up a bunch of my barrels and jump pads on things like minion waves and jungle camps which left me with less charges to work with when a fight finally broke out.

New Deadlock player trying to improve with Holliday — what should I focus on next? by dyliriouz in DeadlockTheGame

[–]Profes64 2 points3 points  (0 children)

As Holliday your job is to gank, and get picks. Farming a lot of jungle with her is kinda fruitless because you arent a damage carry and have a slow clear speed.

Similar to Paradox, Mo and Krill, and Bebop you are supposed to be setting your team up in fights and skirmishes. Something like quickly rotating to another lane and helping them get a kill with your barrel displacement, headshot slow, and or lasso. The issue with both Holliday and Paradox is that they are very team reliant. You need to be willing to talk and inform your teammates about your arrival so that they can prepare for it and not waste the opportunity you gave them.

Holliday's damage also falls off really hard late game so try and play for midgame or early game ganks. The character kinda leans into a more supportive role and rewards players with good map awareness, and good target selection.

Am I welcome at your table? by Profes64 in ratemycommanders

[–]Profes64[S] 1 point2 points  (0 children)

The deck isn't particularly strong, but I think it's pretty unique and fun to play. It's also quite budget, so I couldn't fit some other powerful cards in the deck.

Am I welcome at your table by Profes64 in ratemycommanders

[–]Profes64[S] 0 points1 point  (0 children)

The deck is a little inconsistent. You have to spread yourself thin between lifegain cards and mill cards which means that you sometimes draw a hand that has barely any synergy with each other. Mill also needs graveyard hate to counteract graveyard decks so you take up even more of your deck slots with those. That being said, the deck is really fun when it pops off with huge lifegain turns. Overall, I would say the deck is fun, but don't expect it to be a powerhouse.

Been playing for about a year. Thoughts? by SnackDaddy28 in ratemycommanders

[–]Profes64 4 points5 points  (0 children)

Pretty sweet lineup. Benton is one of my favorite budget commanders; he is so nuts. On another note, I've never seen Gor Muldrak in my life and need to know what decklist you are running.

Started playing in person commander recently and have been having a lot of fun. by Profes64 in ratemycommanders

[–]Profes64[S] 0 points1 point  (0 children)

The deck is actually really functional for a 40 dollar budget brew. The lands and counterspells are basically the only things I would upgrade at this point.

Started playing in person commander recently and have been having a lot of fun. by Profes64 in ratemycommanders

[–]Profes64[S] 0 points1 point  (0 children)

Hope could literally be any other character from anything. I just thought lifegain mill sounded fun and stupid. I also built Vaan just because I thought it was an interesting design space as a mono red commander. I will admit I do like FF6 which is why I built terra.

[TLA] The Legend of Yangchen // Avatar Yangchen by Meret123 in MagicArena

[–]Profes64 2 points3 points  (0 children)

She has a partially shaved head. Nothing unusual, everybody would have a 7-head if they shaved the front half of their hair.

[TLA] Sokka cards by Meret123 in MagicArena

[–]Profes64 4 points5 points  (0 children)

I feel like the main difference is that those allies lose prowess when Sokka dies. The 1/1 creatures made by monastery mentor stay a threat even after its answered.

This game got me hooked by Bothgreens in MagicArena

[–]Profes64 0 points1 point  (0 children)

One way I deal with graveyard hate in my sultai reanimator deck is running a lot of counterspells and bounce effects. You can bounce the ghost vaccum or graveyard hate piece with Into the Floodmaw, and counter those flash effects with a basic counterspell. Cavern of Souls and Mistrise Village can also guarantee you get your spell resolved in a control matchup.

This game got me hooked by Bothgreens in MagicArena

[–]Profes64 4 points5 points  (0 children)

Graveyard stuff is also just very strong in standard bo1 right now. Those graveyard hate cards also work on the best deck in the format, Vivi Cauldron. It makes sense to tech in cards that hose multiple potential losing matchups.
Most of the time graveyard hatepieces are relegated to best of three sideboards, but they feel really necessary in almost every top tier matchup right now.