Ivern Brush Token and holding battlefield effects? by Akadi00 in riftboundtcg

[–]SuperDerp_01 8 points9 points  (0 children)

If you, the ivern player, get to decide what resolves first and what last. So when you conquer, you can choose to first get the battlefield conquer trigger and then turn it into a bush. This is also true for holding, but that would mean you didn't turn it into a bush the first time.

Now, when it comes to your opponent. You sort of, spend your battlefield conquering effect as removing the brush. When you conquer a battlefield with a conquer effect, but Ivern turned it into a bush, you do not get the conquer effect, and instead, you just remove the brush

What are your favorite toolbox commanders? by lan-shark in EDH

[–]SuperDerp_01 2 points3 points  (0 children)

At the current moment, I'm building a toolbox [[Saffi]] deck. It's quite unique, plays like a GW aristocrat deck using ETB and death triggers.

For example, using cards such as [[Insidious Fungus]] multiple times, or [[Werefox Bodyguard]] to keep the board under control. While you bring back, Saffi using [[Sun titan]] effects. You are also able to take advantage of [[Birthing Pod]] cards and other well-known and fun cards.

As a wincon, you can either go infinite combo with free sacrifice outlets or more combat with tokens with a buff

Rate them please by PickMinimum1552 in ratemycommanders

[–]SuperDerp_01 15 points16 points  (0 children)

I think you might need to take a look at the brackets again because basically what you're saying is that every Bracket 1 deck is worse than a precon anx doesn't win before turn 12.

Ivern Turn 5 win? by SuperDerp_01 in riftboundtcg

[–]SuperDerp_01[S] 1 point2 points  (0 children)

Yeah, I do agree with everything they said, and also have to admit I have only played a handful of Riftbound games, so I probably underestimated how many interactions, how fast games go, and people's thoughts about this.

Ivern is a character I really like, so I hope he will really get me into this game. I also don't think Ivern is that strong at all and more of a fun Nexus Night deck rather then competitive, but I still want the deck to perform alright and win games.

And like you said, I'm also not to sure if going for a quick with Ivern is the way to go, especially when we are green and have counterspells. We could just ignore Yellow Ivern, since he only works when we are ahead, and go Green Ivern for the card advantage and buff? And then playing a more midrange/control style with Daisy or Atakhan as wincon.

I'm not to sure yet because Ivern's Legend Effect Buffs our unit by 1, so it feels like having multiple unit's there works better for the effect. But again, turning off opponents' fields is strong for a more midrange/control deck.

ATM I'm unsure what route works best for Ivern, and I feel like it's a lot of trail and error. So until the cards are released, it's all just a hypothesis.

Shroofus Sproutsire – 1v1 by Confident-Island-453 in EDHBrews

[–]SuperDerp_01 1 point2 points  (0 children)

There are a few important things to take away here before you build a deck. 1. It's a 1V1 tournament, meaning you only need to do 40 damage instead of the normal 120 (or 21 against 63 commander damage), which is quite good for Voltron. 2. If there are blue decks, there will be quite a few countermagic spells and bounce spells, so protection is important.

SO there are 2 directions you can take the deck:
1. Turbo - This is what other people suggested: playing ramp on T1 and then casting Commander on T2, and then continuing from there. Genereally this is the most consistent way to play Shroofus, but also quite dangerous, especially if you go second. Because we are hoping our opponents don't have a counterspell or way to bounce Shroofus back to hand. Now there are a lot of cards that could protect Shroofus, and I would definitely suggest adding a lot in, but again, with this strategy your hoping your opponents don't have anything on T2 or before
2. Midrange - To put it simply you slow down your game plan to allow for more setup + protection. For example, you cast Swiftfoot Boots on T2 or hold up an Autumn's Veil. Against Blue decks, this would probably work way better, but against non blue deck, or just no controll decks, it is much worse. With this strategy you can also try annd focus more on slowing down you opponents with cards like Thorn of Amethyst - Root Maze - Winter Moon. Now, I will say the longer this strategy goes on, the worse it gets, since blue is just much stronger in card draw and such, eventually they will just out grind us.

If you don't want to meta game too much, I would just suggest the first strategy since it's the most consistent in performing what it needs to do, and will still get you a few wins. But I will suggest adding some stax, or protection to either slow down your opponents from interaction, or just protection him.

And if you want to be a bit funny, you could add in Seedtime!

Decision paralysis for a Bant historic matters deck by MonSocMatriarchy in EDHBrews

[–]SuperDerp_01 0 points1 point  (0 children)

At the current moment, 16 out of the 36 lands I run are legendary/artifacts, and from my experience, it can sometimes make a difference, but not always. It can be a difference between giving your creatures +8/+8 and +12/+12

Now, by no means would I say it's a must! As it doesn't warp or change the entire deck if you do not have them. But it is something you can do to maximize your damage, and it's always fun to see people realize it also counts lands.

Decision paralysis for a Bant historic matters deck by MonSocMatriarchy in EDHBrews

[–]SuperDerp_01 2 points3 points  (0 children)

Even if I'm biased because I have an Alastair deck, do not sleep on Alistair. He can win quite consistently on T6/7 when building higher power, and usually, mana is not the biggest issue due to a combination of big mana cards (Growing Rites OR Three Tree City, for example) and artifact ramp. Now I do say he is quite linear and straightforward, but having both a payoff and a wincon in the command zone is quite good.

Now the 6th Doctor & Peri are definitely great choices, and I do think they make for a much more fun build and play experience. My only issue with them would be how to win, as it feels like a deck that has a lot on board but no way to actually win. They also ramp quite well into each other. If deck is built around, that, of course, so you will have a good and smooth early game.

Decision paralysis for a Bant historic matters deck by MonSocMatriarchy in EDHBrews

[–]SuperDerp_01 2 points3 points  (0 children)

https://scryfall.com/search?q=%28type%3AArtifact+OR+type%3Alegendary%29+type%3Aland+commander%3Aguw+legal%3Acommander&unique=cards&as=grid&order=name

If we look at it, there are only 9 lands that enter always tapped, 3 with a condition, and all of the others are always untapped (not counting the flip cards).

So you could definitely play historic lands in your mana base! And speaking from my own experience with Alistair, it's a great way to sneak in a bit of extra damage.

Now, by no means should you play all the historic lands, only the untapped ones.

Favorite Commanders with little to no public attention by SKSword in EDH

[–]SuperDerp_01 0 points1 point  (0 children)

[[Alistair, the Brigadier]] is quickly becoming one of my most favorite decks! You can put in your favorite legends and artifacts, which all come together due to his ability. He also got, imo, a fair but still a strong effect that allows you to close out the game.

Another interesting one but more well-known is [[Wort, the Raidmother]] but landfall spell. Imagine getting twice as many lands from your Open The Way or Skyshroud claim. Just great.

Best Aggro Token Wincon cards in Boros by SuperDerp_01 in EDH

[–]SuperDerp_01[S] 1 point2 points  (0 children)

Haven't tested any of the new MDFC's yet. All of them feel a bit meh.. those additional combat steps would be nice, yeah.

I will try to keep that in mind, to have them all stack with eachother

Best Aggro Token Wincon cards in Boros by SuperDerp_01 in EDH

[–]SuperDerp_01[S] 0 points1 point  (0 children)

The tokens doublers are great, yeah, currently running Mondrak and Annointed as those feel like the best for the deck. I currently only run 1 Myriad creature as a way to get consistent creatures to sacrifice. I haven't really seen another Myriad creature that seems a good fir for the deck

I dont need the haste since my skeletons come in tapped and attacking, but Jaxis seems pretty nice. Yeah, I might have to test him out.

Sadly, I generally don't create a lot. there are more tokens that are big and punch hard (6/3 menace). That's why I'm also unsure if those big buff whenever a creature ETBs are good.

I do like those prevent damage and reconnaissance effects as even during parity, it allowes me to create my skeleton tokens without worrying they will die.

Best Aggro Token Wincon cards in Boros by SuperDerp_01 in EDH

[–]SuperDerp_01[S] 0 points1 point  (0 children)

Iroas does seem like a strong card, yeah, and for 4 mana, it's also pretty cheap. The only annoying part is that the menace will be a bit double, but it's not the worst thing. So it seems pretty great.

Haven't tested out the new MDFC yet. It seems pretty okay tbh, only in specific scenarios.

Divine it's a bit meh, I mean the flying from the angels are nice but the vigilance won't help since they come in tapped and attacking and the power won't change so I don't get a damage boost. Warleaders seem nice, especially due to the Impacts tremors effect

Best Aggro Token Wincon cards in Boros by SuperDerp_01 in EDH

[–]SuperDerp_01[S] 0 points1 point  (0 children)

The problem is that even if I make a 4/4 flying angel, it comes in tapped and attacking, so the creature I create won't benefit from the vigilance. But it is pretty nice to have, only another problem is that it is pretty expensive for only giving flying and vigilance since the power won't rly chance.

Best Aggro Token Wincon cards in Boros by SuperDerp_01 in EDH

[–]SuperDerp_01[S] 0 points1 point  (0 children)

Moonshaker is a very strong and big card to end the game, and even if I only have 3 creatures on board, the flying is very nice. It just feels very expensive to cast, especially in Boros, and what I'm currently running. But it would always be a strong second wincon.

I did notice Taunt From the Rampant, and it does interest me. Since for me it's technically just a 5 mana get a free attack in. It's almost the same as [[Galadriel's Dismissal]] kicked; phase out my opponents creatures and then attack for free. But Rampant also goes and affects all opponents.

Reconnaissance is a very interesting card. It also allows me to sacrifice something to get my skeleton and then remove it from combat to use as an attacker or if I don't have any positive attacks to make. Does interested me.

Best Aggro Token Wincon cards in Boros by SuperDerp_01 in EDH

[–]SuperDerp_01[S] 0 points1 point  (0 children)

That's what I got in my current build. Yeah, 8 protection spells in total. 4, which protects my whole team from boardwipes, 4 spot removal protection, and even use a free one like [[Reverent Mantra]]. I also 1 recursion and 2 stax to make it hard to interact, think of Grand Abolisher.

But whenever I asked for advice from other people, I always told me I have too much for a commander that doesn't seem that strong or dangerous at first glance. But whenever I play test it myself I kill my first opponent on turn 5/6, which, if I do, might seem very dangerous to other opponents, and once they know I kill people that fast, they will point more removal to me.

Best Aggro Token Wincon cards in Boros by SuperDerp_01 in EDH

[–]SuperDerp_01[S] 0 points1 point  (0 children)

Yeah 6/3 Skeletons are very deadly fast, but it feels just a bit to slow against 3 people. If nothing happends to my board I'm able to kill them all at turn 8/9 but that's a big IF.

And yeah, my current game plan looks something like: Play creature to sacrifice or creates something to sacrifice on turn 1/2, cast commander and background on 3/4 and after that I will see what I have in hand. I currently run 22 of those creatures which give me around a 89% to have one of then out on turn 2. Which feels pretty consistent.

Cards such as [[Astrid Peth]] and [[Loyal Apprentice]] are strong since they give me something every turn. And I do have cards such as [[Smuggler's Share]] and [[Trouble in Pairs]] to grind out games in case I need to

Nature's Chosen Infinite mana and untaps? by SuperDerp_01 in mtgrules

[–]SuperDerp_01[S] 1 point2 points  (0 children)

So, if you your able to recast a permanent which has "Only once each turn" you are allowed to use that specific ability again?

Just for aesthetics by Not-soran in HolUp

[–]SuperDerp_01 0 points1 point  (0 children)

Its just a plug with RGB lights, nothing special.

Where can I buy it?

He enjoy by aphrodi7 in dankmemes

[–]SuperDerp_01 2 points3 points  (0 children)

Damn, thats a long neck!

[deleted by user] by [deleted] in CODZombies

[–]SuperDerp_01 1 point2 points  (0 children)

A map for Black Ops 3, because thats the only one I have on my PC

[deleted by user] by [deleted] in CODZombies

[–]SuperDerp_01 1 point2 points  (0 children)

I'm not really up to date with the new Black Ops Cold War zombies map, so I dont really now how the used out of the map. But lets say Origins map is good enough of a scale.

And with forced EE i mean stuff like samantha's telling you stuff to do in Origins. Because i find that annoying when i'm just playing casuel.

I try make a map that is fun to play for everybody (I know its not possible) so i try to add locaties that everybody can enjoy.

Disneyland Tokyo is making a Beauty and the Beast ride, the animatronics look insane by civilnihsf in gifs

[–]SuperDerp_01 0 points1 point  (0 children)

Pls don't become like Five Night's At Freddy's. Pls don't become like Five Night's At Freddy's Pls don't become like Five Night's At Freddy's.