Molimo

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Molimo last won the day on November 2 2018

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About Molimo

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    Planeswalker

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  1. I dunno about you, but I wouldn't get tired of making the cash they're getting for this show. Some of the main cast is pulling in 100k-500k per episode!
  2. I take frequent, yet short breaks from competitive formats where I have a lot of time, money, and pride invested in the outcome of every game and borrow decks from friends to play casually for a while. I also try to focus more on trading and judging tournaments versus forcing myself to sit through tournaments. When I play at all, it's mostly cube drafts and commander, some booster draft or sealed deck, and less modern or standard. When I'm ready to jump back into constructed formats, I pick up a couple of my pet decks that consistently perform well and jam a bunch of warm-up matches with a couple friends in a casual environment (at someone's house or at the shop, but not in a tournament). We play a lot of face up games where both players have full knowledge of what's going on in the games and talk through plays to practice identifying and making the proper calls in situations. This helps to rebuild mechanical skills and confidence, along with a familiarity with any changes to the metagame and individual card choices in popular decks, all in comfortable settings to help facilitate learning. If there's a solid enough new deck in a format, I'll borrow or trade/buy into that deck to shake things up for myself and broaden my range a little. Worst case scenario, I relist the deck for sale after learning the strengths and disadvantages of the deck, and I'm out a little time (maybe a little cash if I wait too long to move the cards), but I've gained some firsthand experience and know what I need to change in my own decks and play patterns. Usually by the time a new set comes out I'm ready to at least draft a few times, and shortly after the new set there are shifts in the constructed formats that revive some interest for me. I hope this can be of some help to you as well.
  3. Hopefully, you'll find the answers you seek here: https://mtg.gamepedia.com/Reserved_List
  4. Legendary spells just require you to control a planeswalker or legendary creature at the time of casting, you can't bump them off the stack with the legend rule. From Gatherer: Other than the casting restriction, the legendary supertype on a sorcery carries no additional rules. You may cast any number of legendary sorceries in a turn, and your deck may contain any number of legendary cards (but no more than four of any with the same name).
  5. Re: Teysa, you get 2 dies triggers for creatures with afterlife, etc. 603.10 Normally, objects that exist immediately after an event are checked to see if the event matched any trigger conditions, and continuous effects that exist at that time are used to determine what the trigger conditions are and what the objects involved in the event look like. However, some triggered abilities are exceptions to this rule; the game “looks back in time” to determine if those abilities trigger, using the existence of those abilities and the appearance of objects immediately prior to the event. The list of exceptions is as follows: 603.10a Some zone-change triggers look back in time. These are leaves-the-battlefield abilities, abilities that trigger when a card leaves a graveyard, and abilities that trigger when an object that all players can see is put into a hand or library. Example: Two creatures are on the battlefield along with an artifact that has the ability “Whenever a creature dies, you gain 1 life.” Someone casts a spell that destroys all artifacts, creatures, and enchantments. The artifact’s ability triggers twice, even though the artifact goes to its owner’s graveyard at the same time as the creatures.
  6. You can play mardu and run Death Match so your Legion tokens help clear your opponents' board.
  7. Energy Chamber doesn't combo with Assemble. It only works with artifacts and only with the listed counter types. Assemble can be good in a controlling shell, after you sweep your opponents' creatures, it comes down to gum up the board and threatens to take over the game if unanswered. It's also decent in replacement effect tokens with Divine Visitation style cards, churning out an army of Angels instead of 1/1s.
  8. Only better, since you can play the cards until the end of your next turn.
  9. Scotch (White Walker by Johnnie Walker), ammo (.40 cal and .223), Magic cards (UMA packs) and a bunch of food.
  10. I'm glad that with afterlife comes better fixing for my esper control to cast Settle the Wreckage.
  11. Getting called in for more overtime is usually my biggest. As a section lead in retail, I'm usually working every night until they're out of overtime to write off, or until the holiday rush ends. When I do get a night off and there's a party or a concert/gig at a bar, there's usually some drunken karaoke and tomfoolery.
  12. Separating the good from the bad, then trading in the good, donating the bad.
  13. I've been working toward similar goals as well; trading staples I own into decks, then selling extra copies for cash or store credit to fund cube upgrades, other hobbies, and pay ahead on bills. I'm sorting through commons and uncommons in order to distribute those into the community somehow as well. My plan is to donate the cheap, shitty cards to after school programs that teach new players the basics, and trade the more widely playable cards to the regular tournament players at fair rates to help downsize my collection while building theirs.
  14. I like Guilds quite a bit. While drafting a guild is the most straightforward way to draft the set, splashing is very possible, very powerful and can make for some fun and challenging games. The set also has a high impact on standard and modern and both formats are fairly open and healthy, so I rated Guilds very good.
  15. Many modern jund decks run a land base of: 4 raging ravine 3-4 bloodstained mire 4 verdant catacombs 4 blackcleave cliffs 2 overgrown tomb 1-2 blood crypt 0-1 stomping ground 0-1 twilight mire 2 swamp 1-2 forest For a total of 23-25 lands depending on the curve of the overall cmc of spells