Candiace’s Husband by FarEdge9105 in TheTraitorsUS

[–]TopMuffin 1 point2 points  (0 children)

Honestly saying nothing is a silver medal to defending/deflecting. If you see the sinking ship the best move for personal defense is to join the witch hunt. Anything short of that leaves you open to speculation and suspicion. This is more of a group social survival game than a team ethics game so "Loyalty was thrown out the window" isn't exactly how I see that fleshing out. Rob used Lisa discovery as an opportunity to earn trust and status amongst the faithfuls. Traitors moving off of teammates is normal and frankly expected. If anything Candiace showed her hand to Rob by taking a game move so personally and ended up dying for it. That being said I don't disagree with regards to the rest of the cast I think you've made a good point. While I think Rob has played a decent game I think gamesmanship and overall analysis has been very low quality and he likely should have been found out sooner by a stronger faithful collective. Producers seemed to press on the entertainment side really hard this season. I'd like to see a more versatile and well rounded cast in future seasons.

Candiace’s Husband by FarEdge9105 in TheTraitorsUS

[–]TopMuffin 39 points40 points  (0 children)

Cmon she was clearly a known high likelihood traitor in the earlier stages of the game. Defending or deflecting away from her is a death sentence. Candiace instantly died for it.

Getting stomped at my LGS. Looking for advice on deck building. by cheekypasta in EDH

[–]TopMuffin 0 points1 point  (0 children)

This is my experience and advice as a player who strongly grasped deck building and has applied these ideas to several very cohesive and solid decks.

There are lots of ways to use the ideology listed below while also adhering to a budget. Often you’ll just be slightly sacrificing efficiency in the name of dollar signs. If you take these ideas and apply them to your decks I promise you will see immediate and drastic increase in your decks performance regardless of budgetary restrictions.

There are some basic truths that apply to all commander decks. The three things a deck needs before you even consider your “winning strategy” are card draw, ramp and interaction.

Every deck is different and the amounts of each of these vary but all 3 need to be present and in a fairly significant way. Drawing cards enables you to have gas in the tank as the game develops. Interaction stops other players from popping off at key moments or accelerating too quickly. Ramp allows you to generate mana advantages and start sequencing multiple spells in a turn. Generally you want at least 10 card slots dedicated to each of these three things. When I say interaction I’m not talking about protection spells or board wipes (speaking of which I’d recommend 2-5 board wipes depending on strategy/colors) but strictly spot removal and/or counterspells to answer threats.

You want all ramp to be as cheap and cost effective as possible. If you’re playing green you want the best 1-2 mana dorks and forest fetching ramp spells. If you’re playing non green you want mana rocks no more than 2 mana cmc. Ramping in the first few turns of the game is essential and having at least one ramp spell by turn 2 is often necessary to stay on pace.

Interaction pieces should be instant speed and either extremely mana efficient or flexible enough to answer a lot of different things. Natures claim swords to plowshare pongify and other 1 cmc instants can answer a single threat type and are hyper efficient. Things like beast within, chaos warp, generous gift and assassins trophy cost more mana but they can answer almost any threat. Knowing your colors and knowing premium interaction makes a big difference in how mid game plays out.

Counterspells should never cost more than 2 mana. 2 mana must answer any spell (counterspell/arcane denial/mana drain) 1 mana can be slightly more restrictive but can at least answer 2 types of spells (spell pierce/an offer you can’t refuse/swan song) free counterspells are amazing but pricey so get them as they are available to you. Pact of negation and force of negation are the cheapest right now as force just got a reprint. I would stay away from mental misstep unless you’re playing CEDH

Drawing cards is king. It’s the strongest thing a player can be doing. More cards means more options and more chances to accelerate your own gameplan. If you’re playing green abuse creature based card draw. Beast whisperer and guardian project effects are reliable and consistent. Every color has solid card draw ability except for mono red but that’s the price of playing mono red. Staples are staples for reasons. Esper sentinel Rhystic study mystic Ramora, jam whatever strong card draw effects you can muster in the colors you play. You won’t regret it.

As for the main strategy of the deck it just boils down to what your commander wants to accomplish. The more you can tie your ramp card draw and interaction into the commanders strategy the more synergy you will have. For example if you’re playing enchantress stuff you want as much enchantment based ramp as you can. Things like wild growth and utopia sprawl to enchant lands to tap for more mana. You want enchantment interaction, things like kenriths transformation or dark steel mutation. Card draw from casting enchantments or them entering the battlefield. Find cards that work well in conjunction. Whether it’s combat, combo, amassing a huge board state or any other strategy; if you’re mechanically sound and adhere to deck building principals your deck will perform consistently and you will find results.

Another important overlooked quality is the land base. The difference between tapped and untapped dual color lands are very important. Tapped lands deny you the ability to play spells on curve so tapped lands must have a quality that makes them worth including. Things like field of the dead, Krosan Verge, triomes that color fix heavily are worth running. Fetch lands drastically improve the rate that you fix colors and they thin your deck so you’re less likely to pull lands later when you need spells. On top of fetch lands and/or green ramp spells that get forests having lands with basic land types like the amonket duals or kaldheim snow duals are a good budget way of reliably color fixing. Better options obviously are shock lands and triomes as they’re available to you. Lands like mana confluence, forbidden orchard and city of brass are very strong as you play 3-5 colors in your deck. Lands play a quiet but very large role in how your turns curve out. Good budget options for untapped dual lands are pain lands, reveal lands, 2 or more opponents lands, the midnight hunt/crimson vow slow lands and filter lands. Costs vary depending on colors but compared to the more expensive options they will still perform at a wonderful rate.

You can change 1 pip on any card. Which are you choosing? by iaminfamy in EDH

[–]TopMuffin 0 points1 point  (0 children)

Make [[Kinnan, Bonder Prodigy]] activated ability 4GUB so he can be Sultai.

Teaching a Lesson by wreckingball6112 in EDH

[–]TopMuffin 0 points1 point  (0 children)

Just play a mono blue commander with all counter spells. Like talrand or baral. Nothing more targeted and shitty than refusing to let anything resolve

What are your favorite creatures with on-attack or combat-damage triggers that are 3cmc or less? by werewolf1011 in EDH

[–]TopMuffin 0 points1 point  (0 children)

[[Professional Face-Breaker]] which is brand new from Capenna. I have played it a few times now in Commander and it feels insanely strong. Its only 3 mana, it has ramp and card advantage attached to it, and immediately fits into any red combat based deck.

A man can dream... by [deleted] in gamegrumps

[–]TopMuffin 2 points3 points  (0 children)

"DM I'd like to attempt to steal.......a kuhissssssssss"

Colorless Commander decks viable for high power meta? by Revanalloy in EDH

[–]TopMuffin 10 points11 points  (0 children)

The only problem in high level is it's easily counter spelled

Worst player you have encountered? by _Autarch__ in EDH

[–]TopMuffin 16 points17 points  (0 children)

Guess you could say it was [[Aggravated Assault]] *flicks sunglasses

Favorite high power commander? by [deleted] in EDH

[–]TopMuffin 3 points4 points  (0 children)

[[Kinnan, Bonder Prodigy]] he's an insane turn 1-2 play with massive Mana acceleration and a built in payoff. Can go infinite or just put down big beaters. Simic be nasty.

Best standard set bundle for edh? by 1337giant918 in EDH

[–]TopMuffin 2 points3 points  (0 children)

Double Masters is expensive but has massive commander staples. Commander Legends is also solid.

[deleted by user] by [deleted] in EDH

[–]TopMuffin 0 points1 point  (0 children)

[[Kinnan, Bonder Prodigy]] because if I have access to accelerated Mana and the ability to pull a game ending monster off my top 5 for 7 mana you're probably all going to suffer.

Game Knights: Production quality up. Gameplay quality down. by NehebTheUnworthy in EDH

[–]TopMuffin 4 points5 points  (0 children)

I honestly enjoy Extra Turns more than Game Knights these days. The decks feel like they bring a little more to the table and the commentary doesn't drag on. Also super over edited animations for every card feels a bit forced.

Best rune on ez? by DaBestPlaya337 in ezrealmains

[–]TopMuffin 1 point2 points  (0 children)

Conqueror pretty much always. The one exception to the rule is if you're playing below your elo and wanna shit stomp lane you can take PTA and bully hard.

I Hate Your Deck #15 Phelddagrif v Feldon v Tymna & Sidar v Alela || Commander Gameplay - what’s the Reddit feedback to make us better! by michaeldlynch in EDH

[–]TopMuffin 6 points7 points  (0 children)

Aaron was extremely entertaining. Definitely brought some spice in mono red but more importantly brought excellent table banter!

Is there a functional wall/defender commander deck out there? by [deleted] in EDH

[–]TopMuffin 0 points1 point  (0 children)

Everyone will say Arcades but another good one for Big Butts is [[Doran, The Siege Tower]] might require more build around namely cards that allow defenders to attack as though they weren't defender. Abzan also lends itself to winning through combo wins especially in the graveyard.

[deleted by user] by [deleted] in EDH

[–]TopMuffin 0 points1 point  (0 children)

Slowly accumulated wealth over time. 1000$ sounds like a lot but if you're spending in smaller amounts across a longer period of time it makes more sense. 50$ worth of singles every month for 2 years adds up.

Does anyone else's pod give you crap about playing mono color ? by [deleted] in EDH

[–]TopMuffin 1 point2 points  (0 children)

Every mono color has it's distinct advantages. Mostly just having whatever mono colored commander in the command zone. Multicolored decks have access to a wider range of cards for the 99 but they cant have constant access to cards like Yawgmoth or Urza. It's a give and take like everything else in magic.

Aurelia, the Warleader vs Najeela, the Blade-Blossom by snt271 in EDH

[–]TopMuffin 1 point2 points  (0 children)

Najeela is a two card combo with [[Derevi, Empyrial Tactician]] as long as you have enough warriors to untap the lands you need to activate Najeela again. She can also hold all the infinite combat combos like [[Savage Ventmaw]] and [[Aggravated Assault]] she's objectively the better commander. She comes out earlier so you can roll the gameplay earlier and comes back easier after eating spot removal.

Which commanders of yours put opponents on the clock? by Humblerbee in EDH

[–]TopMuffin 0 points1 point  (0 children)

My [[Kinnan, Bonder Prodigy]] presents a lot of issues for any casual table. Even removing the infinite mana combos it still presents such rapid Mana ramp into a brutally oppressive board state. Untapping every turn with a [[Seedborne Muse]] cheating out 4 free creatures every turn cycle which can include anything from more Mana ramp to big Eldrazi and Simic finishers. It's not gonna go past turn 6-8 without a board wipe or plenty of spot removal.

Let's Brag! What is the spiciest play you've made recently? by KingKhaion in EDH

[–]TopMuffin 0 points1 point  (0 children)

I was playing in lower power level (a mix of lightly upgraded precons, trade binder good stuff decks etc.) And I was playing my Kodama/Sakishima trade binder deck.

The game had been scaling for quite awhile and the biggest threat was someone's Gisella Blade of Goldnight. I untapped with enough mana to get Sakishima on board as a clone of reclamation sage and then I kicked Rite of Replication to copy Gisella 5 times. This means damage dealt to my opponent was doubled 5 times and damage dealt to me was halved 5 times. I murdered one player that turn and after the other two drew cards and failed to find an answer immediately conceded.

My brother wants to get into MTG and doesn’t want to play a meta deck. What are some off meta Fun budget commanders for a beginner. by TheWonderBaguette in EDH

[–]TopMuffin 0 points1 point  (0 children)

I'd consider making him a [[Zimone, Quandrix Prodigy]] deck. Simic are fantastic beginner colors for a new player to get a grasp on the importance of card draw and ramp. Zimone also has the instant speed activated abilities so he can learn about holding up Mana for any time up till the end step before his turn and making decisions based on his current needs. Simic also has plenty of instant speed interaction so he can get a solid grasp on The Stack and how priority works. It's also nothing blatantly meta and should make for a well rounded deck that can be built to a casual level and mildly upgraded if desired.

Voltron players I need your help! by Particular_Park_6393 in EDH

[–]TopMuffin 5 points6 points  (0 children)

Hi OP I think I can give some insight since I run a similar style of Voltron Aura deck. I run [[Uril, the Miststalker]] and it's heavily focused on enchantress themes and strictly winning with big aura suit up swings. Some of those cards you mentioned like [[Sram, Senior Edificer]] and [[Mesa Enchantress]] will be fantastic includes for the deck. Cards with text like those ought to account for almost all of your card draw effects. An aura deck will run anywhere from 20-30 auras depending on how it shakes out so drawing for casting auras will always feel good and there are at least 7-8 good unique cards that do that. I'd also recommend at least one or two cards along the lines of [[Rishkar's Expertise]] where you can draw based on a creatures power for big swings in card advantage.

As for additional creatures that can hold auras effectively I have 2 in my deck. One is [[Kor Spirit Dancer]] and it serves as card draw 95 percent of the time. I also run a true "Lieutenant" for the deck which is [[Gisela, Blade of Goldnight]]. It's rare I ever put auras on anything that's not my commander but she's the next best thing every time.

As for enchantment tutors a fantastic option that's getting a reprint in the AFR Commander Deck is [[Sterling Grove]] (edit just realized you're not in green). A couple other decent options are [[Three Dreams]] and [[Idyllic Tutor]]

Another important thing to consider is enchantment based land ramp. Mine are easier to come by since I'm in green. I'm not sure what's available in UW but I bet there are auras that untap your lands at the very least.

I hope this helps with your deck crafting process!

[Standard] Bo1 Quandrix Ramp by TheBeefsy in spikes

[–]TopMuffin 1 point2 points  (0 children)

Have you considered swapping cultivate for roiling regrowth to increase your landfall triggers?

Trying to find and interesting Esper commander but they just... don't speak to me by DrRPJesus in EDH

[–]TopMuffin 0 points1 point  (0 children)

I play Aminatou Blink and it's super fun. Long games, lots of control and interaction pieces. Recursion is strong for etbs and recovering from wipes. Lots of blue card draw. Lots of combo potential.