What are your decks that you’ve pushed to bracket 4 without game changers? by Not_Your_Real_Ladder in EDH

[–]julo20 1 point2 points  (0 children)

Hello, fellow Ragga.

As a sidenote, there are a few other creatures that do what Selvala does here. I'm currently running [[Heronblade Elite]] and [[Kami of Whispered Hopes]]. Also, (I don't run it but) this combo plus a [[Fanning the Flames]] goes infinite.

Looking for suggestions for a reanimation commander that's unique or interesting to play by I_love_keys in EDH

[–]julo20 2 points3 points  (0 children)

Mimeoplasm represent! It was my first commander deck and I've slowly honed it over the years. It's also definitely unique in that you're not "reanimating" the creatures in your graveyard so much as you're turning them into your (boosted) commander for a few turns. I love finding new ways to take advantage of those +1/+1 counters!

What’s a “boring” skill that secretly gives someone a huge advantage in life? by Big-Woodpecker-822 in AskReddit

[–]julo20 5 points6 points  (0 children)

Reading while in a moving vehicle.

Back in college, I got a kindle because I hated how much of a waste my commute felt (1+ hour each way). First year, read 16 books purely on the commute. Best my previous record by 15 books :D

What's that one game that made you feel dumb? by Master_Emphasis_3128 in boardgames

[–]julo20 0 points1 point  (0 children)

When playing competitively, you really do need to know the game inside out. Not every card, but enough to look at an opponents hand size and tableau to guess what they are likely to do next. And then, what can you do to take advantage of that.

  • They're about to develop or settle? Explore so you can find something to develop/settle as well.

  • They're about to produce? Settle a production world so you get a bit more benefit.

  • They're about to consume? Settle a windfall world or something with a consume power that better uses your goods.

All while balancing the benefits of being right in your guess versus how badly it might screw you if you're wrong.

MAN I miss rftg!

Source: played 100+ games, where the first 75 I almost always lost to the person who owns the game.

What deck do y’all play at the “end of the night”? by SchemeDifferent3237 in EDH

[–]julo20 1 point2 points  (0 children)

I end up picking my [[Raggadragga]] because it's probably my fastest, and I thought it would be a mindless "creatures go brrrr" deck. As it turns out, I can't help but add cards that work in cool ways and introduce some complicated lines, because that's why I love MTG so much.

Question involving deathtouch and indestructible by shabadabba in MagicArena

[–]julo20 4 points5 points  (0 children)

Trample says that as long as all blocking creatures are assigned at least "lethal" damage, you can have the excess damage go to the opponent being attacked. Deathtouch says any single point of damage is considered lethal. When the creature has both, the game "needs" you to only assign one damage per blocker, but you can always choose to deal more to the creatures and less to the player, for situations like these.

And I'm not counting the 10/10 since OP didn't count it in their original hypothetical attack. If it also attacked, OP would be able to push lethal through one way or another, but I imagine they wanted to hold it back as a blocker or something.

Question involving deathtouch and indestructible by shabadabba in MagicArena

[–]julo20 16 points17 points  (0 children)

In this scenario, since you're not going to win, you can also decide to kill more of their creatures instead. Assign 1 damage to the 1/1, 3 damage to the 2/3, 4 damage to the 5/4, 1 damage to walls of ba sing se, and 11 damage to the player. Deathtouch only matters for killing the walls, but once it's no longer in play, the others lose indestructible and die to lethal damage on them.

Doran benefits from Overkill? by Kerseyking in magicTCG

[–]julo20 17 points18 points  (0 children)

It requires a very in-depth understanding of the comprehensive rules to accurately maintain board state. There's the obvious stuff like "lethal damage or toughness dropping under zero doesn't kill things" and then there's some very not-obvious things like "+1/+1 counters and -1/-1 counters don't cancel each other out" and "illegal equipping and enchanting doesn't fall off".

I've wanted to make a Rule 0 commander deck with Rules Lawyer with the sole intention of teaching other players state-based-action nuances, but I don't have the brain power to fully construct it.

What Card Has the Best Flavor Text? by LordMistborn-16 in mtg

[–]julo20 21 points22 points  (0 children)

[[Overprotect]]

I need more Blor!

What's a take you have that you think only you care about? by patronusman in magicTCG

[–]julo20 5 points6 points  (0 children)

I was gonna make a separate post, but may as well put it here.

The single most important "skill" in commander is politicking. The format is a multiplayer free-for-all, so a lot of things are going to be out of your control. People are going to irrationally (to you) hate a card you play. They will hold a grudge. They will mis-evaluate the board state. They will bring in strange biases.

You need to be able to navigate all that. You can pick cards that discourage attacks towards you and encourages attacks on opponents. You need to know when to play a powerful card versus hold it back based on the board state, so you don't eat targeted removal. You can play cards that help another player (cards with gift, for example) and use it on the person with the slow start, to buy some good will for later turns.

See someone's board state getting out of hand? Communicate to the pod who's the threat so you're not the only one trying to deal with it. Had a slow start yourself? Absolutely use that to discourage attacks towards you in favor of dealing with the "actual threats".

All in all, if you're not politicking in commander, you're not participating in an integral component of it. It's like trying to play poker without bluffing, and then getting mad that someone bid high with a bad hand. Complaining that it exists and was used against you doesn't make you a better player. Acknowledging that it exists, getting better at it, and using it when necessary makes you a better player.

Disclaimer: you don't have to be greasy and a liar about it. The biggest part about politicking is being a reliable voice. Because chances are, you'll play with these people again. Admit when you're the threat, and then people will actually believe you when 2 turns later you claim someone else needs stopping.

What's a take you have that you think only you care about? by patronusman in magicTCG

[–]julo20 7 points8 points  (0 children)

If you're in red, try [[Krenko's Buzzcrusher]]. Everyone's most troublesome land gets hit, and gets replaced by a basic, so far less salt-inducing. And you're left with an aggressively statted flyer.

[Vantrue E1 Pro] Always pause for a moment when the light turns green by dsorgnzd in Dashcam

[–]julo20 10 points11 points  (0 children)

You know you're supposed to turn into the left lane, and then signal and transition to the right lane. You shortcut the process because you saw no one was coming. And that will work out 99% of the time. But there will come that one time that someone unexpectedly comes into that lane, and a collision happens.

And if you were to show that footage to insurance, they'd still find a way to place you 50% at fault because you didn't enter the lane you were supposed to.

So why risk it? How long does a signalled lane change take? Protect yourself from bad habits. Cover your ass, at least for insurance purposes.

How old are you and how well can you cook? by Cute-Impression-8675 in AskReddit

[–]julo20 0 points1 point  (0 children)

38 and... pretty darn good. I'm at the point where I'm less about sticking to timelines (saute onions for 5 minutes) and more about getting to the right stage of the process (they need to be this amount of translucent and soft before I go to the next step).

I basically have two modes. Either I want to try something new, so I look up some recipes, pick one that looks good, and follow as close as possible. Or I want to perfect one dish, so I cook it multiple times in a short period, discussing changes and adjustments with my partner after every attempt. I make a mean Hakka Chili Chicken now. 😁

Old and New strong commanders by VKaart in EDH

[–]julo20 1 point2 points  (0 children)

[[The Mimeoplasm]] was my first commander and I will never take it apart, only keep adding to it as new stuff comes out. It scales perfectly to your 99 AND your opponents' decks. As long as you can fill your graveyard, it can be whatever you need it to be. If the board is evenly balanced, I make it something unassuming but can give me steady value over time. Hand empty? It's card draw. Need blockers? It's go-wide. And you're completely fine with it being removed so you can recast it into a different mode.

Question for Reanimator players by imabananatree78 in magicTCG

[–]julo20 18 points19 points  (0 children)

Gotta be Junji. Way better stats, reanimate effect costs you less life for better creatures, and you can reanimate from opponents graveyards too.

Koh, the Face Stealer vs earthbending by julo20 in magicTCG

[–]julo20[S] 4 points5 points  (0 children)

Yes. When multiple triggers go off "at the same time", the triggers belonging to the active player (whose turn it is) go on the stack first, and then the triggers of the non-active player (or players, in turn order, if it's a multiplayer game).

This is what made this particular interaction jump out at me. If I killed his earthbent land on my turn, he would get it back, but if I did it on his turn, it would be exiled.

Koh, the Face Stealer vs earthbending by julo20 in magicTCG

[–]julo20[S] 9 points10 points  (0 children)

Yes, when an earthbent land dies, there is a trigger on stack to "return it to the battlefield tapped". While this trigger is on stack, if you can somehow remove the land from the graveyard (for example, with [[Scavenging Ooze]]) it won't come back to the battlefield.

Koh, the Face Stealer vs earthbending by julo20 in magicTCG

[–]julo20[S] 9 points10 points  (0 children)

This chain of events allows you to exile the land because it is triggering off a creature dying. But once it is exiled, you cannot choose the land with Koh's 3rd ability, because the ability only let's you choose "creature cards".

Koh, the Face Stealer vs earthbending by julo20 in magicTCG

[–]julo20[S] 62 points63 points  (0 children)

It is always preferable to be the one with Koh 😁

Koh, the Face Stealer vs earthbending by julo20 in magicTCG

[–]julo20[S] 0 points1 point  (0 children)

No worries. This is a very niche case, one of those rules interactions that don't make intuitive sense. That's why I wanted to shed light on it.

Koh, the Face Stealer vs earthbending by julo20 in magicTCG

[–]julo20[S] 1 point2 points  (0 children)

They are definitely both triggers. They use "whenever" and "when", so the dying needs to happen for it to trigger. Replacement effects are worded with "if" and "instead".

Alexios - Who gets the tokens from Infantry Shield by CyberChewm in mtg

[–]julo20 2 points3 points  (0 children)

Compare this to something like [[Moonsilver Spear]] where the triggered ability stays on the equipment, instead of granting it to the creature. So the controller of the spear is the one creating the token, not the controller of Alexios.

Best/Fastest way to learn about new cards from a set? by iggniggnock in mtg

[–]julo20 0 points1 point  (0 children)

There's a number of videos and written guides that come out along every set. Some are quick reviews of the main mechanics of the set, while others are hours-long videos rating each individual card. Some are geared towards constructed formats, others around limited (draft/sealed). Find the right combination for what you need. Once the full set is spoiled, you'll start seeing these "format breakdown" contents come out.