I played a game of Red7.
/u/bboomslang on And the nominated games for Spiel des Jahres are…
Well, I thought so, too, a while ago and just thought about it more – and then noticed that the SdJ price didn’t really change, it was me who changed. I just have very different expectations now. I think for geeks the GeekAwards will always be more relevant than SdJ. Still makes me enjoy those winning games, but we’ll, sometimes it gives you Kingdomino instead of something fun
KSdJ is a bit different, quite a lot of the winners are good gamer games, also. But hey, if Azul makes it, it will be a pleasant thing and make it easier for me to talk with my family about what kind of games we play …
/u/bboomslang on And the nominated games for Spiel des Jahres are…
I really hope for Azul to make it, it is a great game that we enjoy a ton at our boardgame meetups and at home. I fear it might be a little too much for SdJ, though, would have expected it more in the KSdJ category. But still, even having it nominated …
/u/bboomslang on And the nominated games for Spiel des Jahres are…
You talk about BGG ratings as a qualifier and everyday gamers in the same sentence. Kinda weird idea In addition, Spiel des Jahres ist a German award and therefore concentrates on games available here – it actually is one qualifier for them: the gam…
/u/bboomslang on Mana Web or Crawlspace in Teferi
Yeah, that is why Propaganda looks curious to me. It shows up in Teferi lists, but it only handles attacking creatures and crawlspace at least would have been a hate piece against creatures that can be tutotlred. Propaganda is not tutorable and is targeting something I wasn’t aware of being a big problem for CVT.
Mana web was just my thought of “why not that instead of Winter Orb”, but that is easily answered as you did. I just completely overlooked that detail.
Krark-Clan Ironworks by the Rules
Krark-Clan Ironworks Interactions by the Rules
Introduction
Recently there was a post asking for clarification on rules regarding how interactions with [[Krark-Clan Ironworks]] work. I posted my response only to learn that I was at wrong about at least one thing. However, responses to responses kept getting more and more disjointed, and nobody was actually citing the rules.
I went to this blog to learn, but there is what looks like a fairly wrong full paragraph there as well. Accordingly, I went to the rules, and while the one area where I was clearly wrong was cleared up for me, I needed to delve deeply into the rules to determine that I was wrong about something else.
Accordingly, I want to start this thread for properly hammering this out with proper rules citations. I am using Magic: The Gathering Comprehensive Rules from January 19, 2018.
Initial Board State
You own and control the following untapped permanents:
a. [[Krark-Clan Ironworks]]
b. [[Mox Opal]]
c. [[Chromatic Sphere]]
d. [[Myr Retriever]]
e. [[Scrap Trawler]]
How the Combo Works as a Card-Draw Engine
1. Tap Mox Opal for a mana (M).
2. Declare the intention to use the ability of Chromatic Sphere. This costs mana, so it opens up a “window” to use mana abilities. (I will refer back to this specifically because the hardest part of this process to understand is why this “window” is even necessary.)
3. Sacrifice Mox Opal to Krark-Clan Ironworks for (2). You now have (M) + (2). There is also a trigger (T0 ) from Scrap Trawler (even though there are no legitimate targets possible).
4. Sacrifice Myr Retriever to Krark-Clan Ironworks for (2). You now have (M) + (4), a trigger (T1 ) from Myr Retriever to return any artifact card in your graveyard in your hand, and a trigger (T2 ) from Scrap Trawler to return any artifact card in your graveyard with C.M.C. less than Myr Retriever’s C.M.C. to your hand.
5. Sacrifice Krark-Clan Ironworks to Krark-Clan Ironworks for (2). You now have (M) + (6), the two previous triggers, and a new trigger (T3 ) from Scrap Trawler to return any artifact card in your graveyard with C.M.C. less than Scrap Trawler’s C.M.C. to your hand.
6. Spend (1) to activate Chromatic Sphere for one mana (M). Sacrifice it. You now have (2M) + (5), a trigger (T4 ) to draw a card, and a trigger (T5 ) from Scrap Trawler to return an artifact card in your graveyard with C.M.C. less than Chromatic Sphere’s C.M.C. to your hand. EDIT: (T4 ) resolves immdiately because Chromatic Sphere’s ability is a mana ability. If Chromatic Star is used, it will trigger as described in the next step.
7. Load the triggers onto the stack, and resolve them. (T5 ) targets Mox Opal, (T4 ) allows you to draw a card, (T3 ) targets Myr Retriever, (T2 ) targets Chromatic Sphere, and (T1 ) targets Krark-Clan, while (T0 ) necessarily fizzles. You still have (2M) + (5).
8. Mox Opal, Myr Retriever, Chromatic Sphere, and Krark-Clan Ironworks return to your hand. The total C.M.C. of those four cards is 7, the amount of mana already in your mana pool. Recast them and return to step (1.) above.
Variations and Questions
(c.) does not need to be Chromatic Sphere. It could be Chromatic Star as well.
Question 1: Can Chromatic Star be employed in place of Chromatic Sphere to generate extra mana?
Chromatic Star can be used exactly as Chromatic Sphere above. However, it seems as though it could be used not only to draw out the deck but to generate extra mana as well. In place of step (7.), one could sacrifice Chromatic Star to Krark-Clan Ironworks. The card-draw trigger (T4 ) still happens, but the mana pool goes to (M) + (8). The declaration made in (2.) is moot because Chromatic Star is in the graveyard, but it (supposedly) enabled the “window”. Once all cards are returned to hand and recast, you have a net gain of (M) + (1) left over. There may be some rule which prevents this. I did not delve deeply enough into the rules to determine whether this is how it actually works.
Question 2: Is the “window” really necessary?
Initially, I did not understand the necessity of the “window”. I had to dig into the rules to deeply understand why such a window is necessary in order to allow repeated loading of mana abilities before addressing things which are to go onto the stack.
First of all, let us look at when mana abilities may be used:
605.3a A player may activate an activated mana ability whenever he or she has priority, whenever he or she is casting a spell or activating an ability that requires a mana payment, or whenever a rule or effect asks for a mana payment, even if it’s in the middle of casting or resolving a spell or activating or resolving an ability.
The rule gives four cases.
C1. The player has priority.
C2. The player is casting a spell.
C3. The player is activating an ability that requires a mana payment.
C4. A rule or effect asks for a mana payment.
As far as I can tell, all that is really needed is priority (C1.). However, once a mana ability is used once, all triggers must load onto the stack before the player regains priority to use the ability again. That was a critical understanding I had to track down through the maze of complex rules. Using condition (C2) or (C3) is akin to using parentheses to add before multiplying.
Mana abilities bypass the stack.
605.3b An activated mana ability doesn’t go on the stack, so it can’t be targeted, countered, or otherwise responded to. Rather, it resolves immediately after it is activated. (See rule 405.6c.)
We are referred to 405.6c where we learn that other effects of mana abilities resolve immediately and that using a mana ability does not pass priority.
405.6c Mana abilities resolve immediately. If a mana ability both produces mana and has another effect, the mana is produced and the other effect happens immediately. If a player had priority before a mana ability was activated, that player gets priority after it resolves. (See rule 605, “Mana Abilities.”)
Hence, according to 405.6c, in (4.) above, you get (2) immediately, Myr Retriever goes to the graveyard immediately, and you retain priority. All of this happens before any triggers go onto the stack.
Now, those things must resolve before Krark-Clan Ironworks mana ability can be used again.
605.3c Once a player begins to activate a mana ability, that ability can’t be activated again until it has resolved.
However, since the ability resolves immediately (without the stack), it seems like it should be possible to use it again immediately before the stack is addressed at all. However, 405.6c is missing some critical information. In previous discussion, the claim has been made that the ability cannot be used again until the triggers are loaded on the stack. Let us examine the support in the rules for this contention. 603 covers triggered abilities.
603.2. Whenever a game event or game state matches a triggered ability’s trigger event, that ability automatically triggers. The ability doesn’t do anything at this point.
603.3. Once an ability has triggered, its controller puts it on the stack as an object that’s not a card the next time a player would receive priority. See rule 116, “Timing and Priority.” The ability becomes the topmost object on the stack. It has the text of the ability that created it, and no other characteristics. It remains on the stack until it’s countered, it resolves, a rule causes it to be removed from the stack, or an effect moves it elsewhere.
603.3 makes it seem as though maybe loading the ability onto the stack is immediate. However, we are referred to 116. Noteworthy is a repetition of 605.3a:
116.1d A player may activate a mana ability whenever he or she has priority, whenever he or she is casting a spell or activating an ability that requires a mana payment, or whenever a rule or effect asks for a mana payment (even in the middle of casting or resolving a spell or activating or resolving an ability).
We also get expansion on 603.2.
116.2a Triggered abilities can trigger at any time, including while a spell is being cast, an ability is being activated, or a spell or ability is resolving. (See rule 603, “Handling Triggered Abilities.”) However, nothing actually happens at the time an ability triggers. Each time a player would receive priority, each ability that has triggered but hasn’t yet been put on the stack is put on the stack. See rule 116.5.
Key to understanding here is “would receive priority”. The triggers must be loaded onto the stack before the player gets priority back, which means their targets must be chosen before the mana ability can be used again. This is crucial information missing from 605.3b and 405.6c. Since we are referred to 116.5, we might as well look at it.
116.5. Each time a player would get priority, the game first performs all applicable state-based actions as a single event (see rule 704, “State-Based Actions”), then repeats this process until no state-based actions are performed. Then triggered abilities are put on the stack (see rule 603, “Handling Triggered Abilities”). These steps repeat in order until no further state-based actions are performed and no abilities trigger. Then the player who would have received priority does so.
Thus, the triggers must be loaded onto the stack before Krark-Clan Ironworks’s mana ability can be used again. Thus, in order to do the combo properly, a “window” must be opened by casting a spell or activating an ability which allows you to continue using mana abilities until you decide to activate the ability. The issue is that, for the combo to work, Chromatic Sphere, Myr Retriever, and Krark-Clan Ironworks all need to be in the graveyard before their triggers target.
Question 3: Why does the need for a “window” matter?
The combo can be pulled off with Chromatic Sphere or Chromatic Star, but it cannot be looped with [[Terrarion]]. That makes a big difference.
submitted by /u/alanwescoat to r/ModernMagic
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/u/bboomslang on Mana Web or Crawlspace in Teferi
Heh, yeah, that was a brain fart, as I should have remembered – I move my winter orb into one of my multiplayer lists after the ban …
/u/bboomslang on Mana Web or Crawlspace in Teferi
Ah, ok, so that is what I missed. Of course, makes much more sense now. It restricts them to probably main1 and that is it, which allows them to still do most of what they want to achieve.
Still don’t get Propaganda, since no way to tutor it up and leaving hate pieces to random chance always feels weird to me. So I think I still would probably play some artifact based hate instead, or stuff that is cmc 2, to at least have lines to get them.
/u/bboomslang on Any thoughts on the new Jhoira in 1v1?
I’m in the same boat, but I fear it’s a janky boat, and not an especially reliable one. She isn’t fast enough, I think – at CMC 4, a commander should DO something when it comes down immediately, but she only sits there, looking pretty, and making your next spells better. If you survive to make your next spells. I mean, if you are prepared in your deck, you should be able to bring her out T3, but you will be tapped out. So you get benefits earliest T4 from her – but that’s when you actually should be going off and winning the game, if you are targeting storm. But that will be hard to do, because until you got her out, you were focusing on getting her out – meaning you play rocks and stuff to speed up your mana, which again means mostly dumping out your hand. But storm with an (almost) empty hand is less than satisfactory.
So I think the only thing she might work in would be a stax shell with some long-term plans. Those might include storm or a hard combo. But again, you either get early stax pieces out and hamper yourself (as your commander doesn’t really help making your stax pieces asymmetric) or concentrate on getting the mana to get her out, which means not many stax pieces can be involved.
I think she is much better with a different commander and herself in the 99 as an additional helper in the middle-late game. But I could be wrong and would like to be proven wrong, because damn I like her card (and was already thinking about tearing apart my Slobad / Daretti list and rebuild).
Mana Web or Crawlspace in Teferi
Since the banning of [[Winter Orb]], Teferi Lists show up to play [[Propaganda]] – which I think is kinda a bad one, as we don’t have good tutors for it with it being CMC 3 and an enchantment. So I was thinking, what could replace Winter Orb in our list? Could it be [[Mana Web]]? On paper, it reads really strong with forcing the opponents lands to tap by color, but it is CMC 3. On the other hand, if Propaganda can be played at CMC 3, maybe an artifact we can actually find could be played, too? Or is there something bad about Mana Web that I don’t see? And on the note of Propaganda: could [[Crawlspace]] be another option? Again an artifact we can tutor and a CMC 2 piece we can muddle. I get that it might be a bit too soft, as when there is only one creature attacking anyway, it won’t protect – but the 2 colorless from Propaganda won’t take people off attacking that often, either. So either I am a genius or I am missing something. I suspect the latter one, so please enlighten me
Edit: it’s mostly about MTGO 1v1 format. But interested on how this changes in multiplayer, too.
submitted by /u/bboomslang to r/CompetitiveEDH
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/u/bboomslang on Is there a definitive 2-Player EDH format?
I like to adhere to the mtgo banlist, even if it is not widely liked, because it gives a defined environment that is at least based on regular play and not totally on the whims of a group with some specific expectation of what is fun. The casual format…
/u/bboomslang on [B&R] MTGO 1v1 Competitive Commander (8 bans, 4 unbans)
Well, at least ancient tomb had a downside that made it risky to exploit it too much or in the wrong situation, although of course the situation it counted most – early game – that was not so much a big deal. But workshop can be played in anything that wants to drop cmc 4+ artifacts early game without any downside at all. It’s just an artifact ritual. I guess Teferi Chain Veil just became 700 euro more expensive now, because Teferi untaps lands, too, and wants to play tcv repeatedly. Or Daretti for his fast mana back for all those fun toys he relies on (ok, probably at max tier 2 deck, so in this case it might be good for the format). It just feels weird to ban fast mana that can help T1 plays and the unbanning fast mana that can help T1 plays if you play enough artifacts.
/u/bboomslang on [B&R] MTGO 1v1 Competitive Commander (8 bans, 4 unbans)
A more comparable stax piece would be Stasis. Which is still in, as is Personal Tutor on the tutor front. It is this inconsistency that makes me go wtf. I can totally understand not tomlike cmc 1 tutors and cmc 2 stax pieces, as quite often they will do what they are meant to, like making your situation much better with the right card early or in case of stax preventing the opponent to gain foothold. Early in the game that can totally wreck your opponents plan, so from the “fun” perspective I totally understand it. I just thought that 1v1 mtgo commander was meant as a tournament / competition game. But yeah, even wizard missed several of the options in the classes of cards they don’t want. As if people would say “oh, this is the worst cmc 1 tutor, so I won’t play it” instead of “this is the only cmc 1 tutor so I will play it”. Same with cmc 2/3 stax.
/u/bboomslang on [B&R] MTGO 1v1 Competitive Commander (8 bans, 4 unbans)
Oops, time to replan my acquisitions – guess the good mana stuff will go into my multiplayer decks now. Too bad about thr moxen, though, I liked them in my JVP list. T1 Jace is just fun. And too bad about Ancient Tomb also, they really dislike fast man…
/u/bboomslang on Competitive Dominaria cards
Well, maybe some High Tide decks (JVP) could play this as interaction in their high tide turns – there are cost reducers in the deck that even makes it playable outside. Rewind with cmc 4 is too clunky, but Unwind at 3 could make it. It counters what y…
/u/bboomslang on Thoughts on Thran Temporal Gateway
[[Copper Gnomes]] exists, but isn’t played. This is too expensive. I mean, this thing can bring out an artifact T5 when you T4 this and T5 use it. If you survive a T4 where you probably didn’t do more than cast this. Sure, you can T5 something big and with untaps even multiple things – but Daretti can beimg something big on the field much faster already. And Daretti can sit in your command zone.