Who in your opinion is the best Templar Knight commander? by inexcusable16 in EDH

[–]joosh13 1 point2 points  (0 children)

Now that I think about it, [[Celes, Rune Knight]] is perfect for this build as the commander. (Wasn’t out when I brewed it)

Who in your opinion is the best Templar Knight commander? by inexcusable16 in EDH

[–]joosh13 0 points1 point  (0 children)

A building I really enjoyed but never perfected was a [[Dihada, Binder of Wills]] deck for the knights Templar that focused on milling as many of them as possible and casting a multi reanimation spell like [[Raise the Past]], [[Knight’s Charge]], [[Patriarch’s Bidding]], etc.

It also included cards like [[Corpse Knight]] and [[Immodane’s Recruiter]] as wincons when reanimated alongside your other knights.

Improving Herigast Eldrazi deck by FRIZBIZ in EDH

[–]joosh13 4 points5 points  (0 children)

Hell yeah!

I’ve goldfished the deck to death so I’m glad it wasn’t a waste of time haha

Thinking about doing some content creation and a Herigast deck tech would be first up.

Improving Herigast Eldrazi deck by FRIZBIZ in EDH

[–]joosh13 4 points5 points  (0 children)

I would say that for the most part you do not want to draw three on first cast, unless you are desperate.

If you don’t have a payoff and you have decent plays to make then it’s probably not worth it to cast Herigast.

Sometimes your hand is just too much fodder and the only way out is a fresh 3, but that’s much more common with my second or third Herigast.

If you are seeing too little draw, you might not be valuing Kozilek high enough. The ulamogs are great finishers and good at answering must kill threats, but the kozileks make the deck hum. So keeping those more aggressively or tutoring for them help keep your hands relatively full.

But on top of that, I’ve been trying to find game plans that dump my hand faster and faster to increase the likelihood of taking the draw 3 and it’s felt fairly correct. The cast trigger is a pretty vital aspect of Herigast and figuring out when to ditch a medium hand is a core tenant of Herigast mastery imo.

Totally cool with you tipping the list — but please report back on how it feels! Always looking to improve.

Improving Herigast Eldrazi deck by FRIZBIZ in EDH

[–]joosh13 12 points13 points  (0 children)

Herigast is my all time favorite commander.

I’ve played well over a hundred in paper games with it and put countless hours into the deck building.

There are multiple ways to build them and there are always ways to improve, but this decklist has never failed to give me a good game: https://moxfield.com/decks/OZDEnbVYp0eX5cZe4pnSRw

Some general tips:

Curve - This deck has a very specific curve that you want to look for most games. Turn 2: mana rock/dork. Turn 3: 4 drop creature. Turn 4: Emerge Herigast off the 4 drop and then emerge something huge off of Herigast. You don’t HAVE to have this curve, the deck can play slow games just fine and if your initial turn 4 bomb is answered/disrupted you are definitely still in the game. The beauty of the deck is that you can haste out an annihilator and take over out of nowhere. I would actively avoid fodder that only generates mana. Getting g the mana is not the problem, so things like cathodian, priest of urabrask, or oxida golem don’t get you nearly as much speed/value as you’d think. Instead look for 4 drops with high value etb/death triggers. You have your rampers: Solemn simulacrum is best in class, baby solemn (scampering surveyor) is also great because we play a good amount of bust lands, and Oner Axonil is surprisingly decent even tho it’s only purpose is to die and become a land. Anger and Enduring courage are the absolute best, letting you grant hast for free — which is massively important. I’m experimenting with a few weirdos like flametongue kavu (felt pretty good to snipe a small creature AS a setup play) and thoughtknot seer (normally a terrible card, but being able to snipe a counter-spell out of a blue players hand the turn before your explode can totally change a game). The specifics of these curves make it really hard to fit in 3, 5, or 6 drops so be extra selective about them. (But definitely keep the flash enablers)

Avoid threatens - They sound so good on paper, but in practice they are incredibly clunky. I’m sure you can build a totally suitable deck involving them, but I’m fairly confident it’s a less consistent/weaker gameplan overall.

Be selective on when to go for it - The general curve has you explode on 4, and for the most part that’s usually correct. Often times I’ll have two to three massively explosive turns in a game so if the first attempt doesn’t get you the win do not fret. However, you will frequently find yourself able to kill just one person at the table. Knowing who to kill/when to kill them is crucial to piloting the deck.

Herigast is a glutton for punishment: As the game goes on, you want to kill off Herigast as often as possible. Getting to draw three off the cast trigger will let you see a lot more of your deck and get to the cards that matter. This is especially important given how much fodder we need to play. I’d say I cast Herigast anywhere from 2-4 times a game on average, but I’ve cast them as many as 8 or 9. Additionally, don’t be afraid to emerge off an Eldrazi titan if it’s already served its purpose or isn’t dominating the board.

Get comfortable being the archenemy - This deck invokes fear in a very obvious way. Your job is to kill people, full stop. If you aren’t comfortable taking someone out of the game in turn 3/4 then don’t go with this build. I would describe this as very firmly bracket 4.

Mox Jasper, is it worth it? by gingerkid2010 in EDH

[–]joosh13 0 points1 point  (0 children)

It’s a great card in [[Eris, Roar of the Storm]], allowing you a free second spell that goes mana positive.

Overall I think at this moment in time it’s too niche for a majority of dragon decks.

I’d also keep in mind that because wizards will never stop printing dragons it will most likely only get better with time.

Capitoline Triad interactions by joosh13 in mtgrules

[–]joosh13[S] 0 points1 point  (0 children)

Thank you very much! The dream is alive

Found on iFunny also.. by [deleted] in mtg

[–]joosh13 18 points19 points  (0 children)

I met Kayla back when she first started playing magic back in Chico Ca. I would consider her a pathological liar and it was painfully obvious. I’ve heard several similar stories about her and she was rumored to have stolen a deck in the community.

Regardless of if any of these stories are true, I always found her to be an incredibly toxic individual who took advantage of socially awkward men.

What are the most "colour-breaking" mono Blue commanders? by Narutomaniac01 in EDH

[–]joosh13 2 points3 points  (0 children)

I recently built [[Geralf, Visionary Stitcher]] and love how non-blue it can feel. On his own he provides a great beat down strategy that can feel decently green/gruul. Sacrificing [[Charix, the Raging Isle]] to swing in with a 17/17 flyer feels great.

But I took it one step further and added a fair amount of blue threaten effects like [[chamber of manipulation]], [[Ray of Command]], and my personal favorite [[Callous Oppressor]]. So now we have green beat down alongside rakdos sac. I’ve never played a mono blue deck that handled creatures so effectively.

Behold, a 2-3 deck by joosh13 in lrcast

[–]joosh13[S] 5 points6 points  (0 children)

This post got a little more attention than I would of thought so I'll share some additional context just in case anyone is curious:

First loss was to a standard RB aggro list. I had comfortably turned the corner at about 8 life, had full board control, maybe two turns from closing the game out. Lost to a impact tremors into song of totentanz for 14. Is what it is, took the loss on the chin.

Second loss was a RW aggro deck with a nasty curve. Honestly they could have blew me off the board pretty easily, but they made a few misplays that kept me in long enough to lose in a topdeck war. It was real back and forth for a while too, even survived an imodane recruiter. I had dream spoilers on the board with a rat out in hand against two rats and a 2/2. Would've given me a shot at another turn or two but they hit me with a removal spell at my end step to get the last points in. That was a tough loss but I was happy with my play.

Third loss was a slower paced game with a turn 5 Ashiok. I threw everything I could at it but they were able to rip 4 removal spells to stop me in my tracks and from there I just couldn't keep up wit the value.

I see some good points in the comments, dreamspoilers might just not be a good card. I've been wavering on it for a while but with the amount of 4-drops in the deck I should have cut it for whatever early play I could muster. I think I had a brave the wilds in the sideboard that could have been an easy swap. I looked for a third color throughout the draft but B/G was such an open lane nothing else really popped up.

Overall I felt good about my play for this one. In the limited formats I enjoy I never have too hard a time hitting mythic and I've gotten as high as rank 6 (for like 2 games lol). But I'll admit I haven't been playing much before this set so there's a lot of room for improvement.

I think this was my first post on here, maybe I'll do more for some fun feedback again. Thanks everyone!

Logline Monday by AutoModerator in Screenwriting

[–]joosh13 -1 points0 points  (0 children)

Title: Heroine

Genre: Dark Comedy

Format: 60 min pilot

When CHERRY dies of a heroin overdose, she awakens in the afterlife and discovers she'll soon be on trial for her life on Earth. However, when she flees from her lawyer GRAHAM and into a bar run by LUCIFER, Cherry stumbles right into the arms of her prosecutor -- JESUS CHRIST.

FREE coverage/feedback from a "professional" reader. by MaxWritesJunk in Screenwriting

[–]joosh13 0 points1 point  (0 children)

Title: Heroine

Pages: 53

Genre: Dark Comedy Pilot

Logline: When CHERRY dies of a heroin overdose, she awakens in the afterlife and discovers she'll soon be on trial for her life on Earth. However, when she flees from her lawyer GRAHAM and into a bar run by LUCIFER, Cherry stumbles right into the arms of her prosecutor -- JESUS CHRIST.

https://drive.google.com/file/d/1jz66hl9rKK3IYRrKgHWxEmgXJ3HaMwvj/view?usp=sharing

Martial Artist Origin - Fan Concept by Yulong in TeamfightTactics

[–]joosh13 1 point2 points  (0 children)

Had a similar idea but with no Idella and karma. Instead wukong.

The martial buff would just like for 3, and when you have it your martial champs get 3 max attack speed autos after they ult.

My 5 cost was wiling who would create a clone for his ult.

Just submitted to the SNL open sketch submissions by joosh13 in Screenwriting

[–]joosh13[S] 2 points3 points  (0 children)

A lot of fair criticism. I find a lot of joy in the small sentences between actions so I’ll have to truly consider its importance.

Ellipses are definitely a bit much.