Hey guys let's have some new commanders this time! William: "I'll go oldschool with Teferi." Garret: "Sidisi seams like fun." Jacob: "Always wanted to built Vannifar." Ryan: "What?"
SPOILERS * * * * For the curious: Unless he had a critical piece in hand or there was interaction forthcoming, Jacob had the win. Starting from after rec sage destroyed the cursed totem: 1. Sac Rec Sage, find Hippocamp 2. Sac Hippocamp, find Chakram Retriever 3. Cast Phyrexian Walker 4. Sac Chakram Retriever, find Woodland Bellower, find Quirion Ranger 5. Activate Quirion 6. Replay the Forest 7. Sac Pestermite, find Sakashima, copy Woodland Bellower, find Wirewood Symbiote 8. Activate Symbiote returning Quirion 9. Sac Bellower, find Hulk 10. Replay Quirion 11. Activate Quirion 12. Sac Hulk, find Ezuri Claw of Progress, Sage of Hours, Dryad Arbor and the rest of the 0 drops, take infinite turns
I used to play Breakfast hulk in my LGS, and sometimes games started to drag longer than I'd want to. At this point I was drawing some cards of the hulk pile. Can't understand how people play this deck with so much steps and cards that you need to have not drawn yet by the time you want to combo!
@@BaalRoi The reason the deck has so many combo pieces is to allow pivots. For varying requirements, you can play around drawing pretty much any combo piece, possibly two. In this case, he was trying to go off having already burned summoners pact, e-wit, and having no mana and no mana dorks for vitalize, so the lines may not have been available that turn,.
It is really fun to play with Vannifar once you've mastered it, but if you're still learning how to pilot it, she can be overwhelming and boring. It has so many lines, it's pretty resilient once you've learned it.
Can't combo out? Nah man just beat everyone down. Now that. Is a game. Feels especially bad for Jacob losing to a Summoner's Pact trigger, but nonetheless great game
I agree, I was gonna say the same. I like that when William tried to stax out the board it just allowed creatures to go wide. Felt like good old fashioned kitchen table magic when I first started. Dying to the Pact trigger also hurt. I haven't done so but I made a player who countered my spell with Pact of Negation lose to his own trigger. That felt good. He countered my spell so I overloaded Cyclonic Rift and bounced all his mana rocks to his hand, He only had 4 land in play so he couldn't pay on his upkeep.
I'm pretty sure Ryan set some sort of record with that Lim-Dûl's Vault ×15. Great game, though. I'm glad to see some different decks. I really wish I had seen Vannifar fire, though. That's a new one to me.
I built a more budgeted vannifar deck a while back, just a bit after vannifar actually came out. It's more or less the same win every time. Tap > sack > untap > repeat until protean hulk > sack protean hulk and get win con
Vannifar is fun to play. I have it included in my 99 in my Roon of the Hidden Realm deck. I use it with Intruder Alarm to untap Vannifar and combo with Karmic Guide, Reveillark, and Body Double. I can usually get it consistently with cards like Sterling Grove to help search or protect my combo pieces. Also having access to white allows me to run cards like Smothering Tithe and Enlightened Tutor.
He won it a few times, they just don't mention it when he does. You can see the little Crypt logo flashing on his corner to show they remember it, though.
So much more entertaining than the typical Thassa/Consultation, counter, counter, counter, another player plays Thassa/Consultation, game. Only way this could have been better is if hulk was the beater.
Fear the power of an 8 mana 4/4! Even limited fears that sheer efficiency! All joking aside, it is refreshing to see a combo deck win via alternative methods. Like smacking in the face with big, dumb, hurdurrs.
I accidentally skipped the first 10 seconds of the game and I’m seeing one land on the battlefield, GSZ cast for 2 and countered with a 3 mana spell. I love this game.
What I like about this game, is that it feels like there were a lot of cards you don't normally get to see. Doomed Necromancer is usually too slow for renaimate strategies, you have MAAANY options that cost lest mana-wise, and yet he went with that card. Major kudos! Also feels like basic lands are a touch rare, even if they were islands.
This is why i love sidisi, it can effortlessly go from plan a (labman/orciale) to b (combo kill) to c( direct burn/lifeloss) to d (beatdown) without skipping a beat.
That was really something. Was good to see that they are another ways to win a match against 4 players. Didnt know that the cursed totem can be so strong.
Cool to see Vannifar make it to a cedh table. I don’t think there are any 5 cmc etb untaps, so the cursed totem was always going to hose his line. GGs, and cool to see something besides sushi lines!
saffronscursex not quite, he gets it back because he was the previous controller of the permanent. In the case of Bribery, the creature would be exiled because it has no previous controller to revert to.
Because effects giving a player control of permanents they don't own end when that player leaves the game. If there's a previous controller for that permanent to return to, it does so. Otherwise, it's exiled.
wow, what a game! everybody put up a good fight, interaction and timing was nice too. but maaaan, it feels fantastic to see a game of cEDH won by 'good ol' beating down. games like these show that sometimes it's not all about who goes infinite when, but about good old magic itself. joke aside, this seems super close to actual representation of the meme "just the way Dr. Garfield intended it to be"
No, the combo he was playing didn't need the rangers at all. I've been the competitive vannifar deck for a while now so I know it pretty well. I don't actually know why he started the line at 0 instead of just going up from 3 and casting the walker at the end of the line (the combo needs a number of 0 drops to be cast to work). There are a bunch of lines in that deck, but none of them specifically require either of the rangers to be in the yard or on the board for them to work
Can somebody do a compilation of all the awesome alliterations you guys do at the end of the intros before the game starts! Putting them all together may make the greatest sentence ever created.
Cedh won by combat non infinite??? Niceeee I loved the vannifar deck very cool to see simic pod I wish u guys posted gameplay videos everyday I'll be at the 1k hoping to see you guys there
Nice game! :) It's nice to see some different decks! I'd say people are so focused on comboing off that they don't see combat-damage is a way to take permanents out of the game. And Garret actually missed an attack at turn 5 where 7 damage could put Ryan even further behind (maybe dead to Jacob) or some extra damage to William. At 8:16 Jacob should have gone for Shakram retriever right? could he cast something to untap vanifar? Or had did he have only FOW+drain+land in hand?
yea that one really hurt, i played a version of the deck and there were times where i knew i had the win, somehow, but no clue, andhad to asspull a line. real fun, except for the opponents whohave to keep seeing you fumble through the deck.
Everytime I don't see folger playing I cry :( also folger if you're reading this, please build a heartless Hidetsugu deck that just wants to force the game in a draw XD
7:59 if i am not wrong, Jacob shoulnd't have been able to do that, the ranger has pro blue, and as Vannifar is a (partly) blue creature it should be unable to target the ranger, please correct me if i am mistaking
Hey guys, I've got a doubt on the rules of commander that I could not find an answer for online. What happens when I use Reflector's Mage ability on the other player's commander? Does it actually impede him from playing his commander next turn if he chooses to get it back to hand instead of the command zone?
Reflector Mage doesn't care where the card is cast from. If you bounce their commander, and they choose to put it back into the command zone, they won't be able to recast it until your next turn.
William didn't play correctly the Teferi deck. I'm a user myself, and it's hard to make teferi survive more than one turn on the table, so you need to have your board ready to go off when you drop it.
Was hoping to see how Vannifar actually wins. The restriction of being in only Simic colors turns off the win cons I'm familiar with. Very interesting game overall, though!
The way I've seen Vannifar decks win is: sac up the CMCs until you get Protean Hulk out, then sac Hulk and get Ezuri, Claw of Progress, Sage of Hours, and a bunch of 0 drops. Then, you take infinite turns. Don't know if that is how this deck wins (haven't looked at the decklist), but I would guess that this is the line, due to the Vannifar player playing Phyrexian Walker.
sorry, but what does anyone know what the little orange bars next to everyone's names mean? They move when time is passing on their turn... is it like a timer or something? Edit: I think they're health bars, but that seems dumb since there's a heath total right next to them.
I lost to a vannifar deck they begged the table for just one activation and he looped and won. Turn 3 win. At a friendly edh night. He left the shop mad because he got points taken off for winning before turn 6. (Pts are taken off for destroying 2 or more lands a turn. -includes exile, gain control, karn lock- taking more than 2 extra turns in a row and winning before turn 6.)