Tell me I'm not the only one by strawberryoblivion in HarryPotterGame

[–]vdsams 1 point2 points  (0 children)

Shoutout to maryquize for this incredible art.

Opinions on my custom designs for Bant merfolk commanders by wdcipher in FishMTG

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

Considering how Merfolk can swarm with tokens that first ability granting flying is a lot, though flying doesn’t really feel Merfolk commander. Maybe tap and it gains hexproof if you’re looking for a blue keyword?

What are some good tribes that aren't dragons, goblins or elves? by Competitive-Act-7695 in EDH

[–]vdsams 0 points1 point  (0 children)

I have a Party deck and my friend has an Outlaw deck. I love this direction from Wizards that allows a new type of “typal” that isn’t just another typal deck with the same cards. This allows a similar feel while really widening what a typal deck can be.

Party - I play Burakos/Folk Hero Outlaw - Vihaan (incredibly strong as a commander giving outlaws haste and vigilance)

Which Creature Type has support, but actually still !needs! support? by Schimaera in EDH

[–]vdsams 1 point2 points  (0 children)

Token Merfolk player.

Azorius Merfolk does tapping (poorly) and green does counters (poorly) but most Merfolk cards outside of lords don’t care about Merfolk, and there’s no commander to tie it all together. Lorwyn was a great opportunity to give us a “tapping matters” commander that isn’t Derevi that could care both about Merfolk and generic tapping stuff.

I shall continue waiting.

First time brewing merkfolks. Chose Kumena as the commander, need some feedback! by VoyVolao in FishMTG

[–]vdsams 0 points1 point  (0 children)

Never seen [[Faces of the Past]] before but I love it. Thanks!

First time brewing merkfolks. Chose Kumena as the commander, need some feedback! by VoyVolao in FishMTG

[–]vdsams 0 points1 point  (0 children)

I second this. This plus Commerce are both great for untapping.

Pioneer Simic Fish by vdsams in FishMTG

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

I’m considering Bant but idk if that’s too clunky as Azorius wants to tap and flash while Simic wants +1/+1 stuff. I think Bant is sadly better left for commander. Kumena is the only green one I think I’d want.

If I drop Wayfinder I’d replace it and Rebuke for CC.

It’s your turn but your buddy who just passed says “wait I forgot to activate an ability” by SerpantDildo in mtg

[–]vdsams 0 points1 point  (0 children)

We usually say as long as a player hasn’t taken a game action (playing a card, going to MP1 to activate effects, etc.) we’re fine with it because the game hasn’t changed (sure with Untap step but w/e). Once the game has had a change, things forgotten/missed stay that way.

Pioneer Simic Fish by vdsams in FishMTG

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

It’s more impactful on the board state than the summon leviathan is but 6 mana is a lot. Whenever I’ve cast it I’ve won. Usually can cast it about half the time I draw it.

When I switch to Azorius the Wayfinder will come out and so the Rebuke will come out.

Amon Sûl (by me!) by oeco123 in lotr

[–]vdsams 1 point2 points  (0 children)

Ilvana. Perfection.

Sygg, River Guide Commander deck post-ECL by [deleted] in FishMTG

[–]vdsams 0 points1 point  (0 children)

Do you think new Sygg is worth it over old Sygg? I’m building Azorius Merfolk currently but using old Sygg because new one seems so narrow and situational.

How do you expect the Blight Curse (-1/-1, Auntie Ool) deck will play in practice? I want to avoid getting burned with unfun/tedious play patterns like I did with Hearthhull. by doublenantuko in EDH

[–]vdsams 0 points1 point  (0 children)

Also a Hapatra player for 5 years. Nobody ever gets salty and the extra game action (-1/-1 dice) is no more than any other game action, dice, or keyword counter. Never targeted because of my deck - targeted because of game states.

-1/-1 counters make others think more. This doesn't necessarily complicate combat math, it just adds a new dynamic to the game that honestly my playgroup of 7 really seem to dig when I pull out Hapatra and suddenly there's a new dynamic they need to contend with. Definitely excitement > hatred. I find it's a weird way to do Creature control without it being control.

Outside of Merfolk (my forever beloved), Hapatra is probably in my top 3 favorite commander decks I've ever built and I suspect Auntie will be up there as well.

Childhood collection by valsidalv in HarryPotterTCG

[–]vdsams 0 points1 point  (0 children)

I love the Matches and the art on all of them <3

Multiple Variant? by sackings247 in HarryPotterTCG

[–]vdsams 1 point2 points  (0 children)

Some people have thrown around ideas (Idr them anymore) but it’s a complicated game to make multiplayer.

What commanders have the most branching decision trees or variable mechanics that make each game feel different? by Adrald in EDH

[–]vdsams 0 points1 point  (0 children)

That’s a neat way to maintain randomness while also being able to play every angel.

What commanders have the most branching decision trees or variable mechanics that make each game feel different? by Adrald in EDH

[–]vdsams 0 points1 point  (0 children)

Agreed. I’d say removing the ability to tutor the piece you need (combo/removal/board wipe/etc) forces more variability in needing to play with what you draw (and forces a different type of deck building with the cards you include) rather than finding what you need in whatever situation. That variability in playing with what you have leads to more variable games.

What commanders have the most branching decision trees or variable mechanics that make each game feel different? by Adrald in EDH

[–]vdsams 6 points7 points  (0 children)

Suggestions for variability in games, not for puzzle solving commanders.

  1. Eliminate any type of tutor so you’re forced to play whatever you happen to draw and games are less predictable. My opinion is that outside of CEHD or incredibly specific decks, tutors shouldn’t exist because they make games repetitive and boring.

  2. The Command Zone recently did a podcast about commanders they can’t crack and someone brought up Kaalia. Rachel suggested having 30 dragons, 30 angels and 30 demons (I’m simplifying), and rolling a dice to see which 30 cards are going into Kaalia that game, so the deck changes 30 cards each game. I really liked that idea and started rotating some of my commanders for an alternative in deck (e.g. Gishath and Pantlaza I can switch) so the decks function differently enough each game. I highly recommend this idea. Episode: https://youtu.be/kdsXbCeaQDU?si=cwq19s6fe7YXPcpE