Change "Tibalt" to "VD" and it's playable...but Suga's right, they'd never do that.M14 Chandra's ultimate will allow you to search your deck for any Tibalt permanent and place it in the trash can without paying its mana cost.
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Change "Tibalt" to "VD" and it's playable...but Suga's right, they'd never do that.M14 Chandra's ultimate will allow you to search your deck for any Tibalt permanent and place it in the trash can without paying its mana cost.
Tibalt or VD - opponent's choice.

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What's the clan's thought on Pithing Needle? I'm having a pissing match with Ben Delat in a Rock Control thread on Sally about its use, and would love to know if I'm way off base here.
He's saying it's horrible for the deck, but he's citing all sorts of examples of horrible play as his reasons. For instance, someone casting it first turn, naming a problem card in the deck, and then never seeing that card. Well duh, you only play it AFTER something troublesome lands. Against planeswalkers and utility lands it acts as sorcery speed removal that doesn't let them get use out of future copies of their card. Unless of course they have artifact destruction. So bad card against Putrefy, sure.
I'm arguing that in the B/g Control deck it's a good sideboard strategy against control decks running drownyards, lighthouses, jaces, tamiyos, ral zareks, and definitely [c:
1h9bgk9n]Aetherling[/c]. B/g Control has really good game against aggro and needs to shore up the control match. I feel like Needle helps.
Thoughts? Am I seeing this wrong?
He's saying it's horrible for the deck, but he's citing all sorts of examples of horrible play as his reasons. For instance, someone casting it first turn, naming a problem card in the deck, and then never seeing that card. Well duh, you only play it AFTER something troublesome lands. Against planeswalkers and utility lands it acts as sorcery speed removal that doesn't let them get use out of future copies of their card. Unless of course they have artifact destruction. So bad card against Putrefy, sure.
I'm arguing that in the B/g Control deck it's a good sideboard strategy against control decks running drownyards, lighthouses, jaces, tamiyos, ral zareks, and definitely [c:
1h9bgk9n]Aetherling[/c]. B/g Control has really good game against aggro and needs to shore up the control match. I feel like Needle helps.
Thoughts? Am I seeing this wrong?

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Development on the M14 Chandra-
"Ok, guys, we really need to pull through on this next Chandra. 4th times the charm, right? Obviously we haven't been aiming high enough with her. We've tried 4, 5, and 6 CMC Chandras and they just haven't caught on yet. And since 3 CMC planeswalkers are reserved for the better colors, we're gonna blow it out of the water with an 8CMC Chandra. MaRo says we should give her an ability out of Red's color pie. How does tutoring sound? Too good? K, how about instead of DEALING damage, we GAIN LIFE instead? Different? Great. Now let's finish up that ultimate ability. Anthem effects for Vexing Devils seem good. Let's roll!"
"Ok, guys, we really need to pull through on this next Chandra. 4th times the charm, right? Obviously we haven't been aiming high enough with her. We've tried 4, 5, and 6 CMC Chandras and they just haven't caught on yet. And since 3 CMC planeswalkers are reserved for the better colors, we're gonna blow it out of the water with an 8CMC Chandra. MaRo says we should give her an ability out of Red's color pie. How does tutoring sound? Too good? K, how about instead of DEALING damage, we GAIN LIFE instead? Different? Great. Now let's finish up that ultimate ability. Anthem effects for Vexing Devils seem good. Let's roll!"

In a pinch, Khaos' beard can help turn this around.
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Personally, I don't think Pithing Needles are needed at all. The last time I really felt like they were needed in Standard was when Jace the Mind Sculptor and the Super Friends decks were running rampant. Everything else in this Standard seems manageable by comparison.What's the clan's thought on Pithing Needle? I'm having a pissing match with Ben Delat in a Rock Control thread on Sally about its use, and would love to know if I'm way off base here.
He's saying it's horrible for the deck, but he's citing all sorts of examples of horrible play as his reasons. For instance, someone casting it first turn, naming a problem card in the deck, and then never seeing that card. Well duh, you only play it AFTER something troublesome lands. Against planeswalkers and utility lands it acts as sorcery speed removal that doesn't let them get use out of future copies of their card. Unless of course they have artifact destruction. So bad card against Putrefy, sure.
I'm
arguing that in the B/g Control deck it's a good sideboard strategy against control decks running drownyards, lighthouses, jaces, tamiyos, ral zareks, and definitely Aetherling. B/g Control has really good game against aggro and needs to shore up the control match. I feel like Needle helps.
Thoughts? Am I seeing this wrong?
But then again, I live to burn things, so what do I know?


In a pinch, Khaos' beard can help turn this around.
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The nature of planeswalkers (essentially modal sorceries that can have big payoffs in a longer game) they've designed thus far make it difficult to make one that fits a red strategy (or what wizards has pigeonholed red into, depending on who you ask).Last good red planeswalker we had was Koth, right? I think most of the planeswalkers in other colors have been, for the most part, playable. We're getting screwed over here.
That being said, the fake one posted a week ago or so would be a step in the right direction for making a red planeswalker. The fact that it only had minus loyalty costs makes sense both mechanically and flavorwise in red (red values freedom and chaos, why would a red planeswalker stick around one place for too long?) and
would let them give her more powerful abilities.
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I'd speculate that new planeswalkers will generally have more aggressive minus abilities and fewer plus abilities due to the nature of the shift in planeswalker rules come M14.The nature of planeswalkers (essentially modal sorceries that can have big payoffs in a longer game) they've designed thus far make it difficult to make one that fits a red strategy (or what wizards has pigeonholed red into, depending on who you ask).Last good red planeswalker we had was Koth, right? I think most of the planeswalkers in other colors have been, for the most part, playable. We're getting screwed over here.
That being said, the fake one posted a week ago or so would be a step in the right direction for making a red planeswalker. The fact that it only had minus loyalty
costs makes sense both mechanically and flavorwise in red (red values freedom and chaos, why would a red planeswalker stick around one place for too long?) and would let them give her more powerful abilities.

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@RC, yes on pithing needle in control. Why lose to aetherling/drownyard when you don't have to and it makes them "waste" a detention sphere.
@Alex, if you invest in magic cards, what's the best way to flip them for profit(cash)?
@Alex, if you invest in magic cards, what's the best way to flip them for profit(cash)?
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Depends on the card. There's factors that come into play heavily. If you're looking for something more specific feel free to PM me, but some good things to keep at the front of your mind when investing are:@Alex, if you invest in magic cards, what's the best way to flip them for profit(cash)?
1.) Popularity of the format it's played in. If a card is good in Extended but nobody is playing Extended, you'll never find a buyer.
2.) The quality if a card outside of the vacuum, especially nearing rotation. This is important because if a card is good on its own, it stands to reason that it will likely be worth something even if the enviornment is currently hostile towards it. For examples, look at [card]Falkenrath Aristocrat[/card:
1s210qw9], Hellrider, Olivia Voldaren, etc in Scars-Inn Standard. These are the types of cards that I personally look for.
3.) Likelihood that the deck that it plays the best in will get banned. If the card isn't good outside of a vacuum but it's REALLY good in a vacuum, be weary of bannings. Thanks to my awareness of this, I managed to get out from under my Stoneforge Mystics when the getting was good.
4.) Foils vs. non-foils. If it's a card that's not amazingly constructed playable, but is good in cubes and EDH, always go for the foil. Constructed playable cards move quicker as non-foil but EDH cards will always move faster as foils.
There's probably something I'm not thinking of. But tl;dr use discretion. If you're even halfway decent at card analysis you'll know what's likely to be a good buy and what isn't.
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I totally forgot about Melek. And Nin was my first choice as a commander but three people at my LGS already regularly play her, so, yeah.I ran into the same problem. Tibor and Lumia is terrible, though. Izzet colors are pretty limited commander-wise, but...So, since playing Jhoira of the Ghitu just paints a big huge target on my forehead in EDH, I think I'll make some adjustments and switch to Tibor and Lumia. Any deck suggestions?
Creature based decks: Nin, the Pain Artist. Niv-Mizzet, the Firemind, or Niv-Mizzet, Dracogenius.
Spell based combo: [card:
xvgofrko]Melek, Izzet Paragon[/card]. Tibor and Lumia used to be the go-to but there's no reason to play them with Melek around.
Nin is probably your best bet. She's cheap to cast and doesn't warrant a huge target. I played her in a Wheel of Fortune oriented EDH deck and it was good times, but I'm sure she's also just fine in a casual Jhoira deck or something.

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The problem with Tibor and Lumia is that they don't actually...do...anything. Melek is even better as a Storm general because of double rituals off of the top.I'd still love to make Tibor and Lumia work in a Storm EDH deck, though. Storm. <3
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[quote="[url=viewtopic.php?p=71975#p71975:debjixmf]Khaospawn » Tue Jun 18, 2013 6:58 am[/url:debjixmf]":debjixmf]Development on the M14 Chandra-
"Ok, guys, we really need to pull through on this next Chandra. 4th times the charm, right? Obviously we haven't been aiming high enough with her. We've tried 4, 5, and 6 CMC Chandras and they just haven't caught on yet. And since 3 CMC planeswalkers are reserved for the better colors, we're gonna blow it out of the water with an 8CMC Chandra. MaRo says we should give her an ability out of Red's color pie. How does tutoring sound? Too good? K, how about instead of DEALING damage, we GAIN LIFE instead? Different? Great. Now let's finish up that ultimate ability. Anthem effects for Vexing Devils seem good. Let's roll!"[/quote:debjixmf]
Prophetic, surely.
"Ok, guys, we really need to pull through on this next Chandra. 4th times the charm, right? Obviously we haven't been aiming high enough with her. We've tried 4, 5, and 6 CMC Chandras and they just haven't caught on yet. And since 3 CMC planeswalkers are reserved for the better colors, we're gonna blow it out of the water with an 8CMC Chandra. MaRo says we should give her an ability out of Red's color pie. How does tutoring sound? Too good? K, how about instead of DEALING damage, we GAIN LIFE instead? Different? Great. Now let's finish up that ultimate ability. Anthem effects for Vexing Devils seem good. Let's roll!"[/quote:debjixmf]
Prophetic, surely.

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I like that Tibor and Lumia can give itself evasion, and if you're playing multiple spells in a turn(as you should) you can effectively wipe everyone's ground creatures whilst saving your own(triggered effects on the stack ftw) and simultaneously give them evasion for a good swing. Plus, equipping it with [c:The problem with Tibor and Lumia is that they don't actually...do...anything. Melek is even better as a Storm general because of double rituals off of the top.I'd still love to make Tibor and Lumia work in a Storm EDH deck, though. Storm. <3
jlpugq4g]Leering Emblem[/c] or other such effects has fantastic synergy with the storm gameplan.
I'm not saying it's the greatest or most efficient option, but it should at least be fun.
Last edited by Kazekirimaru on Tue Jun 18, 2013 1:24 am, edited 1 time in total.

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Working tonight, Matt, but I'll be there in Dos Rakis spirit! Save me the highlight reel!Baby come back!
I'm going to destrominate the standard daily tonight at 8 pm PST (3 hours from now) on stream. Tune in and hang out, redbros.

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The highlights of the DE will go like this (as is typical of my streams)
1. I do a lot of combat math then get hosed by lifegain
2. Stories about redheads
2.5 If Khaospawn is in the chat, stories about pissing on things
3. Stories about not masturbating
4. Topdeck Thundermaw Hellkite ruins my day
5. YOLO
6. Shoutouts to Australia and redthirst's cock
1. I do a lot of combat math then get hosed by lifegain
2. Stories about redheads
2.5 If Khaospawn is in the chat, stories about pissing on things
3. Stories about not masturbating
4. Topdeck Thundermaw Hellkite ruins my day
5. YOLO
6. Shoutouts to Australia and redthirst's cock
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The nature of planeswalkers (essentially modal sorceries that can have big payoffs in a longer game) they've designed thus far make it difficult to make one that fits a red strategy (or what wizards has pigeonholed red into, depending on who you ask).Last good red planeswalker we had was Koth, right? I think most of the planeswalkers in other colors have been, for the most part, playable. We're getting screwed over here.
That being said, the fake one posted a week ago or so would be a step in the right direction for making a red planeswalker. The fact that it only had minus loyalty costs makes sense both mechanically and flavorwise in red (red values freedom and chaos, why would a red planeswalker stick around one place for too long?) and
would let them give her more powerful abilities that are what red generally wants to do (kill destroy, virtual card advantage, tempo, etc)
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Boy, that was a weird daily. Many thanks to BlakLanner, LK, Kaze, Freedom, Calamity and Fate for tuning in to watch me play brilliantly, only to get varianced to death. You know, per the rules listed above 

Last edited by hamfactorial on Tue Jun 18, 2013 7:35 am, edited 1 time in total.
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I was just reading what formats are being run in the upcoming World Magic Cup.
Team Unified Standard Constructed - No more than four copies of any Standard-legal card (basic lands excluded) may appear across a team's three Standard decks.
This should be interesting in how to construct the decks given that RTR Standard is rich in 3-color decks and that means only 1 player on the team gets to play a color combination. We'll probably see 2-color decks that won't normally see play.
Also, August means RTR Standard with M14. Meaning most decks played in the WMCQ won't see play outside since most cards will be rotating out.
Team Unified Standard Constructed - No more than four copies of any Standard-legal card (basic lands excluded) may appear across a team's three Standard decks.
This should be interesting in how to construct the decks given that RTR Standard is rich in 3-color decks and that means only 1 player on the team gets to play a color combination. We'll probably see 2-color decks that won't normally see play.
Also, August means RTR Standard with M14. Meaning most decks played in the WMCQ won't see play outside since most cards will be rotating out.

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